John Stanton
IRLS 575
Human Factors
Paper One
October
3, 2004
Three
Papers relating to Computer Supported Collaborative Work
In this
paper I review three research papers that were presented at the 2002
ACM conference on Computer Supported Cooperative Work. The first paper,
“Why distance matters: effects on cooperation, persuasion and
deception” [1]
talks about the sociological effects of being in distant cities when
participating
in Group Work situations. The second paper, “What is chat doing in the
workplace?” [2] is about using a modified group chat program to aid in
CSCW.
And the third paper, “Social navigation: Making web sites be places for
social
interaction” [3] presents the results of an experiment that created two
web based
CSCW systems.
The below three sections contain some of the major points of the papers
reviewed
as they relate to our class readings on CSCW. The material is extracted
directly
from the paper in many cases and paraphrased in others. I selected
information
from the papers that related to the lecture notes and readings from
class.
Why distance matters: effects on cooperation, persuasion and deception
This
paper examined how
geographic
distance affects collaboration using computer-mediated communication
technology. It investigated experimentally the effects of cooperating
partners
being in the same or distant city on three behaviors: cooperation,
persuasion,
and deception using video conferencing and instant messaging (IM).
Even
though this paper looks at the difference between participants in the
same city ve. a distant city, it really relates only to the
synchronous-remote case. This application, like the other two papers,
deals with communications between users.
The
following tasks were performed by participants in
the experiment: the desert survival task, the Paulhus Deception Scales
(PDS)
and the prisoner’s dilemma game. The desert survival task tests the
extent to
which a participant can be persuaded to change her evaluation of the
relative
importance of items needed to survive in the desert. The PDS is an
instrument
used to examine scores for impression management and deception. The
prisoner’s
dilemma game (which is discussed in the Grudin reading and the lecture
notes) is used to assess the willingness to cooperate. Together,
these
tasks measure the effects of technology and geography on persuasion, on
the
tendency for deception, and on cooperation.
Both
the Video conferencing and instant messaging
were performed in two rooms next to each other in Irvine, California.
Both of the experiments tested synchronous communications. Half of the
participants were told they were communicating with someone in the same
city
and half were told they were interacting with someone across the
country in Boston.
The participants
believed that the person they were communicating with (the confederate)
was
located where they were told (i.e. Irvine
or Boston).
The confederate
was a member of the research team who pretended to be located in Boston in half the cases and somewhere in Irvine in the
rest of the cases.
It is
important to note that neither effects of task
order nor gender were detected in any of the analyses. Also, wrap up
interviews
strongly suggest that the confederate came across as ‘nice’ and
‘neutral’ with
regard to her evaluation of the participants.
The
results for the Paulhus Deception test showed a
significant difference in deception by geographic location of the
confederate.
People who believed that the confederate was in a distant city gave
more
deceptive answers to her than those who believed that the confederate
was in
the same city.
Those
in the same city condition were more persuaded
by the confederate than those in the Distant city condition.
The
Prisoner’s Dilemma game had 6 rounds.
Participants who believed they were interacting with a person in a
distant city
were less likely to cooperate on the first two trials than those who
believed
the other person was in the same city. Cooperation then increased on
the last
two trials.
The
confederate appeared the same in the video image
and with IM wrote the same messages to all subjects. The amount of
network
delay was no different between the Same and Distant city conditions.
Yet people
regarded the confederate differently. They considered her different
enough to
change how they cooperated, deceived, and were persuaded by her. These
effects
cannot be attributed to the media, or technical differences, but rather
due to
social perceptions.
What is
chat doing in the workplace?
This
paper presents an empirical study of a
synchronous messaging application with group-oriented functionality
designed to
support teams in the workplace. In particular, the tool supports group
chat
windows that allow members of a group to communicate with text that
persists
for about a day. An analysis of use shows that the group functionality
was used
primarily for bursts of synchronous conversations and occasional
asynchronous
exchanges. The content was primarily focused on work tasks, and
negotiating
availability, with some non-work topics and humor. This paper dealt
with an application that was both synchronous-remote and asynchronous-remote.
This
application was an example of taking a popular application (chat) and
modifying it to have groupware extensions. The application was designed
to provide unobtrusive accessibility.
An
awareness of what one’s distant colleagues are
doing, and their availability for interaction, are key parts of
improving
multi-site work. E-mail, the form of computer-mediated communication in
widest
use today, has only limited potential for signaling awareness and
availability.
E-mail is generally used as an asynchronous communication medium.
On the
heels of tremendous popularity among
recreational users, synchronous messaging applications are beginning to
show up
at work. Synchronous messaging in the workplace has a number of uses,
including
opportunistic interactions, broadcasting of information or questions,
and a
“signaling” function in which people negotiate availability for other
interactions.
Rear
View Mirror (RVM) is an
implementation of an IM and presence awareness
system with novel features
designed to support teams. The
identity of other users is shown by means of an iconized picture. Each
person’s
presence state is indicated by the border color around the picture, and
more
detail can be obtained with a mouse-over. Users can changes their
status
explicitly by selecting from a status menu, or by setting
screen-saver-like
timeouts that change status after a user-settable period of mouse and
keyboard
inactivity.
Groups
in RVM are also associated with group chat
windows that have persistent content. This provides a mechanism for
teams to
communicate with all other team members, and a way for a person to
clearly
separate communications associated with different teams. Each time a
group
member logs in, the group chat window opens, displaying (by default)
the last
days’ chat messages
Any RVM
user can create any number of groups. By
default, the creator becomes the group’s administrator. Groups can
either be
permissive (anyone can join) or the group administrator can restrict
membership
to a specific list of use.
New
messages increment a counter displayed as the
icon (in the upper left corner) of the chat window. Even when a chat
window is
minimized, a user can see the number of new messages since the last
time the
chat window was on top. In addition, certain events (people logging on
and off,
new private chats, and new messages) also can play sounds which can be
turned
on and off by the user.
13%
of
the messages concerned negotiating
availability. This reinforces the view that chat is sometime used as a
lightweight tool for seeking out and arranging heavier-weight
interactions such
as telephone calls and meetings. This was not, however, a very frequent
use of
the tool. There was a relatively small amount (8%) of conversation on
non-work
topics. The largest category of activity was actually doing work (69%).
There
were no incidents of “flaming,” or even any clear expressions of anger.
The
content analysis shows that chat was used
overwhelmingly for work discussions or for articulation work to
coordinate
projects and meetings, and to negotiate availability.
It is
not clear if this pattern is typical of all
synchronous messaging, however. Compared to IM, group chat is
relatively
public. When conversing one on one, there may be a greater temptation
to
gossip, flame, etc., since there is a much higher expectation of
privacy. In
addition, RVM associated each message with the user’s identity in
unmistakable
fashion, and there was no straightforward way to hide one’s identity,
or create
a false identity.
Some
users who were familiar with IM reported that
group chat tended to be less intrusive than IM. When an IM window pops
up on
one’s screen, it draws one’s attention, and people often feel obliged
to
respond. Group chat is different, in that the window is always there
when one
is logged on, but since many messages appear that are directed toward a
group or
other individuals, no one feels compelled to look at new messages
immediately
if it is inconvenient to do so.
Social
navigation: Making web sites be places for social interaction
The
paper presents a case study of the design of two
social interaction Web sites: CHIplace and Portkey. Both Web sites
described in
the paper had the goal of fostering interactions among participants.
The first
Web site, CHIplace, was developed for the ACM CHI 2002 conference to
extend the
interaction opportunities and the interactions among people both in
time and
space. The second site, Portkey, was developed for the summer interns
at IBM TJ
Watson Research Center to enable the interns to exchange helpful
information
and experiences and to develop the social networks — personal and
professional
— that they needed to function effectively in their new environment.
Both of the web sites use
asynchronous-remote communications even though Portkey took place at
one location. Thw web sites were an example of taking a popular
application (web pages) and
modifying it to have groupware extensions. The application was designed
to provide unobtrusive accessibility.
The
designs of the two sites were driven by the need
to identify the key sociological challenges, of which there were three:
- “Encouraging
user participation”
- “Fostering
social interactions”
- “Promoting
visibility of people and their activities”
Aside
from the three key sociological challenges, the
design of the two social interaction Web sites had two additional
design
challenges.
- “designing for usability”
- “maintaining
the site with minimal resources”
Both
sites provided a number of mechanisms that
enabled participants to construct and evolve a persistent and
verifiable
identity. Profiles contained real-life information about each person
including
their name, photograph, home country, email address, and a link to a
Web page
with more information. Both web sites provided a number of social
browsing tools
that enabled the participants to get to know the other participants of
the
site.
The
authors created awareness about the sites to
drive traffic to them. Invitations to participate were sent to various
email
distributions and groups. The authors also registered the CHIplace site
with
various search engines and placed links at ACM Web sites. To sustain
awareness,
participants were apprised of new additions and ongoing developments on
the
site.
Both
sites had an incentive-based participation
reward program. In one case there was a monthly $1000 prize for
participating
in the site given to one random participant.
There
has been extensive CSCW research on supporting
interaction among geographically distributed co-workers. The authors
distilled
the research results into a set of requirements and four basic social
interface
components that can foster social interactions:
- common ground
- awareness
- interaction enablers and mechanisms
- place-making for building social
interaction sites.
The use
of dynamically generated pages from templates
and a database simplified adding and modifying pages and creating
custom
information for signed-in users.
A
supportive infrastructure alone is insufficient to
attract and retain user interests. New and frequent content additions,
be it
editorial or user contributions, must occur or else user interest
disappears
quickly.
Portkey
was more successful in fostering discussions
because, in part, the Portkey members had more interests and problems
in
common. Lightweight social interaction tools such as quick polls
provide lower
barriers to participation and produces valuable user contributions.
Information
about other people, discussions, and
community content is of great interest to the users. Making people and
their
contributions visible is invaluable in capturing visitor interest.
References:
1. Managing
communications: Why distance matters: effects on cooperation,
persuasion and deception
Erin Bradner, Gloria
Mark
November 2002
Proceedings of the
2002 ACM conference on CSCW
http://portal.acm.org.ezproxy.library.arizona.edu/citation.cfm?doid=587078.587110
2. I M
everywhere: What is chat doing in the workplace?
Mark Handel, James
D. Herbsleb
November 2002
Proceedings of the
2002 ACM conference on CSCW
http://portal.acm.org.ezproxy.library.arizona.edu/citation.cfm?doid=587078.587080
3.
Social navigation: Making web sites be places for social interaction
Andreas Girgensohn,
Alison Lee
November 2002
Proceedings of the
2002 ACM conference on CSCW
http://portal.acm.org.ezproxy.library.arizona.edu/citation.cfm?doid=587078.587098