=Paper= {{Paper |id=None |storemode=property |title=Towards Combining ThinkLets and Dialogue Games in Collaborative Modeling: an Explorative Case |pdfUrl=https://ceur-ws.org/Vol-777/paper2.pdf |volume=Vol-777 }} ==Towards Combining ThinkLets and Dialogue Games in Collaborative Modeling: an Explorative Case== https://ceur-ws.org/Vol-777/paper2.pdf
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)




  Towards Combining ThinkLets and
  Dialogue Games in Collaborative
  Modeling: an Explorative Case
  S.J.B.A. Hoppenbrouwers1 and W. van Stokkum2
  1
    Radboud University Nijmegen, the Netherlands
  and CRP Henri Tudor, Luxemburg
  stijnh@cs.ru.nl
  2
    Everest B.V., the Netherlands
  w.van.stokkum@everest.nl


  Abstract. 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.




  Introduction
     In many uses of collaborative modeling, e.g. in business engineering (den
  Hengst & de Vreede, 2004), knowledge engineering (Hoppenbrouwers, Schotten,
  & Lucas, 2010), problem structuring (Vennix, 1996), and enterprise engineering
  (Barjis, 2009), 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’ (Hoppenbrouwers et al., 2010).




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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)




     In the field of collaborative modeling (Renger, Kofschoten, & De Vreede,
  2008), most work focuses on the collaborative creation and validation of model
  diagrams, using some standard modeling language (for example, UML activity
  diagrams: (Rittgen, 2007)). 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 (Hoppenbrouwers, 2008; Hoppenbrouwers et al., 2010).
     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 (Hoppenbrouwers,
  Weigand, & Rouwette, 2009). 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 (Wilmont, Brinkkemper, van de Weerd, & Hoppenbrouwers, 2010).
     Such ‘conceptualization games’ bear considerable resemblance to the thinkLet
  concept central in Collaboration Engineering or CE (de Vreede & Briggs, 2005;
  Kolfschoten, Briggs, de Vreede, Jacobs, & Appelman, 2006), 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.


  ThinkLets and Dialogue Games
     The Dialogue Game (DG) approach to collaborative modeling is rooted in a
  theoretical view on modeling as a conversation (Veldhuijzen van Zanten,
  Hoppenbrouwers, & Proper, 2004). 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
  (Ssebuggwawo, Hoppenbrouwers, & Proper, 2009). Interactions include
  conversational moves like arguing for or against a proposition, agreeing,
  disagreeing, and of course putting forward or withdrawing a proposition.




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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)




      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 (Eemeren et al., 1996).
      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.
      The CE concepts we refer to below are based on (Kolfschoten et al., 2006).
  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.
      In (Kolfschoten et al., 2006), thinkLets are defined as “named, packaged
  facilitation techniques that create predictable, repeatable patterns of collaboration
  among people working towards a goal”. In (Hoppenbrouwers et al., 2009),
  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 (Kolfschoten et
  al., 2006)) 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.
      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 (Hoppenbrouwers et al., 2009).
      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 (Hoppenbrouwers & Rouwette, 2011).




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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)




     In modeling (as opposed to generic collaboration), a key notion is that of a
  meta 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
  (Hoppenbrouwers & Wilmont, 2010). Small sets of meta concepts used in
  modeling can thus be deliberately introduced in m-thinkLets, aiding their
  pragmatic and semantic-syntactic focus.
     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.
     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’ (Hoppenbrouwers & Rouwette, 2011). 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.
     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.


  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 (van Stokkum, 1999). The pattern involved was applied in a one-
  and-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.
      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. 1).
      The diamonds in Fig. 1 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




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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)




  actively varies scenario details like the types of trains involved (e.g. length, load)
  or events occurring (e.g. wind conditions, engine failure ).




         Figure 1. 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.
     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 semantic-
  syntactic) 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).
     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.
     The technique presented above is an excellent example of a ‘Focused
  Conceptualization’ or ‘FoCon’ as introduced in (Hoppenbrouwers & Wilmont,
  2010). Specifications of FoCons are somewhat similar to conceptual designs for
  thinkLets, but they were developed strictly in context of collaborative modeling.




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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)




  FoCon analysis as an instrument concerns questions like: “What goes into a
  FoCon situation, in 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 I below:

  “IN”             Info                    Various given scenarios and given chances of collision
                   Concepts                Trains, junctions, situations (diagrams); properties of trains,
                                           partly based on results of ongoing elicitation; given chance of
                                           collision (P-value, e.g. 0.75)
                   People                  Train traffic management experts, not trained in formal
                                           modeling, some system thinking ability, homogeneous
                                           professional background
  “OUT”            Info                    List, generalized over all scenarios used, of weighted factors
                   (pragm. focus)          influencing collision risk
                   Concepts                Factor types, weight for each factor type (high/low impact)
                   (sem.-synt. focus)
                   Social req.             Factors commonly understood and agreed upon
                   Argumentation           Arguments raised and accepted/rejected in discussing the
                                           factors and their weights
  Substeps/                                Facilitator: iteratively set scenario, then discuss factors, then
  Strategy                                 change details of scenario or set new scenario, thus
                                           systematically exploring all factors and developing a generic
                                           overview; Players: assume role of train or junction; for a series
                                           of scenarios, provide weighted factors matching a given
                                           chance of collision
  Interaction                              •      Focus on shared understanding of scenario
  Modes in                                 •      Focus on identifying relevant factors
  the game                                 •      Focus on determining the weight of a factor
      Table I. Overview of the main points of a FoCon analysis and DG outline of the example


  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” (Kolfschoten et al., 2006), 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 (Hoppenbrouwers et al., 2010).




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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)




  Acknowledgments
  This paper results from the Agile Service Development project (http://www.novay.nl/okb/projects/agile-
  service-development/7628), a collaborative research initiative focused on methods, 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&i, PGGM,
  RuleManagement Group, Radboud University Nijmegen, Twente University, Utrecht University, and Voogd
  & Voogd. The project is part of the program Service Innovation & ICT of the Dutch Ministry of Economic
  Affairs.



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