Box 5.6 Groupware as Collaboration Tool
Video communications systems allow two-way or multi-way calling
with live video, essentially a telephone system with an additional visual
component. Cost and compatibility issues limited early use of video systems
to scheduled videoconference meeting rooms. Video is advantageous
when visual information is being discussed, but may not provide
substantial benefit in most cases where conventional audio telephones
are adequate. In addition to supporting conversations, video may also be
used in less direct collaborative situations, such as by providing a view of
activities at a remote location.
Chat systems permit many people to write messages in real time in a
public space. As each person submits a message, it appears at the bottom
of a scrolling screen. Chat groups are usually formed by having a listing of
chat rooms by name, location, number of people, topic of discussion, etc.
Many systems allow for rooms with controlled access or with moderators
to lead the discussions, but most of the topics of interest to researchers
involve issues related to un-moderated real time communication including:
anonymity, following the stream of conversation, scalability with number
of users, and abusive users.
While chat-like systems are possible using non-text media, the text version
of chat has the rather interesting aspect of having a direct transcript of the
conversation, which not only has long-term value, but allows for backward
reference during conversation making it easier for people to drop into a
conversation and still pick up on the ongoing discussion.
Decision support systems are designed to facilitate groups in decisionmaking.
They provide tools for brainstorming, critiquing ideas, putting
weights and probabilities on events and alternatives, and voting. Such
systems enable presumably more rational and even-handed decisions.
Primarily designed to facilitate meetings, they encourage equal participation
by, for instance, providing anonymity or enforcing turn-taking.
Multi-player games have always been reasonably common in arcades,
but are becoming quite common on the internet. Many of the earliest
electronic arcade games were multi-user, for example, Pong, Space Wars,
and car racing games. Games are the prototypical example of multi-user
situations “non-cooperative”, though even competitive games require
players to cooperate in following the rules of the game. Games can be
enhanced by other communication media, such as chat or video systems.
Source: Usability First, , (2005).