Lecture 15

Lecture 15

Last modified by Hal Eden on 2010/10/28 20:54

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Wisdom is not the product of schooling

but the lifelong attempt to acquire it.

- Albert Einstein

Communities of Practice and Communities of Interest

Gerhard Fischer, Hal Eden, and Holger Dick — Fall Semester 2010

gerhard@colorado.eduhaleden@colorado.eduholger.dick@gmail.com;  

October 13, 2010

Paper: Fischer, G., & Ostwald, J. (2005) "Knowledge Communication In Design Communities." In R. Bromme, F. Hesse, & H. Spada (Eds.), Barriers and Biases in Computer-Mediated Knowledge Communication, http://l3d.cs.colorado.edu/~gerhard/papers/fi_ost-final.pdf

Dimensions of Computer-Mediated Communication in Design

  • spatial (across distance) ? requiring networks
  • temporal (across time) ? requiring support for asynchronous, indirect, long-term communication
  • conceptual (across different communities) ? requiring support for common ground and shared understanding
  • technological (between persons and artifacts) ? requiring knowledge-based, domain-oriented systems

A Few Claims / Hypotheses about Communities

  • Digital technologies are adept at maintaining communities already formed. They are less good at making them” — J.S. Brown / P. Duguid: "The Social Life of Information", Harvard Business School Press, 1999, p 226
  • the importance of the role of digital technologies in supporting and even creating community is dependent on the existing opportunities possessed by enough people with similar interests to communicate and coordinate in an elective and on-going fashion
  • digital technologies themselves can not create a community — but: if there's a "community waiting to happen," a group of people with similar interests or similar minds who have no other way of getting together ? digital technologies can be the very reason those people find each other

Important Dimensions

  • media competition
  • people prefer F2F interaction if given a choice, and therefore will ignore digital media in favor of class discussion
  • opportunities to do the work F2F are extremely limited or non-existent
  • how much of the resistance to computer-mediated communication is due to habit or clunky interfaces and will be outgrown in future generations?
  • how important is it that the participants have met each other?
  • nicheness
  • LINUX developers groups
  • parents with autistic children
  • autonomy of participants
  • trust
  • trust is as important as motivation in building groups
  • F2F is credited with building trust better

Distance — Conceptual Dimension

Communities of Practice and Communities of Interest

  • Communities of Practice (CoPs), defined as groups of people who share a professional practice and a professional interest
  • Communities of Interest  (CoIs), defined as groups of people (typically coming from different disciplines) who share a common interest, such as framing and solving problems and designs artifacts (Envisionment and Discovery Collaboratory)
  • for details see:

Fischer, G. (2001) "Communities of Interest: Learning through the Interaction of Multiple Knowledge Systems," 24th Annual Information Systems Research Seminar In Scandinavia (IRIS'24), pp. 1-14.

[http://www.cs.colorado.edu/~gerhard/papers/iris24.pdf]

Communities of Practice (CoPs):
Homogenous Design Communities

  • CoPs: practitioners who work as a community in a certain domain 
  • examples: architects, urban planners, research groups, software developers, software users, kitchen designers, computer network designer, voice dialog systems designers ……
  • learning:
  • masters and apprentices
  • legitimate peripheral participation (LPP)
  • develop a notion of belonging
  • problems: “group-think” ? when people work together too closely in communities, they sometimes suffer illusions of righteousness and invincibility
  • systems: domain-oriented design environments (e.g.: kitchen design, computer network design, voice dialogue design, …..) 

Legitimate Peripheral Participation (LPP)

  • LPP describes how newcomers become experienced members and eventually old timers of a community of practice or collaborative project
  • newcomers become members of a community initially by participating in simple and low-risk tasks that are nonetheless productive and necessary and further the goals of the community
  • through peripheral activities, novices become acquainted with the tasks, vocabulary, and organizing principles of the community
  • as newcomers become old timers, their participation takes forms that are more and more central to the functioning of the community

Communities of Practice and Legitimate Peripheral Participation

LPP in Open Source Communities

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Communities of Interest (CoIs):
Heterogeneous Design Communities

Innovations come from outside the city wall.”— Kouichi Kishida

I don’t know who discovered water, but it probably wasn’t a fish”— Marshall McLuhan

  • CoIs = bring different CoPs together to solve a problem ? membership in CoIs is defined by a shared interest in the framing and resolution of a design problem
  • diverse cultures
  • people from academia and from industry
  • software designers and software users
  • students and researchers from around the world
  • fundamental challenges:
  • establish a common ground by building a shared understanding of the task at hand (which often does not exist up-front, but is evolved incrementally and collaboratively
  • learning to communicate with others who have a different perspective
  • primary goal: not “moving toward a center” (CoP) but “integrating diversity”

Communities of Interest: Bringing Different CoPs Together

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Software Developers and Software Users

A Community of Interest (CoI)

  • system requirements are not so much analytically specified as they are collaboratively evolved through an iterative process of consultation between end-users and software developers”

Computer Science Technology Board (1990) "Scaling Up: A Research Agenda for Software Engineering," Communications of the ACM, 33(3), pp. 281-293.

  • System development is difficult not because of the complexity of technical problems, but because of the social interaction when users and system developers learn to create, develop and express their ideas and visions”
    • Greenbaum, J., & Kyng, M. (Eds.) (1991) Design at Work: Cooperative Design of Computer Systems, Lawrence Erlbaum Associates, Inc., Hillsdale, NJ.)

CoIs: Beyond Novices, Experts, and LPP

  • in CoIs: the center does not hold (or: a center can not be uniquely defined)
  • multiple expertise:
  • participants are experts in their own domain, but laypersons in other people’s domain of expertise
  • laypersons do not want to become experts in the other domains and they do not have the time to become experts
  • systemic problems requiring multiple expertise
  • professionals with complementary expertise interact and cooperate
  • all stakeholders have to know something about the respective knowledge domains of their cooperation partners

Differentiating CoPs and CoIs

DimensionsCoPsCoIs
nature of problemsdifferent tasks in the same domaincommon task across multiple domains
knowledge developmentrefinement of one knowledge system; new ideas coming from within the practicesynthesis and mutual learning through the integration of multiple knowledge systems
major objectivescodified knowledge, domain coverageshared understanding, making all voices heard
weaknessesgroup-thinklack of a shared understanding
strengthsshared ontologiessocial creativity; diversity; making all voices heard
peoplebeginners and experts; apprentices and mastersstakeholders (owners of problems) from different domains
learninglegitimate peripheral participationinformed participation

Informed Participants

  • informed participants are neither experts nor novices, but rather both:
  • they are experts when they communicate their knowledge to others, and
  • they are novices when they learn from others who are experts in areas outside their own knowledge
  • informed participation is based on the claim that
  • for many (design) problems, the knowledge to understand, frame, and solve these problems does not already exist, but must be collaboratively constructed and evolved during the problem-solving process
  • informed participation requires information, but mere access to information is not enough ? the participants must go beyond the information that exists to solve their problems
  • informed participation and supportive media:
  • the primary role of media is not to deliver predigested information to individuals, but to provide the opportunity and resources for social debate and discussion.

Communication Problems in CoIs

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Bridge Objects / Boundary Objects

If a lion could speak would we understand him?” — Wittgenstein

  • boundary objects serve
  • to communicate and coordinate the perspectives of CoPs brought together for some purpose leading to the formation of a CoI
  • the interaction between users and (computational) environments
  • perform a brokering role involving translation, coordination and alignment between the perspectives of different CoPs
  • examples:
  • boundary objects can bridge the gap between situation models and system models
  • prototypes serve as boundary objects between developers and users in participatory system design
  • examples: vocabulary problems, help system, software reuse, McGuckin hardware store, …

CoIs: Social Creativity and Boundary Objects

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Vocabulary Problem

same abstractions, but people use different names for them

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A Name for this Object?

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The Gap between Situation and System Models

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Comparison Between Different Collaboration Structures

CoPsCoIsTeamsIntensional NetworksKnotworking
example domainsopen source communitiescomplex design problems

units in organizations

assembly line work

particular work projects cutting across organizational boundaries

flight crews

operating room teams

how do they come into existenceco-evolve with practicesolving complex design problems require multiple expertiseorganizational planning and structuringactive cultivation by those who need their supportpatterns in a work configuration
working conditionswell-defined professions

confluence of multiple

practices

problem oriented situation

focus on task

flux and instabilityresponsibilities are distributed
well-established rolesmasters and apprenticesstakeholders from different disciplines

team as unit

team leader

collaboration across organizational boundariesroles well defined collaborative practice is “plug and play”
durationlong-termassociated with specific projectscreated and terminated from the outsideevolving over timefor specific tasks

A Comparison Between Different Communities / Networks

CoPsCoIsTeamsIntensional NetworksKnotworking
characteristicsdefined by a shared and well-established practiceCoIs = communities of CoPsdefined by managementdefined by a shared concernnon-negotiable roles in specific teams
challenges

identity;

well established centers

shared understanding;

boundary objects

shifting centers

flexible, less predictable configuration of workerswho do I tell” and “who do I ask”working together without knowing each others as persons
learninglegitimate peripheral participation;exploit symmetry of ignorance as a source of power

workshops

interaction with design process

important: not what you know but who you know”plays little role in flight crews ? highly trained professionals
problemsgroup think”lack of shared understanding

too much “formally” defined;
inflexible

need to be continually maintained, updatedonly applicable to environments in which people are highly trained
technological supportDODEsEDCgroup memoriesWeb2getherworkflow systems

Matching Media to Tasks

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Covering a Wide-Spectrum of Activities with Media Integration

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Created by Hal Eden on 2010/10/28 07:10

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