Transcript Groupware

Groupware
Howell Istance
Groupware
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Software designed to support group working, not just to
facilitate communication
CSCW (Computer-Supported Cooperative Work) - field of
study which examines the design, adoption, and use of
groupware.
not restricted to issues of "cooperation" or "work" but also
examines competition, socialising, and play.
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Advantages of Groupware
Groupware offers significant advantages over single-user
systems.
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to facilitate communication: make it faster, clearer, more
persuasive
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to enable communication where it wouldn't otherwise be
possible
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to enable telecommuting
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to cut down on travel costs
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More advantages of Groupware
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to bring together multiple perspectives and expertise
to form groups with common interests where it wouldn't be
possible to gather a sufficient number of people face-toface
to save time and cost in coordinating group work
to facilitate group problem-solving
to enable new modes of communication, such as
anonymous interchanges or structured interactions
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Classifying Groupware Systems
Can be classified by
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When and where the participants are working
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The function it performs for cooperative working
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Time/Space Matrix (when/where)
Classify groupware according
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1) when participants are working
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at the same time (synchronous) or not (asynchronous)
2) where the participants are working
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in the same place (co-located) or not (remote)
Same time
Different time
Same place
Face-to-face
Post-it note
conversation
Different
place
telephone
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letter
Functions supported by Groupware
Cooperative work involves:
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Participants (P) who are working
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Artefacts (A) upon which they work
understanding
direct communication
(Joe)
P
P
Control and feedback
A
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(shared document)
(Bob)
asynchronous groupware
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email (computer mediated communication)
newsgroups (computer mediated communication)
workflow (control of shared objects)
group calendars (control of shared objects)
collaborative writing (control of shared objects)
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synchronous groupware
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shared whiteboards (meeting and decision support)
video-conferencing (computer mediated communication)
chat (computer mediated communication)
decision support (meeting and decision support)
games (control of shared objects)
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Computer-mediated communication
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asynchronous/remote tools
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asynchronous/co-located
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argumentation tools (enable recording of arguments for design
decisions
synchronous/remote
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email, bulletin boards, structured message systems (email plus
some additional fields to enable sorted and filtering),
video conferencing
meeting and decision support systems
synchronous/co-located
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meeting rooms (electronic support for face-to-face meetings)
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Collaborative Virtual Environments
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Graphical or text-based environments where several
people, remotely located, collaborate on some common
activity (work-based or for entertainment)
Important to create the illusion of ‘presence’ in the virtual
world, to make a person they are ‘in’ the world with other
people
Worlds can contain shared artefacts or tools to facilitate
collaborative working
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a DIVE model of the atrium at Electrum
Between the 2 virtual bodies stands a whiteboard
application on which all participants can draw.
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3D visualisation of a database in DIVE
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ActiveWorlds
- a web-based
collaborative virtual
environment
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Greenspace project
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Use of Greenspace CVE for design reviews
Review of design of hotel rooms
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TeamWave
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Tools provided with TeamWave
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Address Book
Calendar
Concept Map
Database
Doorway
Fileholder
File Viewer
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Image Whiteboard
Meeting Roster
Message Board
Postit
Slide Tool
To Do List
URL Reference
Vote
Design Issues
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User Studies
Adoption and Acceptance
Session Control
Floor Control
Determining Conversation Structure
Customisation
Avoiding Abuse
Privacy
Awareness
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User studies
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Important to understand work-related needs of users of any
system
user group testing is often difficult than for single user
systems
pre-established groups vary in interaction style, determined
by how long someone has been in a group
groups are dynamic - roles change within groups
testing within organisations difficult as introducing new
versions may cause disruption
studies often need to be long-term
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Adoption and Acceptance
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Perceived benefit - if the effort for an individual to use the
system is not perceived to justify the benefit gained
Interoperability - concerns about compatibility between
systems available on the market may inhibit adoption of
any one system
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Session Control
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session - a group of people are in a conversation together
at a given time,
session control - similar to a person standing at the door of
a room checking IDs and deciding who gets to go in.
issues include finding out what rooms are available,
determining who can enter and exit the room, and when
and how.
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Floor Control
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access each person has to shared artifacts, or
conversational functions
no control enables simultaneous access by anyone at
anytime
alternative policies involve some form of ‘turn-taking’
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Determining Conversation Structure
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Technology mediated conversation - system determines
protocol and structure for exchanges of messages
Socially-mediated conversation - how, when and if
messages are responded to is left to the individual.
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Customisation
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Basic conflict between allowing one user to customise their
view of information, and then sharing this view with
someone else
Leads to possibility of confusion and errors
customisation through
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selection of information and emphasis of information
presentation of information (e.g.colours)
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Other groupware design issues
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Avoiding Abuse
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Privacy
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‘spamming ‘ with email is an example
some form of ‘payment’ for the use of the system is a possible
means to reduce this
requires a balance between the need to share some information
and keep some information private
a mechanism for information hiding necessary
Awareness
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issue of making others aware what an individual is currently doing
‘telepresence’ - feeling of presence of a remotely located person
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Examples of awareness and privacy issues
Unobtrusive telepresence
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‘In-your-face’ obtrusive
telepresence
Can I be disturbed?
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