You are here: Home & Blog » Collaboration and Co-Creation » Conceiving of “Virtual Collaboration”

Conceiving of “Virtual Collaboration”

by Jay on September 4, 2008

There are two possible approaches for exploring “virtual collaboration”. The first is to add digital tools to existing processes or to recreate face-to-face experiences digitally. This seems to be the approach of most “collaborative technology” providers — they want to create digital tools that make it seem like “you’re in the same room” with people in other parts of the world. As facilitators of collaborative design, we know that most face to face meetings are highly unstructured and unproductive. Why would anyone want to perpetuate those experiences online in the first place?

The second approach to virtualization is to explore the core principles that makes a face-to-face process effective, and then to apply those core principles to a new, digital environment. The resulting process would leverage the strengths of the new medium rather than faithfully replicating the original face-to-face experience.

So what are the core principles of our face-to-face collaborative design process? What is it that we really do?

Approach to Facilitation and Design
First, there is a rather large universe of collaboration processes. Some processes involve a high facilitator presence (controlling the participants from the front of the room), and some involve a low facilitator presence. Some processes are designed in great detail in advance, and some processes allow the design to emerge through the experience. Plotted on a matrix, these two variable define four quadrants of collaboration.

Templates: Workshops
Most training and workshops fall into this quadrant with high facilitator presence and lots of design in advance. The agenda is established before the meeting and the facilitator runs the whole show.

Coaching: Doyle and Strauss
The traditional facilitation model involves the facilitator as a coach for the group. The group determines the agenda at the beginning of the meeting, and the facilitator focuses on managing the behavior of the participants (ensuring everyone’s voice is heard, etc.)

Self-Organizing: Open Space
In this quadrant, there is no design and very little facilitator involvement. The group determines what it wants to do and how it will accomplish it. This is the realm of Open Space Technology.

Design-Intensive: Future Search, DesignShops, etc.
This is the high-design, low-facilitation quadrant where we have historically played and developed our expertise. The design is structured in great detail in advance, but the assignments facilitate the group’s work. The facilitator plays a very light and occasional role in the process.

It is my belief that the core of the collaborative methodology that we use (“Collaborative Sessions”, “DesignShops”, etc.) is model-building. We ask participants to build models of a solution from a wide variety of perspectives, over and over again throughout our face-to-face sessions. An individual assignment asks the participants to build a model of a solution from their own vantage point. A “metaphor” activity asks participants to build a model of a solution based on a different system (a living system, for example, or another kind of lens). A “take-away” activity asks participants to build a model of a solution that does not include a component that is normally viewed as essential. They build models from the perspectives of different stakeholders. They build models of solutions in different time frames. They build models of solutions as if they were a competitor or a brand new start-up. Each of these models highlights new aspects of a final, workable solution. Our expertise is in identifying the right perspectives for building models and then sequencing those perspectives to explore new ideas and then converge on an excellent and innovative solution.

The Anatomy of a Model-Building Activity
Our collaborative sessions are a series of these model-building activities. Each activity is made up of several components. The assignment provides the context, process and instructions for the activity. The team defines the individuals working on the model. The template is the form for the team’s final output — a list, a graph, a flowchart, a diagram, etc. We may provide the team with some resources — tools, information, materials, etc. Finally, the team does its work in some environment. These five elements combine into the experience of the activity, and the activity produces an ouput - some kind of model.

Types of Activities
There are a variety of different types of modeling activities that we can assign to a team. Orientation activities familiarize participants with the context of their work — the objectives, the market, the landscape, etc. Exploration activities engage participants in learning about new perspectives or new systems. Build activities ask participants to create solutions. Testing activities ask participants to evaluate one or more possible solutions. Incubation activities get participants to think about other things for awhile to allow the problems to simmer. Exchange activities trade a model for some form of value — a project plan, for example, might be exchanged for resources to fund that project. Again, our expertise is in identifying which types of activities are appropriate for a group and in what sequence.

So if we assume that the core of our face-to-face collaborative design process is “iterative model-building”, then how can we create a virtual process to accomplish the same objectives? It may be valuable to learn from other successful processes for distributed, asynchronous change. Appreciative Inquiry is a successful change model that involves mostly one-on-one interviews between people throughout an organization. The process for creating “Implications Wheels” can engage small teams throughout an organization in a one-hour model-building activity that serves as very valuable input into a core team of decision-makers.

Next, I will present a model for a Virtual Collaborative Design Process

A Virtual Collaborative Design Process

{ 3 comments… read them below or add one }

dave davison September 5, 2008 at 8:12 am

jay this articulation of the process is great, Can you provide some anchor graphics to illustrate the text? – for example in the paragraphs entitled “Approach to Faciliation and Design” the 2×2 matrix that visualizes this paragraph would make it much easier to understand:

” Some processes involve a high facilitator presence (controlling the participants from the front of the room), and some involve a low facilitator presence. Some processes are designed in great detail in advance, and some processes allow the design to emerge through the experience. Plotted on a matrix, these two variable define four quadrants of collaboration.” Please insert the matrix here for illustrative value added.

Reply

Loretta September 14, 2008 at 3:55 am

Jay,

In May I was the co-editor for the issue of Appreciative Inquiry Practitioner (see link to my website in signature for more) that featured integration of technology. The capacity of asynchronous tools, especially Web2.0 technologies, has an amazing ability to extend the conversation and thinking of collaborators – especially those who are often silenced by the majority or who are most reflective on their own.

My use of technology in facilitation was inspired by my years with MGTaylor as a DesignShop knowledgeworker. What experience did you have with that?

Loretta Donovan
http://www.squidoo.com/worksmarts

Reply

Jay Smethurst September 17, 2008 at 6:39 am

Loretta,
I think exploring how all of these tools can usefully be applied within a collaborative process is critical. My experience with most of the tool-providers is that they tend to have a particular application or use-case in mind. AI, as a dialogue-based methodology, seems to lend itself very strongly to a lot of the Web 2.0 tools. The large-group collaborative methodology that we employ tends to be very multi-model — there’s dialogue, there’s info-sharing, there’s design of models, and there’s testing of models. Each of these forms of interaction may require a different set of tools – so, absolutely, we need to understand the strengths and uses of the universe of available tools, AND we need to be very careful to use the right tool for the right purpose.

My experience with a lot of collaborative methodologies is that they have not integrated technology into the process well at all. Just having lots of cameras and video screens around does not mean technology has been effectively integrated. How are these tools helping the participants have a better and different dialogue? How can the technologies make the experience MORE powerful than a face-to-face experience? And simply connecting two conference tables half a world apart with a big video screen won’t do it either. I’d love to learn more about your experiences, though!

Reply

Leave a Comment

Previous post: The Retiring Baby Boomers

Next post: A Virtual Collaborative Design Process