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Multimodal Semiotics and Collaborative Design

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Socio-cultural perspectives on co-design in virtual worlds<br />

Drawing on the synthesis of the VW research literature thus far, I consider the user-driven codesign<br />

practices in SL examples of social creativity. <strong>Design</strong> researchers Gerhard Fischer <strong>and</strong> Elisa<br />

Giaccardi describe social creativity as:<br />

[T]he diverse <strong>and</strong> collective stock of scientific content <strong>and</strong> artistic or stylistic ideas that<br />

individuals <strong>and</strong> communities share, re-interpret, <strong>and</strong> use as a basis for new ideas <strong>and</strong> visions<br />

constitutes the vital source of invention <strong>and</strong> creativity (Fischer <strong>and</strong> Giaccardi 2007: 28).<br />

In such creative social practices, individual <strong>and</strong> social creativity can (<strong>and</strong> should) complement each<br />

other, as creative output often results from interaction with tools <strong>and</strong> artifacts <strong>and</strong> from<br />

collaborating with other individuals (Fischer et al. 2005). The collaborative platforms are<br />

challenged in their attempts to provide socio-technical environments that would activate user<br />

communities <strong>and</strong> bring social creativity alive, not only because of individual <strong>and</strong> social differences,<br />

but also because of a variety of ‘distances’, which involve multiple dimensions. In Fischer <strong>and</strong><br />

Giaccardi’s metadesign approach to social creativity, these distances are conceptualized “(1)<br />

spatially (across physical distance), (2) temporally (across time), (3) technologically (across<br />

artifacts), <strong>and</strong> (4) conceptually (across individuals, communities, <strong>and</strong> cultures)” (Fischer <strong>and</strong><br />

Giaccardi 2007: 28). In their view, collaborative platforms such as SL harness the potential synergy<br />

of many creative users by offering tools, resources, environments <strong>and</strong> communities of metadesign,<br />

<strong>and</strong> providing affordances for exploration of emerging opportunities. For Elisa Giaccardi (2005),<br />

metadesign represents a constructive mode of design, rather than simply a new model of design, in<br />

that it promotes “collaborative <strong>and</strong> transformational practices of design that can support new<br />

modes of human interaction <strong>and</strong> sustain an expansion of the creative process” (Giaccardi 2005:<br />

15). To capture the complexity of social creativity –particularly in digital technologies-, the focus in<br />

metadesign is kept on design of general systems <strong>and</strong> processes rather than isolated content<br />

(objects), <strong>and</strong> the relational structures that allow the design environments to evolve through social<br />

interaction.<br />

The emphasis on socio-cultural characteristics <strong>and</strong> social histories of collaboratively produced<br />

design cultures in VWs is apparent in game designer <strong>and</strong> researcher Celia Pearce’s (2006) study on<br />

‘productive play’, where Pearce traces the virtual artifacts designed by the Uru gamer community<br />

in VWs including SL <strong>and</strong> There. Pearce argues that boundaries between play <strong>and</strong> production, work<br />

<strong>and</strong> leisure, <strong>and</strong> between media consumption <strong>and</strong> media production are increasingly blurring in<br />

places such as SL. She describes VWs as dynamic, two-way mediums where the audience has as<br />

much power to create as the producer; <strong>and</strong> suggests user-generated content as a new business<br />

model, with new business opportunities. Although Pearce is interested in affordances for general<br />

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