As with all user interface design, the method used for designing a groupware
system is more significant than specific design suggestions. This introduction
thus begins with the groupware design process. The remaining sections address
some of the most common issues that face groupware designers.
It's best to start by gaining a solid understanding of your prospective users,
what their goals are, and how they go about their work. For broadly-targeted
groupware applications, such as videophones or email, understanding users can
boil down to understanding how human beings communicate in the first place.
A design is also best informed by conducting user studies on system prototypes.
In these cases user testing is often significantly more difficult than with
single-user systems for the following reasons:
- Organizing and scheduling for groups is more difficult than for individuals.
- Group interaction style is hard to select for beforehand, whereas individual
characteristics are often possible to determine before a study is conducted.
- Pre-established groups vary in interaction style, and the length of time
they've been a group affects their communication patterns.
- New groups change quickly during the group formation process.
- Groups are dynamic; roles change.
- Many studies need to be long-term, especially when studying asynchronous
groupware.
- Modifying prototypes can be technically difficult because of the added complexity
of groupware over single-user software.
- In software for large organizations, testing new prototypes can be difficult
or impossible because of the disruption caused by introducing new versions
into an organization.
When designing groupware, it is often best to begin with field studies.
The goal is to understand a particular type of group or organization that
will be using the groupware system. A number of different studies can be
conducted: interviews, surveys, analysis of artifacts used in the work process,
examination of processes and workflows, etc. In all cases, the object is
to identify the users' tasks and goals, understand how the group communicates
and determine the power structures and roles.
One key challenge is to appear non-threatening and objective to the users
in order to obtain accurate information and to insure that they will accept
any design that results. Another challenge is translating the findings from
one organization to others -- this is especially a concern when the groupware
is intended for organizations which are truly unique or too large to effectively
study.
Many groupware systems simply cannot be successful unless a critical mass
of users chooses to use the system. Having a videophone is useless if you're
the only one who has it. Two of the most common reasons for failing to achieve
critical mass are lack of interoperability and the lack of appropriate individual
benefit.
In the early 90s, AT&T and MCI both introduced videophones commercially,
but their two systems couldn't communicate with each other. This lack of
interoperability/compatibility meant that anyone who wanted to buy a videophone
had to make sure that everyone they wanted to talk to would buy the same
system. Compatibility issues lead to general wariness among customers, who
want to wait until a clear standard has emerged.
Even when everyone in the group may benefit, if the choice is made by individuals,
the system may not succeed. An example is with office calendar systems:
if everyone enters all of their appointments, then everyone has the benefit
of being able to safely schedule around other people's appointments. However,
if it's not easy to enter your appointments, then it may be perceived by
users as more beneficial to leave their own appointments off, while viewing
other people's appointments.
This disparity of individual and group benefit is discussed in game theory
as the prisoner's dilemma or the commons problem. To solve this problem,
some groups can apply social pressure to enforce groupware use (as in having
the boss insist that it's used), but otherwise it's a problem for the groupware
designer who must find a way to make sure the application is perceived as
useful for individuals even outside the context of full group adoption.
Most people are familiar with the problem of spamming with email. Some other
common violations of social protocol include: taking inappropriate advantage
of anonymity, sabotaging group work, or violating privacy.
If a village has a "commons" area for grazing cattle then this area can
be a strong benefit to the community as long as everyone uses it with restraint.
However, individuals have the incentive to graze as many cattle as possible
on the commons as opposed to their own private property. If too many people
send too many cattle to the commons, the area will be destroyed, and the
whole village is worse off as a result. There are a couple of straightforward
solutions to the Commons Problem: an appropriate fee can be charged for
each head of cattle or a limit can be imposed on the number of cattle any
individual may bring. These solutions are an appropriate starting point
for solving problems of abuse in groupware.
- Communication Structure
Communication between people is typically highly-structured. When someone
asks a question, they usually expect either an answer or a request for clarification.
After a request, a typical response is to fulfill the request or specify
a reason for not fulfilling the request. When someone fills out an official
form, that form usually has a pre-determined route that it takes through
an organization -- possibly to a manager for a signature, then an administrator
for processing and filing, then perhaps a duplicate is sent back to the
original employee. The point is that most actions have a known range of
responses and people to handle them -- communication has structure.
- Technological vs. Social
When the type of structure is known, systems can take advantage of the structure
to speed up communications and minimize errors. When the system determines
exactly how the conversation is structured, this is known as technologically-mediated
communication structure. The alternative is socially-mediated communication
-- when someone wants to make a request, they send, for instance, a plain
email message to another person, and that person decides whether to respond,
how to respond, and who to respond to.
- Socially-mediated Communication
This type of structure can be more time-consuming and prone to
error, and thus it may be unacceptable for certain types of organizations,
especially ones that allow no exceptions to protocol, such as the military
or certain safety-critical organizations. On the other hand, exceptions
to the expected structure of communication are extremely common. For this
reason, technologically-mediated communication may actually be an obstruction
to getting work done efficiently and may lead people to not use a groupware
system or use it incorrectly, especially when the designer has not completely
anticipated the range of communication possibilities.
- Facilitation vs. Enforcement
A reasonable compromise between the two possibilities is to make a groupware
system aware of the common structure of communication so that it can make
common communication tasks more straightforward (e.g. by providing a "quick
send" button that routes a message to the appropriate person), but insure
that any kind of message can be sent regardless. Thus, the communication
is technologically-facilitated but not technologically-enforced.
When groups are working together with the same information, they may individually
desire customized views. The challenge of customized views is to support
grounding: the establishment of a common ground or shared understanding
of what information is known and shared between the different users.
Take for example a healthcare setting. When a physician talks to a lab
technician about a patient, they may both have access to the same patient
record, but because of their different interests, each may want a view on
their computer screen which selects and emphasizes different pieces of information.
This may cause confusion when a given piece of information, and therefore
an obvious inference about a patient's condition, is readily available to
one person and not the other. Another concern is if one user chooses to
display exceptional values in red and another chooses to display exceptional
values in blue, different users may be confused. When working together on
the same screen, this inconsistency can result in dangerous miscommunication.
In communication situations, it's important to make it very clear what
information is private and what is shared, and, as much as possible, make
it clear what information the other user is seeing (for instance, provide
a miniature or summary view of the other person's screen). In all cases,
be sure to maintain consistency of the data. Users should never see spurious
or irreconcilable differences.
A session is a situation where a group of people are in a conversation together
at a given time, such as a group of people together in a chat room or people
talking together over the telephone. Metaphorically, session control is
like a person standing at the door of a room checking IDs and deciding who
gets to go in. Floor control, discussed below, is involves what you get
to do once you're inside the room. The distinction between the two can be
blurry when, for instance, you can look through the window of the room --
in some sense you have access to the room and in some sense you don't.
Session control issues include finding out what rooms are available,
determining who can enter and exit the room, and when and how. Here are
some suggested policies for session control:
- Decide what limits there are to who can join a session. Are there limits
to the number of people or to who is qualified to enter?
- Allow people to join and leave at any time. Provide a "polite" protocol
for doing so. Let people comfortably enter and leave conversations through
continuous degrees of commitment and intrusion.
- Avoid intrusive situations where users are able to invade privacy or
impose a session on others (a telephone call is an example of an intrusive
session control mechanism -- in the absence of an answering machine or
caller ID, a person has no way of determining whether a call is desired
or not).
- Provide a means for preventing interruptions.
- Facilitate people getting together. Provide mechanisms for identifying
appropriate conversational partners.
- Provide a means for setting up side conferences.
Once people have joined a conversational session, it must be decided what
kind of access each person has to shared artifacts, or conversational props.
For instance, when using a shared whiteboard, can everyone draw on it at
the same time (simultaneous access), can only one person access it at a
time (by passing a token, or baton), is there a moderator who controls access,
and is there a time limit for each person?
Simultaneous access by everyone to everything is often preferred for the
most fluid conversation, but it can be vulnerable (especially with a large
number of people) to just a single non-cooperative person. The advantages
to providing some kind of mediated access include preventing mistakes, preventing
unauthorized access, and avoiding people making conflicting changes.
Of course, some intermediate solutions are also possible. For instance,
in the shared whiteboard example, there can be multiple whiteboards. Some
may be personal and others shared. Personal whiteboards may be visible to
other users but non-editable by other users. This allows everyone to work
simultaneously without interfering with the work of others.
- Privacy, Security, and Anonymity
Whenever using groupware, some information needs to be shared, and there
is a concern that all other information remain private, and that critical
information be secure even against aggressive attempts to obtain the information.
In many situations, users choose to be anonymous or use a consistent pseudonym.
Anonymity can be crucial in encouraging fair participation in discussions
and is useful for providing protection from harassment.
- Sharing Information, Identification, and Accountability
On the other hand, there is continuing pressure to share more information.
The more information gets shared, the more easily common ground can be achieved.
Sharing information about yourself enables many systems to provide more
useful customization and matching to your interests. Furthermore, while
anonymity can protect an individual, there are also quite legitimate reasons
for identifying people for accountability, especially where security and
the risk of abusive behavior are involved.
- Control and Reciprocity
To resolve these conflicting needs, it's important to give users as much
control as possible over what information gets shared and what remains private.
Let users decide how much information to share, and use that to determine
what kinds of information they can access. One example of privacy policy
is the principle of reciprocity: if a user wants information about another
user, then they must provide the equivalent information about themselves.
Reciprocity isn't always the right policy, but serves as a useful starting
point.
In addition to explicit communication, such as sending a message or speaking
to someone, many group work situations benefit from implicit communication,
such as indirect gestures, information about people's environment (whether
their office door is open or closed), or biographical information about
people in a conversation (what their job position is and what they had for
lunch). This information helps people to establish common ground, coordinate
their activities, and helps avoid surprises.
Awareness information takes many forms. In videoconferencing, simply providing
a wide-angle camera lens can provide a greater degree of environmental awareness.
In email, simple information about the time and date of the message or the
signature file of the sender (i.e. with contact info, company info, etc.)
gives context for making sense of the message. Awareness tools can be designed
for letting others know when you're in the office or not, letting them know
what document you're working on, or how you're feeling at any given time.
Obviously, awareness can be at odds with privacy concerns, and as the
last previous indicated, it's important to give users control over how much
information about themselves is made available to others. This is not entirely
a technical design issue, but is an issue we must be aware of as a society
-- we will often want more and more information from others, and the social
and economic pressure to share this information will increase over time.
As a society, we are obligated to be sensitive to when we are asking for
too much information and find other ways of achieving our common objectives
without compromising individual privacy.
©1998 Tom Brinck
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