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Multimodal Semiotics and Collaborative Design

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elaborate on my particular focus on the collaborative design of virtual places by the help of domainspecific<br />

theories <strong>and</strong> discussions on design as socially constructed <strong>and</strong> constructive practice, the<br />

semiotic nature of its social functions. Following this logic, I argue that designing virtual places <strong>and</strong><br />

artifacts includes construction of functional representations, through the intended affordances <strong>and</strong><br />

constraints of which the co-production of user experience takes place. In the case of user-driven<br />

design in virtual worlds such as SL, these practices refer to not only use/consumption of prefabricated<br />

products, but co-production <strong>and</strong> constant peer evaluation of the co-produced places <strong>and</strong><br />

artifacts. Therefore, in this chapter I discuss how research on participatory design <strong>and</strong> user-driven<br />

innovation can help exp<strong>and</strong>ing our underst<strong>and</strong>ing of co-design <strong>and</strong> co-production practices in<br />

VWs. On the other h<strong>and</strong>, my focus is primarily on the role of design in construction of meaning<br />

potentials through forms <strong>and</strong> functions, mainly in relation to the systemic functional framing of<br />

experiential, interpersonal <strong>and</strong> textual meta-functions in social semiotics (i.e. Halliday 1978, 2007,<br />

O’Toole 1994, 2004, Kress 2010).<br />

Finally, I outline particular theories <strong>and</strong> research on (co-)designing VWs, <strong>and</strong> task/object-oriented<br />

collaboration in VEs. In this section, the main focus is on practices <strong>and</strong> sense-makings of users in<br />

order to participate in the making of the communicative environments, <strong>and</strong> co-construct<br />

meaningful activities within them. Here I exemplify my arguments with various research studies on<br />

user collaboration <strong>and</strong> creativity by using different media platforms <strong>and</strong> affordances. One purpose<br />

of discussing a variety of collaborative technologies is to relate the discussions on ‘affordances’ in<br />

this chapter with the notions such as ‘meaning potentials’ <strong>and</strong> ‘modes’, which are key terms for<br />

social semiotics as described in the previous chapter. This second analytical chapter ends with a<br />

wrap-up of my synthesis of reflections from design research, in relation to the previously<br />

mentioned social semiotic framework <strong>and</strong> the following methodology. Here I build my central<br />

discussions on three theoretical aspects: designing as construction of meaningful <strong>and</strong> functional<br />

representations, collaboration as a design strategy to tackle ill-defined design problems, <strong>and</strong> the<br />

role of design knowledge in co-production of user-generated content <strong>and</strong> user-driven innovation.<br />

4.1. Defining <strong>Design</strong>: <strong>Design</strong> as Practice, Product <strong>and</strong> Discourse<br />

German design <strong>and</strong> cybernetics professor Klaus Krippendorff traces the roots of etymology of<br />

design back to the Latin de + signare, which means ‘making something, distinguishing it by a sign,<br />

giving it significance, designating its relation to other things; owners, users, or gods’ (Krippendorff<br />

1998). Professor of design, management, <strong>and</strong> information systems Richard Buchanan (2001a,<br />

2001b) proposes two types of definitions for design: descriptive definitions which single out one<br />

particular aspect of the subject <strong>and</strong> explore its socio-cultural dimensions in depth, <strong>and</strong> formal<br />

definitions which identify several features <strong>and</strong> tend to propose a balanced formulation of their<br />

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