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she belongs to each community. Users can find out the position of other registered users by
dragging a ‘radar square’— IDRAK displays in real-time a list of all user names within the radar
boundaries, and the user can then click on a name to retrieve the Digital ID.
The Instant Dialogue and Knowledge Repository enables logged-in users to engage in
synchronous and asynchronous conversations (Figure 3). The Instant Dialogue is a synchronous
chat feature. Users that log in the middle of an ongoing conversation can read the parts they
missed by scrolling up and down the text in the chat box. Each color-coded text entry is preceded
by the name of the user who sent it. The Instant Dialogue automatically displays notifications
when new users log in or out of IDRAK, as well as when a user changes her availability status in
the passive social proxy. The ‘Save’ button in the Instant Dialogue box enables users to save all or
part of a dialogue into the Repository. IDRAK removes a conversation record from the chat box
15 minutes after the last user has logged out. This feature gives the last user a chance to log in
again in case she changed her mind and wishes to save the conversation into the Repository. It
also safeguards against unexpected lost connectivity.
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Figure 3 - IDRAK User Interface showing: (6) Knowledge Repository and (7) Instant Dialogue
The Knowledge Repository enables users to examine documented conversations as well as to
engage in asynchronous conversations. The save button in the Dialogue is disabled by default, to
disallow users from documenting a (part of) conversation in the Repository without categorizing it
first according to a preset design ontology. The save button automatically becomes enabled after a
user completes the categorization task. A Windows-type file explorer enables users to browse and
retrieve documented conversations, displayed according to the ontology rules. We describe later in
this article the ontology that we employed in our evaluation methodology. The Repository also
provides users with a box to type text. Thus, a user can asynchronously initiate a new conversation
or contribute to a conversation documented in the Repository.
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4
EVALUATING THE USABILITY OF DIGITAL SOCIALIZATION: THE CASE OF
IDRAK
Methodology
We operationalized our methodology to evaluate the usability of digital socialization to support
virtual engineering design teams by employing IDRAK to play the Delta Design exercise. In this
board-based exercise, a four-element design team (structural engineer, thermal engineer, project
manager, and architect) faces the challenge of developing a 2-dimensional concept of a building
suitable for, and attractive to, the inhabitants of the imaginary Deltoid planet (Bucciarelli 1994).
The design is formed by a set of adjacent triangular red- and blue- colored tiles (termed Deltas)
that the team needs to assemble on a diamond-shaped grid. The design requirements for each
discipline shape the preferences of each participant about the overall configuration, the number
and color of the tiles, and the way the tiles overlap.
Before the exercise, each team participant receives two documents. The first document is a
generic design brief that all participants receive. It describes the goals of the exercise, the role of
each discipline participating in the exercise, and the key design criteria that the solution needs to
meet. The second document is a technical design brief, and each participant receives a different
version. Each technical brief describes in detail the requirements that a discipline needs to
consider to ensure that the design solution satisfies the criteria for that discipline. The two
engineers, for example, are provided with analytical formulae and thresholds necessary to verify
whether the design solution meets the thermal and structural requirements; the project manager is
provided with formulae necessary to estimate the building cost and time; and the architect receives
particular information about the client’s aesthetic preferences and space needs (Bucciarelli 1994).
Our evaluation methodology assumes that a project team cannot generate a satisfactory
solution unless participants share what they know about the specific technical requirements that
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apply in the imaginary Deltoid plane. General knowledge that a practitioner acquires through
education and practice is inadequate to resolve the Delta design problem (Bucciarelli 1994a).
Rather, participants need to first develop tacit knowledge by internalizing (Nonaka 2000) the
knowledge codified in the generic and technical briefs. They then need to socialize to timely share
their know-how over the exercise. We handled the issue of test reliability by ensuring that all
experiments unfolded under the same set of conditions. First, we disallowed participants from
socializing through face-to-face and phone conversations ex-ante of the exercise. Second, team
participants sat away from each other in the computer lab to force socialization through IDRAK
during the exercise. Third, we gave each team the same time (90 minutes) to generate a design
concept. The participants in the experiments cooperated with our requests.
We complemented the functionalities of IDRAK with a digital board where users could pick
and move the tiles on a diamond-shaped grid (Figure 4). Further, we instantiated the knowledge
repository of IDRAK with a small subset of the e-COGNOS ontology — an ontology on the
semantics underscoring the content and interdependencies of documents used in construction
projects to promote consistent knowledge management within collaborative environments (Zarli et
al. 2000). e-COGNOS comprises a set of process models that include main user profiles (e.g.,
project manager, architect, structural designer), as well as a set of class diagrams to describe
design tasks (i.e., site analysis, sketch design, programming, estimating) and the relationships
between tasks and outputs.
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