CHI 97 Electronic Publications: Late-Breaking/Short Talks
CHI 97 Prev CHI 97 Electronic Publications: Late-Breaking/Short Talks Next

Leave the Office, Bring Your Colleagues: Design Solutions for Mobile Teamworkers

Ivan Bretan1, Leif Fredin1, Walter Frost2, Leif-Rune Hedman1, Per Kroon1, Scott McGlashan3, Eva-Lotta Sallnäs1 and Markku Virtanen1

1Telia Research AB
S-136 80 Haninge, Sweden

2School of Design and Crafts
Kristinelundsg. 6-8, S-411 37 Göteborg, Sweden

3Swedish Institute of Computer Science
Box 1263, S-164 28 Kista, Sweden

ivan.p.bretan@telia.se

ABSTRACT

One of the keys to successful deployment of mobile multimedia technology among professionals lies in identifying inherently distributed teams working under real-time constraints in dynamic field environments where the need to increase the efficiency of co-ordination, communication and collaboration is apparent. We report on some findings from investigating such non-office/out-of-office user-groups, and discuss the design of a portable environment for supporting the virtual reinforcement of teams, with special emphasis on co-worker status monitoring with respect to process phase, availability, geographical position etc.

KEYWORDS

Mobile multimedia, CSCW, wearable computing.

© 1997 Copyright on this material is held by the authors.



MOBILE MULTIMEDIA IN THE WORKPLACE

Digital cellular networks such as GSM, DECT, IS-95 and CMDA are powerful enablers of new work forms, making feasible mobile multimedia and groupware applications. Offering various degrees of location-independent communication they support distributed organisations and flexible work forms.

Figure 1. User-groups and functions in their current work.

USER-GROUP COMMUNICATIONS

In studying distributed teamwork, we have drawn on knowledge from several different disciplines: group processes [3], workflow, field studies and ethnographic research on collaboration within various work settings and studies addressing informal communications among mobile professionals [1]. Building on this body of work we developed a model of group functions, activities and their related groupware support systems for communication, co-ordination and co-operation [4]. This model was used as the basis for designing an empirical study of team members in five different distributed work forces. Detailed interviews were conducted with construction workers, fire fighters, plumbers, TV reporters and nation-wide software sales representatives to solicit views on distributed collaboration from individual perspectives. We also employed a conceptual modelling technique in conjunction with some of the interviews to find out more details about the actual organisation of work activities. One of the ambitions of the study was to provide requirements for the design of a mobile multimedia prototype.

Findings

The study showed that these non-office user-groups are highly mobile, and that they communicate and co-ordinate mostly synchronously, away from other functions in the organisation but co-located within teams. For all the user groups their mobile systems for communication were regarded as their most important working tool. In the process of coordination the use of auditive team status was particularly noticeable, i.e., continuously monitoring an open audio channel (typically traditional VHF radio) broadcasting messages implicitly or explicitly giving information on the whereabouts or current work tasks of co-workers. Visual information was also used for coordination purposes, such as maps and construction blueprint. However, these sources of information were normally not available for mobile members of the team (figure 1). For most of the user groups, coordination was clearly a critical point due to the need of assessing human and material resources efficiently in order to jointly carrying out work orders under tight time constraints. Locating and staying in touch with distributed team members turned out to be a cumbersome part of their work.

Generally speaking, the work group studies revealed two principal categories of requirements:

a) Support for increased consumption and production of information. Our professionals were today frequently transporting themselves physically or using technical support staff to transmit and receive information.

b) Support for additional shared contexts. Team members often needed to bring together resources for immediate use in solving temporally constrained tasks. To aid them in this critical process, they asked for both visual and auditory information supporting instant team status, i.e., a continuously updated presentation of location, availability (etc.) of co-workers and work resources.

WEARABLE MULTIMEDIA TEAM TOOLS

In parallel with user studies being carried out, many different design solutions were worked out pertaining both to portable multimedia terminals and user interfaces. Factors of special interest included industrial design (shape, material and ergonomic requirements) and interaction design (views of information resources, tasks and co-workers).

Terminal Design

A lot of the work in wearable computing is currently centred around head-mounted display (HMD) solutions, which can be very attractive in certain scenarios due to the possibilities of creating private immersive or augmented environments. However, for many of the users we came into contact with, there was an apparent need for a wearable solution which would allow seamless transition from an office-like environment to the field and vice versa.

All in all, the following requirements were settled on as a point of departure for the terminal design:

This design approach resulted in the set-up illustrated in figure 2, where a voice- and pen-controlled tablet PC running the teamwork interface is carried in a combined strap and case, which frees the hands as well as relieves the user from the weight of the hardware. The strap and case allows for positioning the tablet for active use but also folds up toward the abdomen when just being transported. When moving from field work into a stationary environment, the tablet snaps off easily. In order to share the screen view with others present, the tablet could be flipped over 180°. The tablet PC is equipped with various hardware extensions, such as a GSM card (with or without separate cellular telephone) which provides for both voice and data traffic. Positioning is obtained either through the use of GPS devices or enhanced GSM functionality.

Figure 2. Field worker with mobile multimedia terminal.

The overriding motivation behind the idea of hanging the tablet in a strap was to free the hands of the user, since they are needed during work. Thus, pen-based interaction is complemented with a speech interface which facilitates rapid, hands-free operation of a small terminal. Speech provides an alternative modality for navigation commands, and the basis for entering information without the need of an awkward, miniaturised keyboard.

Interaction Design

The user interface model developed and applied within the project can be described as context/object-oriented. At any given moment during the interaction, the user works within a specific context, here defined as a set of rules specifying the visualisation of the domain objects, operations associated with them and possibly also a graphical backdrop over which the objects are distributed. The various contexts represent different aspects or views of the information contained in the objects. The basic interaction principle of the model is selecting among contexts in order to change the view of the same set of objects. Depending on the context, different properties of the objects are used as input to the visualisation process. For mobile field workers contexts would typically include a geographical view of work areas indicating the position of colleagues and other resources (e.g., vehicles, cameras, measuring equipment); an administrative view showing the employees' position within the organisation; a temporal view showing people and their tasks during different project phases. These views embody the notion of instant team status in the user interface. Related contexts can also be combined to produce complex visualisations (as in a combination of a topological and a political map view). A particularly important context is the communications context, which is a dedicated space for communicating with co-workers. That context provides a set of text, audio and video tools, which also can be invoked in other contexts (as can be seen in figure 2, where they have been activated in a geographic context).

The interface design clearly has a lot in common with interactive visualisation environments such as Visage [2] where objects also can communicate different aspects of themselves to the handling application, thus triggering different types of visualisation.

ACKNOWLEDGEMENTS

We would like to thank the project part-time members: Annette Andersson, Ola Andersson, Miina Kauppinen, Mattias Lundberg, Peo Mattsson, Thomas Nöjd, Marie Wilhelmsson and Niklas Wolkert.

REFERENCES

1. Kraut, R., Fish, R., Root, R. and Chalfonte, B. (1991). Informal Communication in Organizations: Form, Function and Technology, In Baeker, R. (Ed.) Readings in Groupware and Computer Supported Cooperative Work, Morgan Kaufman.

2. Lucas, P., Roth, S.F. and Gomberg, C.C. (1996), Visage: Dynamic Information Exploration, Proceedings of the CHI 96 ACM Conference on Human Factors in Computing Systems, ACM Press, Vancouver, Canada.

3. McGrath, J.E. (1984). Groups: Interaction and Performance, Prentice Hall, pp. 60-66.

4. Sauter, C., .Morger, O., Muhlherr, M., Thutchytson, A. and Teusel, S. (1994). CSCW for Strategic Management in Swiss Enterprises: an Empirical Study. Proceedings of the Fourth European Conference on Computer Supported Cooperative Work, Stockholm, Sweden, 117-132.


CHI 97 Prev CHI 97 Electronic Publications: Late-Breaking/Short Talks Next

CHI 97 Electronic Publications: Late-Breaking/Short Talks