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{{short description|Type of application software}}
{{Unreferenced|date=June 2008}}


'''Collaborative software''' or '''groupware''' is ] designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them."<ref>{{Cite journal |last1=Johnson-Lenz|first1=Peter |last2=Johnson-Lenz |first2=Trudy|date=March 1991|title=Post-mechanistic groupware primitives: rhythms, boundaries and containers|journal=International Journal of Man-Machine Studies |volume=34|issue=3|pages=395–417|doi=10.1016/0020-7373(91)90027-5}}</ref>
'''Collaborative software''' (also referred to as '''groupware''' or '''workgroup support systems''') is software designed to help people involved in a common task achieve their goals. Collaborative software is the basis for ].


Regarding available interaction, collaborative software may be divided into ] platforms that allow multiple users to engage in live, simultaneous, and reversible editing of a single file (usually a document); and ] (also known as revision control and source control) platforms, which allow users to make parallel edits to a file, while preserving every saved edit by users as multiple files that are variants of the original file. {{Citation needed|date=November 2019}}
“It is not a question of how well each process works; the question is how well they all work together.” – Lloyd Dobyns and Clare Crawford-Mason, Think about quality


Collaborative software is a broad concept that overlaps considerably with ] (CSCW). According to Carstensen and Schmidt (1999),<ref>{{cite web |last1=Carstensen |first1=P.H.|last2= Schmidt|first2= K. |year=1999 |title= Computer supported cooperative work: new challenges to systems design |url=https://www.researchgate.net/publication/2625053 |access-date= 2023-01-30}}</ref> groupware is part of CSCW. The authors claim that CSCW, and thereby groupware, addresses "how collaborative activities and their coordination can be supported by means of computer systems."
Such software systems as email, calendaring, ], ], and ] belong to this category. It has been suggested that ] — the more people who use something, the more valuable it becomes — applies to such software.


The use of collaborative software in the work space creates a ] (CWE).
The more general term ] applies to systems used outside the workplace, for example, ]s and ]s like ], ] and ]. The study of ] includes the study of this software and social phenomena associated with it.


Collaborative software relates to the notion of ], which are conceived as any form of human organization that emerges any time that collaboration takes place, whether it is formal or informal, intentional or unintentional.<ref>Beyerlein, M; Freedman, S.; McGee, G.; Moran, L. (2002). . The Collaborative Work Systems series, Wiley.</ref> Whereas the groupware or collaborative software pertains to the technological elements of computer-supported cooperative work, collaborative work systems become a useful analytical tool to understand the behavioral and organizational variables that are associated to the broader concept of CSCW.<ref>Wilson, P. (1991). Computer Supported Cooperative Work: An Introduction. Kluwer Academic Pub. {{ISBN|978-0792314462}}</ref><ref>Aparicio, M and Costa, C. (2012) Collaborative systems: characteristics and features. In Proceedings of the 30th ACM international conference on Design of communication (SIGDOC '12). ACM, New York, NY, USA, 141-146. {{doi|10.1145/2379057.2379087}}</ref>
==Overview==
The design intent is to transform the way ]s and ] are shared in order to enable more effective team collaboration.


==History==
Collaboration, with respect to information technology, seems to have several definitions. Some are defensible but others are so broad they lose any meaningful application. Understanding the differences in human interactions is necessary to ensure the appropriate technologies are employed to meet interaction needs.
{{See also|Multi-user dungeon|Intelligence amplification#Douglas Engelbart: Augmenting Human Intellect}}


] first envisioned collaborative computing in 1951 and documented his vision in 1962,<ref> {{Webarchive|url=https://web.archive.org/web/20110504035147/http://www.dougengelbart.org/pubs/augment-3906.html |date=2011-05-04 }}, Douglas C. Engelbart, 1962</ref> with ] in full operational use by his research team by the mid-1960s.<ref>, Douglas C. Engelbart and William K. English, 1968.</ref> He held the first public demonstration of his work in 1968 in what is now referred to as "]".<ref>{{cite web|url=http://www.dougengelbart.org/firsts/dougs-1968-demo.html |title=1968 Demo Overview and Links to Video |publisher=Dougengelbart.org |access-date=2014-06-25}}</ref> The following year, Engelbart's lab was hooked into the ], the first computer network, enabling them to extend services to a broader userbase.
There are three primary ways in which humans interact: conversations, transactions, and collaborations{{Fact|date=April 2008}}.


Online collaborative gaming software began between early networked computer users. In 1975, ] created ] on a ] computer. As internet connections grew, so did the numbers of users and multi-user games. In 1978 ], a student at ] in the United Kingdom, created the game MUD (Multi-User Dungeon).
''Conversational interaction'' is an exchange of information between two or more participants where the primary purpose of the interaction is discovery or relationship building. There is no central entity around which the interaction revolves but is a free exchange of information with no defined constraints. Communication technology such as telephones, ], and e-mail are generally sufficient for conversational interactions.


The ] began using truly collaborative applications in the early 1990s.<ref>{{cite book|chapter-url=http://portal.acm.org/citation.cfm?id=99362&dl=GUIDE&coll=GUIDE&CFID=107391064&CFTOKEN=53017578 |chapter=Learning from user experience with groupware |doi=10.1145/99332.99362 |publisher=Portal.acm.org |access-date=2014-06-25|title=Proceedings of the 1990 ACM conference on Computer-supported cooperative work - CSCW '90 |pages=291–302 |year=1990 |last1=Bullen |first1=Christine V. |last2=Bennett |first2=John L. |isbn=0897914023 |s2cid=5295874 }}</ref> One of the first robust applications was the Navy's Common Operational Modeling, Planning and Simulation Strategy (COMPASS).<ref></ref> The COMPASS system allowed up to 6 users to create point-to-point connections with one another; the collaborative session only remained while at least one user stayed active, and would have to be recreated if all six logged out. MITRE improved on that model by hosting the collaborative session on a server into which each user logged. Called the Collaborative Virtual Workstation (CVW), it allowed the session to be set up in a virtual file cabinet and virtual rooms, and left as a persistent session that could be joined later.<ref>, Mark Mayburry</ref>
''Transactional interaction'' involves the exchange of transaction entities where a major function of the transaction entity is to alter the relationship between participants. The transaction entity is in a relatively stable form and constrains or defines the new relationship. One participant exchanges money for goods and becomes a customer. Transactional interactions are most effectively handled by transactional systems that manage state and commit records for persistent storage.


In 1996, ], who had built MUDs at ], created PlaceWare, a server that simulated a one-to-many auditorium, with side chat between "seat-mates", and the ability to invite a limited number of audience members to speak. In 1997, engineers at ] used the PlaceWare engine in a commercial version of MITRE's CVW, calling it InfoWorkSpace (IWS). In 1998, IWS was chosen as the military standard for the standardized Air Operations Center.<ref>{{cite web|url = http://www.ezenia.com/news/infoworkspace-saves-lives-in-iraq/|title = (Press Release) InfoWorkSpace saves lives in Iraq - Ezenia!, Inc|publisher = Ezenia.com|access-date = 2014-06-25}}</ref> The IWS product was sold to ] and then later to Ezenia.<ref>{{cite web|url = http://www.ezenia.com/products/products-infoworkspace/|title = (Press Release) InfoWorkSpace - Ezenia!, Inc|publisher = Ezenia.com|access-date = 2014-06-25|url-status = dead|archive-url = https://web.archive.org/web/20140527023159/http://www.ezenia.com/products/products-infoworkspace/|archive-date = 2014-05-27}}</ref>
In ''collaborative interactions'' the main function of the participants' relationship is to alter a collaboration entity (i.e., the converse of transactional). The collaboration entity is in a relatively unstable form. Examples include the development of an idea, the creation of a design, the achievement of a shared goal. Therefore, real collaboration technologies deliver the functionality for many participants to augment a common deliverable. Record or document management, threaded discussions, audit history, and other mechanisms designed to capture the efforts of many into a managed content environment are typical of collaboration technologies.


===Groupware===
Collaboration in Education- two or more co-equal individuals voluntarily bring their knowledge and experiences together by interacting toward a common goal in the best interest of students' needs for the betterment of their educational success.
Collaborative software was originally designated as ''groupware'' and this term can be traced as far back as the late 1980s, when Richman and Slovak (1987)<ref>{{cite web |last1=Richman|first1= Louis S |last2= Slovak |first2=Julianne |date=June 8, 1987 |title= SOFTWARE CATCHES THE TEAM SPIRIT New computer programs may soon change the way groups of people work together -- and start delivering the long-awaited payoff from office automation.fouttoune |publisher=Money.cnn.com |url=https://money.cnn.com/magazines/fortune/fortune_archive/1987/06/08/69109/index.htm}}</ref> wrote: "Like an electronic sinew that binds teams together, the new ''groupware'' aims to place the computer squarely in the middle of communications among managers, technicians, and anyone else who interacts in groups, revolutionizing the way they work."


In 1978, Peter and Trudy Johnson-Lenz coined the term groupware; their initial 1978 definition of groupware was, "intentional group processes plus software to support them." Later in their article they went on to explain groupware as "computer-mediated culture... an embodiment of social organization in hyperspace." Groupware integrates co-evolving human and tool systems, yet is simply a single system.<ref name="Johnson-Lenz">{{cite web|url=http://nexus.awakentech.com:8080/at/awaken1.nsf/UNIDs/CFB70C1957A686E98825654000699E1B?OpenDocument|title=Rhythms, Boundaries, and Containers|last=Johnson-Lenz|first=Peter|date=30 April 1990|publisher=Awakening Technology|access-date=27 July 2011|archive-url=https://web.archive.org/web/20110909120159/http://nexus.awakentech.com:8080/at/awaken1.nsf/UNIDs/CFB70C1957A686E98825654000699E1B?OpenDocument|archive-date=9 September 2011|url-status=dead}}</ref>
An emerging category of computer software, a ] is a unified electronic platform that supports synchronous and asynchronous communication through a variety of devices and channels.


In the early 1990s the first commercial groupware products were delivered, and big companies such as ] and ] started using electronic meeting systems for key internal projects. ] appeared as a major example of that product category, allowing remote group collaboration when the internet was still in its infancy. Kirkpatrick and Losee (1992)<ref>{{cite web |last1=Kirkpatrick |first1=D. |last2=Losee |first2=S. |date=March 23, 1992 |title= HERE COMES THE PAYOFF FROM PCs New network software lets brainstormers around a table all ''talk'' at once on their keyboards. The result: measurable productivity gains from desktop computing |url= https://money.cnn.com/magazines/fortune/fortune_archive/1992/03/23/76204/index.htm | work=]}}</ref> wrote then: "If <small>GROUPWARE </small> really makes a difference in productivity long term, the very definition of an office may change. You will be able to work efficiently as a member of a group wherever you have your computer. As computers become smaller and more powerful, that will mean anywhere." In 1999, Achacoso created and introduced the first wireless groupware.<ref>{{Cite web|url=http://merysis.blogspot.com/2012/02/first-wireless-groupware-hits-palmtops.html|title=First Wireless Groupware Hits Palmtops: GroupServe Launches its Wireless-Accessible Discussion Service.|date=December 7, 1999|website=merysis}}</ref><ref>{{Cite news |url=https://www.bizjournals.com/washington/stories/2000/01/31/newscolumn2.html |title=GroupServe gets $1M, new executive director |last=Richardson |first=Jake | work=] |date=January 31, 2000}}</ref><ref>{{Cite web|url=https://www.rcrwireless.com/20000403/carriers/groupserve-markets-quotin-time-communications-quot-to-wireless-business-customers|title=GroupServe markets "in-time communications" to wireless business customers|date=1999-11-30 |website=RCR Wireless News|language=en-US|access-date=2019-11-11}}</ref>
An extension of groupware is ''collaborative media'', ] that allows several ]s to create and manage information in a ]. Collaborative media models include wiki (]) and ] models.
Some sites with publicly accessible content based on collaborative software are: ], ] and ].
By method used we can divide them into:
*Web-based collaborative tools
*Software collaborative tools


==Design and implementation==
By area served we can divide them into:
The complexity of groupware development is still an issue. One reason is the socio-technical dimension of groupware. Groupware designers do not only have to address technical issues (as in traditional software development) but also consider the organizational aspects <ref>D'Atri A., De Marco M., Casalino N. (2008). “Interdisciplinary Aspects of Information Systems Studies”, pp. 1-416, Physica-Verlag, Springer, Germany, Doi 10.1007/978-3-7908-2010-2 {{ISBN|978-3-7908-2009-6}}.</ref> and the social group processes that should be supported with the groupware application. Some examples for issues in groupware development are:
*] tools
*Knowledge creation tools
*] tools
*Collaborative project management tools


*Persistence is needed in some sessions. Chat and voice communications are routinely non-persistent and evaporate at the end of the session. Virtual room and online file cabinets can persist for years. The designer of the collaborative space needs to consider the information duration needs and implement accordingly.
===Collaborative project management tools===
*Authentication has always been a problem with groupware. When connections are made point-to-point, or when log-in registration is enforced, it is clear who is engaged in the session. However, audio and unmoderated sessions carry the risk of unannounced 'lurkers' who observe but do not announce themselves or contribute.<ref></ref><ref></ref>
*Until recently, bandwidth issues at fixed location limited full use of the tools. These are exacerbated with mobile devices.
*Multiple input and output streams bring concurrency issues into the groupware applications.
*Motivational issues are important, especially in settings without pre-defined group processes in place.
*Closely related to the motivation aspect is the question of reciprocity. ] and others<ref>{{cite journal |first1=Clarence A. |last1=Ellis|first2= Simon J. |last2=Gibbs |first3= Gail |last3=Rein |year=1991 |title=Groupware: some issues and experiences. |doi=10.1145/99977.99987 |volume=34 |journal=Communications of the ACM |pages=39–58|s2cid=13597491|url=http://www.cs.nott.ac.uk/~tar/DBC/groupware-ellis.pdf |archive-url=https://ghostarchive.org/archive/20221009/http://www.cs.nott.ac.uk/~tar/DBC/groupware-ellis.pdf |archive-date=2022-10-09 |url-status=live }}</ref> have shown that the distribution of efforts and benefits has to be carefully balanced in order to ensure that all required group members really participate.
*Real-time communication via groupware can lead to a lot of noise, over-communication, and ].{{citation needed|date=September 2018}}


One approach for addressing these issues is the use of design patterns for groupware design.<ref>Till Schümmer and Stephan Lukosch. 2007. Patterns for Computer-Mediated Interaction (Wiley Software Patterns Series). John Wiley & Sons. {{ISBN|978-0-470-02561-1}}</ref> The patterns identify recurring groupware design issues and discuss design choices in a way that all stakeholders can participate in the groupware development process.
'''Collaborative Project Management Tools (CPMT)''' definition is very similar to (CMT) definition except that CMT may only facilitate and manage a certain group activities for a part of a bigger project or task, while CPMT covers all detailed aspects of collaboration activities and management of the overall project and its related knowledge areas.


===Levels of collaboration===
Another major difference is that CMT may include social software while CPMT mostly considers business or corporate related goals with some kind of social boundaries most commonly used for project management.
Groupware can be divided into three categories depending on the level of ]:<ref>{{cite web|url=http://www.intranetjournal.com/faq/lotusbible.html |title=Groupware - Communication, Collaboration and Coordination |publisher=Lotus Development Corporation |year=1995 |url-status=dead |archive-url=https://web.archive.org/web/20110713051554/http://www.intranetjournal.com/faq/lotusbible.html |archive-date=July 13, 2011 }}</ref><ref>Casalino N., Draoli M. (2009), “Governance and Organizational Aspects of an Experimental Groupware in the Italian Public Administration to Support Multi-Institutional Partnerships”, in Information Systems: People, Organizations, Institutions, and Trchnologies, D’Atri A., Saccà D. (Eds.), Physica-Verlag, Springer, Heidelberg, Germany, pp. 81-89, {{ISBN|978-3-7908-2147-5}}, doi 10.1007/978-3-7908-2148-2_11</ref>


# '''Communication''' can be thought of as unstructured interchange of information. A phone call and an ] discussion are examples.
====Background====
# '''Conferencing''' (or collaboration level, as it is called in academic papers) refers to interactive work toward a shared goal. Brainstorming and voting are examples.
# '''Coordination''' refers to complex interdependent work toward a shared goal. A good metaphor is to think about a sports team; everyone has to contribute the right play at the right time as well as adjust their play to the unfolding situation - but everyone is doing something different - in order for the team to win. It is complex interdependent work toward a shared goal.


===Collaborative management (coordination) tools===
During the mid – 1990s Project Management started to evolve into Collaborative Project Management; this was when the process in which a project’s inputs and outputs were carried out started to change with the evolution of the internet. Since the geographical boundaries broadened the development teams increasingly became more remote changing the dynamics of a project team thus changing the way a project was managed.
Collaborative management tools facilitate and manage group activities. Examples include:
* ] systems &mdash; help people work together on a single document or file to achieve a single final version
* ]s (also called ] software) &mdash; schedule events and automatically notify and remind group members
* ] systems &mdash; schedule, track, and chart the steps in a project as it is being completed
* ] &mdash; share, review, approve, and reject web proofs, artwork, photos, or videos between designers, customers, and clients
* ]s &mdash; collaborative management of tasks and documents within a knowledge-based business process
* ] &mdash; collect, organize, manage, and share various forms of information
* ] &mdash; collaborative bookmarking engine to tag, organize, share, and search enterprise data
* ] systems (sometimes also known as 'project extranets') &mdash; collect, organize, manage, and share information associated with the delivery of a project (e.g., the construction of a building)
* ] systems &mdash; quickly share company information via internet to members within a company (e.g., marketing and product info)<ref name="Intranet">{{cite book|last1=Chaffey|first1=Dave|title=Groupware, Workflow, and Intranets: Reengineering the Enterprise with Collaborative Software|date=1998|publisher=Digital Press|location=Boston}}</ref>
* ] systems &mdash; organize social relations of groups
* ]s &mdash; collaborate and share structured data and information
* ]s &mdash; interact and share with clients in a private online environment{{citation needed|date=November 2016}}


==Collaborative software and human interaction==
Former chairman of ] ] believed that you could not be successful if you went it alone in a global economy. Therefore Welch became a driving force behind not only collaboration between organizations, but also collaborative project management.
{{essay|section|date=September 2020}}
The design intent of collaborative software (groupware) is to transform the way documents and ] are shared in order to enable more effective team collaboration.


Collaboration, with respect to information technology, seems to have several definitions. Some are defensible but others are so broad they lose any meaningful application. Understanding the differences in human interactions is necessary to ensure the appropriate technologies are employed to meet interaction needs.


There are three primary ways in which humans interact: conversations, transactions, and collaborations.
====Difference between Collaborative Management Tools vs. Collaborative Project Management Tools====


''Conversational interaction'' is an exchange of information between two or more participants where the primary purpose of the interaction is discovery or relationship building. There is no central entity around which the interaction revolves but is a free exchange of information with no defined constraints, generally focused on personal experiences.<ref name="iSchool">{{cite journal|last1=Dunbar|first1=R. I.|last2=Marriott|first2=A.|last3=Duncan|first3=N. D.|title=Human conversational behavior|journal=Human Nature: An Interdisciplinary Biosocial Perspective|date=1997|volume=8|issue=3|pages=231–246|doi=10.1007/BF02912493|pmid=26196965|s2cid=1151885|access-date=3 December 2014|url=http://medisch-fitness.com/documents/75procentdagelijksegesprekkenbestedenweaanroddelen.pdf|archive-url=https://web.archive.org/web/20141124125602/http://medisch-fitness.com/documents/75procentdagelijksegesprekkenbestedenweaanroddelen.pdf|archive-date=24 November 2014|url-status=dead}}</ref> Communication technology such as telephones, ], and e-mail are generally sufficient for conversational interactions.


''Transactional interaction'' involves the exchange of transaction entities where a major function of the transaction entity is to alter the relationship between participants.
{| class="wikitable" border="1"
|-
! Collaborative Project Management Tools
! Collaborative Management Tools


In ''collaborative interaction'', the main function of the participants' relationship is to alter a collaboration entity (i.e., the converse of transactional). When teams collaborate on projects it is collaborative project management.
|-
|
In addition to most CMT examples, CPMT also includes:


==See also==
*HR and equipment management
* ]
*Time and cost management
*] * ]
*] * ]
* ]
*]
* ]
*]
*]
*]
*Electronic meeting systems (])
*]
*]
*]
*]
*]
*]
*]
*]
*Document versioning
*Document retention
*Document sharing
*Document repository
*Evaluation and survey


{{div col|colwidth=22em}}
|
CMT facilitate and manage social
or group activities.


=== Closely related terms ===
Examples Include:
* ]
* ]


=== Type of applications ===
*]
*] * ]
* ]
*Workflow systems
*] * ]
* ]
*]
* ]
*Extranet systems
*]
*]


=== Other related type of applications ===
* ]
* ]
* ]


=== Other related terms ===
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]


{{div col end}}


== References ==
{{Reflist}}
* Retrieved February 24, 2009.
* Retrieved February 25, 2009.
* Retrieved November 15, 2009.
* Romano, N.C., Jr., Nunamaker, J.F., Jr., Fang, C., & Briggs, R.O. (2003). . Retrieved February 25, 2009. System Sciences, 2003. Proceedings of the 36th Annual Hawaii International Conference on Volume, Issue, 6-9 Jan. 2003 Page(s): 12 pp
* M.Katerine (kit) Brown, Brenda Huetture, and Char James-Tanny (2007), ''Managing Virtual Teams: Getting the Most from Wikis, Blogs, and Other Collaborative Tools'', Worldware Publishing, Plano. {{ISBN|978-1598220285}}


== External links ==
{{Commons category}}
* {{Wiktionary-inline|groupware}}


{{-}}
{{Groupware software}}
{{Computer-mediated communication}}


{{Authority control}}


{{DEFAULTSORT:Collaborative Software}}

]

]

]

]








-
|}

====Dimensions====

Different frameworks could be established based on a project needs and requirements in order to find the best software. But the best framework is the one in which the characteristics are so well defined that they cover all the aspects of collaboration activities and management of the overall project.

====Example of some common Dimension for CPM Tool ====


The challenge in determining which CPM software to use is having a good understanding of the requirements and tools needed for project development. There are many dynamics that make project management challenging (coordination, collaboration, sharing of knowledge and effectiveness of pm’s to facilitate the process). Choosing the right CPM software is essential to complementing these issues. According to a survey conducted in 2008 to find out what project managers expectations and uses of ] are, the features most important to project managers with project management software were:

*Ability to plan using and sequence activities using CPM/PDM/PERT or Gantt Chart method,
*Produce project master schedules based on project/task breakdown structures, with subordinate details,
*Critical path calculation.

<gallery>Image:CMT_Dimensions1234.jpg|Dimensions Diagram</gallery>

{| class="wikitable" border="2"
|-
! Dimensions
! Descriptions / Examples
|-
| Resources Requirements
|
*Human
*Equipment
*Time
*Cost

|-
| System Requirements

|
*Platform: The operating system that the system can perform on (example Windows, Mac, Linux). Platform type single and multiple.
*Hardware: physical requirements such as hard drive space and amount of memory.
*Installation/access: How and where the software is installed.
*Types of installations stand alone, server based, web portal.

|-
| Support Requirements

|
*Email
*24/7 or restricted schedules
*Online or web help
*Built-in Help i.e. MS Office
*On location assistance
*Training on-site/off-site


|-
| Collaboration Requirements
|
*Group Size: The number of users that software supports
*Email list
*Revision Control
*Charting
*Document versioning
*Document retention
*Document sharing
*Document repository

|}

==The Three levels of collaboration==
Groupware can be divided into three categories depending on the level of ]&mdash;] tools, ] tools and collaborative management (Co-ordination) tools.

Communication can be thought of as unstructured interchange of information. A phone call or an ] Chat discussion are examples of this. Conferencing (or collaboration level, as it is called in the academic papers that discuss these levels) refers to interactive work toward a shared goal. Brainstorming or voting are examples of this. Co-ordination refers to complex interdependent work toward a shared goal. A good metaphor for understanding this is to think about a sports team; everyone has to contribute the right play at the right time as well as adjust their play to the unfolding situation - but everyone is doing something different - in order for the team to win. That is complex interdependent work toward a shared goal: co-ordination.

===Electronic communication tools===
Electronic communication tools send ]s, ]s, ], or ]s between people and hence facilitate the sharing of information. Examples include:
*]
*]
*]ing
*]
*]s
*]
*]

=== Electronic conferencing tools ===
Electronic conferencing tools facilitate the sharing of information, but in a more interactive way. Examples include:
*]s (also known as message boards or discussion boards) — a virtual discussion platform to facilitate and manage online text messages
*] — a virtual discussion platform to facilitate and manage real-time text messages
*]
*] — ]s allow users to interact
*] — networked PCs share video and audio signals
*] — networked PCs share a common ] that each user can modify
*] — users can access a shared document or application from their respective computers simultaneously in real time
*]s (EMS) — originally these were described as "electronic meeting systems," and they were built into meeting rooms. These special purpose rooms usually contained video projectors interlinked with numerous PCs; however, electronic meeting systems have evolved into web-based, any time, any place systems that will accommodate "distributed" meeting participants who may be dispersed in several locations.

===Collaborative management tools===
Collaborative management tools facilitate and manage group activities. Examples include:
*]s (also called ] software) &mdash; schedule events and automatically notify and remind group members
*] systems &mdash; schedule, track, and chart the steps in a project as it is being completed
*]s &mdash; collaborative management of tasks and documents within a knowledge-based business process
*] &mdash; collect, organize, manage, and share various forms of information
*] &mdash; collaborative bookmarking engine to tag, organize, share, and search enterprise data
*] &mdash; let a group of people predict together the outcome of future events
*] systems (sometimes also known as 'project extranets') &mdash; collect, organize, manage and share information associated with the delivery of a project (eg: the construction of a building)
*] systems &mdash; organize social relations of groups
*] &mdash; collaborate and share structured data and information

Gathering applications
Primarily include surveys, project management, feedback, and time tracking. While these applications might be included in some wikis and blogs, e.g wetpaint.

Wikis
They are either stand-alone (such as MediaWiki) or part of a suite (such as TikiWiki) or as a web based such as Wetpaint. Wikis might include workflow management, blogs, image and file galleries, chat, a calendar, surveys and more.

Web Based Collaboration Applications

Blogger
It lets you create a blog for yourself or for your team, letting all team members post on individual blogs. You can post photos, customize the layout, and set the options for syndication (RSS feeds). You can also specify whether your blog is public or is only available to those readers you have chosen.

Google calendar
It lets you create multiple calendars, which you can view individually or as a group. You specify the name of the event, when it is (and if it is and all-day or limited-time event, and if it repeats), where it is, which of your calendar it belongs to (if you have multiple calendars), and a description.

==Implementation==
One of the biggest hurdles in implementing groupware is convincing people to use it. Training is required to make people comfortable using it, and if people don't feel comfortable with the software, they won't use it. Employees should be given incentives to contribute: the rewards could be either financial or psychological.

In many cases collaboration is at odds with the company's corporate culture so implementation will be disruptive. Shifting a corporate culture from being competitive to being cooperative is no small undertaking. It will require changes at all levels of the organization, including the ].

One of the biggest hurdles is the typical large enterprise desire to standardise knowledge practice across that enterprise and to implement tools and processes which support that aim. Much greater value and quicker implementation can be achieved by avoidance of the "one size fits all" meme. Driving people to adopt the same active role (for example: contribution measured by number of uploads) only produces the behaviour driven by the metric - "the game exists of the rules by which it is played". Cultivate the practice of collaboration where it flourishes of its own volition to gain the quickest return.

==Voting methods==
Voting has many uses in collaboration software.
] offers input from multiple experts or perspectives and may reduce ] problems in ]. In ]s, rating or voting on many items can be used to formulate profiles for highly successful recommendations; and in document collaboration, such as Misplaced Pages, voting methods help to guide the creation of new pages.

Use of voting to order lists of ''sections'' such as this one remains largely unexplored.
This also pertains to ].

==See also==
*]
*Collaborative software
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==References==
{{refbegin}}
* Retrieved February 24, 2009.
* Retrieved February 25, 2009.
*Romano, N.C., Jr., Nunamaker, J.F., Jr., Fang, C., & Briggs, R.O. (2003). A Collaborative Project Management Architecture. Retrieved February 25, 2009. System Sciences, 2003. Proceedings of the 36th Annual Hawaii International Conference on Volume, Issue, 6-9 Jan. 2003 Page(s): 12 pp From http://ieeexplore.ieee.org/Xplore/defdeny.jsp?url=/stamp/stamp.jsp?tp=x&tp=x&arnumber=1173655&isnumber=26341&code=21&code=21#
*M.Katerine (kit) Brown, Brenda Huetture, and Char James-Tanny (2007), Managing Virtual Teams, Worldware Publishing, Plano.
{{refend}}

==External links==
{{Wiktionarypar|groupware}}
*Information and Collaboration Technologies (see Chapter 5):
*
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{{Computer-mediated communication}}

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{{DEFAULTSORT:Collaborative Software}}

Latest revision as of 17:12, 11 July 2024

Type of application software

Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them."

Regarding available interaction, collaborative software may be divided into real-time collaborative editing platforms that allow multiple users to engage in live, simultaneous, and reversible editing of a single file (usually a document); and version control (also known as revision control and source control) platforms, which allow users to make parallel edits to a file, while preserving every saved edit by users as multiple files that are variants of the original file.

Collaborative software is a broad concept that overlaps considerably with computer-supported cooperative work (CSCW). According to Carstensen and Schmidt (1999), groupware is part of CSCW. The authors claim that CSCW, and thereby groupware, addresses "how collaborative activities and their coordination can be supported by means of computer systems."

The use of collaborative software in the work space creates a collaborative working environment (CWE).

Collaborative software relates to the notion of collaborative work systems, which are conceived as any form of human organization that emerges any time that collaboration takes place, whether it is formal or informal, intentional or unintentional. Whereas the groupware or collaborative software pertains to the technological elements of computer-supported cooperative work, collaborative work systems become a useful analytical tool to understand the behavioral and organizational variables that are associated to the broader concept of CSCW.

History

See also: Multi-user dungeon and Intelligence amplification § Douglas Engelbart: Augmenting Human Intellect

Douglas Engelbart first envisioned collaborative computing in 1951 and documented his vision in 1962, with working prototypes in full operational use by his research team by the mid-1960s. He held the first public demonstration of his work in 1968 in what is now referred to as "The Mother of All Demos". The following year, Engelbart's lab was hooked into the ARPANET, the first computer network, enabling them to extend services to a broader userbase.

Online collaborative gaming software began between early networked computer users. In 1975, Will Crowther created Colossal Cave Adventure on a DEC PDP-10 computer. As internet connections grew, so did the numbers of users and multi-user games. In 1978 Roy Trubshaw, a student at University of Essex in the United Kingdom, created the game MUD (Multi-User Dungeon).

The US Government began using truly collaborative applications in the early 1990s. One of the first robust applications was the Navy's Common Operational Modeling, Planning and Simulation Strategy (COMPASS). The COMPASS system allowed up to 6 users to create point-to-point connections with one another; the collaborative session only remained while at least one user stayed active, and would have to be recreated if all six logged out. MITRE improved on that model by hosting the collaborative session on a server into which each user logged. Called the Collaborative Virtual Workstation (CVW), it allowed the session to be set up in a virtual file cabinet and virtual rooms, and left as a persistent session that could be joined later.

In 1996, Pavel Curtis, who had built MUDs at PARC, created PlaceWare, a server that simulated a one-to-many auditorium, with side chat between "seat-mates", and the ability to invite a limited number of audience members to speak. In 1997, engineers at GTE used the PlaceWare engine in a commercial version of MITRE's CVW, calling it InfoWorkSpace (IWS). In 1998, IWS was chosen as the military standard for the standardized Air Operations Center. The IWS product was sold to General Dynamics and then later to Ezenia.

Groupware

Collaborative software was originally designated as groupware and this term can be traced as far back as the late 1980s, when Richman and Slovak (1987) wrote: "Like an electronic sinew that binds teams together, the new groupware aims to place the computer squarely in the middle of communications among managers, technicians, and anyone else who interacts in groups, revolutionizing the way they work."

In 1978, Peter and Trudy Johnson-Lenz coined the term groupware; their initial 1978 definition of groupware was, "intentional group processes plus software to support them." Later in their article they went on to explain groupware as "computer-mediated culture... an embodiment of social organization in hyperspace." Groupware integrates co-evolving human and tool systems, yet is simply a single system.

In the early 1990s the first commercial groupware products were delivered, and big companies such as Boeing and IBM started using electronic meeting systems for key internal projects. Lotus Notes appeared as a major example of that product category, allowing remote group collaboration when the internet was still in its infancy. Kirkpatrick and Losee (1992) wrote then: "If GROUPWARE really makes a difference in productivity long term, the very definition of an office may change. You will be able to work efficiently as a member of a group wherever you have your computer. As computers become smaller and more powerful, that will mean anywhere." In 1999, Achacoso created and introduced the first wireless groupware.

Design and implementation

The complexity of groupware development is still an issue. One reason is the socio-technical dimension of groupware. Groupware designers do not only have to address technical issues (as in traditional software development) but also consider the organizational aspects and the social group processes that should be supported with the groupware application. Some examples for issues in groupware development are:

  • Persistence is needed in some sessions. Chat and voice communications are routinely non-persistent and evaporate at the end of the session. Virtual room and online file cabinets can persist for years. The designer of the collaborative space needs to consider the information duration needs and implement accordingly.
  • Authentication has always been a problem with groupware. When connections are made point-to-point, or when log-in registration is enforced, it is clear who is engaged in the session. However, audio and unmoderated sessions carry the risk of unannounced 'lurkers' who observe but do not announce themselves or contribute.
  • Until recently, bandwidth issues at fixed location limited full use of the tools. These are exacerbated with mobile devices.
  • Multiple input and output streams bring concurrency issues into the groupware applications.
  • Motivational issues are important, especially in settings without pre-defined group processes in place.
  • Closely related to the motivation aspect is the question of reciprocity. Ellis and others have shown that the distribution of efforts and benefits has to be carefully balanced in order to ensure that all required group members really participate.
  • Real-time communication via groupware can lead to a lot of noise, over-communication, and information overload.

One approach for addressing these issues is the use of design patterns for groupware design. The patterns identify recurring groupware design issues and discuss design choices in a way that all stakeholders can participate in the groupware development process.

Levels of collaboration

Groupware can be divided into three categories depending on the level of collaboration:

  1. Communication can be thought of as unstructured interchange of information. A phone call and an instant messaging discussion are examples.
  2. Conferencing (or collaboration level, as it is called in academic papers) refers to interactive work toward a shared goal. Brainstorming and voting are examples.
  3. Coordination refers to complex interdependent work toward a shared goal. A good metaphor is to think about a sports team; everyone has to contribute the right play at the right time as well as adjust their play to the unfolding situation - but everyone is doing something different - in order for the team to win. It is complex interdependent work toward a shared goal.

Collaborative management (coordination) tools

Collaborative management tools facilitate and manage group activities. Examples include:

  • Document collaboration systems — help people work together on a single document or file to achieve a single final version
  • Electronic calendars (also called time management software) — schedule events and automatically notify and remind group members
  • Project management systems — schedule, track, and chart the steps in a project as it is being completed
  • Online proofing — share, review, approve, and reject web proofs, artwork, photos, or videos between designers, customers, and clients
  • Workflow systems — collaborative management of tasks and documents within a knowledge-based business process
  • Knowledge management systems — collect, organize, manage, and share various forms of information
  • Enterprise bookmarking — collaborative bookmarking engine to tag, organize, share, and search enterprise data
  • Extranet systems (sometimes also known as 'project extranets') — collect, organize, manage, and share information associated with the delivery of a project (e.g., the construction of a building)
  • Intranet systems — quickly share company information via internet to members within a company (e.g., marketing and product info)
  • Social software systems — organize social relations of groups
  • Online spreadsheets — collaborate and share structured data and information
  • Client portals — interact and share with clients in a private online environment

Collaborative software and human interaction

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The design intent of collaborative software (groupware) is to transform the way documents and rich media are shared in order to enable more effective team collaboration.

Collaboration, with respect to information technology, seems to have several definitions. Some are defensible but others are so broad they lose any meaningful application. Understanding the differences in human interactions is necessary to ensure the appropriate technologies are employed to meet interaction needs.

There are three primary ways in which humans interact: conversations, transactions, and collaborations.

Conversational interaction is an exchange of information between two or more participants where the primary purpose of the interaction is discovery or relationship building. There is no central entity around which the interaction revolves but is a free exchange of information with no defined constraints, generally focused on personal experiences. Communication technology such as telephones, instant messaging, and e-mail are generally sufficient for conversational interactions.

Transactional interaction involves the exchange of transaction entities where a major function of the transaction entity is to alter the relationship between participants.

In collaborative interaction, the main function of the participants' relationship is to alter a collaboration entity (i.e., the converse of transactional). When teams collaborate on projects it is collaborative project management.

See also

Closely related terms

Type of applications

Other related type of applications

Other related terms

References

  1. Johnson-Lenz, Peter; Johnson-Lenz, Trudy (March 1991). "Post-mechanistic groupware primitives: rhythms, boundaries and containers". International Journal of Man-Machine Studies. 34 (3): 395–417. doi:10.1016/0020-7373(91)90027-5.
  2. Carstensen, P.H.; Schmidt, K. (1999). "Computer supported cooperative work: new challenges to systems design". Retrieved 2023-01-30.
  3. Beyerlein, M; Freedman, S.; McGee, G.; Moran, L. (2002). Beyond Teams: Building the Collaborative Organization. The Collaborative Work Systems series, Wiley.
  4. Wilson, P. (1991). Computer Supported Cooperative Work: An Introduction. Kluwer Academic Pub. ISBN 978-0792314462
  5. Aparicio, M and Costa, C. (2012) Collaborative systems: characteristics and features. In Proceedings of the 30th ACM international conference on Design of communication (SIGDOC '12). ACM, New York, NY, USA, 141-146. doi:10.1145/2379057.2379087
  6. Augmenting Human Intellect: A Conceptual Framework Archived 2011-05-04 at the Wayback Machine, Douglas C. Engelbart, 1962
  7. A Research Center for Augmenting Human Intellect, Douglas C. Engelbart and William K. English, 1968.
  8. "1968 Demo Overview and Links to Video". Dougengelbart.org. Retrieved 2014-06-25.
  9. Bullen, Christine V.; Bennett, John L. (1990). "Learning from user experience with groupware". Proceedings of the 1990 ACM conference on Computer-supported cooperative work - CSCW '90. Portal.acm.org. pp. 291–302. doi:10.1145/99332.99362. ISBN 0897914023. S2CID 5295874. Retrieved 2014-06-25.
  10. Heritage of Delivering Successful Warfighting Solutions
  11. Collaborative virtual environments for analysis and decision support, Mark Mayburry
  12. "(Press Release) InfoWorkSpace saves lives in Iraq - Ezenia!, Inc". Ezenia.com. Retrieved 2014-06-25.
  13. "(Press Release) InfoWorkSpace - Ezenia!, Inc". Ezenia.com. Archived from the original on 2014-05-27. Retrieved 2014-06-25.
  14. Richman, Louis S; Slovak, Julianne (June 8, 1987). "SOFTWARE CATCHES THE TEAM SPIRIT New computer programs may soon change the way groups of people work together -- and start delivering the long-awaited payoff from office automation.fouttoune". Money.cnn.com.
  15. Johnson-Lenz, Peter (30 April 1990). "Rhythms, Boundaries, and Containers". Awakening Technology. Archived from the original on 9 September 2011. Retrieved 27 July 2011.
  16. Kirkpatrick, D.; Losee, S. (March 23, 1992). "HERE COMES THE PAYOFF FROM PCs New network software lets brainstormers around a table all talk at once on their keyboards. The result: measurable productivity gains from desktop computing". CNN.
  17. "First Wireless Groupware Hits Palmtops: GroupServe Launches its Wireless-Accessible Discussion Service". merysis. December 7, 1999.
  18. Richardson, Jake (January 31, 2000). "GroupServe gets $1M, new executive director". American City Business Journals.
  19. "GroupServe markets "in-time communications" to wireless business customers". RCR Wireless News. 1999-11-30. Retrieved 2019-11-11.
  20. D'Atri A., De Marco M., Casalino N. (2008). “Interdisciplinary Aspects of Information Systems Studies”, pp. 1-416, Physica-Verlag, Springer, Germany, Doi 10.1007/978-3-7908-2010-2 ISBN 978-3-7908-2009-6.
  21. A Case Study in Technology Transfer of Collaboration Tools
  22. Collaborating securely - Can it be done?
  23. Ellis, Clarence A.; Gibbs, Simon J.; Rein, Gail (1991). "Groupware: some issues and experiences" (PDF). Communications of the ACM. 34: 39–58. doi:10.1145/99977.99987. S2CID 13597491. Archived (PDF) from the original on 2022-10-09.
  24. Till Schümmer and Stephan Lukosch. 2007. Patterns for Computer-Mediated Interaction (Wiley Software Patterns Series). John Wiley & Sons. ISBN 978-0-470-02561-1
  25. "Groupware - Communication, Collaboration and Coordination". Lotus Development Corporation. 1995. Archived from the original on July 13, 2011.
  26. Casalino N., Draoli M. (2009), “Governance and Organizational Aspects of an Experimental Groupware in the Italian Public Administration to Support Multi-Institutional Partnerships”, in Information Systems: People, Organizations, Institutions, and Trchnologies, D’Atri A., Saccà D. (Eds.), Physica-Verlag, Springer, Heidelberg, Germany, pp. 81-89, ISBN 978-3-7908-2147-5, doi 10.1007/978-3-7908-2148-2_11
  27. Chaffey, Dave (1998). Groupware, Workflow, and Intranets: Reengineering the Enterprise with Collaborative Software. Boston: Digital Press.
  28. Dunbar, R. I.; Marriott, A.; Duncan, N. D. (1997). "Human conversational behavior" (PDF). Human Nature: An Interdisciplinary Biosocial Perspective. 8 (3): 231–246. doi:10.1007/BF02912493. PMID 26196965. S2CID 1151885. Archived from the original (PDF) on 24 November 2014. Retrieved 3 December 2014.

External links

  • The dictionary definition of groupware at Wiktionary
Groupware software
Computer-mediated communication
Asynchronous conferencing
Synchronous conferencing
Publishing
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