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  1. The Metaverse represents the next generation of the Internet that, at this instant in time, is still a concept. It is envisioned to provide interconnected experiences that are immersive and varied. This vision challenges both designers and users to understand its possible coordination architecture and develop strategies for participation. One way to understand the concept and affect its instantiation is to take a design science approach that articulates design principles that might guide the exploration of different architectures. We apply concepts related to platforms and business ecosystems as well as ideas about facilitating technologies including choreography and orchestration as ways of blending together experiences, providing transitions between virtual locations. We derive three design principles from an analysis of Metaverse scenarios: narrative composability, social assortativity, and path discoverability. Thinking through these aspects of design leads to a discussion about the tradeoffs that will face designers of the Metaverse. 
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  2. As work changes, so does technology. The two coevolve as part of a work ecosystem. This paper suggests a way of plotting this coevolution by comparing the embeddings - high dimensional vector representations - of textual descriptions of tasks, occupations and technologies. Tight coupling between tasks and technologies - measured by the distances between vectors - are shown to be associated with high task importance. Moreover, tasks that are more prototypical in an occupation are more important. These conclusions were reached through an analysis of the 2020 data release of The Occupational Information Network (O*NET) from the U.S. Department of Labor on 967 occupations and 19,533 tasks. One occupation, journalism, is analyzed in depth, and conjectures are formed related to the ways technologies and tasks evolve through both design and exaptation. 
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  3. null (Ed.)
    The Metaverse, a term coined in science fiction, is now being discussed seriously as a new form of infra-structure. The Metaverse is intended to make possible thematically interconnected immersive experiences. In this paper, we conceptualize the Metaverse as a meta design space. Within this space, designers create var-ious interconnected design spaces. We highlight how the key dimensions of human experience (time, space, actors, and artifacts) each introduce tensions for making decisions in those design spaces, and we highlight the transitions between design spaces. This conceptual language opens up this novel and emergent phenomenon both to those wishing to design new disruptive technologies and those seeking to improve existing platform strategies. We conclude by highlighting how the Metaverse will not only comprise immersive virtual experiences but also transitions between physical and virtual experiences. 
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  4. Bots and humans can combine in multiple ways in the service of knowledge production. Designers make choices about the purpose of the bots, their technical architecture, and their initiative. That is, they decide about functions, mechanisms, and interfaces. Together these dimensions suggest a design space for systems of bots and humans. These systems are evaluated along several criteria. One criterion is productivity. Another is their effects on human editors, especially newcomers. A third is sustainability: how they persist in the face of change. Design and evaluation spaces are described as part of an analysis of Wiki-related bots: two bots and their effects are discussed in detail, and an agenda for further research is suggested. 
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