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This work explores the potential for computational systems to analyze
and support individual and collective human sense-making activities. In
this context, sense-making refers to the act of mentally and physically
relating pieces of information so as to develop an understanding of a
particular situation. Human sense-making activities such as brainstorming,
decision-making, problem solving, and designing often produce great amounts
of information such as notes, sketches, and documents. The participants
of sense-making activities are supposed to develop an understanding of
the relations among the individual information items. Because these relations
often evolve unconsciously and remain within the minds of individuals
they are neither accessible to outsiders and computational systems nor
can they be recorded or backed up. This work introduces a set of computational
mechanisms that infer explicit and implicit relations from the organization
and use of information. These relations primarily reflect the spatial
arrangement and collaborative use (syntax) rather than the contents (semantics)
of information. A second set of computational mechanisms utilizes these
relations as a means to help people administer information.
This
work investigates various human cognitive concepts involved in inferring
and utilizing relations among information items and introduces one corresponding
computational mechanism for every cognitive concept examined. The approximated
associations between the computational mechanisms and cognitive concepts
are valuable to analyze, understand, and computationally support human
sense-making activities. The computational mechanisms are divided into
two groups: Interpretation and Transformation Algorithms. The former establish
probable relations among information items based on the organization,
history, and collaborative use of information while the latter utilize
these relations as a basis for collecting relevant information, prioritizing
information exchanged among multiple collaborating users, and arranging
information in various familiar, inspiring, and diagnostic styles.
This work resulted in the development of a software application aimed
at supporting individual and collective sense-making activities. The software
application introduces a flexible computational framework that allows
humans to quickly view, collect, organize, and communicate large amounts
of information as well as to facilitate the collaboration among humans
with different levels of involvement in large, distributed and decentralized
teams across organizational boundaries. The computer application is divided
into five Modules. Each Module is focused on supporting one particular
group of sense-making activities: The Workspace Module helps users to
collect, organize, and comprehend information. The News Module helps users
to monitor for additions and modifications to information sources. The
Database Module combines and structures information contributed by collaborating
users. The Exchange Module prioritizes information exchanged among collaborating
users. The Visualization Module analyzes and visualizes information.
EWALL
EWall is an acronym for Electronic Card Wall and used for both the name
of this research project as well as the name of the software application
developed within the framework of this research project. The objective
of the EWall Project is to investigate human sense-making activities with
a focus on social interactions that improve the ways in which humans comprehend
and share information. The objective of the EWall Application is the development
of a flexible computational framework for the support of individual and
collective human sense-making activities (Computer Supported Sense-Making).
The EWall Application does not present a comprehensive solution for the
support of all sense-making activities but offers a series of independent
mechanisms for a variety of possible applications.
The EWall project originated in 1996 from within the domain of architectural
design and initially focused on the study of individual and collaborative
sense-making activities as well as the physical environments and tools
suitable for such activities. The goal was to study existing activities
and tools as well as to develop new computational means for the support
of people working on explorative and creative tasks. The scope of this
project widened quickly to draw upon research in psychology, cognitive
science, artificial intelligence, organizational management, and information
technology. In 2001, the research conclusions translated into specific
concepts for the development of the EWall Application. Significant portions
of the EWall Application were realized over the subsequent years with
a specific focus on its use for decision-making within command and control
environments. As of 2004, several components of the EWall Application
were made available for evaluation and testing to NAVY related organizations
such as NAVAIR, SPAWAR, NPS, and NSW as well as commercial organizations
such as ARUP and Saab Aerospace.
Design Principles
The design of the EWall Application is governed by five principles that
address issues in human computer interaction, information management,
and software design:
1. Adaptation of existing rather than imposition of new work processes
Humans develop unique sense-making processes and dynamically adjust these
processes to changing circumstances. While propositions for standardized
sense-making processes may help humans to deal with abstract and time-constrained
tasks, standardized sense-making processes are often counterproductive
for the execution of explorative and creative tasks. This is because the
creation of new and unique ideas, views, and solutions primarily emerge
through the individuals unique modes of working and thinking as
well as their distinct backgrounds, expertise, motivations, interests,
and foci. The first design principle of the EWall Application is not to
propose a particular work process and way of using the system but rather
a flexible and adaptive computational framework capable of supporting
a diverse range of applications, users and circumstances.
2. Interpretation of user activities through observation rather than user
responses
Sense-making often happens in the minds of humans thus making it difficult
for computational tools to directly support such activities. For example,
a human might detect some idiosyncratically relevant similarities between
two text documents. This observation is influential to the humans
subsequent investigation yet inaccessible to a computational system. This
problem is commonly dealt with by requiring users to be explicit about
their findings and conclusions. For example, a human could be asked to
report all discovered relations among documents as a basis for electronic
processing. The problem is that such procedures interrupt and defer attention
from human sense-making activities. The second design principle of the
EWall Application deals with this issue through inferring from computational
observations of user activities rather than distracting users with questions
about their findings and conclusions.
3. Focus on inspiring rather than directing users
Sense-making is an ongoing process that combines existing knowledge with
new information. Consequently, sense-making activities depend on the availability
of relevant information. The relevance, availability, and applicability
of information for specific sense-making tasks are often difficult to
determine. For example, information retrieval software such as web search
engines might return search results that accurately match a specific query.
However, sense-making tasks not only benefit from information that precisely
fits a specific domain but also from information that inspires different
perspectives, questions previous considerations, and encourages explorations
into similar or tangentially related domains. The third design principle
of the EWall Application is to provide users with information that may
inspire alternative views and to avoid singularly directional sense-making
processes. In other words, the EWall Application does not want to internalize
intelligence but to engage, utilize and foster the intelligence of humans.
4. Focus on the context rather than the content of information
Sense-making involves the accumulation of content as well as the adaptation
and formulation of context. Content refers to data, information, and knowledge
while context refers to the relations among content items. Computer applications
are more commonly used for the management of content while humans seem
more successful with the formulation and analysis of context. Computational
possibilities for the formulation of context are often limited to the
comparison of words and file information contained in electronic documents.
For example, a computational system might relate two text documents because
both documents contain the same uncommonly used word. The fourth design
principle of the EWall Application is to formulate context based on an
analysis of the history, organization and collaborative use of information
rather than only a comparison of information contents. The computational
mechanisms introduced by the EWall Application are designed to explore
alternative and human-like ways of formulating context that complement
rather than substitute existing methods.
5. Focus on modular rather than integrated solutions
Humans choose among a variety of tools to support their sense-making activities.
The tools help humans to externalize knowledge, visualize information,
and search for relevant data. Typical tools include whiteboards and sheets
of paper for drawing and writing, pin boards and tabletops for spatially
arranging documents, and web search engines for exploring relevant data
on the Internet. The choice and combination of tools depends on the users
experience and preference, the task, and the current circumstances. The
ability to combine and choose from a variety of tools is essential for
humans to deal creatively and effectively with unique sense-making tasks.
The fifth design principle of EWall is to provide users with a highly
modular application that can be combined and customized for a variety
of different users, settings, and applications. The modularity of the
EWall Application not only allows for more flexibility but also ensures
user control over most parts of the software by allowing users to add
and remove individual software components.
Problem Seeking
The EWall Project builds on William Penas Problem Seeking methodology,
a research conducted at CRS and first published in 1977. The methodology
was conceived to support meetings with large numbers of participants in
shared physical locations and exclusive of computer technologies. The
methodology introduces processes and techniques for the collaborative
recording and organization of issues conceived during meetings. The key
concept is to capture comments, suggestions and ideas on small paper cards.
The cards are pinned up on walls and organized under predefined categories
such as Goals, Facts, Concepts, Needs, and Problems. Participants continuously
add, compare, discuss and rearrange cards in order to develop a shared
understanding of their various opinions and suggestions. A card usually
contains a keyword, a graphical icon and some explanatory text. While
the keywords are often sufficient to remind people of a particular issue,
the graphical icons help people to memorize and locate cards. The creation
of cards may be seen as a means to externalize the knowledge of individuals
and to allow this knowledge to enter the domain of discourse of all participants.
Since its introduction, Penas methodology has become popular for
meetings of various kinds. These meetings are not always conducted according
to Penas specifications but have since produced multiple methodological
variations.
The advantages of Penas methodology include the fast accessibility
to large amounts of information through the physical representation, graphical
enhancement, and clear categorization of individual information items.
The contents developed during meetings remain visually accessible to everyone
thus allowing participants to keep track of previously discussed issues,
to switch more easily between subjects and to explore relations among
individual contributions. This evolving information space also provides
a basis for participants to establish a group identity, to sustain mutual
awareness, and to develop a shared understanding. The accumulation and
combination of individual contributions may be viewed as a shared memory
or discussion record whose contents and relations among content items
continuously change as determined by the collaborative effort of all participants.
The disadvantages of Penas methodology lie in the static nature
of card arrangements, the fast accumulation of cards, and the various
efforts involved in conducting professional Problem Seeking sessions.
Large card arrangements are difficult to rearrange and restore. Moreover,
there is a limit to the amount of cards that humans can visually and mentally
relate. Card arrangements also do not effectively reflect the dynamically
changing relationships among cards. Furthermore, the creation and the
grouping of cards require skilled people not only capable of understanding
but also of evaluating, abstracting and graphically representing the issues
discussed during meetings. As a consequence, these types of meetings are
often rendered by professional services that employ and train people specifically
for such assignments. The dependency on skilled people prevents the spontaneous
application of Penas methodology.
Essential conclusions from the analysis and subsequent studies of Penas
work reflect on the ways in which people convert, standardize, abstract,
associate, and relate data, information and knowledge. These particular
activities are not only encouraged through the creation and use of cards
but are also present in the creation and use of several everyday objects
such as index, trading and game cards.
1. Converting
Humans like to think of data, information and knowledge as objects that
they collect, compare, and organize. The conversion of data and information
(as well as the externalization of knowledge) into virtual and physical
objects accommodates this way of thinking. Dealing with virtual and physical
objects such as files on a computer desktop or documents on a table enables
humans to engage their motor abilities, vision and touch senses. The combined
use of mind, body, and sensory functions effectively increases a humans
ability to deal with complex sense-making tasks. For example, a professor
memorizing the names of his students usually engages his visual senses
by associating the names and faces of students during teaching hours.
The professor might also choose to create small index cards that display
the pictures and names of students thus allowing the professor to easily
remove the cards of students whose names he already memorized and to spatially
arrange cards in ways that best support his way of memorizing.
2. Standardizing
A standardized card size and layout is convenient to collect, compare,
and organize cards. The benefits of standardized objects are present in
various everyday objects. For example, index cards, credit cards, business
cards, slides, photographs and postcards are usually of equal size and
layout so they can conveniently be stored, accessed, and processed. One
of the disadvantages of standardized objects is their dependency on predefined
templates. These templates have to account for a wide range of eventualities
as later modifications of objects modeled after a particular template
can become very complicated and time intensive. For example, a professor
might create index cards for each of his students indicating their names,
countries of origin, and ages. Later additions, such as for example the
inclusion of the students GPAs, would require a modification to
the card template as well as the subsequent adjustment of all previously
created cards. If on the other hand the professor had conceived a template
that accounts for all eventualities then most of the card space would
be occupied by rarely used information.
3. Abstracting
The abstract representation of data, information and knowledge with cards
engages a humans visual cognition in ways that increases information
access time and allows for the processing of large amounts of information.
Furthermore, the process of creating cards requires users to circumscribe
the contents associated with cards in a visually and mentally fast accessible
and easily comprehensible format thus encouraging a more careful analysis
and understanding of the contents associated with cards. The card template
suggested by Pena consumes little space and offers a good balance between
abstract visual and textual reminders. It allows users to easily memorize
and recall the contents associated with cards as well as to quickly locate
and compare cards. The concept and use of abstract visual and textual
reminders is also present in various everyday objects. For example, desktop
icons and thumbnail views allow users to easily locate and organize computer
files. Military ribbons use abstract visual representations to provide
service, mission and award specific information on a small clothing area.
Traffic signs depend on abstract visual representations that are easy
to spot and understand by pedestrians and car drivers.
4. Associating
A card usually does not contain information per se but only serves as
a reminder for the presence of a particular piece of data, information
or knowledge. The separation between cards and content associated with
cards allows for the compact visualization and organization of large amounts
of content. A card may be viewed as a meaningfully labeled hyperlink to
a piece of content available in a remote location. This particular function
is embodied in several everyday objects such as Post-its and trading
cards. Post-its are commonly used for taking notes and for labeling
physical objects. Trading cards usually reference people and physical
objects. Even though the printing costs, the layout, and the amount of
information contained on a trading card do not differ significantly, the
trading card values vary tremendously. Typically the value of a trading
card increases if the trading card closes a gap in a sequence of trading
cards or if the trading card represents a popular person or object. In
other words, the trading card value emerges through its relation with
other trading cards and through its association with particular instances
of human knowledge.
5. Relating
Penas Problem Seeking methodology engages users in a process of
arranging and rearranging cards. Users benefit from this process by developing
a good understanding of the card contents and the relations among cards
(context). The use of game cards displays interesting parallels with Penas
card arrangements. Players arrange game cards in an attempt to explore
and visualize groups and sequences of game cards. The distribution and
arrangement of game cards among players creates a meaningful context that
was not present in the previously shuffled deck of game cards. In other
words, the meaning contained in an arrangement of game cards exceeds the
meaning contained in the combined contents of all game cards. However,
the game card contents as well as the subsequently created context are
often only meaningful to those players that know the game development
and that understand the rules of the game. The same is true for most arrangements
of objects meaning that different people often interpret arrangements
of objects differently. Complementing arrangements with explicit hints
about their organizational structures may reduce the number of possible
interpretations. For example, newspapers provide hints about their organizational
structures through the positioning of text blocks and headings as well
as the use of distinct font styles and font sizes. The absence of such
hints may render essential contextual information inaccessible to outsiders.
This problem is particularly noticeable in Penas Problem Seeking
methodology where often only the authors of a card arrangement understand
its hidden meaning. Another observation regarding Penas Problem
Seeking methodology refers to the use of card arrangements during collaborative
sense-making tasks. People of different backgrounds, interests and foci
have their unique ways of relating information. The collaborative development
of card arrangements can help people to determine intersecting views as
well as to develop a shared understanding of a particular information
space. Imagine for example two people organizing a set of stamps. One
person might be more mathematically focused thus preferring an organization
by stamp sizes and values. The other person might be more visually oriented
thus preferring an organization by shapes and colors. Through the collaborative
effort the two parties learn about each others views and might even
conclude their efforts with a solution that intersects their personal
preferences.
EWALL CARDS
EWall
Cards present a computational version of the physical cards proposed in
Penas Problem Seeking methodology. All components of the EWall Application
use EWall Cards as the standard means for representing data and information.
EWall Cards may also be evaluated as a potential replacement for file
and desktop icons of computer systems. EWall Cards maintain many qualities
of their physical counterparts while also introducing modifications and
additions to the original card concept, layout and functionality.
As with physical cards, the making of EWall Cards continues to involve
humans in the processes of converting, standardizing, abstracting, associating,
and relating information. The computational nature of EWall Cards allows
for additional functionality and alternative applications. Three main
differences distinguish EWall Cards from their physical counterparts:
A first difference concerns the issue of card ownership. While Penas
Problem Seeking methodology stresses the advantages of cards as shared
objects, the EWall project introduces functionality that encourages a
stronger relationship between EWall Cards and their authors. For example,
Penas Problem Seeking sessions commonly engage specialists responsible
for the creation of cards. The EWall Application provides the functionality
for users to more easily engage in the process of creating EWall Cards.
Users also control the access and distribution of their EWall Cards. Furthermore,
the user histories of EWall Cards are carefully recorded to ensure authorship
rights and to reconstruct the shared development of ideas. The ability
to create, control and track EWall Cards is optional yet available for
users that wish to obtain a sense of ownership over their contributions.
Through the resolution of ownership issues EWall Cards can become the
means for converting data, information and knowledge into a currency-
or trading card-like format that can easily be collected, compared, organized,
presented, stored, shared, exchanged, and sold. In this regard the EWall
Card may be viewed as a transitional object that a user can
possess, view as something personal he knows and understands, and protect
against modifications by the software and/or other users.
A second difference concerns the card contents. Card contents in Penas
Problem Seeking methodology usually represent hints and reminders of human
knowledge such as ideas and concepts. EWall Cards share this particular
quality but also allow for annotations, file attachments, and hyperlinks
to data and information sources. With this additional functionality EWall
Cards remain visually abstract while also providing fast access to relevant
and more detailed information. This functionality allows for the concurrent
management of pointers to human knowledge, computer files of various formats,
as well as data and information located in remote locations.
A third difference concerns the card layout. Even though the traditional
card layout did not suggest a specific location for graphics, keywords
and textual information, cards created during programming sessions often
complied with arbitrary standards to ensure the easy comparison of large
numbers of cards. EWall Cards suggest a standardized layout yet do not
exclude customized designs. The standardized layout of EWall Cards fosters
the direct comparison of different types of information such as hyperlinks,
emails, notes, and documents. Furthermore, the layout of EWall Cards encourages
an objective evaluation and comparison of information based on content
rather than type, source, author, and modification date.
Layout and Functionality
Both, the layout and the functionality of EWall Cards are highly modular.
This means that almost every visual component and computational feature
can be individually turned on and off, and that additional visual components
and computational features can easily be integrated. Furthermore, the
colors and fonts of all EWall Card components are customizable. The sizes
of EWall Cards are also variable though working with only one size significantly
simplifies comparisons and organization. EWall Cards are visually subdivided
into five segments that can expand and contract depending on their contents:
EWALL
MODULES
The EWall Application is divided into five modules. The modules present
users with the environment and functionality for the use and management
of EWall Cards. The modules are aimed at making administering, monitoring,
collecting, exchanging, and visualizing information more intuitive. The
modules support the manual, semi-automatic, and automatic creation of
EWall Cards as well as the search, exchange, and organization of EWall
Cards. The separation of the EWall Application into multiple modules also
assures the easy customization, maintenance and scalability of the EWall
Applications as well as its connectivity with other software applications.
The EWall Modules dynamically adapt to users and changing circumstances
while also trying to stimulate human sense-making activities. The goal
is to make humans more situation-aware by exploiting the human capacity
for visual problem solving and to make the EWall Modules more situation-aware
by inferring meaning from the observation of human activities. In other
words, the EWall Modules promote an environment in which computers and
people make each other more knowledgeable. This is implemented by virtue
of advocating a circular information flow between the users and the EWall
Modules. Through this circular information flow both the users and the
EWall Modules gradually develop a shared understanding of particular tasks
and continuously adapt to changing processes and circumstances.
Reference:
Keel, Paul et al. 2004. EWall: Electronic Card Wall. Introduction. http://ewall.mit.edu/introduction
PI's: William Porter and Patrick Winston
Researchers: Paul Keel and Matthew
Sither
Consultants: Edith Ackermann and Jeffrey Huang
Sponsors and Collaborators: ONR, SPAWAR, NAVAIR, NPS, Saab Aerospace
©
2000 - 2006, MlT / ONR
Note: Some of this work may be based on patent pending concepts and technologies |