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Multimodal Semiotics and Collaborative Design

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environments, augmented reality, location-specific computing <strong>and</strong> the new forms of social<br />

practices that evolve through their use. Drawing on their 10-year-old analyses of place <strong>and</strong> placemaking<br />

with digital technologies, Dourish (2006) also argues that growth in both the connectivity<br />

<strong>and</strong> processing powers of computers resulted in the emergence of immersive virtual environments<br />

in which avatar embodiments share the same graphical world, <strong>and</strong> design of location-specific<br />

technologies via mobile devices for specific places (Messeter 2009).<br />

For Harrison <strong>and</strong> Dourish’s (1996) CSCW 14 -oriented analysis, certain affordances of the so-called<br />

“real-world” can be applied to the virtual domain as spatial models, including relational<br />

orientation <strong>and</strong> reciprocity, proximity <strong>and</strong> action, partitioning, presence <strong>and</strong> awareness. In their<br />

underst<strong>and</strong>ing, “designers can exploit our familiarity with the spatial organization of our everyday<br />

physical environments [;] in particular, they wish to exploit the ways that space structures <strong>and</strong><br />

organizes activity <strong>and</strong> interaction” (Harrison <strong>and</strong> Dourish 1996: 68). Harrison <strong>and</strong> Dourish’s<br />

(1996) analysis is partly a result of the ”spatial turn in computing” <strong>and</strong> the emergence of<br />

collaborative working systems for offices in 1990s (Messeter 2009), which provide a fruitful yet<br />

limited scope. It is possible to claim that such analyses from mid- <strong>and</strong> late 1990s would provide<br />

only limited insights, as they have been under critical scrutiny parallel to the evolution of<br />

technologies <strong>and</strong> socio-cultural practices. The place-oriented CSCW perspective of Harrison <strong>and</strong><br />

Dourish (1996) has been criticized to rely too much on the distinction between the object <strong>and</strong><br />

meaning, <strong>and</strong> the dichotomy of real <strong>and</strong> virtual worlds (Messeter 2009). However, their analyses of<br />

place in earlier collaborative working systems show remarkable similarities with the multimodal<br />

framework of my research, in which different modes such as image, sound <strong>and</strong> video are<br />

considered as interrelated parts of particular unifying semiotic functions.<br />

It’s very easy to blindly talk about “audio <strong>and</strong> video” in media spaces as if they were equivalent<br />

media, performing the same sort of function. However, when we take the place-centric view—<br />

<strong>and</strong> as we have seen, it’s the place-centric view which affects how people communicate <strong>and</strong><br />

behave—then we can see that audio <strong>and</strong> video actually provide very different sorts of functions<br />

(Harrison <strong>and</strong> Dourish 1996: 73).<br />

In fact, Harrison <strong>and</strong> Dourish’s (1996) earlier analysis considers place generally as a space with<br />

something added, while Dourish’s (2006) later analysis of the contemporary CSCW systems points<br />

to the limitations of this “layer-cake” model of underst<strong>and</strong>ing space <strong>and</strong> place <strong>and</strong> argues that<br />

space is as much socially constructed as place. As new technologies are introduced to societies, they<br />

do not only change the ways in which the users socialize but also their spatial practices, <strong>and</strong> the<br />

ways in which they underst<strong>and</strong> <strong>and</strong> develop spatialities. Drawing on French cultural theorist<br />

14<br />

Short for: Computer Supported Cooperative Work<br />

62

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