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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>From Participation to Learning: Sensemaking in and for Participatory Design to Facilitate End-User Development</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marie Utterberg Modén</string-name>
          <email>marie.utterberg@ait.gu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Svea Kiesewetter</string-name>
          <email>svea.kiesewetter@ait.gu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thomas Hillman</string-name>
          <email>thomas.hillman@ait.gu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Gothenburg, Department of Applied IT</institution>
          ,
          <addr-line>Gothenburg</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper explores how learning can be understood in participatory design. Mutual learning is recognized as a foundation for design outcomes that resonate with principles of stakeholder engagement, but few studies specifically examine participants' learning experiences. To address this gap, we propose sensemaking as a lens to analyze learning opportunities in participatory design projects and as a framework for fostering mutual learning. We apply this lens to analyze the initial phase of an ongoing project focused on designing a teacher-oriented dashboard to enhance critical data literacy in education. Although sensemaking was not initially considered, we retrospectively employ it to analyze the project and suggest its potential use to inform how end-user development could be facilitated.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;education</kwd>
        <kwd>dashboard</kwd>
        <kwd>data literacy</kwd>
        <kwd>participatory design</kwd>
        <kwd>end-user development1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Mutual learning holds a pivotal position in participatory design. It is acknowledged as a
fundamental element in the generation of inclusive and equitable design outcomes that resonate
with the principles of stakeholders engaged in the advancement of digital technology [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and
to understand the need for end-users’ control of design [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. However, as Eriksen, Hillgren, and
Seravalli articulated in 2020, “many publications and accounts of prior PDC proceedings
mention mutual learning but often without further empirical or theoretical elaborations of the
concept” [2:1]. Explicit evaluations of learning in participatory design projects are rare with a
lack of well-documented evaluations that analyze what participants learn during projects [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
It can be argued then that the significant role mutual learning is often described as having in
participatory design processes is not fully realized [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and that a limited understanding of
learning in relation to the practical accomplishment of participatory design limits the benefits
for end-user development. Responding to the issue in this paper, we suggest sensemaking [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] as
a lens to analyze
opportunities for learning when individuals collaboratively negotiate meaning during their
engagement in participatory design work. As a case, the participatory design project examined
in this study aimed at designing a dashboard to promote critical data literacy in the field of
education. The study is guided by the question, how could the process of designing and
integrating an educational technology into teaching activities use sense-making to understand
the needs among the individuals involved?
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Learning in participatory design</title>
      <p>
        Mutual learning is a fundamental principle of participatory design [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. It holds that participants
(such as designers/researchers and intended users) learn from each other's expertise. This
principle can be seen as a part of the heritage from early Scandinavian projects that involved
and empowered workers striving to realize democratic ideals in their workplaces as a response
to the social and political challenges of the time. By using the shared knowledge gained as a
foundation for end-user development, the aim is not just to foster collaboration between
developers and users (as seen in participatory design), but also to equip them with new tools
and innovative organizational methods [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        Amongst those studies that do specifically examine mutual learning empirically, some
examine the concept as something readily understandable for project participants asking them
to provide self-reported accounts of their mutual learning. For example, Klüber et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
conducted a short-term evaluation during a single workshop. They polled participants finding
that they reported a moderate feeling of mutual learning and suggested more mixing of different
participant constellations to increase that feeling. However, while such studies relying on
selfreported accounts provide some insight into the potential for participatory design to support
mutual learning, they offer little guidance for the practical accomplishment of promoting it. By
contrast, Bell and Davis [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] produced narrative summaries based on video-recordings, field
notes, reflections and documentation from a series of workshops with young people. They
identified learning opportunities experienced by participants in connection to six learning
outcomes such as “development of metacognitive awareness of learning”. They argue that these
outcomes can be associated with specific design contributions and that the design process
benefited both the young people and the design outcome. The identified outcomes offer some
insights into practical aspects of participatory design processes that might promote learning.
However, they are conceptualized as individual learning outcomes that can be argued to be only
loosely connected to collective or mutual forms of learning through a general appeal to the idea
of communities of practice. Overall, this points towards the need for greater empirical
engagement with mutual learning itself as a process beyond self-reported accounts and analyses
of related, but adjacent phenomena. In this paper, we argue for sensemaking as a theory through
which such empirical analyses of mutual learning can be productively conducted.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Sensemaking</title>
      <p>
        Conceptually, sensemaking can be understood as the process in which people work to
understand novel or confusing situations in organizational settings [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In other words,
sensemaking is the process of transforming situations into something that can be clearly
understood and expressed in language. Enabling and facilitating subsequent actions to resolve
uncertainty and ambiguity. This process is important because it is where meanings take shape,
influencing how we see ourselves and how we act [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Accordingly, sensemaking has been
portrayed as a useful lens to understand learning.
      </p>
      <p>
        According to Daft and Weick [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], sensemaking consists of three stages that constitute the
overall learning process. First, the initial stage is called scanning, which involves closely
monitoring the environment and searching for information. Scanning is typically triggered
when people encounter an unexpected or unclear situation that elicits a need for explanation
or solution. Specific cues from the environment are actively extracted and interpreted to
facilitate the search for valuable information that can enhance understanding of an issue or
situation. This ‘noticing and bracketing’ [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is a way to create new meaning of existing
information. To do so both retrospective and prospective changes are considered, encompassing
reflection on past experiences and anticipation of future developments. Second, interpretation
takes place when the scanned information is given meaning from ambiguous or conflicting
cues. Such meaning is often the result of categories or labels that individuals use to help
themselves understand and interpret their experiences [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. They are socially defined and
adapted to local circumstances. For example, as an issue becomes less equivocal, it becomes
more clearly interpreted as a problem or an opportunity and it becomes easier to understand
the underlying causes of it. Finally, in the third stage, interpretation leads to a new response
or action that involves learning [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In this way, sensemaking involves people participating in
activities to understand and construct situations they are trying to comprehend [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        From a sensemaking perspective, the organization of a movement from uncertainty to
meaning making is embodied in written and spoken communication [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Through language,
people communicate, express their thoughts and ideas, interpret information, and share
knowledge. Language plays a vital role and underpins the sensemaking process, allowing
individuals to interact with others to make new meaning of a situation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In this way, social
interactions facilitate sensemaking not just through individual learning but also by revealing
different viewpoints through group interaction. By bringing together a diverse range of
perspectives and encouraging dialogue, social interactions enhance the sensemaking process by
uncovering insights that may otherwise remain invisible to the group.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. The case</title>
      <p>
        When we engage in online activities such as browsing a website, logging into a bank account,
or interacting on social media, we exchange data with multiple companies that provide a variety
of functionality, while remaining largely unknown to the users of a digital service. In response,
there is a call for critical data literacy skills among citizens and a request for education to help
out with developing young peoples’ understanding of the role of digital data in their lives. In
doing so, teachers need support that enables them to guide students in comprehending the
ongoing datafication of society [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In addressing this concern, participatory design can serve
as a valuable method for designing technology that empowers people to shape future
possibilities by embracing ‘the big issues’ [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. To gain insights into the large number of
companies providing digital solutions and the data infrastructure, it becomes necessary to see
what goes on ‘behind the curtain’. In line with this, researchers in the present project have
developed a tool called InfraReveal. This packet analysis tool helps reveal the records or
metadata attached to data packets when digital services are used. InfraReveal displays the locations
and identities with which data is shared during internet use, revealing functionalities that
constitute the online services they rely on and their providers. By using the infraReveal tool,
teachers and students can shine a light behind the interfaces they use and reveal the digital
infrastructures at work. In understanding the various actors and technologies that underlie
popular cloud-based services used in schools, teachers and students can reveal the
characteristics of the data infrastructure that assembles digital technologies in education.
      </p>
      <p>InfraReveal is a tool aimed at accessing specific aspects of exchanged data, unveiling the
origin and destination of data packets, as well as the packet's domain name. By doing so,
InfraReveal is capable of visually representing the geographical location and categorization of
these data packets (see Appendix A). Each packet’s source and destination address, along with
its general media or data type, is recorded. The collected data can provide insights, such as
identifying the usage of platforms like YouTube and Gmail, including the times they are
accessed. Furthermore, it can illustrate the volume of data exchanged in the form of images or
servers located in particular countries. In essence, InfraReveal enables an understanding of data
flow, facilitating the observation and analysis of data exchange patterns across countries. The
development of InfraReveal is part of the research project: Reconfigurations of educational
inequality in a digital world (RED) and has ethical approval from the Swedish Ethical Review
Authority.</p>
    </sec>
    <sec id="sec-5">
      <title>5. The Method</title>
      <p>
        The participatory design process can be broadly understood as having three phases:
Ethnographic fieldwork, Design workshops, and Implementation. The first phase was to adopt
an ethnographic approach and we actively engaged in making sense of the studied
environment. This involved gathering rich data through observations, interviews, and the
collection of documents in three secondary schools. The ethnographic fieldwork also served as
a ‘trust builder’ [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] between researchers and teachers. Secondly, the design workshops consisted
of three types of session: constructing data infrastructures, dashboard design, and tool
implementation. The first two types of sessions involved a total of 14 teachers. The first session
focused on drawing 'graphical elicitations' as a physical representation of their experiences with
data flow, storage, and use. The second session involved working with multiple real-time data
representations on the InfraReveal dashboard, exploring ideas for modifying the design to
enhance usability and align it with teaching objectives. The third type of session had an
implementation character. It involved two teachers from one of the schools collaborating with
us researchers to develop a detailed lesson plan centered around the use of the InfraReveal tool.
In the third phase, teachers and researchers introduced InfraReveal to students in classrooms
through co-teaching.
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Findings and discussion</title>
      <p>
        First, uncertainty arose among teachers as considered and discussed over data infrastructure
and digital systems that were in place at their own schools. Second, uncertainty emerged among
teachers regarding aspects of InfraReveal they were planning to implement into their
instructional practices. Lastly, we in the research team faced uncertainty while re-designing a
real-time dashboard. Interacting with real-time data presented a significant challenge, as it
required teachers to anticipate and adapt to unfamiliar situations. This added layer of
complexity forced teachers to adapt their instruction on the fly, making it difficult to fully
prepare and feel confident during lessons. In the context of sensemaking, teachers initially
remained in the scanning phase, focusing on descriptions rather than interpreting or explaining
the reasons behind specific patterns or data points visualized on the dashboard. However, as
they progressed, they began to move beyond mere descriptions to interpretation and
explanation of the data. They described their observations using phrases like ‘it looks like’, or
‘there are’, without immediately ascribing meaning, indicating a lack of inference. We, the
researchers, on the other hand, were actively scanning for information regarding teachers’
preferences and needs to inform the dashboard design and ensure that the data presented would
generate valuable insights and relevant context for teachers. These insights are particularly
relevant to the design of educational technology, where participatory design entails mutual
learning among participants. This relates to research highlighting that designing educational
technology involves not only getting to know the tool but also figuring out how to integrate it
into teaching methods to benefit students' learning [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This overlap of learning forms
emphasizes how design can serve as a means of learning, but also implies that design must
begin with a clear understanding of what needs to be learned through a tool [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] In this way,
participatory design has potential to empower teachers, ensuring their meaningful involvement
in addressing a relevant issue, and amplifying their voices and perspectives [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. However, while
we firmly believe that involving teachers as stakeholders in the design of educational
technology is a valuable approach for participatory design practitioners to enhance meaningful
participation and contribute to mutual learning, our experiences with the teachers have shown
that this is not trivially easy. Teachers expressed the need to be able to adjust features and
visualizations to adapt to their instructional contexts, but also learn how to implement the tool
in the classroom. Sensemaking can be a useful lens to investigate these processes in relation to
complex topics in educational environments. Our analysis identified that while teachers
succeeded in collecting information for technical knowledge, they encountered difficulties in
interpreting this knowledge and in identifying and assessing alternative actions. This restricted
teachers from substantially contributing to the design of the tool as well as in their use of the
designed tool for the intended purpose of supporting student learning about critical data
literacy. The application of sensemaking as an analytical perspective revealed that we, the
researchers, need to increase our efforts to guide teachers in transitioning from the collection
of information to its meaningful interpretation and transformation into actionable knowledge
in the participatory design process to facilitate end-user development. This means involvement
of learning through design with a strong focus on aligning the design with specific learning
goals, and that teachers should have the opportunity to reflect on and adapt the technology
within their teaching context.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>We thank all the teachers and students who have actively participated in the development and
use of InfraReveal. This research was possible thanks to the generous support of the
Riksbankens Jubileumsfond, which funds the project RED (Reconfigurations of Educational
In/Equalities in a Digital World) (GI19-1500). We are grateful to the RED team for our
continuous conversations on datafication, schooling, and inequalities.</p>
    </sec>
    <sec id="sec-8">
      <title>A. Appendix</title>
    </sec>
  </body>
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