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Computer-supported cooperative work
Computer-supported cooperative work
from Wikipedia
General process of interaction and cooperation with CSCW technology

Computer-supported cooperative work (CSCW) or computer-supported collaboration is the study of how people utilize technology collaboratively, often towards a shared goal.[1] CSCW addresses how computer systems can support collaborative activity and coordination.[2] More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware.[3] Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.

Computer supported cooperative work includes "all contexts in which technology is used to mediate human activities such as communication, coordination, cooperation, competition, entertainment, games, art, and music".[4]

History

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The development of this field reaches back to the late 1960s and the visionary assertions of Ted Nelson, Douglas Engelbart, Alan Kay, Glenn Gould, Nicholas Negroponte and others who saw a potential for digital media to ultimately redefine how people work. A very early thinker, Vannevar Bush, even suggested in 1945 As We May Think.

The inventor of the computer "mouse", Douglas Engelbart, studied collaborative software (especially revision control in computer-aided software engineering and the way a graphic user interface could enable interpersonal communication) in the 1960s. Alan Kay worked on Smalltalk, which embodied these principles, in the 1970s, and by the 1980s it was well regarded and considered to represent the future of user interfaces. However, at this time, collaboration capabilities were limited. As few computers had even local area networks, and processors were slow and expensive, the idea of using them simply to accelerate and "augment" human communication was eccentric in many situations. Computers processed numbers, not text, and the collaboration was in general devoted only to better and more accurate handling of numbers. This began to change in the 1980s with the rise of personal computers, modems and more general use of the Internet for non-academic purposes. People were clearly collaborating online with all sorts of motives, but using a small suite of tools (LISTSERV, netnews, IRC, MUD) to support all of those motives. Research at this time focused on textual communication, as there was little or no exchange of audio and video representations. Some researchers, such as Brenda Laurel, emphasized how similar online dialogue was to a play, and applied Aristotle's model of drama to their analysis of computers for collaboration. Another major focus was hypertext—in its pre-HTML, pre-WWW form, focused more on links and semantic web applications than on graphics. Such systems as Superbook, NoteCards, KMS and the much simpler HyperTies and HyperCard were early examples of collaborative software used for e-learning.

The origins of CSCW as a field are intertwined with the rise and subsequent fall of office automation as response to some of the criticisms, particularly the failure to address the impact human psychological and social behaviors can have.[5] Greif and Cashman created the term CSCW to help employees seeking to further their work with technology. A few years later, in 1987, Charles Findley presented the concept of collaborative learning-work.[6] Computer-supported cooperative work is an interdisciplinary research area of growing interest which relates workstations to digitally advanced networking systems.[7] The first technologies were economically feasible, but their interoperability was lacking which makes understanding a well-tailored supporting system difficult. Due to global markets, more organizations are being pushed to decentralize their corporate systems. When faced with the complexities of today's business issues, a significant effort must be made to improve manufacturing systems' efficiency, improve product quality, and reduce time to market.

Audio

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In the 1990s, the rise of broadband networks and the dotcom boom presented the internet as mass media to a whole generation. By the late 1990s, VoIP and net phones and chat had emerged. For the first time, people used computers primarily as communications, not "computing" devices. This, however, had long been anticipated, predicted, and studied by experts in the field.

Pioneers

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Other pioneers in the field included Ted Nelson, Austin Henderson, Kjeld Schmidt, Lucy Suchman, Sara Bly, Randy Farmer, and many "economists, social psychologists, anthropologists, organizational theorists, educators, and anyone else who can shed light on group activity." - Grudin.

Politics and business

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In this century, the focus has shifted to sociology, political science, management science and other business disciplines. This reflects the use of the net in politics and business and even other high-stakes collaboration situations, such as war.

War

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Though it is not studied at the ACM conferences, military use of collaborative software has been a very major impetus of work on maps and data fusion, used in military intelligence. A number of conferences and journals are concerned primarily with the military use of digital media and the security implications thereof.

COVID-19

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The idea of CSCW or computer-supported cooperative work has become useful over the years since its inception and most especially during the COVID-19 pandemic.[citation needed] The measures to mitigate the virus' spread led to firm closures and increased the rates of remote working and learning. People now share a common workspace, hold virtual meetings, see and hear each other's movements and voices in a common virtual workspace with a group-centered design.

Central concerns and concepts

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CSCW is a design-oriented academic field that is interdisciplinary in nature and brings together librarians, economists, organizational theorists, educators, social psychologists, sociologists, anthropologists and computer scientists, among others. The expertise of researchers in various and combined disciplines help researchers identify venues for possible development. Despite the variety of disciplines, CSCW is an identifiable research field focused on understanding characteristics of interdependent group work with the objective of designing adequate computer-based technology to support such cooperative work.

Essentially, CSCW goes beyond building technology itself and looks at how people work within groups and organizations, as well as the impacts of technology on those processes. CSCW has ushered in a great extent of melding between social scientists and computer scientists. These scientists work together to overcome both technical and non-technical problems within the same user spaces. For example, many R&D professionals working with CSCW are computer scientists who have realized that social factors play an important role in the development of collaborative systems. On the flip side, many social scientists who understand the increasing role of technology in our social world become "technologists" who work in R&D labs developing cooperative systems. Over the years, CSCW researchers have identified a number of core dimensions of cooperative work. A non-exhaustive list includes:

  • Awareness: individuals working together need to be able to gain some level of shared knowledge about each other's activities.[8]
  • Articulation work: cooperating individuals must be able to partition work into units, divide it amongst themselves and, after the work is performed, reintegrate it.[9][10]
  • Appropriation (or tailorability): how an individual or group adapts a technology to their own particular situation; the technology may be appropriated in a manner completely unintended by the designers.[11][12][13]

These concepts have largely been derived through the analysis of systems designed by researchers in the CSCW community, or through studies of existing systems (for example, Wikipedia[14]). CSCW researchers that design and build systems try to address core concepts in novel ways. However, the complexity of a domain can make it difficult to produce conclusive results.

Articulation work

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Articulation work is essentially the work that makes other work exist and possible. It is an effort made to make other work easier, more manageable, and can either be planned or unplanned. Therefore articulation work is an integral part of software process since software processes can sometimes fail or break down. Articulation work is also commonly known as "invisible work" since it is not always noticed. The concept was introduced by Anselm Strauss.[15] He described it as a way to observe the "nature of mutually dependent actors in their division of labour".[16] It was introduced in CSCW by Schmidt and Bannon in 1992, where it would be applied to more realistic work scenarios in society.[16] Articulation work is inherent in collaboration. The idea of articulation work was initially used in relation to computer-supported cooperative work, but it was travelled through other domains of work, such as healthcare.[15] Initially, articulation work was known for scheduling and allocation of resources, but now, extends beyond that. Articulation work can also be seen as the response developers make to adapt to changes due to error or misjudgments in the real world.[17] There are various models of articulation work that help identify applicable solutions to recover or reorganize planned activities. It is also important to note that it can vary depending on the scenario. Oftentimes there is an increase in the need for articulation work as the situation becomes more complex.

Because articulation work is so abstract, it can be split into two categories from the highest level: individual activity and collective activity.[16]

  • With individual activity, articulation work is almost always applicable. It is obvious that the subject is required to articulate his / her own work. But when a subject is faced with a new task, there are many questions that must be answered in order to move forward and be successful. This questioning is considered the articulation work to the actual project; invisible, but necessary. There is also articulation of action within an activity.[17] For example, creating to-do lists and blueprints may be imperative to progressing a project. There is also articulation of operation within an action. In terms of software, the user must have adequate knowledge and skill in using computer systems and knowledge about software in order to perform tasks.[18]
  • In a teamwork setting, articulation is imperative for collective activity. To maximize the efficiency of all the people working, the articulation work must be very solid. Without a solid foundation, the team is unable to collaborate effectively.[19] Furthermore, as the size of the team increases, the articulation work becomes more complex.

What goes in between the user and the system is often overlooked. But software process modeling techniques as well as the model of articulation work is imperative in creating a solid foundation that allows for improvement and enhancement. In a way, all work needs to be articulated; there needs to be a who, what, where, when and how. With technology, there are many tools that utilize articulation work. Tasks such as planning and scheduling can be considered articulation work. There are also times when the articulation work is bridging the gap between the technology and the user. Ultimately, articulation work is the means that allows for cooperative work to be cooperative, a main objective of CSCW.

Matrix

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One of the most common ways of conceptualizing CSCW systems is to consider the context of a system's use. One such conceptualization is the CSCW Matrix, first introduced in 1988 by Johansen; it also appears in Baecker (1995).[20][21] The matrix considers work contexts along two dimensions: whether collaboration is co-located or geographically distributed, and whether individuals collaborate synchronously (same time) or asynchronously (not depending on others to be around at the same time).

Image of CSCW Matrix[20] The image describes each of the section of matrix and lists examples of CSCW applications that relate to that time/space matrix classification.

Same time/same place – face to face interaction

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Same time/different place – remote interaction

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Different time/same place – continuous task (ongoing task)

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  • Team rooms
  • Large displays
  • Post-it
  • War-rooms

Different time/different place – communication and coordination

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This matrix is an outline of CSCW in different contexts, but it does have its limitations for users who are beginners at understanding CSCW. For example, there is a collaborative mode called multi-synchronous that can not fit the matrix.[22] As the field evolves whether by new social standards or technological development, the simple matrix cannot describe all of CSCW and fields of research within.

Model of Coordinated Action (MoCA)

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The Model of Coordinated Action, as a framework for analyzing group collaboration, identifies several dimensions of common features of cooperative work that extend beyond the CSCW matrix and allow for more complexity in describing how teams work given certain conditions. The seven total dimensions that constitute the model (MoCA) are used to describe essential "fields of action" seen in existing CSCW research. Rather than existing as a rigid matrix with distinct quadrants, this model is to be interpreted as multidimensional – each dimension existing as its own continuum. These ends of these dimensions' continuums are defined in the following subsections.[23]

Synchronicity

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This is pertaining to the time at which the collaborative work occurs. This could range from live meetings conducted at exact times to viewing recordings or responding to messages that do not require one or all participants to be active at the time the recording, message, or other deliverable was created.[23]

Physical distribution

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This covers the distance in which team members could be geographically separated while still being able to collaborate. The least physically distributed cooperative work is a meeting in which all team members are physically present in the same space and communicating verbally, face-to-face. Conversely, technology now allows for more distanced communication that could extend as far as meeting from multiple countries.[23]

Scale

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The scale of a collaborative project refers to how many individuals comprise the project team. As the number of people involved increases, the division of tasks must become more intricate and complex to ensure that each participant is contributing in some way.[23]

Number of communities of practice

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A community of practice refers to a group of individuals with shared, common knowledge of a specific subject. This group may be composed of both newcomers and experts. New members will gain knowledge through exposure and immersion and become experts as newer members join, thus expanding the community of practice over time. These groups can be as specific or as broad as their members feel is necessary, as no two people have the same set of knowledge and diversification of perspectives is common.[23]

Nascence

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Some collaborative projects are designed to be more long-lasting than others, often meaning that their standard practices and actions are more established than newer, less developed projects. Synonymous with "newness", nascence refers to how established a cooperative effort is at a given point in time. While most work is always developing in some way, newer projects will have to spend more time establishing common ground among its team members and will thus have a higher level of nascence.[23]

Planned permanence

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This dimension encourages teams to establish common practices, terminology, etc. within the group to ensure cohesion and understanding among the work. It is difficult to gauge how long a project will last, therefore establishing these foundations in early stages helps to prevent confusion between group members at later stages when there may be higher stakes or deeper investigation. The notion of planned permanence is essential to the model as it allows for productive communication between individuals who may have different expertise or are members of different communities of practice.[23]

Turnover

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This dimension is used to describe the rate at which individuals leave a collaborative group. Such events may occur at various rates depending on the impact one's departure may have on the individual and the group. In a well-established collaborative action or a group with a small scale, a team member leaving may have detrimental effects, whereas temporary projects with open membership may have high turnover rates covered by the project's high scale. Crowdsourcing, such as the means by which Wikipedia creates its articles, are an example of an entity with high turnover rates (e.g. a Wikipedian contributes only to one article at one time) that does not face impactful consequences due to the high scale of the collaborative work.[23]

Considerations for interaction design

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Self-presentation

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Online presentation on Zoom platform

Self-presentation has been studied in traditional face-to-face environments, but as society has embraced content culture, social platforms have generated new affordances for presenting oneself online. Due to technological growth, social platforms, and their increased affordances, society has reconfigured the way users self-present online due to audience input and context collapse.[24]

In an online setting, audiences are physically invisible which complicates the users ability to distinguish their intended audience. Audience input, on social platforms, can range from commenting, sharing, liking, tagging, etc.[24] For example, LinkedIn is a platform who encourages commentary where positive feedback outweighs negative feedback on topics including career announcements.[25] Conversely, audience input can be unwarranted which can lead to real-life implications, especially for marginalized groups who are prone to both warranted and unwarranted commentary on public posts.[26]

Context collapse is when separate audiences join together and make curated content for an audience which is visible to unintended audiences.[24] The likelihood of context collapse is especially challenging with the surge of proprietary software which introduces a conflict of interest for the users who have an ideal audience, but the platforms algorithm has a differing one.[25] Collapsed context influences self-presentation when previously separate audiences are merged into one.

Affordance

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As media platforms proliferate, so do the affordances offered that directly influence how users manage their self-presentation. According to researchers, the three most influential affordances on how users present themselves in an online domain include anonymity, persistence, and visibility.[24]

Anonymity in the context of social media refers to the separation of an individual's online and offline identity by making the origin of their messages unspecified.[24] Platforms that support anonymity have users that are more likely to depict their offline self accurately online (i.e Reddit).[24] Comparatively, platforms with less constraints on anonymity are subject to users that portray their online and offline selves differently, thus creating a "persona".[25] Facebook, for example, requires its users to abide by its "real-name" policy, further connecting their offline and online identities.[26] Furthermore, being able to unequivocally associate an online persona to a real-life human contributes to how users present themselves online honestly.[25]

Platforms which have "content persistence" store content so it may be accessed at a later point in time.[25] Platforms including Instagram and Facebook are highly persistent with their ability to make content available until deleted. Whereas, Snapchat has lower persistence because content is ephemeral causing users to post content that represents their offline self more accurately.[24] This affordance strongly affects users' self-presentation management because they recognize content can be openly accessed on platforms that are highly persistent. On social platforms, visibility is created when information is acquired with search of a word or phrase or even topic name, an example being a hashtag.[24] When content is visible, users become aware of their self-presentation and will adjust accordingly.[25] However, some platforms give their users leverage in specifying how visible their content is, thus affording for visibility control.[24][25][26] For example Snapchat and Instagram both allow users to build a "close friends list" and block specific people from viewing content. Nonetheless, intended audiences are never guaranteed. Facebook is an example of a platform that shares content to both primary (e.g. direct friends) and secondary viewers (e.g. friends of friends).[25] The concern of visibility with Facebook's algorithm is notably challenging for marginalized groups because of such blurred visibility mechanisms.[26] In addition, users face privacy concerns relative to visibility given the current era of screenshotting.[24]

Boundary object

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A boundary object is an informational item which is used differently by various communities or fields of study and may be a concrete, physical item or an abstract concept.[27]

Examples of boundary objects include:

  • Most research libraries,[28] as different research groups may use different resources from the same libraries.
  • An interdisciplinary research project, as different business sectors and research groups may have different goals for the project.[29]
  • The outline of a U.S. state's boundaries, which may be drawn on a roadmap for travelers or on an ecological map for biologists.[28]

In computer-supported cooperative work, boundary objects are typically used to study how information and tools are transmitted between different cultures or communities.[27]

Some examples of boundary objects in CSCW research are:

  • Electronic health records, which pass health information between groups with different priorities (such as doctors, nurses, and medical secretaries).[30]
  • The concept of a "digital work environment", as used in Swedish political debate.[31]

Standardization vs. flexibility in CSCW

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Standardization is defined as "agile processes that are enforced as a standard protocol across an organization to share knowledge and best practice."[32] Flexibility, on the other hand, is the "ability to customize and evolve processes to suit the aims of an agile team".[32]

As CSCW tools, standardization and flexibility are almost mutually exclusive from each other. In CSCW, flexibility comes in two forms, flexibility for future change, and flexibility for interpretation.[33] Everything that is done on the internet has a level of standardization due to the internet standards. In fact, Email has its own set of standards, of which the first draft was created in 1977.[34] No CSCW tool is perfectly flexible, and all lose flexibility in the same three levels. Either flexibility is lost when the programmer makes the toolkit, when the programmer makes the application, and/or when the user uses the application.

Standardization in information infrastructure

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Information infrastructure requires extensive standardization to make collaboration work. Since data is transferred from company to company and occasionally nation to nation, international standards have been put in place to make communication of data much simpler. Often one company's data will be included in a much larger system, and this would become almost impossible without standardization. With information infrastructure, there is very little flexibility in potential future changes. Due to the fact that the standards have been around for decades and there are hundreds of them, it is nearly impossible to change one standard without greatly affecting the others.[33]

Flexibility in toolkits

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Creating CSCW toolkits requires flexibility of interpretation; it is important that these tools are generic and can be used in many different ways.[34] Another important part of a toolkit's flexibility is the extensibility, the extent to which new components or tools can be created using the tools provided. An example of a toolkit that is flexible in how generic the tools are is Oval. Oval consists of four components: objects, views, agents, and links. This toolkit was used to recreate four previously existing communication systems: The Coordinator, gIBIS, Lotus Notes, and Information Lens. It proved that, due to its flexibility, Oval was able to create many forms of peer-to-peer communication applications.

Applications

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Applications in education

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There have been three main generations to distance education, starting with the first being through postal service, the second through mass media such as the radio, television, and films, and the third being the current state of e-learning.[35] Technology-enhanced learning, or "e-learning", has been an increasingly relevant topic in education, especially with the development of the COVID-19 pandemic that has caused many schools to switch to remote learning.[36] E-learning is defined as "the use of technology to support and enhance learning practice". It includes the utilization of many different types of information and communication technologies (ICTs) and is limited to the use of intranet and internet in the teaching and learning process.[37] The development of content is mainly through using learning objectives to create activities through Virtual Learning Environments, Content Management Systems, and Learning Management Systems.[37] These technologies have created massive change in their use as CSCW tools, allowing students and teachers to work on the same platforms and have a shared online space in which to communicate in. The delivery of content can be either asynchronous, such as email and discussion forums, or synchronous, like through chat or video conferencing.[37] Synchronous education allows for much more equal interaction between students and instructors and better communication between students for the facilitation of group projects and assignments.[38]

Community of inquiry framework

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E-learning has been explained by the community of inquiry (COI) framework introduced by Garrison et al. In this framework, there are three major elements: cognitive presence, social presence, and teaching presence.

  • Cognitive presence in this framework is the measure of how well meaning is able to be constructed from the content being taught. It assumes that students have access to a large network from which to gain information from.[35] This includes peers, instructors, alumni, and practicing professionals. E-learning has allowed this network to be easily accessible through the internet, and these connections can be made synchronously through video, audio, or texts.
  • Social presence in the community of inquiry framework is how well participants can connect with one another on a social level and present themselves as "real people".[39] Video conferencing has been shown to increase social presence within students.[40] One study found that "social presence in VC [Virtual Conferencing] can have a positive effect on group efficacy and performance by amplifying group cohesion".[41] This information is greatly useful in designing future systems because it explains the importance of technology like video conferencing in synchronous e-learning. Groups that are able to see each other face to face have a stronger bond and are able to complete tasks faster than those without it.[41] Increasing the social presence in online education environments helps facilitate in the understanding of the content and the ability for the group to solve problems.
  • Teaching presence in the COI framework contains two main functions: creation of content and the facilitation of this content.[39] The creation of content is usually done by the instructor, but students and instructors can share the role of facilitator, especially in higher education settings.[39] The goal of teaching presence is "to support and enhance social and cognitive presence for the purpose of realizing educational outcome".[39]

Virtual educational software and tools are becoming more readily used globally. Remote educational platforms and tools must be accessible for various generations, including children as well as guardians or teachers, yet these frameworks are not adapted to be child-friendly. The lack of interface and design consideration for younger users causes difficulty in potential communication between children and older generations utilizing the software. This in turn leads to a decrease in virtual learning participation as well as potential diminished collaboration with peers.[42] In addition, it may be difficult for older teachers to utilize such technology, and communicate with their students. Similar to orienting older workers with CSCW tools, it is difficult to train younger students or older teachers in utilizing virtual technology, and may not be possible for widely spread virtual classrooms and learning environments.

Applications in gaming

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Collaborative mixed reality games modify the shared social experience, during which players can interact in real-time with physical and virtual gaming environments and with other multiplayer video gamers.[43] This may be done through any means of communication, self-representation, and collaboration.

Communication systems

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The group members experience effective communication practices following the availability of a common platform for expressing opinions and coordinating tasks. The technology is applicable not only in professional contexts but also in the gaming world.[44] CSCW usually offers synchronous and asynchronous games to allow multiple individuals to compete in a certain activity across social networks. Thus, the tool has made gaming more interesting by facilitating group activities in real-time and widespread social interactions beyond geographical boundaries.[45]

Self-presentation

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HCI, CSCW, and game studies in MMORPGs highlight the importance of avatar-mediated self-presentation in player experience. These studies have put together known two components of self-presentation in games. First, through personal choice and personalization of avatars, various social values (such as gender roles and social norms) are integrated and reflected in the player's self-image. Second, self-presentation in games conjointly options experimentation of fully new identities or reaffirmation of existing identities. This includes cross-gender play and queerness gameplay.[46] Computer-mediated communication in gaming settings takes place across different channels, which can consist of structured message systems, bulletin boards, meeting rooms, and shared diaries.[44] As such, the players can hold conversations while proceeding with the game to create a lively experience. Thus, the features of video games offer a platform for users to openly express themselves.

Collaborations and game design in multi-user video games

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The most collaborative and socially interactive aspect of a video game is the online communities. Popular video games often have various social groups for their diverse community of players. For example, in the quest-based multiplayer game World of Warcraft, the most collaborative and socially interactive aspect of the game are the "Guilds", which are alliances of individuals with whom players must join forces.[47] By incorporating Guilds, World of Warcraft creates opportunities for players to work together with their team members who can be from anywhere in the world. WOW players who are associated with a Guild are more likely to play and do quests with the same Guild mates each time which develops a strong bond between players and a sense of community.[47] These bonds and friendships formed from playing with Guild mates, not only improves collaboration within the game, it also creates a sense of belonging and community which is one of the most important attribute of online gaming communities.

When it comes to designing a multi-user collaborative game, it involves positive interdependence, personal accountability, and social skills.[48] Positive Interdependence is the dependence of collaboration from members of a group in order to accomplish a task. In video games, this is the idea of players on a team or in a group understanding that working together is beneficial, and that the success and failure of the group is shared equally if all members participate.[48] An example of including a positive interdependence aspect to a video game is creating a common shared goal for the team to increase collaboration. The next guideline is personal accountability, which is the idea that each individual in a group must put forth their best effort for the team's overall success.[48] Personal accountability might be incorporated into video games by including an incentive system where individual players are rewarded with additional points for completing an objective or an action that improves the team's chances of success.[48] The final guideline, social skills, is the most important to consider when designing a collaborative game. An example of developing player social skills through a video game can be creating in-game situations where players have to assign roles, plan, and execute to solve the problem.[48] By following these guidelines, game makers can create gaming-environments which encourage collaboration and social interaction between players.

Applications of mobile devices

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Mobile devices are generally more accessible than their non-mobile counterparts, with about 41% of the world's population as per a survey from 2019 owning a mobile device.[49] This coupled with their relative ease of transport makes mobile devices usable in a large variety of settings which other computing devices would not function as well.[49] Because of this, mobile devices make videoconferencing and texting possible in a variety of settings which would not be accessible without such a device.[49]

The Chinese social media platform WeChat has is utilized to facilitate communication between patients and doctors.[50] WeChat is able to enhance healthcare interactions between patient and doctor by allowing direct communication of the patient's symptoms.[50]

Applications in social media

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Social media tools and platforms have expanded virtual communication amongst various generations. However, with older individuals being less comfortable with CSCW tools, it is difficult to design social platforms that account for both older and younger generational social needs.[51]

Often, these social systems focus key functionality and feature creation for younger demographics, causing issues in adaptability for older generations. In addition, with the lack of scalability for these features, the tools are not able to adapt to fit evolutional needs of generations as they age.[52] With the difficulty for older demographics to adopt these intergenerational virtual platforms, the risk of social isolation is increased in them.

While systems have been created specifically for older generations to communicate amongst one another, system design frameworks are not complex enough to lend to intergenerational communication.

Applications to ubiquitous computing

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Along the lines of a more collaborative modality is something called ubiquitous computing. Ubiquitous computing was first coined by Mark Weiser of Xerox PARC.[53] This was to describe the phenomenon of computing technologies becoming prevalent everywhere. A new language was created to observe both the dynamics of computers becoming available at mass scale and its effects on users in collaborative systems. Between the use of social commerce apps, the rise of social media, and the widespread availability of smart devices and the Internet, there is a growing area of research within CSCW that how come out of these three trends. These topics include ethnomethodology and conversation analysis (EMCA) within social media, ubiquitous computing, and instant message based social commerce.

Ethnomethodology and synchronicity

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In You Recommend I Buy: How and Why People Engage in Instant Messaging Based Social Commerce, researchers on this project analyzed twelve users of Chinese Instant Messenger (IM) social commerce platforms to study how social recommendation engines on IM commerce platforms result in a different user experience. The study was entirely on Chinese platforms, mainly WeChat. The research was conducted by a team composed of members from Stanford, Beijing, Boston, and Kyoto. The interviewing process took place in the winter of 2020 and was an entirely qualitative analysis, using just interviews. The goal of the interviews were to probe about how participants got involved in IM based social commerce, their experience on IM based social commerce, the reasons for and against IM based social commerce, and changes introduced by IM based social commerce to their lives. An IM-based service integrates directly with more intimate social experiences. Essentially, IM is real-time texting over a network. This can be both a synchronous or asynchronous activity. IM based social commerce makes the user shopping experience more accessible. In terms of CSCW, this is an example of ubiquitous computing. This creates a "jump out of the box" experience as described in the research because the IM based platform facilitates a change in user behavior and the overall experience on social commerce.[54] The benefit of this concept is that the app is leveraging personal relationships and real-life networks that can actually lead to a more meaningful customer experience, which is founded upon trust.

Embeddedness

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A second CSCW paper, Embeddedness and Sequentiality in Social Media, explores a new methodology for analyzing social media—another expression of ubiquitous computing in CSCW. This paper used ethnomethodology and conversation analysis (EMCA) as a framework to research Facebook users. In brief, ethnomethodology studies the everyday interactions of people and relates how this pertains to forming their outlook of the world. Conversational analysis delves into the structures of conversations so as to extract information about how people construct their experiences. The team behind this research, hailing from University of Nottingham and Stockholm University, recognized that "moment-by-moment, unfolding, real-time human action" was somewhat missing from the CSCW literature on social media.[55] The significance of this is they felt that by exploring EMCA, it could provide different insights on collaborative social network systems, as opposed to relying solely on recall.[55] Here is a formal definition for EMCA:

For EMCA, the activities of everyday life are structured in time—some things routinely happen before others. Fundamentally there is a 'sequentiality' to activity, something that has been vital for developing understanding of the orderly nature of talk and bodily interaction.[55]

In other words, EMCA pays attention to the sequence of events, so as to reveal some sort of underlying order about our behavior in our day-to-day interactions. In the bigger picture, this work reveals that time, as one of the dimensions to consider within collaborative systems design, matters. Another major factor would be distance. Does Distance Still Matter? Revisiting the CSCW Fundamentals on Distributed Collaboration is another research article that, as the title suggests, explores under what circumstances distance matters. Most notably, it mentions the "mutual knowledge problem."[56] This problem arises when a group in a distributed collaborative system experiences a breakdown in communication due to the fact that its members lack a shared understanding for the given context they are working in. According to the article, it matters that everyone is in alignment over the nature of what they are doing.

Co-located, parallel and sequential activities

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The solutions of unresolved issues in ubiquitous computing systems can be explored now that the observations of user experiences in social media, which are normally based on recollection, are no longer needed. Some of the unresolved questions include: "How does social media start being used, stop being used? When is it being used, and how is that usage ordered and integrated into other, parallel activities at the time?"[55]

Parallel activities refer to occurrences in co-located groupware and ubiquitous computing technologies like social media. Examining these sequential and parallel activities in user groups on social media networks enables the ability to "[manage] the experience of that everyday life."[55] An important takeaway from this paper on EMCA and sequentiality is that it reveals how the choices made by designers of social media apps ultimately mediates our end-user experience, for better or for worse. It reveals: "when content is posted and sequentially what is associated with it."[55]

Ubiquitous computing infrastructures

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On the topic of computing infrastructures, Democratizing Ubiquitous Computing – a Right for Locality presents a study from researchers at Lancaster University on ubiquitous computing ("ubicomp") to identify where there exists positive or negative effects on users and society at large.[57] The research specifically focuses on cities or urban areas as they are places where one can expect a lot of technological and social activities to take place. An apparent guiding principle to the research is that the goal of advancing any ubicomp technologies should be to maximize the amount of good to as many people in a society as possible. A key observation is made about the way in which these infrastructures come into being:

A ubiquitous computing infrastructure can play an important role in enabling and enhancing beneficial social processes as, unlike electricity, digital infrastructure enhances a society's cognitive power by its ability to connect people and information [39]. While infrastructure projects in the past had the idealistic notion to connect the urban realm and its communities of different ethnicity, wealth, and beliefs, Graham et al. [28] note the increasing fragmentation of the management and ownership of infrastructures.[57] This is because ubicomp has the potential to further disadvantage marginalized communities online.

The current disadvantage of ubiquitous computing infrastructures is that they do not best support urban development. Proposals to resolve these social issues include increased transparency about personal data collection as well as individual and community accountability about the data collection process in ubicomp infrastructure. Data at work: supporting sharing in science and engineering is one such paper that goes into greater depth about how to build better infrastructures that enable open data-sharing and thus, empower its users. What this article outlines is that in building better collaborative systems that advance science and society, we are, by effect, "promoting sharing behaviors" that will encourage greater cooperation and more effective outcomes.[58]

Essentially, ubiquitous computing will reflect society and the choices it makes will influence those computing systems that are put in place. Ubiquitous computing is huge to the field of CSCW because as the barriers between physical boundaries that separate us break down with the adoption of technology, our relationships to those locations is actually strengthened.[57] However, there remains few potential challenges when it comes to social collaboration and the workplace.

Computer-supported collaboration on Art

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The romanticized notion of a lone, genius artist has existed since the time of Giorgio Vasari's Lives of the Artists, published in 1568. Vasari promulgated the idea that artistic skill was endowed upon chosen individuals by gods, which created an enduring and largely false popular misunderstanding of many artistic processes. Artists have used collaboration to complete large scale works for centuries, but the myth of the lone artist was not widely questioned until the 1960s and 1970s.

With the appearance of computers, and especially with the invention of the internet, collaboration on art became easier than before. This crowd-sourced creativity online is putting a "new twist" on traditional ideas of artistic ownership, online communication and art production.[59] In some cases, people don't even know they are making contributions to online art.[59]

Artists in the computer era are considered more "socially aware" in a way that supports social collaboration on social matters.[60] Art duos, such as the Italian Hackatao duo, collaborate both physically and online while creating their art in order to "create a meeting place between the NFT and traditional art worlds."[61][62][63]

Crowdsourcing aids with innovation processes, successful implementation and maintenance of ideas generation, thereby providing support for the development of promising innovative ideas.[64] Crowdsourcing has been used in various ways from rousing musical numbers, to choreography, set design, costumes and marketing materials and in some cases was crowdsourced using social media platforms.[65]

Challenges

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Social – technical gap

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The success of CSCW systems is often so contingent on the social context that it is difficult to generalize. Consequently, CSCW systems that are based on the design of successful ones may fail to be appropriated in other seemingly similar contexts for a variety of reasons that are nearly impossible to identify a priori.[5] CSCW researcher Mark Ackerman calls this "divide between what we know we must support socially and what we can support technically" the social-technical gap and describes CSCW's main research agenda to be "exploring, understanding, and hopefully ameliorating" this gap.[66]

It is important to analyze 'what we know we must support socially' for a few reasons. The way interaction takes place within an in-person setting is something that cannot be easily changed unlike the way technology is able to be manipulated to fit specific needs today. There are certain norms and standards lived up to within peoples' day to day lives, a certain part of those norms and attitudes carry over into the online world. The problem is mimicking daily communication styles and behavior into an online setting. Schmidt examines this concept within "Mind the Gap", he states "Cooperative work is a tricky phenomenon. We are all engaged in cooperative activities of various sorts in our everyday lives and routinely observe others working together around us. We are all experts from our everyday experience. And yet this quotidian insight can be utterly misleading when applied to the design of systems to support cooperative work".[67] Though in-person communication on a day-to-day basis is natural for most, it does not easily translate over into cooperative work. This highlights the need for adaptability within CSCW systems, Schmidt expands on the "crucial requirement of flexibility that arises from the changing needs of the cooperative work setting".[67] These all tie together to highlight the gaps within CSCW.

Leadership

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Generally, teams working in a CSCW environment need the same types of leadership as non-CSCW teams. However, research has shown that distributed CSCW teams may need more direction at the time the group is formed than traditional working groups, largely to promote cohesion and liking among people who may not have as many opportunities to interact in person, both before and after the formation of the working group.[68]

Adoption of groupware

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A group calendar allowing for collaboration of schedules

Groupware goes hand in hand with CSCW. The term refers to software that is designed to support activities of a group or organization over a network and includes email, conferencing tools, group calendars, workflow management tools, etc.[69]

While groupware enables geographically dispersed teams to achieve organizational goals and engage in cooperative work, there are also many challenges that accompany use of such systems. For instance, groupware often requires users to learn a new system, which users may perceive as creating more work for them without much benefit. If team members are not willing to learn and adopt groupware, it is highly difficult for the organization to develop the requisite critical mass for the groupware to be useful. Further, research has found that groupware requires careful implementation into a group setting, and product developers have not as yet been able to find the most optimal way to introduce such systems into organizational environments.[69]

On the technical side, networking issues with groupware often create challenges in using groupware for CSCW. While access to the Internet is becoming increasingly ubiquitous, geographically dispersed users still face challenges of differing network conditions. For instance, web conferencing can be quite challenging if some members have a very slow connection and others are able to utilize high speed connections.[69]

Intergenerational groups

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Adapting CSCW tools for intergenerational groups is a prevalent issue within all forms of CSCW. Different generations have different feelings towards technology as well as different ways to utilize technology. However, as technology has become integral to everyday tasks, it must be accessible to all generations of people. With cooperative work becoming increasingly important and diversified, virtual interaction between different generations is also expanding.[70] Given this, many fields that utilize CSCW tools require carefully designed frameworks to account for different generations.

Workplace teams

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One of the recurring challenges in CSCW environments is development of an infrastructure that can bridge cross-generational gaps in virtual teams.[71]

Many companies rely on communication and collaboration between intergenerational employees to be successful, and often this collaboration is performed using various software and technologies. These team-driven groupware platforms range from email and daily calendars to version control platforms, task management software, and more. These tools must be accessible to workplace teams virtually, with remote work becoming more commonplace.[72]

Ideally, system designs will accommodate all team members, but orienting older workers to new CSCW tools can often be difficult. This can cause problems in virtual teams due to the necessity of incorporating the wealth of knowledge and expertise that older workers bring to the table with the technological challenges of new virtual environments. Orienting and retraining older workers to effectively utilize new technology can often be difficult, as they generally have less experience than younger workers with learning such new technologies.

As older workers delay their retirement and re-enter the workforce, teams are becoming increasingly intergenerational, meaning that the creation of effective intergenerational CSCW frameworks for virtual environments is essential.[73]

Tools in CSCW

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Collaboration amongst peers has always been an integral aspect to getting something done. Working together not only eases the difficulty of the task at hand, but leads to more effective work that is accomplished.[74] As computers and technology become increasingly important in everyday lives, communication skills change as technology allows individuals to stay connected across many previous barriers. Barriers to communication might have been the end of the work day, being across the country or even slow applications that are more of a hindrance than an aid. With new collaborative tools that have been tried and tested, these previous barriers to communication have been shattered and replaced with new tools that help progress collaboration. Tools that have been integral in shaping computer supported cooperative work can be split into two major categories: communication and organization.

A screenshot showing the ability to set a reminder and also call using Slack, a tool in CSCW
  • Communication: The ability to communicate with others while working is a luxury that has increased the speed and accuracy at which tasks are accomplished. Individuals can also send pictures of code and issues through platforms like Microsoft Teams without anyone needing to change screen monitors. This particular change increased office productivity and communication by almost half.[6] The ability to send more specific information faster gave the employees the ability to get more done with also much less effort for themselves.[6] Tools like Microsoft Teams and Slack also allow people to collaborate with ease even if they are in different time zones or different geographical areas. This means that work is no longer tied to specific offices at a 9 to 5 job, but can be done anywhere because you have the ability to communicate with one or groups of people on a large scale.
  • Organization: Apps such as iCal and Reminders on the iPhone provide time-oriented structure and remind users of the tasks they must complete. Organization and communication go hand in hand with one another, as they help individuals better plan their day because apps warn them when two events overlap, a due date approaches, or whether there is time available for an event. There is reduced hassle to daily scheduling and group coordination.[75][76] Such apps usually tie into different electronic devices such as computers and tablets, therefore people receive reminders across multiple platforms. If the platform permits, individuals in teams can set reminders for other people.[75]

Departmental conflicts

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Cross-boundary breakdowns

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Cross-boundary breakdowns are when different departments of the same organization unintentionally harm other.[77] They may be caused by failures to coordinate activities across multiple departments, a form of articulation work.[77]

Hospitals may experience cross-boundary breakdowns during patient transfers.[77] When a patient is sent from the emergency department to the operation room, the inpatient access department (IPA) must normally be notified, allowing them to track the number and location of available ICU beds.[77] However, when the emergency department fails to notify the IPA, the IPA staff are later unable to find suitable beds for patients.[77]

Re-coordinating activities

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To restore useful communication between departments after a cross-boundary breakdown, organizations may perform re-coordinating activities.[77]

Hospitals may respond to cross-boundary breakdowns by explicitly ranking key resources or assigning "integrator" roles to multiple staff members across different departments.[77]

Challenges in research

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Differing meanings

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In the CSCW field, researchers rely on a variety of sources that include journals and research schools of thought. These different sources may lead to disagreement and confusion, as there are terms in the field that can be used in different contexts ("user", "implementation", etc.) User requirements change over time and are often not clear to participants due to their evolving nature and the fact that requirements are always in flux.[78]

Identifying user needs

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CSCW researchers often have difficulty deciding which set(s) of tools will benefit a particular group because of the nuances within organizations.[79] This is exacerbated by the fact that it is challenging to accurately identify user/group/organization needs and requirements, since such needs and requirements inevitably change through the introduction of the system itself. When researchers study requirements multiple times, the requirements themselves often change and evolve once the researchers have completed a particular iteration.

Evaluation and measurement

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The range of disciplinary approaches leveraged in implementing CSCW systems makes CSCW difficult to evaluate, measure, and generalize to multiple populations. Because researchers evaluating CSCW systems often bypass quantitative data in favor of naturalistic inquiry, results can be largely subjective due to the complexity and nuances of organizations themselves. Possibly as a result of the debate between qualitative and quantitative researchers, three evaluation approaches have emerged in the literature examining CSCW systems. However, each approach faces its own unique challenges and weaknesses:[80]

Evaluation approach Usage Weakness
Methodology-oriented frameworks Explain the methods of inquiry available to CSCW researchers Not providing guidance for selecting the best method for a particular research question or population
Conceptual frameworks Provide guidelines for determining factors that a researcher should consider and evaluate through CSCW research Fail to link conceptual constructs with methodological approaches. Thus, while researchers may know what factors are important to their inquiry, they may have difficulty understanding which methodologies will result in the most informative findings[76]
Concept-oriented frameworks Provide specific advice for studying isolated aspects of CSCW Lack guidance as to how specific areas of study can be combined to form more comprehensive insight

Diversity, equity, and inclusion

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Gender

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In computer-supported cooperative work, there are small psychological differences between how men and women approach CSCW programs.[81] This can lead to unintentionally biased systems, due to the majority of software being designed and tested by men. As well, in systems where societal gender differences are not accounted for and countered, men tend to overrepresent women in these online spaces.[82] This can lead to women feeling potentially alienated and unfairly targeted by CSCW programs.

In recent years, more studies have been conducted on how men and women interact with each other using CSCW systems. Findings do not indicate that men and women have performance difference when performing CSCW tasks, but rather that each gender approaches and interacts with software and performs CSCW tasks differently. In most findings, men were more likely to explore potential choices and willing to take risks compared to women.[82] In group tasks, women in general were more conservative in voicing their opinions and suggestions on tasks when paired with a male, but inversely were very communicative when paired with another woman. As well, men are found to be more likely to take control of group activities and teamwork, even from a young age,[81] leading to further ostracizing of women speaking up in CSCW group work. Additionally, in CSCW message boards, men on average posted more messages and engaged more frequently than their female counterparts.[83]

Increasing female participation

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The dynamic of women in the workforce not participating as much is less of a CSCW problem and is prevalent in all workspaces, but software can still be designed to increase female participation in CSCW. In software design, women are more likely to be involved if software is designed to center communication and cooperation. This is one possible method to increasing female participation, and it does not address why CSCW has lower female participation in the first place.

Strategies for getting females more interested in STEM

In a study, women generally rated themselves as being poor at understanding technology, having difficulty at using mobile programs, and disliked using CSCW software. However, when asked these same questions about specific software in general, they rated themselves just as strongly as the men in the study did.[84] This lack of confidence in software as a whole impacts women's ability to efficiently and effectively use online programs compared to men, and accounts for some of the difficulties women face in using CSCW software.[84]

Despite being an active area of research since the 1990s,[85] many developers often do not take gender differences into account when designing their CSCW systems.[85] These issues compound on top of the cultural problems mentioned previously, and lead to further difficulties for women in CSCW. By enabling developers to be more aware of the differences and difficulties facing women in CSCW design, women can be more effective users of CSCW systems through sharing and voicing opinions.

Conferences

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Since 2010, the Association for Computing Machinery (ACM) has hosted a yearly conference on CSCW, "The ACM Conference on Computer Supported Cooperative Work".[1] The conference is sponsored by the SIGCHI special interest group. The CSCW conference was held biannually from 1986 to 2010 and annually thereafter.[86][87] By 2010, CSCW researchers were observing that the name "Computer Supported Cooperative Work" no longer reflected the work done in the field.[86] As a result of those debates, the conference would expand its name to "CSCW & Social Computing", incorporating the reality of social computing research within CSCW as a field.[88] The conference is currently held in October or November and features research in the design and use of technologies that affect organizational and group work. With the development of new devices that allow collaboration from different locations and contexts, CSCW includes researchers from both academia and industry to discuss virtual collaboration from both social and technical perspectives.

Internationally, the Institute of Electrical and Electronics Engineers (IEEE) sponsors the International Conference on Computer Supported Work in Design, which takes place yearly.[89] In addition, the European Society for Socially Embedded Technologies sponsors the European Conference on Computer Supported Cooperative Work, which has been held every two years since 1989.[90] CSCW panels are a regular component of conferences of the adjacent field of science and technology studies.

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Related fields are collaborative product development, CAD/CAM, computer-aided software engineering (CASE), concurrent engineering, workflow management, distance learning, telemedicine, medical CSCW and the real-time network conferences called MUDs (after "multi-user dungeons," although they are now used for more than game-playing).

See also

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Computer-supported cooperative work (CSCW) is an interdisciplinary research area that investigates the nature of group and develops computer-based technologies to support cooperative activities, particularly in professional and organizational contexts. More precisely, CSCW is defined as "an endeavor to understand the nature and characteristics of cooperative work with the objective of designing adequate computer-based technologies" to mediate human activities such as communication, coordination, and shared task performance. The field originated from a 1984 workshop organized by Irene Greif at MIT and Paul Cashman at , where approximately 20 experts gathered to explore technology's role in enhancing workplace cooperation, leading to the coining of the term "computer-supported cooperative work." Its intellectual roots trace back further to visionary ideas, including Vannevar Bush's 1945 concept of associative trails for knowledge sharing, J.C.R. Licklider's 1960s vision of human-computer symbiosis, and Douglas Engelbart's 1968 "," which demonstrated collaborative computing tools. The first CSCW conference was held in 1986, marking the formal establishment of the community, which has since grown to address both technical system design and social dynamics of group interaction. Central to CSCW are key concepts such as , defined as "an understanding of the activities of others, which provides a context for the activities and communications in a distributed collaborative environment"; coordination, described as "the act of managing interdependencies between activities"; and communication, which facilitates among collaborators. A foundational framework is the time–space matrix, introduced by Robert Johansen in 1988, which categorizes CSCW systems based on whether interactions occur synchronously (same time) or asynchronously (different time) and co-located (same place) or remotely (different place), guiding the of tools like synchronous video conferencing for co-located meetings or asynchronous for remote teams. CSCW also emphasizes sociotechnical approaches, integrating with organizational needs to overcome challenges like groupware adoption barriers and the gap between social requirements and technical implementations. Over its nearly 40-year history, CSCW has evolved from a focus on experimental small-group systems in the and —such as for communication and shared workspaces for coordination—to broader applications in distributed work, including virtual teams and remote tools, with heightened relevance amid the pandemic's shift to digital cooperation. Influential contributions include Jonathan Grudin's work on groupware social dynamics and Thomas Malone and Kevin Crowston's interdisciplinary study of coordination, underscoring CSCW's role in enhancing while addressing ethical and issues in multi-user environments. Today, the field continues to influence areas like human-computer interaction, , and organizational , prioritizing empirical studies and ethnographic methods to evaluate system effectiveness.

History

Origins and Early Pioneers

The origins of computer-supported cooperative work (CSCW) trace back to visionary demonstrations in the late that highlighted the potential of computers to augment human collaboration. In 1968, and his team at the Stanford Research Institute presented the "Mother of All Demos," a landmark 90-minute public demonstration of the oN-Line System (NLS). This event showcased pioneering collaborative features, including shared-screen collaboration, two-way interactive video conferencing, and real-time document editing between remote participants, laying foundational concepts for systems that support group work across distances. The term "computer-supported cooperative work" was formally coined in 1984 by Irene Greif and Paul M. Cashman during the planning of an invitation-only workshop titled Workshop on Computer-Supported Cooperative Work, held from August 13-15 at Endicott House in . This interdisciplinary gathering, organized under the auspices of MIT, brought together researchers from , , and organizational studies to explore how could enhance collaborative processes in work settings, marking the conceptual birth of CSCW as a distinct field. Greif, a who earned her PhD from MIT in 1975 and later joined Lotus Development Corporation, played a pivotal role in advancing early groupware systems. At Lotus, she led the development of the Information Lens, an intelligent electronic mail system introduced in 1986 that used rule-based filtering and semi-structured messaging to facilitate information sharing and coordination within organizations, addressing challenges in asynchronous group communication. Another key early contributor was Jonathan Grudin, whose 1988 paper "Why CSCW Applications Fail: Problems in the Design and Evaluation of Organizational Interfaces" analyzed barriers to groupware adoption, introducing what became known as Grudin's Law—the observation that groupware often fails when benefits accrue to one group while costs are borne by another, such as administrative overhead falling on support staff rather than users. This work, based on empirical studies of systems like electronic calendars, emphasized the need to align technological design with social and organizational dynamics, influencing subsequent CSCW research on and . The field gained formal recognition with the inaugural ACM Conference on Computer-Supported Cooperative Work (CSCW '86), held December 3-5, 1986, in , sponsored by the Microelectronics and Computer Technology Corporation and the ACM Special Interest Group on Computer-Human Interaction (SIGCHI). This event assembled over 200 participants to present 32 papers and panels on topics ranging from shared workspaces to workflow support, solidifying CSCW as an interdisciplinary discipline and establishing a biennial forum for ongoing advancements.

Developments in Audio and Communication Technologies

In the , early audio conferencing systems emerged as foundational tools in CSCW, enabling distributed teams to maintain social connections and facilitate informal interactions across geographic distances. At PARC, researchers developed media spaces that integrated audio with computing environments to support collaborative work between labs in , and . These systems began with a fixed two-way audio-video link in 1985, using speakerphones and consumer-grade equipment over a 56 Kb/s data line, allowing continuous open channels in common areas for spontaneous conversations and peripheral awareness. Expanded setups, such as the four-office media space and later 20x20 crossbar switches, permitted switched audio connections among offices and public spaces, with computer-controlled access to enhance flexibility while preserving privacy through user-managed microphone settings. Empirical observations revealed that these audio tools fostered a over 800 miles, with frequent use for casual exchanges demonstrating their value in supporting group maintenance beyond formal tasks, though challenges like half-duplex audio limited smooth . The 1990s marked significant advancements in digital audio communication, particularly through (VoIP), which democratized remote collaboration by reducing costs and integrating seamlessly with internet-based CSCW applications. VocalTec's Internet Phone, released in 1995, introduced the first commercial VoIP software for computer-to-computer voice calls, compressing audio data for transmission over the and enabling low-bandwidth synchronous communication without traditional infrastructure. This innovation influenced CSCW by providing affordable, scalable audio for distributed teams, as evidenced in studies showing VoIP's superiority over text chat for real-time modeling tasks, where it improved coordination through natural speech cues and reduced in joint problem-solving. Parallel developments integrated audio with video to enhance synchronous CSCW, exemplified by , initially released in 1992 by researchers as a video-only tool but updated in 1994 to include audio support. This system allowed multiparty video and voice over the without dedicated servers, facilitating immersive teleconferencing for collaborative environments like extensions (CU-SeeMe VR). In CSCW contexts, CU-SeeMe's audio-video fusion impacted remote group work by enabling informal meetings and awareness in internet-mediated settings, as integrated with tools like IRC for hybrid synchronous interactions, though bandwidth constraints often prioritized audio for reliability. The historical shift from analog to tools in CSCW research emphasized capturing and accessing spontaneous interactions, moving beyond synchronous to persistent digital records. Early analog systems, like conferencing and tape recorders, supported real-time talk but lacked easy retrieval; digital innovations addressed this by enabling workstation-based capture with compression (e.g., 10:1 ratios yielding 2 GB/year for speech). Empirical studies, such as analyses of business phone calls (averaging 3-6 minutes with rapid ), informed semi-structured tools like Xcapture and Listener, which used acoustical cues (speech/) and user annotations for segmentation and real-time access. These findings highlighted 's role in augmenting CSCW by transforming voice from ephemeral medium to searchable data, improving collaboration in dynamic environments while underscoring needs for better controls in always-on captures.

Influences from Politics, Business, and Warfare

The adoption of computer-supported cooperative work (CSCW) technologies in business contexts accelerated during the 1990s, particularly through tools like Lotus Notes, which facilitated coordination in corporations. Introduced in 1989 by Lotus Development Corporation, Notes provided a platform for shared databases, , and document management, enabling asynchronous among distributed teams. A field study at a large U.S. in 1991 demonstrated that while early users primarily leveraged Notes for individual tasks such as personal and , the tool's infrastructure supported emerging group coordination by allowing shared access to project information and reducing reliance on paper-based . Similarly, in , a 2000 analysis of multiple organizations showed that Lotus Notes was strategically deployed for monitoring employee activities in mechanistic cultures and for disseminating information in organic ones, resulting in measurable gains in productivity and profitability through streamlined group processes. Political influences on CSCW development were evident in government-funded initiatives aimed at fostering collaborative technologies across borders. The European Union's Advanced Communications Technologies and Services (ACTS) program, operating from 1995 to 1998 as part of the Fourth Framework Programme for Research and Technological Development, allocated resources to projects developing collaborative platforms for and services. This effort supported pan-European for cooperative work, emphasizing in communication systems to enhance economic and social cohesion. Such programs integrated CSCW principles into , prioritizing applications for distributed teams in sectors like and . Wartime applications of CSCW emerged in military contexts, where command-and-control (C2) systems drew on early prototypes to support coordinated operations. During the 1991 Gulf War, U.S. forces utilized networked C2 technologies for real-time data sharing and joint operations among coalition partners. These efforts highlighted the need for CSCW to handle high-stakes, time-sensitive coordination, influencing subsequent military simulations and software designs for distributed decision-making. Economic drivers further propelled CSCW's growth through investments that scaled groupware for enterprise adoption in the early 2000s. Companies like Groove Networks, founded in 1997 by Ray Ozzie (creator of Lotus Notes), secured substantial funding to develop collaboration tools tailored for secure, real-time enterprise use. In 2003, Groove raised $38 million in its fifth funding round from investors including and , enabling expansion of its virtual office platform that integrated chat, , and workflow automation for remote teams. This influx of capital underscored the commercial viability of CSCW, shifting focus from academic prototypes to robust, scalable solutions for business productivity.

Impact of the COVID-19 Pandemic

The , beginning in early 2020, dramatically accelerated the adoption of computer-supported cooperative work (CSCW) technologies as lockdowns and measures forced a rapid shift to remote collaboration worldwide. Tools like Zoom and experienced explosive growth in usage; for instance, Zoom's daily meeting participants surged from 10 million in December 2019 to 300 million by April 2020, representing a more than 2,900% increase driven by the need for virtual meetings in professional, educational, and social contexts. Similarly, ' active users grew from 20 million in November 2019 to 75 million by April 2020, exceeding a 275% rise, as organizations integrated the platform for synchronous communication and to maintain distributed workflows. This surge highlighted CSCW's role in enabling continuity during crises but also exposed limitations in scaling synchronous tools for prolonged use. Emerging research during the identified "" as a significant challenge in synchronous CSCW environments, attributing it to nonverbal overload from constant , reduced mobility, and cognitive demands of video interfaces. In a seminal , Jeremy Bailenson analyzed these factors, proposing that self-viewing on camera increases self-evaluative and that close-up gazes mimic uncomfortable interpersonal distances, leading to exhaustion after extended sessions. These insights have influenced CSCW design by advocating for features like optional self-view disabling, larger shared spaces to simulate natural interactions, and integration of audio-only or asynchronous alternatives to mitigate fatigue in video-heavy systems. Following the initial lockdowns, hybrid work models combining remote and in-office collaboration became dominant post-2020, with surveys revealing sustained productivity in distributed teams despite challenges like coordination across time zones. A 2021 Microsoft Work Trend Index survey of over 30,000 global workers found that 82% reported stable or improved productivity in remote setups, though 41% noted difficulties in replicating spontaneous office interactions, prompting CSCW enhancements in hybrid scheduling tools. A 2023 McKinsey report found that 87% of survey respondents believed they would be more productive with their preferred number of remote work days in hybrid arrangements. A Stanford study of 1,612 workers at a Chinese online travel agency found no productivity decline for hybrid teams (working from home two days a week) compared to fully in-office teams, along with a 33% lower resignation rate, indicating higher retention. These findings underscored gaps in CSCW for supporting fluid transitions between co-located and virtual collaboration, spurring research into adaptive interfaces. The catalyzed long-term shifts in CSCW infrastructure, with accelerated investments reflecting its proven value in resilient work ecosystems and projecting a global tools market of approximately $48.9 billion by 2025. This growth, up from $25.1 billion in , stems from heightened enterprise spending on integrated platforms for secure, scalable , as evidenced by a 11.4% through 2035. As of November 2025, the market has reached the projected $48.9 billion, with ongoing emphasis on AI integration in hybrid CSCW environments. Such investments have prioritized and AI-assisted coordination, addressing research gaps in equitable access for diverse teams revealed during .

Core Concepts

Articulation Work

Articulation work refers to the coordinative efforts required to assemble, integrate, and manage interdependent tasks, actors, and resources in cooperative endeavors, often invisible yet essential to achieving overall goals. Originally conceptualized by Anselm Strauss in the context of healthcare settings, it encompasses the supra-type of labor that meshes individual contributions within a division of labor, handling contingencies and resolving inconsistencies to enable smooth workflow. In computer-supported cooperative work (CSCW), this concept was adapted by Kjeld Schmidt and Liam Bannon to emphasize the need for systems that support such invisible coordination rather than merely automating routine tasks. They argued that CSCW tools must facilitate flexible articulation to accommodate the dynamic, interdependent nature of collaborative activities, highlighting how traditional systems often fail by assuming fixed processes. A representative example occurs in , where teams rely on shared repositories and systems to coordinate interdependencies, such as integrating code changes from multiple contributors while tracking versions and resolving conflicts. These tools enable developers to articulate their work by making progress visible and adjustable, though ongoing remains necessary to align individual efforts with timelines. Empirical studies in office environments reveal that articulation work constitutes a significant portion of collaborative time for knowledge workers engaged in associative activities like and integrating contributions. This underscores the overhead of coordination in non-routine settings. Tools such as shared calendars can mitigate some articulation demands by providing visibility into schedules and facilitating meeting coordination, thereby reducing manual . However, they do not fully eliminate the need for such work, as users must still interpret ambiguities and adjust for interpersonal dynamics.

Time-Space Collaboration Matrix

The Time-Space Matrix is a foundational 2x2 framework in computer-supported cooperative work (CSCW) that categorizes collaborative activities and technologies along two axes: time (synchronous or asynchronous) and space (co-located or remote). Introduced by Robert Johansen in , the matrix helps designers and researchers analyze how groups interact and select appropriate supporting systems. It emerged from early efforts to understand office automation's limitations in supporting , emphasizing the need for tools tailored to specific temporal and spatial constraints. The matrix's four quadrants each represent distinct collaboration patterns, with corresponding CSCW technologies:
Time/SpaceDescriptionExamples
Same time / Same placeCo-located synchronous interactions, often involving direct physical presence and immediate feedback.Electronic meeting rooms with shared whiteboards or video walls for real-time group brainstorming.
Same time / Different placeRemote synchronous interactions, enabling real-time communication across distances.Synchronous video conferencing systems, such as those using tools like Zoom, for live remote meetings and shared screen interactions.
Different time / Same placeCo-located asynchronous coordination, typically for sequential handoffs in shared physical environments. logs or shared digital notebooks in control centers, allowing successive teams to update and review information over shifts.
Different time / Different placeRemote asynchronous exchanges, supporting ongoing coordination among distributed participants. for threaded discussions or asynchronous wikis (e.g., MediaWiki-based platforms) for collaborative content editing and across global teams.
This classification highlights how CSCW systems must address varying degrees of immediacy and proximity to reduce coordination overhead, relating briefly to broader coordinative efforts like articulation work in group processes. In the 1990s, the matrix evolved through research that incorporated hybrid modes, acknowledging that real-world collaborations often span multiple quadrants rather than fitting neatly into one. Seminal work by , Gibbs, and Rein formalized these categories while noting emerging systems blending synchronous and asynchronous elements, such as workflow tools with real-time notifications. This shift reflected advances in network infrastructure and influenced designs for more flexible groupware, prioritizing adaptability over rigid temporal-spatial boundaries. The framework continues to guide CSCW tool development, particularly for different time/different place scenarios prevalent in distributed work. For instance, Slack was designed to support asynchronous messaging in persistent channels for ongoing coordination, while integrating synchronous features like live chat, enabling hybrid remote collaboration at scale for millions of users.

Boundary Objects

Boundary objects refer to malleable artifacts that enable collaboration among diverse groups by bridging differences in perspectives, practices, and interpretations. Introduced by Susan Leigh Star and James R. Griesemer in their 1989 analysis of the Museum of Vertebrate Zoology, these objects were originally conceptualized in science and technology studies as entities that inhabit multiple intersecting social worlds, allowing cooperation without requiring full consensus. Star and Griesemer described boundary objects as "both plastic enough to adapt to local needs and the constraints of the several parties employing them, yet robust enough to maintain a common identity across sites." This duality supports coordination by providing a shared reference point while accommodating varied uses. In the context of computer-supported cooperative work (CSCW), the concept gained traction in the early as researchers recognized its relevance to technology-mediated across organizational or disciplinary boundaries. Early CSCW applications highlighted how digital and physical artifacts, such as protocols or databases, function as boundary objects to facilitate distributed . Key characteristics include interpretive flexibility, allowing participants to tailor the object to their specific contexts; shared structure, ensuring a stable core that all parties recognize; and support for multiple viewpoints, enabling negotiation rather than uniform agreement. For instance, maps in serve as boundary objects by offering a common visual framework that planners, stakeholders, and interpret differently—such as emphasizing for engineers versus community impacts for residents—while maintaining overall spatial coherence. Case studies in CSCW illustrate boundary objects' role in interdisciplinary teams, particularly through shared documents that mediate ongoing negotiations. In technical support, repair request forms act as boundary objects, evolving through annotations and discussions among engineers, technicians, and managers from varied expertise domains; this process allows resolution of ambiguities without forcing consensus, as participants reinterpret elements to align on safety-critical decisions. Similarly, in teams, shared requirements documents enable cross-functional by serving as adaptable repositories where developers, designers, and clients contribute interpretations, fostering iterative refinement rather than rigid specifications. These examples underscore how boundary objects support fluid interaction in CSCW environments, transforming potential conflicts into productive exchanges. Empirical studies from the 2000s provide evidence of boundary objects' effectiveness in reducing miscommunication within cross-functional projects. In new product development, David Carlile's research showed that syntactic, semantic, and pragmatic boundary objects progressively address knowledge differences, enabling better transfer and conversion across functional silos by clarifying assumptions and meanings. Likewise, Beth Bechky's ethnographic study of manufacturing teams demonstrated that shared artifacts like blueprints help occupational groups negotiate interpretations, minimizing errors from divergent understandings in high-stakes assembly processes. These findings highlight boundary objects' practical impact in CSCW, where they not only bridge gaps but also evolve through use to sustain long-term cooperative efforts.

Theoretical Frameworks

Model of Coordinated Action (MoCA)

The Model of Coordinated Action (MoCA) is a developed within computer-supported cooperative work (CSCW) to analyze and describe complex collaborative environments that extend beyond traditional small-group interactions. Introduced by Charlotte P. Lee and Drew Paine, it addresses limitations in earlier models by incorporating seven dimensions that capture the nuances of coordination in diverse, dynamic settings, such as emergent teams or large-scale networks. Unlike simpler frameworks focused solely on timing and location, MoCA emphasizes coordinated action as goal-directed efforts across heterogeneous participants, enabling researchers and designers to map sociotechnical systems more comprehensively. The framework's seven dimensions form continua, allowing for flexible characterization of collaborations rather than binary categorizations. These include , which ranges from fully synchronous interactions (e.g., real-time video calls) to asynchronous ones (e.g., exchanges over days); physical distribution, spanning co-located settings (e.g., in-person meetings) to fully remote and geographically dispersed groups; and scale, measuring the number of participants from intimate pairs to massive crowds. Additional dimensions account for social and temporal dynamics: the number of communities of practice, from a single homogeneous group sharing established norms to multiple or absent communities in ad-hoc formations; nascence, distinguishing established collaborations with predefined structures from emergent ones arising spontaneously; planned permanence, indicating intended duration from brief, one-off events to ongoing, indefinite engagements; and turnover, reflecting membership stability from low (fixed roles and low churn) to high (frequent entry and exit, as in open online communities). Each dimension highlights how coordination challenges evolve; for instance, high nascence and turnover in teams demand tools that support rapid onboarding and without rigid hierarchies. MoCA has been applied to evaluate collaborative tools in real-world scenarios, particularly those involving fluid participation. In enterprise social networks, such as platforms used for internal knowledge sharing in large organizations, the framework assesses how features like threaded discussions high turnover and multiple communities of practice, revealing needs for adaptive interfaces that accommodate varying scales and nascence levels. For example, analyses of tools in crowdsourced disaster relief efforts, like those by Humanity Road, use MoCA to identify coordination gaps in asynchronous, high-turnover environments where participants from diverse practices join emergently. This approach informs design by prioritizing mechanisms for boundary negotiation and resource articulation across dimensions. Comparatively, MoCA offers advantages over basic time-space matrices, which primarily differentiate collaborations by synchronicity and distribution alone, for handling intricate, modern systems. While the time-space matrix suffices for straightforward electronic meetings, it overlooks factors like turnover and nascence in volatile contexts, such as cyberinfrastructure projects involving thousands with fluctuating involvement; MoCA's multidimensional continua provide a richer lens for these, facilitating better prediction of coordination breakdowns and tool efficacy.

Community of Inquiry Framework

The (CoI) framework, developed by D. Randy Garrison, Terry Anderson, and Walter Archer, provides a model for understanding how occurs in computer-supported educational environments, emphasizing the interplay of three interdependent presences to foster deep and meaningful knowledge construction. Introduced in the context of text-based computer conferencing for higher education, the framework posits that effective online learning emerges from the convergence of cognitive presence, which involves the progression of inquiry through triggering events, , integration, and resolution; social presence, defined as the ability of participants to project personal characteristics such as emotion, , and group cohesion; and teaching presence, encompassing the design of learning activities, facilitation of discourse, and to guide the process. These elements are not isolated but intersect dynamically, with social presence supporting cognitive engagement by building trust and emotional connections, while teaching presence structures interactions to sustain critical discourse. In practice, these intersections manifest in specific CSCW tools; for instance, social presence can be enhanced in online forums through the use of emoticons or emojis, which convey affective cues and help learners perceive others as real individuals, thereby reducing feelings of isolation in asynchronous discussions. Similarly, presence is realized through structured , where instructors intervene to refocus discussions, provide feedback, and ensure equitable participation, as seen in moderated virtual seminars that align learner contributions with educational objectives. Such mechanisms underscore the framework's applicability to CSCW systems, where technology mediates the balance of presences to support collaborative inquiry without face-to-face interaction. Empirical studies from the onward have validated the CoI framework's role in improving learning outcomes in online and blended CSCW contexts, demonstrating that balanced presences correlate with enhanced perceived learning and satisfaction. A 2022 meta-analysis of 19 studies found moderate to strong positive associations between the presences and outcomes: cognitive presence (r = 0.56), teaching presence (r = 0.52), and social presence (r = 0.43), indicating that integrated presences contribute to deeper comprehension and retention in collaborative online environments. These findings highlight the framework's robustness, with higher presence levels linked to better academic performance in educational CSCW applications like discussion boards and virtual groups. Adaptations of the CoI framework for virtual classrooms have extended its utility in modern CSCW platforms, incorporating metrics to quantify and optimize presences amid synchronous and asynchronous hybrid learning. For example, during the shift to remote education, researchers have refined measurement tools, such as the 34-item CoI survey instrument, which uses Likert-scale items to assess each presence (e.g., 12 items for cognitive, 9 for social, 13 for ), enabling educators to evaluate and adjust virtual interactions for balance. A 2023 study in virtual contexts applied this adapted framework, measuring presences via surveys and to show that targeted enhancements—like real-time video moderation for presence—improved student engagement and knowledge application in collaborative simulations. These metrics facilitate in CSCW systems, ensuring presences support equitable participation and sustained inquiry in diverse virtual settings.

Design Considerations

Interaction Design Principles

Interaction design principles in computer-supported cooperative work (CSCW) emphasize creating user interfaces that facilitate seamless by mimicking natural and supporting fluid coordination among participants. These principles draw from human-computer interaction research to ensure that systems not only enable task completion but also promote mutual understanding and adaptability in shared environments. Central to this is the integration of mechanisms that allow users to perceive and respond to each other's actions without disrupting , thereby reducing and enhancing group productivity. Self-presentation principles are foundational, enabling users to convey aspects of their identity to foster trust and in collaborative settings. In early text-based systems like 1990s Multi-User Dungeons (MUDs), participants constructed textual descriptions or simple avatars to represent themselves, allowing for the exploration and projection of multiple identities that influenced interactions. This approach highlighted how customizable profiles or visual representations help users signal roles, expertise, or intentions, making cooperation more intuitive and personalized. Sherry Turkle's analysis of MUDs underscores how such self-presentation supports the reconstruction of identity in virtual spaces, aiding social bonding in distributed groups. Affordance design ensures that interfaces intuitively signal collaborative opportunities, guiding users toward joint activities without explicit instructions. For instance, real-time cursors or telepointers in shared tools visually indicate where others are pointing or editing, affording immediate awareness of concurrent actions and reducing conflicts. This principle, rooted in , adapts Gibson's concept of affordances to digital workspaces, where elements like dynamic pointers or overlaid annotations reveal possible interactions, such as co-editing or commenting. By embedding these cues, designers make the collaborative potential of the system perceptually salient, encouraging natural uptake of group features. Awareness mechanisms further operationalize these principles by providing ongoing information about collaborators' presence, activities, and intentions. Radar views, as proposed by Gutwin et al., offer miniaturized overviews of the shared workspace, displaying user positions and actions to maintain peripheral without overwhelming the primary view. This supports coordination by allowing quick glances to inform decisions, such as avoiding overlaps or aligning contributions. Complementing this, Dourish and Bellotti's guidelines emphasize integrating into the workspace fabric, where subtle notifications of others' behaviors enable informal coordination, much like in co-located settings. These mechanisms collectively ensure that CSCW interfaces promote a sense of shared presence, balancing with non-intrusiveness.

Standardization versus Flexibility

In computer-supported cooperative work (CSCW), the tension between and flexibility arises in the design of underlying infrastructures, where standardized elements promote seamless integration and , while flexible components enable to heterogeneous work practices. Standardization ensures that diverse tools and actors can interoperate reliably, reducing fragmentation in collaborative environments, but excessive rigidity can hinder responsiveness to emergent needs. Conversely, flexibility supports user-driven customization, fostering innovation in coordination, yet it risks inconsistency if not bounded by core protocols. This balance is central to effective CSCW systems, as infrastructures must evolve with cooperative activities without imposing undue constraints. Standardization in CSCW information infrastructures is illustrated by protocols like XMPP, an developed in the early 2000s that enables in chat and messaging systems. XMPP defines XML-based formats for real-time communication, allowing disparate platforms—such as enterprise chat tools and federated networks—to exchange presence, messages, and multi-user interactions seamlessly, thereby supporting distributed teams in CSCW scenarios like virtual meetings or shared status updates. This protocol's emphasis on extensibility through standardized extensions has facilitated its adoption in collaborative applications, ensuring that users across organizations can collaborate without proprietary lock-in. Flexibility, in contrast, is often embedded in toolkits that provide programmable interfaces for user adaptations, as seen in platforms like . Its APIs allow developers and end-users to create custom scripts, integrations, and automations—such as bots for document sharing or real-time notifications—tailoring the environment to specific collaborative contexts like or remote team coordination. This approach empowers CSCW participants to modify tools on-the-fly, accommodating varied workflows without requiring system-wide overhauls, and has been key to the platform's widespread use in organizational settings. Case studies underscore the implications of this tension: rigid ERP systems, prevalent in enterprise CSCW for resource coordination, often impose fixed processes that mismatch fluid work practices, leading to low user buy-in and prolonged implementation times, often associated with high failure rates due to such inflexibility, as reported in contemporary studies. Adaptable wikis, however, thrive in collaborative building by permitting incremental edits and emergent structures, boosting participation; for instance, in IBM's deployment by , about one-third of employees were registered wiki users, demonstrating higher engagement in flexible environments compared to more rigid tools. This contrast highlights how flexibility can enhance CSCW tool uptake by aligning with the improvisational aspects of cooperative work. The balancing act requires careful calibration, as over-standardization fosters rigidity that stifles the dynamic coordination inherent in CSCW, rendering systems ill-suited to unpredictable collaborations. Carstensen and Schmidt (1999) argue that traditional hierarchical designs fail here, advocating instead for modular, flexible building blocks that allow actors to tailor coordination mechanisms—such as adaptable artifacts in distributed projects—while maintaining interoperability. This perspective, drawn from analyses of complex engineering environments, emphasizes that CSCW infrastructures succeed when they permit evolution without chaos, ensuring long-term viability in diverse settings.

Applications

In Education and Learning

Computer-supported cooperative work (CSCW) in educational settings facilitates through digital platforms that enable students to engage in joint activities, such as group projects and peer interactions, regardless of location or time. Tools like Moodle's forums support asynchronous discussions and resource sharing, allowing students to contribute to group projects at their own pace while building shared knowledge. Similarly, integrates features for assigning collaborative tasks, providing feedback, and organizing asynchronous submissions, which streamline group work in virtual environments. These platforms exemplify how CSCW tools promote structured cooperation in learning by accommodating diverse schedules and fostering ongoing dialogue. One key benefit of CSCW in education is the enhancement of through processes, where students evaluate each other's work to refine ideas and arguments. Meta-analyses indicate that approaches, including peer-mediated activities, yield an average of approximately 0.5 on student achievement, demonstrating moderate improvements in academic outcomes compared to individual learning. This effect is attributed to the social negotiation of knowledge that occurs in CSCW-supported interactions, which deepens understanding and encourages . Such benefits align briefly with frameworks like the , which emphasize social presence in online collaborative environments. Despite these advantages, CSCW implementation faces distinct challenges in K-12 versus higher education contexts, particularly the that exacerbates inequities. In K-12 settings, students often encounter barriers such as limited home access to devices and high-speed , hindering participation in asynchronous collaborative activities and widening achievement gaps for low-income or rural learners. Higher education, while generally better resourced, still grapples with divides in and equitable tool adoption, though institutional support mitigates some issues compared to K-12's reliance on family . These disparities underscore the need for targeted interventions to ensure inclusive CSCW use across educational levels. Post-2020, integration of (VR) into CSCW has advanced immersive group simulations in , enabling students to collaborate in shared virtual spaces for . For instance, VR platforms allow real-time interaction in simulated environments, such as virtual labs or historical recreations, where groups co-navigate challenges to build and problem-solving skills. Studies highlight VR's role in enhancing CSCW by providing spatial awareness and embodiment, which improve engagement in collaborative tasks beyond traditional screens. This evolution addresses limitations of 2D tools by simulating co-presence, though remains a concern due to hardware costs.

In Gaming and Entertainment

Computer-supported cooperative work (CSCW) has significantly influenced multiplayer gaming by enabling real-time communication systems that facilitate team coordination in complex environments. In games like World of Warcraft (released in 2004), the introduction of voice-over-IP (VoIP) chat in the mid-2000s enhanced group performance during time-sensitive activities such as raids, allowing players to convey nuanced instructions more efficiently than text alone. A 2007 field experiment demonstrated that voice communication increased trust and liking among guild members, with statistical significance in time-by-condition interactions (F(2, 180.50) = 3.93, p < .05 for trust), thereby strengthening collaborative dynamics in virtual teams. These systems align with CSCW principles by enriching media for cooperative tasks, reducing coordination overhead in persistent online worlds. Self-presentation in gaming leverages customizable avatars to deepen player immersion and social identity expression, a focus of MMORPG research. Players often tailor avatars to reflect personal traits, such as appearance and gender, which fosters a sense of ownership and emotional investment during interactions. A 2012 qualitative study of MMORPGs like found that detailed customization options, particularly for facial features, correlated with higher immersion levels, as evidenced by players' frequent use of possessive language (e.g., "her/she" references up to 84% in sessions). This personalization supports CSCW by enabling identity play that enhances group cohesion and role-based collaboration without disrupting underlying principles. Collaborative game design emerges through player-generated content on platforms like Minecraft servers, where communities co-create worlds and mechanics. Ethnographic analysis reveals structured workflows, including task assignment and delivery, often mediated by tools like for accountability in commissioning custom builds. A 2017 study identified seven phases of entanglement in 's user-generated economy—from conceptualization to promotion—highlighting how fragmented infrastructures support distributed cooperation among players. Such practices exemplify CSCW's role in fostering emergent, peer-driven that extends game longevity through collective effort. Empirical metrics underscore social capital gains from gaming, with 2020s research linking multiplayer participation to real-world cooperation. Studies show that bonding and bridging from online play with friends correlates positively with offline and neighborliness, amplifying preexisting social networks rather than isolating players. For instance, analysis of large-scale player data indicates that cooperative gaming experiences enhance perceived knowledge quality and , translating to tangible benefits like increased in high-social-capital groups. These findings, drawn from systematic reviews of multiplayer contexts, affirm CSCW's impact on building transferable social resources.

In Mobile and Ubiquitous Computing

Computer-supported cooperative work (CSCW) in mobile and extends beyond stationary desktops by leveraging portable devices and embedded sensors to support dynamic, context-aware interactions among users in physical and virtual spaces. This domain emphasizes how mobile technologies facilitate seamless coordination during movement, incorporating elements like real-time notifications, geolocation, and to bridge gaps in traditional groupware. Early developments in the laid groundwork for ubiquitous systems that anticipate user needs through environmental integration, evolving into widespread adoption via smartphones in the following decade. Mobile applications such as have become pivotal for ad-hoc group coordination, enabling spontaneous organization of activities like meetups or task delegation through and multimedia sharing. Launched in 2009, 's user base surged from millions to billions by the mid-2010s, driven by its cross-platform accessibility and , which supported informal, on-the-go in diverse settings from personal networks to professional teams. Studies highlight how these apps transform micro-coordination, allowing users to negotiate plans in real time amid mobility, reducing reliance on fixed schedules. Ubiquitous computing elements further enhance CSCW through location-based tools like Foursquare, which promote co-located sharing by allowing users to broadcast their presence at venues, fostering serendipitous encounters and joint . Introduced in 2009, Foursquare's features enable groups to discover nearby members and coordinate impromptu gatherings, integrating social graphs with geospatial data for enhanced awareness. Research on such platforms reveals how location visibility aids and collaborative planning, though it raises concerns in transient interactions. Ethnomethodology has been instrumental in CSCW applications within smart environments, providing methods to study natural interactions and design responsive systems. The Aware Home project, initiated in the late 1990s at , exemplifies this by creating a for ubiquitous technologies that monitor and support household collaborations, such as family routines, through sensors and predictive interfaces. By the 2000s, ethnomethodological analyses of these setups unpacked how embedded computing influences everyday coordination, informing designs that adapt to unspoken without disrupting flows. Challenges in this area include maintaining amid intermittent connectivity, as mobile users often face disruptions from signal loss or bandwidth fluctuations during collaborative tasks. Field studies from 2015 in global development contexts demonstrate how such variability complicates sharing and decision-making, leading to improvised workarounds like offline caching or delayed updates, which can fragment group awareness. These issues underscore the need for resilient protocols that tolerate disruptions while preserving integrity.

In Social Media and Collaborative Art

Computer-supported cooperative work (CSCW) principles underpin the design of platforms that facilitate collective through threaded discussions, particularly during large-scale events. In the 2011 Arab Spring uprisings, served as a key tool for networked coordination, where users employed hashtags such as #Jan25 for the Egyptian protests to index conversations, enabling activists, journalists, and citizens to co-construct real-time narratives and mobilize actions. This process involved symbiotic interactions, with journalists retweeting activists and vice versa, which amplified information flows and supported distributed decision-making across global audiences. The virality inherent in these threaded structures enhances coordination by allowing rapid propagation of ideas, as seen in how initial posts from bloggers in sparked larger discussion networks that informed on-the-ground strategies. Studies of such platforms highlight how threading promotes reciprocity and engagement, leading to more structured exchanges that aid in achieving consensus on collective goals, though challenges like can disrupt these dynamics. In collaborative art, CSCW manifests through tools that enable real-time co-creation, such as shared digital canvases for and sketching. Drawpile, an open-source application, allows multiple users to draw simultaneously on a single over the , supporting features like layer management and brush to maintain artistic flow in distributed teams. This setup draws on CSCW concepts of shared awareness, where participants track each other's contributions in real time, fostering emergent creativity without hierarchical control. Research on remote collaborative further illustrates how such tools mitigate spatial separation by incorporating visual cues, like shared indicators, which enhance mutual understanding and reduce miscommunication during joint artistic production. For instance, experiments with gaze-aware interfaces in drawing sessions demonstrate improved perceived , as participants feel more connected through subtle nonverbal signals embedded in the digital environment. CSCW also extends to collaborative art in physical-digital hybrids, particularly through responsive environments in installations from the . These setups, such as public interactive exhibits, use sensors and networked displays to enable collective participation, where audience actions dynamically alter the artwork in shared spaces. A notable example is the evaluation of expressive systems in varied contexts, like or urban installations, which reveal how contextual factors influence and co-design processes among participants. This integration of CSCW supports that evolves through group input, embedding social coordination into aesthetic experiences.

Challenges

Socio-Technical Gaps

Socio-technical gaps in computer-supported cooperative work (CSCW) refer to the fundamental disconnects between the of collaborative activities and the technical capabilities of supporting systems, often leading to ineffective implementations. This concept draws from Eric Trist's socio-technical systems , originally developed in 1951 through studies at the , which emphasized the joint optimization of social and technical subsystems in organizational settings to enhance and . In CSCW, this theory highlights how groupware technologies, designed primarily for technical efficiency, frequently overlook social requirements such as trust, reciprocity, and informal communication norms, resulting in systems that disrupt rather than support cooperative practices. A prominent example of such gaps is evident in early groupware like systems, where technical affordances for asynchronous communication inadvertently amplified overload and reduced collaborative efficacy. Studies in the revealed that , intended to streamline coordination, often led to due to its lack of contextual cues and filtering mechanisms, causing users to spend excessive time managing messages and experiencing stress from unmet social expectations for prompt responses. Similarly, early systems in the , such as those deployed for awareness in distributed teams, failed to gain traction because they ignored social norms around and serendipitous interaction; for instance, constant video feeds raised concerns about and unintended interruptions, leading to user resistance and underutilization despite technical reliability. To mitigate these socio-technical gaps, CSCW researchers advocate participatory design approaches, which involve end-users from the outset to align technical features with social practices. Originating in Scandinavian traditions and integrated into CSCW methodologies, participatory design fosters iterative prototyping and mutual learning between designers and users, ensuring systems accommodate evolving group norms and reduce mismatches. Such strategies have proven effective in bridging gaps by embedding social considerations into technical development, as seen in successful adaptations of collaborative tools that incorporate user feedback on and cultural fit. These gaps have contributed to high abandonment rates in groupware deployments during the , with studies indicating that many systems were underutilized or fully abandoned due to unaddressed social-technical mismatches.

Organizational and Adoption Barriers

One significant organizational barrier to CSCW involves the need for dedicated roles to facilitate tool implementation and usage. Studies from the highlight the importance of mediators or facilitators who actively promote and adapt groupware systems within organizations. For instance, in a of an asynchronous computer conferencing system introduced in a Japanese R&D lab, a specialized group called the Network Administration Group of Acorn (NAGA) played a crucial role by defining the system's purpose, securing managerial support, modifying features based on user feedback, and increasing message volume from 20 to 200 per week through ongoing interventions. These facilitators addressed adoption hurdles by bridging technical and social elements, demonstrating that without such , CSCW tools often fail to gain traction. Departmental conflicts further complicate CSCW uptake, particularly in siloed organizational structures where cross-boundary coordination breaks down. In such environments, specialized systems designed for individual departments can inadvertently reinforce isolation, leading teams to revert to ad-hoc methods like for inter-departmental communication despite the availability of integrated groupware. Seminal analyses of groupware challenges identify these issues as stemming from mismatched incentives and roles across units, such as when administrative staff resist tools that benefit creative teams but impose extra workload, resulting in fragmented and underutilization of shared platforms. This dynamic often perpetuates inefficiencies, as siloed practices undermine the collaborative intent of CSCW technologies. Intergenerational differences in tool familiarity exacerbate adoption barriers in mixed-age teams, with recent 2020s data revealing stark contrasts between and . A 2023 study involving interviews across industries found that Gen Z employees (aged 18-26) exhibit high comfort with digital tools, viewing them as intuitive extensions of daily life and actively exploring features for enhanced . In contrast, (aged 59-77) often experience anxiety and overwhelm with new tools, preferring familiar traditional methods and requiring targeted training to participate effectively. These disparities can lead to uneven adoption, where younger members drive tool use while older ones lag, potentially creating communication silos within teams. Adoption of CSCW technologies is also influenced by models adapted from Rogers' diffusion of innovations theory, which emphasizes achieving a of users to sustain widespread use. In groupware contexts, this adaptation highlights that innovations like collaborative platforms require a sufficient number of users—marking the transition from early adopters to the early majority—for self-sustaining , beyond which adoption accelerates without external facilitation. Failure to reach this point often results in stalled initiatives, as perceived low participation discourages further engagement.

Research and Evaluation Difficulties

One major difficulty in CSCW research stems from the varying contextual interpretations of "" across studies, which complicates comparative analysis and generalizability. For instance, may emphasize synchronous co-located interactions in one study, such as shared document editing, while another focuses on asynchronous remote coordination in distributed teams, leading to divergent assumptions about technology needs and outcomes. This heterogeneity arises because CSCW encompasses diverse settings, from organizational workflows to creative processes, where the boundaries between , coordination, and individual work blur depending on cultural, temporal, and spatial factors. Identifying user needs in CSCW poses significant challenges, often requiring ethnographic methods informed by to uncover hidden work practices that are not apparent through traditional requirements gathering. examines how participants accomplish collaborative activities through everyday methods, revealing tacit coordinations like subtle glances in control rooms or improvised adaptations in troubleshooting sessions. For example, studies of demonstrated how flight strip manipulations supported distributed expertise, informing designs that align with actual rather than idealized workflows. Such approaches highlight "vulgar competence"—users' practical skills in navigating socio-technical environments—but demand prolonged immersion, making them resource-intensive compared to surveys or prototypes. Evaluation metrics in CSCW extend beyond productivity to include qualitative measures like user satisfaction, which capture subjective experiences in group dynamics. Traditional productivity indicators, such as task completion time, often fail to account for social factors like trust or mutual awareness, leading researchers to employ questionnaires assessing perceived usefulness and ease of collaboration. For instance, satisfaction scales evaluate how well systems foster common ground in remote interactions, with mixed-method frameworks combining logs, interviews, and video analysis to triangulate findings. These metrics reveal nuances, such as varying work coupling levels (e.g., light-weight sharing vs. deep cooperation), but their subjectivity limits quantitative rigor. A persistent challenge is the rarity of longitudinal studies in CSCW, which are essential for observing how collaborative practices evolve over time but remain scarce due to logistical demands. In the , such studies constituted a small fraction of CSCW publications, with empirical reviews indicating limited adoption despite calls for temporal analyses to address short-term biases in cross-sectional designs. Field evaluations require tracking multiple users across sites, factoring in variables like and organizational changes, which amplifies costs and complexity compared to single-user HCI assessments. This scarcity hinders understanding of long-term adoption and adaptation, underscoring the need for interdisciplinary methods from social sciences.

Diversity, Equity, and Inclusion

Gender Dynamics

Computer-supported cooperative work (CSCW) has historically exhibited significant gender imbalances in research participation, reflecting broader trends in where female authorship hovered around 10-15% during the . This underrepresentation stemmed from systemic barriers in academia and industry, limiting women's contributions to foundational CSCW studies on collaborative technologies and workflows. To address these disparities, the Association for Computing Machinery (ACM) introduced targeted strategies in the 2010s, including mentorship programs through ACM-W (the ACM Committee on Women in Computing) that paired female researchers with senior mentors to foster career advancement in CSCW-related fields. Additionally, ACM initiatives emphasized principles, encouraging CSCW tool development to account for diverse user needs and promoting workshops at conferences like CSCW to build networks and visibility for women. These efforts, such as DEI-focused sessions at CSCW events, aimed to increase female participation by creating supportive environments for collaboration and leadership. In 2025, the CSCW conference introduced DEI Recognitions to highlight papers addressing diversity topics, further advancing these goals. Persistent biases in CSCW tools have further exacerbated gender dynamics, with 2020s audits revealing that voice recognition systems in collaborative platforms—such as those used for virtual meetings—exhibit higher error rates for female voices due to training data skewed toward male tones, potentially marginalizing women in real-time cooperative interactions. Meta-studies on team diversity demonstrate that gender-balanced groups in CSCW enhance outcomes, with mixed-gender teams producing approximately 9-15% more novel ideas and higher-impact results through effective problem-solving in collaborative settings. These findings underscore the value of sustained efforts to integrate perspectives into CSCW research and practice.

Broader Accessibility and Equity Issues

A key aspect of broader accessibility in CSCW involves ensuring compatibility with assistive technologies, particularly s, in collaborative tools such as shared document editors and video conferencing platforms. Studies have highlighted widespread incompatibilities, where s often fail to properly announce dynamic changes like real-time edits or annotations in tools like or , leading to exclusion of visually impaired users during cooperative tasks. Since the release of WCAG 2.1 in 2018, guidelines have emphasized enhanced support for cognitive and low-vision disabilities, including requirements for live regions in collaborative interfaces to notify s of updates without disrupting user focus. Recent evaluations of web-based collaboration tools recommend structured announcements for shared content and keyboard-navigable cursors to align with these standards, improving participation for users in group workflows. Equity issues in CSCW extend to global contexts, where digital divides in developing regions limit access to cooperative technologies due to infrastructure constraints. In , low-bandwidth environments hinder real-time collaboration, with internet speeds often below 10 Mbps, affecting participation in tools reliant on high throughput. Projects such as adaptations for mobile video-conferencing apps designed for bandwidth-constrained users in prioritize text-based interfaces and offline syncing to enable cooperative work in rural areas with intermittent connectivity. These adaptations address the usage gap, where only 33% of Africans accessed the in 2021, by optimizing for mobile networks and reducing costs, thereby fostering inclusive CSCW applications across socioeconomic divides. Racial and cultural biases in CSCW manifest through algorithms in recommendation systems, which can perpetuate echo chambers by prioritizing content aligned with dominant cultural norms. In social platforms supporting cooperative interactions, such as tools, recommendation algorithms trained on biased datasets amplify homogeneous viewpoints, marginalizing racial minorities and reinforcing cultural silos. For instance, analyses of online communities reveal how these systems create echo chambers where users from underrepresented racial groups receive limited exposure to diverse perspectives, exacerbating isolation in collaborative discussions. Recent CSCW quantifies this effect using transformer models to measure opinion homogeneity, showing how algorithmic curation reduces interactions by up to 40% in networked groups. To counter these challenges, interventions drawing on principles promote inclusivity in CSCW by emphasizing equitable use and flexibility for diverse abilities and backgrounds. advocates for interfaces that are perceivable and operable by all users without adaptation, such as modular collaborative tools that support multiple input methods and cultural localization. In practice, applying these principles to CSCW systems has demonstrated a 30% increase in uptake among diverse groups, including those with disabilities and from underrepresented cultures, by reducing barriers in group editing and virtual meetings. Such approaches, integrated into design frameworks since the early but increasingly adopted in recent CSCW evaluations, ensure broader participation without stigmatizing adaptations.

AI and Machine Learning Integration

The integration of (AI) and (ML) into computer-supported cooperative work (CSCW) has accelerated since 2023, focusing on automated coordination to enhance team awareness and efficiency in collaborative environments. One prominent example is the use of AI for predictive notifications, which proactively alert users to potential coordination needs. for Teams, launched in November 2023, employs AI to analyze meeting contexts, chat histories, and user behaviors, generating predictive suggestions such as summarizing discussions or flagging action items before they escalate. This feature extends to pre-call alerts and post-meeting summaries, reducing in real-time collaboration by anticipating team needs based on ML-pattern recognition. In , has enabled more sophisticated auto-merging capabilities in systems, minimizing manual interventions in distributed development workflows. Since , tools leveraging large language models (LLMs) have been developed to classify and resolve merge conflicts in repositories by predicting developer-preferred strategies, such as keeping left, right, or merging both sides. For instance, approaches like MergeBERT and LLM-based resolvers analyze code semantics and commit histories to automate resolutions, achieving higher accuracy in benchmark tests compared to traditional three-way merges. These ML-driven systems, integrated into platforms like , support CSCW by streamlining contributions from remote teams. However, the deployment of AI in moderated group settings raises ethical concerns, particularly regarding that can exacerbate inequities in collaborative dynamics. In AI-moderated online groups, algorithms may inadvertently prioritize certain voices or content, leading to fairness issues in or . 2025 studies presented at the ACM on Computer-Supported Cooperative and (CSCW) highlight these risks, with research on collaborative mitigation frameworks demonstrating how datasets in AI moderation systems often perpetuate demographic imbalances, affecting group participation rates. For example, workshops at CSCW 2025 explored human-AI group designs, revealing risks of reduced equity in diverse teams due to unchecked biases in conversational AI interfaces. These findings underscore the need for fairness-aware ML models in CSCW tools to ensure inclusive coordination. The impact of these AI integrations on CSCW is evident in measurable productivity improvements for hybrid teams. According to a 2025 Gartner report, teams using generative AI reported high productivity gains in 34% of cases, with traditional AI implementations achieving 37%, primarily through automation of routine coordination tasks. In hybrid settings, AI-driven personalization in workplace apps is projected to enhance efficiency by tailoring workflows, contributing to overall gains of 20-40% in task completion rates as organizations adopt adaptive experiences. Such advancements position AI as a core enabler for scalable CSCW, though sustained evaluation is required to balance gains with ethical imperatives.

Post-Pandemic Remote and Hybrid Work

Following the widespread adoption of during the , CSCW practices have evolved significantly after 2023 to support hybrid environments that blend in-office and virtual . By 2025, approximately 64% of the operates under hybrid models, reflecting a stabilization of flexible arrangements that prioritize employee preferences for balancing remote and on-site presence. This shift has been accompanied by policy developments, such as the European Union's ongoing efforts to enact a right-to-disconnect directive, initiated through social partner consultations in 2024 after failed negotiations in 2023, aimed at protecting workers from after-hours connectivity demands. Hybrid CSCW tools have advanced to facilitate mixed presence, enabling seamless integration of physical and digital interactions. For instance, the , released in 2024, incorporates spatial video and immersive features like Personas and Spatial Audio in integrations with platforms such as Webex and Zoom, allowing users to experience natural, life-size video conferencing that simulates co-located teamwork across distributed settings. These capabilities address presence disparities in hybrid meetings by overlaying digital avatars and environments onto real-world spaces, enhancing collaborative immersion without requiring full physical relocation. To mitigate burnout associated with constant synchronous demands, tools like Notion have introduced AI-driven updates in 2024 that promote asynchronous norms, such as automated meeting summaries and task prioritization, which reduce the pressure for real-time responses and support flexible workflows. Such features align with broader CSCW strategies to foster sustainable remote practices by emphasizing recorded updates and deferred interactions over immediate availability. Recent research underscores the challenges and adaptations in building trust within these virtual teams. A two-year conducted from 2023 to 2025 in a distributed organization revealed that while AI tools improved individual efficiency, they did not fully resolve trust issues stemming from limited relational cues in virtual settings, leading to a cultural emphasis on transparency and responsible tool use as proxies for interpersonal reliability. This work highlights how post-2023 CSCW evaluations must account for evolving dynamics, where hybrid structures demand ongoing refinements to maintain cohesion across time zones and modalities. Overall, these developments indicate a maturation of CSCW in hybrid contexts, prioritizing resilience against and equitable participation.

Major CSCW Conferences

The ACM Conference on Computer-Supported Cooperative Work and Social Computing (ACM CSCW), founded in , has been a cornerstone event in the field, initially convened biennially before shifting to an annual schedule in 2010 to accommodate growing interest in and collaborative systems. This conference emphasizes the sociotechnical aspects of , including topics such as online communities, dynamics, and the design of interactive systems that support human . The 2025 edition, held in , , particularly highlights AI ethics and social norms, with sessions exploring the implications of generative AI tools like on cooperative practices. The European Conference on Computer-Supported Cooperative Work (ECSCW), established in 1989 as the first dedicated European forum, serves as a vital counterpart to ACM CSCW, with a strong focus on workplace studies, ethnographic methods, and practice-centered approaches to cooperation technologies. Originally biennial, it merged with the International Conference on the Design of Cooperative Systems (COOP) in 2018, evolving into the EUSSET Conference on Computer-Supported Cooperative Work while maintaining its emphasis on empirical investigations of collaborative practices in organizational settings. The 2025 event in continues this tradition, prioritizing single-track sessions for in-depth discussions on distributed work and technology design. The ACM International Conference on Supporting (GROUP), initiated in 1997, offers a more intimate setting compared to larger CSCW events, concentrating on collaborative technologies that enhance group processes, shared spaces, and . Evolving from earlier ACM SIGOA conferences on information systems dating back to 1982, GROUP fosters interdisciplinary among researchers, designers, and practitioners, often featuring workshops on emerging tools for team coordination and virtual collaboration. Its biennial format supports focused explorations of systems impacting groups, such as shared virtual environments and decision-support technologies. The transition to virtual and hybrid formats in major CSCW conferences following 2020 has substantially broadened global participation due to reduced barriers and enhanced . This shift, prompted by the , has enabled significantly more virtual attendees at events like CSCW compared to pre-pandemic in-person figures, fostering greater inclusivity across geographies and demographics.

Interdisciplinary Connections

Computer-supported cooperative work (CSCW) maintains deep interdisciplinary ties with human-computer interaction (HCI), particularly in the shared emphasis on designing and evaluating technologies that enhance in collaborative environments. Both fields converge on user-centered approaches to groupware, where HCI contributes methodologies for interface design and to support seamless team interactions. For example, collaborative design tools like exemplify this overlap by enabling real-time multi-user editing and feedback, drawing on HCI principles to improve efficiency in creative and professional settings. This integration is evident in CSCW's inclusion as a dedicated track within the Proceedings of the ACM on Human-Computer Interaction (PACM HCI), fostering joint research on sociotechnical systems. Sociological perspectives, especially , profoundly shape CSCW's methodological foundations, influencing how researchers conduct field studies of collaborative practices. Originating with Harold Garfinkel's work in the , ethnomethodology examines the everyday methods people use to produce and recognize , a lens that CSCW adopts to analyze how groups accomplish shared tasks through technology. This legacy is prominent in European CSCW traditions, where ethnographic approaches inspired by Garfinkel reveal the situated nature of cooperative work, such as in interactions mediated by digital tools. Seminal explorations highlight these foundational relationships, underscoring ethnomethodology's role in bridging with computational support for cooperation. CSCW also intersects with computer-supported collaborative learning (CSCL) and groupware engineering, extending its scope to educational and domains. CSCL builds on CSCW principles to investigate technology's role in fostering group learning, sharing theoretical foundations in collaborative cognition while adapting them to pedagogical contexts like virtual classrooms. Meanwhile, groupware engineering operationalizes CSCW concepts through the development of software that facilitate distributed , emphasizing scalable architectures for shared spaces. These connections highlight CSCW's versatility in applying cooperative frameworks across learning environments and practical . Emerging integrations between CSCW and focus on to uncover patterns in collaborative behaviors, enhancing tool design with empirical insights. Researchers leverage techniques to model team workflows and interaction dynamics, such as in multidisciplinary projects where reveal coordination challenges in distributed settings. This synergy supports the development of that adapt to group needs, drawing from CSCW's sociotechnical emphasis to inform data-driven improvements in platforms.

References

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