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				<title level="a" type="main">Towards Combining ThinkLets and Dialogue Games in Collaborative Modeling: an Explorative Case</title>
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							<persName><forename type="first">S</forename><forename type="middle">J B A</forename><surname>Hoppenbrouwers</surname></persName>
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								<orgName type="institution">Radboud University Nijmegen</orgName>
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									<country key="NL">the Netherlands</country>
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								<orgName type="institution">CRP Henri Tudor</orgName>
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									<settlement>Luxemburg</settlement>
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							<persName><forename type="first">W</forename><surname>Van Stokkum</surname></persName>
							<email>w.van.stokkum@everest.nl</email>
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						<title level="a" type="main">Towards Combining ThinkLets and Dialogue Games in Collaborative Modeling: an Explorative Case</title>
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<div xmlns="http://www.tei-c.org/ns/1.0"><p>We present a next step in our ongoing effort to conceive innovative support approaches for collaborative modeling. We propose to blend the well-established Collaboration Engineering approach (rooted in CSCW) with the Dialogue Game approach (rooted in Conceptual Modeling), viewing the second as a specialized extension of the first, and describing how they can complement each other. We hope to eventually link not only the approaches, but also the two fields. We provide a small but realistic illustration of our proposal at the hand of a real, industrially used elicitation pattern from knowledge modeling, and briefly show how this pattern can be wrapped up as an ʻm-thinkLetʼ.</p></div>
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<div xmlns="http://www.tei-c.org/ns/1.0"><head>Introduction</head><p>In many uses of collaborative modeling, e.g. in business engineering <ref type="bibr" target="#b2">(den Hengst &amp; de Vreede, 2004)</ref>, knowledge engineering <ref type="bibr" target="#b6">(Hoppenbrouwers, Schotten, &amp; Lucas, 2010)</ref>, problem structuring <ref type="bibr" target="#b15">(Vennix, 1996)</ref>, and enterprise engineering <ref type="bibr" target="#b0">(Barjis, 2009)</ref>, collaborative modeling with stakeholders untrained in modeling is a required and common practice, but also a continuous challenge, referred to as the 'knowledge acquisition bottleneck' <ref type="bibr">(Hoppenbrouwers et al., 2010)</ref>.</p><p>In the field of collaborative modeling <ref type="bibr" target="#b10">(Renger, Kofschoten, &amp; De Vreede, 2008)</ref>, most work focuses on the collaborative creation and validation of model diagrams, using some standard modeling language (for example, UML activity diagrams: <ref type="bibr" target="#b11">(Rittgen, 2007)</ref>). A different approach, which this paper is an exponent of, concerns more focused, 'smaller' conceptualizations that help gather and communicate highly to-the-point, well structured information that can be the basis for derivation (manually or possibly automatically) of more abstract, 'technical' models <ref type="bibr" target="#b4">(Hoppenbrouwers, 2008;</ref><ref type="bibr">Hoppenbrouwers et al., 2010)</ref>.</p><p>Once we move away from the 'collaborative diagram drawing' approach and into more limited and focused conceptualization (closer to the stakeholders' familiar concepts and requiring less skill in dealing with abstract syntax and complex visualizations and verbalizations), we can also move towards more closely guided, wizard-like conceptualization support <ref type="bibr" target="#b7">(Hoppenbrouwers, Weigand, &amp; Rouwette, 2009)</ref>. We thus, in the long run, work towards the creation of a coherent library of well focused 'modeling games': rule-based, goal-driven interactive procedures that do not involve more than a few meta-concepts each and should be relatively easy to 'play' for stakeholders untrained in formal modeling <ref type="bibr" target="#b16">(Wilmont, Brinkkemper, van de Weerd, &amp; Hoppenbrouwers, 2010)</ref>.</p><p>Such 'conceptualization games' bear considerable resemblance to the thinkLet concept central in Collaboration Engineering or CE <ref type="bibr" target="#b1">(de Vreede &amp; Briggs, 2005;</ref><ref type="bibr" target="#b9">Kolfschoten, Briggs, de Vreede, Jacobs, &amp; Appelman, 2006)</ref>, and can in fact be seen as a specialized extension of that approach. However, as will be explained in the next section, some additional properties are to be added to thinkLets as they (also) become Dialogue Games (DGs). The DG approach originated in the field of conceptual modeling, whereas CE concerns collaboration more in general, yet in the specific context of collaborative interaction support (in particular, CSCW). We hope to link not only the approaches, but ultimately also the two fields.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>ThinkLets and Dialogue Games</head><p>The Dialogue Game (DG) approach to collaborative modeling is rooted in a theoretical view on modeling as a conversation (Veldhuijzen van Zanten, <ref type="bibr" target="#b14">Hoppenbrouwers, &amp; Proper, 2004)</ref>. Detailing this line of thinking led to a framework in which the core concepts are Rules, Interactions, and Models (RIM): Rules both drive and constrain conversational Interactions that include propositions, but also argumentation about those propositions. A set of propositions as accepted by the modelers at some point in time constitutes a current Model. For an elaborate explanation of the RIM framework, see <ref type="bibr" target="#b12">(Ssebuggwawo, Hoppenbrouwers, &amp; Proper, 2009)</ref>. Interactions include conversational moves like arguing for or against a proposition, agreeing, disagreeing, and of course putting forward or withdrawing a proposition.</p><p>From the rule-based RIM approach, it is a small step to viewing modeling sessions as enacted games (instantiations of a game type). In addition, there is a theoretical link between the RIM approach and 'dialogue games', a known concept in Argumentation Theory <ref type="bibr" target="#b3">(Eemeren et al., 1996)</ref>.</p><p>Let us now consider the CE approach (involving thinkLets) and see how this approach relates to the DG approach to collaborative modeling. Please note that lack of space prevents us from providing a full scale, detailed comparison between the CE and DG approaches here; we intend to do this elsewhere, including identification of overlap between existing thinkLets and (parts of) Dialogue Games. Indeed we know such overlap exists. However, our strategy is to first focus on the creation of playable game implementations; analysis and (re)use of generic patterns (thinkLets) in these games will have to come later.</p><p>The CE concepts we refer to below are based on <ref type="bibr" target="#b9">(Kolfschoten et al., 2006)</ref>. Symbolical of the overlap between the two approaches, we refer to 'm-thinkLets': a (still mostly fictional) class of thinkLets for use in collaborative modeling and compatible with the structure of DGs.</p><p>In <ref type="bibr" target="#b9">(Kolfschoten et al., 2006)</ref>, thinkLets are defined as "named, packaged facilitation techniques that create predictable, repeatable patterns of collaboration among people working towards a goal". In <ref type="bibr" target="#b7">(Hoppenbrouwers et al., 2009)</ref>, collaborative modeling is characterized as a "goal-driven interactive activity that requires freedom of action and decision within clearly set boundaries." Games are typically also such activities. A similar direction is suggested in <ref type="bibr" target="#b9">(Kolfschoten et al., 2006)</ref>) by shifting from the use of complete and rather detailed, restrictive 'scripts' as part of specifying thinkLets, to defining rules. Though they do not explicitly refer to 'games', from the DG/RIM perspective even classic thinkLets are games, of a sort.</p><p>In dealing with the optimal trade-off between constraint and freedom in guiding interaction, much can be learned from game dynamics. In addition, taking the game metaphor seriously suggests some interesting possibilities: the use of advanced interfacing from gaming to make collaborative interaction more accessible and engaging; even the use of devices like score systems or local competition embedded in over-all collaboration <ref type="bibr" target="#b7">(Hoppenbrouwers et al., 2009)</ref>.</p><p>The DG approach recognizes the long term goal (also highly prominent in CE) of removing the facilitator as much as possible (disintermediation), yet it currently focuses on simplifying and structuring the facilitator's role rather than removing it. A DG for modeling is typically viewed as two entwined games with distinct sets of goals and rules: one (or more) for the stakeholder-participants, one for the facilitator-participants. Again this merges the notion of 'rules' with the notion of 'script', including the facilitator as a role in the game. Such a setup was successfully executed in a pilot DG for Group Model Building, transforming a script into a DG <ref type="bibr" target="#b5">(Hoppenbrouwers &amp; Rouwette, 2011)</ref>.</p><p>In modeling (as opposed to generic collaboration), a key notion is that of a model or modeling language. Though this aspect is in principle covered by thinkLet design concepts, it could benefit from additional, further specialized views from the DG approach. The pragmatic focus of a DG (the intended use of the conceptualization it renders: its desired resulting contents) is driven by focus questions; its semantic-syntactic focus (the modeling language or conceptual format of the result) constrains the formulation of focused answers <ref type="bibr">(Hoppenbrouwers &amp; Wilmont, 2010)</ref>. Small sets of meta concepts used in modeling can thus be deliberately introduced in m-thinkLets, aiding their pragmatic and semantic-syntactic focus.</p><p>CE uses the concept of "parameters" of thinkLets: content-specific variables, for example focus questions. One could view such parametrization as an important aspect of the development of m-thinkLets. However, the creation of m-thinkLets would involve the setting of parameters that would still be generic for a certain flavor of modeling, e.g. ontological modeling, process modeling, and so on. Indeed, m-thinkLets require a specific, focused approach to the use of parameters extending into 'syntax setting' for m-thinkLet results.</p><p>CE covers 'moves of the game' that relate to the rendering of results of thinkLets. Discussion is explicitly included as a possible 'action' in thinkLets, but CE does not guide, constrain, or log its 'mechanics'. Contrarily, the DG approach considers the typical interactions of discussion and argumentation as discrete 'moves of the game' <ref type="bibr" target="#b5">(Hoppenbrouwers &amp; Rouwette, 2011)</ref>. Logging all "discussion moves" and making them accessible both during and after the game is standard. Possibly, CE in general might benefit from such a mechanism.</p><p>Having explored key similarities and differences between CE and the DG approach, let us consider a realistic example of a potential DG based m-thinkLet.</p><p>Example: The 'Weighted Factor Elicitation Game' An exemplary 'm-thinkLet' interaction pattern was created in context of a project in which a radical new distributed model was conceived for scheduling Dutch railway traffic <ref type="bibr" target="#b13">(van Stokkum, 1999)</ref>. The pattern involved was applied in a oneand-a-half hour collaborative modeling session with three domain specialists of Dutch Railways, and a facilitator. A role playing setup was used to elicit the weighed factors that influence the creation of scheduling conflicts between trains.</p><p>The facilitator (a knowledge engineer) initiated the session by introducing a limited set of scenarios that can lead to a conflict. These scenarios were presented by schematic diagrams (Fig. <ref type="figure">1</ref>).</p><p>The diamonds in Fig. <ref type="figure">1</ref> represent junctions. The other icons represent trains. The goal of the game is for the players to set parameters such that, for a specific scenario, there is a given p% chance (e.g. 75%) that the trains will raise a conflict (i.e. arrive at the same time) at the junction. During the game, the facilitator actively varies scenario details like the types involved (e.g. length, load) or events occurring (e.g. wind conditions, engine failure ).</p><p>Figure <ref type="figure">1</ref>. Two of the scenarios in which two trains could be arriving too close together at one infrastructural railtrack point For example: "let domain expert 1 be the red train. This red train is a long cargo train carrying a heavy load. Domain expert 2 is the blue train which is IC train with high priority. Domain expert 3 is a junction that will assess continuously the chance of collision. Assignment: for this situation, collaboratively conceive and set factors so that there is a 75% chance the trains collide". The actual, utilitarian goal of the game is to collaboratively define a stable set of factors influencing the chances of collisions taking place. Factor types thus elicited included speed, maintenance record, weather influences, weight, type of engine, priority of passengers and cargo; weights (high/low) indicated the importance of the factors.</p><p>The domain experts involved had no experience in creating formal models. The described session was one in a series of nine interrelated sessions, each of a similar focused nature. In each session the focus (both pragmatic and semanticsyntactic) was set differently to address a specific aspect: the train, the infrastructural points, creating conflict, creating a plan to prevent a conflict, determining a cost function to evaluate a plan, decision making on plans, determining follow-up conflicts, define a stop criterion for evaluating uncertain follow-up conflicts. By breaking up the problem into small, focused sessions, in the end a very complex distributed scheduling system was collaboratively modeled, without any 'comprehensive diagram drawing' (in fact, such a diagram would have too complex to draw in the first place: it was represented as a set of mathematical formulae).</p><p>The same patterns have later been reapplied in other projects in need of a real time distributed workflow scheduling solution. For example, the patterns have been used to develop a system for scheduling ground operations at Zaventem airport, scheduling autonomous operating robots in Rotterdam's largest container handling terminal port, creating simulations to solve traffic jam problems in Holland and for developing an order picking system for distribution centers of a Dutch super market chain.</p><p>The technique presented above is an excellent example of a 'Focused Conceptualization' or 'FoCon' as introduced in <ref type="bibr">(Hoppenbrouwers &amp; Wilmont, 2010)</ref>. Specifications of FoCons are somewhat similar to conceptual designs for thinkLets, but they were developed strictly in context of collaborative modeling.</p><p>FoCon analysis as an instrument concerns questions like: "What goes into a FoCon terms of existing information and people (including their concerns, knowledge, and skills)"; "What is the intended output of a FoCon situation, in terms of pragmatic goals, conceptual (semantic-syntactic) constraints set, and the required level and sort of agreement between people", "what focus questions are used, and what explicit instructions are to be given by the facilitator, in which situation", and "what rules govern the required or limited interaction between players, in view of a current focus question". Clearly, a similar analysis could be applicable in a thinkLet context. The main points of a FoCon analysis of the m-thinklet described above are given in Table <ref type="table" target="#tab_0">I</ref>  We hope the table sufficiently illustrates how a FoCon analysis can serve as a basis for designing both Dialogue Games and m-thinkLets. Note that in the example, 'argumentation' plays a role in the actual elicitation process (arguments can be looked up during a running game and are a source of ideas about factors for the players) but argumentation is also logged for future reference to details in the discussion (otherwise lost). Structure is inherently provided by the DG setup. We leave out considerations of mappings between m-thinklets, aptly called "transitions" <ref type="bibr" target="#b9">(Kolfschoten et al., 2006)</ref>, except by stating that such transitions can be direct mappings of resulting concepts to models or model views, but also derivations (typically by means of logical reasoning) based on concepts found and possibly leading to further abstraction thereof <ref type="bibr">(Hoppenbrouwers et al., 2010)</ref>.</p></div><figure xmlns="http://www.tei-c.org/ns/1.0" type="table" xml:id="tab_0"><head>Table I .</head><label>I</label><figDesc>below: Overview of the main points of a FoCon analysis and DG outline of the example</figDesc><table><row><cell>"IN"</cell><cell>Info</cell><cell cols="2">Various given scenarios and given chances of collision</cell></row><row><cell></cell><cell>Concepts</cell><cell cols="2">Trains, junctions, situations (diagrams); properties of trains,</cell></row><row><cell></cell><cell></cell><cell cols="2">partly based on results of ongoing elicitation; given chance of</cell></row><row><cell></cell><cell></cell><cell cols="2">collision (P-value, e.g. 0.75)</cell></row><row><cell></cell><cell>People</cell><cell cols="2">Train traffic management experts, not trained in formal</cell></row><row><cell></cell><cell></cell><cell cols="2">modeling, some system thinking ability, homogeneous</cell></row><row><cell></cell><cell></cell><cell cols="2">professional background</cell></row><row><cell>"OUT"</cell><cell>Info</cell><cell cols="2">List, generalized over all scenarios used, of weighted factors</cell></row><row><cell></cell><cell>(pragm. focus)</cell><cell cols="2">influencing collision risk</cell></row><row><cell></cell><cell>Concepts</cell><cell cols="2">Factor types, weight for each factor type (high/low impact)</cell></row><row><cell></cell><cell>(sem.-synt. focus)</cell><cell></cell></row><row><cell></cell><cell>Social req.</cell><cell cols="2">Factors commonly understood and agreed upon</cell></row><row><cell></cell><cell>Argumentation</cell><cell cols="2">Arguments raised and accepted/rejected in discussing the</cell></row><row><cell></cell><cell></cell><cell cols="2">factors and their weights</cell></row><row><cell>Substeps/</cell><cell></cell><cell cols="2">Facilitator: iteratively set scenario, then discuss factors, then</cell></row><row><cell>Strategy</cell><cell></cell><cell cols="2">change details of scenario or set new scenario, thus</cell></row><row><cell></cell><cell></cell><cell cols="2">systematically exploring all factors and developing a generic</cell></row><row><cell></cell><cell></cell><cell cols="2">overview; Players: assume role of train or junction; for a series</cell></row><row><cell></cell><cell></cell><cell cols="2">of scenarios, provide weighted factors matching a given</cell></row><row><cell></cell><cell></cell><cell cols="2">chance of collision</cell></row><row><cell>Interaction</cell><cell></cell><cell>•</cell><cell>Focus on shared understanding of scenario</cell></row><row><cell>Modes in</cell><cell></cell><cell>•</cell><cell>Focus on identifying relevant factors</cell></row><row><cell>the game</cell><cell></cell><cell>•</cell><cell>Focus on determining the weight of a factor</cell></row></table></figure>
			<note xmlns="http://www.tei-c.org/ns/1.0" place="foot" xml:id="foot_0">In: Nolte, A.; Prilla, M.; Lukosch, S.;Kolfschoten, G. and  Herrmann, T.: Proceedings of the 1st International Workshop on Collaborative Usage and Development of Models and Visualizations at the ECSCW 2011 (CollabViz 2011)</note>
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<div xmlns="http://www.tei-c.org/ns/1.0"><p>Acknowledgments This paper results from the Agile Service Development project (http://www.novay.nl/okb/projects/agilea collaborative research initiative focused on techniques and tools for the agile development of business services. The project consortium consists of BeInformed, BiZZdesign, CRP Henri Tudor, Everest, HU University of Applied Sciences Utrecht, IBM, Novay, O&amp;i, PGGM, RuleManagement Group, Radboud University Nijmegen, Twente University, Utrecht University, and Voogd &amp; Voogd. The project is part of the program Service Innovation &amp; ICT of the Dutch Ministry of Economic Affairs.</p></div>
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