From: AAAI Technical Report WS-93-07. Compilation copyright © 1993, AAAI (www.aaai.org). All rights reserved. Using stories to overcomesocial obstacles in design collaborations E. A. Domeshek1, J. L. Kolodner1, R. BilHngton I ~ and C. M Zimring ICollcge of Computing ~Collegeof Architecture Georgia Institute of Technology Atlanta GA 30332-0280 USA 1. Collaboration in Design Thelone design genius, if not mythical or completelyextinct, is surely on the endangered species list. Nowadays,significant design projects require teams of designers coordinating their varied expertise to arrive at effective designsolutions. In moreprogressivecircles, design teams do not workalone either. As the world adopts methodssuch as ConcurrentEngineering (CE) and Total Quality Management (TQM),designers are being required to coordinate customers, marketers, production experts, maintenancestaff, and all the other stakeholders likely to be affected downstreamby the evolving design. Common sense responses to growingcomplexityand past failures are crystalizing into neworganizational conventionsand newdesign procedures. Thesenewforms reflect a growingrealization that higher quality, lower cost products can be producedmorequickly if potential problemsare recognizedearlier in the designcycle. Despite its desirability, spatial, temporal, and social barriers often prevent effective collaboration on design projects. Weare interested in studying the social obstacles to design collaborations. Webelieve wecan build computertools that will contribute to overcoming those obstacles. In contrast to muchworkin the burgeoningfield of ComputerSupported Cooperative Work(CSCW),we are not devising technical and procedural innovations improvecoordinationof spatially and temporallydistributed groups. Noveluses of computers, networks,databases, and displays can help deal with the reality that large design teamscannot 143 always workin the sametime and place, and maynot even workon the sametime scale. But whenwe look at complexlarge-scale design situations, we see that even once the physical obstacles to collaboration are resolved, there remainsocial obstacles to turning communication andcoordinationinto effective collaboration. Teamsare assembled,in part, so that their memberscan contribute a variety of strengths and abilities to the task. A design team is usually composedof individuals drawnfromdifferent specialities. Theycometo the project with different prior knowledgeand expectations. They maybe workingto fulfill different agendas.Theyfit into different roles, and those roles partly determine howthey get to influence the project. These differences multiply as more downstream stakeholdersare broughtinto the earliest design deliberations. Changesin design practice are beginning to makecommunicationamongvarious participants morefrequent. Webelieve we can help makesuch communicationmoreeffective. If we can directly improvethe quality of interactions, wemayalso havethe desirable effect of increasing their quantity as well. Wehave, for sometime, been developingcomputer-baseddesign aiding tools. Nowwe want to extend these tools to improvecommunicationand coordination among participants in conceptualdesign -- to bridge the social gaps introduced by diversity among designparticipants. 2. Social Obstacles to Effective Design Collaboration Wesee the social obstacles to collaboration as fitting into three broadcategories: structural, relational, and cultural. Ourgrouphas focusedon the cultural differences that restrict people’s ability to understandand contribute to a collaboration. Webreak downcultural obstacles into differences in goals, differences in abilities, differences in knowledge,and differences in conventions. Theconventionsweare concernedwith are primarily distinctive waysof talking about or otherwiserepresenting design issues, but mayalso extend to conventionsfor howto proceed with design, or even howto behave in a collaboration. Just as overcomingthe obviousphysical obstacles to collaboration still leaves all these social obstacles, so too, overcomingthe structural and relational problemsleaves a complexset of cultural stumbling blocks. Figure 1 sketchesour taxonomy of social obstacles to effective design collaboration. Communication is difficult whenparties do not share common backgroundand assumptions, or whenthey lack a common technical languageand facility with external representations. We believe that failures of attemptedcommunication are most apparent, and also mostdetrimental, in the early stages, during conceptualdesign. Early in design, the design team-- especially the extended team, including clients and users -- is not a cohesive group. Early on, membersdo not have muchpersonal feel for one another, and they lack any shared group history or any commonreference points. The normal terms of discussion in conceptual design only exacerbate these problems.In the absenceof concrete design proposals, the participants will often talk in termsof abstractionsand generalities. Butwhata structural engineerthinks of as a "large" space maybe quite different than what an architect meanswhenhe says "large"; the engineer worries about spanninganythingfroma living roomto a conventioncenter to a river, whilethe architect visualizes somethingscaled to his imageof a building designformingin his head. Similarly, a space described as "large" probably conjurs different images for a custodianwhohas to keepthings clean, and the state official whohas to pay for the building. Bythe end of the crucial conceptualdesign phase, the designers mustcometo understandwhat 144 the clients and users really want, while the clients and users must cometo understandthe design implications of their desires as well as newpossibilities created by innovativedesign. Both of these ends can be advancedby carrying out a dialogue in the context of specific examplesof related artifacts. Illustrative examplescan be quite powerful; consider, for instance, the difference betweenabstractions like "we’ll havea large waiting area outside the courtrooms",and concrete imagesof existing courthousewaiting areas that give an immediate feeling for whatit is like to be in thosespaces. ¯ Structural - Lack of opportunity to Interact - Lack of inclination to Interact ¯ Relational - Lack of trust or respect - Differences in status or power - Fear of embarassmentor failure ¯ Cultural - Differences in goals - Differences In abilities - Differences in knowledge - Differences in conventions + Vocabulary + External Representations + Design Procedures + Collaboration Procedures Figure 1: Taxonomy of Social Obstaclesto Collaboration. 3. The Value of Concrete Communication Ourbasic premiseis that couchingdesign issues in terms of concrete examplesis one of the most useful things we can do to help the various design participants arrive at a common understandingof their problemand the possibilities for solutions. Examplescan serve as aids to communicationamongstdiverse membersof an extended design team. For instance, in the context of designinga countycourthousethe questionof whatcounts as a "large public waiting area" can be answeredby looking at someexisting county courthouses and focusing on some particular waitingareas in those buildingsthat havethe characterdesired. If an architect tries to design a residence for the disabled with standard bathroomsan exampletelling of howthe residents will suffer can makeclear to her whyher users object. If a client asks for a large floorplate building with private offices all aroundthe perimeter, an examplehighlighting the dimcavernousinterior can makeclear to himwhyhis architect objects. Theseexamplessuggest kinds of interactions that could be supportedby a design tool capable of storing and presentingevaluative stories along with documentation aboutexisting buildings. Easy access to examplescould help design participants workingindividually to prepare for meetingsby anticipating others’ reactions. Discussionsduring actual meetingscould be more productivebecausethe teammembers could easily refer to relevant details of specific examples. 145 Easy access to exampleswouldmakeit easier to conveythe reasons for particular design decisions to other team members.Appealto examplescan also serve to bolster the claims of low status teammemberswhomight otherwisebe hesitant to advancetheir point of view. Whencontrasted with design guidelines stated as abstract rules, design lessons taught in the context of particular evaluated existing designs have manyadvantages:examplesmakedesign lessons morevivid, and thus morememorable;examplesare embeddedin a context so users can makemoresubtle attributions of cause and effect, and thus moreprecisely determinewhen the lesson applies; well crafted presentations of examplescan also teach aspects of an underlyingmodelof the domainas they teach the higher level design lessons. Whencontrasted with rule-based critiquing and advising, a story-based approachto representing and teaching design lessons makessense because manyaspects of design lack a solid underlying domain modeland because, accordingly,mostdesign guidelines do not really havethe force of rules. 4. Research Issues for Design Collaboration If we expect existing artifacts to influence newdesigns, it is critical that we create presentations that teach clear lessons and prepare effective external representations of those design experiences. Wecannot magically transport a group of users to the sites of sample buildings to experiencedirectly the goodand bad aspects of their design; evenif wecould get themto the sites, wecould not ensure they wouldtalk to the right stakeholdersthere, or that they wouldbe told the relevant stories on cue. Usinga particular existing building as an exampleto teach a design lesson requires crafting a presentationthat makesthe desired points. The sameholds true for most other types of artifacts. Wecall such presentations stories. Stories, in this sense, neednot be texts, or neednot be soley texts. Ourchoice of architecture as a domainhas driven us to concentrate heavily on graphical presentations, and we are interested in multimediapresentationsin general. Wecan take graphic presentations as representative of the sorts of problemswe expect to encounter whenaiming presentations at audiences with divergent backgrounds.For instance, floor plans are a good wayto illustrate someaspects of building design; floor plans are developedand used by architects to facilitate their ownthinking and to communicate with some of the other participants in buildingdesign. When architects looks at floor plans, certain things are particularly salient andmeaningful:theyinstinctively note the scale, andwith their extensive experience,are capableof accuratelyinterpretting the real sizes of the spacesdepicted;they can decodethe distinctive fill patterns that often indicate somethingaboutthe materials used for parts of the building; they can interpret schematicsymbolsor annotationsshowingconstruction details. Whenpotential residents of a building looks at a floor plan, they are unlikely to see any of those things; they will simplysee the relative sizes and arrangementsof rooms.If the point of the story being presented(in part) by that graphic dependson any of the cues that are (initially) invisible to oneset of designparticipants,then there is a potential problem. Wehave said that various design participants maynot understandeach other wheneach speaks their ownnative languages,particularly whenthey talk in abstract and technical terms. Ideally, we will arrive at somewayto characterize what kinds of gaps separate the participants’ conceptions of the evolving artifact. Wewill not only describe the differences in their experiencesand points of view, but also the similarities. Wewill developsomeinsight into whichdifferences are really significant impediments to communication and howsimilarities can be exploited to compensate.If groundingdiscussions in concrete examplesis to help avoid 146 misunderstandings,wewill have to face the question of what kinds of concrete details make sense to different design participants, and whatkinds of waysof talking aboutor illustrating exampleswill effectively communicate. 5. CBR and CBDAs Wehave, for some time, been developing an example-drivenapproach to helping designers think through the implications of their conceptual design proposals. Nowweare looking at howto apply a similar approachto supportingdesign collaboration. This approachto building design tools is rooted in the Artificial Intelligence paradigmknownas Case-BasedReasoning (CBR).In brief, CBRis an appropriate technologyon whichto base computerizeddesign aids becausea significant factor in gooddesign is experience, and CBRis an evolvingtechnology aimedat capturing and retrieving useful experiences. It is a common enoughobservation in design research that designersin all fields makeextensive use of case studies, precedents, and prior personal experience. Andit is a common frustration of design practice that finding records of past experience is often annoyingly (or even prohibitively) expensive. Psychological research further suggests that people are often quite poor at picking out appropriate past experience, even whensuch experiences are present in their ownmemories. Ourdesigntools aimto broadenthe availability of experienceswith designand use of artifacts. Thesetools are called Case-BasedDecision Aids (CBDAs).Theyhelp designers by supplying themwith descriptions and evaluationsof prior designs relevant to current decision making.In the context of a current problem,an old design can be taken as a suggestion, a warning,or a prod to consider particular issues. For the systemto retrieve relevant examples,the user must give it somedescription of the current problem and any partial commitmentstowards a solution. In response, the system can present a view of somepast design annotated with stories that teach lessons the user should knowabout in the current situation. Theviewsmay be graphical or textual. Thestories maybe only a selected subset of everything the system knowsabout the old design. Fromthe initial view, whichmayencompassonly a part of an old design, the user can access other informationaboutthat old case. Fromthe selected stories, the user maybrowseto presentations of relevant design guidelines that suggest howa designer should approacha related class of problemsin general. Guidelines, in turn, provideaccess to other stories (perhapsdrawnfromother designs) that serve as illustrations, counterexamples caveatsto the generalrule. The issues in designing and building CBDAs include 1) gathering stories and guidelines, 2) preparingeffective presentations for a targetted user group, 3) developinga wayof describing the stories so they can be foundin responseto a user’s situation, 4) finding an acceptableway for users to expresstheir situations, 5) providinga limited but useful set of presentationsand browsingoptions at any time. Wehave been developingCBDAs for several domains,including architecture, lesson planning and airplane design. As wehave developedthese tools, it has becomeapparent to us that they could provide a basis for correcting the communication breakdownsso common in large design efforts. Webelieve CBDAs can play this importantrole becausetheir majoreffect is to illustrate the implications of constraints and proposals in concrete form -- as stories of real examples with supportingdocumentation,illustrations, and analysis. Doinga goodjob of supporting collaboration will require further pursuit of several already 147 active lines of inquiry and will result in evolutionarygrowthin our CBDA’s capabilities. We will continueto look for formsof experiential material that can be of use to a workingdesigner, but wewill also consider whensuch materials might be appropriate for other users. Wewill continueto look beyondcase materials per-se to explorethe effective integration of experience with generalizations, rules and principles, but we must rememberthat not all users have appropriate backgroundto understandgeneralizations (with their technical terms and unstated limitations), or to interpret examples(with their welter of relevant and irrelevant details). will continue to seek effective organization and presentation strategies, but wewill haveto considerthe background,interests, and mediaexperienceof all participants. 148