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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Information, Participation, and Collaboration Overload - A Design Trade-Off Analysis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gerhard Fischer</string-name>
          <email>gerhard@colorado.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for LifeLong Learning and Design (L3D), Department of Computer Science, and Institute of Cognitive Science University of Colorado at Boulder</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <abstract>
        <p>Socio-technical environments grounded in end-user development (EUD) frameworks and supported by EUD technologies provide fundamental enabling conditions for cultures of participation. This paper argues and provides examples and evidence for the following claims: - cultures of participation can cause (1) information overload (by generating substantially more information), (2) participation overload (by engaging people to act not only as passive consumers but as active contributors), and (3) collaboration overload (by requiring coordination activities between the numerous contributors); - developments are needed (and some of them are described) that can reduce these overload problems; - design trade-offs are created by these developments that should be carefully analyzed to gain a deeper understanding of the promises and pitfalls of different approaches.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The digital age has created new opportunities for individuals and communities to
engage and cope with information, participation, and collaboration.</p>
      <p>Information represents externalized thoughts and knowledge. In oral cultures,
information was communicated via speech. Literal cultures created the additional
possibilities to use writing and reading in printed form. The digital culture added new
possibilities for information capture (with sensors), creation (with computational
environments), location (with search engines) comprehension (with multi-model
representations), and sharing (with networks).</p>
      <p>Participation transcends the absorption of existing information with a focus on
actively contributing new or modifying information (e.g.: in the context of creating an
artifact, framing and solving a problem, or making a decision). While information is a
central concept of consumer culture (called “Read-Only (RO)” cultures by Lessig),
active engagements and making contributions is the focus of cultures of participation</p>
      <p>
        (called “Read/Write (RW)” cultures by Lessig) and it represents one of the core
objectives and challenge of EUD [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>Collaboration transcends participation by not only contributing something, but by
coordinating individual contributions with the contributions of others to achieve a
common goal. Collaborations connote relationships between people working together on
shared tasks and shared problem spaces. They require a commitment to a common
mission and control and authority are determined by different collaborative structures. The
distribution of the individual contributions in collaborative activities can be
differentiated along the following dimensions: (1) social distribution making activities more fun,
more motivating, and by sharing the burden of coping with large problems (“getting the
job done effectively and more quickly”); and (2) epistemological distribution by
providing richer learning opportunities and suggesting new ways of thinking about
problems (“bringing different views and opinions together”).
2</p>
    </sec>
    <sec id="sec-2">
      <title>Developments Causing and Contributing to the Overload</title>
    </sec>
    <sec id="sec-3">
      <title>Problems</title>
      <p>The growth of technology (based on Moore’s Law for computational power and
Metcalfe’s Law for the value of networks) has provided the foundations for more
information being available at our fingertips and more opportunities being offered for
participation and collaboration.</p>
      <p>
        In contrast to technological developments, the growth in human capabilities is
limited: our neurons do not fire faster, our memory does not increase in capacity, and we
do not learn or think faster as time progresses [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The mismatch between these
developments has caused and contributed to information, participation, and collaboration
overload problems.
      </p>
      <p>Information overload exists for people in the following contexts:
• efforts keeping track what is going on in the world at large or in their circle of their
friends, people are required to pay attention to emails, blogs, Facebook postings, and</p>
      <p>Twitter messages;
• opportunities for wanting to learn something, people have infinite resources to do so
(including: the web itself, Wikipedia, TED lectures, MOOCs);
• challenges in coping with high-functionality environments (including: digital
cameras to take photos, word processing systems to create papers and books, drawing
applications to create graphical illustrations, programming environments to create
software);
The exploding amount of information available is due to the dramatically increased
possibilities for many more people to create and easily share information. Figure 1
illustrates that information production has increased dramatically (represented by the red
curve) whereas people’s capabilities (represented by the black curve) are limited in
keeping up with the demands of perceiving, sense-making, organizing, utilizing, and
managing all this information.
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
The participation overload problem is caused by the numerous opportunities created
in cultures of participation that people can be involved and take charge in numerous
activities:
• they can check out their own groceries, check in by themselves at airports, make
their own travel arrangements, take care of their banking needs, and write and typeset
their papers; all of these activities contributing to a “Do-It-Yourself (DIY)” society;
• they are encouraged to vote in democracies, determine their own retirement plans,
control their energy consumption, and contribute their ideas and insights to shared
information repositories (such as Wikipedia, 3D Warehouse, open source
environments, and Wikis created for all kinds of purposes);
• they are constantly requested to provide feedback about services (e.g.: for hotels,
flights, repair shops, support provided via the Internet);
• they are empowered in EUD environments to modify, customize, or create the
software they use or would like to have.</p>
      <p>In our research, we have explored and contrasted two different approaches with linking
participation, information production, and information sharing:
•
•</p>
      <p>MODEL-AUTHORITATIVE (“filter and publish”; see Figure 2) is based on strong input
filters, resulting in relatively “small” information repositories, and requiring weak
output filters; and
MODEL-DEMOCRATIC (“publish and filter”; see Figure 3) is based on weak input
filters, resulting in large and diverse information repositories, and requiring strong
output filters to find relevant and reliable information.
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).</p>
      <p>
        Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
Many of our research activities supporting MODEL-DEMOCRATIC have been focused on
democratizing design [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] by supporting meta-design [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], and fostering social creativity
by giving all people a voice [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] thereby creating new challenges and opportunities for
research in EUD.
      </p>
      <p>
        Collaboration overload problems were created by the numerous opportunities
created by the Internet for people to engage in collaborative activities including:
• peer-support communities (e.g.: workers helping other workers, learners helping
other learners with their problems in the context of community networks and forums)
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ];
• engagement in collaboratories [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ];
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
      </p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>
        • organization of large, decentralized information spaces created by social production
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]; and
• crowdsourcing environments [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>Developments to Address the Problems</title>
      <p>While more information, more participation, and more collaboration can be highly
desirable objectives, overload problems should be avoided. Following a few
developments are described that can address these problems.</p>
      <p>Reducing Information Overload. There are two basic modes to deal with information:
• information access systems (“pull-systems” in which users initiate processes with
browsing and search methods) are designed with the assumption that users are aware
of their information needs and that they know how to ask for them. The major
limitation of information access systems is: if a user does not know that something exists,
they will not ask and actively searching for it;
• information delivery systems (“push-systems”) provide information to users without
explicit requests. Many information delivery systems (e.g.: Microsoft’s “Tip of the
Day”, recommender systems, etc.) suffer from the problem that concepts get thrown
at users in a decontextualized way. Despite the possibility for interesting
serendipitous encounters of information, users find many of these features more annoying
than helpful.</p>
      <p>Search engines (such as Google) are the major tool against information overload in
information access systems. Recommender systems may help in making search
requests more targeted. Aggregator sites (for flights and hotels (e.g. Kayak), news (e.g.:
Google News, Digg), and MOOCs) assist us in avoiding to be forced to search many
sites and compare the results.</p>
      <p>
        Information delivery systems pose greater threats for causing information overload
problems. Context-awareness systems [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] (based on user models and task models)
supporting personalization and task relevancy can filter out information that users may
consider irrelevant.
      </p>
      <p>Reducing Participation Overload. To actively modify or contribute something
requires more effort than absorbing existing information. Methodologies and
technologies that can reduce participation overload are:
• meta-design environments creating contexts at design time that support users as
active participants in developing content at use time;
• construction kits reducing the demands on users by providing high-level building
blocks for reuse, redesign, and remixing;
• rich seeds limiting the amount of additional functionality needed; and
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>• domain-oriented environments reducing the effort for users (being knowledgeable
in certain domains) by allowing them to express themselves in their own language
(thereby supporting human problem-domain interaction and not only human
computer interaction).</p>
      <p>
        Another important methodology to reduce the participation overload burden is to
distribute the work to be done for creating modifications and extensions from individuals
to a community (in which gardeners, power users, and local developers may emerge)
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Reducing Collaboration Overload. Several technology developments attempt to
reduce the demands that collaboration can cause. Collaborative writing and reviewing is
supported with version control and annotation systems. Meetings and webinars are
facilitated by many computational environments. Structuring problems as nearly
decomposable systems [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] reduces the demands for coordination as individuals can work on
their own parts. On the social side, the burden of managing the additional demands
generated by collaborative efforts can be distributed by creating additional roles (such
as curators and facilitators) who are responsible for the coordination of the contribution
of participants.
4
      </p>
    </sec>
    <sec id="sec-5">
      <title>Design Trade-Offs: Drawbacks Associated with Reducing</title>
    </sec>
    <sec id="sec-6">
      <title>Overloads</title>
      <p>
        New developments such as cultures of participation, collective intelligence, and peer
production should be viewed critically and not embraced as magical thinking. As
argued in this paper, information, participation, and collaboration can create unique
opportunities but they also can lead to overload problems. A careful analysis of design
trade-offs [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], grounded in conceptual frameworks will protect people to suffer from
delusions by only observing the gains and not being aware of the losses. It is important
to keep in mind that many of the technological developments reducing the overload
problems described in the previous section are complex artifacts by themselves and to
learn and to use them may contribute to the overload problems.
      </p>
      <p>
        The efforts to reduce the information overload problem are grounded in the basic
assumption that “less is better”, but in certain contexts the opposite “more is better”
may be the case [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The promises associated with context-aware systems are
accompanied by the pitfalls that systems tailoring their services (including news and search
results) to people’s inferred personal preferences and tastes, may cause unintended
consequences that recipients get trapped in "filter bubbles" [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] representing a unique
universe of information computed by algorithms. These algorithms create context
awareness based on users’ previous actions and behaviors with the drawback that users do
not get exposed to information that could challenge or broaden their worldview and that
unexpected encounters with different topics and opinions are eliminated. Filter bubbles
may lead to groupthink [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] with a loss of individual creativity and independent
thinking, as well as a tendency to minimize conflict and reach a consensus decision without
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
      </p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>
        critical evaluation of alternative ideas or viewpoints. To transcend these shortcomings
requires to find the right balance between serendipity [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] and making information
relevant to the task at hand [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] by designing interaction mechanisms that allow users to
select their own personal, situation- and time-dependent best mix of these design
tradeoffs.
      </p>
      <p>
        The participation overload problem can be analyzed with the concept of “libertarian
paternalism” [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], an interesting design-trade-off discussed in behavioral economics
and public policy. It advocates to explore middle ground as the choice between
paternalism (being prescriptive) and libertarian (being permissive). Libertarian paternalism
distributes control with nudges between choice architects (e.g.: policy makers in
governments, designers, teachers, meta-designers) and users (e.g.: citizens, learners,
endusers.). An overemphasis on paternalism (by establishing commands, scripts, workflow
processes, requirements, or prohibitions) will reduce the participation demands for the
users — but without the libertarian dimension the approach will pay no respect for the
individual autonomy of users.
      </p>
      <p>
        Another design-trade-off with respect to participation has been explored in our work
on cultures of participation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Participants can encounter two opposing problems:
• someone wants to be a consumer but is forced to be a designer;
• someone wants to be a designer but is forced to be a consumer.
      </p>
      <p>
        The first problem often occurs in the context of activities that participants consider
personally irrelevant and can be illustrated by do-it-yourself societies. With modern tools,
humans are empowered to perform many tasks themselves that were done previously
by skilled domain workers serving as agents and intermediaries. Although this shift
provides power, freedom, and control to customers, it leads to a participation overload
and will force people to act as contributors in contexts for which they lack the
experience (which professionals have acquired and maintained through the daily use of
systems) and the broad background knowledge to do the tasks efficiently and effectively.
The second problem avoids participation overload but it deprives people to participate
in activities that they find intrinsically rewarding and it prohibits them to modify
systems to fit their needs (the main objective of EUD) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        The Internet has tremendously advanced the opportunities for collaboration and
social production [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Collaboration in cases where it is based on collectivism involving
coercion and centralized control and where it requires additional work (without
benefiting from it) can and will be perceived and experienced by participants as
collaboration overload [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] whereas collective action based on self-election, self-interest, and
distributed coordination can contribute positively towards creating cultures of
participation.
5
      </p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>Technology is a catalyst and will play an important role for future developments in the
digital age. While the growth of technology is certain, the inevitability of any particular
"future" is not. A framework focused on design trade-offs will be important and helpful
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>to understand the promises and pitfalls associated with information, participation, and
collaboration.
6</p>
    </sec>
  </body>
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