Discuss the impact of computer-mediated communication on group decision-making."

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Discuss the impact of computer-mediated communication on group decision-making."

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.

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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 ...

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