Aragon, C., Poon, S., Monroy-Hernandez, A., & Aragon, D. (2009). A Tale of Two Online Communities: Fostering Collaboration and Creativity in Scientists and Children. Proceedings of the Seventh ACM Conference on Creativity and Cognition, 9-18.
Several years ago I was fortunate enough to be at the groundbreaking for the new headquarters of the LIVESTRONG Foundation in east Austin. When the architects took their turn at the mic, they described an impressive array of affordances that would define the building – one of these was their vision of a workplace optimized for collaboration and creative problem-solving, utilizing openness and on-the-fly gathering spaces to break down barriers to communication and promote cooperation and innovation. From modest examples like this one to Google’s near-surreal office spaces, the changing demands of 21st century “knowledge work” find organizations spending a great deal of time and effort attempting to understand how physical spaces can effectively promote and support creativity and collaboration in their occupants.
This article confronts this question in virtual space. In an effort to understand the conditions that facilitate fruitful online collaboration, the authors studied two productive but otherwise very different online communities – one was the Nearby Supernova Factory (NSN), an international collective of supernova-focused astrophysicts; the other was the Green Bear Group (GBG), a game development “company” at the Scratch @ MIT site, its members ranging in age from 8 to 17.
Primary data sources were two months of chat logs from the NSN and three months of comments from the GBG gallery at the Scratch site. Participants in both groups were interviewed via email and several members of the GBG were observed at their computers while participating on the site. Using a grounded theory, approach, the authors developed a taxonomy with which to code interactions, to describe the focus of the interaction: Context (work-related but not explicitly task-related), Task (related directly to the technical matter at hand), Socio-Emotional (socializing and personal chat or sharing). Worth noting is that while the Task category and its specific codes all remain task-oriented, the others contain a large amount of overlap – for instance, a code to describe work-related Socio-Emotional interactions as well as one that addresses social Context interactions.
Comparing the two groups overall, it may be unsurprisingly to see a markedly greater proportion of GBG discussion devoted to the Socio-Emotional, with the NSN focusing on Task areas. However, both groups were successful and productive within the larger communities of which they were a part – given that GBG participants were hobbyists rather than professionals, this distribution may be entirely expected. Furthermore, the authors also compared their results to those of a comparable study of an online collaboration between UC Santa Cruz and NASA from the 1990s. While coding differences made a direct comparison impossible, the earlier study appeared to focus more strongly on work and less on socializing than either of the contemporary cases. (All three groups were relatively comparable in the Context category.)
In a sense, this change over a decade could be simply explained by the cost of collaborating online. Not explicit economic cost exactly, but the cost of time as determined by efficiency of communication. Though this might lead one to conclude that the contemporary collaborations, with chatter and socializing coming cheap, would be less successful than the earlier study, which is not the case. What these results may point towards is the value of creating what the authors call a “social common ground” in collaborative online spaces. Specifically, the authors point towards low barriers to social entry as a key component in maintaining an atmosphere of social creativity, and also call upon designers to pay close attention to the ways in which users repurpose and augment existing technological features of online collaborative spaces.
The CSCW wisdom in this article certainly resonates with my more positive experiences in the CSCL domain – with the advent of “produsage” and with many educators working towards greater and greater authenticity, the line between school and creative, engaging work becomes blurred. Hopefully the future will witness some productive fusion between these two domains, with richer experiences for all.
The “artifice of the classroom vs. real stuff” questions that Adventure Learning provokes for me reminded me of an essay I read many many years ago, written by the great