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Multimodal Semiotics and Collaborative Design

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In the context of HCI, the notion of affordances become subject of yet another debate, primarily<br />

because of the new experiential relations users construct in their engagements with products of<br />

digital media. Hartson (2003) categorizes affordances in interaction design as ‘cognitive, physical,<br />

sensory <strong>and</strong> functional affordances’, <strong>and</strong> analyzes the affordances of collaborative media spaces. He<br />

also offers the idea that affordances are present in groups. Hartson’s analysis is particularly<br />

interesting, in that it manages to categorize a number of affordances that were not-yet-present in<br />

collaborative media in the early days of CVEs. In cases of collaborative digital media, affordances<br />

do not only refer to functional tools, but also social environments in which mediated interaction<br />

takes place. Karel Kreijns <strong>and</strong> Paul Kirschner (2001) describe social affordances as certain<br />

properties of computer-supported learning environments that act as social contextual facilitators<br />

relevant for the learner’s social interaction. In this view, proper design of platforms <strong>and</strong> their<br />

affordances could enhance collaborative learning through their use.<br />

Affordances are based on learning, as no meaning potential can be actualized without the sociocultural<br />

values linked to it. In his essay on ‘the problem with affordance’, Martin Oliver (2005)<br />

argues that the term ‘affordance’ has lost its connection with the actual object, which is the<br />

moment-to-moment interactions using specific artifacts. Both affordances <strong>and</strong> constraints are<br />

context-specific potentials, which can only be described as ‘constraints of that object using this<br />

affordance in this specific context/situation’ (Oliver 2005). In this respect, he argues that we<br />

should avoid calling what we study ‘affordances’, but ’claims’. My underst<strong>and</strong>ing of affordance<br />

differs from Oliver’s (2005) in one specific aspect; in that, I focus not only learning through<br />

interaction with a specific object, but co-production practices within systems of objects <strong>and</strong><br />

networks of individuals in social contexts. On the other h<strong>and</strong>, from a sign-maker’s point of view,<br />

Oliver’s idea of ‘claims’ makes sense, as designers ‘claim’ to produce certain discourses, <strong>and</strong><br />

facilitate certain interactions with their designs.<br />

<strong>Design</strong> is considered as a mode of communication between (co-) designers <strong>and</strong> (potential) users (eg<br />

Mansell 1996, Thackara 2005, Julier 2008, Gauntlett 2011).In fact, the collaborative design<br />

processes in SL often take place within the same environments in which users experience the<br />

designs (Weber et al. 2008). This makes it virtually impossible to distinguish between the contexts<br />

<strong>and</strong> products of design in SL. However, I argue that a content-builder’s experience with SL’s<br />

affordances <strong>and</strong> constraints may differ from a non-builder’s, mainly in terms of the difference in<br />

goals, resources <strong>and</strong> practices according to their conditions of engaging. Therefore, an affordance<br />

of SL for one user may be interpreted as a constraint for the purposes of another user, while lack of<br />

one affordance can as well be chance to achieve another goal.<br />

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