This is the author s version of a work that was submitted/accepted for publication in the following source:

Similar documents
Artefact Ecologies: Supporting Embodied Meeting Practices with Distance Access

Non-formal Techniques for Early Assessment of Design Ideas for Services

INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT

Socio-cognitive Engineering

Comparative Interoperability Project: Collaborative Science, Interoperability Strategies, and Distributing Cognition

Supporting Wards with Interactive Resources and Logic-based Systems

Issues and Challenges in Coupling Tropos with User-Centred Design

The Role of Technological Infrastructure in Nomadic Practices of a Social Activist Community

Argumentative Interactions in Online Asynchronous Communication

Activity-Centric Configuration Work in Nomadic Computing

Taking an Ethnography of Bodily Experiences into Design analytical and methodological challenges

SITUATED CREATIVITY INSPIRED IN PARAMETRIC DESIGN ENVIRONMENTS

SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS

Multiple Presence through Auditory Bots in Virtual Environments

From A Brief History of Urban Computing & Locative Media by Anne Galloway. PhD Dissertation. Sociology & Anthropology. Carleton University

D8.1 PROJECT PRESENTATION

USING IDEA MATERIALIZATION TO ENHANCE DESIGN CREATIVITY

synchrolight: Three-dimensional Pointing System for Remote Video Communication

Ethnography and the social structure of work

This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore.

Why Did HCI Go CSCW? Daniel Fallman, Associate Professor, Umeå University, Sweden 2008 Stanford University CS376

Ethically Aware IT Design for Emergency Response: From Co-Design to ELSI Co-Design'

Integrating ergonomics into the architectural design processes: tools for user participation in hospital design.

CONCURRENT AND RETROSPECTIVE PROTOCOLS AND COMPUTER-AIDED ARCHITECTURAL DESIGN

Mid-term report - Virtual reality and spatial mobility

REPRESENTATION, RE-REPRESENTATION AND EMERGENCE IN COLLABORATIVE COMPUTER-AIDED DESIGN

Art, Middle School 1, Adopted 2013.

Methodology for Agent-Oriented Software

ATELIER: Example of Action Research. Giulio Jacucci

(A) consider concepts and ideas from direct observation, original sources, experiences, and imagination for original artwork;

Academic identities re-formed? Contesting technological determinism in accounts of the digital age (0065)

TANGIBLE IDEATION: HOW DIGITAL FABRICATION ACTS AS A CATALYST IN THE EARLY STEPS OF PRODUCT DEVELOPMENT

Introduction. chapter Terminology. Timetable. Lecture team. Exercises. Lecture website

Interaction Design for the Disappearing Computer

Contextual Requirements Elicitation

Mobile Methodologies: Experiences from Studies of Mobile Technologiesin-Use

Bridging the Gap: Moving from Contextual Analysis to Design CHI 2010 Workshop Proposal

Simulating stakeholder support for river management

Situated Interactions of Lay Users with Home Hemodialysis Technology: Influence of Broader Context of Use

Written response to the public consultation on the European Commission Green Paper: From

H enri H.C.M. Christiaans

The Disappearing Computer

Re-build-ing Boundaries: The Roles of Boundaries in Mixed Reality Play

Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS

Catholijn M. Jonker and Jan Treur Vrije Universiteit Amsterdam, Department of Artificial Intelligence, Amsterdam, The Netherlands

Object-Mediated User Knowledge Elicitation Method

TOWARDS COMPUTER-AIDED SUPPORT OF ASSOCIATIVE REASONING IN THE EARLY PHASE OF ARCHITECTURAL DESIGN.

Whole of Society Conflict Prevention and Peacebuilding

HELPING THE DESIGN OF MIXED SYSTEMS

in the New Zealand Curriculum

Research strategy

6 Ubiquitous User Interfaces

Transferring knowledge from operations to the design and optimization of work systems: bridging the offshore/onshore gap

IFIP 13.6 HWID Human Work Interaction Design

assessment of design tools for ideation

Communication and Culture Concentration 2013

Design as a phronetic approach to policy making

SUPPORTING LOCALIZED ACTIVITIES IN UBIQUITOUS COMPUTING ENVIRONMENTS. Helder Pinto

Interaction Design in Digital Libraries : Some critical issues

Naturalness in the Design of Computer Hardware - The Forgotten Interface?

Approaches to Software Engineering: A Human-Centred Perspective

The Mediated Action Sheets: Structuring the Fuzzy Front-End of UX

Knowledge Exchange Strategy ( )

City, University of London Institutional Repository

Promoting citizen-based services through local cultural partnerships

Design Fiction as a service design approach

NOSTOS: A Paper Based Ubiquitous Computing Healthcare Environment to Support Data Capture and Collaboration

Meaning, Mapping & Correspondence in Tangible User Interfaces

The workspace design concept: A new framework of participatory ergonomics

Design and Technology Subject Outline Stage 1 and Stage 2

Engaging UK Climate Service Providers a series of workshops in November 2014

Published in: Information Technology in Health Care: Socio-Technical Approaches From Safe Systems to Patient Safety

A Case Study on Actor Roles in Systems Development

Human-Computer Interaction

Charting Past, Present, and Future Research in Ubiquitous Computing

Below is provided a chapter summary of the dissertation that lays out the topics under discussion.

Towards affordance based human-system interaction based on cyber-physical systems

Installing a Studio-Based Collective Intelligence Mark Cabrinha California Polytechnic State University, San Luis Obispo

Evaluating Naïve Users Experiences Of Novel ICT Products

ActivityDesk: Multi-Device Configuration Work using an Interactive Desk

AGILE USER EXPERIENCE

Design Science Research Methods. Prof. Dr. Roel Wieringa University of Twente, The Netherlands

Context-sensitive Approach for Interactive Systems Design: Modular Scenario-based Methods for Context Representation

Joining Forces University of Art and Design Helsinki September 22-24, 2005

Rethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process

HOW CAN CAAD TOOLS BE MORE USEFUL AT THE EARLY STAGES OF DESIGNING?

Design Research & Tangible Interaction

Automatic Generation of Web Interfaces from Discourse Models

BSc in Music, Media & Performance Technology

Consenting Agents: Semi-Autonomous Interactions for Ubiquitous Consent

Interaction Design -ID. Unit 6

Teaching Visual Design as a Holistic Enterprise

Integrated Transformational and Open City Governance Rome May

Tangible interaction : A new approach to customer participatory design

ADVANCES IN IT FOR BUILDING DESIGN

Designing for Spatial Multi-User Interaction. Eva Eriksson. IDC Interaction Design Collegium

R.I.T. Design Thinking. Synthesize and combine new ideas to create the design. Selected material from The UX Book, Hartson & Pyla

New interface approaches for telemedicine

Seeking a Foundation for Context-Aware Computing

Transcription:

This is the author s version of a work that was submitted/accepted for publication in the following source: Vyas, Dhaval, Heylen, Dirk, Nijholt, Anton, & van der Veer, Gerrit C. (2008) Designing awareness support for distributed cooperative design teams. In Proceedings of the 15th European Conference on Cognitive Ergonomics: The Ergonomics of Cool Interaction (ECCE 08), ACM, Madeira, Portugal. This file was downloaded from: http://eprints.qut.edu.au/69713/ c Copyright 2008 ACM New York Notice: Changes introduced as a result of publishing processes such as copy-editing and formatting may not be reflected in this document. For a definitive version of this work, please refer to the published source: http://dx.doi.org/10.1145/1473018.1473026

Designing Awareness Support for Distributed Cooperative Design Teams Dhaval Vyas Human Media Interaction Group University of Twente Drienerlolaan 5, 7522 NB, Enschede, the Netherlands d.m.vyas@ewi.utwente.nl Dirk Heylen & Anton Nijholt Human Media Interaction Group University of Twente Drienerlolaan 5, 7522 NB, Enschede, the Netherlands d.k.j.heylen a.nijholt@ewi.utwente.nl Gerrit C. van der Veer School of Computer Science Open University, Valkenburgerweg 177, 6419 AT the Netherlands gerrit@acm.org ABSTRACT Motivation Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. Research approach Within the AMIDA 1 project we focus on distributed cooperative design teams. We especially focus on the 'material' signals signals in which people communicate through material artefacts, locations and their embodied actions. We apply an ethnographic approach to understand the role of physical artefacts in co-located naturalistic design setting. Based on the results we will generate important implications to support remote design work. We plan to develop a mixed-reality interface supported by a shared awareness display. This awareness display will provide information about the activities happening in the design room to remotely located participants. Findings/Design Our preliminary investigation with real-world design teams suggests that both the materiality of designers work settings and their social practices play an important role in understanding these material signals that are at play. Originality/Value Most research supporting computer mediated communication have focused on either face-to-face or linguistically oriented communication paradigms. Our research focuses on mediating the non-verbal, material cues for supporting collaborative activities without impoverishing what designers do in their day to day working lives. Take away message An ethnographic approach allows us to understand the naturalistic practices of design teams, which can lead to designing effective technologies to support group work. In that respect, the findings of our research will have a generic value beyond the application domain chosen (design teams). Keywords CSCW, Artefacts, Design, Mixed-Reality, Awareness 1. AMIDA is a 6 th Framework Programme EU project. For more information: http://www.amiproject.org/ INTRODUCTION Cooperative work is about supporting communication between two or more actors by establishing collective understanding about the subject of conversation (Dix 1994). Mutual awareness becomes a very important aspect here as each actor needs access to the information pertaining to the state of the work, in order to contribute purposefully to the ongoing collaboration. This mutual awareness is established and sustained via verbal and/or non-verbal communication. We believe that in the case of non-verbal communication, material signals signals in which people communicate through material artefacts, locations and their embodied actions, for supporting cooperative work, have been under explored within the HCI and CSCW communities. More often, CSCW studies have shown a certain analytical primacy to the verbal languages and linguistic conversations in collaboration. There are a handful of studies, which show that material aspects play an important role in coordinating colocated and distributed activities. Amongst these studies the role of paper use for supporting collaboration is well documented by many authors, including Sellen and Harper (2002), and Heath and Luff (1992, 1996). In the case of architectural practices (Schmidt and Wagner, 2002), medical hospitals (Bardram and Bossen, 2005), group design practices (Robertson, 1997; Jacucci and Wegner, 2003) and meeting rooms (Ramduny-Ellis et al. 2005), it has been shown that a considerable part of work is coordinated through material artefacts, like paper documents, notice boards, architecture plans and drawings. In a recent study, it is shown that materiality can play performative, persuasive and experiential roles in coordinating collaborative design work (Jacucci and Wegner, 2007). We believe that an analysis of fine details of seemingly simple activities with the artefacts could have important implications for our understanding of collaborative work. This is even more relevant when teams are from domain such as design, engineering and architecture teams that use a variety of tools, objects and artefacts to support their simultaneous work. The skilled and timely use of these artefacts, their availability, exchange and manipulation, is an integral feature of the

accomplishment of the highly complex collaborative activity that these domains represent. Within the AMIDA project, our specific focus is to view the material aspects as the mediator within distributed teams of designers involved in cooperative work. Our overall aim is to design and develop technological support for remote cooperative design, by first understanding the naturalistic scenarios of colocated design teams. In the following sections, we first describe several aspects that motivated us to pursue this research. We then describe our approach and some early findings of our preliminary studies. In the end we describe our future plans. MOTIVATION Our motivation behind this research is to develop an approach for augmenting artefacts with computing capabilities taking into account designers natural practices. We believe that in order to develop efficient and effective ubiquitous technologies (Weiser, 1991) we need to have a broader understanding of the ways in which mundane artefacts are used within everyday common design practice. A large part of CSCW research has focused on the face-to-face or conversational paradigms to analyse cooperative work. However, a recent review (Whittaker, 2003) showed that mediating the visual information about work related objects (used or designed during cooperative design practice) are more important than information about the participants involved in a cooperative work. This means that the artefacts, developed or used during cooperative work, are a source of supporting and mediating interactions amongst the distributed or co-located workers. Because of the nature of design practices, the interest in materiality in design work is obvious. Designers, whose intention is to produce tangible products, communicate through a varied set of design representations often involving different materials, modalities and scale. The total design project progresses through the use and manipulation of these representations and iterative refinements of both the conceptual and physical designs of products to be designed. In this way, in design practice, the role of materiality is not limited to providing external tool support (specialized tools used to design products) or providing the material itself that is used for designing the product. Materiality is both the product and the process that is used and produced in design. Jacucci and Wegner (2007) look at the creative and experiential side of materiality. In their work on understanding the design practices of students, they suggest that materiality stimulates designers thinking and helps them communicate ideas that would be difficult to communicate through words alone. Materiality of artefacts have a wide range of physical properties such as texture (roughness or smoothness, details), geometry (size, shape, proportion, location in space), arrangement (in relation to other objects), material (weight, rigidity, plasticity), energy (temperature, moisture), as well as dynamic properties (Jacucci and Wegner, 2007). Field studies of collaborative work have shown that materiality expands communicative and collaborative resources, e.g. Sellen and Harper s (2002) work on the study of paper use in large organizations. Materiality of a physical object supports wider resources for actions compared to what current desktop metaphors support (Horneker, 2005). Additionally, Schmidt and Wagner (2002) argue that conceptual frameworks of understanding group work (such as distributed cognition, activity theory and actornetwork theory) do not adequately address the usefulness of materiality. For example, within the framework of Distributed Cognition (DCog), Hutchins (1995) shows that the information migrates from the minds of actors to artefacts and back to mind without any change, maintaining unity and integrity across several instances of materiality, minds and time. The DCog framework does not address how the materiality of artefacts may allow different interpretations to the actors. RESEARCH APPROACH Design practitioners use a plethora of material artefacts to support their work. In order to understand designers collaborative work practices one needs to take into account how and what role these artefacts play in their work. As such, the use and manipulation of these artefacts is not a given, neither do these artefacts exist objectively in designers everyday practices, but they are constructed in and through the process of design. Additionally, the materiality of artefacts can be seen in two different ways: materiality as a tool to support work and, materiality as representations of work. Artefacts such as a drawing board, scale, pencil and others are used as tools to support designers work. Whereas artefacts such as a design sketch, clay or 3D model can be considered as representations of the design process. Within the AMIDA project, we are focusing on understanding the role of physical artefacts in meeting practices and designing new ways to support remote collaboration (Vyas and Dix, 2007). We take an ethnographic approach that attempts to understand the naturalistic setting concerned with human conduct, communication and collaboration of design teams in their everyday practice. The main reason to choose ethnographically informed fieldwork is that several studies based on ethnographic approaches have shown to be vital in reconsidering and re-specifying traditional ways of implementing technologies (Luff et al. 2000). In this research, we bring together the human and nonhuman aspects involved in collaborative design work to explain and understand the social and technological development. We have approached understanding the role of artefacts in cooperative design in two ways. First, we observe designers realistic patterns of dealing with the artefacts. For this we have captured (and are still in process of capturing) video recordings of naturalistic co-located design sessions. Until now, we have mostly collaborated with industrial design students and collected data from

their design sessions. Depending on their schedule we captured their complete design process in 3 to 4 sessions. Figure 1 shows a design session. In future we also plan to do the same with professional designers. Secondly, we also want to carry out contextual interviews with professional designers to understand their everyday design work beyond the meeting rooms. Our preliminary results shows that representational, multi-modal, spatial and temporal aspects related to the artefacts that are used and produced during design practices could provide information that are very important for supporting cooperative work (Vyas et al. 2008) Figure 1. A collaborative design session of students in an industrial design studio. An important aspect of our ethnographic fieldwork is to elicit implications about the suitability of a technology for cooperative design work as it is practised. We intend to understand the communication practices of design via different artefacts they use for designing. We are also interested in understanding how and why designers collaboratively create, negotiate, maintain, share and review meaning associated with these artefacts. These artefacts are used extensively by designers in the execution of their own work and as a means for sharing information with others and to manage the flow of information and the design process throughout the project. We believe that these artefacts should not be seen as subsidiary tools where information is passively stored. In fact these artefacts are so woven into the work activities that the use of these artefacts actually defines the cooperative design process, e.g. paper-prototype design. Combining the use of artefacts with awareness issues, we intend to participatively identify different types of artefact-mediated awareness information. A main reason for doing this is to support co-designers in different way which they would like to be supported to strengthen the mutual adoption of design conventions. It is important to emphasise that our perspective throughout this research (as a designer of CSCW technology) has been framed as how during the naturalistic field work we perceived the design process as it unfolds. Our priorities are to observe and understand how the work of cooperative design evolves over time and how designers coordinate their work within a co-located workplace. It is also important to emphasise that the various strands of our research and the issues that are investigated will be included to account for the empirical data from the field study and its implications for the design of CSCW technology. FUTURE PLAN Based on the requirements and implications that are generated from the ethnographic fieldwork, we plan to develop a mixed-reality interface supported by an awareness display to allow the co-workers to collaborate over distance. A display that provides information of the activities of a design team to a remote participant could benefit in supporting awareness and coordination of design practice. We believe that it would be impossible for the remote designers to perceive and feel all the aspects of a design meeting. Since many of the design decisions of this awareness display will be based on the results of the field work, the precise use of this awareness display will be defined in the near future. CONCLUSION We highlight that the issues that will be covered by our research will adequately point to the importance of material aspects in understanding cooperative work a perspective different from other face-to-face or linguistically oriented approaches. We believe that in the future a take on material aspects is inevitable as the ubiquitous technologies are emerging and occupying place in our everyday lives. In order to support efficient coordination amongst different co-workers we have to understand the real material world and the world that we have created with our social and cultural practices. They are both the product as well as the mediator of each other. These aspects related to physicality are important to understand how co-workers make sense of each other s collaborative activities. ACKNOWLEDGMENTS This work is supported by the European IST Programme Project FP6-0033812 (AMIDA). This paper only reflects the authors' views and funding agencies are not liable for any use that may be made of the information contained herein. REFERENCES Bardram, J. E. and Bossen, C. (2005) A web of coordinative artefacts: collaborative work at a hospital ward. Proceedings of GROUP'05. ACM Press: NY, 168-176. Dix A. (1994) Computer Supported Cooperative Work: A framework. In D. Rosenberg and C. Hutchinson (Eds) Design Issues in CSCW. Springer-Verlag, Berlin.

Heath, C. and Luff, P. (1992) Collaboration and Control: Crisis Management and Multimedia Technology in London Underground Line Control Rooms. Computer Supported Cooperative Work, Vol. 1, No. 1, Kluwer Academic Publishers, the Netherlands, 1992, 24-48. Heath, C. and Luff, P. (1996) Documents and Professional Practice: bad organisational reasons for good clinical records. In: Proceedings of CSCW. ACM Press: NY, 354-63 Hornecker, E. (2005) A design theme for tangible interaction: embodied facilitation. Proceedings of ECSCW 05, Springer-Verlag, NY, 23-43. Hutchins, E. (1995) Cognition in the wild. MIT Press, Cambridge, USA, 1995. Jacucci, G. and Wagner, I. (2003) Supporting Collaboration Ubiquitously: An Augmented Learning Environment for Design Students. Proceedings of ECSCW'03, Kluwer Academic Publishers: 139-158. Jacucci, G. and Wagner, I. (2007) Performative roles of materiality for collective creativity. In Proceedings of C&C '07. ACM, New York, NY, 73-82. Luff, P., Hindmarsh, J. and Heath, C. (2000) Workplace studies: recovering work practice and informing system design. Cambridge University Press, Cambridge, UK. Ramduny-Ellis, D., Dix, A., Rayson, P., Onditi, V., Sommerville, I. and Ransom, J. (2005) Artefacts as designed, Artefacts as used: resources for uncovering activity dynamics. In P. Jones et al. (Ed), Cognition Technology and Work, Springer- Verlag, 2005, 76-87. Robertson, T. (1997) Cooperative Work and Lived Cognition: A Taxonomy of Embodied Actions. Proceedings ECSCW 97, Kluwer Academic Publishers, 205-220. Schmidt, K. (2002) The problem with awareness : Introductory remarks on Awareness in CSCW. Computer Supported Collaborative Work. 11: Springer Netherlands, 2002, 285-298. Schmidt, K. and I. Wagner. (2002) Coordinative artefacts in architectural practice, in M. Blay- Fornarino et al. (eds.): Proceedings of COOP 02, IOS Press, Amsterdam, 257-274. Sellen, A. and Harper, R. (2002) The Myth of the Paperless Offices. MIT Press, MA, 2002. Vyas, D. and Dix, A. (2007) Artefact Ecologies: Supporting Embodied Meeting Practices with Distance Access, in Proceedings of UbiComp 2007 Workshops, A. Bajart, H. Muller and T. Strang (eds), University of Innsbruck, Innsbruck, Austria, 117-122. Vyas, D., Heylen, D. and Nijholt, A. (2008) Physicality and Cooperative Design, in 5th Joint Workshop on Machine Learning and Multimodal Interaction, A Popescu-Belis (eds), volume 1, Springer Verlag, Berlin, ISSN 0302-9743. Weiser, M. (1991) The computer for the 21st century. Scientific American, 9, 933 940. Whittaker, S. (2003) Things to talk about when talking about things. Human-Computer Interaction, 2003, 18: 149-170.