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This article explores the different methods of collaboration in human-computer interaction, focusing on asynchronous and synchronous interfaces such as email, discussion boards, instant messaging, and video conferencing. It discusses the pros and cons of each method and their current usage, business possibilities, and future research areas.
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Collaboration Human Computer Interaction CIS 6930/4930 Section 4188/4186
Intro • Old school: individualism • Alienating and antihuman • New School: chat rooms, listserves, MMORPGs, IRC • socially respectable and occassionally positive • Terms: • Computer Support Cooperative Work (CSCW) • Does this include cooperative, collaborative, and competitive? • Groupware (team orientated collaborative interfaces) • Covers many fields including: • Psychology • Sociology • Now a design requirement for most interfaces • Everyone must give a presentation on one interface, including • Invention date, Pros, Cons, Current Usage, Business possiblities, Research areas, Future • Choices: email, IRC, IM, MMORPG, Medical, B2B,
Types of Collaboration • Focused Partnerships – close collaborations between a small group (2 to 3) that require each person • Ex. Authors, Medical team, Programmers • Needs: Share documents, joint review • Apps: IM, Video conference, email, broadband • Lecture/demo – one person shares to others • Needs: Store, replay, broadband • Conferences – distributed communication (synchronous and asynchronous) • Needs: many-to-many messaging • Apps: Blogs and wikis (group editing spaces) • Structured Work – group with distinct roles work on a task • Apps: online conference/journal managers • Meeting and decision support – Many people with local and global data (psychology impacts)2 • Apps: program committees • Electronic commerce – reviewing data and making decisions as a group (time and space distributed) • Apps: b2b negotiations • Teledemocracy – groups, organizations, gov’t meetings • Apps: online town-hall meetings (impacts constituent power) • Online Communities – large widely distributed group • Apps: MMORPG, Communities of interest (COIs) and Communities of practice (COPs) • Collabortories – groups that work together over time and space, usually to share equipment, expertise, etc. • Apps: Time sharing unique equipment • Benefits from similar file formats • Telepresence – remote participants to have experiences as being present. Notion of co-presence • Apps: VR, remote control vehicles • Questions about etiquette, subtlety, responsibility, trust
Goals of Collaboration • Research is harder w/ collaborative systems • Controlled experiments are more complicated • Multiple users • Distributed nature • Lots of data to process • Researchers can use: • Social psych lit • Reflective case studies of tools • Usage stats • What makes some interfaces successful while others not? • Accepted: Cell phones, email, IM • Research: VE, video conferencing • How do you evaluate effectiveness? • Acceptance can be misleading (IM, email) • Surveys, usage stats, test scores for teaching apps • Don’t discount the effect of shared risk in face-to-face meetings that make them compelling
Asynchronous Distributed Interfaces • Different methods to support AD collaboration • What are the pros and cons of each? • E-Mail • Organization is difficult for large volume users • Spam • Half of US population uses it • List control • Newsgroups • Communications between groups • Hiearchical structure • Listserve (moderated/unmoderated) • Discussion Boards (evolved from BBSs) • Stat: Lurkers outnumber posters by 100:1 • Most unmoderated groups do not survive • Support for archiving, sorting, searching • Online conferencing benefits from anytime connectivity • Online communities • Topics focused groups • Both: good collaboration and addiction and disturbing cyber-identities • Successful: Patient support (rare diseases, immobile patients) • Generalized Reciprocity – help others believing you will be eventually helped • Requires both good interfaces and understanding of the social community • Clearly stated purpose, well-defined membership, explicit policies • Data-mining in online forums • Subset: Distance education courses • Subset: Open source communities • Evolution of emoticons (icons [typically text] that represent an emotional state)
Synchronous Distributed Interfaces • Different Place, Same Time • Initial systems: GRoup Outline Viewing Editor (GROVE) • Edit the same document simultaneously w/ voice chat • Sharing and affecting information dynamically • Example research: Distributed acting rehearsals • Expansive 3D environments • App: ActiveWorlds • Research: Role of avatars in these environments • Slater • What is important for avatars? • Instant Messenging • 28% were simple interactions, 31% about scheduling and coordination • Short Messaging Systems (SMS) – Texting • Enables a more even distribution of technology • Short: India fishermen can check dock prices before coming ashore • Allows activists and protestors to organize quickly
Video and Audio Conferencing • Large industry for video and audio conferencing • Companies: Polycom, Sony, VTEL • Pros: infrastructure available, cost versus travel, facial expression, some body language • Cons: eye contact, intimacy, subtle side meetings, availability, body expression, physical contact • Leverage desktop videoconferencing (DTVC) - mid90s • CU-SeeME • Net Meeting (screenshot) • Allows access to files during conversation • Considerations: • Bandwidth, packet loss, compression quality, latency, action synchronization, FOV • Studies on impact on task performance of audio and visual streams • Chapanis ’75 – importance of audio for review of shared visuals • Audio is important, though users often desire video • If review of an object is the task, then using video significantly improves performance • What has restricted more wide usage? • Is it eye-contact? • Lack of 3D? OOTF • Would constant-on video conferencing improve the sense of co-presence? or just intrusive? (Jancke ’01) • Tasks • Helped: Initial meetings • For distance learning: Audio > video > text
Face to Face Interfaces • Teams of people working together and sharing technology • Ex. pilot & co-pilot, stock traders, air traffic controllers • GroupSystems (Univ. of Arizona – Valalcich ’91) • Semicircular classroom w/ 24 personal computers built into desks • Anonymous proposals • Study: (Nunamaker ’91) discusses benefits • Broader input, fewer dominators • More candid comments • Group history was useful • Helped focus the group discussion • Improved information analysis • Lots of projects on shared spaces • Capture Lab at Electronic Data Systems (Mantei ’88) • 8 Macs around an oval desk for business meetings with a central display that any user can take control of • Display walls (Xerox PARC’s LiveBoard) • New tracked pens allow for electronic copies • Public display walls is a new interaction paradigm that needs new interaction methodologies
Electronic Classrooms • Most balance learning with • Too much ‘chatting’ • Cheating • Conversations off topic • New learning and interaction styles • More interactive than traditional lectures • More prep time • Reports of greater efficiency • Anxiety is reduced by showing work more often • Can support small group dynamics (pairs learn better than individuals for collaboration tasks) • Time variance reduced with fewer stragglers • Novel simulations: Hostage negotiation, space camp