Tuckman’s model of group formation:
- Forming
- Orientating themselves around the task at hand
- Become acquainted with each other
- Testing group behaviors
- Establishing common viewpoints, values
- Establishing initial ground rules
- Storming
- Marked by intense team conflicts
- Leadership and roles determined
- Project and tasks redefined
- Characteristics:
- Disagreements
- Resistance to task demands
- Venting of disagreements
- High level of uncertainty about the goals
- Norming
- Team roles cleared up
- Agreement on how the team can work with each other
- Clear expectations and consensus on group behaviors and norms
- Consensus on group goals, quality standards
- Forming the basis for behavior for the remainder of the project
- Performing
- Active work on a project
- Clearly understood roles, tasks, and well-defined norms
- Sufficient interest and energy from all team members
- Adjourning
- Dissolution of the team: team tasks are accomplished and the team disbands
- Possible feelings of regret
Drexler’s team performance model:
- Orientation: why I am here?
- Trust building: who are you?
- Goal clarification: what are we doing?
- Commitment: how are we doing it?
- Implementation: who does what, when, where?
- High performance
- Renewal
Collaboration
Definitions
- Wood and Gray, 1991: a process that occurs when a group of stakeholders engage in an interactive process using shared rules, norms and structures to act or decided on issues related to that domain
- Terveen, 1995: a process in which two or more agents work together to achieve a shared goal
- Knoll and Lukosch, 2013: an interactive process in which a group of individual group members use shared rules, norms and structures to create or share knowledge in order to perform a collaborative task
Designing collaboration
Collaboration is affected by internal and external factors:
- The group: size, proximity, experience
- Task: type and complexity
- Context: organizational culture and environment
- Process: interactive process, shared rules, norms
- Tools: technology and their limitations
Collaboration outcomes:
- Creative ideas for activities
- Shared understanding
- Commitment
- Consensus
- Sharing perspectives and visions
- More objective evaluation
- Acceptance
- Mutual learning
- Shared responsibility
e.g. using AR to help people understand impacts of climate change.
Collaboration Challenges
Piirainen et al., 2012 - group perspective:
- Shared understanding:
- Ensure the team has a shared understanding and mental models of:
- The problem
- The current state of the system
- The envisioned solution
- Ensure the team has a shared understanding and mental models of:
- Satisfying quality requirements/constraints
- Balancing rigor and relevance
- The more formal the process, the slower you go but the more you can involve and understand stakeholders
- Organizing and ensuring effective, efficient interaction between actors
- Ensuring ownership
- Team members must pick up tasks and take ownership of them
Nunamaker et al. 1997 - process perspective:
- Free riding
- Especially in larger groups
- Dominance
- Both the amount of work done and of decision-making power
- Group think
- Hidden agenda
- Fixed design
- Process limits the design space the group can explore
- Lack of expert facilitators
Haake et al., 2010 and Olson and Olson, 2000 - tool perspective:
- Google Docs, email, video conferencing, etc.
- No regular use
- Variety
- Not intuitive
- Difficult to adapt to group needs
- Collaboration awareness
- Being aware of when other people have made changes
- Co- and spatial referencing
Collaboration Design from a Tool Perspective
Time-space matrix of Computer-Supported Cooperative Work (CSCW):
- Same place, same time (synchronous interaction): face-to-face interaction
- Same place, different time (asynchronous interaction): shared files, team rooms etc.
- Different place, same time (synchronous distributed): video calls, shared editors etc.
- Different place, different place (asynchronous distributed): email, newsgroups etc.
In AR:
- Synchronous, co-located: AR shared space
- Synchronous, remote: AR telepresence
- Asynchronous, co-located: AR annotations/browsing (in-situ)
- Asynchronous, remote: generic sharing
3C model:
- Communication: information exchange to facilitate a shared understanding
- Coordination: arranging task-oriented activities
- Collaboration: working together towards a shared goal
- Group awareness mediates relation: none of the other 3Cs are possible without it
Human-Computer-Human Interaction Design
- Software design: software interacts with other software
- Human-computer interaction design: humans interacting with computers
- Human-computer-human interaction design: several humans in front of several computing devices working together towards a shared task
- Computers must interact with each other, and humans must interact with each other as well
Oregon Software Development Process (OSDP) (Lukosch, 2007):
- Oregon Experiment, Christopher Alexander:
- University campus did not put down any footpaths initially, but waited to see what trails the students would make
- Patterns for computer-mediated interaction:
- High-level patterns:
- Focus on issues and solutions targeted at end users
- Empower end users to shape their groupware application
- Low-level patterns:
- Describe issues/solutions targeted at software developers
- Focus on system implementation and includes technical details
- Example: remote field of vision
- Collaborative whiteboard/canvas: need to know where team members are and where they are looking at
- Possible solution: multi-user scrollbar (multiple narrow scrollbars)
- Understand where their team members are both globally and relative to themselves
- Users can see roughly how much of their screen space intersects with another user’s, and where
- High-level patterns:
- Iterations follow design -> implementation -> test/usage -> planning cycle
- Conceptual iteration
- Talking to users, understanding the problem space, creating prototypes
- Use of patterns to discuss high-level ideas with users
- Developers use the low-level patterns tODO
- Development iteration: TODO
- Requirements analysis
- Low-level patterns used to plan and design groupware
- Functional tests
- Tailoring iteration:
- Users have used the prototypes and have provided feedback
Workspace Awareness in Collaborative AR
Types:
- Informal awareness:
- General sense of who is around and what they are up to
- Not necessarily related to project work
- Social awareness:
- Understanding of the person:
- What they are interested in
- Their emotional state
- What they are paying attention to
- Understanding of the person:
- Group-structural awareness:
- Knowledge about the group structure:
- Roles/responsibilities/status
- Positions on issues
- Group processes
- Knowledge about the group structure:
- Workspace awareness:
- Understanding of the task space
- Interaction of others with the space and its artifacts
Awareness categories and elements:
- Who:
- Presence: is anyone in the workspace?
- Identity: who is participating?
- Authorship: who is doing that?
- What:
- Action: what are they doing?
- Intention: what is their goal?
- They are doing x in order to achieve y
- Artifact: what object are they working on
- Where:
- Location: where are they working?
- Gaze: where are they looking?
- View: where can they see?
- Reach: where can they reach?
- Can children or short people access it?
Workspace awareness:
- Knowledge: who/what/when/when/how
- is used to determine what to look for next
- Exploration
- is used to gather perceptual information
- The environment
- aids in interpreting the perceptual information
- Knowledge
- is used to help with collaboration
- Coordination of activities
- Anticipation of events
- which impacts the environment
Case Studies
Workspace awareness in collaborative AR:
- Remote expert can see what the player can see and give hints on how to complete the puzzle
- Expert given a gray box which represents the size of the Hololen’s display
- Expert can freeze the view:
- View is continually changes, which makes it difficult to focus
- Hence, they should be able to freeze the view (and annotate it), possibly in a separate window
- The remote person must be able to communicate to the local person that they have made changes or annotated something: workspace awareness
- They can, of course, talk, but the paper tried adding automatic notifications:
- Aural: TTS when the remote user adds/selects/deletes and object, or when they freeze/unfreeze the view
- Visual: small blinking icon
- Results:
- Audio is much more noticeable, but also more annoying
- Participants preferred visual notifications
- Game played in two environments (physical/augmented reality)
- Investigate how a remote person can try to help a local team
- Three players had to build a Lego tower following certain constraints:
- Each player has access to a subset of the constraints
- Each player could only move certain-colored blocks
- But also some blocks that everyone could move
- Two players co-located, one player remote
- Co-located users wearing HMDs, remote user viewing laptop
- The same group also played it physically (with randomized order)
- Asked AR presence questionnaire:
- Interaction/immersion
- Interference/distraction
- Audio/tactile experiment
- Moving in environment
- Results:
- Mental demand not significantly different
- Physical demand in AR higher
- Finger has to hover in midair
- Slower in AR
- Presence:
- Interaction in AR much more difficult, and impacts concentration
- Difficult for remote player to understand and foresee the other people’s actions
- Co-located AR players reported tactile experience (even though it was completely virtual)
CSI The Hague:
- Collaboration with Hague police circa. 2009
- Special skills required to secure evidence
- Need to capture evidence early on, but collector is likely not an expert
- Expert could remotely help the on-site person
- Video see-through HMD
- Two webcams used for SLAM:
- 3D pose estimation
- Dense 3D map
- Remote user could explore the space in VR
- Bare hand tracking for gesture-based interaction
- Evaluation:
- Lack of protocol for collaboration
- High mutual understanding
- Picture-oriented information exchange
- High consensus: both parties can see the same video stream
- Data integrity: how do you ensure it has not been modified
- Responsibility: if the crime scene gets messed up, who is responsible - the local person or the expert?
Burkhardt et al., 2009: seven dimensions of collaboration:
- Fluidity of collaboration: verbal turns (cues?)/actions
- Sustaining mutual understanding
- Information exchange for problem-solving
- Argumentation and reaching consensus
- Task/time management
- Cooperative/collaborative spirit in the team
- Awareness of their individual tasks and contribution