SEng 609.06 Special Topics in HCI Saul Greenberg, Instructor |
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Brad says: Grudin seems to assume that when making decisions about single user applications the manager is more often right than not. However, when making decisions about groupware programs the manager is less often right, perhaps rarely right.
Granted it is a good thing to know how people work together but don't managers have a sense of that? Don't good managers have a feel for how to assemble groups, how to make teams work better together, etc.? If so, then why do they fall short when evaluating a software tool meant to aid team work? Grudin comes up with various potential answers but how close does he come to answering this question, or does he even consider this a relevant question?
Kevin says: There seems to be a trade-off between having only head shots vs body shots during communications via video. Head shots provide good eye contact; however, body movements such as hand gestures are lost. The opposite seems to be true for body shots; we get the body movements including deictic references to objects in the room but we lose eye contact. I realize that you lose something in both situations, but what type of feedback is more important to establishing effective communications? better telepresence? The answer will probably be "depends on the situation", but I would like to discuss it in more detail.
My job at CDC involves some designing of interfaces, but I am more involved in the evaluation of interfaces. After reading the two arcticles, it seems somewhat bleak when trying to design and evaluate groupware. This is for two reasons:
I was hoping to discuss ways to overcome these two problems. This may be naive of me to expect there is a solution, but I am kind of curious to hear some ideas. One arcticle states that hiring a social scientist would help solve the first problem, but this does not seem like a feasible solution in my situation.
Cam says: One of the things that struck me when reading Informal Communication in Organizations: Form, Function and Technology was how the use and frequency of email impacted the 'liking' of his/her co-workers. For example, many people develop a working relationship with frequent users of email. Could this be likened to being 'on the same floor' if the correspondence is frequent enough? If a person used email frequently to a college a great distance away, could the same sort of 'Co-presence' be acheived as if the person was local? This reason this struck me is that we carry on a correspondance with a few 'customers' in Ottawa and only meet once or twice a year but there is still a feeling of working together and a feeling of proximity.
Dana says: The first issue that I would like to see discussed in class tomorrow is the effectiveness of video technology in supporting remote collaboration, from the Behavioral Foundations point of view. Dix et al. discuss the problmes of eye contact and gaze awareness when using video channels. However, they argue that "experiments have shown that remotely working participants experience a greater sense of social presence if video is used in addition to an audio link". (pg. 172). [because of the fact that the facial expression can be seen]
It seems that video technology falls behind the expectations in supporting informal communication as studied in VideoWindow and Cruiser systems (as seen in the paper by Kraut et al.). Also, I have read some time ago that it have been found that "there would be no significant advantage of video over audio with a shared-workspace problem-solving task" ("The Effect of Group Size and Communication Modes in CSCW Environments" by Masoodian and Apperley).
In this context, it would be interesting to discuss in what types of collaborative tasks (as described by McGrath) does video technology bring any support. Would video bring more value to remote "negotiative" tasks instead? (where the facial expression has a greater importance?)
The second issue I would like to see discussed in class is what has been done since Grudin's paper? He raised the issues of difficulties and problems in designing and evaluating groupware, back in '88. I think it would be interesting to discuss the problems and difficulties brought by the Grudin's and Galagher and Kraut's papers in relation to the behavioral foundation issues presented in the first 4 papers (all wrote after '91).
Qian says: The issues I'd like to discuss is in paper " a typology of tasks ":
Roberto says: The article by Dix et al. is very interesting and covers quite a number of topics. If possible I'd like to see the "14.6 Organizational Issues" section covered in next Wednesday's lecture. I found interesting the issues affecting the failure/success of a groupware system based on the impact caused to/by individuals in an organization (e.g., the benefit/contribution ratio, goals and motivations), critical mass, and the (minor) issues related to distributed collaboration and managerial appraisal of employees' physical presence.
I found the article by J. Grudin quite interesting. Even though this same topic was covered by Dix, et al, this article made (understandably) a better analysis. Grudin's article describes problems affecting the design and evaluation of organizational interfaces. If possible I'd like these problems (i.e., people who do the work is not benefited, decision-makers' self-centering, and obstacles to evaluation) to be discussed in Wednesday's lecture (if too broad, I'd prefer the "people who do the work is not benefited" or the "obstacles to evaluation" problems).
Donald says: Issue #1. So? Your Point? This is basically an echoing/elaboration of the discussion in Galegher and Kraut, particularly page 6. There is a constellation of related concerns here, as far as I can tell. One thread is the question of what, if any, prescriptive or predictive data is on offer. I suggest Clark's chapter is a good example of stuff that is only useful post-hoc and Tang's article claims about design issues are hardly useful. Another issue is specific a study has to be useful, or to put it another way, how general a study can be before it becomes useless. As a parting shot, I'll suggest there is no evidence that starting with theory producing systems any better that intuition-directed evolutionary wandering around, and in fact the is evidence to the contrary (Coordinator).
Issue #2. the bbt approach Inspired by "Beyond Being There", the notion is that what is interesting is not what we do, but what we don't do. Good technology in not imitative, but augments the existing situation. Those in behavioural studies generally are much more interested in the existing condition, rather than this particular orientation.
Krista says: My issues for clearboard are:
Cameron says:
Roberto says:
Qian says: These are my issues for next class:
Dana says:
Dong says:
Cox says:
Brad says:
Cam says: One of the things that struck me when reading the articles regarding media spaces was that it would be interesting to have a combinational approach that might apply the best of the group of tools/techniques described and perhaps lighten the processing load for the ensuing video technology. For example, a function/description list could read something like:
Kevin says: My issues for tomorrow's class are the following:
Roberto says: It seems to me that there are some physical and social constraints that are not mimicked by glance systems. For example, in real life, a person will normally walk through a hallway having a source (e.g., her office) and a destination (e.g., the coffee room). While going through, she glances at offices and she may engage on informal interactions with colleagues. What it's (perhaps) relevant on this issue is that people been glanced upon may perceive the glance as a secondary intention of the glancing person's goal (go to the coffee room), and their glancing interaction as a uncompromising act resulting from her physical constraints (walking through the hallway) while achieving her goal. It strikes me that the casualness of glancing is not addressed by the glancing systems reviewed. On the one hand, systems are explicitly ordered to glance at specific people; the problem is that those people who are been glanced know that they are explicitly glanced (their name was given to the system). On the other hand, systems can be asked to glanced randomly; this is awkward in real life since people do not just wander around glancing at offices (well, those cases usually end by someone calling security!); as a result, people will (probably) tend to think that someone is electronically glancing to start interaction and not just because she wants to observe what's happening around (there might be further comments related to this issue; for example, a person may be quickly tagged as a cruiser if she engaged on frequent and meaningless electronic random glances than if she just wanders the same number of times through the hallway....).
Dana says:
Qian says: About the distributed "awareness' system, 1) what kind of positive impact the 'awareness' system has brought to working environment? 2) Thinking of cost-effeciency, which one is better? a real-time communication system(videoWindow system, Montage, desktop conference) or an 'awareness' system? 3) As the 'awareness system' is a full-day system, which put everyone involved under camera all day, are there any negative effects? In another word, will anyone feel uncomfortable about it?
About informal communication system, 1) Some informal communication system(like VideoWindow System) can't support private conversation. For example, in actual meeting, two people want to exchange their thinking privately, but it seems hard to do through the videoWindow system. 2) In Fish's paper, they compared the similarity of communication media. In terms of interactivity dimension, cruiser seems very similiar to telephone, and in terms of the amount of information exchanged dimension, cresier seems very similiar to Email system, so, why do we need cruiser system? The main use of crusier is to make a quick glance and make a schedule for face-to-face meeting. What is the strength of cruiser?
Dong says:
Donald says: My main issue involves the notion of productivity, and how it is, at least in some way, antithetical to informal communication.
So my first issue is that computers do not make go devices for informal communication in a "symbolic" sense. I am most open to, and interested in, informal communication when I'm being "un- productive" (in the stereotypical narrow view of management). The computer, on the other hand, in a tool for productivity. In reflecting on my own experience, I'm most receptive to informal communication at precisely the same times as I'm least interested in being at my workstation. At least half the point of getting up and wandering around or going for coffee is to get away from the damn thing. So we have these computer tools that seek to make us more productive by eliminating the unproductive activity, but we don't really want it eliminated.
It seems that groupware is almost always used by and evaluated on computer geeks or technology company employees. How would different user groups effect the performance and acceptance of groupware. In particular, technologists tend to be abstract thinkers, but not necessarily particularly skilled in using language. What would groupware for poets be like? Philosophers? Linguists? Literary critics? Dadaists?
I'm intrigued by the notion of turning a hallway into a media space, rather than a room. Especially if we took a sort of "tangible bits" type approach. Have real (local, physical) offices for remote collaborators that would be "connected" to their actual (remote, physical) offices. The most obvious bit of interaction would be to slave the doors, but I think it could be extended quite nicely so that we could use our "natural" social processes skills, and mechanisms. On a slightly related note, I like the idea from Sun's Starfire of having cameras in the hallway, looking into the office.
On a related note, I think that having the media space system use a separate monitor from the workstation, and having cameras that do not point at the user's face are really good ideas. This is tied into the notions of reciprocity and disturbance. If I'm in the office with the door open, depending on the layout, people can walk by and see what I'm up to, but I'm not necessarily aware of their doing so. I can be if I choose to be, but it isn't required. Many of the systems are implemented such that I am forced to be aware of people "looking in" on me. That is burdensome.
Returning to the idea of productivity, I think one of the reasons that people don't like awareness technologies is that they lower the cost of snooping. It isn't like the information isn't already available and easy to get in normal not mediated situations. But people are prevented from gathering the information because it is too costly (unproductive - I keep having to walk by jane's office to see what she is doing). With the awareness technologies, it no longer costs me much to gather this information. Also, I can do so surreptitiously. If I want to spy in the real world, it is likely that people other than myself and the person I'm spying on will notice, and I will be subject to social sanction.
Finally, it seems to me that the ideal we really want is to have our own agents/proxies/butlers who take care of the busybodies and make sure we meet the interesting people. The underlying issue is what the "best" way to present awareness information - realistically like in the media spaces or more abstractly like in peepholes or some of the hudson & smith techniques.
Krista says:
Donald says: I think that awareness in asynchronous environments is more interesting, more useful, and harder to do. I'm disappointed that our readings did not cover it in more detail. I also thought that Dourish & Bellotti's comparisons between various systems wasn't particularly fair, and what they meant by "passive awareness mechanisms" was not particularly clear.
I wonder how many tasks that people really do are of the "truely" cooperative sort described in the Hutchins chapter. As acknowledged in Gutwin's stuff (ch. 2, I think), people generally try to avoid this sort of stuff.
I found the group task circumplex in Gutwin's chapter 2 to be overly simplistic. Any real world activity is comprised of instances or episodes from many of the octants in a not too distinct fashion. I don't believe that designers can pretend like they can address only a subset of the activities in their systems.
I'm not sure exactly what the boundaries of Gutwin's workspaces are. I think I have an okay intuition when it comes to those of the computational variety, but in reference to the physical world I feel unsure.
On a related note, what would qualify as an unshared workspace? Is this notition of shared/unshared valid only because of our alienating technology?
Dong says: Awareness is a very important issue in the designing of groupware system, especially in synchronous systems. Gutwin discussed awareness pretty thoroughly in his paper and gave several means to support awareness for CSCW. However, CSCW for different purposes will need different kind of such support. For collaborating authoring system, maybe "group scrollbar", "outline" will provide enough awareness for the group. While for other kind of tasks, other techniques maybe more appropriate. My issue is: is there any classification of CSCW, and to what extent awareness should be support, and what kind of "widget" is best suited for that kind of systems?
Roberto says: I enjoyed reading Hutchins paper, mainly when he states that computers should play a role on exploiting the cognitive resources of people instead of perform just as information-processing machines (pg 206). Another interesting point in this paper is on regards of knowledge distribution and redundancy of function as approaches to enhance the robustness of a system; this theory is somewhat contrary to the well-defined roles and boundaries implemented by current (e.g.,. OO) systems. Although these previous issues may be best suited for a AI discussion, I thought on mention them (since I found them appealing). In other topic, I agree with an issue raised by Donald re: asynchronous awareness, specifically, on the accounting of past events affecting the state of the workspace; for example, how does a newly arrived participant know the series of events/decisions that lead to the current state of an artifact? (hard to tell!) This issue was previously raised by the Portland Experience paper (from last week), but (perhaps because of the nature of that project) it was suggested the use of video tapes and disks to record group sessions which could be later reviewed (well, not the best solution, I guess!) Another interesting issue is on action indicators and animations, as described by Carl (Ch. 5 pg 91); who explains how certain instantaneous actions (e.g., delete) could be animated for other participants to clearly perceive changes in the workspace. It may be worth commenting that these techniques are specially useful if participants can interrupt the animation as a way to stop the action to be accomplished (an equivalent to a real world situation would be, for example: "hey, don't delete that node, I'm still using it!").
Krista says: How detailed does the awareness have to be? That is, how fine grained should it be? You did not mention any results from the 'chunk' condition in your paper. I am wondering where those results fit in. Were they significantly different from the overview or the radar conditions? If they did not differ significantly from the radar view, is it necessary to have the real-time feedback or is a slight lag acceptable? This is a similar issue to one we talked about during shared editors and other shared workspaces of should you be able to see what the other person is typing as they do it, or is it acceptable to see the whole chunk at the end. Do you think that the detail needed will vary greatly based on the collaborative task being performed or should all tasks have this type of awareness provided at the same level? Assume for a moment that you could not provide all aspects of the radar view. What would you classify as the most vital parts to retain to optimize the awareness in the group (including all types of awareness; conversational, workspace, situational)?
Dana says:
Cameron says: In Chapter 3, Workspace Awareness, there is a discussion describing "...four characteristics of WA that set it apart from existing studies of SA" (SA - Situational Awarness). I don't agree with some of the statements. The first statement that "...workspace awareness involves knowledge of another person, rather than knowledge of a mechanistic system" seems to be in conflict with the examples and with point four "...workspace awareness is not just about the person, and not just about the workspace, but about the interaction between the two". The examples being used involve the piloting of a airplane. They involve a situational awareness of a mechanical workspace through collaboration with a group whose primary group function is to safely control the plane. This goes against the statement "The underlying rason for maintaining workspace awareness, therefore, is not better control, but better collaboration."
Being a pilot, the examples of workspace vs. situational awareness, hit close to home and I would like to discuss in more detail how workspace awarenss is different (or not) from situational awareness. Can you be aware of the situation but not the workspace, of visa versa?
Danah says:
Dong says:
The space and place concepts are quite interesting. What makes a space different from a place, is it true that when social protocols are added into space, space changes to place? In real world, it is sometimes very simple to change a space into some kind of places: bringing in some kind facilities, tools, etc. and the space is changed into a meeting room, a living room, or something else. However, sometimes, even in real world, when you build something, you have the idea what you'll use it for, and it is built to a place. In virtual world, how should we build space/place? Should we build the space in general (suited for any purpose, to be adapted by its residence), or we can build special purposed places? There are all this kind of tradeoffs, which one is the best?
Qian says:
"Place" concepte is new for me. In the previous readings, many papers use "space". How to understand "space" and "place"? In paper, they said space is opportunity; place is the understood reality, to my understand, space and place seem like "class" and "object", is that right?
Many papers and book discuss "workspace" and "interpersonal space", both shared workspace and interpersonal space are present in ordinary face-to-face meetings, and may be essential for remote real-time collaboration. Some researchers try to improve the design to realize a seamless environment between the shared workspace and interpersonal space. Can we say that actually the reseachers try to understand "workplace" and "interpersonal place", and then try to design good groupware. I'd like to see more discussion about this.
Donald says:
On borrowing from other fields: In the Australian papers, they base their work on that of some sociologist. Does said sociologist approve of what they are doing? What do other sociologists think of this persons work? Is it mainstream, accepted stuff or fringe rantings? Should that matter an argument from authority using an authority we are in no position to dispute?
Can metaphors have functionality?
Roberto says:
It was interesting to read about individual work been a sub-set of collaborative work, as explained by Greenberg & Roseman; mainly because I previously thought on collaborative work as an evolution/extension of the work done by individuals. The room-based metaphor fits right in such analysis. I'd dare to comment that current personal computer systems could be seen as private non-virtual rooms for individual work (e.g., a home computer, a UNIX account). It'd be interesting to see in the future that these currently non-related spaces could be encompassed into 'rooms' environments, where owners could seamlessly accomplish their work and interact with people regardless of the OS/time/space dimensions (interesting topic for portability advocates). However, the issue is not if this type of systems will be ever developed (I'm sure they will) but whether what approach will succeed on doing it: in the one hand, there are fully-featured one-user productivity apps with no groupware abilities (e.g., MS Office); in the other hand, there are arising groupware-enabled systems (e.g., TeamWave) which don't include powerful apps yet. It'll be interesting to see how this will evolve. Another issue to comment on is related to the paper authored by Fitzpatrick et al, where software administrators were studied. It was interesting to read about the complexities related to the management of software, which is seen as a virtual place with more variables that the one concerned with hardware (physical space).
Kevin says:
This whole idea of places and locales as opposed to spaces is very interesting. However, I have difficulty trying to apply this knowledge of behaviour framing to designing of tools to support collaborative interactions. The authors state that we cannot design systems to be places themselves, but must provide tools for people to make places. Do we design systems with the concepts of spaces, with the intention that they will involve into places? Was TeamWave constructed with the goal of supporting the framework of locales or was this a result upon "completing" ( I am not too sure how close TeamWave is to completion) the system? How do individuals construct personalized views of locales in TeamWave?
Dourish and Harrison also use the terms "emergence of place-centric and characterisitcs" and "enculturation" when participants are using certain systems for extended periods of time. Should participants be expected to change their behaviour to accomodate these systems when using them?
Cameron says:
The concept of spaces and places is an interesting and a confusing one where "Space is opportunity and place is the understood reality". The reason it seem confusing to me is that space can be used to give different affordances to it's understood reality or "place". This is the same in the virtual world where names such as "rooms' or 'foyer' give affordances to spaces with specific function in a culture. These 'rooms' then offer culturally expected affordances such as doors to further strengthen the feeling of behavioural appropriatness to the virtual 'space'. The issue that I would like to discuss in more detail is how one would make 'virtual affordances'. For example the 'space' around a 'well' may have different affordances depending on culture. In North America it would be a place to get water or perhaps a 'knowledge well' would be a place to get knowledge while in an East Indian culture it may be closer to a 'chat room' where you gather to socialize and getting water is a secondary function.
Brad says:
Places in Space. The suggestion is that 'place' may come out of how a communication
tool is used over time. Certainly discussion groups tend to take on a character of their
own after much use. While Harrison and Dourish say 'place' should not be programmed in,
doesn't it make sense to do just that? That is, we create our own places in our offices
and homes by use of furniture, layout, etc. as well as by continued use. Shouldn't
groupware provide some furniture to decorate or provide unique and customizable
environments so we can create our own 'place'?
Teamrooms seems to provide the ability to customize environments (rooms) by adding
graphics, applets, and so on. Each room can be quite a different 'place'. For example,
early iterations I saw quite often had links to Dilbert or some other cartoon prominent
within a room. Is this an example of 'bending it to fit our needs' ie. ostensibly the
graphics are there to support sharing visual information such as pictures but appeared to
be used to personalize rooms.
After evaluating a bunch of group multimedia projects recently I noticed that people had a
tendency to create visual environments that reflected the content i.e. a halloween theme
was used to 'place' the audience in a proper frame of reference while learning the
material about witches, etc.. These environments were meant to structure the interaction
with the material. Perhaps the sense of 'place' Harrison and Dourish are talking about is
too narrow and should include some things that will make it easier for groups to create
places of their own.