Discuss The Impact Of Computer-mediated Communication On Group Decision-making.” Essay, Research Paper
This essay will explore the impact of computer-mediated communication on group decision-making. It will examine one good example of this at Xerox PARC, and also consider such diverse areas as electronic interviews and virtual meetings; finally outlining possible outcomes in the future. A successful company needs to move with the times, and adapt itself to new challenges and potential opportunities in the future. One such opportunity stems from an advancement in computer-mediated communication, and its potential in meeting rooms for group decision-making. One computer tool designed to increase efficiency in the meeting room is Colab, and its software, Cognoter. Colab consisted of a local area network of computers, a video network and a specially designed room. Three terminals were available for users, facing a large screen. They were connected to each other and to a large screen (”Liveboard”) in the room which could be seen by all agents, and onto which a participant could project their own screenful of data for the perusal of others. Additionally, users were able to observe each other’s input on their own terminal without having to look at the liveboard. Such a design appears to be close to a traditional meeting consisting of a large board on which is written various ideas during the course of the meeting. Cognoter was perceived as a more efficient tool in which users could contribute in a much freer way and thereby stimulate group decision-making. Of particular note was the ability for users to enter data in parallel, so all agents could contribute ideas to the topic at any time. Moreover, writing can often be unclear or badly written on traditional wall boards, and a computer system allows such luxuries as printing, rapid revision, and text editing facilities such as cutting and pasting. Cognoter basically relied upon icons, sometimes illuminated with text (called ‘items’), which could be nested into ‘groups’. Two windows existed on the screen – and ‘item organisation window’, where the icon could be displayed to colleagues, and an ‘edit window’, allowing users to create and change aspects of their own icons. The former, remember, appeared on the screens of other users simultaneously. The designers, Tatar et al (1990), held great hopes for Cognoter. They reasoned that it would ‘cleanly’ replace the traditional medium, and that face to face group decision making could only benefit from its flexibility. It would incorporate orthodoxies such as brainstorming ideas, the organization of these ideas, and evaluating them. However, the responses from two trial groups were mixed, and fundamental problems such as notions of human communication and social interaction, needed addressing. Out of two trial groups, one set featured each person using the edit function with scarcely any communication between each other at all; and eventually they abandoned the system altogether in favour of traditional paper and pen. The second group used the video workspace function to examine the screen of whoever happened to be typing, but did not use the shared computational workspace. An important point, since the latter is one of the main reasons for setting up such a system in that all users can participate at once. By resorting to the video workspace there was a lack of freely flowing information, and disagreements emerged over who should type next. It became apparent that the shared computational workspace was extremely problematical, even to experienced computer users. One objection was that the shared workspace did not always display what the users desired, which is a question of ergonomics and software design. More interesting is that the users had certain expectations of what should be seen, from the perspective of a traditional meeting, and even in such meetings, where lapses of attention can easily occur, the situation never broke down in the way that it did when using Cognoter. A further objection is the deictic notion of reference, which was lacking on the computational model. When using a chalkboard, it is easy to point to “that” to convey meaning. On the computer there was no such facility, which hardly facilitates clear and efficient communication. The designers, Tatar et al, decided that the major flaw in the design was a conversational one. Ordinary face to face conversation is, they argue, ‘interactive’ in the sense that the semantic and pragmatic meaning of utterances are, at least to some extent, context-dependent. For example, even in relatively one-way communications, a speaker picks up cues from the person he/she is addressing, by their actions – they may nod, or mutter in agreement (see Tartar et al, pp.62-64 for a fuller account). The Cognoter system, however, used what its designers termed a ‘parcel-post’ model, in that ideas are created by a speaker and ’sent’ to the receiver. In anything more than short time-lapses between sending and receiving, this can severely hamper clear communication, and consequently the decision-making ability of the group. Citing a distinction between conversation and literary communication (pp.65), Tartar et al focus on the lack of co-production and the time-frame involved in the latter (e-mail is such an example). Cognoter is seen to fall somewhere in between these two forms. Writing on wall boards and talking are intertwined in the course of a meeting: they complement each other and a wall board is as much an instrument and prompt for conversation as it is a recorder. Note that whilst the writing down is taking place, there is spare time which needs to be filled. This might be done with more conversation, or individual work to compensate. Again, the deictic importance of the board is vital here. In technical respects, Cognoter is superior to the wall board and more flexible in its recording of information, allowing printing and valuable editing functinos suh as cutting and pasting. Yet the interactivity between users was lacking for a number of reasons including separate screens, anonymity as to who made the changes to particular items, and unpredictable delays (see pp.68 for full list) in the multi-user display. A combination of textual and verbal communication, though possible, is hampered by such time delays and the difficulty in associating an item with a communicator (remember the anonymity provided by separate terminals). Even if an item is successfully communicated, responses can be difficult – if they are not entirely verbal, the agent does not know that his/her colleagues have received the response, unless a verbal question is put forth, which causes yet more work. Similar constraints exist in responding, to those of addressing the group. Other factors include a lack of shared reference – users did not look at their screens in a uniform fashion, as would be expected when viewing a wall board or flipchart. It was also difficult to locate some items in a cluttered screen, especially if individuals were updating them at regular, rapid intervals. Such factors indicated that this style of computer-mediated communication did not lend itself at all well to group decision-making environments. A new design was established, with more success, although the overall conclusion of the study was that Cognoter had been designed with a naive view of textual and verbal human communication. The notions raised in the Cognoter example are interesting, and, in hindsight, quite intuitive. However, there are alternative explanations for the failure, in some circumstances, of computer-mediated communication to aid group decision-making. Lea (1991) cites research carried out by the Committee on Social Science Research in Computing at Carnegie-Mellon University , who accounted for social psychological processes at work in computer-mediated communication, and the consequent impact upon group-decision making. The Carnegie-Mellon team argued that certain technological features of computer-mediated communication give rise to deregulated, unorthodox psychological states in the individuals and groups involved. Keisler (1984) accounted for polarization in groups by arguing that it stems from a greater pool of arguments favouring the preferred pole. With the increased flow of information in a computer-mediated communication, one can posit an increase in the likelihood of polarization. Noticeable when using computer-mediated communication is the lack of social and contextual cues, bringing about a reduction in social constraints. An obvious example is the phenomena of ‘flaming’ on Internet chat-lines and bulletin boards – where individuals are subject to, and subject others to, abusive language and comments. Here, the anonymity of a distant computer terminal provides a protection against reactions to the abuse; in addition, the medium of computer-mediated communication itself deprives the user of cues which facilitate (or even necessitate) normative social behaviour. Moreover, it can be argued (Kiesler et al, (1984)) that this process induces more equality amongst participants and thereby undermines leadership. In some cases, for example teleworking, this may be largely an illusion which only hides existing power structures and hierarchies. However, in the case of group decision making, the notion seems more plausible – if there is no leader to conduct the meeting, individuals may polarize in an attempt to impose their own ideas upon the meeting. De-individuation, similarly, brings about a sense of isolation for an individual, leading to a loss of ident