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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Operationalizing Dialogue Games for Collaborative Modeling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stijn Hoppenbrouwers</string-name>
          <email>stijn.hoppenbrouwers@han.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rob Thijssen</string-name>
          <email>thijssen_rob@hotmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jan Vogels</string-name>
          <email>jan.h.vogels@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dialogue Games</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>HAN University of Applied Sciences</institution>
          ,
          <addr-line>Arnhem</addr-line>
          ,
          <country country="NL">the Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Radboud University Nijmegen</institution>
          ,
          <country country="NL">the Netherlands</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <fpage>41</fpage>
      <lpage>48</lpage>
      <abstract>
        <p>In our ongoing attempt to create and support workable “rules of play” for effective, goal-driven conversations in the context of collaborative modeling, we have now reached a stage in which a first operational setup for such 'dialogue games' has been developed and tested. In this paper we present the basic, generic structure of a game-like procedure description, based on a prototype game for conceptual (information) modeling. The procedure has been tested and refined in a modest design cycle and has been demonstrated to work realistically. Its generic structure is meant to be applicable for different types of conceptual modeling, e.g. process modeling, goal modeling, task modeling, and so on (requiring specific rules and configurations for the different types). However, in this paper we merely aim to present our basic approach. An illustrative example is provided.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>set of such games, to be used in education and possibly also in practice in fields
like requirements modeling, business modeling, process modeling, etc.</p>
      <p>
        Dialogue games originated as a theoretical concept from argumentation theory
going back to Wittgenstein’s “language games”. More recently they have been
operationalized in the form of structured chats
        <xref ref-type="bibr" rid="ref7">(Ravenscroft &amp; McAlister, 2006)</xref>
        using the simple mechanism of openers: offering a small set of preset text
fragments from which chat participants can choose to start a chat entry. For
example, basic openers could be: “I have a question: …”, or “That is a bad idea
because …”.
      </p>
      <p>
        These openers guide participants in structuring the chat, and also make this
structure visible. They create clear, natural structure in the log resulting from the
chat.
        <xref ref-type="bibr" rid="ref3 ref4 ref6">(Hoppenbrouwers &amp; Rouwette, 2012)</xref>
        first employed this idea in context of
collaborative modeling. The underlying concept here is that every collaborative
modeling effort essentially is a conversation producing that model
        <xref ref-type="bibr" rid="ref8">(Ssebuggwawo, Hoppenbrouwers, &amp; Proper, 2009)</xref>
        . As the conversation
progresses, the model advances, every step being traceable in the log. The chat
includes not only propositions for additions or changes to the developing model,
but also the extensive conversation about the propositions: questions, answers,
argumentation, negotiation.
      </p>
      <p>
        <xref ref-type="bibr" rid="ref3 ref4 ref6">(Hoppenbrouwers &amp; Rouwette, 2012)</xref>
        showed that the opener mechanism can
be extended to include semantic and syntactic structuring besides discourse
structuring, by means of providing not only openers but also ‘fill-in’ patterns for
answers. For example, as an answer to the (predefined) question “Please give the
actor role responsible for executing this activity”, the predefined answer
structures offered in that context could be:
• “The actor role responsible for activity [ACT] is [AR]”
• “Sorry, I cannot answer that question”
      </p>
      <p>
        By making the structured chat opener mechanisms context sensitive, it is
possible to purposefully shift conceptual and conversational focus, dynamically
entering consecutive Focused Conceptualization modes or ‘FoCons’
        <xref ref-type="bibr" rid="ref5">(Hoppenbrouwers &amp; Wilmont, 2010)</xref>
        . FoCons represent brief spans in a
conversation in which a clear and limited focus is maintained, for example “list
all roles for process P and their related activities”. Which focus to choose at what
point in the conversation is typically decided by a facilitator. We offer a
workable, game-like structure (“rules of play”) providing guidance and support in
such conversations-for-modelling, to both the facilitator (primarily asking
questions) and one or more participants (mostly doing the answering). The spirit
of this setup is not unlike that of a semi-structured interview, but with more
expicit, model-oriented goals and structure. By also providing some generic
conversational openers throughout the game, it is possible to blend highly focused
conversation with more generic questioning and answering. Also, it is possible to
combine the use of dialogue games with existing diagramming tools
        <xref ref-type="bibr" rid="ref3 ref4 ref6">(Hoppenbrouwers &amp; Rouwette, 2012)</xref>
        , for example SeeMe
        <xref ref-type="bibr" rid="ref2">(Herrmann, 2009)</xref>
        .
Finally, the setup is meant to be combined with practices and principles from
group facilitation and collaboration engineering
        <xref ref-type="bibr" rid="ref3 ref4 ref6">(Hoppenbrouwers &amp; van
Stokkum, 2012)</xref>
        .
      </p>
      <p>
        Below we will briefly present the main aspects of a prototype implementation
of our dialogue game concept. The game outline presented is an integration of
two related projects in which prototypes were developed cyclically (testing
leading to improvements) and finally evaluated through more tests, leading to
observations, remarks from test subjects, and their completing brief
questionnaires addressing matters like understandability and playability of the
game, perception of purpose and usefulness, and participant experience. For more
on this, we refer to the original master’s theses:
        <xref ref-type="bibr" rid="ref10">(Vogels, 2013)</xref>
        and
        <xref ref-type="bibr" rid="ref9">(Thijssen,
2013)</xref>
        .
      </p>
    </sec>
    <sec id="sec-2">
      <title>Game Structure and Rules</title>
      <p>
        The dialogue game sketched in this section aims at the creation of a specific
dialogue game for the conceptualization phase of model elicitation following the
FCO-IM method for conceptual information modeling
        <xref ref-type="bibr" rid="ref1">(Bakema, Zwart, &amp; van
der Lek, 2002)</xref>
        . For our current purpose this method should be seen as a case and
illustration. It was chosen because its operationalization is a main interest in our
research group, and because it includes a well described elicitation procedure. We
focus mainly on the generic setup, which should be useful for a broad range of
modeling or conceptualization games. The illustrative examples, however, still
concern basic FCO-IM conceptual modeling, which is a form of fact-oriented data
modeling.
      </p>
      <p>
        The game distinguishes between two roles: the facilitator, typically a skilled
modeler/analyst who initiates and leads the game, and one or more participants,
typically people with good domain knowledge but not necessarily with any
background in systems thinking or modeling. In our prototype, we work with only
one participant. The game as presented thus supports a collaboration between
facilitator and participant only. However, by adding a multi-participant layer to
the game, it is quite simple to extend the dialogue to a collaboration between
multiple participants (as well as the facilitator): they propose, discuss and
improve an answer before (and after) it is entered as a statement in the main
dialogue. This mechanism has been successfully explored and demonstrated in
        <xref ref-type="bibr" rid="ref3 ref4 ref6">(Hoppenbrouwers &amp; Rouwette, 2012)</xref>
        .
      </p>
      <p>
        The top node in the hierarchical decomposition of our game procedure is the
game as a whole. One focused modeling session will typically be done by playing
the game once. The game is divided into phases. A phase represents a distinct
part of the modeling procedure, with a distinct conceptualization goal. For
example, in our prototype we split the FCO‐IM elicitation procedure into two.
The example game covers only the first phase (“conceptualization”): identifying
and explicitly formulating the domain concepts and relations (words, phrases)
sought for, within the conceptual frame (meta-model) of the FCO-IM method.
The second phase, discarded in this paper, concerns the systematic elicitation of
constraints on populations of the model. The FCO-IM procedure requires the
gathering of example sentences (‘facts’) used in recurrent communication patterns
in the domain. These examples are then rephrased at a higher level of abstraction
(thus going from instance level to ‘fact type’ level). The elementary type-level
phrases so created are the basis for a formal structure (model) that can also be
represented diagrammatically, showing the related concepts and relations
(language elements) used in the domain: its ‘information grammar’
        <xref ref-type="bibr" rid="ref1">(Bakema et
al., 2002)</xref>
        .
      </p>
      <p>Covering a phase iteration from start to end is called a round; a round is one
instance of the activities belonging to a phase. In our example, an attempt at fully
charting one phrase (objects and the relation(s) between them), covering one
element of the domain description (called a fact type), constitutes one round. The
structure of the phase allows for some freedom of action within a round, so
rounds do not have to be played out identical to one another. The end of a round
is a decision whether to start a new round (because the result is still incomplete or
otherwise not satisfactory) or end the phase. The rules clearly describe how to
proceed at this point to force a decision about ending the round. Importantly, at
any point in the game the facilitator may decide to revisit completed concepts for
amendments. These ad hoc flow decisions can override the standard flow.</p>
      <p>Each phase of the game is subdivided in a number of steps. Steps are small
separate sets of related activities within a round that are more operationally
described than phases and rounds. Going through one iteration of a step is called a
turn. Multiple turns can be taken to finish a step.</p>
      <p>
        A mission list is created at the start of the game and continuously updated
throughout the game. It plays a vital part in keeping focus and helps the facilitator
make decisions. The mission list consists of a top level goal (the main goal of the
session) and sub-goals. The facilitator has full control over the mission list. For
each concept which emerges during elicitation, a number of sub-goals are created
and then pursued, systematically asking questions related to the concept (based on
the method’s meta-model). The current conceptualization goal is highlighted and
finished goals are crossed off. The mission list (or a summary thereof) can also be
viewed by the participant. Below we show an example of the mission list in mid
game. Strikethrough items are goals accomplished; the highlighted concept is the
one focused on in the current round. The various sub-goals are achieved through
the various FoCons in the steps of the round. Space prevents us from explaining
the method specific modeling terms used in the example; for more on this, see
        <xref ref-type="bibr" rid="ref1">(Bakema et al., 2002)</xref>
        .
•
      </p>
      <p>Create FCO-IM model of “student registration” domain
o Concept “Course” [+]
o Concept “Student” [-]
- Generate 4 examples of “Student”
- Generate elementary fact
- Elicit identifier
- Generate LTL-FTE for repository
- Generate OTL-FTE for repository
- OPTIONAL: identify uniqueness constraint (UC)
- OPTIONAL: identify totality constraint (TC)
- Draw part of the Information Grammar Diagram
- Validate drawn Information Grammar Diagram and repository
information</p>
      <p>The flow of the game is directed by decisions made by the game facilitator.
Some decisions can be made by applying clear-cut, discretely decidable rules, like
“if only one unfinished concept goal remains on the mission list, select this goal
and move to step 2.” Sometimes, however, a more intelligent involvement of the
facilitator is required. For example, it can be decided to skip a repeated and
possibly annoying validation step, at some risk (for example: “is this phrase
correct in the domain: &lt;student&gt; follows &lt;course&gt;”). In such cases, the rules may
offer suggestions (“only skip a validation if you feel fully confident that further
validation is not necessary”) but leave the decision to the facilitator.</p>
      <p>The standard activities of which a step consists are: FoCon, game procedure
and decision. FoCon dialogue rules to a certain degree regulate and support the
actual facilitator-participant interaction within the game: the focused
questionand-answer part. We divided the prototype phase into three steps based on three
FoCons identified in the original FCO-IM procedure: “Generate Concepts”,
“Qualify Concepts”, and “Validate Information Grammar Diagram (IGD)”.</p>
      <p>‘Game procedures’ concern administrative background work done by the
facilitator, that in advanced digital implementations of the game could be partly
or fully automated. For example, the updating of the mission list is such game
procedure, as is the drawing of an IGD. Decisions are concern the flow of the
game as explained above.</p>
      <p>The components as discussed shape the flow of the game, which is
unpredictable (within limits). The rules specify the details, as explained above.
Flexibility is important to deal with unexpected situations and allow for ad hoc
iterations. We provide defaults which can be followed by novice information
analysts who are unsure how to proceed or react. With this mechanism, we avoid
the bogging down of the procedure. The flow rules guide the facilitator. The only
flow rule for the domain expert is: “follow the lead of the facilitator”.</p>
      <p>
        Questions and answers are at the heart of the game. The facilitator will try to
elicit the content by systematically (but not too rigidly!) asking questions to the
participant. The questions structure the conversational part of the game. Each
FoCon comes with a dedicated repertoire of question and answer templates. As
explained in the first section, some of these are highly focused, others very
generic. The facilitator may give an example answer to help the domain expert
conceive and formulate a correctly formed answer
        <xref ref-type="bibr" rid="ref3 ref4 ref6">(S. Hoppenbrouwers, 2012)</xref>
        . It
is not mandatory to use every question available in a turn. Some examples of
predefined questions in step 2 (phase 1) of the game are the following:
• Could you give a meaningful name for this &lt;object type&gt;? For instance, Fido is a Dog;
Mercedes Benz is a Car Brand. (Elicits a meaningful type name for an object, label or fact
type)
• How are &lt;object&gt;s identified? For example, a ‘Dutch Citizen’ has a name but also a unique
      </p>
      <p>Citizen Service Number (Elicits an identifier for a concept)
• How do you distinguish between &lt;object&gt;s in your communication? (Auxiliary question
for eliciting an identifier for a concept)
• Can there be two &lt;object&gt;s with the same &lt;identifier&gt;? (Validates the uniqueness of an
identifier)</p>
      <p>
        The question and answer mechanism can be implemented using some basic
software. Main inspiration and example for such software is the Interloc system
for generic dialogue games
        <xref ref-type="bibr" rid="ref7">(Ravenscroft &amp; McAlister, 2006)</xref>
        . Central to this
enhanced chat system is the use of ‘openers’, as explained in the first section.
Additional rules are the following.
      </p>
      <p>1. A participant and facilitator alike can only speak when it is their turn to
speak (i.e. turn taking is enforced). Experiences with Interloc have confirmed that
this is a highly desired feature in a structured chat.</p>
      <p>2. Relevant categorized elements (words, phrases) in the answers are marked
(in the prototype: by hand, by the facilitator) so they can be easily recognized and
traced by both human players and the system. Such items, once identified, can be
added to the mission list, planning further question asking about them. As
mentioned, the items are typically related to the meta-model of the modeling
language underlying the game, but may also represent intermediate concepts
(‘half products’) in the process towards a target conceptualization. For example,
an elicited instance-level object (“John Doe”) will still have to be categorized and
named, and will be used as input for the elicitation of an object type concept
(“Student”).</p>
      <p>3. In addition to offering a dedicated repertoire of question and answer patterns
for each FoCon, a context-sensitive mechanism is added that limits the
availability of questions and answers for every consecutive chat entry within the
FoCon (i.e. each conversational move). This mechanism is role differentiated,
meaning that depending on the context (step, previous move) a move within the
FoCon (for example, asking one question or giving one answer) is offered only to
either the facilitator or the participant. Through the mechanism, ‘question flow’ is
constrained, which turned out to work nicely. However, the flow rules can also be
left void, allowing an unrestricted open FoCon flow based on a set of available
questions and answers without a constrained temporal ordering or role-specific
availability.</p>
      <p>4. The interface for choosing openers first offers a choice between some
briefly described question or answer options. Only after a choice is made, a
matching text template is offered which can be altered at will by the player. This
includes the tagging of specific items that make them machine recognizable. For
example, at a particular point in step 2, one of the options for a facilitator move is
“Ask for distinctive object identifier”. Choosing this option provides the template
(already listed above) “How do you distinguish between &lt;object&gt;s in your communication?”.
The facilitator can then fill in the &lt;object&gt; slot, effectively entering the move
“How do you distinguish between distinguish Students in your communication?” in the FoCon
dialogue. Next, one of the moves offered to the Participant is “Give the identifier
asked for”. If chosen, the template plus example offered are “&lt;object&gt;s are
distinguished by …. (For example: Cars are distinguished by Licence Numbers).</p>
      <p>In an advanced version, it should be possible to make some parts of the
template freely adjustable, and some not adjustable. This can be augmented by
partially automated tagging.</p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion and future directions</title>
      <p>
        The synthesis of two prototypes, also extending previous and less guided
experiments
        <xref ref-type="bibr" rid="ref3 ref4 ref6">(Hoppenbrouwers &amp; Rouwette, 2012)</xref>
        , have served well in creating
operational and clearly structured setups for advanced, specialized collaborative
dialogue games. The next step will be to create a robust, user friendly and
generically usable digital environment combining the best features of the various
prototypes. As in any software development project, there will no doubt be new
challenges and insights as we continue our effort to provide user friendly support
for guided/structured conversations in collaborative modeling. In addition, we
aim to include links with visualizations and verbalizations mirroring the concepts
put forward in the conversation, thus completing the connection with more
traditional, diagram-based forms of modeling. Finally, we continue our effort to
include ‘groupware’ and group facilitation features in our dialogue games.
      </p>
    </sec>
  </body>
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        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>