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A Use-Centered Strategy for Designing
E-Collaboration Systems
Daniel H. Schwartz
Air Force Research Laboratory, USA
John M. Flach
Wright State University, USA
W. Todd Nelson
Air Force Research Laboratory, USA
Charlene K. Stokes
Air Force Research Laboratory, USA
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IntroductIon
The ubiquity of collaboration cannot be overstated.
Derived from the Latin collaborare, which means “work
with” or through, collaboration is the process wherein
agents work together through transaction. Collabora-
tion entails the existence of a team if a common goal or
purpose underlies the transaction. A virtual team exists
when collaboration takes place (to a varying degree)
through technology across time, space, and (often) or-
ganizational boundaries; also known as e-collaboration.
As a general defnition, we follow the lead of Kock and
colleagues (Kock, Davison, Ocker, & Wazlawick, 2001;
Kock & Nosek, 2005), and state that e-collaboration is
“collaboration among individuals engaged in a common
task using electronic technologies” ( Kock et al., 2001,
p. 1). This is a very broad defnition and includes such
historical means of e-collaboration as the U.S. Depart-
ment of Defense’s ARPANET and early group decision
support systems (GDSSs) such as Lotus Notes (Kock
& Nosek, 2005). Few would argue the contemporary
impact computers, the Internet, and network architec-
tures (e.g., local area networks; LANs) have had on
collaboration and teams (Schwartz, Divitini, & Bras-
ethvik, 2000). Current instantiations of e-collaborative
systems include the Internet (which includes various
e-collaborative subsystems such as Internet relay-chat,
bulletin boards, and weblogs), videoconferencing, and
virtual workstations. The opportunities created by this
new wave of e-collaboration and virtual teamwork
have, in turn, dramatically transformed military forces
(e.g., network-centric warfare; Cebrowski, 1998),
business (e.g., B2B collaboration; Rosenberg, 2003),
infrastructure (e.g., traffc fow regulation; Jermann,
2001), and other areas of society (e.g., collaborative
music development; Weinberg, 2005).
The fact that e-collaboration wires together so
many organizations highlights the idea that there is
some advantage in having work virtually distributed
across multiple decision makers. Thus, researchers are
beginning to frame questions around the nature of e-col-
laboration and virtual teams. Important dimensions of
this phenomenon include the organizational dynamics
(e.g., Rochlin, 1997), the technological capabilities
(e.g., Iacovou, Benbasat, & Dexter, 1995), and the
human factors (e.g., Proctor & Vu, 2005). However,
the focus of this article will be on the work domain or
problem space as a signifcant context for understand-
ing the interactions among the lower order dimen-
sions. The central premise is that all work, including
teamwork, is situated (e.g., Hutchins, 1995; Suchman,
1987). That is, success depends on adaptation to the
demands of the problem (i.e., the work, the situation,
the ecology). Therefore, modeling the work domain
constraints becomes an essential factor for predicting
how the organizational structures, information technolo-
gies, and human abilities will interact to determine the
overall success and stability of the team. In sum, we
would like to make the case for a Cognitive Systems
Engineering (CSE) (e,g., Rasmussen, Pejtersen, &
Goodstein, 1994; Vicente, 1999) or Ecological (e.g.,
Flach & Dominguez, 1995; Flach, Hancock, Caird,
& Vicente, 1995) approach to questions about e-col-
laboration or virtual teams.
Below we highlight a military example of the use-
focused design and development of an e-collaborative