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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The role of tangibility and iconicity in collaborative modelling tasks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dan Ionita</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Deniece S. Nazareth</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexandr Vasenev</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank van der Velde</string-name>
          <email>f.vandervelde@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roel Wieringa</string-name>
          <email>r.j.wieringa@utwente.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Twente, Department of Cognitive Psychology and Ergonomics Enschede</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Twente, Department of Services</institution>
          ,
          <addr-line>Cybersecurity and Safety Enschede</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In collaborative modelling, a group of stakeholders construct a shared graphical representation of a system. In practice, not all stakeholders may fully comprehend the modelling language. This may reduce their participation, which results in reduced model quality. Our goal is to investigate which features of modelling languages help stakeholders contribute to collaborative modelling tasks. Earlier research shows that iconicity, i.e. similarity between sign and object, improves understandability, and that tangibility, i.e. physical graspability of signs, improves participation of stakeholders. In this paper we report on a 2x2 factorial experiment that explores for the rst time the interaction between iconicity and tangibility in the context of collaborative modelling. In this experiment, tangibility promoted equal participation, and iconicity had a bene cial impact on understandability, modelling speed and model quality. Notably, tangibility magni ed the e ects of iconicity. We relate these results to previous ndings and interpret them in terms of existing theories.</p>
      </abstract>
      <kwd-group>
        <kwd>tangible modelling</kwd>
        <kwd>iconicity</kwd>
        <kwd>collaborative modelling</kwd>
        <kwd>factorial experiment</kwd>
        <kwd>system modelling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>When designing or analyzing complex systems such as urban areas, business
information systems, or enterprise models in which people and machines
cooperate, models of these systems or services need to be developed. To construct these
models, collaboration among stakeholders with di erent backgrounds and
expertise is needed. This puts strong constraints on the modelling language: It should
be understandable by all stakeholders involved in modelling, even if they are not
familiar with modelling languages, and it should promote their participation in
the modelling e ort.</p>
      <p>
        It is well known that iconicity can enhance understandability and learnability
of signs [
        <xref ref-type="bibr" rid="ref1 ref15 ref2">1, 2, 15</xref>
        ]. However, most research on iconicity did not investigate its
e ects in the context of collaborative modelling.
      </p>
      <p>
        There is also evidence that tangible modeling languages, by which we mean
languages whose concepts are represented by physical, graspable tokens, such as
plastic ches or Lego pieces, have bene cial e ects on collaborative modelling
e orts [
        <xref ref-type="bibr" rid="ref10 ref11 ref25">10, 11, 25</xref>
        ]. This contrasts with what we call virtual languages, which
consist of symbols on paper or on a screen or smartboard. In comparative studies,
tangible models were produced faster and were of higher quality than virtual
ones [
        <xref ref-type="bibr" rid="ref17 ref8">8, 17</xref>
        ]. Furthermore, subjects using tangible modelling tools did not
divide their tasks, whereas subjects using graphical editors did, which suggests
more equal participation of all modelers in tangible modelling than in virtual
modelling [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ]. However, none of these experiments distinguish the e ect of
iconicity from the that of tangibility or explore the interaction of the two.
      </p>
      <p>In this paper, we report on a new experiment, with a 2x2 factorial design, in
which the modelling language was either tangible or virtual, and either iconic or
abstract. We combine the results of this experiment with the results of previous
ones, and with existing theory, in a process of analytical induction. Our
experiments provide evidence that iconicity not only improves understandability, but
also modelling speed and model quality and that tangibility promotes
collaboration, by facilitating uniform participation of all group members. The experiments
also provide preliminary evidence that tangibility magni es the positive e ects
of iconicity as well as the negative e ects of abstractness on understandability,
modelling speed, and model quality.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Theoretical background</title>
      <p>In collaborative modelling tasks, stakeholders work in a group to construct a
simpli ed representation of an actual or potential state of a airs. We consider
conceptual models, which describe social, physical and/or digital systems as a
composition of concepts and relationships. These concepts may be represented
by graphical signs on a screen, or by physical signs on a table or another similar
surface. In the case of collaborative modelling, the representation is visible to all
participants throughout the modelling e ort.</p>
      <p>
        Peirce de nes a sign as \anything which is so determined by something else,
called its object" [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. A sign can be a letter, a written or spoken word, a logo,
a Lego block, a diagram or anything else that refers to something beyond itself.
      </p>
      <p>
        A sign is iconic if it perceptually resembles the object it represents [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. A
map can be viewed as an icon of an area, a portrait is an icon of its subject, and
a model car can be viewed as an icon of an automobile. In this paper, we call
a sign abstract3 if it bears no likeness to the object it represents but is rather
related to it arbitrarily or by some (e.g. social or legal) convention. Abstract
signs therefore require a dictionary that documents the relationship between the
sign vehicle and sign object, and hence are a strain on the memory compared to
iconic signs. For example, a word is an abstract representation since its meaning
3 Such a sign is called symbolic in semiotics, but we prefer the term abstract in order
to emphasize the lack of resemblance (non-iconicity) rather than its reliance on an
interpretative rule, as well as to avoid ambiguous use of the word symbol [9, p. 237]
is determined by language. Similarly, a box in a UML diagram can only be
understood if one is familiar with the UML language.
      </p>
      <p>
        In addition, we refer to a sign as tangible if if has physical form and can
be grasped and manipulated by hand. Lego puppets, post-it notes, small scale
models and Lego bricks are graspable, but a footprint in the sand or a real-sized
prototype of a future home are not, even though they are physical. Tangible
signs may have embedded intelligence, such as in bricks on a smart tabletop [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
or FlowBlocks, used to build models of system dynamics [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ], or they may be
simple non-intelligent objects, such as plastic ches with text printed on them
or 3D printed shapes. Conversely, a sign is virtual if it is rendered digitally on a
two-dimensional display, such as a computer screen, smart board or smart table
and can be only be manipulated indirectly via an input device attached to the
same machine. For example, a piece of text in a graphical text editor requires
a keyboard to manipulate. Similarly, an icon on a smartboard { even though it
can be manipulated by hand { cannot be grasped, and is therefore virtual.
      </p>
      <p>
        To explain some of our results, we also refer to the concepts of cognitive load
and cognitive t. The cognitive load of a task is the total amount of mental
e ort required to perform a task. The theory of cognitive load suggests that
performance improves when conditions are aligned with the human cognitive
architecture [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Miller [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] claims that the ability to remember and discriminate
information can be dramatically expanded by adding dimensional stimuli (such
as color, sound, material &amp; space). This suggests that tangible signs are easier to
understand than virtual signs. Cognitive t is the reduction of cognitive load
of problem-solving by tting the representation of the problem to the problem
itself. Vessey [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] showed that when the representation of concepts or information
match a task, problem solving performance for both simple and complex tasks
is drastically improved. This suggests that it is easier to construct models using
iconic rather than abstract signs.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Related work</title>
      <p>
        Bjekovic highlighted the intimate relationship between enterprise modelling
concepts, their signs and the community which uses them [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Wilmont adds that
individual di erences in performance on conceptual modelling tasks cannot be
explained by training and experience alone and are intrinsically linked to the
activation of cognitive mechanisms related to working memory, executive control
and attention [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ].
      </p>
      <p>
        Fitzmaurice et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] experimented with tangible user interfaces, called Bricks,
which allow interacting with virtual information through an intelligent tabletop.
Bricks a ords synchronous manipulation, rather than through a single mouse,
and has more spatial persistence than virtual signs, allowing users to make
better use of spatial reasoning skills and muscle memory [7, page 447]. This suggests
that in a group modelling context, tangible signs with which all participants can
interact a ord more equal participation compared to interaction through a
single mouse-and-keyboard, and that participants will nd tangible models easier
to understand and remember than virtual models.
      </p>
      <p>
        Kim &amp; Maher [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] showed that designers building a tangible model of an
o ce perceived more spatial relationships, and re-framed the design problem
more often, than designers building a virtual model. This suggests that tangible
modelling results in models of higher quality than virtual models.
      </p>
      <p>
        Horn et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] compared tangible and graphical interfaces to exhibits in
a science museum and found that people were more likely to interact with a
tangible interface than a graphical interface, and that the tangible interactions
lasted longer. Parmar et al. [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] compared group interaction of rural women
with a health information system through an iconic keyboard interface versus
an iconic tangible interface, and found that interaction through the tangible
interface increased product engagement and social interaction, and improved
community decision-making. Zuckerman &amp; Gal-Oz [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] studied how
stakeholders built a system dynamics model using a graphical user interface to a modelling
tool, and using a tool consisting of abstract tangible signs, called FlowBlocks.
Tangible modelling turned out to be slower than graphical modelling, but users
reported higher levels of stimulation and enjoyment with tangible than with
graphical modelling, deriving partly from the physical interaction with
FlowBlocks. Grosskopf et al. [
        <xref ref-type="bibr" rid="ref10 ref20">10, 20</xref>
        ] experimented with a tool for building business
process models with tangible abstract elements (plastic ches with text drawn
on them) and observed that participants spent more time on modelling, and
achieved more understanding of the model, than with graphical process
modelling, and reported more fun building the model. These results suggest that
tangible models are likely to improve participation and collaboration.
      </p>
      <p>
        The above studies compare tangible with virtual modelling. Bakker et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
were the rst to investigate iconicity. They compared iconic and abstract tangible
game pieces on a smart tabletop that represented a map of the game, and found
that subjects preferred the iconic pieces, as it a orded better understandability.
      </p>
      <p>
        Two experiments by the authors, looking speci cally at collaborative
modelling tasks, are in partial agreement with the ndings listed above. In what we
will refer to in this paper as Experiment 1 [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] two groups of modelling novices
built models of the physical layout and IT architecture of a university campus
using tangible iconic signs or virtual abstract signs, respectively. The tangible
iconic group built a model twice as fast as the virtual abstract group, with a
quality twice as good. Tool satisfaction was higher for the tangible iconic group
as well. In what we will refer to in this paper as Experiment 2 [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], eight groups
of modelling novices collaboratively constructed enterprise models using either
tangible abstract signs or a virtual abstract signs. Again, the tangible groups
produced a model of higher quality. In both Experiments 1 and 2, the virtual
groups divided tasks among themselves, whereas in the tangible groups all
participants had the same task, indicating a higher amount of collaboration in the
tangible groups. However, agreement about the model was only slightly higher
for the tangible group in the Experiment 1, and slightly lower for tangible group
in Experiment 2.
      </p>
      <p>
        All of the experiments mentioned in this Section compare various
combinations of tangibility and iconicity, and it is not clear whether the e ects of these
two variables have always been distinguished well. To distinguish these e ects,
we systematically analyze these these two variables in a factorial experiment
(Experiment 3 ), reported in this paper. Based on our summary of related work,
we formulate two hypotheses, to be tested in the experiment:
{ H1: Iconicity improves understandability, and therefore the quality of the
result, based on [
        <xref ref-type="bibr" rid="ref1 ref15 ref17 ref2">1, 2, 15, 17</xref>
        ].
{ H2: Tangibility improves collaboration, and therefore task e ciency, based
on [
        <xref ref-type="bibr" rid="ref10 ref13 ref16 ref20 ref24 ref37 ref7">7, 10, 13, 16, 24, 20, 37</xref>
        ].
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Experiment design</title>
      <p>Our object of study consists of groups of people collaboratively building a model
of an existing system or of a new design. Our sample consists of groups of
psychology students collaboratively building a model of their university's campus
and then updating that model to represent their view of the campus' future.</p>
      <p>
        The small, self-selected sample makes classical inferential statistics pointless.
Instead, we use a technique known in case study research as analytical induction,
where we treat the groups as cases, and combine evidence from cases analytically
to explain and generalize about observed phenomena [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ].
4.1
      </p>
      <sec id="sec-4-1">
        <title>Treatment design</title>
        <p>
          We are interested in two variables: tangibility and iconicity. Therefore, we have
four treatment groups, each using di erent representations (signs) of the same
modelling language, as shown in Table 1. The underlying language used in this
experiment is a simpli ed version of the IRENE language for modelling smart
cities [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], adapted to include elements speci c to university campuses. The
IRENE language is designed to be used in stakeholder workshops and is therefore
intended to be usable by non-technical domain experts.
        </p>
        <p>After lling in a demographics questionnaire4, participants were randomly
allocated to one of four groups. Each group was taken to a separate room and
4</p>
        <p>The questionnaires are available in full: https://surfdrive.surf.nl/files/
index.php/s/QzscwpSO6Xf02w0
given one of the four toolsets described in Table 1, accompanied by a document
describing the semantics and syntax of each modelling element. These textual
descriptions were identical for all groups.</p>
        <p>The groups were then asked to familiarize themselves with the toolset and
the descriptions, requesting clari cations if needed (Task 0 ). Once each group
declared that they understood the language, they were given their rst modelling
task: to build a model of the current campus, as accurately and completely
as possible using the tools provided (Task 1 ). The groups could take as long
as they like to build this model, after which participants received individual
questionnaires4.</p>
        <p>Each group was then asked to update the model based on how they think
the campus should evolve, staying within a xed budget (Task 2 ). After Task 2,
each participant received a nal questionnaire4 with the same questions as for
task 1 but with an additional question on overall enjoyment.</p>
        <p>During the two modelling tasks (Task 1 and Task 2) the students were allowed
to ask factual questions about the campus but not about the modelling language.
Each task was timed and, in addition, the two modelling tasks were videotaped.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Measurement design</title>
        <p>
          To evaluate H1, we need to measure understandability and model quality, and
to evaluate H2, we need to measure collaboration and task e ciency. There is
no established set of indicators for the variables we want to measure.
Fortunately, Hornbaek's survey of usability research [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] provides common indicators
for quality of outcome, task e ciency and user satisfaction. We select the ones
pertaining to collaborative modelling tasks, add the ones used in our previous
experiments [
          <xref ref-type="bibr" rid="ref16 ref17">17, 16</xref>
          ] and describe them in Table 2 and below.
        </p>
        <p>Language understandability is evaluated by measuring the time taken
by each group to read and declare that they understand the language, and the
number of questions they have during this time. In addition, we measured
perceived language understandability and learnability of the language, as reported
in the individual questionnaires distributed after each of the modelling tasks.</p>
        <p>
          Quality of the outcome (i.e. of the resulting model) is one of the three
usability factors listed by Hornbaek [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. It is commonly measured as: semantic
quality (how well the model represents the domain) and syntactic quality
(how well the model adheres to the prescribed syntax) [
          <xref ref-type="bibr" rid="ref19 ref30">19, 30</xref>
          ]. We
operationalize semantic quality as incorrectness (buildings represented in the model but not
present on the campus)and incompleteness (buildings that are present on the
campus but not represented in the model). Syntactic quality is operationalized
as the number of syntactic mistakes. These quality measurements were performed
rst by two of the authors independently and then discussed.
        </p>
        <p>
          Task e ciency, Hornbaek's second usability dimension, is operationalized
in terms of time taken to complete task, as well as several indicators of perceived
e ort [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]: perceived di culty and perceived time to complete task. Both are
measured via questionnaires after each modelling task.
E ort to understand # minutes
language (Task 0) # questions
Perceived language understandabi- 1 (Easy to understand) - 5
lity (Task 1 and Task 2) (Di cult to understand)
Perceived language learnability 1 (Very easy) - 5 (Very hard)
(Task 1 and Task 2)
Incorrectness (Task 1)
Incompleteness (Task 1)
Deviation from syntax (Task 1)
Time to complete task (Task
1 and Task 2)
Perceived di culty (Task 1
and Task 2)
Perceived time to complete task
(Task 1 and Task 2)
Perceived tool satisfaction
(Task 1 and Task 2)
Perceived enjoyment (Task 1+2)
Amount of discussion (Task 1
and Task 2)
Perceived agreement (Task 1
and Task 2)
jM Dj (model elements not
in domain)
jD M j (domain elements not
in model)
# syntactic mistakes
# minutes
1 (Very easy) - 5 (Very di
cult)
1 (Very little time) - 5 (Too
long)
1 (Very satis ed) - 5 (Very
unsatis ed)
1 (Boring) - 5 (Fun)
# words per minute
# turns per minute
Coe cient of variation for
words per participant
1 (Don't agree) - 5 (Fully
agree)
Language
understandability
Semantic quality
Syntactic quality
Task e ciency
Satisfaction
Collaboration
        </p>
        <p>Hornbaek's last usability dimension is satisfaction. We measured perceived
tool satisfaction and perceived enjoyment via the same questionnaires.</p>
        <p>
          Collaboration has to do with the relative e ort each participant expended
in communicating with the others and resolving di erences [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Furthermore,
higher intra-group agreement is thought to be indicative of better collaboration
in group problem-solving [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Therefore, we operationalize collaboration in terms
of two indicators: amount of discussion and agreement. The amount of
discussion is measured by (1) annotating the video recordings and aggregating the
average number of words and turns per participant per minute for each group as
an indicator of the individual contributions to the discussion [
          <xref ref-type="bibr" rid="ref14 ref21">14, 21</xref>
          ] and (2) by
computing the coe cient of variation of words per participant as an indicator of
how evenly the discussion was spread [
          <xref ref-type="bibr" rid="ref21 ref6">6, 21</xref>
          ]. Finally, the level of perceived
agreement of each participant with their group's result is queried via questionnaires
at the end Tasks 1 and 2.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Results and Analysis</title>
      <p>Figure 1 shows the results of Task 1.</p>
      <p>Table 3 contains averages of the measurements gathered via questionnaires
and Table 4 contains averages of the measurements performed by us. Both are
averaged per group.</p>
      <p>
        We omit the results of Task 2 from this paper as this task was creative rather
than descriptive in nature and therefore cannot be easily compared with previous
experiments. The complete set of measurements and observations may be
examined at https://docs.google.com/spreadsheets/d/1AnTMelfLsQtGLhX136Z1Qaz50VSB3zmW36PMuBLESNg.
(a) Tangible iconic group
(b) Tangible abstract group
(d) Virtual abstract group
(c) Virtual iconic group
Language understandability The results show that iconicity improves
understandability, and abstractness decreases it. This agrees with our expectation
in H1 and can be explained by the theory of cognitive t. The e ect of
tangibility on understandability is less clear: the two tangible groups reported lower
understandability and learnability than the corresponding iconic groups,
contradictory to the observations of Fitzmaurice[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and Luebbe[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] that tangibility
improves understandability. One explanation might be that the subjects of this
experiment - psychology students - had little to no modelling experience and
were unfamiliar with parts of the domain and therefore bene ted from the
syntactical constraints built into the software tool. This suggests that to predict
the e ect of tangibility on language understandability in future experiments,
we may have to include the variables experience with modelling and design and
familiarity with the domain.
      </p>
      <p>The measurements also suggest an interaction between tangibility and
iconicity: Tangible iconic signs are perceived as slightly less understandable than
virtual iconic signs, but tangible abstract signs are perceived as considerably less
understandable than virtual abstract signs.</p>
      <p>
        Task e ciency Iconicity sped up the modelling process, and abstractness
decreased it. This agrees with the theory of cognitive t. Tangible modelling was
perceived to be more di cult by our subjects than virtual modelling. This
contradicts observations of earlier Experiments 1 and 2, where tangible modelling
was perceived to be easier than virtual modelling [
        <xref ref-type="bibr" rid="ref16 ref17">17, 16</xref>
        ]. However, this
contradiction may be explained by the ip side of our above explanation: Experiments
1 and 2 where done with students of computer science and technical management
science, who have been trained in modelling and design, and felt more
comfortable with the modeled domain, a smart campus and an enterprise architecture,
respectively. Current measurement do not support nor rule out this explanation,
and future experiments should include the variables experience with modelling
and design and familiarity with the domain to test this explanation.
      </p>
      <p>
        Tangibility magni ed the e ect of iconicity on task e ciency. Tangible iconic
models were built faster than virtual iconic models, and tangible abstract models
were built slower than virtual abstract models. This interaction may explain why
in Experiment 2[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], the tangible iconic group built models twice as fast as the
virtual abstract group. The interaction is also consistent with the observations
of Zuckerman et al. [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] and of Lubbe [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] that tangible abstract groups took
longer to build a model than a virtual abstract groups.
      </p>
      <p>Quality of product Iconicity had no consistent e ect on model quality but
tangibility had a clear e ect on syntactic quality: All tangible models contained
syntactic mistakes, but none of the virtual ones did. A possible explanation for
this is that our modeling tool only allows pre-de ned elements and connectors,
while using our tangible modeling tool arbitrary shapes could be drawn.</p>
      <p>
        In terms of semantic quality however, we could not clearly separate the
effects of tagibility and iconicity. Tangible iconic models were more complete and
correct than any of the other models, an e ect observed in both Experiments 1
and 2 [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and in this latest, third experiment. However, tangible abstract
models in this experiment had lower semantic quality than the corresponding virtual
models, whereas in Experiment 2 [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] they were slightly better. A possible
explanation of this apparent contradiction is the apparent uncertainty of the subjects
involved in Experiment 3 in the face of the freedom a orded by our tangible
modelling languages, combined with their lack of knowledge about the domain.
      </p>
      <p>
        This uncertainty may be aggravated by the preference of naive (non-technical)
users to represent systems with iconic diagrams rather with abstract diagrams,
compared with the preference of technical students trained in modelling and
design languages, to represent systems in abstract diagrams [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
      </p>
      <p>
        Satisfaction Tool satisfaction was lowest for the tangible abstract group and
highest for the virtual iconic group. In Experiment 2 [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] this was the reverse.
      </p>
      <p>This is consistent with our proposed explanations above that the subjects of our
latest, third experiment were thrown o by freedom a orded by our tangible
modelling tools, and nd it more di cult to make abstract models than to
make iconic models. Task enjoyment was highest for the virtual iconic group.</p>
      <p>
        This partly contradicts previous conclusions ([
        <xref ref-type="bibr" rid="ref17 ref37">37, 17</xref>
        ]), that tangible modelling is
always more enjoyable than virtual modelling. Task enjoyment was highest for
the virtual iconic group. We may again explain this in terms of lack of modelling
experience and preference of naive users for guidance provided by virtual tools,
and for iconic modelling tools.
      </p>
      <p>
        Collaboration The iconic groups spoke more (words/min) than the
corresponding abstract groups, despite similar or less turn-taking. Iconic groups also
exhibited higher agreement. Tangibility promoted more equal participation (lower
CV) for groups working with abstract signs but slightly less equal participation
in iconic groups. However, closer analysis of the video revealed that the tangible
iconic group contained a \silent" participant (see Figure 2) which drove up the
CV. A clear e ect of tangibility compared to virtuality in Experiment 3 as well
as in Experiment 2[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] is that virtuality promotes task division, while tangibility
does not.
      </p>
      <p>This is easily explained by physical
setup of the virtual modelling groups,
which all used a single keyboard with
mouse and con rmed by the number of
words per participant (Fig. 2), which
shows that the virtual groups were
dominated by one or two participants.
Analysis of the videos showed that these were
the people grabbing the keyboard and/or
mouse. Iconicity resulted in more
perceived agreement than in abstract
models. This e ect is slight for virtual models,
but is large for tangible models. So
tangibility is a also a magni er for this e ect
for iconic models.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>Fig. 2: Words per participant. Each
bar represents a di erent
participant.</p>
      <p>The positive e ect of iconicity on understandability can be explained by the
theory of cognitive t. Improved understandability in turn explains higher modelling
speed and higher agreement, assuming that modelers have similar conceptual
models of the domain.</p>
      <p>
        Tangibility magni es these e ects because tangible signs are graspable,
allowing modelers to use their spatial reasoning skills [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. This is in line with
the cognitive theory of grounded conceptual knowledge [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In this view, human
cognition does not initially (and primarily) develop by formal instruction but
by the interactions between perception and action with which the human child
explores its environment. Then, and in later life, repeated forms of these
interactions result in the neural brain patterns on which conceptual knowledge,
as used in language and reasoning, is based [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Combining graspability and
iconicity would more easily reactivate these patterns, and hence the concepts
they represent, thereby contributing to an increased and faster understanding.
      </p>
      <p>
        In addition, all participants have equal access to tangible signs, and this
can speed up modeling. However, this e ect is moderated by other variables,
such as whether the modelers are familiar with the domain, and may even be
in uenced by their personality - eg. willingness and ability to participate actively
in a group - or higher order cognitive processes - such as relational reasoning
and abstraction [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ].
      </p>
      <p>
        Note that these explanations hold even though the subjects Experiment 3
perceived tangible modelling as harder than virtual modelling. The increased
freedom of tangible modelling made them feel uncertain. Humans tend to adapt
their linguistic structure based on the context and their situational goal [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], so
this can lead to more syntactical mistakes in tangible models. Still, even though
they claimed to have no familiarity with the domain, the models of the iconic
tangible group were semantically complete, and contained the least mistakes of
the four experimental groups.
      </p>
      <p>
        Validity Our sample of 20 volunteers was self-selected, and our four
experimental groups were small. Therefore, we could not meaningfully use statistical
inference so our reasoning is case-based, where we try to explain the results of
a series of experiments in terms of existing theory in a process of analytical
induction [
        <xref ref-type="bibr" rid="ref26 ref34">26, 34</xref>
        ]. However, as indicated at length by Znaniecki [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ], who coined
the term \analytical induction", this has been a common pattern of reasoning
in the experimental physical sciences.
      </p>
      <p>External validity is the support for our generalization to a wider population
of stakeholders and domains. To this end, each the three experiments used
participants from di erent domains (technical, management, social, respectively)
and di erent modelling languages (TREsPASS, 4EM, IRENE, respectively). In
order to maximize generalizeability, we focus on e ects noticed in all three
experiments to which we provide interpretations in terms of general cognitive theories
which can be assumed to be valid for students and non-students alike.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions and Future Work</title>
      <p>We conclude that our experiments provide support for H1 (Iconicity improves
understandability), but that only provide partial support for H2 (Tangibility
improves collaboration). Instead, iconicity turned out to improve group
discussion and perceived agreement, which are indicators for collaboration. Tangibility
mostly ampli es these e ects of iconicity, but also supports more equal
participation of group members than is possible with virtual models using a single
mouse-and-keyboard setup.</p>
      <p>In addition, we found that modeling experience of participants, familiarity
with the domain, and personality of the participants moderate these e ects.
Future studies should control for these variables, as well as investigate whether
other confounding factors are present in a real world setting.</p>
      <p>The constructs outlined in this paper, and the relationships between them
highlighted by hypotheses H1 and H2, together with observations of previous
experiments provide support for constructing and updating theories related to
group modelling of complex systems.</p>
      <p>
        An open issue, that we have not investigated, is how to facilitate entering
a tangible iconic model in a computer, once it has been built by a group of
stakeholders. Luebbe [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] did this for tangible abstract models by camera, but
for tangible iconic models intelligent tangible signs on a smart tabletop may be
a more feasible option.
      </p>
      <p>Another issue for future research is that complex, socio-technical systems
consist of physical, social and virtual elements, not all of which can be represented
in an iconic way. In these cases, models will likely consist of iconic as well as
abstract signs, and the issues we have observed with abstract signs manipulated
by nontechnical experts come into play.</p>
    </sec>
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