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As we can see, groupware provides a number
of technologies that support collaboration, communication and coordination
in the enterprise, department, or work group. But how can companies
evaluate whether groupware can solve their particular business needs?
Much of the business community's education about groupware has come
from vendors like IBM/Lotus, Microsoft, and Novell. They believe,
and wisely so, that an informed customer is more likely to buy than
an uninformed one. However, vendor-developed education is often
limited to the vendor's product, and the potential groupware user
must look at what product(s) will best solve their business problem(s)
in an unbiased manner.
Consulting firms and integrators, like
Collaborative Strategies, GroupWorX, Strategic Decisions Group,
and PRC, provide one-stop-shopping groupware services where customers
can evaluate the offerings of many vendors and determine what will
work best in their organization. However, choosing the right business
process and the right product is really the easy part of the much
larger goal; improving the bottom line. The hard part is teaching
the behaviors which are necessary for these products and processes
to be effective. To that end, Collaborative Strategies and PRC jointly
developed a groupware business simulation, The Business Transformation
Game (BTG) which uses groupware to teach about group behavior and
collaboration. The goal of the game is twofold. First, to introduce
collaborative technologies in a non-threatening situation where
experimentation and making mistakes will not compromise careers,
and second, to teach collaborative behaviors.
Again, the easy part is working through
the 'how do I get this thing to work' process. The game is fully
facilitated. Participants work with leading collaborative products
to experience the business processes of prioritizing issues, group
decision making, assigning and following through on action items,
and, ultimately, resolution of the project. These are processes
with which we are familiar in traditional business settings and
transferring them to an electronic environment is not particularly
difficult.
The hard part is the, "how do I get
us to work together" part. Realistically speaking, this should
not be a surprise, since our educational and professional experiences
rarely encourage collaboration. That's not to say that teams aren't
the newest hot organizational theory or that we didn't participate
in group projects in school. Rather, recognizing these attempts
at creating collaborative environments, the reality is that when
it comes time to recognize one's achievement, whether in an academic
or business setting, the emphasis is put on the individual's contribution.
For example, remember the science projects we did in high school
and college? These projects were presented to us as 'team efforts'
where we were instructed to 'work together' and 'share ideas.' However,
when it came time for assigning grades, each participant was graded
on at least two criteria and one of them was certainly his/her individual
contribution to the project. It certainly seems peculiar to grant
each member of the group the same grade when the instructor and
participants are aware that some people contributed more and better
material than others. In fact, we would object at the 'unfairness'
of such a grading system. The problem this example illustrates,
which I believe can be applied in form to many business and academic
situations, is the mixed message. First we're told to work together,
but ultimately, our reward is based on our individual contribution.
Recognizing that we really don't have adequate
training in collaborative behaviors, the Business Transformation
Game expressly teaches participants how to collaborate while providing
the opportunity to experience the benefits of working this way.
In the BTG professionals work with groupware technology and go through
the process of solving a particular business problem--COLLABORATIVELY.
This experience allows them to see, first hand, how groupware products
and the collaborative behaviors they foster, will help their organization.
Unfortunately, traditional training about
groupware does not address the unique nature of using groupware
and therefore, fails to demonstrate in any meaningful manner, the
powerful impact collaborative behaviors and products can have on
an organization. For example, what's wrong with the following scenario?
Nancy needs a new car. She does
her homework, checking out web sites and calling car dealers to
get an idea of product features, availability and pricing. Next,
she goes to her favorite automobile dealership which has a well
deserved reputation for top quality inventory and service. She walks
into the showroom where the salesperson engages her in a discussion
about what kind of car she wants, what her driving habits are, how
many miles she puts on a car each year, whether she wants all the
bells and whistles, and a long list of other issues designed to
identify which product in his inventory will best suit her needs.
Next, Nancy is shown a video all about the car, including segments
on its design and construction as well as how it handles on the
road. The video even includes testimonials from established customers,
all expressing their initial satisfaction with the product or explanations
about how the dealership solved any problems which did surface.
The salesperson answers all her questions and finally, based on
this information, Nancy makes a well thought out decision to purchase
the car and negotiates her deal.
What's missing? The test drive. When was
the last time you bought a car without taking it on the road to
experience for yourself, the feel of its drive, its acceleration,
its handling on a tight curve, the atmosphere inside the car, the
leg and roof room, how cramped the back seats will be when car pools
involve growing teenagers, whether the radio buttons are easy to
access without distracting you from the road, and most importantly,
whether this car will hold the entire family, pets and camping gear
for those long-weekend, summer camping trips?
The point is this, the more experience
we have with a product, the better prepared we are to understand
how it will fit into and impact our lives. We take cars for test
drives to experience these things without risking our time, money
and mental energy. The same is true for groupware and collaborative
behaviors. Participating the in the BTG provides direct, hands-on
experience of the collaborative environment and behaviors without
consuming time and money resources or disrupting day-to-day business
operations.
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In general, people resist changes to how
they work. In order to overcome this resistance we had to make it
fun! Following the Murder Mystery game format, each person in the
BTG is assigned a role, usually a business role such as VP of Sales,
CEO, CFO, etc. and the only thing murdered is a business process.
Each BTG participant has a laptop computer
connected to a network. We identify a broken business process to
be fixed with groupware. First, everyone reviews the public and
private information about his/her role. Then we begin to repair
the process without groupware. As usual, pandemonium ensues. After
we discuss the shortcomings of traditional approaches to solving
the problem, we move on to a facilitated electronic meeting. Using
EMS application is GroupSystems for Windows by Ventana, or McCall-Szerdy's
Facilitate.com, the problem is discussed in a facilitated manner.
Brainstorming generates viable solutions and anonymous voting takes
place. When a solution is reached we proceed to the next phase.
The next step uses Lotus Notes to create
a variety of discussion databases. The participants enter ideas
about requests for more information, the impact of the decision
and other issues, essentially creating a virtual forum or discussion
around this problem. The discussion is available to all meeting
participants and can be accessed locally or remotely.
Finally, we move into the solution phase
where the broken process is fixed using Workflow Analyst and Workflow
Builder, both workflow tools from Action Technologies, Inc. (Alameda,
CA). Participants cooperate in an interactive process demonstration,
adding information as needed in the workflow. Discussion continues
throughout the exercise until the participants are familiar with
how it feels to collaborate using groupware, what business problems
groupware can be applied to, and what an "automated" vs.
"re-engineered" solution will look like.
14.1.2 Benefits of Experience Over Information
Learning "about" collaborative behavior
gives facts and figures, but actually learning collaborative behavior
only results when one adds the experience of collaboration to the
information. The Business Transformation Game combines both; participants
get to work with several groupware products in a group environment
while they are practicing the collaborative behaviors which these
products support. What follows is a real understanding of the contribution
this style of working can make to their organization. In this way,
we not only teach "about" collaboration, we teach collaboration
per se.
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