CSCW '96 Workshop Papers During the main phase of the study we collected data on two wards over several weeks, both before and after the introduction of the Nurse Communicator, using forms, questionnaires, tape recordings and interviews, and included information on the number of nurses present during handover, time taken, which shift, type of ward, amount of time to discuss each patient etc. Other factors were taken into account such as the number of telephones and where they were situated. This paper will present findings from this study which suggests that using the Nurse Communicator is less time consuming than traditional handovers, leads to reevaluation of the process of handovers, and allows the nurses more time for the patients. These factors lead to greatly increasing patient satisfaction and a perceived improvement in the quality of care they receive (Fox, 1995 and HMSO, 1992). We are continuing the study with a view to the introduction of a fully operational telephone based system for nursing handovers and future plans are to develop a specification of requirements for a sociotechnological solution to the problem of nursing handovers as a part of the process of total patient care. References Footitt, B. (1995), Director of Nursing Services, South Tees Acute Hospitals NHS Trust. Personal Communication. Fox, J. (1995), Nurses time and technological change. MBA thesis. Shapiro D., Hughes J., Randall D. and Harper R. (1994), Visual Representation of Database Information: the Flight Data Strip in Air Traffic Control, Cognitive Aspects of Visual Languages and Visual Interfaces, (eds) M.J. Tauber, Marhling D.E. and Arefi F., Elsevier HMSO, (1992), Making Time for Patients, A handbook for Ward Sisters, HMSO, London. Childe, S. J. and Maull, R. S. (1994), Frameworks for Understanding Business Process Re-engineering, Submitted to JPM, Vol 14 No 12. Harrington, H. J. (1992), Business Process Improvement, McGraw-Hill. Rogers, Y (1992), Ghosts in the Network: Distributed Troubleshooting in a shared Working Environment, Proceedings of CSCW 92, Toronto November 1992. CSCW '96 Workshop: Widening the Net, the Theory and Practice of Physical and Network Communities Nov. 16-17, 1996, Cambridge, MA Organizers: Steve Whittaker (AT&T Labs), Ellen Isaacs (Electric Communities), Vicki O'Day (Xerox PARC) Participants: Annette Adler (Xerox Systems Architecture), Daniel Bobrow (Xerox PARC), Joern Bollmeyer (Paderborn University, Germany), Bruce Darner (Contact Consortium), Paul Dourish (now Apple Research Lab), Thomas Erickson (Apple Research Lab), Mark Jones (Andersen Consulting), Jim Larson (Intel Architecture Labs), Jin Li (IBM Software Solutions Toronto Lab), Wayne Lutters (UC Irvine), Ioannis Paniaras (University of Art and Design Helsinki, Finland), Gail Rein (Xerox Systems Architecture), Duncan Sanderson (University of Brighton), Jeff Sokolov (GTE Labs), Konrad Tollmar (KTH/IPLab, Stockholm, Sweden), Catherine Wolf (IBM Watson) INTRODUCTION Gail L. Rein Xerox Corp. 800 Phillips Rd., 0128-29E Webster, NY 14580 Tel: +1-716-422-5111 Fax: +1-716-265-7441 rein @wrc.xerox.com This introduction is a summary of the workshop from the perspective of one of the workshop participants. It is followed by a report written by the workshop organizers, giving their perspective, and then the position papers. The workshop was a 1-1/2 day event in which the goals were to develop the design requirements for community systems, to understand the factors that differentiate them and their relation to design, and to identify outstanding issues. We spent most of day one talking about 'community,' and it was quite discouraging because it was hard to believe we were going to make any progress on SIGGROUP Bulletin, Vol. 18, No. 1 (April 1997) 27 CSCW '96 Workshop Papers the goals with only half a day left and no consensus about what was a community. As it turned out, this was one of the best workshops I have ever attended. The organizers did a super job of turning things around. The next morning they provided the following framework (extracted from the pile of flip chart sheets generated the first day), split us into two groups (those who returned, that is), and asked us to come up with design requirements/issues for community systems. We addressed two different sets of issues: at-the-session and lifetime levels of the system. Session Level Issues * communication * navigation * identity * object building * awareness Communities), (AT&T Vicki Labs), O'Day Ellen (Xerox Isaacs You might want to check out the Web site http://www.ccon.org--it is rumored to contain the most complete compendium of virtual worlds :) (Electric PARC) Motivation We report the main discussions and highlights of a workshop held at the Computer Supported Cooperative Work conference in Boston, on November 16th and 17th, 1996. The word 'community' is now a popular and loaded one in the context of the Internet. A number of independent factors seem to be contributing its popularity. On the one hand, new classes of application are being developed (eg MOOs, MUDS, Virtual Worlds). These are specifically intended to provide environments in which large numbers of users can 'live', work and play together. 28 The outcome from this exercise was surprising: the group I was in generated a decent set of design requirements, and the other group produced a great list of issues. Combining the work of the two groups, we ended up with a set of design guidelines (see organizers' report for details). Some of the design guidelines apply to social worlds more so than they do to work-based and interest/goal-based worlds (I'm sure you'll notice which ones). It is a useful exercise, however, to consider the implications of each guideline to work-based and interest/goal-based worlds. For me, 'community' throws CSCW into a new arena of supporting groups that are large enough that one member cannot know all other members. Most CSCW work until now has been looking at small groups--work groups and teams--where all the members can know each other. This scaling issue--size of the group--is a significant consideration when we start thinking about technology and design. ORGANIZERS' REPORT Whittaker Types of worlds * work-based worlds (e.g., Project World) * interest/goal-based worlds (e.g., Ski World) * social worlds (e.g., Worlds Away) By the end of the workshop, I personally had a strong sense of what differentiates 'community' from the groups that CSCW has traditionally been concerned with; and although I don't think it was a conclusion of the workshop, I still feel it is worth sharing... Lifetime Level Issues * Creation - seeding content - setting up roles, etc. - signaling place's identity/profile * Newbies / Orientation - membership criteria - cues for appropriate behavior - way to find/meet people - getting engaged * Maintenance / Ongoing - more roles & responsibilities - status - more evolving conventions - staying engaged - protection of people, property - collaborative activity - history - conflict resolution Steve - garbage collection SIGGROUP Bulletin, Vol. 18, No. 1 (April 1997) The designers of these systems often deliberately label these as 'community systems'. There are also recent attempts to provide existing real-world communities with electronic support and services (Agre & Shuler, 1996, Carroll & Rosson, 1996, Mukhopadhyay et al., 1996). In addition, social scientists who have studied real world communities are beginning to look at established on-line systems such as UseNet, MUDs, Bulletin Boards, chat rooms and Internet Relay Chat to determine whether the behaviour of users of these systems does indeed concur with their theoretically derived (real-world) definitions of community (Baym, 1995, Kollock & Smith, 1996, Reid, 1991, Wellman & Gulia, in press). Finally, there are futurists and social critics predicting widely different implications arising from the growth of these virtual 'communities'. These virtual communities will either CSCW '96 WorkshopPapers undermine or revitalise their real-world parallels depending on the writer's bias and sensitivities (Mitchell, 1995, Rheingold, 1993, Stoll, 1995). There are good reasons why the issue of community and systems to support it should be of interest to CSCW researchers. In the past, CSCW systems have tended to focus on the support of relatively small groups in work settings carrying out work-related tasks (Greif, 1988). In contrast, the goal of these new 'community' systems is to support groups of hundreds or even thousands of interacting users, who can contribute to the construction and maintenance of their own virtual environments and sometimes set collective policies for their governance. Some of these systems also allow embodiment and provide extensible spatial environments for navigation and object construction. Given the interest in this new class of system and these differences from current CSCW systems, it is important that the field arrive at some insights into the theory and design principles associated with this novel class of system. The workshop aims were to (a) identify outstanding theoretical issues in our understanding of physical and network communities, and (b) develop a set of design requirements and principles for building community systems. The goal was to bring together participants from different disciplines and research backgrounds to promote cross fertilisation between social theorists and 'community system' builders. Defining community Our first sessions addressed the issue of definition, by a process of generating positive and negative exemplars of community. There was a remarkable diversity of opinion about the positive examples, with suggestions ranging from swarms of bees to 'doggie parties'--pet owners who get together to talk about and play with their pooches. More classical (non-animal) examples of community included an English town, or a parent participation group. We were able to identify a set of key dimensions of community, by analysing and contrasting the underlying characteristics of both positive and negative examples. We settled on an approach of defining the concept by 'prototypical attributes', so that communities with more such attributes were clearer examples of communities than those that had fewer. Core attributes were: • members have some shared goal, interest, need, or activity that provides the primary reason for belonging to the community • members engage in repeated active participation and there are often intense interactions, strong emotional ties and shared activities occurring between participants • members have access to shared resources and there are policies for determining access to those resources • reciprocity of information, support and services between members • shared context (conventions, language, protocols) Less central attributes were: • differentiated roles and reputations • awareness of boundaries and group identity (being able to determine who is excluded from membership) • initiation criteria • history and long duration • events or rituals • shared physical environment • voluntary membership Virtua/ worlds There then followed a series of demonstrations of Virtual Worlds, including WorldsAway, AlphaWorld, WorldsChat, Starbright and Onlive, (for more information see Contact Consortium Web page, http://www.ccon.org) and the Pueblo MOO (O'Day et al., 1996). All these have been described as 'community systems'. We identified a number of key differences between these worlds. One difference is the extent to which users are visually embodied. For example, in MUDS users communicate using text only, and sense of location and navigation is achieved through textual description and commands. In contrast, in Graphical Worlds, users have visual manifestations as avatars and environments are depicted rather than realised in text. A second major distinction between the worlds lies in the importance of object building and object construction. In MUDS and certain of the Graphical Worlds such as AlphaWorld, there is support for object and environment construction. In contrast, the focus in WorldsAway (and other worlds we did not examine such as The Palace) is more on interpersonal communication and interaction than in complex environment construction. In addition to these differences in primary activity, we also identified differences in the character and 'feel' of the different systems depending on the nature of the participants and their interaction topics and conventions. We also discussed the commonalities between phenomena observed in Virtual Worlds and those occurring in physical communities. People pointed out the capacity of these systems for engendering strong emotional behaviours. Virtual Worlds have promoted on-line romances, sometimes leading to real-world meetings and long-term real-world relationships. On the negative side, Virtual Worlds have also suffered from some of the same problems as real-world communities, there have been SIGGROUP Bulletin, Vol. 18, No. 1 (April 1997) 29 CSCW'96 WorkshopPapers power disputes, as well as personal and property violations. We then examined the central characteristics of these virtual communities to determine the overlap with our earlier discussion of community definitions. We hotly debated which of the core aspects of our definitions were critical in design. Some participants felt that the central issues surrounded support for social interaction: namely how we promote intense interactions with others. Others felt that the crucial issues concern collective action and the ethos of the system: given that users share resources, what policies do they have to regulate access to those resources, what conventions are in place for interaction with others and how do users learn these policies and conventions? Design requirements Without reaching definitive agreement on this issue, we identified a number of key areas that need to be addressed. Some of these apply to fundamental behaviours in these systems, such as interaction, self-presentation, actions and movement: a) Conversation - given the centrality to community of repeated interactions between participants, how are these supported, especially given the fact that there are often large numbers of participants sometimes holding multiple simultaneous conversations? b) Identity and self-presentation - these are inherently social environments, so how in a virtual world do users provide others with social cues about their personality and characteristics? This is a critical issue because interactions often occur between people who are strangers. In addition, in some virtual worlds, role-playing and exploration of identity is the primary focus of many participants. specifying one of multiple channels, and there is little capacity for constructing objects. Given the lack of embodiment in IRC, there was some discussion about the appropriateness of the term 'community' to IRC behaviours, but this was countered by the observation that repeated interactions, strong ties, and social conventions are pervasive on IRC. The other central design issues concerned the longer term ('lifetime') aspects of the system: e) Culture and policies - how are shared resources managed, how are individuals and individual property protected, how is reciprocity promoted, how are newcomers encouraged and assisted and how do they know the norms of the world when they first enter it? f) Change and growth - these worlds are organic, so given that neither the structure of the world nor its set of inhabitants is preordained, how is change managed? Design principles Our final session involved taking these general design requirements and trying to provide a set of specific guidelines to address them. We examined different system exemplars namely MUDs, Internet Relay Chat, Virtual Worlds and UseNet newsgroups. For each we considered different contexts, namely work, social and interest-based settings, to consider design choices and evaluate the tradeoffs between them. We came up with the following set of guidelines: d) Navigation - for worlds with a spatial component, how do users move, determine where they are and where they can go to next? Conversation Users should be able to... • Tell who is speaking • Provide feedback to a speaker verbally or non verbally • Follow a conversational thread when there are multiple speakers • Backtrack on a conversation • Know if conversation is being logged • Signal which conversational thread they are attending to • 'Hear' everything that is said (locally) with enough time to process it • Communicate with different 'voices' (say, emote, think, change realvoice) • Indicate level of engagement (e.g. be able to indicate when otherwise engaged in real world conversation) We debated how the realisation of these behaviours and the consequent design choices differ according to the nature of the system. In Internet Relay Chat for example, there is no embodiment, self-presentation is limited to a choice of name ('handle'), navigation consists of Identity Users should be able to... • Have control over their own avatar/identity/presentation • Know how they appear c) Activity and object building - many of these environments allow users to construct or modify objects and make their own personal spaces, but what are the rules that govern this and what are the tools and materials that support it? 30 SIGGROUP Bulletin, Vol. 18, No. 1 (April 1997) CSCW '96 Workshop Papers • • Express subgroup identity (e.g. via status symbols) Know when others are playing a role vs. being themselves Activity and object building Users should be able to ... • Control their own objects and conduct actions on them • Be aware of in-world changes but not out-of-world changes (e.g. a change in server should not be signalled to participants) • See the same changes that others see • Be aware of possible agents of change and be able to find out who brought about changes • Determine rules of ownership regarding: deletion, addition, changing, copying (trademark issues), giving access, sharing ownership Modify existing objects with owner's permission Create new objects from existing ones Navigation Users should be able to... • Tell where they are • Get back to 'ground zero' easily • Determine consistent navigation rules (ie the rules of navigation should be location independent) • Easily gain a sense of the world layout (eg. from maps) • • • • • Provide assurances for security, reliability Provide ways to resolve conflict and sanction antisocial behaviour Enable users to sanction new objects Enable users to modify the structure of the world Maintain peripheral areas (web sites, maps, schedules) to attract newbies In all areas, virtual communities and worlds should enable things that are not possible in the real world, e.g. thinking versus saying, being in two places at once, telepathy, teleporting, sharing a personality. It was clear from our discussions that the principles for conversation, identity, navigation and object building are more specific than those for orientation/help and maintenance/growth. We concluded that part of the reason was that the first four topics address concrete issues in the user interface and basic user actions, where the design space and options are reasonably well-defined. In contrast, orientation/help and maintenance/growth concern the ethos and policies that are associated with the community. These depend partially on judgments made by the community designers at the outset, but more importantly on decisions made by the participants of the community as it evolves. It is therefore harder to legislate for these, given that much will depend on the nature of the community, its context of operation and evolving ethos. Orientation and help Users should be able to: • Do meaningful activities at the outset without help • Be rewarded for helping others learn the rules and get oriented • Gain access to formal helpers and help documents • Determine the norms for helping • Easily install, and maintain the software Maintenance and growth It is useful to: ~, Have explicit rules for membership • Provide support and rewards for leaders, good examples and altruistic behaviour • Provide mechanisms for 'repossessing' content • Allow, and build in, 'interesting' changes in structure (eg add 'weather' or natural disasters • Allow safe ways to try out changes, and allow these to be reversed easily • Minimise surprises in work setting Support development of individual credibility, in part by enabling persistent identity Provide artifacts to show, record history Allow people to bring in stuff from the real world References Agre, P. & Shuler, D. (1996). Reinventing technology, rediscovering community: critical explorations of computing on social practice. Ablex, Norwood, N.J. Baym, N. (1995). From practice to culture on Usenet. In S. Star (Ed.), The cultures of computing. Blackwell, Oxford, UK. Carroll, J. & Rosson, M-B. (1996). Developing the Blacksburg Electronic Village, Communications of the ACM, 39 (12), 69-74. Contact Consortium, http://www.ccon.org. Greif, I. (1988). Computer Supported Cooperative Work. Morgan-Kaufmann, San Mateo, CA. Kollock, P. & Smith, M. (1996) Managing the virtual commons. In S. Herring (Ed.), computer mediated communication: linguistic, social and cross-cultural perspectives. John Benjamin, Philadelphia. SIGGROUP Bulletin, Vol. 18, No. 1 (April 1997) 31 CSCW '96 WorkshopPapers Kraut, R., Scherlis, W., Mukhopadhyay, T., Manning, J. & Kiesler, S. (1996). The Homenet field trial of residential Internet services. Communications of the ACM, 39, (12), 55-63. Mitchell, W. (1995). City of Bits. MIT Press, Cambridge, MA. O'Day, V., Bobrow, D., & Shirley, M. (1996). The Social-Technical Design Circle, Computer Supported Cooperative Work, 160-169. Reid, E. (1991). Electropolis: communications and community on internet relay chat. Unpublished masters thesis, University of Melbourne. Rheingold, H. (1993). The virtual community: homesteading on the electronic frontier. Addison-Wesley, Reading, MA. Stoll, C. (1995). Silicon snake oil. Doubleday, New York. Wellman, B. & Gulia M. (in press). Netsurfers don't ride alone: In S. Kiesler (Ed.), The culture of the Internet. Backgrounds of Authors Steve Whittaker is a researcher at A'VF Labs, where he works on computer mediated communication. He is Annette Adler Manager, Use Architecture Xerox Systems Architecture Humans are social animals. We exist in social groupings such as families, communities and tribes, and exhibit social behaviors such as shared means of communication and coordinated tool creation and use. In contrast with other social animals, e.g. ants or bees, our social groupings and behaviors are characterized by being creations or recreations both of history and the moment, rather than of genetically-encoded instincts suited to particular (unchanging) niches. That people can deal with the unexpected -- creatively, resourcefully, gracefully and collectively, in highly sophisticated ways and pass these lessons to others across space and time in adaptable patterns, is perhaps the single most definitive characteristic of human sociality. Community plays a crucial role in our ability to do this. By community, I mean a social grouping that is larger than 'family' yet smaller than 'society'. Family ties are those that are seen as given and unchangeable, by biology or marriage or lineage; societal ties are seen as more allencompassing for very large groups of people--certainly more than I can expect to know in any direct way, and are not viewed as relevant for most dally situations. 32 SIGGROUP Bulletin, Vol. 18, No. 1 (April 1997) interested in the impact of communication technologies (eg. Media spaces, shared workspaces, videoconferencing, email, Lotus Notes, voicemail) on the structure and conduct of interpersonal communication, with the objective of designing more effective and enjoyable communication technologies to support distributed organisations and communities. Ellen Isaacs is a user interface designer at Electric Communities, a startup company building a platform for, and instances of, on-line virtual worlds. Her previous work focused on the design and use of multimedia-based communication and collaboration tools to support distributed groups, with a focus on awareness and enterprise-wide communication. Vicki O'Day is a researcher at Xerox PARC. She participates in, studies, and contributes to the design of an educational MOO called Pueblo. She is especially interested in the ways technical mechanisms and social practices develop and evolve together in successful network communities. Her past work includes ethnographic studies of librarians and other information experts and the design and implementation of new technologies for sharing information. Communities are 'local' social groupings based around some initial definition such as neighborhood, hobby, skills or language (and one that is changeable and chooseable by individuals making up that communities in some situations) -- but that have broadened their range of activities gradually and informally into some other areas. That is, communities offer a fairly robust set of opportunities for people to come together and be together-more than just a single topic or event. Attendees of last Saturday night's opera performance or signers of supermarket petitions o not a community make. Yet regular attendees of Saturday opera performances year after year might well be a community, since they might get to know each other in a deeper way than just the expectations about what the opera that ostensibly brought them together. This example suggest two crucially important characteristics for communities beyond just being 'local' in some sense: (1) communities members recognize their joint membership for the most part and this membership is also agreed upon for the most part by non-members and (2) members, at least, share some reasonable set of understandings and expectations about what it means to be a member of the community. That is, members can recognize each other through some means and can also recognize non-members, new members, etc. (and vice versa). There is some sort of boundary, however abstract or intangible, loosely encircling the