INTRODUCTIONAppropriation-the invention of new purposes of use-as a phenomenon in human-computer interaction is gaining increasing interest, especially in computer-supported cooperative work (CSCW) research (e.g., Balka & Wagner, 2006;Bansler & Havn, 2006;Brown & Perry, 2000;Dourish, 2003;Huysman et al., 2003;Pargman & Waern 2003;Petersen, Madsen, & Kjaer, 2002;Salovaara, 2007). The reason for this is that, from the late 1980s until today, it has become increasingly clear that a system's use should be conceived more as a projection of its features instead of a direct outcome of the design (see, e.g., DeSanctis & Poole, 1994;Orlikowski, 1992). Design does not determine how and for what purposes a system will be used in real settings, but rather is a component in a more complex, evolving process in which unforeseen contextual features, social factors, creativity, and opportunism, as well as new user interpretations, also play a part. The result of such a process is a multitude of different uses for the same system, each use having a different history behind it. Put in another way, users often adapt their tools by transforming their use and even their configuration, thus making them suitable for ongoing practices in different environments. An often-used definition for appropriation comes from Dourish, who has captured the above-mentioned viewpoints in the following description:Appropriation is the way in which technologies are adopted, adapted and incorporated into working practice. This might involve customisation in the traditional sense (that is, the explicit reconfiguration of the technology in order to suit local needs), but it might also simply involve making use of the technology for purposes beyond those for which it was originally designed, or to serve new ends. (Dourish, 2003, p. 467)