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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Multiple Timescales of Joint Remembering in the Crafting of a Memory-Scaffolding Tool during Collaborative Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Lucas M. Bietti (lucas@bietti.org)</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Economic and Social Sciences, Telecom ParisTech</institution>
          ,
          <addr-line>Paris</addr-line>
          ,
          <country>France John Sutton</country>
        </aff>
      </contrib-group>
      <fpage>60</fpage>
      <lpage>65</lpage>
      <abstract>
        <p>Joint remembering relies on the successful interweaving of multiple cognitive, linguistic, bodily, social and material resources, anchored in specific cultural ecosystems. Such systems for joint remembering in social interactions are composed of processes unfolding over multiple but complementary timescales which we distinguish for analytic purposes with the terms 'coordination', 'collaboration', 'cooperation', and 'culture', so as better to study their interanimation in practice. As an illustrative example of the complementary timescales involved in joint remembering in a real-world activity, we present a micro-qualitative analysis of an interactional sequence in which two members of a fourperson team of video designers crafted a memory- scaffolding tool. In order to find the temporal structure of the crafting of the memory-scaffolding tool, we used software for pattern recognition. The analysis suggests that coordination, collaboration, cooperation, and culture reveal complementary aspects of interacting to remember, which should be considered as complex phenomenon unfolding at multiple interanimating timescales.</p>
      </abstract>
      <kwd-group>
        <kwd>joint remembering</kwd>
        <kwd>timescales</kwd>
        <kwd>coordination</kwd>
        <kwd>cooperation</kwd>
        <kwd>collaboration</kwd>
        <kwd>culture</kwd>
        <kwd>t-pattern</kwd>
        <kwd>ethnography</kwd>
        <kwd>design studio</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Joint remembering involves people being engaged in
recalling past experiences, which may themselves have been
shared. So the information re-evoked during joint
remembering can be the result of either shared or individual
encodings of the same or similar original event
        <xref ref-type="bibr" rid="ref15 ref7">(e.g. Harris,
Barnier, &amp; Sutton, 2013)</xref>
        . Social interactions during joint
remembering are complex phenomena unfolding over
shorter and longer timescales, from milliseconds, seconds,
and minutes to days, months, and years. Processes at shorter
timescales are regulated by people’s “ability to respond to
actions and intentions, the turn-taking structure given by the
reciprocity of roles (e.g. speaker-addressee, giver-taker),
their alternation over time, and the expectation for an
immediate response”
        <xref ref-type="bibr" rid="ref10">(Levinson, 2006, p. 45-46)</xref>
        . But this
kind of ‘human interaction engine’
        <xref ref-type="bibr" rid="ref10">(Levinson, 2006)</xref>
        is
supported by and in a range of cultural-cognitive
ecosystems
        <xref ref-type="bibr" rid="ref9">(Hutchins, 2014)</xref>
        evolving over longer
timescales. Such cultural-cognitive ecosystems include the
kinds of cultural practices in which particular social
interactions occur, as well as their social and material
histories and the histories of the participants engaged in
them . When people jointly recall shared events in everyday
situations (e.g. when senior members of expert teams
collaboratively tell work-related past experiences to junior
team members), perhaps trying to achieve a sharing of goals
(e.g. to foster identification with the group and solidarity
among team members), there are complex bodily, linguistic
and cognitive processes unfolding in synchrony over a
micro timescale, which we shall label for convenience t1.
      </p>
      <p>
        People engaged in joint remembering tend to mimic each
others’ bodily movements and practices (e.g. eye-gaze,
manual gestures, and body positions) in a sequential rather
than in simultaneous fashion
        <xref ref-type="bibr" rid="ref3">(Cienki, Bietti, &amp; Kok, 2014)</xref>
        .
      </p>
      <p>
        The temporal dynamics of nonverbal behavioral
coordination seems to be determined by the sequential
organization of the conversations in which joint
remembering takes place. These processes typically occur
over milliseconds and seconds. But remembering together in
conversations also relies on processes which begin to
expand or extend this micro timescale, such as the dynamics
of verbal interactions reflected in cuing attempts, repetitions
and turn-taking
        <xref ref-type="bibr" rid="ref12 ref6">(e.g. Harris, Keil, Sutton, Barnier, &amp;
McIlwain, 2011; Meade, Nokes, &amp; Morrow, 2009)</xref>
        . While
there are no sharp distinctions between processes operating
over seconds to those operating over minutes, we can for
analytic convenience identify a mid-range timescale t2. At
this timescale, in contrast to the cognitive processes that
govern other collaborative activities (such as collaborative
problem- solving and joint reasoning), remembering together
involves re-evoking a shared or partially shared past
distributed among interacting partners
        <xref ref-type="bibr" rid="ref1 ref16 ref8">(Bietti, 2012; Hirst &amp;
Echterhoff, 2012; Sutton, Harris, Keil, &amp; Barnier, 2010)</xref>
        .
      </p>
      <p>
        Such re-evoking of past experiences involves the human
capacity for mental time travel: the “faculty that allows
humans to mentally project themselves backwards in time to
re-live stages of their lives, or forward, to pre-live events”
        <xref ref-type="bibr" rid="ref14">(Suddendorf &amp; Corballis, 2007, p.299)</xref>
        . The acts of mentally
travelling back in time in social interactions as well as the
performance outcomes of these activities are phenomena
occurring at a slightly longer timescale t2. They are
influenced by how people coordinate verbal and nonverbal
behaviors at a t1, but do not fully depend on that. What goes
on over t2 has to be related to something that occurred in the
past if we are using the term ‘remembering’ rather than
talking about some other kind of cognitive activity. We
relate such ‘pastness’ and outcomes of joint remembering to
our second timescale in the model (see fig. 1). At this
second timescale, we can apply the notion of collaboration in
order to achieve something, rather than coordination, which
is a phenomenon that need not depend on specific plans or
goals.
      </p>
      <p>
        So far, there is still something missing if we want to
understand how people remember together. Joint activities in
which people remember together are also anchored in
longer-term cooperative and accumulative group dynamics
60 between people with a history of interaction, which we can
characterize as typically operating at a timescale t3 of hours
and days. But this timescale stretches, because these
processes typically involve a constant interaction between
internal cognitive resources (such individual biological
memory resources) and external cognitive resources (such
as other people and technology)
        <xref ref-type="bibr" rid="ref13 ref4">(e.g. Donald, 1993;
Malafouris, 2013; Sterelny, 2012)</xref>
        . Such interactions lead to
an accumulation of knowledge and skills in ontogenetic
time. The knowledge and skills involved are partly
transmitted culturally and historically and learnt throughout
complex communication chains, which play a key role in
the formation and transmission of collective memories
within mnemonic communities
        <xref ref-type="bibr" rid="ref17">(Wertsch, 2002)</xref>
        .
      </p>
      <p>Studying the transmission of knowledge and skills that
enable the formation of collective memories takes us into
consideration of a macro cultural timescale or t4 (fig. 1).</p>
      <p>operating across these distinct timescales interact with and
complement each other in joint remembering (Bietti &amp; Sutton,
in press).</p>
      <p>The real-world context we selected to show how these
processes interact with each other was a video design studio.</p>
      <p>Our data comes from an ethnographic study we conducted in a
video design studio in Barcelona in February 2014. The
microqualitative analysis focuses on an interactional sequence in
which two members of a four- person team of video designers
crafted a memory- scaffolding tool. This collaborative activity
involved writing a list of the tasks that had been already done
by the team of designers as well as the tasks they were to have
done by the end of the day. To do so, designers used multiple
distributed resources, including linguistic, bodily, and material
resources acting in synchrony. In order to find the temporal
structure of the crafting of the memory- scaffolding tool, we
used software for pattern recognition. The micro-qualitative
analysis suggests that coordination, collaboration, cooperation,
and culture reveal complementary aspects of interacting to
remember, which should be considered as complex
phenomenon unfolding at multiple interanimating timescales.</p>
      <p>
        As figure 1 shows, the long-term processes unfolding over
t4 are also affected (and partly constituted) by shorter
processes occurring over t1, t2 and t3. That is, the way
collective memories emerge and are transmitted over longer,
cultural timescales partly depends on the human ability to
coordinate verbal and nonverbal behaviors over t1, the human
capacity to mentally travel back in time jointly in
collaborative social interactions over t2, and on the
diachronic processes of cooperation by which enduring
groups form and function t3. Purely for analytic convenience,
we adopt these four terms to describe processes operating at
each timescale. Below the level of longer-term cultural
processes, we can treat ‘cooperation’ as labeling the most
inclusive, general, and enduring processes by which groups
engage in the diachronic management and negotiation of the
shared past. At shorter timescales, ‘collaboration’ is a useful
term for the active and often deliberate sharing of actions and
experiences for mutual benefit, while in turn the processes of
‘coordination’ can include faster and more dynamic
interactions of which participants need not be explicitly
aware
        <xref ref-type="bibr" rid="ref13 ref15">(compare Sterelny 2012; Sutton, 2013, p.30)</xref>
        .
      </p>
      <p>In this paper we attempt to illustrate how processes 61 fieldwork in February 2014. The overall production of the</p>
    </sec>
    <sec id="sec-2">
      <title>The Design Studio as Cultural EcoSystem</title>
      <p>
        New phases of collaborative design projects are built upon
previous ones (e.g. storyboarding =&gt; modelling),
transforming creative processes as temporally distributed
activities
        <xref ref-type="bibr" rid="ref18">(e.g. Wiltschnig, Christensen, &amp; Ball, 2013)</xref>
        . The
temporal distribution of collaborative design depends on
successfully recalling relevant aspects of previous phases of
the project. Several methods have been developed to store
design knowledge and decisions about design projects. One
such method is exemplified by ‘design rationale systems’,
which provide documentation of the evolution of the design
project attempting to capture the reasons why the design is
the way forward and its justifications
        <xref ref-type="bibr" rid="ref2">(e.g. Burge, Carroll,
McCall &amp; Mistrik, 2008)</xref>
        . Although design rationales
embody shared design project memory, they cannot
incorporate all aspects that may be viewed as relevant at
future stages of the project development. We therefore argue
that their existence does not obviate the need for interactive
contextualization and negotiation of meaning of design
elements, as represented in the rationale. In that case, it is
important to understand the contexts and the processes by
which past design decisions are interactively recreated, or
“jointly remembered”. In other terms, joint remembering, as
an interactive phenomenon, both goes beyond design
rationales and will always be a potential necessity for design
teams, given evolving contexts that require new meanings to
be co-created.
      </p>
      <p>For a period of five working days we recorded the activities
of a group of graphic and animation designers while they
developed a commercial video for Russian television. The
setting for this real-world study was an animation and video
production studio located in Barcelona, Spain. The
stakeholders involved in the making of the commercial were
the Russian subsidiary of an American multinational food
manufacturing company (client), the Russian branch of a
major international advertisement company, a Moscow-based
film production studio, and a Barcelona-based animation and
production studio, which was where we conducted our
commercial lasted from late December 2013 to mid March
2014, when it was delivered to the Russian channels.</p>
      <p>The team of designers in Barcelona included: i) a project
leader (PL), who was directly in contact with the client in
Moscow, and as project director, supervised the overall
design process and progress to address client’s requests; ii)
a project manager (PM), who led the design process and
kept track of the design progress in relation to the deadlines
defined by the Moscow-based agency at the beginning of
the project; and iii) two designers (D1 and D2) who worked
on the 3D animation and had to respond the project leader
and project manager’s requests.</p>
      <p>Our recordings at the design studio in Barcelona were
made with six static (fixed) cameras (4 GoPro HERO 3+
Black, 1 Canon VIXIA HF S21, and 1 Drift HD Ghost),
as well as with one head-mounted wearable video camera
(Looxie LX2). Because of his leading role, we anticipated
that PL would be involved in more interactional
sequences compared to the other three members of the
team. Hence, we asked him to wear the head-mounted
video camera.</p>
      <p>
        The audio and video recordings were transcribed in
detail in ChronoviZ,
        <xref ref-type="bibr" rid="ref5">(Fouse, Weibel, Hutchins &amp; Hollan,
2011)</xref>
        . The search for recurrent behavioral patterns in the
data was done with the help of pattern recognition
software
        <xref ref-type="bibr" rid="ref11">(Theme™, see Magnusson, 2000)</xref>
        . During the
working week we spent at the video design studio we
collected 45+ hours of video and audio recordings. In
addition to this dataset, we were given copies of the
documents (e.g. production timing and storyboard) that
were used to coordinate efforts among the different
stakeholders involved in the development of the
commercial. First, we coded all the interactional sequences
we found in the video and audio recordings, in which at
least two of the designers involved in the making of the
commercial was part of (n= 232). For pragmatic reasons,
we defined interactional sequences (ISs) as instances in
which at least two designers were interacting. These ISs
ranged from greetings (2 seconds) to group meetings (37
minutes). Next, we wanted to know what the number of
designers participating in ISs was. That is, whether they
were two, three or the four of them working on the
commercial for the Russian television. Here we found that
the vast majority of interactional sequences were between
two designers (.84), these were followed by sequences
where three designers participated in (.13) and by only a
small number of sequences in which the four of them were
involved (.3). From among the most frequent ISs, we
selected an example we believe best illustrates the
interweaving of timescales during joint remembering. In this
IS (IS370AD) designers PL and D2 were involved in a
collaborative activity that involved creating a list (see fig. 3)
of the tasks that had been already done by the team of
designers as well as the tasks they were to have done by the
end of the day. This IS occurred after having a Skype
meeting with the Moscow-based film production agency; it
lasted 12:14.5 minutes. In the collaborative activity involved
in the writing of the list, PL and D2 used multiple
distributed resources, including linguistic, bodily, and
material resources acting in synchrony.
      </p>
      <p>The collaborative activity of drawing up the list was
oriented to and guided by the past while at the same time
aimed at providing guidelines for the goals for what
remained of the day. In relation to the past, it was linked
backed in time to the goals set by the ‘production timing
manifest’ defined by the Moscow-based agency at the
beginning of the project (see fig. 4). On the other hand, and
in terms of what it set out for the future, after the IS PL used
the list to remind the other team members (PM and D1) of
the things that they were to have done by the end of the day.
Thus, PL used the list to project the design process into the
future, and thus, to make predictions and inferences that were
useful for anticipating possible outcomes of design decisions.
From among the most frequent ISs, we selected an example
we believe best illustrates the interweaving of timescales
during joint remembering. In this IS (IS370AD) designers PL
and D2 were involved in a collaborative activity that
involved creating a list (see fig. 3) of the tasks that had
been already done by the team of designers as well as the
tasks they were to have done by the end of the day. This IS
occurred after having a Skype meeting with the
Moscowbased film production agency; it lasted 12:14.5 minutes. In
the collaborative activity involved in the writing of the list,
PL and D2 used multiple distributed resources, including
linguistic, bodily, and material resources acting in synchrony.</p>
      <p>The collaborative activity of drawing up the list was
oriented to and guided by the past while at the same time
aimed at providing guidelines for the goals for what
remained of the day. In relation to the past, it was linked
backed in time to the goals set by the ‘production timing
manifest’ defined by the Moscow-based agency at the
beginning of the project (see fig. 4). On the other hand, and
in terms of what it set out for the future, after the IS PL used
the list to remind the other team members (PM and D1) of
the things that they were to have done by the end of the day.
Thus, PL used the list to project the design process into the
future, and thus, to make predictions and inferences that were
useful for anticipating possible outcomes of design decisions.
Video and audio recordings were coded for linguistic and
bodily behaviors, including speech, manual gesture,
pointing, writing, typing and mouse-clicking, eye-gaze,
head-nodding and shoulder shrugs. These categories
emerged from the corpus rather than from the researchers’
prior predictions. The minimum unit of time used for coding
the IS was 100ms. For all time points, a binary value was
assigned to each behavior of PL and D2 indicating whether
they performed that behavior at the particular moment in
time.</p>
    </sec>
    <sec id="sec-3">
      <title>The Temporal Structure of Crafting Memories in the Design Studio</title>
      <p>
        The analysis of time structure of coded behaviors in the
IS370AD was performed with the help of specialized
software
        <xref ref-type="bibr" rid="ref11">(Theme™, see Magnusson, 2000)</xref>
        . Theme™
software provides useful indications for discovering
sequential structures in behavior in time series dataset.
Theme™ detects statistically significant sequences of event
types tied by critical interval relationships. A critical interval
designates the time window after the occurrence of an event
type during which the occurrence of another event type is
considered to be non random. Theme™ defines as
‘Tpatterns’ those sequences of behaviors that are linked by a 63
specific time interaction more often than expectable by
chance. T-pattern search was set to using a minimum of 10
related actions and at a significance level of p&lt;.005. It detected
893 significant patterns from all coded events (n=1144).
Among the 893 t-patterns that were found in IS370AD, we
selected the most recurrent (11 times) t- pattern with the
greatest number of events (n=8) that included the beginning
and end of at least two speech events, one from each of the
designers:
      </p>
      <p>T-pattern: (( d2,b,speech, ( d2,e,speech pl,b,speech ))
(( pl,e,speech ( pl,b,writing ( pl,e,writing</p>
      <p>pl,e,gazewl))) pl,b,gazes )) (see fig. 5)</p>
      <p>The components of the t-pattern were coded using the
following scheme: a) ‘b’ and ‘e’ indicate the beginning (b)
and end (e) of events, that is, each instance of behavior
was composed of two events; b) ‘writing’ refers to the
action of writing down new items on the list (fig. 4); c)
‘speech’ signals the presence of spoken language; d)
‘gazewl’ indicates eye-gaze towards the list; and e) ‘gazes’
signals eye-gaze towards the computer screen.</p>
      <p>As an example (fig. 6) to illustrate how PL and D2
remembered relevant information in the process of drawing
up the list of things that had already been done related to
shoot nine of the commercial, and those that they were to
do, we selected one of the occurrences (occurrence #10) of
the t-pattern with the lowest critical interval times between
events. That is, occurrence #10 was taken from the most
recurrent and longest t-pattern that included two completed
speech events, one from each of the designers. Although
occurrence #10 is an illustrative example, it is
representative of the IS, but not of the entire dataset (45+
hours of audio and video recordings). In the first line, D2
explained to PL the changes that he would make to the 3D
modeling. PL agreed with him and implied that these
changes had already been done (L.2). Before the 2 sec
pause in line 3, both designers were looking at the
computer screen (fig. 6 a). However, immediately
afterwards, PL lowered his gaze direction down towards
the list he was writing (fig. 6 b). In line 4, PL completed
the utterance initiated by D2 in the previous line, and added
information about what was missing while writing it down
on the list. During the 6 sec pause, after uttering while
writing down ‘animación’ (animation), PL changed gaze
direction towards the computer screen. In line 7, D2
completed the utterance initiated by PL the line before. As
occurred in 3-4, in lines 6-7 PL and D2 collaborated to
remember what had to be done by the end of the day. In the
last turn, PL changed his gaze downwards and repeating
the item just remembered by D2 ‘galletas’ (cookies) he
wrote it down on the list (L. 8).</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>Joint remembering relies on the successful interweaving
of multiple cognitive, bodily, social and material resources,
anchored in specific cultural ecosystems. Such systems for
joint remembering in social interactions are composed of
processes unfolding over multiple but complementary time
scales: (i) faster, lower-level coordination processes
The temporal structure of multimodal alignment between PL
and D2 reflected the key role that the sequential organization
of joint remembering played in determining the dynamics of
events occurring over t1
of behavioral matching and interactional synchrony
occurring at timescale (t1); (ii) mid-range collaborative
processes which revoke past experiences in groups (t2); (iii)
cooperative processes involved in the transmission of
memories over longer periods (t3); and (iv) cultural
processes and practices operating within cultural-cognitive
ecosystems over evolutionary and historical timeframes (t4).</p>
      <p>The micro-qualitative analysis of occurrence #10 has
shown how the coordination of linguistic (e.g. repetition of
lexical items) and bodily resources (e.g. changes in gaze
direction) supported collaborative processes during joint
remembering between expert designers at the design studio.</p>
      <p>The temporal structure of multimodal alignment between PL
and D2 reflected the key role that the sequential organization
of joint remembering played in determining the dynamics of
events occurring over t1. Joint remembering in the drawing up
of the list involved not only the alignment of resources
unfolding at t1, but also collaborating to re-evoke what the
team of designers had already done, and in the light of what
they were still to do before the end of the day. The
collaborative processes involved in the completion of the
other’s turns (lines 3-4; 6-7) illustrated one of the positive
outcomes of the interaction: they could remember what was
64missing and add that information to the list over a t2. The list
they were co-creating was used as a tool for the joint
remembering of relevant information about the design
project between team members in the future. The list was
linked to the past too, in that it related back to the
‘production timing manifest’ set by the Moscow-based film
production agency. Thus, the list, conceived as a tool for
memory scaffolding also relates to a more macro timescale t3
when compared to t1 and t2. However, as we could observe in
occurrence #10, joint remembering in the drawing up of the
list was also supported by external cognitive resources,
transmitted and learnt through ontogeny, such as the creation
of written records (list) and the interaction with computers
over a macro cultural timescale t4. The latter created the
conditions for the emergence of specific cultural
ecosystems, such as the video design studio. Further studies in
memory research will need to bring controlled laboratory
studies and ethnography together in the attempt to explain
how multiple timescales and processes are integrated in a
synergistic fashion during joint remembering.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>We gratefully acknowledge the support of the European
Commission (MC-IEF 326885) and the Australian Research
Council (Discovery Project DP120100187). We thank three
anonymous reviewers for their feedback on an earlier
version of this manuscript.</p>
    </sec>
  </body>
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