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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Context in Collaborative Mobile Scenarios</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rosa A. Alarcon</string-name>
          <email>ralarcon@ing.puc.cl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luis A. Guerrero</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sergio F. Ochoa</string-name>
          <email>sochoa@dcc.uchile.cl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>José A. Pino</string-name>
          <email>jpino@dcc.uchile.cl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, Pontificia Universidad Catolica de Chile Vicuña Mackenna 4860</institution>
          ,
          <addr-line>Santiago 6904411</addr-line>
          ,
          <country country="CL">Chile</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science, Universidad de Chile Blanco Encalada 2120</institution>
          ,
          <addr-line>Santiago 6511224</addr-line>
          ,
          <country country="CL">Chile</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Groupware systems support users performing a collaborative task. Designers of such systems may consider the deployment of mobile devices in many cases apparently taking advantage of the good features of these devices. However, mobile gadgets are not always suitable. We develop a framework of contextual elements to be considered when a collaborative application for mobile scenarios is being designed. These contextual elements have been identified based on the authors experience on collaborative applications in such scenarios. The use of this framework is illustrated analyzing three examples of collaborative situations.</p>
      </abstract>
      <kwd-group>
        <kwd>Contextual framework</kwd>
        <kwd>Groupware applications design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Groupware technology supports work groups by creating a virtual shared environment
where group members can share software artifacts, objects and self-representations. As
a consequence, group members may be able to work asynchronously and
geographically distributed across several countries, following many regulations and
belonging to various time zones. Workers may be physically close; e.g., they may be
part of a building construction project where engineers, architects, stakeholders and
builder staff are located in many places in the same city or country. Moreover, the
distance can be variable if work group members move from place to place or even if
they change location within several offices in the same building: nomadic workers.
Groupware technology has also attempted to follow the evolution of user needs, by
moving from complex and heavy software tying users to fixed computers
        <xref ref-type="bibr" rid="ref16">(Luff and
Heath 1998)</xref>
        to light clients downloadable from internet or Web portals. In the latter
case, the software is accessible from everywhere at anytime. Following this trend and
the current evolution of communication technologies, portable and smaller devices
such as laptops, PDAs, handhelds, RFID tags and cellular telephones have been
considered to be integrated in collaborative scenarios
        <xref ref-type="bibr" rid="ref1 ref14 ref14 ref17 ref19 ref7">(Antunes and Costa 2002; Kirda
et al. 2002; Myers 2001)</xref>
        . These effects are seen in diverse areas such as the
professional world, the education arena or the so called extreme environments, e.g.,
disaster management systems.
      </p>
      <p>
        On the other hand, it is long recognized that successful group work is not simply the
union of individual tasks but an organized set of coherent activities with good
strategies of communication, cooperation and coordination among group members.
However, groupware has had unexpected successes and failures. Several authors have
attempted to shed light into the possible causes for failure. For instance,
        <xref ref-type="bibr" rid="ref12">Grudin (1994)</xref>
        identifies 8 challenges for developers; one of them recognizes the importance of
designing groupware taking into account not only technological issues but also the
complex social dynamics within which group activity occurs, e.g., social, motivational,
political and economic factors. He recommends a sophisticated understanding of the
prospective users’ workplace.
        <xref ref-type="bibr" rid="ref15">Ljungberg and Holm (1996)</xref>
        analyze conversational
systems such as the Coordinator
        <xref ref-type="bibr" rid="ref21">(Winograd and Flores 1986)</xref>
        and found it drastically
decontextualized, that is, it does not consider the wide social context where interaction
actually occurs, assuming a stable and immutable role structure. Bardram concludes
the same while analyzing a groupware system to support health-care workers
        <xref ref-type="bibr" rid="ref3">(Bardram
1997)</xref>
        . As stressed by these authors, the problem is that groupware does not
acknowledge the context where the group activity takes place and it may be mainly
concerned with technological issues and hopefully with the collaborative task to be
developed.
      </p>
      <p>
        For the case of groupware using mobile devices, the problem may be even more
complex.
        <xref ref-type="bibr" rid="ref19">Stanton and Neale (2002)</xref>
        found that subtle changes in the way mobile
devices were used by children in three experimental situations led to different types of
collaborative behaviors. They found more convenient the provision of occasional
wellstructured information rather than a continuous flow of information, and favor loosely
coupled interaction.
        <xref ref-type="bibr" rid="ref16">Luff and Heath (1998)</xref>
        developed a system for supporting workers
who constantly move around a fairly large domain, however in this case technology
actually hampered people work, and they concluded there must be serious attention to
the ways in which personnel interact with colleagues rather than merely replace
traditional technology with mobile devices. Furthermore, they stress the need of
considering not simply the character of tasks and responsibilities but most importantly,
how the access to such information requires and engenders collaboration. Besides, the
researchers highlight the task-dependant nature of their insights.
      </p>
      <p>
        That is, mobile groupware systems design must take into account the diverse factors
that are involved in a particular implementation and such factors go beyond purely
technical and social concerns. Portable devices differ not only in their physical
properties but also in the kind of interactions they can support, the physical
environment where such interactions take place
        <xref ref-type="bibr" rid="ref1 ref14 ref19 ref7">(Brown and O’Hara 2002)</xref>
        , and the
time or collaborative process phase where such interaction belongs. Mobile devices
possess also some inherent restrictions that could make them not well suited for
supporting group work successfully in every working scenario, e.g., limited screen size,
available memory, input facilities, processor speed, bandwidth, battery capacity, and
communication intermittence
        <xref ref-type="bibr" rid="ref11 ref20">(Tauber and Kaashoek 1997; Guerrero et al. 2005)</xref>
        , and
finally the current context where such devices are used changes constantly.
We began to analyze which were the favorable cases or scenarios for the use of PDAs
in collaborative work in a previous paper
        <xref ref-type="bibr" rid="ref11">(Guerrero et al. 2005)</xref>
        . Now, we go further in
this aim and we distinguish six contexts that must be taken into account when
designing collaborative mobile applications. Some of them had been identified in
various areas of research and some neglected. In this paper we present a design
framework based on such contexts: physical scenario, social context, computational
context, interaction, technology support, task at hand. In addition, we analyze and
discuss three collaborative mobile applications with the framework.
The paper is organized as follows: section 2 presents our understanding of the context
concept, section 3 presents the context-based framework for designing collaborative
mobile applications, section 4 analyzes the application of the framework for three
cases, and section 5 presents some conclusions.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Understanding Context</title>
      <p>
        There is no consensual definition about what is context or what it comprises. Context
has been described, e.g., as a set of preferences/beliefs, a set of objects in a graphical
interface that belongs to a certain region or window where the user’s action takes
place, a set of attributes, a set of characteristics of the situation at hand and the
knowledge use goals, a set of knowledge pieces related to a particular activity or
situation
        <xref ref-type="bibr" rid="ref5 ref6">(Brezillon 1999a)</xref>
        . In a broader sense, context can be understood as “the
interrelated conditions in which an event, action or situation takes place”1. Other
definitions follow that direction: context can be seen as “a complex description of
shared knowledge within which an action or event occurs”
        <xref ref-type="bibr" rid="ref18">(Rittenbruch 2002)</xref>
        , or as
“whatever does not intervene explicitly in a problem solving but constrains it”
        <xref ref-type="bibr" rid="ref4">(Brezillon et al. 2004)</xref>
        .
      </p>
      <p>
        Although dissimilar, the research in the “context” topic seems to agree in two aspects:
First, context is regarded as whatever that surrounds something, e.g., situation, an
activity, an idea, but is not the thing itself. There is a differentiation between the action
currently taking place and the elements – circumstances, conditions or whatever – that
are related – surrounding or associated – to it. For instance, in the area of
contextaware computing, user context is described as the conditions associated to the user’s
current location, such as, social aspects or physical properties
        <xref ref-type="bibr" rid="ref9">(Chen and Kotz 2000)</xref>
        .
In AI, context is used for interpreting the meaning of a sentence. For instance, if a
friend asks us to “close the window”, in a cold, windy day we may understand that s/he
refers to a physical window instead of a window on a computer graphical interface. In
this case, the environmental conditions where the situation has taken place are the
conditions associated with the question. In HCI,
        <xref ref-type="bibr" rid="ref2">Bannon (1991)</xref>
        proposes that even
artifacts have no meaning in isolation: their meaning depends on the context of use of
the object, i.e., the interrelated conditions in which an individual interacts purposefully
with such object. In groupware, contextual information is provided to group members
so they can understand how their actions fit into the group goals, which are the
conditions closely related to their current activity and how the actions of their team
mates change such conditions. With this understanding, group members can choose the
appropriate response from a set of possibilities
        <xref ref-type="bibr" rid="ref1 ref13 ref14 ref19 ref7">(Gutwin and Greenberg 2002)</xref>
        .
Second, context comprises a set of interrelated elements that keep a coherence
relationship, where such relationship brings a particular meaning to the thing, e.g.,
situation, an activity, an idea. For instance, we can analyze a software product in the
context of its technical capabilities finding its successes and failures; if somebody
criticizes the product by arguing that it may change the political order in an
organization, we may say that such argument is out of context or that it corresponds to
a broader context. This way, context also defines a semantic relationship among
context elements, e.g., circumstances, conditions. Naturally, an activity or thing can be
interpreted in many types of contexts at a time, but some of them will be more or less
1 Excerpt from Merriam Webster On Line at http: // www.m-w.com
relevant. Put it in another way, conditions are semantically related with the current
action; furthermore, some conditions are closely related with the current action while
others are subsidiary or distant, and such “closeness” changes dynamically.
Several attempts have been made to identify different general types of context.
Brezillon (1999b) and
        <xref ref-type="bibr" rid="ref4">Brezillon et al. (2004)</xref>
        distinguish three main parts of context
which can be understood as three major scopes or ranges using the “closeness”
metaphor: external knowledge – knowledge not relevant to the situation at hand but
shared for group members –, contextual knowledge – knowledge relevant to the
situation at hand – and proceduralized context – concerned with the dynamic aspects
of context.
        <xref ref-type="bibr" rid="ref9">Chen and Kotz (2000)</xref>
        , distinguish four types of context: physical –
lightning, noise level, traffic conditions, temperature –, computing – network
connectivity, communication cost, bandwidth and nearby resources –, time – time or
day, season – and user context – users’ profile, location, people nearby and social
situation.
        <xref ref-type="bibr" rid="ref4">Brezillon et al. (2004)</xref>
        distinguish group, project and individual contexts.
However, these classifications of context are too general and since we are concerned
with groupware design, our interest focuses on the types of context which must be
considered at least for this kind of design.
      </p>
      <p>
        Several experiences in the use of groupware applications have shown the lack of
flexibility of these tools to support collaboration in various scenarios
        <xref ref-type="bibr" rid="ref12 ref3">(Bardram 1997;
Grudin 1994)</xref>
        . The main reason is the lack of importance given by groupware
designers and developers to context elements that characterize the collaborative
activity, the users and the collaborative activity. Typically, the physical context that
describes the physical characteristics of the collaboration scenario and the social
context that describe the particularities of the users and the interactions among users,
are not considered during the design of a groupware application.
      </p>
      <p>The design process of a groupware application should be context centered in order to
ensure the tool will be useful to support the collaborative activity it was intended for.
In addition, this process should identify favorable tendencies and coherence
relationships among the elements that characterize the collaborative activity. In
summary, the influence of the context elements over the groupware application design
is so important that it is really difficult to develop a successful tool without considering
these contextual elements.</p>
    </sec>
    <sec id="sec-3">
      <title>3. A Framework of Contextual Elements</title>
      <p>Collaborative mobile applications are different from those designed for fixed
scenarios. The main difference is caused by the computing and interaction restrictions
of mobile devices, the capability of being portable as well as the lack of a stable
service for data access and communication. These differences are added to the
requirements for designing groupware applications, including social context. Based on
our experience on developing fixed and mobile collaborative applications, we have
designed a framework for designing collaborative mobile applications in the form of
six types of context realms.</p>
      <p>We do not claim these are the unique contexts in which collaborative activity can be
understood, but based on our experience, we believe these categories cover the most
relevant contexts to be considered at design time. Contexts are presented in Fig. 1 and
are ordered according to the typical development process: first, the collaborative task is
designed, then its groupware support, the interaction, the computational support, the
social context where the application will be immersed and the main prospective
physical scenario where the activity will take place.
Some of these issues are also studied in other disciplines. Thus, physical scenario is
being researched mostly in context-aware computing, while computational support has
become the major focus in pervasive computing. The context categories are discussed
below.</p>
    </sec>
    <sec id="sec-4">
      <title>3.1. Task Context</title>
      <p>In the context of the task at hand we are mainly concerned with the design of the
collaborative task. Some issues are typically addressed at this point, for instance:
• The set of Activities that must be carried out. The collaborative process can usually
be divided into several sub-activities. Some sub-activities could require mobile
support, while others could be fixed or located. In addition, group members could
execute activities in a coupled – joint – or uncoupled – independent, parallel –
modes. By considering both categories, sub-activities can be characterized as
mobile/coupled, mobile/uncoupled, located/coupled and located/uncoupled. The
identification of these sub-activities helps designers to identify the most appropriate
type of device for supporting them.
• Communication. Communication is a very important issue in groupware
applications. However, for the case of collaborative mobile groupware, it will
depend on the degree of tasks parallelism.
• Coordination and Negotiation. Again, these very important issues will depend on
the activity needs. Activities with a high degree of parallelism will require strong
coordination mechanism whereas in joint activities, coordination could be subtle.
Negotiation in mobile environments could be demanding due to device restrictions.</p>
      <p>User Location. In groupware, one of the most claimed needs from groups is the
provision of location awareness, but traditionally, it refers to users’ location within
the virtual environment. As the technology presents the possibility of recognizing
the user actual location, privacy issues arise. Again, whether the provision of user’s
location information is important or not will depend on the nature of the activity.
For the case of mobile/coupled applications, it could be important for group
members to know the location of each other in order to make a decision. In
applications where parallelism prevails, users may want to know each other location
for planning encounters.</p>
    </sec>
    <sec id="sec-5">
      <title>3.2. Technology Context: Groupware Support</title>
      <p>In the context of enabling technologies, groupware comprehends a large bundle of
research. Most studies have been done in this context both in the fields of CSCW and
CSCL. For this reason, we will only enumerate some of the elements that comprise
groupware technology, since they are well known: Awareness, notification
mechanisms, privacy policies, perception techniques, group memory, and architectural
design. In fact, we may argue the strong focus of research in this context alone has
caused the groupware problems mentioned in the introduction: groupware does not
consider other contexts.</p>
    </sec>
    <sec id="sec-6">
      <title>3.3. Human Factors Context: Interfaces and Cognition</title>
      <p>As technology evolves with time, its impact and demands on user cognition increase.
Thus, portable devices restrictions must be taken into account for designing an
effective user/device interaction. Specific restrictions are briefly described below.
• Visualization. Since a portable device screen size is typically small, its graphical
capabilities, resolution and colors gain importance. In some situations, user
interfaces convey complex information while people are engaged in several
activities at the same time, while in other ones, a small text message will be enough.
•
•
•</p>
      <p>Data Input. This element represents type and rate of data input required by the
collaborative application. Some of the typical data input devices are: keyboard,
handwriting devices, pointing devices, microphone, video-camera. The data input
rate and the type of data input involved in the collaborative process help designers
to identify the best computing devices to support each collaboration activity.
Multimedia capabilities. This element represents the data format to be considered. It
includes input, output and management.</p>
      <p>
        Multitasking. People’s ability to perform more than one task simultaneously. For
example, talk and use the collaborative system at the same time.
3.4. Computational Context
• Power Supply. Electric power availability allowing the application to function in a
continuous way.
• Compatibility. Capability of a device to communicate with other devices using a
specific communication protocol – IEEE 802.11x or Bluetooth –. This is a specific
issue for mobile scenarios.
• Off-line Support. Capability of the collaborative application for off-line work. It
involves specific mechanisms to synchronize events and actions from the
collaborators.
• Communication bandwidth. Relevance of communication bandwidth for the
continuous operation of the collaborative application.
• Security. Transactions security can be an important issue to consider because any
unauthorized device may be able to access a MANET. Encryption and message
delivery based on roles can be used to improve security.
• Information Privacy. This is related to the information that is migrating from one
machine to another. The information may be distributed in many machines instead
of using a central server to store and manage data access. Moreover, if information
is actually stored in a central repository, it could be accessed at a later time by
people not necessarily authorized by the information generator
        <xref ref-type="bibr" rid="ref10 ref17">(Guerrero and Pino
2001)</xref>
        .
• Deployment capability. The mobile devices supporting the collaborative activity
need to be deployed in the working scenario. Mobile devices are usually easier to
deploy than desktop PCs or other devices designed for stable settings.
• User mobility. Requirements on user mobility according to the case. The relevant
mobility concerns cases in which people need to work with the device to interact
with the collaborative application.
• Network availability. This context element represents the availability of networking
services in the collaboration scenario. Networks do not need to be always available
and yet, it is possible to have mobile devices for collaboration, since people interact
asynchronously until an active network service point is reached.
• Memory requirements. This element concerns the non-volatile memory
requirements. Typical applications requiring large memories use multimedia data.
Even if the memory is expanded, care should be taken with the input/output
performance while retrieving/storing data.
      </p>
    </sec>
    <sec id="sec-7">
      <title>3.5. Social Context</title>
      <p>Social context has become relevant in recent years. However, it is hard if not
impossible to say what comprises and what not, because all human actions are
ultimately rooted in the social context. For the sake of practicality, we consider some
aspects that had been proved to be important in groupware design: organizational
structure – roles, conventions and norms and control hierarchies –, demographics –
age, gender, race, and language –, familiarity with IT, cultural heterogeneity, readiness
to use the application, politics supporting system implementation, previous formal
context – law and rules.
3.6. Physical Context
• Space. This element represents the availability of a physical space large enough to
deploy a computing device and operate the collaborative application. The smaller
the physical space available, the less likely is to use large or heavy computing
devices.
• Physical Conditions. Physical conditions such as noise, light, temperature, pollution
and distracting factors also impose restrictions over the type of computing devices
to be used for interacting with the collaborative application.
• Safety. The safety level of the scenario provides a guideline to find the best
computing device to be used during the collaboration process.
• Privacy. This is a context element to consider during the application design because
mobile applications are probably going to be used in public spaces.</p>
    </sec>
    <sec id="sec-8">
      <title>4. Applying the Framework</title>
      <p>This section presents the application of the framework as a tool to help identifying
favorable collaborative scenarios to use PDAs as supporting devices. First, the next
three sub-sections briefly present previously developed collaborative applications
supported by mobile devices. Then, these applications and their collaboration scenarios
will be analyzed in section 4.4 using the framework of context elements.</p>
    </sec>
    <sec id="sec-9">
      <title>4.1. Text Co-Authoring</title>
      <p>
        MoSCoW – Mobile Support for Collaborative Writing –
        <xref ref-type="bibr" rid="ref11">(Guerrero et al. 2005)</xref>
        is a
collaborative text editor using mobile devices. MoSCoW is a Web-based system, but it
has a module allowing downloading documents to a PDA, updating them, and then,
synchronize them with the Web versions. Therefore, the editor has two modules with
similar functionality: one of them to be used in the Web environment, and the other
one, on the PDA. This project started as a simple collaborative editor to be used by
professors in our Dept. to co-author scientific papers. A second phase of the project
attempted to support the same type of work, but performed from mobile devices, with
the obvious restrictions due to the PDA features: small screen size, slow data input,
etc. The goal of the new software module was to enlarge the editor use context, i.e., to
allow co-authors to continue working papers when being out of their offices, e.g.,
when going home by subway. No attempt was made to replace the functionality of the
Web editor. The idea was not to create a new PDA editor either, but to continue
working in the same task in another context. Thus, a co-author may choose the tool –
Web or PDA – best suited to her current work environment.
      </p>
    </sec>
    <sec id="sec-10">
      <title>4.2. Dramatic Production Support</title>
      <p>
        Making television series is a complex process which can be modeled as the
transformation of written text – scripts – into audiovisual products. Several
professional groups participate in the recording process. They are responsible for
specialized technical components such as set decoration, set assemblies, makeup and
costume. Each group has specific functions within the whole process. For instance, the
costume group has different responsibilities than the set decoration group.
Furthermore, several scenes for a series need to be recorded on the open field in real
environments – outside the studio –, and thus, wireless devices are required. An
application supporting dramatic production was developed
        <xref ref-type="bibr" rid="ref8">(Calderon 2004)</xref>
        . It used a
point-to-point network with a Wi-Fi notebook as a server and PDAs with digital
cameras as clients. The PDAs let to take snapshots from the set and to make
annotations. This guarantees a later process of organizing scenes in the right sequence,
since they are recorded in another sequence, determined by availability of the set,
availability of actors, etc. Several people may input information on the scene being
recorded, e.g., place, time, clothing, as well as snapshots. The Director and people in
charge of costumes and set use this information to prepare work for the next recording
session.
      </p>
    </sec>
    <sec id="sec-11">
      <title>4.3. Disaster Relief</title>
      <p>Activities to resist and recover from natural, hazardous and intentional extreme events,
such as terrorist attacks, chemical spills, hurricanes and earthquakes, demand effective
collaboration among a broad range of organizations, agencies and entities. This
collaboration is needed because each entity is specialized to solve a part of the problem
and the mitigation process requires more than the addition of the parts. Every disaster
scenario is new; therefore the collaboration scenario also changes; however they share
a chaotic, unstable, stressful and dangerous environment.</p>
      <p>Typically, mitigation efforts involve participants with three different roles: disaster
managers – e.g., experts or government authorities –, first responders – e.g., police,
firefighters and medical personnel –, and supporting organizations – e.g., hospitals,
civil organizations and meteorological centers –. The collaboration scenario and the
task assigned to each type of participant are different; thus the support they need to
work together is specific.</p>
      <p>The collaboration scenario for the disaster managers and supporting organizations is
usually safer and more comfortable than the collaboration scenario for people doing
fieldwork – first responders –. In addition, the mobility of these people is low or null
and the probability to have communication infrastructure is high. However, the
collaboration scenario for first responders is unstable and dangerous, and the nature of
the task they should carry out, e.g., search and rescue, requires high mobility.
Therefore, a mix of collaboration scenarios was considered in the design of this
application. Some of them were supported by PDAs and others by PCs or Notebooks.</p>
    </sec>
    <sec id="sec-12">
      <title>4.4. Analysis Using the Framework</title>
      <p>The three previous applications present various situations for which groupware
applications were designed incorporating mobile devices. Table 1 shows the degree of
importance of each of the context elements of our framework – Sect. 3 – for each of
the applications. The table includes three categories according to the impact in design
for each application: very relevant, relevant, little relevance.</p>
      <p>It is interesting to note the disaster relief application is very dependent on wireless
devices, since that type of work could not be done without them. Moreover, the critical
nature of this task makes many of the context elements very relevant for design.
By contrast, the text editor has low dependence on mobile devices, since the
corresponding work can always be done without them. Furthermore, a device failure is
not too severe, since the system can easily recover without much information loss.
Mobile devices are then a complement to the work being done. This contrast between
the two applications can be easily observed in Table 1.</p>
      <p>The dramatic production application requires “coordinated” rather than “collaborative”
work. Interaction among users is small and PDAs are used mostly for capturing and
transmitting snapshots.</p>
    </sec>
    <sec id="sec-13">
      <title>5. Conclusions</title>
      <p>Collaborative activities usually involve people playing different roles, interacting at
different times and at various physical scenarios. The design of a groupware
application so general that can be used by any people, at any time and scenario, is
almost impossible to be built. We recommend dividing the collaboration process in
phases or activities according to the collaboration scenarios to be supported. These
activities are equivalent to the “use cases” in Software Engineering development
processes. Every scenario should be characterized by its context, and the solutions
proposed to support collaboration in each scenario should consider such characteristics
and restrictions.</p>
      <p>PDAs, SmartPhones and TabletPCs are some of the appealing devices to support
collaboration in mobile scenarios. The cost and functionalities of those devices make
them an exciting option. However developing software applications to support
collaboration using these mobile devices could represent a major challenge if the
software architects do not know the main issues to be considered when designing the
collaborative solution. For that reason this paper proposes a framework of context
elements that should be considered when designing collaborative applications for
mobile scenarios. The framework is based on the authors’ experience as developers of
this type of applications. As a way to evaluate the framework, three complex tools
developed for mobile scenarios were analyzed and discussed.</p>
      <p>In addition, it is possible to use the framework as a diagnosis instrument when we are
analyzing technological devices to support various parts of the collaborations process.
Every early good decision can help developers to reduce the development effort and
increase the impact the solution has over the collaborative process.</p>
      <p>Context Element
Physical context</p>
    </sec>
    <sec id="sec-14">
      <title>Acknowledgments</title>
      <p>This work was partially supported by grants No. 1030959, and 1040952 from Fondecyt
(Chile).</p>
    </sec>
  </body>
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