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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>CoPrA2GO: An App for Coding Collaboration Processes</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emmanuel Nowakowski</string-name>
          <email>emmanuel.nowakowski@student.uibk.ac.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ronald Maier</string-name>
          <email>ronald.maier@uibk.ac.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fulvio Frati</string-name>
          <email>fulvio.frati@unimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Università degli Studi di Milano</institution>
          ,
          <addr-line>Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Innsbruck</institution>
          ,
          <addr-line>Innsbruck</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <abstract>
        <p>Organizations seek ways how to support teams in their communication but face challenges how to make communication processes measurable and visible. Past communication research came up with numerous interaction coding systems enabling the analysis of communication. However, today we see only few applications in research and practice due to the labor-intensive effort connected to coding and analysis. This paper addresses this problem and introduces the iPad application CoPrA2GO that strives to make the coding and analysis of communication more convenient and applicable for researchers and practitioners. A user acceptance test was conducted involving 4 IS graduate students coding 23 team meetings in real-time. Our findings suggest that CoPrA2GO is useful for coding communication in real-time and providing feedback immediately after meetings.</p>
      </abstract>
      <kwd-group>
        <kwd>communication analysis</kwd>
        <kwd>CoPrA</kwd>
        <kwd>real-time</kwd>
        <kwd>CoPrA2GO</kwd>
        <kwd>team performance</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Worldwide organizational structures have been transformed from work organized
around individual jobs to team-based work structures [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The transformation is mainly
attributed to pressures created by increasing global consolidation, innovation, and
competition. There is a need for more rapid, adaptive, and flexible responses to overcome
these pressures [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Additionally, problems are more and more complex, so that no
single individual has enough influence, resources, or expertise to solve the problem alone.
Therefore, team collaboration has become an omnipresent feature of organizational life
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Given this, it is important for organizations that teams work effectively. According
to Pentland [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] it is possible to predict a team's success by looking at communication
data generated during collaboration. This stream of research recommends automated
ways of gathering and analyzing communication by e.g., calculating the frequency of
interaction exchanges [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Yet, it is not adequate to capture the meaning of
communication. Several interaction analysis approaches [e.g., 5, 7, 8, and 9] have been suggested
to gather and analyze communication and its content. All of these approaches require
the manual creation of communication logs to deduce the meaning of communication
[7, 8, and 9]. Interaction coding systems such as IPA [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], SYMLOG [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], DFCS [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
and TEMPO [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] are usually independent of software tools and consequently additional
information in relation to the communication act such as timestamp or name of the team
member needs to be included by hand. For further analysis additional extra human
manipulation is required to transfer communication logs into tools for analysis to calculate,
e.g., depth or breadth of discussions and participation. Consequently, researchers and
practitioners are faced with labor-intensive and time-consuming efforts to analyze team
communication [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Better methods are needed that allow analyzing team behavior and
team performance in a discreet, flexible and real-time manner [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ].
      </p>
      <p>
        This paper strives to contribute to this call for better methods and presents a design
artifact, which enables IT-supported coding of communication. This design artifact is
implemented as an iPad application, named CoPrA2GO, which adopts a range of
communication acts as defined in the COllaboration PRocess Analysis (CoPrA) technique
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The app allows for real-time coding of communication and is interfaced with the
CoPrA Tool [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] for process analysis. We evaluated the usefulness of the tool by
conducting a laboratory experiment in which four IS graduate students coded
communication of 23 teams working on a decision-making task in real-time. The coders were
interviewed in a subsequent focus group interview to gain insights into their experience
with using the tool. The following three research questions were stated to assess the
acceptability of the tool: (1) For which purpose is CoPrA2GO used?, (2) What makes
      </p>
    </sec>
    <sec id="sec-2">
      <title>CoPrA2GO useable?, and (3) In which settings could CoPrA2GO be used?.</title>
      <p>The paper is structured as follows. Section 2 provides the background on team
effectiveness and communication coding. Section 3 introduces the CoPrA2GO
functionality. Section 4 describes the laboratory experiment and the focus group interview in
which the application was tested for user acceptance. Section 5 reports the results of
the CoPrA2GO user acceptance test. Finally, Section 6 and 7 contain our discussion
and conclusion.
2</p>
      <sec id="sec-2-1">
        <title>Background</title>
        <p>
          Teams gain more and more importance and so does measuring team effectiveness [
          <xref ref-type="bibr" rid="ref2 ref3">2,
3</xref>
          ]. According to Cohen and Bailey [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] effectiveness can be measured along three
dimensions comprising performance outcomes (e.g. productivity, response times,
innovation), behavioral outcomes (e.g. turnover, absence, safety), and member attitudes
(e.g. commitment, employee satisfaction, trust in management). Team performance is
context specific, which makes it difficult to define criteria that are generalizable to other
teams, the organization or even beyond [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. In this paper, team effectiveness is
primarily based on team performance composites, which are shaped by team behavior patterns
evolving through social interaction. Firstly, because it is considered as important in
organizational behavior and human resource management literature [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Secondly,
because it is observable with the help of automated tools, and thirdly, because we need
better measurement of factors influencing team effectiveness [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>
          For the automated analysis of team performance based on communication, Pentland
[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] proposed a composite of three performance criteria that he refers to as energy,
engagement and exploration. Where energy denotes the individual participation in the
team, engagement the communication of team members within the team, and
exploration the communication of team members with other teams. Additionally, Pentland [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]
states that the most important factor for high performing teams is the balance between
energy and engagement.
        </p>
        <p>
          There are long-established approaches for the analysis of team behavior based on
communication. Examples are the Interaction Protocol Analysis (IPA) [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], the Decision
Functioning Coding System (DFCS) [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], the TEMPO system [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], and the SYMLOG
methodology [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. For these traditional approaches, the researcher first needs to
transcribe video and/or audiotaped communication, perform a coding procedure on the
transcripts, and analyze the communication logs that resulted from the previous step. Each
code describes the meaning of the underlying information [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. The whole procedure
aims at reducing the complexity of the team’s communication to a simpler set of
categories [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Each of the above mentioned approaches differ to a certain extent to the
kind of team behavior they can deduce. For example, the IPA framework [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] includes
categories for coordination and emotions and is, like the DFCS [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], capable of coding
task-related communication. SYMLOG [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] and TEMPO [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] are further
developments of IPA [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] and allow to create team member profiles and distributions of team
behavior (for taskwork and teamwork), respectively. A further advancement in
communication analysis is represented by the CoPrA technique. The technique differs from
other interaction analysis methods in such sense that it puts emphasis on aggregating
communication to topics during its data preparation phase [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
3
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Artifact Description: CoPrA2Go App</title>
        <p>
          The basis of our work builds upon the aforementioned CoPrA technique. The
CoPrA2GO application supports two major activities of collaboration analysis,
comprising real-time coding of communication (data preparation) and mining patterns of
team behavior (data analysis). Its main functionality is to facilitate real-time coding of
communication. CoPrA2GO adopts the coding schema of the CoPrA technique to
ensure compatibility with the CoPrA Tool. CoPrA2GO consists of five screens, in
Objective-C so-called view controllers, which guide the coder from the login screen to the
coding screen. During coding, the app generates an MXML file in the background,
which allows to be analyzed by the CoPrA Tool for mining team behavior patterns and
whose results are returned to the iPad screen (see Fig. 1). Please refer to [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] for more
information on the mining of team behavior patterns. The remainder of the section
describes the intended use of CoPrA2GO and its interface to the CoPrA Tool.
        </p>
        <sec id="sec-2-2-1">
          <title>Pre-Conditions</title>
          <p>A pre-condition of using CoPrA2GO is that any coder is familiar with the
communication actions that can be used for coding communication. The code book contains
18 codes including codes such as propose idea, ask for clarification, or support idea
(see Appendix for a more detailed description). In addition, all coders need to be
familiar with the app interface so that the respective codes can be quickly found. This ensures
the on-the-fly interpretation of communication is possible and does not hinder the use
of CoPrA2GO by longer thinking about code meanings and location.</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>Observer Registration View Controller</title>
          <p>The design goal is that the user engagement with the application is aided by a visual
representation of a meeting that looks like a physical meeting room. Therefore, the first
view controller looks like a doorplate and is the entrance to the room. The coder has to
register by entering their name (or a nickname) in the text field, to make it traceable
who coded the specific collaboration session. After the registration is finished, the coder
is able to continue to the next view controller by hitting the submit button.</p>
        </sec>
        <sec id="sec-2-2-3">
          <title>Choose Table Design View Controller</title>
          <p>In this view the coder has to choose one of four table designs. Together with the next
step, group setup view controller, the coder recreates a virtual environment that reflects
the physical setting including team members, facilitator, and meeting table. This is
considered to ease the cognitive load for coding communication as the drag-and-drop of
communication acts onto team members or the facilitator on the iPad screen is similar
to their location in the physical environment.</p>
        </sec>
        <sec id="sec-2-2-4">
          <title>Group Setup View Controller</title>
          <p>After that, the coder is forwarded to the group setup view controller, used for the
MXML file generation. Here, the coder enters the names of the facilitator and the team
members for later placement in the virtual meeting room. Furthermore, the coder
includes the server address of the CoPrA Tool server for sending the MXML for further
analysis. The number of team members is currently limited to six plus one facilitator.
The number of team members could be easily adapted by adjusting the underlying
array, table view, and restriction. The data collected here is saved and passed to the
observation view controller.</p>
        </sec>
        <sec id="sec-2-2-5">
          <title>Observation Screen View Controller</title>
          <p>Fig. 2 depicts the observation screen in which the communication coding takes place.
We first describe the elements seen on the screen identified by 1 to 7 in Fig. 2 and then
the actions that can be coded. In particular, (1) shows the text field where the Task ID
has to be entered, (2) depicts the member labels, initially placed on the left and right
hand side of the screen, which have the names specified in the group setup view
controller, (3) shows the play/pause mechanism for the timer functionality, (4) depicts all
the 18 code buttons from the CoPrA code book, (5) shows the activity stream that
contains the last seven coded actions, (6) points out the undo and redo mechanism for the
activity stream, which has also effects on the resulting MXML file, and finally, (7)
shows the facilitator, who is guiding the team members through the collaboration
session.</p>
          <p>To be able to start the coding procedure, the coder first has to enter the Task ID to
make communication acts assignable to a specific task. The second step is to
drag-anddrop the representations of the team members on their actual sitting position at the table.
After these steps are fulfilled, the play button for the timer, at the bottom on the left
side, has to be hit to enable the assignment of timestamps to any coded communication
action. Once the timer runs, the actual coding activity can begin.</p>
          <p>Each code button (4) can be moved per drag-and-drop and is able to detect collisions
with the member labels. Therefore, if for example the provision button collides with
the label of member1 (2), it is logged that member1 performed, e.g., a provision action
at a specific time. Furthermore, the facilitator (7), displayed as the figure behind the
desk, has also a collision detection. After each code assignment, the activity stream (5)
adds the latest code assignment at the top of the list and moves the older one field below.
Additionally, with the undo and redo buttons (6) on the right side, it is possible to delete
the last performed actions, if an error occurred, or to restore the last deleted action.
Furthermore, the Task ID (1) can be changed during the coding procedure to ensure
that after a new task has started, the corresponding collaboration codes are assigned to
the correct task, e.g., evaluation or idea. That has the effect of generating a new
“ProcessInstance” in the MXML file. The definition of task and the corresponding Task ID
has to happen before the actual use of the application.</p>
          <p>Fig. 2. Observation Screen View Controller.</p>
          <p>After the collaboration session is finished, the pause button (3) has to be hit, in order
to activate the “Analyze” and “Send per Mail” buttons. This is implemented to prevent
errors, which could happen by accidentally tapping the “Analyze” button during the
coding procedure.</p>
          <p>
            At the end of the coding, the coder can choose between sending the generated
MXML file per email to further analyze it by using, e.g., ProM [
            <xref ref-type="bibr" rid="ref20">20</xref>
            ], or to send it
directly to the CoPrA Tool server for further analysis.
          </p>
        </sec>
        <sec id="sec-2-2-6">
          <title>Web View Controller</title>
          <p>This controller will be activated when the analyze option in the observation screen
view controller is chosen. At this point, the connection to the CoPrA Tool is established
and the MXML file is sent to the server for further analyses. In this controller, the coder
can choose which analysis methods to perform on the MXML files sent to the server.
In fact, the CoPrA Tool applies a set of predefined metrics to the communication logs
and allows the visualization of results, both in distribution and flow perspectives. The
results are then shown in the CoPrA2GO app in form of tables or graphs.
4</p>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>Method</title>
        <p>
          This paper describes a design science research study reporting on the activities of the
research cycles comprising rigor cycle, design cycle, and relevance cycle [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. In May
2014, the CoPrA2GO tool was tested in the context of a laboratory experiment at the
University of Innsbruck collecting data from 92 undergraduate students that were
randomly assigned to 23 teams. The collaboration task is named Norvos and represents a
decision making task. The task was adapted from an existing one and developed further
to better fit a student context. It is about a flooding that hit the city of Norvos. The goal
of collaboration is to decide on supporting measures to deal with the aftermath of the
flooding (e.g. organizing additional support of water and food, providing medical
personnel and supplies, assisting in the repair of infrastructure, and supplying general
clothing and shelter). Each session was guided by one of five facilitators. In addition,
one (of four) IS graduate students joined the session as testers to evaluate CoPrA2GO
by observing team discussions and performing real-time communication coding. They
received a short training on how to use CoPrA2GO and were handed-out an adapted
version of the CoPrA code book explaining each code of a communication act.
Additionally, testers were asked to write down instant feedback on "what works well", "what
does not work well", and "what catches your eye in general". After they finished their
coding, they sent the resulting MXML file per email, for backup reasons, and to the
CoPrA-Tool test-server, for analyzing it directly.
        </p>
        <p>
          Additionally, the testers were asked to jointly reflect on their experiences in a focus
group interview about their perceptions on the usefulness of CoPrA2GO. The interview
lasted for 30 minutes, and it was videotaped and transcribed afterwards. The
transcription was analyzed by applying the coding procedure and method of Corbin et al. [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]
using ATLAS.ti [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. This procedure consists of open, axial, and selective coding. The
goal of open coding is to break down the data analytically by an interpretive process.
This should help to gain new insights on the data and generate subcategories. The goal
of axial coding is to relate coding categories to their subcategories and to test these
relationships against the data. During this coding phase the categories are also
developed further. Finally, the goal of selective coding is to unify all categories, found in the
phase before, around a central “core” category, where the core category represents the
central phenomenon of the study [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. Additionally, the sheets for instant feedback
were matched with the interview answers to enrich them.
5
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Results of the User Acceptance Test</title>
        <p>
          The aim of the qualitative content analysis was to test the user acceptance of the
CoPrA2GO application on the basis of three research questions comprising (1) For
which purpose is CoPrA2GO used?, (2) What makes CoPrA2GO useable?, and (3) In
which settings could CoPrA2GO be used? We tested the user acceptance based on the
criteria of the technology acceptance model [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ], where primarily perceived
ease-ofuse and perceived usefulness lead to user acceptance of technology.
        </p>
        <p>When addressing research question (1), the results show that three out of four testers
see the purpose of CoPrA2GO in providing feedback immediately after the meeting.
All of the testers agreed on its usefulness for recognizing team behavior patterns and
performing descriptive statistics. In this context, they mentioned that it is very
interesting to see how many ideas were generated (descriptive statistics), and which ideas got
immediately challenged or supported (team behavior patterns).</p>
        <p>“I think that at the end you can easily see who has contributed the most. Especially,
the number of generated options of each team member. You can also see the
participation of each member.” – Tester 1</p>
        <p>“Additionally, you are able to see which option is immediately challenged or
supported. Therefore, it is nice for pattern recognition.” – Tester 2</p>
        <p>Testers also mentioned some disadvantages for using CoPrA2GO. The application
cannot compensate the reflection cycles that are common to traditional qualitative
content coding. That is mainly because the traditional coding of audio or videotaped
communication happens at a later point in time, is not as time-pressured, and options for
discussing specific codes exists. This is believed to lead to a higher precision of coding.</p>
        <p>“It is really fast, but it cannot be compared with manual communication coding,
because the level of detail of manual coding cannot be reached. During manual coding
you have time to think about the communication log, to discuss about the codes you
would like to apply, you are able to perform an intercoder reliability, and more. –
[CoPrA2GO] is another approach, a simpler and faster one.” – Tester 2</p>
        <p>When addressing research question (2), the results show what aspects make
CoPrA2GO usable for real-time coding of communication in synchronous, small sized,
face-to-face settings. All testers agreed on the clear, understandable, simple, and
intuitive interaction with the application and hence described it as an easy to use application.</p>
        <p>“It was very easy to interact with the application, the drag-and-drop functionality
worked perfectly and the coding never failed.” – Tester 4</p>
        <p>“[…] The application was simple to use, it was obvious what was to do, and yes, it
was very intuitive.” – Tester 1</p>
        <p>Additionally, the testers agreed on a quick learning phase while using CoPrA2GO.
For instance, just one out of four testers had problems with using the application in the
first coding session. This could also be seen in the log file where the first session
consisted of 20 collaboration act entries with six codes used and the second consisted
already of 167 entries with 12 codes used. Thus, he/she needed just 30 minutes to learn
how the application should be used.</p>
        <p>“In the first session I was not used to the application and the setting, so I was just
able to code on a coarse grained level of abstraction. […] In the following sessions I
was able to code in much more detail, because I knew the setting of the experiment and</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>I was used to the application.” – Tester 1</title>
      <p>They also mentioned that it is an interesting coding approach as the efforts inherent
to traditional coding are low. With the above outlined constraints, it represents an easy
way to code communication.</p>
      <p>“An advantage is that you get results without the need of manually coding
communication.” – Tester 4</p>
      <p>When addressing research question (3), testers gave opinions about the setting in
which they deem CoPrA2GO as useful. The testers stated that the team’s
communication needs to be well-structured. The reason for this is that there exist problems with
the real-time coding of parallel communication, when just one coder has to code the
communication of a small group. Another reason is that the communication should not
be too fast-paced, otherwise the coder is too slow to code every aspect of the
collaboration session.</p>
      <p>“I think that the application is very useful in […] moderated setting, for example,
Tester 1, then Tester 3, and finally, I say a sentence.” – Tester 2
“To code a discussion after a presentation would be possible.” – Tester 4
“Yes, and a podium discussion would be a good example.” – Tester 2
“[…] But I could imagine, that in a business meeting, where real discussions
happen, it could be very hard to assign the codes [with CoPrA2GO].” – Tester 2
“Yes, because there is parallel communication and discussions are too fast paced to
code for one coder. I would propose to use at least two coders for four team members,
or for every team member one real-time coder.” – Tester 4</p>
      <p>Table 1 summarizes the results of the user acceptance test. The first column includes
the research question and the second column provides the answers to each research
question that were derived from qualitative content coding.</p>
      <sec id="sec-3-1">
        <title>Discussion and Limitations</title>
        <p>In this paper we presented CoPrA2GO, an iPad application, for real-time
communication coding, which offers the possibility to get feedback on collaboration processes
immediately after the session. In the previous section we presented the results of our user
acceptance test (summarized in Table 1), which will now be discussed, again structured
along the three research questions we posed in the introduction of this paper.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>1. For what purposes is CoPrA2GO used?</title>
      <p>
        The user acceptance test showed that the application is a tool that is mainly useful
for receiving feedback on team behavior patterns and outputs, and giving the possibility
to analyze the generated log files immediately after the meeting. This is possible
because each communication act is combined with a timestamp and is stored in
chronological order in the communication log, and, in particular, because CoPrA2GO is
connected to the CoPrA Tool [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] in the back-end. Additionally, the MXML log files have
a structure that can also be analyzed with ProM, which provides additional process
metrics that could be applied [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Many teams do not have the necessary
communication ability to guide their team members or keep their interactions effective [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
Feedback can mitigate this problem because it allows to draw the team’s attention to the task
or the group, hence, affecting behavior [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Additionally, it is possible to code while
being fully aware of the context of the communication and the non-verbal
communication in the room, which makes it possible to gain deeper insights in the communication
than looking at a simple communication log ex-post. Additionally, CoPrA2GO could
also be used to analyze video and/or audiotaped collaboration sessions ex-post.
Furthermore, this ex-post approach could be used to refine an initial real-time coding.
      </p>
    </sec>
    <sec id="sec-5">
      <title>2. What makes CoPrA2GO usable?</title>
      <p>CoPrA2GO is usable because of its simplicity, clearness, and intuitiveness. The
application is easy-to-use and easy-to-learn, because its design is perceived as
userfriendly. Specifically, it does not allow erroneous user inputs and offers just the
necessary input possibilities. Furthermore, the drag-and-drop functionality is already well
established in software, like operating systems and mobile applications, which makes
the effort of getting used to it low. The quick learning process is on the one hand
influenced by the just mentioned user friendliness and on the other hand by the obviousness
of the application usage. Alongside this, coding happens quickly and is relatively
effortless, compared to common qualitative coding practices. This is mainly due to the
reason that the coding happens on-the-fly during the meeting and is IT-supported, i.e.
CoPrA2GO. Additionally, the analysis happens at the back-end with help of the CoPrA
Tool which enables CoPrA2GO, unlike other coding systems, to run analysis
immediately after coding without extra effort related to the insertion of data in spreadsheets,
conversion of log files, or switching consciously between systems.</p>
    </sec>
    <sec id="sec-6">
      <title>3. In which settings is CoPrA2GO useful?</title>
      <p>
        The results show that CoPrA2GO is especially a tool for teams having
well-structured communication. There were two aspects mentioned, which could hinder the use
of the application, namely, parallel and too fast-paced communication. For this reason
there is a need of either a facilitator who moderates the collaboration session, or a
selfmanaged team that selects a leader to coordinate their processes. The facilitator’s job is
to manage the meeting effectively, to handle group dynamics, and to use adequate
technology [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. A facilitator may intervene into the content, process, or how technology
should be used [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. To overcome the issues of parallel and too fast-paced
communication, especially, the process facilitation part is interesting. Process facilitation helps
a team to manage and coordinate collaboration activities [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. As a result, the structure
of the overall process is improved, for example, by agreeing on interaction routines
[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Furthermore, this well-structured communication is needed because, according to
Cognitive Load Theory [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], the working memory of humans is limited in capacity
when it has to process new information. Therefore, it could happen that parallel and too
fast-paced communication lead to an overload of cognitive capacity, which can result
in a decrease of the overall performance [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. In our conducted experiment the testers
had no issues with cognitive load and, therefore, were capable of keeping up with what
was said and of using CoPrA2GO for real-time coding, which was indicated by the user
acceptance test. According to the model of technology acceptance [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] it is likely that
CoPrA2GO will find acceptance as it is perceived as useful and easy-to-use.
      </p>
      <p>However, there also exist limitations that should be considered. Firstly, the
application used during the real-time coding testing scenario is just a stable prototype.
Secondly, the number of testers was limited to four, which could lead to a bias in the user
acceptance test. Finally, the user acceptance test is based on a focus group interview,
where maybe additional single interviews reveal different opinions.
7</p>
      <sec id="sec-6-1">
        <title>Conclusion</title>
        <p>
          This paper introduced CoPrA2GO, an application suitable for real-time coding of
communication of small teams in face-to-face settings. The user acceptance test shed light
on the perceived purpose of the tool, in which settings it could be used and why its use
is perceived as effortless. There exist topics for future research that should be
considered. Firstly, the limited code book does not allow tracking socio-emotional cues, such
as mood or specific body language. Especially during real-time coding of a
collaboration session, the coder has the possibility to see such behavior and assign it to a team
member. Also tracking the mood of each team member and the general mood within
the team would be an interesting addition for the analysis of team performance. This
could be done by adding a mood barometer to the application that reacts interactively
when a change in mood is coded. In fact, recent studies [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] demonstrate that it is indeed
very difficult to understand individual and team emotions. Even if it is possible to detect
emotion of an individual by analyzing video registration it is very difficult, because
these emotions are closely related to the actual context that will influence the
interpretation of facial and body signals and movements. Therefore, a coder who is present in
the collaboration session and aware of the context, is able to detect the general mood
and will help to understand also this aspect of collaboration. For this purpose, the
MXML schema would also need a revision, adding a specific tag and properties to save
mood information. Furthermore, the CoPrA Tool would need new metrics for mood
evaluation, and to combine mood with the overall team performance. Secondly, the user
acceptance test was performed in small team settings. It would be interesting to validate
the usefulness of CoPrA2GO in bigger teams. One challenge could be that a single
CoPrA2GO coder might not be able to handle the cognitive load of real-time
communication coding of bigger teams.
        </p>
        <p>
          As result the paper has implications for research and practice. On the one hand, the
paper contributes to research because CoPrA2GO represents a tool for IT-supported
communication coding with less demand on time and labor than traditional coding
system. This should benefit further advances in our research on team effectiveness and
collaboration analysis on the basis of communication. On the other hand, it contributes
to practice by providing an easy-to-learn and easy-to-use tool for real-time coding and
collaboration process feedback immediately after meetings. Consequently, it gives the
possibility to get better measurements on teamwork and team performance [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
      </sec>
      <sec id="sec-6-2">
        <title>Appendix</title>
        <p>Utterances that suggest (1) to move on in the
team process or (2) to alter the team process
by including a further team process step
Utterances that give reasoning why to
support a proposition made for a process or plan
regulation
Utterances that give reasoning why to
challenge a proposition made for a process or
plan regulation
Question utterances asking where, when,
why, who, and how should proceed with the
team process
Statements that provide information about
what the team is currently doing, or what it is
currently happening, both on process and
task level
Statements that ask about what the team is
currently doing or what is currently
happening with the task
Expressions of agreement or disagreement
with no rationale provided.</p>
        <p>Utterances that cannot be categorized into
one of the other categories because
statements are incomplete or just fillers
Utterances that signal joking or that are out
of the topic of the task
In this case no communication action can be
associated to a thought unit</p>
      </sec>
    </sec>
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