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Multimodal Semiotics and Collaborative Design

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teams –including differences in working habits <strong>and</strong> task organizations, mediation of co-creation<br />

practices involving many creative personalities– as he describes the co-production of Nexus Prime<br />

“emergence within emergence” (Au 2008: 47). The challenging issue is to create the social bonds<br />

that keep the avatars together <strong>and</strong> to determine common design principles in order to keep a<br />

relative level of persistence within the co-designed places. A similar approach to Nexus Prime was<br />

also tried by Jensen’s (2008) study, in which Jensen <strong>and</strong> her colleagues attempted to launch a<br />

virtual library in SL with an open co-design vision, which encouraged avatars to join in <strong>and</strong><br />

configure the place. However, the vision of the project was not realized as it resulted in poor<br />

designer interaction, <strong>and</strong> limitations of creative privileges (Jensen 2008). Such examples show that<br />

it is not only the technical <strong>and</strong> structural aspects of the world’s interfaces’ design that affects the<br />

development of co-design practices, but also the social <strong>and</strong> cultural norms about communicating,<br />

collaborating <strong>and</strong> co-creating in virtual places with avatars.<br />

2.3. Conclusion: Framing the co-design of virtual places as social semiotic practice<br />

By the place-centric framing of VWs, I intend to emphasize not only the visual qualities <strong>and</strong> the<br />

dimensions of three-dimensional space, but also the spatial practices <strong>and</strong> place-making<br />

experiences of the user-designers of SL. For this purpose, I have analyzed VW research literature<br />

<strong>and</strong> drew concepts to guide the analytical framework in this chapter. Evidently, the most central of<br />

the analytical concepts I use is virtual place. Here, I am interested in how the visual metaphors of<br />

place-making are constructed through transformative dialogues between designers <strong>and</strong> users of the<br />

VW, <strong>and</strong> how the semiotic, as well as structural, associations to the places of the physical world are<br />

built. VW designers combine visual metaphors <strong>and</strong> functional aspects in ways that can be<br />

compared to conventional practices of architectural design, whereas there are also considerable<br />

differences between the two domains. The technical <strong>and</strong> aesthetic knowledge transferred from realworld<br />

designs can still be applied in different contexts. Often times, the design of virtual places <strong>and</strong><br />

artifacts resemble the ways in which architectural spaces are organized in the physical world, <strong>and</strong> a<br />

sense-of-place is represented within them. On the other h<strong>and</strong>, the hyper-real physics of the VW<br />

<strong>and</strong> its specific affordances provide the designers with freedom <strong>and</strong> flexibility to experiment with<br />

designing experiences that may not be possible in the physical world. The effects of knowledge<br />

transfer between the two domains are not limited by the visual characteristics of designed forms,<br />

but they also include the ways in which designers organize their social practices by using the VWs<br />

affordances. These two points are important for my analysis: both the semiotic characteristics of<br />

virtual places <strong>and</strong> artifacts, <strong>and</strong> the ways in which they are co-created as meaningful signs point to<br />

multimodal discursive relationships to their so-called real-world counterparts.<br />

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