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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>MoRoCo 2013: Models and their Role in Collaboration</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alexander Nolte</string-name>
          <email>nolte@iaw.rub.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Prilla</string-name>
          <email>prilla@iaw.rub.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Peter Rittgen</string-name>
          <email>peter.rittgen@hb.se</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefan Oppl</string-name>
          <email>stefan.oppl@jku.at</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department Information and Technology Management, University of Bochum</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Business Information Systems, Johannes Kepler University of Linz</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>School of Business and IT, University of Borås</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <fpage>26</fpage>
      <lpage>67</lpage>
      <abstract>
        <p>Using visual representations of work or business processes can be considered a common practice in modern organizations. These models serve a large variety of different purposes such as documentation of current practices, or informing and planning change or software development. Given the nature of work and businesses they reflect it is reasonable to develop and use them collaboratively. There are, however, also many downsides to collaborative model usage and development in current practice. Among others, models are often not fully understood and are thus not used by people who work in the processes the models represent, resulting in limited impact of process redesign on everyday work. Furthermore, only a minority of people within organizations actually use models, even though they have been proven to be very useful especially for collaborative work. Given the increasing popularity of models in organizations, understanding and defining their role in collaboration is of vital interest for the CSCW community and therefore this workshop aims at bringing together researchers and practitioners and forming a community for research in this area.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The usage of visual representations of static parts of an organization (e.g.
diagrams depicting hierarchies in the organization’s structure or a company’s
competences), dynamic aspects (e.g. work and business processes) or results of
creative problem-solving sessions (e.g. brainstorming results) can be considered a
common practice in modern organizations. These visual representations include
process models, conceptual models and mind maps. They are used for multiple
tasks such as software development, design and engineering, process optimization
and reengineering as well as marketing and strategic development. Obviously,
these models are hardly ever artifacts that are used and developed by single users
for their own personal needs. They are rather developed for larger target groups
throughout an organization to support them in sense making and creating a shared
understanding about cooperative work and its interfaces. Consequently, they are
both used by many people and developed collaboratively. However, the number of
people that are affected by these representations is usually larger than the number
of people who participate actively in their development. The need to create
communicable and comprehensible models is thus evident.</p>
      <p>
        Alongside the increasing usage and popularity of visual representations in
organizations, there also is growing interest in their usage and development in the
CSCW1 community. This comprises not only the usage and development by
modeling experts, but explicitly takes users into account that are no experts in
modeling, thus including factors that might motivate or hinder them to use models
and actively participate in their development. The emerging importance of this
new field of CSCW research is reflected by workshops
        <xref ref-type="bibr" rid="ref5">(e.g. “TAProViz” at BPM
2012 and “CollabViz” at ECSCW 2011)</xref>
        , tracks at international conferences
        <xref ref-type="bibr" rid="ref14 ref3 ref5 ref7 ref8">(e.g.
“Collaborative Modeling” at HICSS 2009, 2010, 2011 and 2012)</xref>
        , papers at
various CSCW related conferences
        <xref ref-type="bibr" rid="ref14 ref5">(e.g. Baacke, Rohner, Winter &amp; Fitterer, 2009;
Brosch, Seidl, Wieland, Wimmer &amp; Langer, 2009; Herrmann &amp; Nolte, 2010;
Klebl, Hackel &amp; Lukosch, 2009; Nolte &amp; Prilla, 2012)</xref>
        , journal contributions
        <xref ref-type="bibr" rid="ref7">(Heer, Bostock &amp; Ogievetsky, 2010; Renger, Kolfschoten &amp; De Vreede, 2008;
Rittgen, 2010; Yuille &amp; Macdonald, 2010)</xref>
        and journal special issues
        <xref ref-type="bibr" rid="ref11 ref2 ref4 ref6">(Prilla,
Nolte, Herrmann, Kolfschoten, &amp; Lukosch, 2013; Rittgen, 2009, 2012)</xref>
        .
Additionally, there are various parallel approaches in related research
communities such as Group Decision Support, Business Process Management and
Group Support Systems.
      </p>
      <p>However, despite the fact that modeling is a popular approach in practice and
thus, many models exist in organizations, they are only used by a minority of the
people. This consequently leads to them only playing a minor role in everyday
work of the employees of an organization. This is quite surprising considering the
fact that models have proven to be very useful for cooperative work, especially
1 Computer-Supported Cooperative Work
when planning it. Furthermore, the number of people creating models stands in
stark contrast to the number of people that are actually affected by planning based
on these models. Even if they are created collaboratively by process stakeholders,
they often have little impact on the people that are actually working in these
processes (cf. Prilla, 2010) and thus do not transcend into work practice. The
reasons for this are manifold. First, there are few insights on how to spread
models and sustain their usage in organizations thus coupling them with activities
and artifacts of everyday work. This explicitly includes a lack of knowledge about
factors that might motivate or hinder model usage and development. Furthermore,
up to now, little is known about how people interact with models that are no
modeling experts. By interaction of these non-expert users, we not only refer to
model creation, but also their usage in people’s daily work for e.g. discussion,
knowledge elicitation and creating a common understanding. Non-expert
interaction with them however proves to be an issue, as people that are involved
in processes usually are no modeling experts. Interaction in this context includes
enabling people to use modeling languages and thus to directly contribute to
model development, as well as providing other means such as textual or visual
annotations to enable indirect contributions. This leads to the question of how
models can be coupled with other artifacts of everyday work, which might prove
to be beneficial for their usage and ultimately increase their impact.</p>
      <p>Besides the usage of models by non-experts, there is an additional research gap
in the collaborative construction of visual representations. Usually, the creation
and modification of models is restricted to collocated workshops and similar
modes of interaction and collaboration, where experts are required to facilitate
and support the modeling process. Despite their applicability and feasibility in
many situations, these workshops simply do not fit the need to rapidly adjust
processes to changing conditions inside and outside an organization. Given the
distributed nature of many organizations, these workshops also do not sufficiently
reflect the need to include expertise distributed across different locations.
Therefore, finding ways to enable dislocated users to contribute actively to model
creation and maintenance in a collaborative modeling process is necessary.</p>
      <p>Given the increasing usage of visual representations in organizations, their
collaborative and distributed use, creation and sustainment is of vital interest for
the CSCW community, which has a long tradition of researching the usage of
common artifacts, the influence on collaboration by artifacts and their
collaborative creation. This workshop therefore aims at being a starting point in
forming a community for research in this area.</p>
      <p>
        It is a follow up to a workshop on “'Collaborative usage and development of
models and visualization” which was held at ECSCW 2011 in Aarhus.
Proceedings of which can be found online at
http://ftp.informatik.rwthaachen.de/Publications/CEUR-WS/Vol-777/. Selected papers from the workshop
will also be published in a special issue of the International Journal for
eCollaboration
        <xref ref-type="bibr" rid="ref2 ref4 ref6">(Prilla et al., 2013)</xref>
        .
      </p>
    </sec>
    <sec id="sec-2">
      <title>Scope and aim of MoRoCo</title>
      <p>The goal of MoRoCo is to bring together researchers, lecturers and practitioners
from different fields, who are interested in the collaborative usage and
development and maintenance of structured visual representations such as process
models, conceptual models or mind maps. This includes experiences from
empirical case studies, teaching and the introduction of models and modeling into
organizations. The workshop aims at building a large picture of research on the
role that models play in collaborative work in order to set up a common research
agenda. The topics of the workshop thus include but are not restricted to:
 The process of cooperative modeling: design cycles, model negotiation, view
integration, roles of participants in modeling, team organization, etc.
 Sustaining model usage and maintenance in organizations
 Motivating involvement and active usage of models
 Involving non-experts in model development and usage
 Increasing the range of involvement: from core stakeholders to all stakeholders
 Coupling models with activities and entities of work
 Roles of models for collaboration e.g. guides / maps
 Models as instruments for consensus building
 The role of models in spanning inter or intra organizational boundaries
 Integrating visual modeling and model dialogues in natural language
 “Meta”-modeling: structuring the dialogue around models
 Access to models: Creating a model friendly cooperation environment
 Alignment of different understandings about collaborative work during
modeling
 Empirical evidence for positive effects of modeling and model use</p>
      <p>The aim of MoRoCo is not to discuss the advantages and disadvantages of
different modeling notations. It rather puts strong emphasis in the role of models
in collaborative work including their collaborative development, collaborative
interaction with them as well as intertwining them with activities and artifacts of
everyday work.</p>
    </sec>
    <sec id="sec-3">
      <title>Accepted papers</title>
      <p>Eight papers have been accepted for the workshop after a thorough review by an
international program committee. These contributions reflect the broad scope of
the workshop in contributing to a variety of aspects in the area of how models
affect and are affected by collaboration.</p>
      <p>In their paper Cooperation on Models and Models for Cooperation Gross and
Beckmann take a theoretically based stance on collaborative model and model
usage by applying Goffman’s framework of social interaction to these tasks. From
this perspective, they derive support needs for collaborative model usage and
development.</p>
      <p>Two papers approach the interplay of modeling and creativity and outline how
creative processes can be supported methodologically and technologically. In his
paper Facilitating and Prompting of collaborative Reflection Process Models
Thomas Herrmann and Kai-Uwe Loser report on an approach to support socially
distributed reflection of diagrammatic process models. They identify two
fundamental concepts for reflection support: identification of model parts that can
be reflected on in disjoint social groups and computer-supported prompting to
substitute the role of a facilitator when reflecting in multiple groups. The paper
offers examples of how these concepts could be implemented using the SeeMe
modeling language and the socio-technical walkthrough. Bartelt, Vogel and
Warnecke also aim at supporting the interplay between creativity and modeling
within their work on Collaborative Creativity: From Hand Drawn Sketches to
Formal Domain Specific Models and Back Again. They discuss Scribbler, a
system for collaborative creation of hand-drawn models and their transformation
to formal domain-specific models (e.g. based on EMF) using sketch recognition.
Their toolset provides support for adaptively recognizing freehand drawings of
models created by multiple users and transforming them to formal EMF-models
and back again for further processing. The toolset is designed for collaborative
operation and provides a set of features that support the traceability of the
development history of models.</p>
      <p>Using models to support collaboration in organizational environment almost
always involves laymen modelers, i.e. people who are experts in their area of
work but have no experiences in creating models or working with them. The
challenge of involving these people in modeling processes is discussed in three
papers presented at the workshop. In his paper Towards Role-distributed
Collaborative Business Process Elicitation, Stefan Oppl describes an approach in
letting different roles (stakeholders) in a modeling project model the processes
separated from each other and how to get resulting models into a commonly
agreed on model. Hoppenbrouwers, Thijssen and Vogels discuss in
Operationalizing Dialogue Games for Collaborative Modeling, how dialogue
games can be used for collaborative modeling. They present a methodology and a
prototypical tool that support the process of structuring and guiding conversations
for modeling. The paper focusses on the procedural guidelines necessary to
implement a dialogue game for modeling and gives a good impression of how it
could be facilitated. The description of the support system gives an overview of
how facilitation could be aided by software. In Beyond Collaborative Model
Usage and Development – A Model Lifecycle Approach for Lay User Modeling,
Nolte and Prilla discuss the foundations of collaborative modeling with laymen.
They propose that we need concepts to engage users without modeling
capabilities into self-directed, user-managed processes of using and working on
models. They also presents a corresponding model lifecycle as well as suitable
interaction and participation modes, using examples from their work on
integrating lay-users into model usage and development.</p>
      <p>Empirical studies on the effects of applying collaborative modeling in practical
settings on the modeling process and outcome are rarely available so far. One
paper that will be presented at the workshop has approached this topic. In their
paper The Added Value of Collaborative Modeling for Legal Business Rule
Management van Stokkum, Heiner, Hoppenbrouwers and Mulder describe a case
where collaborative modeling is used within the area of legal modeling. Particular
emphasis lies on combining business rule management with collaborative
modeling in order to create a broader acceptance for new rules that are being
applied. The paper thus provides an interesting and novel environment for
collaborative modeling techniques.</p>
      <p>Poppe, Recker, Johnson and Brown argue that distributed collaborative
modeling requires support for visual cues used in co-located collaboration. In
Using natural user-interfaces for collaborative process modelling in virtual
environments they present their approach based on a 3D virtual world to facilitate
remote collaborative process model creation and validation. However, the added
complexity of having to navigate a virtual environment and using an avatar for
communication makes it difficult for novice users. An improved version of a 3D
modeling tool is supposed to address these issues by providing natural user
interfaces for non-verbal communication, navigation and model manipulation.
Program committee
 Christian Bartelt, Clausthal University of Technology, Germany
 Eike Bernhard, Queensland University of Technology, Australia
 Sebastian Döweling, SAP Research Darmstadt, Germany
 Benjamim Fonseca, UTAD / INESC TEC, Portugal
 Stijn Hoppenbrouwers, HAN University of Applied Sciences, Netherlands
 John Krogstie, Norwegian University of Science and Technology, Norway
 Stephan Lukosch, TU Delft, Netherlands
 Jan Mendling, Vienna University of Economics and Business, Austria
 Hajo Reijers, Eindhoven University of Technology, Netherlands
 Etiënne Rouwette, Radboud University Nijmegen, Netherlands
 Barbara Weber, University of Innsbruck, Austria
Rittgen, (2012): 'Special Issue on Collaborative Modelling', International Journal
of Organisational Design and Engineering, 2 1.</p>
      <p>Yuille, and Macdonald, (2010): 'FEATURE The social life of visualization',
interactions, 17 1, pp. 28–31.
Cooperation on Models and
Models for Cooperation
Tom Gross, Christoph Beckmann
Human-Computer Interaction Group, University of Bamberg, Germany
(&lt;fistname&gt;.&lt;lastname&gt;(at)uni-bamberg.de)
Abstract. In this paper we would like to propose a Janus head perspective on
cooperation and models: on the one hand cooperation on models is a very important type
of activity for groups who want to create shared models that are accepted by the group
members; on the other hand models for cooperation are an essential basis to develop
user-centred cooperative systems.</p>
      <p>Keywords. Cooperation on models; models for cooperation; patterns.</p>
      <sec id="sec-3-1">
        <title>1 Introduction</title>
        <p>
          The organisers of this workshop on ‘MoRoCo – Models and their Role in
Collaboration’ at the European Conference on Computer-Supported Cooperative
Work - ECSCW 2013, point out in their call for papers that ‘using visual
representations for work or business processes can be considered a common
practice in modern organisations. These models serve a large variety of different
purposes such as documentation of current practices, or informing and planning
change or software development.’
          <xref ref-type="bibr" rid="ref11 ref2 ref4 ref6">(Nolte et al. 2013)</xref>
          . Indeed, models play an
important role in Computer-Supported Cooperative Work (CSCW) as shared
artefacts in teams that are conceived, developed, and maintained by the teams.
        </p>
        <p>Besides cooperation on models, models that structure the cooperation process
are an essential part of cooperation technology. Developing software that supports
teams cooperating—this software is often referred to as groupware—is a
challenging task and has been researched for more than two decades (Gross 2013;
Marca &amp; Bock 1992). Groupware often has a strong influence on how teams will
work together. And, in fact, the effectiveness and efficiency of the teamwork as
well as the satisfaction of the individual team members strongly depend on the
quality of the concepts underlying the respective cooperative technology. Schmidt
(2011, p. vii) points out: ‘the development of computing technologies have from
the very beginning been tightly interwoven with the development of cooperative
work’. Schmidt (2011, p. vii) continues that: ‘our understanding of the
coordinative practices, for which these coordination technologies are being
developed, is quite deficient, leaving systems designers and software engineers to
base their system designs on rudimentary technologies. The result is that these
vitally important systems, though technically sound, typically are experienced as
cumbersome, inefficient, rigid, crude’.</p>
        <p>In the light of this Janus head perspective—that cooperation on models is an
important part of CSCW, and that the models underlying the cooperative
technology do fundamentally influence its success—this paper looks at the role of
models for cooperation that can be used as basic concepts for cooperative
technology that in return is used for cooperation on models. In the next section we
give a brief overview of the history of models and patterns. We then introduce and
suggest as a point of departure and the framework of Erving Goffman (esp.
(1959)) who studied social interaction among humans and their use of their
technical environment for several decades and derived a framework for social
interaction. Finally, we summarise our contribution.</p>
      </sec>
      <sec id="sec-3-2">
        <title>2 Models and Patterns</title>
        <p>Models and patterns have a long tradition. They have early been used in
architecture, most prominently by Christopher Alexander (1977). Alexander used
introduced a pattern language to describe solutions that were repeatedly applied to
reoccurring design challenges in the design of buildings.</p>
        <p>Later, in Software Engineering design patterns serve a similar purpose—design
patterns here have been considered as a successful approach for documenting and
reusing knowledge providing a ‘way of supporting object-oriented design’
(Sommerville 2007, p. 422). Software design patterns basically have the following
structure: a pattern name, a description of the problem, a description of the
solution, and the consequences of the use of the pattern (Gamma et al. 1994).</p>
        <p>Design patterns are also used for documenting knowledge and experience with
the development of cooperative technology. Schuemmer and Lukosch (2007,
p. 22) write that ‘developers building groupware applications are challenged with
technical problems that are outside the focus of average software developers’.
Martin and Sommerville (2004) analysed social interaction and translated their
results into the format of design patterns. They (2004, p. 61) point out that
‘patterns of cooperative interaction highlight similar findings across studies
related to particular socio-technical configurations, and the accompanying
activities given those configurations. They start to address the question of how we
generalise from ethnographic studies to provide guidance for system designers
and other users’ and ‘patterns can be of relevance and practical use to researchers
and practitioners from technical or social scientific backgrounds who have an
interest in social aspects of systems design’.</p>
        <p>All these patterns provide valuable input for generating models underlying
cooperative technology. And they are interesting artefacts to study when
developing tools that aim at supporting teams working on them.</p>
        <p>Yet, software design patterns primarily help structuring software, and
cooperative design patterns are primarily based on the analysis of existing
cooperative systems or on some ethnographical studies. In the next section we
introduce Goffman’s framework of social interaction, which is based on decades
of observations.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3 Goffman’s Framework of Social Interaction</title>
        <p>Goffman’s framework of social interaction is based on decades of observations
and study of related work of Goffman and provides a substantial peace of
knowledge and insight into the way social interaction among humans works.</p>
        <p>Goffman uses the metaphor of a theatre stage and points out that humans in
any kind of social interaction do a performance in front of other humans who are
listening and watching and interpreting the performance. Goffman writes: ‘for the
purpose of this report, interaction (that is, face-to-face interaction) may be roughly
defined as the reciprocal influence of individuals upon one another's actions when
in one another's immediate physical presence’ and ‘a “performance” may be
defined as all the activity of a given participant on a given occasion which serves
to influence in any way any of the other participants’ (1959, p. 15).</p>
        <p>His concepts that are most relevant with respect to modelling social interaction
as basis for cooperative technology can be grouped into three categories: primary
participants, performance, and secondary participants. Figure 1 depicts these three
categories and the concepts they contain respectively.</p>
        <p>Primary participants are humans who act according to their social status (i.e.,
socio-economic standing in the society). They perform a routine (i.e., a
‘preestablished pattern of action which is unfolded during a performance’ (Goffman
1959, p. 16)). According to Goffman humans have kinds of ideal interactions with
each other: the optimistic ideal of full harmony (i.e., being in harmony with
oneself and with others), which according to Goffman is hard to achieve; and the
pragmatic ideal as a projection that should be in accordance with reality and that
others can accept—at least temporarily—without showing deep and inner feelings
of the self.</p>
        <p>An interaction takes place between at least one performer and one person in the
audience. The performer defines a situation through a projection of reality as
expressions of a character bound to a certain social role in front of the audience.
The performer anticipates the audience and continuously adapts the performance
accordingly. Audiences can be of three different types: Present audience refers to
persons who attend the performance, receive expressions, verify these in
accordance to the projected situation and reality, and respond accordingly. Unseen
audience are imaginary persons; the performer can use them in order to anticipate
a performance. Finally, week audience are real persons who are not present at the
performance (e.g., other performers giving similar performances).</p>
        <p>Multiple performers can act as a performance team. The members of a
performance team need to fit together as a whole—to either present similar
individual performances to amplify a projection, or to present dissimilar
performances that complement to a projection.</p>
        <p>For a performance, performers prepare a set of fronts shown to the audience.
Fronts consist of material and immaterial parts. The material part is the sign
equipment and are all properties required to give a convincing performance. The
immaterial part is the personal front and refers to a performer’s types of behaviour
such as speech patterns. During interaction performers appear on stage through a
character. A character as figure is composed of a ‘front’, which is adapted to the
audience and performance. In a performance team, the team as whole has a united
front (e.g., according to a professional status) and each member has a character
with an associated front to invoke during staging.</p>
        <p>A performance as social interaction is a finite cycle of expressions to define a
situation and responses to feedback the validity of the expressions. Characters
plays routines during performances to convey acceptable and to conceal
inacceptable expressions—in a performance team multiple characters will follow
this behaviour. Expressions are information that is communicated by a character,
which use ‘sign-vehicles’ (i.e., information carriers). There are wanted
expressions that are acceptable and foster a situation as a valid projection of
reality, and unwanted expressions that are inacceptable and inappropriate for a
given performance in front of a particular audience. In order to manifest a
performance that is coherent, a performer strives to communicate expressions
consistently through their characters towards an audience. Thus a performer’s
character endeavours to conceal unwanted expressions. Responses are feedback
from the audience, which continuously verifies the performance according to the
defined situation and the overall reality as well as to the front of the character, and
responds the result to the performer.</p>
        <p>Disruptions can result from wrong or undefined projection—a consequence of
a false or doubtful projection of reality based on contradictive expressions or
discrediting actions. To prevent accidental disruptions a performer and an
audience can agree on: the ‘working consensus’ as an agreement on the definition
of the situation to describe a temporal value system among all participants;
‘reciprocity’ that means that performers guise their characters to act according to
the situation (i.e., provoke neither intentionally nor factually misunderstandings)
and that the audience responds to performance according to the situation (i.e.,
allege neither consciously nor unconsciously false behaviour); and ‘interactional
modus vivendi’ that describes that an individual in the audience only responds to
expressions that are important for the individual; the individual in the audience
remains silent in things which are only important to others.</p>
        <p>Stages provide a setting for the interaction and are embroidered with decorative
properties (i.e., decorum). They support performers when fostering a situation.
Both performers and the audience have access to the stage. The backstage is a
region, which only performers can access to prepare and evaluate their
performance. Also team members suspend backstage. The outside region denotes
to neither stage nor backstage. Although it will be excluded in a performance,
performers will prepare and use a dedicated front for the outside (e.g., the façade
of buildings of a company).</p>
        <p>We put other participants of Goffman’s framework who are of minor important
for cooperative technology in the category secondary participants. Participants
who are involved, but are not participating in a performance are: team support
(colleagues who constitute the weak audience, training specialists that build up a
desirable performance and service specialists that maintain a performance,
confidants that listen to a performer’s sins, and renegades that preserve a idealistic
moral stand that a performer or team did not kept), and sidekicks that support a
single performer during performance, but in a subordinate role. Non-persons are
present but neither participate nor are involved in a performance (e.g., servants).
Outsiders are neither performers nor audience and have little or no knowledge of
the performance. They can access the outside region; however they can invade a
performance and cause a collision of performances: the outsider sees a
performance that eventually is reserved for the future when the outsider is part of
the audience.</p>
        <p>Overall, Goffman’s framework provides an inspiring point of departure when
conceiving of basic concepts for a model of cooperation. These concepts can be
brought together in a shared model that can then—in a cooperative endeavour—
be worked on in a group. The group can work on a model for any domain or
business, but it can also work on a model that represents its own structure and
roles of actors and ways of interaction among actors and with third parties.</p>
      </sec>
      <sec id="sec-3-4">
        <title>4 Informing the Design of Modelling</title>
        <p>The framework of social interaction of Goffman provides multifarious insights
that have the potential to positively influence cooperation on models as well as
models for cooperation.</p>
        <p>Cooperation on models—based on the concepts above—can be characterised
as follows. During the cooperation process there are typically active group
members and passive group members. A group members’ expressions in terms of
activities can include oral or written communication, new additions to models,
changes of their own parts of a model, changes of parts of the model that have
been created by others, and so forth. Passive group members might watch the
active person and respond (e.g., confirm that changes to their parts of the model
are welcome). On the other hand the active group members might have
sophisticated routines that allow them not only to concentrate on their own
communication and activities, but also on the others’ reactions. Active members
can tightly cooperate with other active members in performance teams. The team
support might include lab administrators who are responsible for maintain the
distributed modelling software and hardware. Researchers have only very recently
started looking at these subtleties of users’ performances and others responses to
them. For instance, Birnholtz et al. presented a study of collaborative writing and
point out that: ‘people are also concerned about how their behaviours—and they
themselves—will be perceived by others’ (2013, p. 961). Despite the fact that this
study was on collaborative writing and not editing models, it showed interesting
evidence that active users in team do care about other users responses to their
performance.</p>
        <p>Models for cooperation should use Goffman’s notions as input for entities.
According to Goffman several roles need to be considered by modellers of
cooperative processes: performers who actively communicate and change
artefacts, performance teams which consist of multiple performers, as well as
audiences which can be present and visible to the active performer, unseen and
weak audiences which are absent yet important. Furthermore, models for
cooperation might foresee secondary participants such as team support or
outsiders. In early cooperative systems and early research (cf. e.g., Rodden 1991
for an overview) the notion of a role was clear-cut to and distinct. For instance, a
chair-person has specific rights and duties, and a participant has others. More
recently—and in accordance with Goffman—roles have been seen as emerging
and evolving over time (Finholt et al. 2012). Schmidt (2011, p. 31) writes: ‘the
apparent stability of organizational roles and patterns of communication is a
superficial hide … Cooperative work arrangements should rather be conceived as
emerging formations that change dynamically in accordance with the
requirements of the situation, and cooperative work involves, inescapably, the
vicissitudes of distributed decision making. These characteristics have important
implications for CSCW systems design’.</p>
        <p>As these short examples show, it is important for system designers with respect
to cooperation on models and models for cooperation, to find a balance between
having a structured, effective, and efficient process and providing lightweight
adequate adaptability, flexibility, and spontaneity (Gross &amp; Marquardt 2010;
Schirmer &amp; Gross 2011). This has been pointed out very early in the CSCW
literature (esp. Bannon &amp; Schmidt 1989), but neglected by some system
designers.</p>
      </sec>
      <sec id="sec-3-5">
        <title>5 Conclusions</title>
        <p>This introduction of key concepts from Goffman’s framework of social
interaction is only a starting point towards a more comprehensive discussion of
key concepts—in the sense of reoccurring design patterns—of models for
cooperation underlying cooperative technology. Conversely, since these key
concepts and their mutual relationships can evolve into complex models it would
be great to have approaches and tools to cooperatively work on them. Goffman’s
framework is just one part of the overall picture; other researchers have been
using other frameworks, most prominently activity theory (Kaptelinin &amp; Nardi
1997; Nardi 1996) or distributed cognition (Hutchins 1995) (Perry 2003).</p>
        <p>In this workshop I would like to share thoughts on how cooperation on models
actually works in practice and how tools supporting this type of cooperation can
be conceived, while at the same time—from a Janus head perspective—looking at
the structure of this cooperation process on models and taking it as the shared
artefact that the team is actually working on.</p>
        <sec id="sec-3-5-1">
          <title>Facilitating and Prompting of Collabora</title>
          <p>tive Reflection of Process Models
Thomas Herrmann, Kai-Uwe Loser
Ruhr-University Bochum, Germany, Institute for Applied Work Science
Thomas.herrmann@rub.de; kai-uwe.loser@rub.de
Abstract. Systematical collaborative modeling usually needs a facilitator. We suggest
that a large part of revising existing drafts of a process model requires facilitated
reflection of what has already been achieved in the light of the experiences of the collaborating
participants. This reflection can be awkward and inefficient if it takes place in a whole
group of 8 to 12 stakeholders. Therefore delegating the reflection to breakout groups is
reasonable but requires technically based ways of facilitation support to avoid the need to
employ several facilitators. This technical support is mainly feasible for identifying
reasonable segments on which a step-by-step consideration can be based, and for
prompting the participants to ensure a systematic reflection.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Introduction</title>
      <p>
        Collaborative modeling of business processes pursues the goal to discuss different
perspectives and integrate various competences on the one hand and to make the
completion of a process model more efficient. Since both goals can be conflicting,
coordination is necessary as it is usually provided by a facilitator
        <xref ref-type="bibr" rid="ref7">(Renger,
Kolfschoten, &amp; De Vreede, 2008; Rittgen, 2010)</xref>
        . The facilitator provides support
so that different experiences and opinions with respect to the process being
modeled are taken into consideration. During the course of collaborative modeling the
emerging model has to be repeatedly inspected. The inspection is a type of
validation which is closely intertwined with additional elicitation of information and
ongoing modeling activities. Due to the complexity of a two dimensional
representation, logical dependencies, various types of relationships etc. the parts and
elements have to be deliberately reconsidered several times. A first draft of a
business process model should be carefully reflected by combining the
competence and experience of several stakeholders which represent various perspectives
being relevant for the model under construction. This combination of several
perspectives in the course of collaborative reflection leads to comparisons of
diverging opinions and to negotiations of the process model, and therefore is time
consuming. Consequently, it may easily happen that important issues are neglected.
These difficulties can be viewed upon from the perspective of cognitive theory:
By their research on knowledge integration, Stasser and colleagues found that test
persons who were required to collaboratively solve complex problems did not
value relevant information which was explicitly exchanged during their discussion
(Stasser &amp; Stewart, 1992). The reasons for this behavior are not completely
clarified; it is obvious that the knowledge integration of various parties requires extra
effort. With respect to creativity of groups, several obstacles were identified
(Diehl &amp; Stroebe, 1987) which affect the efficiency and creativity of group work,
such as production blocking, free riding, evaluation apprehension etc..
To overcome these problems, a facilitator can prompt the participants to develop
new ideas and to refer to the contributions of each other and to integrate them into
a shared process model. A core principle of this kind of facilitation is to visualize
every participant’s comments or contributions. Conklin’s dialogue mapping
(Conklin, 2005) can be considered as an early example of this kind of
visualization.
      </p>
      <p>
        We have developed the method of the socio-technical walkthrough with which a
process model is inspected and discussed step-by step. The walkthrough method
(Yourdon, 1989) is employed in many contexts to support design projects with a
systematic method to reconsider the already achieved results. The systematization
and the deliberate inspection of every design element and their relationships
requires a facilitator who has to identify appropriate segments of a model which are
inspected within one step, and who has to ensure that every segment is discussed
under certain aspects. However, this kind of facilitating all cooperative
interactions and visualizing there outcome may prove as very time consuming
        <xref ref-type="bibr" rid="ref5">(Nolte &amp;
Prilla, 2012)</xref>
        . In larger groups of 8-12 participants, who are usually needed to
represent the relevant perspectives, the walkthrough method causes phases where
most of the group members have to stay passive in a listening mode. Therefore it
is reasonable to alternate the work in the whole group of stakeholders with periods
of work in solitude or in breakout groups. Since some functions of a facilitator are
inevitable, we propose two strategies to complement the work of a facilitator with
technical functionality:
1. Support of participants to define the appropriate clusters into which the
process model is segmented and where each segment becomes a subject of
deliberate discussion
2. Prompting to support the reflection of selected segments by individuals or
by breakout groups
      </p>
    </sec>
    <sec id="sec-5">
      <title>The sociotechnical walkthrough</title>
      <p>
        We briefly describe the basic principles of the socio-technical walkthrough
(STWT) to clarify the kind of support which is needed for guiding the work of
breakout groups
        <xref ref-type="bibr" rid="ref1">(T. Herrmann, Kunau, Loser, &amp; Menold, 2004; Thomas
Herrmann, 2009)</xref>
        . As Figure 1 shows the STWT is applied in a series of
workshops. They take place as co-located meetings since the negotiation of diverging
opinions requires a close contact between the participants. Each meeting can be
used to reconsider a collaboratively modeled work or business process under one
or two aspects e.g. whether the displayed activities are really necessary, how they
can be supported etc. In preparation of a workshop the facilitator creates a
diagram which represents the results of previous work. The facilitator develops a
plan of how to inspect the complete diagram step by step. A crucial challenge is to
define the segments for the single steps. If they are too small, a lot of comments of
the participants will refer to aspects which belong to another segment. If the
defined segments are too large it might easily happen that important details are
neglected.
STWT-workshops are characterized by the following facilitation activities (cf.
Figure 1):
 Asking prepared questions: The facilitator discloses some parts of the
diagram e.g. by using hide-and-show mechanisms. Each phase of such a
disclosure is one step (of about 7-15 per workshop) which is accompanied by
one or two prepared questions such as: “What is the next sensible activity?”,
“Which information support is needed for this activity?”.
 Collecting contributions such as answers, hints, proposals, comments,
references to further documents etc. It is important that the stakeholders
comment from their various viewpoints and that these contributions leave
immediate traces in the process model diagram. By modifying the model, the
results of the discussion are simultaneously documented.
 Focusing on the diagram: The diagram – especially the segment under
discussion – serves as a focus which integrates the various experiences and
perspectives of the participants into a larger picture.
      </p>
      <p>In summary, the goals of the STWT are:
 Combining various perspectives, when considering the segments under
several aspects (represented by questions)
 Relating every element to its context
 Reflecting the characteristics of a segment in relation to the experience of
the participating experts and stakeholders.</p>
      <p>
        Research on the STWT revealed that it has to be extended by means of creativity
support. The linearity of the STWT is not feasible to support associative thinking
and brainstorming
        <xref ref-type="bibr" rid="ref11 ref2 ref4 ref6">(Thomas Herrmann, Nolte, &amp; Prilla, 2013)</xref>
        .
      </p>
      <p>In the following we want to discuss and propose how the STWT-oriented
collaboration can become more efficient, if the walkthroughs are delegated to breakout
groups. For instance, with three breakout groups a model could be discussed and
modified under three different aspects. In such a constellation it is not reasonable
to engage three facilitators but to technically support the groups themselves to run
a systematic walkthrough.</p>
    </sec>
    <sec id="sec-6">
      <title>Support of segmentation</title>
      <p>A first measure is to support the groups to define the segments – under which they
intend to walk through the model – by themselves. This can happen by asking the
members of the whole group to identify for every element of a process model
which other two or three elements of the model are most closely related to them –
from a semantic point of view.</p>
      <p>To demonstrate this we ran a first small explorative study. We asked eight people
to identify relations between the sub-elements shown in Figure 2: “The elements
of this diagram are labeled with differently colored points. Please add points of
the same color to two other elements which you consider as closely related to the
element with the same color”. However we did not show them the nested structure
of the model to avoid a pre-orientation on certain clusters. The results of eight
people’s proposals for defining relationships between the elements were manually
entered into the model by establishing directed relations and annotating their
cardinality depending on how many participants have indicated the relationship. At</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="ref12">(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 (Ravenscroft &amp; McAlister, 2006). 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>
      <p>Conclusion and future directions</p>
      <p>The synthesis of two prototypes, also extending previous and less guided
experiments (Hoppenbrouwers &amp; Rouwette, 2012), 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 id="sec-6-1">
        <title>Beyond Collaborative Model Usage and</title>
      </sec>
      <sec id="sec-6-2">
        <title>Development – A Model Lifecycle Ap</title>
        <p>proach for Lay User Modeling
Alexander Nolte, Michael Prilla
Information and Technology Management, Institute for Applied Work Science,
Ruhr University of Bochum; {nolte|prilla}@iaw.rub.de
Abstract. Approaches of collaborative modeling and model usage aim to increase the
participation of stakeholders in modeling, but either still require experts support or are
bound to certain phases of the model lifecycle: This makes it hard to compose an overall
concept of collaborative model usage and development. In this paper, we argue that we
need concepts to engage users without modeling capabilities into self-directed,
usermanaged processes of using and working on models. We present a corresponding model
lifecycle as well as suitable interaction and participation modes, using examples from our
ongoing work on integrating lay-users into model usage and development. We analyze
this work and present open issues to be discussed by the community.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Introduction: Cooperation beyond Participatory Model</title>
    </sec>
    <sec id="sec-8">
      <title>Usage and Development</title>
      <p>
        Process models are common tools in modern organization. Most approaches of
using them for analysis, specification and guidance in organizations have been
developed and designed for expert users, that is, people trained in process
analysis, modeling or model usage. Recent work has amended that this does not
involve stakeholders in a way that encourages them to become active model users
themselves
        <xref ref-type="bibr" rid="ref3 ref5 ref7">(e.g., Hoppenbrouwers et al. 2010; Prilla and Nolte 2012; Rittgen
2010)</xref>
        . This in turn also potentially leads to diminished commitment, motivation
and agreement to processes. Furthermore expert support is costly and delays
model development
        <xref ref-type="bibr" rid="ref11 ref2 ref4 ref6 ref7">(Nolte &amp; Prilla, 2013; Rittgen, 2010)</xref>
        . Approaches for
collaborative model usage and development consequently have emerged as research fields
in recent years. While some of these approaches are at supporting collaborative
modeling by experts, others explicitly integrate process stakeholders.
      </p>
      <p>
        The (ongoing) work we present here aims at taking these approaches one step
further, towards the support of self-directed, user-managed collaborative usage
and development, which can be performed by users without expertise in modeling
as most collaborative modeling solutions still rely on expert support
        <xref ref-type="bibr" rid="ref7">(Rittgen,
2010)</xref>
        and some also limit participants to verbal contributions
        <xref ref-type="bibr" rid="ref1">(Herrmann, 2009)</xref>
        .
This reduces stakeholder involvement as e.g. when a model has reached a stage
where it serves as a source for software development, stakeholders are usually cut
from the possibility to give feedback if changes occur or to suggest changes if
they make experiences in practice that afford them. We argue that stakeholders
need to be integrated into model development and usage throughout the
entire model lifecycle
        <xref ref-type="bibr" rid="ref11 ref2 ref4 ref6">(see Nolte and Prilla 2013 for a detailed discussion)</xref>
        . They
also have to integrated more tightly thus requiring a concepts and corresponding
tool design to enable them to be active in corresponding tasks, even if (or
especially in a case when) they are not modeling experts. In this paper, we present a
formalization of these tasks and results of ongoing work in supporting them.
      </p>
    </sec>
    <sec id="sec-9">
      <title>The Model Lifecycle</title>
      <p>
        There are a lot of approaches and tools for collaborative modeling and model
usage that include participants other than modeling experts. They vary from
approaches requiring (expert) facilitation to self-directed modeling and model usage
        <xref ref-type="bibr" rid="ref11 ref2 ref4 ref6">(Nolte &amp; Prilla, 2013)</xref>
        . Despite this work, in practice models are often only used
by experts. We argue that one of the reasons for this is that existing support is not
well aligned to a model lifecycle that integrates stakeholders into model usage and
development – only if self-directed modeling throughout all its phases is
supported, it has a chance to become an established practice in organizations. Based on
and inspired by existing literature
        <xref ref-type="bibr" rid="ref2 ref4 ref6 ref7 ref9">(e.g., van der Aalst et al. 2003; Dumas et al.
2013; Prilla et al. 2013; Rittgen 2010)</xref>
        as well as work done in our group
        <xref ref-type="bibr" rid="ref1 ref11 ref11 ref2 ref2 ref4 ref4 ref5 ref6 ref6">(Herrmann, Nolte, &amp; Prilla, 2013; Herrmann, 2009; Nolte &amp; Prilla, 2013; Prilla &amp;
Nolte, 2012)</xref>
        , we have derived a prototypical model lifecycle that is tailored to
collaborative model usage and development, describing relevant phases in which
participants can be actively integrated. Figure 1 shows this lifecycle and Table 1
gives a brief description of its phases. The sequence is not mandatory – phases
might have to be conducted multiple times before arriving at a usable model.
Table 1: Phases in the participatory model lifecycle and existing approaches.
Phase Description Approaches
Content col- As a preparation, experts, Experts: Interviews, document
analylection stakeholders and others sis (Dumas et al., 2013),
Ethnograloosely gather necessary phy
        <xref ref-type="bibr" rid="ref1">(Herrmann, 2009)</xref>
        information and content. Participatory: Ideation
        <xref ref-type="bibr" rid="ref11 ref2 ref6">(Herrmann et
al., 2013)</xref>
        , Collection (Andersen &amp;
Richardson, 1997)
Model pro- The material available Experts: Creation of initial model
totyping for modeling is exam- from material, process mining
ined, necessary material Participatory: Clustering
        <xref ref-type="bibr" rid="ref11 ref2 ref4 ref6">(Wiechers,
is chosen and an initial Nolte, Ksoll, Herrmann, &amp; Kienle,
model prototype is creat- 2013)</xref>
        , structured conversation
(Hoped to work with. penbrouwers et al., 2010)
Design and Together with stakehold- Experts: Face to face meetings,
negotiation ers, the model is de- workshops, verbal / written feedback
signed and negotiated to
        <xref ref-type="bibr" rid="ref9">(van der Aalst et al., 2003)</xref>
        represent a process that Participatory: Voting, facilitation
all participants agree on
        <xref ref-type="bibr" rid="ref1">(Herrmann, 2009)</xref>
        , collaborative
for implementation. modeling
        <xref ref-type="bibr" rid="ref7">(Rittgen, 2010)</xref>
        Usage The model is used by Experts: Model presentation,
workvarious stakeholders, e.g. flow engines
developers implementing Participatory: Models in wikis
support or workers using
        <xref ref-type="bibr" rid="ref8">(Rospocher, Ghidini, Pammer,
Serafmodels as guides ini, &amp; Lindstaedt, 2009)</xref>
        , models as
means of knowledge exchange
(Cherubini, Venolia, DeLine, &amp; Ko,
2007)
Refinement According to experiences Experts: Measurements, e.g. KPI
from using the model or
        <xref ref-type="bibr" rid="ref10">(Weske, 2007)</xref>
        , feedback
process, the model is Participatory: Critiquing
        <xref ref-type="bibr" rid="ref11 ref2 ref6">(Herrmann
refined. et al., 2013)</xref>
        , Walkthrough,
Commenting
While the lifecycle shown in Figure 1 is not only applicable to self-directed
modeling, but also to modeling procedures guided or solely conducted by experts (as
Table 1 shows), its structure enables us to assess the state of the art in support for
collaborative model development and usage and also to describe challenges in
enabling stakeholders to actively develop and use models in a self-directed way:
      </p>
      <p>Content collection: An important part of model development is gathering
information about the process. This includes process steps (activities) as well as
roles carrying them out and resources used by them. Table 1 shows a variety of
expert-driven approaches methods and tools supporting this phase, while there is a
lack of self-directed, user-managed approaches. Non-expert users need to be
supported to gather model content – some expert-driven modeling approaches even
skip this phase, merging it with the following one.</p>
      <p>Model prototyping: Building on the content collected before, this phase is
intended to create a process shape and to allocate the content (activity steps, actors
etc.) to it, thus aiming at creating a first representation of the process. This proves
to be challenging for people without modeling expertise, as it requires a
translation from mental models to model language. While most approaches supporting
this phase rely on expert support, some allow for self-directed alignment of
process content through e.g. clustering. This cannot be expected to result in a
fullfledged process model it is a first step in model prototyping. The challenge thus is
how interaction with models and modeling tools can be designed to allow users
without deep modeling knowledge to create a useful model prototype.</p>
      <p>Design and negotiation: This phase aims at creating a process model out of
the previously developed prototype that all participants can agree on and that
includes the necessary details for implementation (either within the organization or
by support of tools). This process might be difficult, as differing views about
certain process steps may be present that have to be negotiated and represented in the
model. Therefore, most approaches supporting this phase use some kind of expert
facilitation. There are however approaches such as voting that may serve as a
support for negotiation and allow for participants to become actively involved.</p>
      <p>Usage: After completing the model different stakeholders (e.g., workers,
management, developers) can use it to guide work, transfer knowledge or use it as a
reference for tool implementation. This usage may raise questions about the
content or details of the model and it might impose high cognitive and time efforts
because of the complexity that models may have. As there is not always a
facilitator present to describe the model in an adequate abstraction or to answer questions
on details, in self-directed modeling The challenge is to enable people to work
with models without this support.</p>
      <p>Refinement: Similar to BPM lifecycles, the refinement phase of model usage
and development aims at integrating experiences from practice and measurements
taken on the performance of the process into a process model thus revising and
improving it. While there are approaches that relate lacking performance to steps
in models and thus allow focused improvement of these parts, for more informal
feedback of stakeholders or self-directed reflection of processes currently hardly
any approaches are available. If modeling is to be done by users in a self-sustained
manner, this phase needs to be supported, as otherwise models will soon either
become outdated or will show an idealized view instead of real work processes.</p>
      <p>Regarding these challenges, the questions arise (1) whether we can support
these phases of model development and usage in a way that enables self-directed
model interaction for stakeholders others than experts and (2) how support for
these phases can be created and smoothly connected to the respective other phases
in order to support the whole lifecycle. In what follows, we relate our work to the
lifecycle and identify open issues and questions to be tackled by future research.</p>
    </sec>
    <sec id="sec-10">
      <title>Support for Lay User Modeling</title>
      <p>
        Based upon the previously described model lifecycle we will now describe our
approaches to integrate lay users into them. Besides these proposals, future
research needs to clarify the role of expert facilitation in the phases.
respect to their position within a process sequence and also assign roles to the
respective activities that are involved in conducting these activities
        <xref ref-type="bibr" rid="ref5">(Prilla &amp;
Nolte, 2012)</xref>
        . In order to support this we developed a mechanism that allows users
to align elements within clusters (c.f. Figure 3 right) by simply touching them and
dropping it at the designated position
        <xref ref-type="bibr" rid="ref11">(Wiechers et al., 2013)</xref>
        . This is an initial
step to support model prototyping, but important process characteristics such as
conditions and flows are still missing.
lows for displaying and exploring models but also provides the opportunity to
attach textual comments to any element of the model (c.f. Figure 4). Combining a
familiar means of articulation (textual input) with access to the models (see
above) allows process stakeholders to reflect on their processes during every day
work – the comments they leave comments are later included in the model. While
this is a rather simple solution, it keeps the usage barrier low and allows people
that usually are cut from further model development to become pro-active model
users. Furthermore the content and number of comments can provide process
management departments with useful information about whether processes are up
to date or need further refinement. Feeding back the comments into the model
then usually happens within modeling workshops.
      </p>
    </sec>
    <sec id="sec-11">
      <title>Solutions and open issues</title>
      <p>We presented a participatory model lifecycle and its respective phases. We also
showed current support and issues for self-directed non-modeling expert
participation within these phases. While it became apparent that phases like content
collection and model prototyping are supported in a promising way, others still lack
proper support for process stakeholders to become active in model development
and usage. Especially phases like design and negotiation and usage still rely on
experts. For design and negotiation we are currently planning to makes use of
milestones as scaffolds thus supporting process rather than content related
clustering. Using approaches such as Kanban and Gantt diagrams for project planning
that are known to process participants might also be beneficial. Our future work
will focus on discussing current issues thus aiming at enhancing existing support
for non-modeling experts developing and using models throughout the model
lifecycle. Furthermore we are aiming at seamlessly intertwining these phases thus
creating an approach that ties them closer together.
Andersen, and Richardson, (1997): 'Scripts for group model building', System Dynamics Review,
13 2, pp. 107–129.</p>
      <p>Cherubini, Venolia, DeLine, and Ko, (2007): 'Let’s go to the whiteboard: how and why software
developers use drawings', Proceedings of the SIGCHI conference on Human factors in
computing systems pp. 557–566.</p>
      <p>Dumas, La Rosa, Mendling, and Reijers, (2013): Fundamentals of Business Process Management,</p>
      <p>Springer.</p>
      <sec id="sec-11-1">
        <title>The Added Value of Collaborative</title>
      </sec>
      <sec id="sec-11-2">
        <title>Modeling for Legal Business Rule</title>
      </sec>
      <sec id="sec-11-3">
        <title>Management</title>
        <p>W. van Stokkum1, P. Heiner1,
S.J.B.A. Hoppenbrouwers2 and H. Mulder3
1Everest B.V., ‘s Hertogenbosch, the Netherlands
w.van.stokkum@everest.nl
p.heiner@everest.nl
2HAN University of Applied Sciences, Arnhem, the Netherlands
stijn.hoppenbrouwers@han.nl
3Antwerp Management School (AMS), Antwerp, Belgium
hans.mulder@viagroep.nl
Abstract. In this paper we discuss background considerations, domain properties, and
some design principles for collaborative modeling environments combining the Business
Rule Management approach and the Collaborative Modeling approach. The context
focused on is that of translating law texts to operational processes and systems for
implementing those laws in the public sector. The process of operationalizing law is very
difficult to tackle: a diversity of stakeholders have to be involved to reach consensus on
semantics, goals and business service design. We consider collaboration techniques
crucial in order to create the required broad basis of acceptance regarding operational
policies and their formulation. Collaboration techniques also enhance the efficiency and
transparency of the process. We discuss the new role of collaboration in relation to the
governance processes of the organizations. We illustrate a design case by describing an
environment we are developing. We reflect on some lessons learned, concluding that
adopting collaborative modeling techniques alone is not enough. Explorations show that
additionally, rules and mechanisms are needed to structure and facilitate the group
decision making process.</p>
      </sec>
    </sec>
    <sec id="sec-12">
      <title>Introduction</title>
      <p>This paper was written in context of an ongoing development project aiming to
create a collaborative modeling environment developed to support Dutch
governmental organizations in implementing legislation into their operational
processes. Though we do sketch the current prototype environment and some design
principles, the paper mostly concerns generic considerations about collaborative
aspects in this application domain and its consequences for “law execution support
systems”.</p>
      <p>In the process of business rule creation and management, a variety of
stakeholders (legal experts, business management, business architects, IT-experts)
work together in order to translate legislation into usable specifications for
operational business processes, including specifications for business rule driven
IT-systems. In the Netherlands, as well as in various other countries with a
thoroughly digitized governmental and public sector, such processes can be
observed to exist in many domains (e.g. tax, customs, subsidies, permits, defense)
and across a number of governmental organizations.</p>
      <p>This process is commonly recognized as being very complex. Legislation is not
directly usable in operational situations (typically, law execution by public service
organizations). Terms and phrases used in legislation documents often contain
pragmatic mismatches and contradictions because of the different contexts in which
they are used.</p>
      <p>Also, legislation tends to describe WHAT a policy should be, but not HOW it
should be implemented by the variety of organizations that have to deal with it.
Frequently the legislator deliberately leaves definitions and criteria vague, in order
to let exact and definitive criteria arise in practice. In short: substantial a dditional
policy making is needed to design business services and operational business rules
that can be handled in everyday work processes.</p>
    </sec>
    <sec id="sec-13">
      <title>The effects of ignoring collaboration</title>
      <p>Current methods for ‘translating’ legislation into operational rules (though perhaps
‘developing’ would be a more accurate word here) typically have their origin in
Business Rule Management practices. This discipline traditionally approaches the
translation quite rationally, for example (Wyner, Engers, &amp; Bahreini, 2010). The
normal approach is to rewrite sources (legislation documents) directly into some
sort of formal logic, in a format that can be logically validated and is suitable for
further translation into executable rules that can be handled by business rule
engines and other rule-based systems.</p>
      <p>
        However, the actual translation process in practice can hardly be classified as
being “rational” in the discrete and deterministic sense. Interpreting legisla tion and
the design of business services, thus implementing legislation, involves input of a
variety of stakeholders. All stakeholders act according to their own perspectives
and goals and use their own ‘domain specific language’. Traditional methods tend
to ignore these aspects. They regard them as being the concern and responsibility of
the “super IT-analyst”, who has to consult all stakeholders involved and unify their
views and formulations. Such super analysts are very hard to find in real life,
which causes a scalability issue within the organization. While the speed of
implementation power increases dramatically due to the introduction of modern
business process management platforms, analysis and design become the new
bottlenecks
        <xref ref-type="bibr" rid="ref3">(Hoppenbrouwers, Schotten, &amp; Lucas, 2010)</xref>
        .
      </p>
      <p>Ignoring collaboration factors during the formulation of operational policies
also introduces another serious issue. The business policies that will be
implemented often only include the input of a limited set of stakeholders. In many
cases, only a legal expert is consulted and legislation is rationally converted into
some kind of logic. The resulting working instructions and systems often do not
meet the views and practices of the knowledge workers that have to deal with real
life cases. As a result, they feel unsafe because decisions are made that cannot be
motivated or that do not take into account the situational context of cases in real
life. In short, lack of a common base of understanding has negative effects l ike the
leaving of valuable employees (not willing to adopt the policy made), customer
unfriendly behavior (“the system is always right”; “computer says no”) or fraud and
sabotage (manipulating real life data/facts in order to reach a desired outcome, or
simply ignoring systems and policy), causing erroneous and inconsistent behavior
of the organization’s services.</p>
      <p>In order to fulfill the need for collaboration in law-based business rule creation
and management, a modeling environment is being developed combining traditional
business rule management techniques with those used in collaboration
environments</p>
    </sec>
    <sec id="sec-14">
      <title>Collaboration to support Shared Decision Making</title>
      <p>Commonly known collaboration techniques (chat, shared annotation of documents,
discussions, forum, mentioning, case management) are used to optimize the process
of working together and making shared decisions. Collaborative techniques as in,
for example, (de Vreede &amp; Briggs, 2005; Kolfschoten, Briggs, de Vreede, Jacobs,
&amp; Appelman, 2006) turn out to be a crucial factor to tackle the issues in
collaborative rule management experienced today</p>
      <p>With the help of collaborative modeling techniques, a large group of people can
be involved in shared decision making. By facilitating an online workspace, people
will no longer be dependent on each other’s agendas. Asynchronous work reduces
the need to physically meet during design and group decision making. A substantial
larger number of people directly or indirectly can be involved.</p>
      <p>When working in an environment deploying collaboration techniques, questions,
answers and arguments in discussion are systematically logged so they can be
shared and responded to at a later moment. This also allows for detection (not
necessarily automatically!) whether people are arguing from the same perspective
or not, which can help prevent misunderstandings and mistakes rooted in deviant
interpretation.</p>
      <p>Sharing knowledge is no longer limited to a point to point interchange between
individuals. When reusing the model elements in multiple products and services,
decisions and semantics will automatically be reused too. The possibility of
reusing the outcome of the ‘translation process’, including the underlying group
conversation, is essential for implementing consistent and correct behavior of
organizational services. For the government, this means consistent and reliable
behavior towards citizens and companies.</p>
    </sec>
    <sec id="sec-15">
      <title>Computer supported collaboration support: a new enabler for compliance</title>
      <p>In our modeling environment and domain, in addition to the common application of
collaboration ,computer supported collaboration did get another very important,
and unexpected new role. It has been integrated with the governance processes of
the organization.</p>
      <p>The business rules (operational policies) created in the process are
implemented in a business rule system. This system is able to automatically reason
over these rules so it can automatically decide whether e.g. citizens or companies
are entitled to receive subsidy or are allowed to receive a residential permit. Even
the amount of tax citizens have to pay are calculated automatically. For the
organization it is crucial to be able to explain why a decision is made. Although a
direct link to relevant legislation sources at first hand seems sufficient, exact
explanation can only be based on the design decisions made when formulating the
operational policy. So when the system generates explanation it actively uses the
arguments behind the discussions when formulating the business rules, in order to
really provide 100% transparency in decision making. Without computer supported
work this could never be realizable because these arguments never were
systematically logged.</p>
      <p>Lawyers use these outcome of collaboration processes results when judging
official complaints being filed. They even use them when preparing the lawsuits.</p>
    </sec>
    <sec id="sec-16">
      <title>A prototype environment for collaborative rule management</title>
      <p>The prototype environment in development enables various stakeholders in
developing multiple interconnected models in parallel: a model concerning the
requirements formulated by the legislator in the law documents, a model with a
design of the business services that will be implemented by the governmental
organization in order to “bring” the law’s business rules to relevant citizens and/or
companies, and a model containing the design of the operational business process,
and a model containing the implementation of these business processes within the
organization. The different stakeholders involved in creating these models can
work together in parallel and use each other’s input. Collaboration techniques help
them to discuss about the design and to reach consensus about contradicting
opinions and concerns. Because each stakeholder have its own “language and
abilities to handle abstract models”, the environment emphatically respects the
variety of stakeholders. Therefore, stakeholder specific ‘views’ or ‘design studios’
are developed.</p>
      <p>The studio for legal experts
rules, legal rights, obligations, procedures and so on. It will also enable visual
modeling of the hidden structures that specify how decisions or calculations should
be made.</p>
      <p>During creation of a law, the proposed law text may change many times. The
system will act on automatically sent change alerts. It will intelligently compare the
text of newer versions, will visualize changes made and will transfer the unchanged
parts of the model from the old version to the new version. Besides comparison,
active support is available for determining the impact of changes on the design
specification already available, and on operational processes and systems.
The business service design studio for business architects
Besides the view for the legal expert, a view is created for the business architect
responsible for determining and designing the organization’s business services.
This view uses its own sources (documents), but will also use model elements
being created by the other stakeholders, like the legal expert. However, these
model elements will be presented in the domain specific language of the business
architect. For example, the model element “legal right of a citizen” will be
represented as a “deontic modality” to the legal expert whereas it will be
represented as a potential “business event” toward the business architect, and so
on. By translating the model elements in line with one ‘mental model’ to those in
line with that of another type of stakeholder, stakeholders with different
backgrounds and languages still can work on one interlinked and consistent, hidden
overall model.</p>
      <p>In the future, additional views will be added for the other stakeholder types
involved, such as IT-analysts, information architects, managers of data
administrations, and so on.</p>
      <p>Enable collaborative shared decision making
A set of collaborative techniques are combined in an online workspace that is
available in and across all “stakeholder views”. It will allow modelers as well as
more indirectly involved stakeholders to engage in various forms of digitally
mediated, dedicated conversation: discuss, react on each other’s arguments and
opinions, and so on.</p>
    </sec>
    <sec id="sec-17">
      <title>The need for games</title>
      <p>In our explorative designs and evaluations it became clear that exclusively
adopting collaborative modeling techniques to share ideas and information is not
sufficient. When designing the business service and its products another important
stakeholder comes in sight: the customer, being a citizen or an professional
organization that will be confronted with the services and products based on
legislation. Important decisions have to be made such as: “who is our target group
exactly?”, “what is the profile of our customer?”, “which criteria should be met in
order to entitle individuals within this target area to the products made available by
law, like subsidies?”, “which questions should we ask? We cannot always use the
terms used in the legislation text, because people might not be able to answer them
due to the high level of abstraction.</p>
      <p>In order to reach an optimal design, serious games, like for instance a “mystery
game” can play an important role. In the mystery game a set of “mysterious”
stakeholders (panel members) are trying to ask with a minimal set of questions
enough information of the mystery customer in order to find out whether he/she is
entitled for getting e.g. a subsidy. Of course each stakeholder use the law and
internal policies to formulate the questions. The resulting profile and dialog leads
to customer friendly design decisions.</p>
    </sec>
    <sec id="sec-18">
      <title>Discussion and future directions.</title>
      <p>In our explorative designs and evaluations, the collaboration techniques supporting
and structuring such conversation turned out to be a crucial success factor in
tackling most issues experienced in the field today. As discussed, they help to
gather a solid basis of understanding between all stakeholders. They help to
improve efficiency in decision making. They offer the possibility to share
knowledge between individuals and they help to implement transparent business
processes. Although these positive aspects will not come as a surprise for the
community of computer supported collaborative work, they are completely new
terrain for the business rule management community however.</p>
      <p>The new role of collaboration in governance will have impact on the
organization and tools developed to support the collaborative process. First of all a
direct reference should be created between discussions and the business rules that
are being produced. Also it is necessary to select w hich discussions may be used
for the governance process. E.g. is it desirable to include the names of the
stakeholders involved in the formulation of the business rule or should this be
anonymous or accessible for special lawyers only? This will be an important issue
for further study.</p>
      <p>Important additional success factors may be found in further refinement of the
basic techniques by means of additional visualization, games and facilitation
support.</p>
      <p>There is no effective discussion without a clear understanding of the problem.
Visualization of developed policy is crucial to evaluate the effectiveness and
impact of the business rules formulated.</p>
      <p>As discussed, serious games are considered to be an additional means of
enhancing the outcome for a problem. Game elements combined with effective
visualization can help stakeholders discover the best operational business policy
together. Rules of play can also help guide problems collaborative solving
processes and conceptualization. In addition, game elements can help motivate
participants and make goals and progress more visible and manageable.</p>
      <p>Besides diverging techniques like sharing ideas and opinions there is a str ong
need for converging techniques in order to make actual decisions one can base
further action on. In short, there is need for facilitation. Explorative investigations
in collaborative modeling setups, in the case project but also, for example
(Hoppenbrouwers &amp; Rouwette, 2012), showed that rules are needed to structure
and facilitate the group decision making process. Many of these rules deal with
social factors like handling different levels of experience and power positions
between stakeholders involved. Facilitation is a skill and this capability is often
scarcely available within organizations. Because of the continuous process of
translating large scale legislation into specifications, an important next step is to
investigate whether it is feasible to add computer aided facilitation techniques to
the platform, in order to meet the crucial needed scalability.</p>
    </sec>
    <sec id="sec-19">
      <title>References</title>
      <p>de Vreede, G. J., &amp; Briggs, R. O. (2005). Collaboration Engineering: Designing
Repeatable Processes for High-Value Collaborative Tasks. Proceedings
of the 38th Hawaii International Conference on System Sciences
(HICSS38). Big Island, HI, USA: IEEE Computer Society.</p>
      <p>Hoppenbrouwers, S., &amp; Rouwette, E. (2012). A Dialogue Game for Analysing
Group Model Building: Framing Collaborative Modelling and its
Facilitation. International Journal of Organisational Design and</p>
      <p>Engineering, special issue on Collaborative Modeling, 2(1), 19-40.</p>
      <p>Hoppenbrouwers, S., Schotten, B., &amp; Lucas, P. J. F. (2010). Towards Games for
Knowledge Acquisition and Modeling. International Journal of Gaming
and Computer-Mediated Simulations, Special issue on AI and Games,
2(4), 48-66.</p>
      <p>Kolfschoten, G., Briggs, R., de Vreede, G. J., Jacobs, P., &amp; Appelman, J. (2006). A
conceptual foundation of the thinkLet concept for Collaboration
Engineering. International Journal of Human-Computer Studies, 64,
611-621.</p>
      <p>Wyner, A., Engers, T. v., &amp; Bahreini, K. (2010). From Policy-Making Statements
to First-Order Logic. Electronic Government and the Information
Systems Perspective (pp. 47-61): Springer.
Using natural user interfaces for
collaborative process modelling in virtual
environments
Erik Poppe, Jan Recker, Daniel Johnson, Ross Brown
Queensland University of Technology, Australia
Abstract. Modelling business processes for analysis or redesign usually requires the collaboration of many
stakeholders. These stakeholders may be spread across locations or even companies, making co-located
collaboration costly and difficult to organize. Modern process modelling technologies support remote
collaboration but lack support for visual cues used in co-located collaboration. Previously we presented a
prototype 3D virtual world process modelling tool that supports a number of visual cues to facilitate remote
collaborative process model creation and validation. However, the added complexity of having to navigate a
virtual environment and using an avatar for communication made the tool difficult to use for novice users. We
now present an evolved version of the technology that addresses these issues by providing natural user
interfaces for non-verbal communication, navigation and model manipulation.</p>
      <p>
        Introduction
Virtual worlds have received continuous attention in industry and research for purposes of
training and remote collaboration
        <xref ref-type="bibr" rid="ref14">(Messinger et al., 2009)</xref>
        . While there have been studies
showing the successful use of virtual worlds for such scenarios, there is also evidence that a
key factor in their success is the familiarity of the users with virtual environments
        <xref ref-type="bibr" rid="ref15">(Montoya,
Massey, &amp; Lockwood, 2011)</xref>
        .
      </p>
      <p>
        In previous work we have explored the use of virtual worlds for remote collaborative
process modelling
        <xref ref-type="bibr" rid="ref17">(Poppe, Brown, Recker, &amp; Johnson, 2013)</xref>
        . Process modelling involves the
capture and documentation of organizational processes in semi-formal diagrammatic
specifications for purposes of execution, automation, analysis or redesign.
      </p>
      <p>In our ongoing experiments on the use of virtual worlds for collaborative modelling, we
often note that relatively inexperienced users find using a mouse and keyboard to navigate the
virtual environment difficult, in turn impeding their ability to focus on the task at hand –
process model creation, analysis or manipulation.</p>
      <p>
        Prototype
We have previously presented a prototype process modelling tool (Figure 1) that uses a
virtual environment and avatars to enable visual cues such as pointing and gesturing to
facilitate communication between remote collaborators
        <xref ref-type="bibr" rid="ref17">(Poppe et al., 2013)</xref>
        . In this tool,
collaborators control representations of themselves in a 3-dimensional space to view, create
or manipulate process model elements such as tasks, events, gateways or other.
While our evaluation of this tool remains ongoing, we have identified three general usability
issues in regards to user interaction with our tool:
• How do we animate an avatar with a large degree of freedom intuitively?
• How do we make model manipulation as intuitive as possible?
• How do we make navigation as intuitive as possible?
Answers to these questions have been suggested in the HCI and Virtual Worlds literature
        <xref ref-type="bibr" rid="ref12 ref13 ref16">(Marks, Windsor, &amp; Burkhard, 2012; Mazalek et al., 2011; North et al., 2009)</xref>
        . On basis of
this research, we have implemented body-tracking, head-tracking and touch input to address
the issues described1.
      </p>
      <p>We address the first issue by tracking the posture of the user with a consumer depth
camera and applying this posture to the avatar in real-time. This approach enables the use of
gestures such as waving, gesticulation, and head nods and shakes, without having to navigate
menus or remember buttons. Furthermore, this input method allows for gestures that have not
been predefined or subtle variations of typical gestures.</p>
      <p>Second, we have implemented a feature for model manipulation via touch input. Instead of
having to use a mouse to edit the process model, the user can touch the process model on the
screen to create, move, scale or delete elements.</p>
      <p>A final issue of using a virtual world compared to other modelling tools is navigation. The
3D view requires users to navigate their virtual bodies in the virtual space, both for
1 A demonstration video of the prototype can be seen at: http://www.youtube.com/watch?v=nvfoBfWpxKU
communication purposes and for viewing all parts of the model. This navigation requires
movement along 3-axes and rotation around 2-3 axes and is commonly achieved using a
combination of a mouse for rotation and multiple keyboard keys for movement. In our
experience, this is confusing for users with limited experience with virtual environments. We
therefore implemented head-tracking for camera control. The user can now turn her head to
either side, up or down, to have the view turn that way and move his head forward,
backwards, sideways, up or down to move the camera in the according direction.</p>
      <p>Between these input methods, the keyboard is now required only for labelling model
elements. Also, we have reduced the number of keys the user needs to remember to a bare
minimum. These interfaces should now enable users to focus on the task of collaborative
modelling instead of handling input devices.</p>
      <p>Acknowledgments
We have presented a prototype virtual world that uses natural user interfaces to minimize
usability issues for users that are unfamiliar with virtual worlds. In our ongoing work we are
executing experimental tests to examine (a) whether this interface indeed facilitates the use of
the tool by novice users, and (b) how collaborative modelling processes are enacted by users
The contributions by Erik Poppe to this research have been supported by the Smart Services CRC in Australia</p>
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