7
be stored, searched, browsed, replayed, annotated, visualized, restructured, and re-contextualized
(ibid). Digital socialization systems need, however, to carefully balance visibility with privacy
since excessive visibility can put users off (Erickson and Kellogg 2000).
Reputation
Digital reputation systems hold information about individuals and their actions, and make it
available to the members of an online community. These systems are motivated by the reluctance
of users to cooperate and interact unless they have information about how others have behaved
(Connel and Mendelsohn 2001, Girgensohn and Lee 2002). Jensen et al. (2002) describe five
types of reputation systems: (1) ranking, (2) rating, (3) collaborative filtering, (4) explicit peer-
based, and (5) implicit peer-based. The first two are self-explanatory. Collaborative filtering
systems match reviewers to the users based on the similarity of past ratings and users’ likes and
dislikes. In an explicit peer-based system, users choose to interact with other people according to
the similarity of information and ratings given by friends. In an implicit peer-based system, users
value information about whom their friends interacted with (Jensen et al. 2002).
Social Awareness
Social awareness means understanding how others’ activities provide a context to one’s own
activity (Dourish and Bellotti 1992, Tollmar et al. 1996). It can include cues about availability
(whether an individual is actively involved in a discussion), situation (whether an individual is
busy, away, or at lunch), and knowledge (whether an individual has or knows someone with
specific knowledge). Social awareness cues can be conveyed using sound and graphics, or a
mixture of both (Gaver 1992, Isaacs et al. 2002, Tollmar et al. 1996). Passive cues can be pulled
by the user when s/he searches for those cues, whereas active cues automatically notify the user of
certain awareness cues that the user has opted to receive (Tollmar et al. 1996). Erickson and
8
Kellogg (2000) suggest three approaches for developing social awareness: (1) Realist: projecting
social information from the physical domain straight into or through the digital system (e.g.,
teleconferencing); (2) Mimetic: re-representing social cues from the physical world, as literally as
possible, into the digital world (e.g., virtual reality); and (3) Abstract: using graphic-based social
proxies to portray salient aspects of social information. Social proxies have four basic
characteristics (Erickson and Kellogg 2000): (1) Figure-ground: the context is represented by large
geometric shapes in which smaller representations of users are embedded; (2) Relative movement:
the location and movement of the smaller representations relative to the large context reflects cues
like presence and activity through time; (3) Public not personal: everyone who looks at the same
proxy sees the same representation, and users cannot customize their own view of the proxy; and
(4) Third-person perspective: everyone looking at the proxy sees herself represented as other
people would see her.
Synchronicity and Persistence
Synchronous media (chat, video-audio links) are capable of delivering immediate feedback,
whereas asynchronous media (e-mail, bulletin boards) can deliver delayed feedback (Daft and
Lengel 1986). Synchronous systems facilitate the creation of ‘common grounding’ because users
can clarify misunderstandings and the misinterpretation of ideas in real-time (Clark and Schaefer
1989). Asynchronous systems provide history and represent contexts (Hollan and Stornetta 1992).
Semi-synchronous systems appear to encourage a greater range of responses than synchronous or
asynchronous mechanisms (Hollan and Stornetta 1992). Asynchronous and semi-synchronous
systems provide persistence. Persistence means that social systems exist beyond the immediate
here and now, which allows users to construct and develop interdependence relationships beyond
the immediate interaction (Karsten 2003).
9
We still know little of how CSCW systems can support the work of virtual engineering design
teams, except for applications to software development (e.g., Zaychik and Regli 2003). It is
plausible to assume, however, that the use of digital media will grow across most engineering
design sectors. On the one hand, young blood entering engineering professions are ‘digitally-
native.’ On the other, commercial competition and resource scarcity are forcing design consultants
to outsource work to countries where qualified labor is available and cheap. Faced with high travel
costs (and times), virtual teams need to be able to resort to digital communication. This premise
informs the work presented next.
3
IDRAK: A RICH INTERNET APPLICATION FOR SUPPORTING DIGITAL
SOCIALIZATION
The cross-fertilization of empirical findings from an exploratory case study on exchanges of tacit
knowledge across architecture-engineering-construction (AEC) teams (El-Tayeh and Gil 2007)
and CSCW literature generated a set of specifications for developing a digital socialization
system. We next summarize key insights. First, we observed extensive use of e-mail to support
knowledge exchange despite its inadequacy to promote rapid responses and inform the sender
about the receivers’ availability. This insight led us to specifying a system that supported
synchronous communication and visibility. Second, practitioners experienced the inadequacy of
‘yellow pages’-type digital interfaces to help individuals search for subject-matter experts. This
insight led us to specifying a system that provided a more intuitive graphical representation of
individuals’ profiles. Third, practitioners noted the inadequacy of synchronous communication
(meetings, phone calls) to disseminate know-how outside the conversation loop. This insight led
us to specifying a system that could code and save dialogues into a searchable database.
Dostları ilə paylaş: |