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Learning Across Sites: New tools, infrastructures and practices - Earli

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For EARLI members only.<br />

Not for onward distribution.<br />

50 Y. Engeström <strong>and</strong> H. Toiviainen<br />

the technological language was not rich enough to bring a solution to the design<br />

contradiction.<br />

An investigation of the first months of the design process shows that the participants’<br />

voices seldom represented one of the three social languages in a pure<br />

form. While one of the languages may have dominated in any given episode, the<br />

participants were rather fluidly <strong>and</strong> subtly moving across the three languages. On<br />

the other h<strong>and</strong>, this movement <strong>and</strong> mixing of social languages involved tensions<br />

<strong>and</strong> conflicts that often found their expression in doubts <strong>and</strong> hesitations. Is the<br />

blending of the social languages typical throughout the process or will they have<br />

to polarize in order to contribute to expansive object construction The problems<br />

of the language of technology in the third episode analyzed above suggest a need<br />

for the consolidation of the technology. The social languages may have to diverge<br />

again <strong>and</strong> participate in conscious negotiation on a shared hybrid language, to<br />

make the creation of a shared object possible.<br />

Conclusion<br />

We argue that collaborative design is a process of cognition <strong>and</strong> learning that<br />

orients itself toward the construction of an object. The creation of a new object<br />

involves multiple social languages <strong>and</strong> is riddled with contradictions, something<br />

that is typically not captured by micro- analyses of collaborative moments.<br />

To deal with such a movement, participants need meta- <strong>tools</strong> that mediate <strong>and</strong><br />

facilitate the identification <strong>and</strong> acknowledgment of contradictions <strong>and</strong> potential<br />

solutions. We anticipate that the design contradiction discussed above will become<br />

even more compelling <strong>and</strong> complex later on in the project as the end users step<br />

more directly into the collaborative design. In the data analyzed for this chapter,<br />

the social language of development remained conspicuously weak.<br />

Our first conclusion is that collaborative design is a learning process that is actualized<br />

in the construction of the object of collaboration. It is a long process without<br />

shortcuts or straightforward adoption of easy, ready- made technical solutions. In<br />

this case, the emerging object of design was a new learning instrumentality. Without<br />

constant questioning, reopening, <strong>and</strong> redefining of the object, collaborative design<br />

<strong>and</strong> learning easily become processes for their own sake – perhaps interesting but<br />

hardly productive.<br />

Second, the object of design is in itself contradictory. In the case analyzed in this<br />

chapter, the inner contradiction of the object manifested itself above all as a tension<br />

between the existing <strong>tools</strong> <strong>and</strong> new innovative ideas that defined the core of the<br />

design. One could argue, as is often heard, that creativity is in the combination of<br />

existing <strong>tools</strong> in a new context. However, such a combination is a contradictory<br />

issue that cannot be accomplished without the creation of new intermediate <strong>tools</strong><br />

<strong>and</strong> hybrid social languages.<br />

Third, the contradictory object is worked out through multi- voiced dialogue. To<br />

master this, participants need to learn to identify <strong>and</strong> recognize the characteristics of<br />

their social languages <strong>and</strong> to take advantage of their complementarity. In practice,

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