T eam-Based Interaction C.W. Johnson, Univ ersit y of Glasgo - - PDF document

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T eam-Based Interaction C.W. Johnson, Univ ersit y of Glasgo - - PDF document

T eam-Based Interaction C.W. Johnson, Univ ersit y of Glasgo w, Glasgo w, G12 8QQ. Scotland. johnson@dcs.gla.ac.uk, h ttp://www.dcs.gla .a c.uk/ johnso n Octob er 2001 c CS-1Q: HCI (Lecture 6) C.W. Johnson,


slide-1
SLIDE 1 T eam-Based Interaction C.W. Johnson, Univ ersit y
  • f
Glasgo w, Glasgo w, G12 8QQ. Scotland. johnson@dcs.gla.ac.uk, h ttp://www.dcs.gla .a c.uk/ johnso n Octob er 2001 CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001 1
slide-2
SLIDE 2 T eam-Based Interaction
  • Computer-Supp
  • rted
Co
  • p
erative W
  • rk.
Ac kno wledgemen t: Shrimp pro ject
  • Synchronous
vs Asynchronous interaction.
  • Cla
rk, Brennan and Common Ground. CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-3
SLIDE 3 Problems
  • f
Group w
  • rk
  • Why
is group w
  • rk
dicult?
  • Distraction:
  • individual
interrupts colleague's tasks.
  • Group
co
  • rdination
failures:
  • verhead
  • f
co
  • rdinating
group actions impairs group.
  • Group
planning and management failures:
  • groups
create unnecessa ry tasks.
  • Excessive
inuence
  • f
the leader:
  • high
status leader stie contra ry
  • pinions.
  • Group
p
  • la
risation and groupthink:
  • group
p ersuaded b y dillusions
  • f
its
  • wn
invulnerabilit y . CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-4
SLIDE 4 Problems
  • f
Group w
  • rk
  • Computers
mak e things w
  • rse.
  • F
ree-riders: \it's lost in the mail".
  • Distractions
and group planning:
  • encysting
can b e a p roblem.
  • Inuence
  • f
the leader:
  • can
`freeze' p eople
  • ut
  • f
video-conferences.
  • Group
co
  • rdination
much w
  • rse:
  • \can
y
  • u
all hea r me?". CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-5
SLIDE 5 Computer-Supp
  • rted
Co
  • p
erative W
  • rk
(CSCW).
  • F
ace to face: same place, same time.
  • Synchronous:
dierent place, same time.
  • Asynchronous
(1): dierent place, dierent time.
  • Asynchronous
(2): same place, dierent time. CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-6
SLIDE 6 F ace to F ace
  • Applications:
  • sha
re a computer to reco rd design decisions;
  • use
computer to sha re visualisations. Ac kno wledgemen t: F acult y
  • f
Science, Lough b
  • rough
Univ.
  • Fighting
  • ver
access to the input devices?
  • One
p erson thinks while the
  • ther
t yp es 8( CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-7
SLIDE 7 Asynchronous CSCW
  • Relatively
simple add-on to existing systems.
  • Need
fo r version control
  • n
sha red
  • bjects.
CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-8
SLIDE 8 Asynchronous CSCW
  • Applications:
  • electronic
mail, new and bulletin b
  • a
rds;
  • increasingly
used to p rovide 24 hour cover.
  • Need
to establish the context
  • f
messages:
  • rememb
er that messages will a rrive
  • ut
  • f
  • rder;
  • threads
in p
  • stings
and use
  • f
Re: in mail. CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-9
SLIDE 9 Synchronous CSCW
  • Integrate
dierent mo des
  • f
communication.
  • Applications:
  • NetMeeting
and video conferencing;
  • sha
red editing to
  • ls
and CAD/CAM systems;
  • games
and MUDS (multi-user dungeons). CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-10
SLIDE 10 Synchronous CSCW
  • Need
access control mechanisms. Ac kno wledgemen t: Shrimp Pro ject
  • Tw
  • t
yp es:
  • so
cial convention (`after y
  • u...');
  • technological
(lo cking systems). CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-11
SLIDE 11 Synchronous CSCW
  • Access
rates:
  • b
etter links/equipment give b etter resp
  • nse;
  • this
can have so cial/interaction eects.
  • F
rsutration
  • ver
dela ys:
  • jitter
and qualit y
  • f
service.
  • Need
fo r conict resolution:
  • lo
ck
  • bject
while y
  • u
a re w
  • rking
  • n
it?
  • allo
w concurrent edits then resolve conicts? CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-12
SLIDE 12 Common Ground
  • Cla
rk and Brennan:
  • conversations
to establish common ideas. Cost Description F
  • rm
ulation form ulate and reform ulate utterances Pro duction pro ducing the utterance Reception receiving a message Understanding understanding a message Start-up starting a new discourse Dela y planning and revising b efore execution Async hron y timing
  • f
discourse exc hanges Sp eak er c hange c hanging sp eak ers Displa y presen ting an
  • b
ject
  • f
the discourse F ault pro ducing a mistak e Repair repairing a mistak e
  • If
y
  • u
sa y something but a re misundersto
  • d
then
  • y
  • u
have to initiate a repair conversation;
  • this
is the cost
  • f
establishing common ground. CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-13
SLIDE 13 Common Ground
  • Analyse
transcripts to supp
  • rt
design.
  • Problems
with sp eak er change:
  • consider
dialogue control measures?
  • lo
  • k
again at lo cking techniques?
  • Lots
  • f
repair activities:
  • p
rovide greater view
  • f
colleague's w
  • rk?
  • p
  • ssibly
add video to audio communications?
  • Problems
with dela y:
  • must
see changes made while planning last message? CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001
slide-14
SLIDE 14 Summa ry
  • Problems
  • f
group w
  • rk.
  • Computer-Supp
  • rted
Co
  • p
erative W
  • rk:
  • face
to face interaction;
  • synchronous
interaction;
  • asynchronous
interaction.
  • Cla
rk, Brennan and Common Ground. CS-1Q: HCI (Lecture 5) c
  • C.W.
Johnson, 2001
slide-15
SLIDE 15 F urther Reading
  • Shneiderman
  • n:
  • CSCW
  • pp.
477-502. CS-1Q: HCI (Lecture 6) c
  • C.W.
Johnson, 2001