1 / 68

Computer Supported Cooperative Work

Computer Supported Cooperative Work. CIS 577 Bruce R. Maxim UM-Dearborn. Nature of Cooperative Interaction. Supporting people working on distributed applications from remote locations. Focused partnerships Lecture or demo Conferences Structured work processes Electronic commerce

freja
Télécharger la présentation

Computer Supported Cooperative Work

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Computer Supported Cooperative Work CIS 577 Bruce R. Maxim UM-Dearborn

  2. Nature of Cooperative Interaction • Supporting people working on distributed applications from remote locations. • Focused partnerships • Lecture or demo • Conferences • Structured work processes • Electronic commerce • Meeting and decision support • Teledemocracy

  3. CSCW and Education • Distance learning • Virtual classrooms • Classroom demos • Group oriented lab exercises

  4. Online Communities • Telework • Breakdown of status barriers • Increased information flow without using "proper" channels • Technology replacing inefficient human labor • Knowledge engineering and expert systems • Email information requests substitute for war stories at meetings • Potential for loss of corporate memory

  5. CSCW Models

  6. Asynchronous Interaction • Meeting management tools • Dynamic classroom polling systems • Instructor remote screen viewers • CASE Tool Repositories

  7. Asynchronous Distributed • Email • Bulletin boards • File transfer program • CASE Tools • Newsgroups • Project schedulers • List servers • Virtual classrooms

  8. Synchronous Distributed • Group editing • Shared spreadsheets • Interactive games • Chat • Video conferencing • IM • Texting

  9. Face to Face • Shared displays • Audience response unit • Text-submission • Electronic meetings • File sharing • Electronic meetings • Real-time voting • Brainstorming

  10. CSCW Questions • How do people work together? • How would improved communication make things better? • How is privacy compromised or protected? • Equity of equipment access? • Acceptable levels of network performance?

  11. These slides are takenfrom the Dix textbook

  12. CSCW Issues • All computer systems have group impact • not just groupware • Ignoring this leads to the failure of systems • There several levels to consider: • face-to-face communication • conversation • text based communication • group working

  13. Face-to-face communication • Most primitive and most subtle form of communication • Often seen as the paradigm for computer mediated communication

  14. Transfer Effects • Users carry face to face expectations into electronic media • sometimes with disastrous results • may interpret failure as rudeness of colleague e.g. personal space compromised • video may destroy mutual impression of distance • the `glass wall' effect of the screen helps

  15. Gestures and Body language • 60% of our communication is through our body language • Video may spoil direct eye contact • Used to convey interest and establish social presence) • Gesture (and eye gaze) are important • Head and shoulders video loses this • close focus for eye contact … • wide focus for body language? • Poor quality video better than audio only

  16. Back Channels • Back channels include: • nods and grimaces • shrugs of the shoulders • grunts and raised eyebrows • Utterance begins vague and then sharpens up just enough based on feedback

  17. Back Channel - Media effects Restricting media restricts back channels video – loss of body language audio – loss of facial expression half duplex – lose most voice back-channel responses text based – nothing left!

  18. Back Channels and Turn-Taking • In a meeting … • speaker offers floor (fraction of a second gap) • listener requests floor (facial expression, small noise) • Grunts, ‘um’s and ‘ah’s, can be used by the: • listener to claim the floor • speaker to hold the floor • may not work well in half-duplex channels • Trans-continental conferences • lag can exceed the turn taking gap (leads to a monologue)

  19. Context in Conversation • Utterances are highly ambiguous • We use context to disambiguate: • Brian: (points) that post is leaning a bit • Alison: that's the one you put in • Two types of context: • external context – reference to the environment e.g., Brian's ‘that’ – the thing pointed to • internal context – reference to previous conversation e.g., Alison's ‘that’ – the last thing spoken of

  20. Referring to Things – deixis • Often contextual utterances involve indexicals: that, this, he, she, it • These may be used for internal or external context • Also descriptive phrases may be used: • external: ‘the corner post is leaning a bit’ • internal: ‘the post you mentioned’ • In face-to-face conversation we can point

  21. Common Ground • Resolving context depends on meaning and participants must share meaning • Conversation constantly negotiates meaning a process called grounding: • Alison: So, you turn right beside the river. • Brian: past the pub. • Alison: yeah … • Each utterance is assumed to be: • relevant – furthers the current topic • helpful – comprehensible to listener

  22. Focus and Topic - 1 • Context resolved relative to current dialogue focus • Alison: Oh, look at your roses : : : • Brian: mmm, but I've had trouble with greenfly. • Alison: they're the symbol of the English summer. • Brian: greenfly? • Alison: no roses silly!

  23. Focus and Topic - 2 • Tracing topics is one way to analyse conversation. • Alison begins – topic is roses • Brian shifts topic to greenfly • Alison misses shift in focus … breakdown

  24. Text-based Communication • Most common media for asynchronous groupware (excepts voice mail) • Familiar medium, similar to paper letters but, electronic text may act as speech substitute! • Types of electronic text: • discrete directed messages, no structure • linear messages added (in temporal order) • non-linear hypertext linkages • spatial two dimensional arrangement • Linkages may also exist to other artefacts

  25. Problems with text • No facial expression or body language • weak back channels • Difficult to convey: • affective state – happy, sad, … • illocutionary force – urgent, important, … • Participants compensate (smilies) ;-) :-( :-)

  26. txt is gr8 • Instant messaging • 1996 – ICQ small Israeli company • now millions • more like conversation • SMS • y is it we al lv shrt msgs • originally a feature of internal management protocol • short messages (160 chars) and text with numbers • no-one predicted mass adoption!! • now phones with cameras for MMS

  27. Grounding Constraints • Establishing common ground depends ongrounding constraints • cotemporality – instant feedthrough • simultaneity – speaking together • sequence – utterancesordered • Often weaker in text based communication e.g., loss of sequence in linear text

  28. Loss of Sequence • Network delays or coarse granularity -overlap 1. Bethan: how many should be in the group? 2. Rowena: maybe this could be one of the 4 strongest reasons 3. Rowena: please clarify what you mean 4. Bethan: I agree 5. Rowena: hang on 6. Rowena: Bethan what did you mean? • Message pairs 1&2 and 3&4 composed simultaneously – lack of common experience Rowena: 2 1 3 4 5 6 Bethan: 1 2 4 3 5 6 • Breakdown of turn-taking due to poor back channels

  29. Maintaining Context • Recall context was essential for disambiguation • Text loses external context, hence deixis (linking to shared objects can help) 1. Alison: Brian's got some lovely roses 2. Brian: I'm afraid they're covered in greenfly 3. Clarise: I've seen them, they're beautiful • Both (2) and (3) respond to (1) but transcript suggests greenfly are beautiful!

  30. Conversation Game • Conversation is like a game • Linear text follows one path through it • Participants choose the path by their utterances • Hypertext can follow several paths at once

  31. Non-linear Conversation 1. Alison: Brian’s got some lovely roses hypertext-based or threaded-message systems maintain ‘parallel’ conversations 2. Brian: I’m afraid they’re covered in greenfly 3. Clarise: I’ve seen them they’re beautiful 4. Clarise: have you tried companion planting?

  32. Pace and Granularity • Pace of conversation – the rate of turn taking • face-to-face – every few seconds • telephone – half a minute • email – hours or days • Face-to-face conversation is highly interactive • initial utterance is vague • feedback gives cues for comprehension • Lower pace provides less feedback and is less interactive

  33. Coping Strategies • People create coping strategies when things are difficult • Coping strategies for slow communicationattempt to increase granularity: eagerness – looking ahead in the conversation Brian: Like a cup of tea? Milk or lemon? multiplexing – several topics in one utterance Alison: No thanks. I love your roses.

  34. Group Dynamics • Electronic work groups constantly change in structure and size • Several groupware systems have explicit roles that may depend on context and time rather than reflecting duties • Social structure may change (democratic, autocratic, etc.) and group may fragment into sub-groups • Groups also change in composition so new members must be able to `catch up‘ (use of history lists)

  35. Physical environment • Face-to-face working radically affected by layout of workplace e.g. meeting rooms: • recessed terminals reduce visual impact • inward facing to encourage eye contact • different power positions

  36. power positions at front in reach of white board Power Positions in Traditional Meeting Room white board

  37. power positions at back – screen accessed by keyboard Power Positions inAugmented Meeting Room shared screen

  38. Distributed Cognition • Distributed cognition suggests look to the world not the head • Thinking takes place in interaction • with other people • with the physical environment • Implications for group work: • importance of mediating representations • group knowledge greater than sum of parts • design focus on external representation

  39. Groupware • What is groupware? • Types of groupware • computer-mediated communication • meeting and decisions support systems • shared applications and artefacts

  40. What is Groupware? • Software specifically designed • to support group working • with cooperative requirements in mind • NOT just tools for communication • Groupware can be classified by • when and where the participants are working • the function it performs for cooperative work • Specific and difficult problems with groupware implementation

  41. understanding P P direct participants communication control andfeedback A artefacts of work Classification by Function Cooperative work involves: Participants who are working Artefacts upon which they work

  42. meeting and decision support systems • common understanding understanding P P direct • computer-mediated communication • direct communication between participants participants communication control andfeedback A artefacts of work • shared applications and artefacts • control and feedback with shared work objects What interactions does a tool support? • computer-mediated communication • direct communication between participants • meeting and decision support systems • common understanding • shared applications and artefacts • control and feedback with shared work objects

  43. Web-Video • Video-conferencing – expensive technology • but internet video is (almost) free! • web-cams • used for face-to-face chat • for video-conferencing • for permanent web-cams • low bandwidth • pictures ‘block out’ … not terrible • audio more problematic • may use text chat

  44. Collaborative Virtual Environments • Meet others in a virtual world • participants represented – embodiment • artefacts too – real virtual objects • text – consistent orientation or easy to read • multimedia • MUDs and MMORPG (Multi-user domains) • 2D/3D places to meet and interact on the web • users represented as avatars

  45. Internet Foyer • Real Foyer • large screen, camera • see virtual world on screen • Virtual World • representation of web • see real foyer on virtual screen

  46. Meeting and Decision Support • In design, management and research,we want to: • generate ideas • develop ideas • record ideas • Primary emphasis is on creating a common understanding

  47. System Types • Argumentation tools • asynchronous co-located • recording the arguments for design decisions • Meeting rooms • synchronous co-located • electronic support for face-to-face meetings • Shared drawing surfaces • synchronous remote • shared drawing board at a distance

  48. Argumentation Tools • Asynchronous • Hypertext like tools to record design rationale • Two purposes: • remind the designers of the reasons for decisons • communicating rationale between design teams • Mode of collaboration: • very long term • sometimes synchronous use also

  49. Meeting rooms • synchronous co-located • electronic support for face-to-face meetings • individual terminals (often recessed) • large shared screen (electronic whiteboard) • special software • U or C shaped seating around screen • Various modes • brainstorming, private use, WYSIWIS • ‘what you see is what I see’ • all screens show same image • any participant can write/draw to screen

  50. Issues for Cooperation - 1 • Argumentation tools • concurrency control • two people access the same node • one solution is node locking • notification mechanisms • knowing about others' changes

More Related