The designer as user: building requirements for design tools from design practice
Communications of the ACM
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Collaborative virtual environments
Communications of the ACM
Collaboration in multi-modal virtual worlds: comparing touch, text, voice and video
The social life of avatars
Achieving safety: a field study of boundary objects in aircraft technical support
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Organizational Memory: Processes, Boundary Objects, and Trajectories
HICSS '99 Proceedings of the Thirty-Second Annual Hawaii International Conference on System Sciences-Volume 1 - Volume 1
Collaborative virtual environments for supporting learning communities: an experience of use
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
Virtual teams: a review of current literature and directions for future research
ACM SIGMIS Database
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The designers' notepad: supporting and understanding cooperative design
ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
An ethnographic study of graphic designers
ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
The intellectual challenge of CSCW: the gap between social requirements and technical feasibility
Human-Computer Interaction
Language learning resources and developments in the Second Life metaverse
International Journal of Technology Enhanced Learning
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Massively Multiplayer Online Games (MMOGs) are no longer just games. "Metaverses," a variant of these games, which include Second Life and Active Worlds, represent some of the most immersive, interactive possibilities for learning, simulation, and digital design in use today. They also increasingly blur distinctions between work and play, as well as user and designer, prompting questions about the nature and practice of virtual design, that is, design that is practiced inside virtual reality by and on 3D avatars. This paper describes results from a qualitative study of collaborative design practices within Second Life, a popular metaverse and design environment. We analyze design processes, including the artifacts that avatar-designer create and use in the design activities.