Computer-Supported Cooperative Work (CSCW)

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Wisdom is not the product of schooling but the lifelong attempt to acquire it. - Albert Einstein Computer-Supported Cooperative Work (CSCW) Gerhard Fischer and Leysia Palen Spring Semester 1999 April 7, 1999 Fischer / Palen, Spring 1999 1 Design, Learning and Collaboration

Computer-Supported Cooperative Work (CSCW) explores the potential of computer technologies to help people work together CSCW is relevant to design because collaboration is playing a larger role in design projects large and complex design projects cannot be accomplished by any single person - they increasingly require expertise in a wide range of areas - software design projects involve: designers, programmers, HCI specialists, marketing people, user participants,... the design process takes place over many years, with initial design followed by extended periods of maintenance, evolution and redesign Fischer / Palen, Spring 1999 2 Design, Learning and Collaboration

A Communication And Coordination Perspective Support for Communication With ourselves (e.g., capturing our thoughts of the past, allowing us to create personalized information environments that extend the knowledge we can keep in our head reflexive CSCW tools (e.g., knowing which tools exist, how the can be used, and how they can be tailored to our specific needs colleagues (e.g., supporting long-term, indirect collaboration) - community of practice - community of interests agents and critics (e.g., in the context of cooperative problem-solving systems) Fischer / Palen, Spring 1999 3 Design, Learning and Collaboration

Communication And Coordination Processes between designers and clients - clients do not know what they want, - designers and clients need shared knowledge and artifacts for mutual understanding - require externalizations for mutual understanding / languages of doing instead of formal representations within design teams - most real tasks are not done by individuals but by groups of people - members within such teams might have very different interests (for example, waterfall models in software design are the heaven for managers and the hell for creative programmers) between designer(s) and design environments - environments serve as group and design artifact memories that can be used to support indirect, long-term communication - discussions about the design must be embedded in the design Fischer / Palen, Spring 1999 4 Design, Learning and Collaboration

Dimensions of Collaboration temporal (across time) - asynchronous - indirect, long-term spatial (across space) - networks social (among persons) - virtual communities technologically (persons and artifacts) - human-computer interaction ---->human problem-domain communication Fischer / Palen, Spring 1999 5 Design, Learning and Collaboration

Formalization different approaches and requirements: - DAI (Distributed Artificial Intelligence) - CPS (Cooperative Problem Solving) - CSCW (Computer-Supported Collaborative Work) the rationale for incremental formalization: - + of informal: less disruptive - + of formal: more computationally interpretable - see: Shipman, F. (1993) Supporting Knowledge-Base Evolution with Incremental Formalization, Ph.D. Dissertation, Department of Computer Science, University of Colorado at Boulder, Boulder, CO. Fischer / Palen, Spring 1999 6 Design, Learning and Collaboration

Incremental Formalization problems: - the inhibiting effect of explicit structure - the need to exploit informal communication - the need for formalization solutions: - informal, unstructured input - support for incremental formalization Fischer / Palen, Spring 1999 7 Design, Learning and Collaboration

Alternate Communication Paradigms DAI Formal CPS Semi-Formal CSCW Informal Fischer / Palen, Spring 1999 8 Design, Learning and Collaboration

The Standard Classification Scheme of CSCW Perspectives Place Time Same Different Same meeting rooms work shifts Different teleconferencing email Fischer / Palen, Spring 1999 9 Design, Learning and Collaboration

An Extended Classification of CSCW Perspectives Time Place Same Different Predictable Different Unpredictable Same meeting rooms work shifts team rooms Different Predictable desktop conferencing email collaborative writing Different Unpredictable multicast presentations electronic newsgroups long-term indirect collaboration Fischer / Palen, Spring 1999 10 Design, Learning and Collaboration

Design, Use, Maintenance and Evolution Who is Doing What? traditional view: - design and maintenance: by the software designer - use: by the user our view to support evolution: - participatory design -- users are part of the design activity; they own the problem - use is not just use, but should lead to enhancements -- end-user modifiability maintenance / evolution: - 60% of overall software costs of a program occur after the program is delivered - 75% of maintenance are program enhancements ---> best done by the users Fischer / Palen, Spring 1999 11 Design, Learning and Collaboration

Examples of CSCW Systems Email - Email is the most successful groupware application. - limitations as a tool for collaborative design: * typically managed by individuals, there is no shared information space * stored separately from artifacts, its contents are more difficult to access * isolated from the design artifact, users must supply more contextual information along with their message (deixis is impossible) WorkFlow Systems - seek to coordinate work within and across workgroups - support scheduling, design verification (assurance that an artifact is implemented to-specification ), and reporting Groupware examples: - Coordinator system (structuring conversations according to a specific conversational model) - Lotus Notes - GIMME system stores email messages Fischer / Palen, Spring 1999 12 Design, Learning and Collaboration

Domain-Oriented Design Environments as CSCW Systems supporting indirect, long-term collaborative design with integrated, domain-oriented design environments in situations where: - direct communication is impossible, impractical or undesirable - communication is shared around artifacts and information space evolution - designers need to be informed within the context of their work on realworld design problems support reflection-in-action, make argumentation serve design support embedded communication Fischer / Palen, Spring 1999 13 Design, Learning and Collaboration

Embedding Artifacts and Communication in Design Environments Fischer / Palen, Spring 1999 14 Design, Learning and Collaboration

Collaborative Work Practices division of labor is a cultural universal claim: domain-oriented design environments afford end-user more power, but not at the expense of ease of use challenge: to design both software systems and work practices that take advantage of the division of labor work practices: - local developers, gardeners, power users - representation for mutual understanding - face-to-face or media-supported direct communication - remote, indirect collaboration via reuse of artifacts software systems: - end-user modifiability - catalogs - design rationale - layered architectures - critiquing knowledge Fischer / Palen, Spring 1999 15 Design, Learning and Collaboration