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What Mix of Video and Audio is Useful for Small Groups Doing Remote Real-time Design Work?

Judith S. Olson, Gary M. Olson

Collaboratory for Research on Electronic Work (CREW)
The University of Michigan
701 Tappan Street
Ann Arbor, MI 48109-1234
(313) 747-4948 olsons@crew.umich.edu

David K. Meader

Department of Management Information Systems
Karl Eller Graduate School of Management
430 McClelland Hall
University of Arizona
Tucson, AZ 85721
(602) 621-3600 dmeader@bpa.arizona.edu

© ACM

Abstract

This study reports the second in a series of related studies of the ways in which small groups work together, and the effects of various kinds of technology support. In this study groups of three people worked for an hour and a half designing an Automated Post Office. Our previous work showed that people doing this task produced higher quality designs when they were able to use a shared-editor to support their emerging design. This study compares the same kinds of groups now working at a distance, connected to each other both by this shared editor and either with high-quality stereo audio or the same audio plus high- quality video. The video was arranged so that people made eye contact and spatial relations were preserved, allowing people to have a sense of who was doing what in a way similar to that in face-to-face work. Results showed that with video, work was as good in quality as that face-to face; with audio only, the quality of the work suffered a small but significant amount. When working at a distance, however, groups spent more time clarifying to each other and talking longer about how to manage their work. Furthermore, groups rated the audio-only condition as having a lower discussion quality, and reported more difficulty communicating Perceptions suffer without video, and work is accomplished in slightly different manner, but the quality of work suffers very little.

Keywords

Group support system, remote work, concurrent editing, small group behavior, desktop video.


Introduction

Meetings are a central component of collaborative work in organizations. They can range from formal meetings that are scheduled in advance with a pre-defined agenda to informal, ad hoc meetings where the members of a work group get together to work interactively on some problem on the spur of the moment. Traditionally, all forms of what we think of as meetings took place face-to-face, in meeting rooms, commons areas, and lunchrooms. But as we all know, groups no longer need to meet in the same location; new technologies are allowing us to relax the constraint of co-location. Modern telecommunications make available an interesting array of options such as teleconferences, video conferences, and synchronous interactions over computer networks. These alternatives to face-to-face interactions have distinct properties, and have not, in any real sense, replaced what it is possible to do in face-to-face interactions. However, they offer organizations and communities of practice additional flexibility in how teams are structured and deployed. To do this effectively, we need to learn more about both the opportunities and constraints offered by these new modes of synchronous interaction.

This paper grows out of a line of research whose aim is to understand these issues. We have focused on synchronous interactions among small teams working on design problems. We chose small teams because they are such a widespread and enduring form for working on projects in organizations, and are a hallmark of such new organizational forms as adhocracies [1,28]. We chose the task of design because it is a representative ill-structured problem solving task [22,25] that interleaves many subprocesses such as planning, creativity, decision-making and cognitive conflict (dimensions in McGrath's [12] task taxonomy). Design is also usually a collaborative task [e.g., 11].

In this line of research, we began with field studies of groups in real organizations doing software system design [17]. Our goal was to understand better what small group behavior was like for design tasks, and what opportunities existed for supporting this activity with technology. We learned much about both, leading to our developing a simple shared editor called ShrEdit [13] that we felt had properties that would be useful for groups doing these kinds of tasks. It provided the members of a group with an electronic workspace in which they could all enter and edit their ideas. We took ShrEdit into the laboratory to assess this. We created a design task that elicited design behavior similar to what we had seen in the field [19], and compared real groups of three people (i.e., people who knew each other and had worked together before they came into the laboratory) using ShrEdit with groups working with the more traditional meeting room media of whiteboard, and paper and pencil. The groups using ShrEdit produced higher quality designs, though they were somewhat less satisfied with their work. To our surprise, they produced higher quality designs by exploring fewer ideas rather than more.

The next step in this research, reported in this paper, was to study comparable groups working with ShrEdit but no longer physically co-located. In designing ShrEdit we assumed that groups would have other communication channels available to them. In a face-to-face setting, of course, the groups can talk and gesture in their usual interactive ways, and indeed, the groups in our studies engaged in extensive discussion while using ShrEdit as a workspace to capture and revise their emerging ideas. So in looking at the use of ShrEdit by distributed groups we provided them with other communication channels for talking and interacting.

We decided to provide communication for our groups that was as ideal as we could make it given their distributed set- up. We wanted a baseline for later studies that looked at other kinds of communication, such as digital desktop video. In the present study we focused on how groups of three performed when they have a shared workspace tool and ideal remote communication.

Many investigators have pointed out that shared workspace tools are important sources of coordination in collaborative problem solving tasks [4,7,27,30]. We know from our prior work [19] that ShrEdit is an effective shared workspace tool for the kind of design task we have used.

High quality audio is also very important to remote synchronous work [6,20,27]. So we had half our groups work with high quality audio in addition to the shared workspace. Our audio was full duplex, directional for both input and output, and of far better quality than found in teleconferencing or most commercial video conferencing systems.

More controversial is whether video adds significant value for groups doing distributed problem solving. While the research record is quite mixed [5,27], many theories [e.g., 3,23,24,29] and most people's intuitions are that video should add substantial value to such work. Thus, the other half of our groups had our good quality audio plus high quality analog video connections to each of their colleagues. The video was arranged in an optimal fashion to create the feeling of sitting around a table with one's colleagues, with the shared workspace in the center. We took more care than usual to create what we felt would be the best possible video conferencing set-up.

We were interested in how these video/audio groups using ShrEdit would compare to face-to-face groups using ShrEdit from our earlier study [19] on a range of measures: quality of the work product, satisfaction, and characteristics of the group process. We also compared these audio/video groups to the audio-only groups to assess the added effect of the video. What distinguishes our study from previous investigations is the use of an established workspace tool of known value for sharing the work, and the care we took to ensure that the audio and video were of the highest quality we could get with present communication technology.

Another function of this study was to establish a baseline from which we could conduct later studies of a variety of less-than-optimal communication technologies. Multimedia desktop conferencing systems that run over the Internet or ISDN lines are generally quite constrained in the quality of the audio and video they can provide. With our baseline data we can assess these situations in future investigations.

METHOD

Subjects

The subjects were 36 existing groups of three professionals. All of the groups consisted of three MBAs1 each enrolled in the Michigan Business School. In all groups, the members had worked together before in class or work projects and all knew at least one Macintosh or Windows application.

The Setting and its Communication Support

The group members were seated in three separate rooms made to look like offices, all part of the Collaboration Technology Suite (CTS) [16]. As shown in Figure 1, in these rooms, a workstation with a large screen was centered on a desk, with two 13" video monitors on each side of the screen. A camera and microphone were mounted on each video monitor, with the camera placed at the center of the top of the monitor so that when the participants faced each other, they appeared to each other to be making eye contact.
Footnote 2 Furthermore, when the other two remote participants were facing each other, their images projected to the receiving participant made them look as if they were looking at each other.

Figure 1. A diagram of the audio and video configuration in our remotely connected offices.

The microphones and speakers were similarly situated to either side of the central screen, corresponding to the person shown on the video screen. They were open full-duplex channels that additionally projected a sense of spatial location. Indeed, in the audio-only condition, group participants moved their heads to face the speaker boxes of the people they were addressing. The audio condition used the identical microphones and speakers of the video condition; the only difference was that the video monitors were turned off.

Technology Support

The technology used here was one we designed and built, called "ShrEdit," which stands for Shared Editor [13] For reasons outlined in the previous paper [19], ShrEdit is a simple text editor which allows all participants to view and change the same simple text document, with all participants being able to type simultaneously within one character position of each other. Although the individuals' views of the document are normally independent (each can scroll to a different part of the document or arrange the windows on the screen in a unique way), the views can also be locked together if the discussion calls for it. ShrEdit does not support layout and font features that make the document appear in final format; this was originally an expedient for development, but in the end proved an asset [4] in that such formatting operations are not the kinds of things a group should spend its group time doing. ShrEdit is a simple editor, learnable by our subjects within a 15 minute period, during which we focus on the aspects of the interface that are unique to the fact that a group is using this simultaneously, such as the fact that people bump into each other and can find where each other is working in a long document.

Task

We chose to study the task of group design, that of early requirements definition, because it is both important and interesting. Our observations of design in the field show a seemingly erratic sequence of these subtasks, with associations, implications and evaluations taking the group from one topic to the next and back. But by categorizing details of the activity in the episodes into core design activities and coordination activities, we found interesting, systematic patterns of behavior [18]. In particular, groups engaged in periods of design activity, punctuated by coordination episodes. The behavior within each kind of activity showed strong regularities, and there was little intermixing. Once designing, the group designed; when they needed coordination, they did that for a time, and then jumped back into the regular design pattern.

In this study, all groups were instructed to draft the initial requirements for an Automatic Post Office (APO), a collection of postal services offered through a stand-alone device similar to an ATM for which a prototype could be built by their fictitious company of 30 people in a year. They were instructed to determine the core services they would offer, some of the required equipment, the rough cost/benefit analysis, and a list of things they would like to investigate before the next time they would (hypothetically) meet. They were given 1-1/2 hours to complete the assignment, producing meeting notes that could be read by a (fictitious) additional group member who could not attend that day's meeting.

Procedure

The subjects came to the CTS for a single three-hour period, broken into two 1-1/2 hour portions with a 15 minute break in between. In the first half, the subjects filled out background questionnaires and permission forms, and learned to use ShrEdit in a 20 minute training session. The instructions demonstrated the system's capabilities and how to control them, but did not prescribe how to use these features to support work. After the training session, the group members were taken to their individual remote offices. After a few minutes of acclimation to set camera angles and audio levels, they were asked to solve two small problems, of 20 minutes each. These tasks served both to allow the subjects to warm up to the task situation and to learn the software and adjust to the software's capability for simultaneous editing. Following a 15 minute break, the groups did the APO task in a single 1-1/2 hour sitting. All groups filled out a questionnaire after the session.

In total, we ran 39 groups, 37 of which survived the full 3 hours without a fire alarm going off (an unrelated event to the conduct of the experiment). One group was eliminated because they spent nearly half their time digressing. Thirty six groups were included in the final analysis. Eighteen of the groups used the full video and audio technologies to communicate; 18 had only the audio. All groups used ShrEdit.

Study Design

Groups were recruited en masse through various MBA classes, and encouraged to sign up at convenient times, either morning, afternoon, or evening sessions for three hours. The groups were assigned to conditions at random as they came in with the proviso that at the end of each week the conditions were balanced for time of day and each of the three experimenters served in an equal number of video and audio conditions.

Measures

Our goal was to assess three things: the quality of the product, the participants' satisfaction with the process, and the process of design and coordination.

Outcome.

We assessed how the technology affected the outcomes of the meetings, the quality of the design as reflected in the final document of each group. The final document was intended to be notes readable by a fictitious group member who was not present at that meeting but who would be present at the next.

We used the same quality measure as was used in our earlier study [19]. This measure was developed after extensive discussion with both designers and researchers of design. Three major aspects of the groups' output were scored: how completely the output covered all the aspects of the assigned task, the ease of understanding of the ideas reported in the document, and the judged quality of the post office design, including the feasibility of producing a prototype of the suggested post office within the stated time and manpower constraints, the coherence of the ideas, and the judged success of the ideas if marketed. Each aspect was then detailed further and a rating form constructed. Six researchers then coded the output from the same six meetings. The average pairwise correlation between raters was .85. Since this was well above acceptable range for reliability of measures, one researcher then coded the quality of the remaining meetings' outputs using the same instrument. Out of a possible score of 80 points, the quality of the meetings ranged from 40-74.

Satisfaction

To assess satisfaction, we constructed a post-session questionnaire that asked the participants to

a) rate their satisfaction with the process that they used (adapted from [9,10]) as well as with the design result [10],
b) assess the evenness of the participants' contributions [9] and c) identify a leader if one emerged.
c) rate how easy it was to understand the other participants and be understood.

The first two sets of questions were identical to those asked of the groups run in the companion face-to-face study; the remaining 23, which focused on various details of the communication media, were new to this study.

Process

All sessions were video taped, with the three locations displayed in a split screen format. From audio tapes which were collected at the same time, we transcribed the verbal reports. In addition, we captured timed keystrokes from ShrEdit; we integrated this typing activity into the verbal transcript. These transcripts were then coded for what kinds of activity were taking place at each moment, using the categories devised and tested in our study of field design meetings and the earlier related lab study [17, 19] We identified times when the participants stated the issue on the table, when they generated alternatives, when they critiqued the ideas. These categories have origins in the Design Rationale literature [13]. We also catalogued the time it took the participants to organize themselves (an activity we call "meeting management"), to clarify their ideas, talk through difficulties with the technology, or engage in side digressions. The division of activity into task and process management was inspired by work in the literature [21,31].

Several new categories were required to account for the work surrounding producing the output: times when they would plan the organization and wording or dictate the words, called Plan and Write. In the supported groups, we required yet another two categories: times when they were confused about something having to do with the technology, and other comments about the placing their work into the windows on the screen. We called these Technology Confusion and Technology Management, respectively.

Inter-rater reliability of the core 22 categories were measured in two ways. A strict measure shows the correspondence of categorization, second by second; our inter-rater reliability is .68%, with a Cohen's K = .64. If we look at the summary measures used, the correlation between the two raters' summary statistics on time in category was .97.

RESULTS

The results are organized by the major classes of measures as described above: outcome, satisfaction, and process.

Outcome differences

Figure 1 arrays the quality scores for the two new conditions (Remote Audio and Remote Video) and displays them in the context of the comparable conditions in the companion study [19] in which the same kind of groups doing the identical task worked face-to-face, half of them using ShrEdit, half using whiteboard and paper and pencil. This table shows that the average judged quality of the groups supported by audio plus video was not significantly higher than that for groups supported by audio only (t(36) = 1.41, p < .16).

         
   FTF         Remote     Remote            FTF         
   Unsup.     Audio      Video        Supported         
         
   54.7     =  56.7      =      61.5         =    64.4         
         
                      |--------------p<.01----------------|         
     |------------------------p<.01-----------------------|              
     |------------(p<.09)------------|         
         
Figure 2. Mean Ratings of the Quality of the Output for groups in four conditions, with indications of which pairs of conditions were significantly different from each other.

Although these quality differences were not significant, they showed a pattern of differences with the face-to-face conditions that are interesting. All four quality ratings were not significantly different from their adjacent values (FTF Unsupported = Remote Audio; Remote Video = FTF with ShrEdit). However, FTF with ShrEdit was significantly higher than the Remote Audio (t(35) = 2.67, p < .01) and FTF Unsupported (t(36) = 2.71, p < .01). Remote Audio was not significantly higher than FTF Unsupported (p < .09).

In sum, if there are quality differences when one takes away video connections, they are small and do not always overcome the large between-group variances in performance. But more interesting, the quality of the output of work with remote high-quality video is not significantly different from that of face-to-face work. Remote work without video is not as good as face-to-face.

Satisfaction

Analysis of the questionnaires revealed that without video, the participants reported that the quality of the discussion was significantly poorer (t(106) = 2.32, p < .02). Furthermore, remote work with video was judged to be as high quality as face to face with ShrEdit support. The normal way of working, however, face to face with whiteboard and paper and pencil was the highest of all. This is not surprising because all of the modes of working with ShrEdit were new and may have temporarily unsettled people.

         
         
   Remote    Remote   FTF              FTF         
   Audio      Video    Supported.   Un-Supported         
         
   3.99           4.20    =      4.36               4.68         
         
     |----p<.01-----|	     |-------p<.01----|         
     |-------p<.01--------------------|              
     |---------p<.01--------------------------------------|         
		|---------------p<.01-------------|         
		         

Figure 3. Mean Ratings of the Perceived Quality of the Discussion for groups in four conditions, with indications of which pairs of conditions were significantly different from each other.

In other questions, the remote group with audio only reported being less able to tell how their other group members were reacting to things said (t(106) = 2.28, p < .025). They also reported that the communication system got in the way of their being able to persuade others about their ideas (t(106) = 3.52, p < .001) or to resolve disagreements (t(106) = 2.15, p < .03).

Process differences

We now look at how the groups conducted their work, in particular how they spent their time and how they moved among activities in the course of design.

We asked the groups to spend an hour and a half working on the APO problem. Overall, the mean time spent in the meetings was 87 minutes, which was not significantly different over the four conditions.

Furthermore, the groups talked a great deal during this 87 minutes; they were not just silently typing. On average the groups spent 64 minutes talking. The three groups that had ShrEdit talked significantly less than the group using whiteboard paper and pencil, by 13 minutes (F(3,70) = 6.06, p < .001). There was no difference among the groups supported by ShrEdit, whether they be FTF or remote, or supported by video or only audio.

As described above, we coded the transcripts of the spoken parts of the meetings, noting the kinds of activities they engaged in, and then summarized how much total time was spent in each activity as well as the flow between activities. Figure 4 shows a view of the flow of activities, the face-to- face supported groups on the left, the audio only ones in the middle, and the video groups on the right. In these diagrams, each category of activity is represented by a circle, the area of which represents the total time the group spent in that activity, aggregated over the whole meeting. White portions of the circle represent the direct introduction of the idea; the black wedges represent the time spent clarifying that topic. The arrows denote the transitions between them, the width of which reflects the likelihood of going from one category to the next. Footnote 3

The groups in both conditions spent their time in almost identical ways. Furthermore, they are almost identical to the way in which face-to-face groups worked with the same shared editor tool these groups used. The differences that were significantly different included:

Video groups spent less time than audio groups stating and clarifying the Issues (t(34) = 2.54, p < .02; t(34) = 2.25 p < .03).

Remote groups (both Video and Audio) spent significantly more time managing their meeting than the FTF group using ShrEdit (Video: t(35) = 2.92, p < .006; Audio: t(35) = 3.18, p < .003).

Remote groups (certainly Audio and marginally Video) spent significantly more time clarifying what they meant to each other (all categories combined) than the FTF group using ShrEdit (Video: t(35) = 1.81, p < .08; Audio: t(35) = 2.31, p < .003).

CONCLUSIONS

With high quality communication (both audio and video) and a shared workspace tool, distributed groups can produce work that is indistinguishable in quality from face-to-face groups using the same workspace tool. Taking away the video from distributed groups leads to poorer quality designs when compared to face-to-face groups. The audio-only groups were marginally different from the video/audio groups. Thus, high quality group intellectual work is possible under distributed conditions, and video appears to add some value.

The perceptions of the users, however, is that video adds value. The groups working at a distance without video do not like it as much as those that have the video. They were less able to tell how their other group members were reacting to things said. They also reported that the communication system got in the way of their being able to persuade others about their ideas or to resolve disagreements. Tang and Isaacs [27] found that groups in a field setting who were offered video in addition to shared workspace and audio used the system more heavily than those who had audio and workspace tools, suggesting that the satisfaction differences we saw in our study are probably a harbinger of usage pattern differences if these capabilities were discretionary.

However, judged by how people used their time, distributed work does require greater process overhead. The remote groups spent more time managing their work and clarifying what they meant than the face-to-face groups. Working under distributed circumstances is not equivalent to working face-to-face. Perhaps there is more sense of what others are doing and what they mean when we are face-to- face than can be presented via even very good video channels.

Figure 4 . Composite diagram showing the use of time for various activities along with the pattern of transitions between the activities for the groups that had Video (right) Audio (middle) and those Face to Face. Enlarged versions the panel for each of these three groups follows.

Enlarged view of Video (right) panel.

Enlarged view of Audio (middle) panel

Enlarged view of Face to Face (left) panel

These results are important. We confirm the results of others [2, 14, 26] in that remote work can be done without loss of quality. This study has added to this body of findings, however, in that it uses intact groups doing a more realistic task, and uses measures of process as well as quality and satisfaction. In addition, we found that remote work takes extra effort to manage the group and clarify things. Adding video to remote work has some value in terms of the work accomplished by the groups, and has a clearer effect on the satisfaction of the group members. People like to see each other. Video makes them feel more able to communicate with each other, to persuade and resolve issues. For work that extends over long periods of time, these preferences are very likely to be important, as shown in the Tang and Isaacs [27] field study.

Acknowledgments This work has been supported by the National Science Foundation (Grant No. IRI-8902930), and by grants from Ameritech, the Ameritech Foundation, and AT&T.; Many people participated in the collection and analysis of the data reported here, including Mark Carter, Stacey Donahue, Sue Schuon, Barb Gamm, Patsy Gore, Arona Pearson, Sidney Levy, Shawn Salata, Michael Walker, Rodney Walker, David Sisson, and Isabelle Byrnes.

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FOOTNOTES

1 Ninety percent of the MBAs at Michigan have significant work experience before coming back to school. These are professionals with practical group experience. 2 Eye contact was not perfect. Participants reported that the other person appeared to be looking at their throat when they looked into their eyes. 3 To make this diagram less "busy," we include here only those transitions that occurred at least 1% of the time.<a href="#Fnote3>Return to text