| Wisdom is not the product of schooling but the lifelong attempt to acquire it. - Albert Einstein |
different classes of collaborative systems
socially shared cognition = cognition that is not
bounded by the individual brain or mind
indirect, long-term collaboration
collaborative work practices
computer-supported cooperative work (CSCW) and
learning (CSCL)
learning webs
organizational learning
Distributed Computing / Distributed AI (DAI)
computers and computers
all information must be interpretable by computer
Collaborative (Design) Environments
computers and humans
mixture between interpretable and computer-mediated
information structures
Computer-Supported Cooperative Work (CSCW)
humans and humans
computer-mediated
most information is not interpretable by computers
complementary approach
- based on the asymmetry between human and computer
- claim: the design of the collaboration is not
only a problem of simulating human to human collaboration but
of inventing engineering alternatives to interaction related properties
emulation or replacement approach (for
example: use of natural language, speech, .......
collaborative human-computer systems require
- to specify a division of labor between human and
computer (what part of the task should be exercised by human beings
and/or by the computer?)
- to design a communication protocol that can be used to coordinate and mutually enhance the efforts of the participants
Wittgenstein: "If
a lion could speak would we understand her?"
domain-orientation
reduces isolation of computer systems from the real world; understanding
can take place in 1st order representation (rather than 2nd or
3rd order representation, e.g., graphs, numbers, ....); see Norman,
Chapter 3: "The Power of Representation"
work-oriented design
of artifacts supports: grounding, languages of doing, referential
anchoring
artifacts provide external realization of ideas and concepts, thereby allowing others to share, critique, and extend them
Premise: The pilot bears
the ultimate responsibility for the safety of any flight operation.
Axiom: The human operator
must be in command
Corollaries:
1. To command effectively, the human operator must
be involved
2. To be involved, the human operator must be informed
3. The human operator must be able to monitor the
automated systems
4. automated systems must therefore be predictable
5. the automated systems must also be able to monitor
the human operator
6. each element in the system must have knowledge of the other's intent
ourselves - e.g., capturing our thoughts
of the past (reflexive CSCW)
all stakeholders - e.g., clients, designers,
customers, users (symmetry of ignorance)
colleagues - e.g., supporting long-term,
indirect collaboration
tools - e.g., knowing which tools exist,
how they can be used, how they can be tailored to our specific
needs
domains - e.g., domain abstractions, standard
examples (cases)
critics and agents - e.g., shared knowledge
of the task at hand, information volunteering
why
- 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 real-world design problems
lessons learned
- people do not know what they do not know ---> information delivery techniques need to complement information access techniques
- information access: browsing is not good
enough in large information spaces and queries cannot be articulated
---> use the artifact itself as a query
see: G. Fischer, J. Grudin, A. Lemke, R. McCall, J. Ostwald, B. Reeves and F. Shipman: "Supporting Indirect, Collaborative Design with Integrated Knowledge-Based Design Environments", Special Issue on Computer Supported Cooperative Work,in Human-Computer Interaction Journal, Vol. 7, No. 3, 1992, pp. 281-314
from individual to groups (programming communities
of cooperating users)
continuum of (programming) skill from end users to "local developers / power users / gardeners " to programmers
- end-users = little programming education; no interest in computers per se
- local developers = domain experts with programming knowledge and interest
- programmers = professionally educated
example domains: spreadsheets, CAD
prerequisite for the development of collaborative work practices and programming communities:
- use of a common software system
- modification components (macros, embedded language, .....)
sharing of software artifact (between users who
have never met; shareware)
economy of educational objects (Jim Ambach)
catalogs in our design environments
human mind is limited (requires distributed cognition)
- there is only so much we can remember and there is only so much
we can learn
change (requires lifelong learning)
symmetry of ignorance (requires communication,
mutual learning and mutual understanding)
learning is a new form of labor (requires learning
on demand)
to avoid that organizations get stuck in the status quo and in their own successes
Symbolics to Mac transition
stand-alone machines to networks ("distributed
computing is an environment in which I can not get my work done,
because a computer fails whose existence I was not even aware
of")
being a multi-media author (graphics (Tufte,
Kosslyn), color (Travis), movies, sounds, production values)
World Wide Web (being an author, search engines,
bookmarks, file formats)
high functionality applications (Unix, Word,
Canvas, Powerpoint, ......)
programming substrates (Schemepaint, Agentsheets,
AgentSK8, Hypertalk, ...)
conviviality: "I want to understand these environments and domains" (incremental problem framing prohibits delegation)
between:
socially (human being)
technologically (humans and things/computational
artifacts)
temporally (across time)
advantage of humans:
shared understanding
background knowledge
advantage of things (Illich, p 125):
"a thing is available at the bidding of the user - or could be - whereas persons formally become a skill resource only when they consent to do so, and they can also restrict time, place, and methods as they choose."
let people legitimately improvise
a threat: to work according to the rules
create corporate/artifact memories where such
improvisations can be captured and made part of the organizations
collective knowledge base
regard breakdowns as opportunities
claim: "Innovation is everywhere - the
problem is learning from it (John S. Brown)"
workers: creative, constantly improvising humans - not just as procedure followers (beyond Taylor, beyond the waterfall model)
homogenous versus heterogeneous computing environment
establish and share work practices and information
collaborative work practices (power-user, local
developers)
jointly maintained information repositories:
- address file
- bibliography file
- large library of graphics
- webmaster
all is done with minimal overhead -- a basic
principle: "try to get buy"
information producers: "who do I tell?"
information consumers: "who do I ask?"
to conceive a different style of learning
people are learning many things outside of schools
Illich's objectives:
- we can depend on self-motivated learning instead
of employing teachers'
- to bribe or compel the student to find the time
and the will to learn
- we can provide the learner with new links to the world instead of continuing to funnel all educational programs through the teacher
provide all who want to learn with access to available
resources at any time in their lives
empower all who want to share what they know to
find those who want to learn it from them
furnish all who want to present an issue with the
opportunity to make their challenge known
reference services to educational objects
skill exchange
peer-matching
reference services to educators-at-large
domain-orientation
making information relevant to the task at hand
partial understanding of the task at hand
communities of practice
world-wide web
who is the beneficiary and who has to do the work?
corporate memories: what will make employees want
to share?
people need to make explicit what they know and take the trouble to enter it into the system
How do we get people to share, and what should
they share?
What is the relation between organizational learning
and individual learning?
What are the success stories for organizational
learning?
What kind of processes are needed to support organizational
learning?
How can we reconcile evolution and sustainability?
Accumulation of information is not enough, we need
to structure the information.
When do we use intrinsic motivation versus formal
work practices to ensure the acquisition of information?
learning organization: but individuals learn - how exactly does the organization learn
- collaborative work practices (complement each other knowledge)
- external artifacts (products, processes, group
memories)
extend our understanding from the individual to the organization:
- reflective practitioner ----> reflective organization
- creative individual ----> creative organization
we cannot postulate a "new person" who
will do the kinds of tasks people now resist just because they
are required by new systems.
how much can we get a "free lunch" by
capturing and repackaging information that already exists? (e.g.,
recommender systems (such as PHOAKS), extracting information from
bookmarks, .....)
What is the relation (conceptually and practically)
between communities of practice and organizations?
How can we support evolution in the sense of (quantitative) accumulation of information and in the sense of (qualitative) restructuring of information?