
Summary
Networked Collaboration in Industry
ACTS Project CICC
Telepresence and Collaborative workspaces
The Reference Model for Networked Collaboration
The Cycle of Collaboration
Fractal Communications
The Cycle of Information
People and Information Finder
The Hyperbola of Synchronization
The Parameter of Trust
Using the Reference Model
Design Guidelines for Collaborative workspaces
Conclusions
References
As the many different technologies supporting multimedia communications, telepresence and Virtual Reality reach maturity they merge into a seamless enhancement of local reality. This chapter describes a proposed framework for developing services for networked flexible work within the context of this enhanced reality.The PC started as a clerical tool but is rapidly transforming into a persistent portal to the universal information ecosystem and to the networked global community. Research in Human Computer Interaction is shifting from ergonomic and perceptual issues to more fundamental cognitive processes. Our thoughts are not locked to the PC in the way that our hand and eyes are so developing future applications will require a much deeper appreciation of social behavior and the human lifecycle.
A number of EC research projects over the last decade have been working towards a reference model for describing a new symbiosis between the emerging global community and the emerging global network. This model includes a complementary "Cycle of Collaboration" and "Cycle of Information" that are linked through a "People and Information Finder", that relates the way both people and information are found both locally and across the network.
One of most recent of the EC projects, CICC, has included components of this reference model in a number of trials and explored their viability in workplace studies before and during the trials.
The ultimate objective of this is no longer telepresence at one other place or even shared virtual presence within an information structure. It is to enhance the reality of the local community with those aspects of remote people and places that encourage collaboration, equity, fulfilment and quality of life.
About 15 years ago researchers in the UK construction and cable making company BICC were inspired by the book "Architect or Bee" by Mike Cooley to explore how the full capabilities of shop floor staff could be tapped through the use of networked PCs. A primary objective was achieve a paradigm shift from process centred to "Human Centred" thinking.Early work concentrated on networking the workplace. Then EC RACE project DIMUN (1988-91) explored the potential benefits of voice, data and video communications between all types of staff in distributed manufacturing enterprises. The objective was to explore whether the early network technologies could help a distributed organisation to be as effective as a co-located one. A multimedia communications prototype demonstrated how sales staff in one country, designers in another and shop floor workers in a third could hold meetings in a networked virtual environment that included video views and shared whiteboard. In this simulation the network was confined to a single site and distance was simulated by locating staff of different nationalities in separate rooms.
This exercise demonstrated that multimedia communications had more potential for supporting the informal grapevine than the formal channels up and down the hierarchy. Since most informal communication remains undocumented whereas formal messages are well-defined and often contractual this new equity of infrastructure implied a dramatic shift of power. Indeed a decade later there are numerous examples of devolved responsibility with staff having all relevant information at their fingertips.
The organisational structure was also studied. It was suggested that only those on the direct manufacturing value chain needed the full power of instant broadband two-way communications. Those in management and strategic functions work on longer time-scales in which mature judgement dominates. Thus as technology improved the balance of traffic could be expected to shift away from the management level much faster than had been expected. This has been shown over the subsequent 10 years; astronomic growth in web access by everyone contrasted with slow growth in the boardroom video conference, and the video game requiring far more processor power than the executive e-mail processor.
The DIMUN multimedia communications interface included perhaps the first visualisation of a Virtual Meeting Room. This presented the many network services in terms of their real world metaphors. For instance video was seen through the virtual room’s real window and copying was achieved by dragging documents on to the image of a copier. Although very useful during the start-up phase of a networked meeting the meeting room image tended to be hidden by the ubiquitous whiteboard as soon as participants got down to serious work.
As a user gains experience each explicit metaphor sinks down into the subconscious and becomes a new personal reality. In some cases metaphor reversal can take place. Many people do not realise that cutting and pasting requires scissors and glue and one of the missing scenes from the movie "9 to 5" showed Jane Fonda, on her first day at work, placing the trash can on top of the desk because that is where she had seen it on her home Macintosh.
In ACTS project CICC, Collaborative Integrated Communications for Construction, we explored the potential for networked collaboration between the many different types of participant in construction projects. Since this was done before many of the applications were robust enough to be used in project critical situations individual components were explored in trials that ranged from a huge construction project to a two-person shared virtual environment. The key trials are outlined below:The factory demonstration included many components of the People and Information Finder; a standard home page layout, conferences with live video and participation from the shop floor, a virtual reality reference factory and photographic tours of real factories. It was possible to switch between key positions, such as the annealing furnaces, in the reference factory and any of the real factories. Understanding the context of other people’s workplaces was an important step towards seeing things from their point of view and hence opening the door to positive collaboration.

Figure 4: Home page of a Factory Member
Overall, CICC has given us a very clear vision of how the construction work practices could become more flexible and which collaborative tools are most relevant. In particular it indicated which aspects of lean manufacturing could be transferred to construction as soon as mobiles and wearable computers become as ubiquitous as PCs are in the factory.
Since the construction sector includes virtually all aspect of working life this is proving a useful starting point for identifying the range of collaboration tools required to enhance reality for the rest of us.
CICC was just one of a group of EC ACTS projects known as the "Telepresence and Collaborative workspaces" chain. These projects have been exploring the scope for enhancing the real with the telepresent and the virtual in a number of different settings. The services explored are the most complex and integrated implementations of the four key communications modes;The low level infrastructures for the four modes in these projects were an ad-hoc mixture of copper, glass fibre and radio and they are likely to remain so for the foreseeable future. However there is a true convergence at the user interface, primarily in the Web browser. Before the appearance of the browser the four modes were separate industries, each having its own distinct and part time interface to the individual; perhaps 1 hour per day in front of the PC screen, 2 hours on the telephone, 3 hours in front of the television set and an occasional one hour video conference session.
The Web browser is a suitable starting point for developing a mature, persistent and ubiquitous interface that supports all four modes. This persistence turns the interface into more than a link between individual and computer. It becomes something of immense significance; a universal "Community-Network Interface" that is a new social glue linking all of networked humanity.
This framework evolved in the light of experience in the CICC pilots described above. It includes the following components:The Cycle of Collaboration is a representation of the many aspects of moving between private and collaborative activities, the Cycle of Information covers the components of the information environment that support collaboration, and the People and Information Finder links the two. The Hyperbola of Synchronisation demonstrates one facet of the CyColl; the collaboration process between two people.
The Cycle of Collaboration provides a temporal framework for the different communications modes, both locally and across the network. By focusing on the most likely transitions from one mode to another this cycle indicates how the diversity and richness of collaborative activities can be mapped on to the variety of new voice, data and video services .The stages of the cycle; Territory, Map, Landscape, Room, Table and Theatre, describe a paradigmatic route through different communications modes. Each stage can be made up of any combination of digital and natural components.

Figure 5: The Cycle of Collaboration
There is an equivalent mental territory, that part of the unconscious mind that reviews what we have recently learnt and adjusts personal reality to fit in with new experiences. This process includes rehearsing the implications of new ideas, perhaps in dreams or in play. However there are usually unanswered questions and it is the need to resolve them that drives us forward into the next stage, the Map.
The solid walls and closed door of a real room convey privacy and encourage the occupants to share confidences. There is a need for an equivalent privacy for the networked meeting. As yet there are no good examples, plain virtual walls look meaningless on the screen and they get hidden by foreground material such as the video windows of participants faces. The high quality video windows have to remain on the screen until the group has established mutual trust and orientation. Then they feel confident enough to look down at the shared Table and make do with webcam video glances.
In the CICC factory prototype the Virtual Table has occupied the lower part of the computer screen. Above the Table were a pair of views, video glance and a screen glance for each of the participants. These miniatures serve the same function as looking across a real table to see what the others are doing. As in real life, the miniatures are not clear enough to read text but they do indicate the extent to which the others are focusing on the shared task. These views are important in maintaining rapport and trust, even when their occupant is not contributing to the conversation.

Figure 6: Networked meeting with 5 members and 2 active participants
The Table is a very rich area for current design work. There are many other features that should be supported in a production system, including the ability to momentarily zoom in on one video view and to call on an outer group of people who are on standby, ready to participate when their expertise is required. As the networked flexible work functions have clarified and PCs have reached adequate speed so these features have started to appear in commercial shared virtual environment systems such as NetMeeting, BT’s Presence, Blaxxun, etc.
Communication in the Landscape or around the Table is informal, sometimes barely structured, often using the abbreviated or specialist language of a group who know and understand each other well, sometimes dependent as much on body language as on speech. When we talk to the outside world, however, we have to create a performance. We have to choose our language so that it is understood by the audience. We need to emphasise and reinforce some points, and compress or discard others. We need to set the scene. We need to choreograph the relationship of words and pictures. We need presence; we need timing; and we need to handle the particularity of applause and the anonymity of booing.
More than that, we need to create an atmosphere of community and of trust in the audience. We may have to convey difficult concepts or unwelcome truths. So, in behavioural terms, we need to weld a disparate collection of individuals into a single resonant group.
An effective performance changes the way the audience will think in future. The performance can be said to have killed the previous personality and given birth to a perhaps wiser one. This is one reason for the rituals of trust associated with going to the theatre; checking reviews before buying a ticket, studying the mood of others in the foyer and being aware of their presence during the performance. The loss of these rituals on the early Internet was one reason for scepticism about the quality of the information found on it.
TV has taken over many of the functions of the physical theatre while adding the new element of a global shared experience. What it cannot do is re-create the atmosphere of excitement and the sense of togetherness experienced by an audience when they share the real physical space of an auditorium. It is to be hoped that the interactive two-way features of digital television will restore this feeling of being part of a vast and responsive audience.
The Cycle of Collaboration can be seen as reflecting daily life: waking at home, setting off using a map, actively browsing the office landscape in the morning, negotiating over the midday meal and collaborating in the hazy glow of the afternoon, then taking a seat in the theatre as the sun sets to surrender the mind to the persuasive powers of playwright and actor, finally going home with new ideas teeming inside the head, ideas that will have slightly altered us when we wake up next morning.Similarly the cycle can be seen to represent our journey through life: emerging from the home of the womb, spending a few months in a map of clarifying sensations, then learning from the social Landscape of other children and adults. Adolescence is spent working towards a rapport with the rest of society in a Room of continually changing personalities. Then the individual settles down to more focused activities at the Table of career and family. Finally the respect of the community is gained and cultural lessons are passed on to the next generation in the Theatre of grandparents stories.
Participants in a particular meeting will individually go through a complete cycle in reacting to what someone has said and then presenting a response. Thus the CyColl can be applied to an enormous range of time-scales from the formulation and presentation of a single statement to the lifecycle of a civilisation. The longer cycles include many levels of smaller cycles, each belonging to particular individuals or group.

The Cycle of Information includes four distinct information sources:

Figure 7: Knowledge Management
Information in any of the stages of the Cycle of Information is reached using a wide range of tools. It is becoming increasingly clear that the quality and compatibility of these tools has a dominant effect on the success of a project. As this is recognised the role of Knowledge Manager is expected to clarify. The PIF implementations in CICC included the following components:Home Pages
A person’s Home Page includes awareness of their position in the organisation and their availability. In its most direct form this includes a small video window and a miniature of the persons PC screen that are updated every 30 seconds. Having some idea of what they are doing makes it easier for others to choose the right time to interrupt them, as in an open-plan office. Pointers to the half dozen organisational "nearest neighbours" are included on the home pageTask View
. This is the primary common artefact for supporting a particular collaborative activity. In construction and manufacturing this is usually a fixed image rather than anything dynamic. A top-level Task View or project chart is an important component of any group activity. If it captures the essential structure of a project it helps to bring new team members up to speed. A classic example is the London Transport Underground map, the common artefact for every member of the London commuting community. In construction a visualisations of the current state of the project is often used.Augmented Reality
. The real world is a grossly under-utilised source of information. Far more of this information could be used if it was logically linked with the database. This is the promise of wearable Augmented Reality, not only is the project model registered with what can be seen on the site but the visualisations can support hyperlinks to related information that can be shown on the see-through head-mounted display.Directories
. Directories are well established in both paper and electronic filing systems. A remarkable step towards universal compatibility has been taken recently in presenting web documents in the same format as those on the local hard disc. The next step may be to extend this common format to objects in the physical world of the workplace and the mental worlds of colleagues minds - a cultural impertinence that deserves considerable debate!Search Agents
. These are one of the newcomers. Every time someone makes their way through the PIF to reach some nugget of information they leave a record of their pattern of work and recent requirements. The search agent can use this information, together with many other types of analysis, to provide faster ways of getting to information and more convenient ways of displaying it - the perfect mind-reading personal assistant.
The hyperbola brings out the way in which rapport and trust is built up as the messages between two people become shorter and more frequent and they converge on a real or virtual discussion space. Early exchanges take longest, letters, e-mails, telephone calls intercepted by an assistant. As common ground is established, the messages get shorter, more codified and more intense until sufficient rapport and trust has been established for sharing valuable information, collaborative problem solving and joint decision-making. Eventually the result of the combined contributions is captured in some way, perhaps as an agreed document or a diagram, and the meeting can be said to have achieved its objective.If much of this process takes place across the network then the relevant services need to offer appropriate bandwidth and latency characteristics at each stage, not everything all the time, and support seamless transfers from one mode to another.
The Hyperbola of Synchronisation is a particular illustration of moving round the Cycle of Collaboration from the Map via the Landscape and Room to the Table until one member goes off to present results in the Theatre. As such it is closely related to the process of building trust.

Figure 8: Hyperbola of Synchronisation
Collaboration, and even civilised competition, requires trust. Trust is a surprisingly objective parameter. People are comfortable with weighing the degree of trust against the opportunity for gain when playing anything from a game of poker to the stock market. Trust is primarily an ability to predict to a certain distance into the future. For a member of the family this trust time-scale is measured in decades, close friends in years - and Internet day-traders in minutes.The quality of the technology has an immense impact on trust. The style of an e-mail does not reveal much but a home page gives away an immense amount. Home pages were used in the CICC trials to speed the process of getting to know other people. By insisting on cross linking to other peoples home pages via "nearest neighbours" the work specific informal network of communications was made more visible and hence supported trust building.
A number of future web enhancements will provide better support for building trust. These include an awareness of who is browsing a page now and in the recent past, where the master information is located, and meta-information capturing the equivalent of the wear, tear and annotations seen on conventional documents. If Fermat had been reading a web page at the time there would have been no last theorem!
High quality video of the other people appears to be of great help in building trust (the Room stage of the CyColl) but in other stages it is not important. People prefer information about the subject of discussion once they are instep cognitively.
The Cycle of Collaboration reflects the way people alternate between individual and collaborative activities. It is complemented by the Cycle of Information that shows how these activities interact with the surroundings. The two cycles are linked through the People and Information Finder. The complete model promises to be a starting point for co-ordinating the many functions offered by future information appliances and wearables.Several years ago 3D collaborative workspaces showed great promise as a way of simulating the affordances required for collaboration in the real world. However they have proved disappointing. Commercial services such as Blaxxun have confined the 3D world to just one of several windows. The CyColl diagram indicates that the 3D virtual environment could be a suitable "Landscape" for meeting others casually but that it might not be appropriate for other stages in he collaboration process.
The two-way high quality video link is most relevant to the process of building trust and rapport. Work cannot start until trust is built but real work requires a shared workspace, the Table, and an effective language channel (voice or text) but only requires video if trust is fragile. Thus the services that have blossomed have been shared whiteboards and video glances whereas video conferencing has been confined to the board room, an environment where the very subject of the meeting is often the trustworthiness of an individual. High quality video is needed simply to pick up every nuance of body and face language.
In manufacturing and construction there is a vast range of communications configurations: people in different places, of different status, some on the shop floor or the construction site, many engineers constantly driving from site to site. Thus planning a communications infrastructure requires the integration of a vast repertoire of different services, mobile, VR, Video, Webs and so on. It is not possible to draw on laboratory HCI for guidance on how they will work together over the lifetime of a project. The reference model provides a framework for relating new services and transitions between them to our natural behaviour in the real world.
At a more down to earth level CICC and the other ACTS project making up the Telepresence and Shared Virtual Environment chain are helping to identify a number of "Enhanced Reality Design Guidelines", e.g.
Manufacturing could only break away from the stultifying framework of the assembly line after a Post-Fordist vision had been formulated. Perhaps now is the time to formulate a "Post-PC" vision of a Post-Information Society: a Global Networked Society that is a human-centred culture fully supported by information appliances in the surroundings and wearable computers on the body.A complete parallel mental is not what we want. Because the mind is embodied there is no way that we can, like Alice, step through the looking glass of the PC screen and take our complete identity into cyberspace. We will always remain firmly attached to the sensory panorama of our immediate physical and social surroundings, but the new technology will add magic to these surroundings for everybody, not just for the few emperors who could afford the people intensive luxuries of the past. Wizards and intelligent agents will be everywhere, supporting every co-emperor of the Global Networked Society.
Eventually support for networked flexible work will become so effective that the process of physical travel could become as socially unacceptable as many other aspects of stone age life; the abattoir hides the killing of the lambs that we eat, the water closet hides human waste and naked bodies are covered with clothes. However not all travel is unpleasant; a small amount of pleasure travel can be expected to outlast the industrial age just as small amount of pleasure nudity has outlasted the stone age.
This chapter has discussed a reference model for flexible work that offers a framework for integrating the wide range of emerging technologies to achieve an enhanced reality that includes tele- and virtual additions to the local environment. However a greater understanding of how the embodied minds of humans find fulfilment is required so that what is delivered by information appliances and wearables can be effectively interleaved into our whole lives, not just the working day.
References and more complete coverage of the material in this chapter can be found atThe CICC workplace studies are described in
Perry M, Fruchter R, Rosenberg D (1999): Co-ordinating Distributed Knowledge: a Study into the Use of an Organisational Memory, in Cognition,Technology and Work, ISSN1435-5558
The next section of this document: Support Services for Business Process Oriented Telework. The COBIP Project