Rethinking online community: Making sense of an ideal speech situation.
David J. Schaefer, (c) 1997
Doctoral Candidate
Department of Journalism and Communication
3016 Derby Hall, 154 N. Oval Mall
The Ohio State University
Columbus, OH 43210-1339
(614) 292-3400
Advisor: Dr. Brenda Dervin
dschaeff@magnus.acs.ohio-state.edu (no longer active)
Assistant Professor
Department of Communication Arts
Franciscan University of Steubenville
Steubenville, OH 43952
(614) 283-6460
(614) 283-6452 (fax)
Dschaefe@fusnotepc.franuniv.edu (no longer active)
(Updated July 2006 --
dschaefer@franciscan.edu)
Copyright notice: David J. Schaefer, 1997 (c). All rights reserved. This paper may not be distributed or sold without the express written permission of the author.
COPYRIGHT AND CITATION INFORMATION:
© Schaefer, David J., 1997. Cite as: Schaefer, D. J. (1997) . Rethinking
online community: Making sense of an idealized speech situation. Paper prepared
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Version 1.0
Introduction
In the final years of the twentieth century, the growth in popularity
of computer networking has been widely reported. In the U.S., almost forty
percent of households now own personal computers, while fifteen percent
subscribe to an online service (Searcher, 1997). The number of Internet
users worldwide has expanded to more than thirty million and shows no sign
of leveling off until well into the twenty-first century (Attwood and Parker,
1997; Kantor and Neubarth, 1996). Meanwhile, by most accounts, corporate
intranet (internal network) growth has skyrocketed: it has been reported
that at least fifty percent of surveyed corporations will install internal
networks by the end of 1997 (Cyberatlas, 1997). Telephone companies in
metropolitan areas have rapidly activated new area codes to alleviate shortages
caused in part by increased modem usage (Siskos, 1997). Further, Schuler
(1996) points out that the growth of internetworking in other countries
is occurring at almost twice the rate of that in the U.S.
Proponents assert that these technologies can be usefully employed to create
online communities characterized by free and equal participation by all
members. Hiltz and Turoff (1993) argue that through computerized conferencing
[w]e will become the Network Nation, exchanging vast amounts of both information and social-emotional communications with colleagues, friends, and "strangers" who share similar interests, who are spread out all over the nation . . . . It will offer major opportunities to disadvantaged groups in the society to acquire the skills and social ties they need to become full members of the society. (pp. XXIV-XXV).
However, despite reported successes of various projects, current research
on computer-mediated communication (CMC), group decision support software
(GDSS), and other computer conferencing technologies suggest that significant
barriers to the creation of effective online communities still exist. In
particular, little work has been done to develop theory for effective Internet-based
conference design. Typically, current designs encourage the free exchange
of information among users within a "marketplace of ideas" but
do not assist users in negotiating contextual and interpretational differences
in meaning. Such differences tend to be exacerbated in online environments
that restrict the amount of contextual information that can be transmitted
from user to user.
In this paper, I suggest that much work still needs to be done to create
an online environment that approximates a Habermassian-style ideal speech
situation. In such an environment, all participants would be able to freely
and equally communicate the context as well as the content of their
discourses. A useful framework for such a design is offered by Dervin's
(1983, 1994) Sense-Making methodology, which prescribes procedural techniques
that can be used to facilitate user communication of context and meaning.
In the sections that follow, I explore the historical development of online
communities, summarize key research trends in CMC, GDSS, interface design,
and artificial intelligence, then propose a new model for Internet-based,
international collaborative communities.
The growth of online communities
The concept of community has been a central focus of computer
groupware developers since the early 1970s. Writing in 1978, Hiltz and
Turoff (republished in 1993) pointed out that computer conferencing systems
could be used to expand traditional communities:
Thus in place of thinking of a nation or a society as a collection of communities, we need to think of it as a complex set of overlapping networks of actual or potential communication and exchange . . . . Computerized conferencing systems offer the possibility of conveniently and cheaply communicating with large numbers of people. It is our view that these systems allow a person meaningful, frequent, and regular communications with five to ten times more people than is possible with current common communication options. (p. xxiv)
Williams (1976) points out that the term community has had at least
five different meanings over the past few centuries: a) the common people,
b) a society or state, c) members of a specific district, d) the "quality
of holding something in common" (p. 65), and e) "common identity
and characteristics" (p. 65). However, it was nineteenth century German
sociologist Ferdinand Toennies who developed a classic distinction that
remains in wide use today: gemeinschaft as a "community"
of shared geography or interests among people, and gesellschaft as "society,"
constituted by impersonal, contractual relations between citizens and their
nation-state (see Bell, 1993; Walls, 1993; Williams, 1976).
As discoveries in packet switching and other networking technologies emerged,
researchers began to explore ways to create gemeinschaft-type communities
connecting geographically dispersed scientists (Hiltz and Turoff, 1993;
Walls, 1993). Originally, conferencing software was used to link military
planners and scientists in the event of war or natural catastrophe (e.g.,
Turoff's Emergency Management Information System and Reference Index [EMISARI]).
Eventually, additional programs became available to non-military researchers
and the general public, spurring the growth of non-profit and commercial
conferencing systems. The most prolific was the Usenet newsgroup hierarchy,
originally a non-profit bulletin board (BBS) service formed by programmers
at Duke and the University of North Carolina; Usenet now allows millions
of Internet users worldwide to participate in virtual discussions on thousands
of topics. Early commercial networks--the Source (later CompuServe), GEnie,
the Whole Earth 'Lectric Link (WELL), and America OnLine (AOL)--also provided
popular computer conferencing forums. In addition, several dedicated computer
conferencing systems were marketed to corporations, including EIES, PLANET/FORUM,
CONFER, ORACLE, CONCLAVE, and others (Hiltz and Turoff, 1993).
Once the general public began to participate in these forums, Rheingold
(1993) argues that vibrant virtual communities sprang up, characterized
by the lively exchange of information, issues, and idle chat:
People in virtual communities use words on screens to exchange pleasantries
and argue, engage in intellectual discourse, conduct commerce, exchange
knowledge, share emotional support, make plans, brainstorm, gossip, feud,
fall in love, find friends and lose them, play games, flirt, create a little
high art and a lot of idle talk. People in virtual communities do just
about everything people do in real life, but [they] leave [their] bodies
behind. . . . To the millions who have been drawn into it, the richness
and vitality of computer-linked cultures is attractive, even addictive.
(p. 3)
Likewise, international online conferences also emerged. Feenberg (1993)
notes that large-scale crises -- particularly natural disasters, wars,
epidemics, or human rights abuses -- spawned international communities
of users who wished to shine global spotlights on these issues. The Association
for Progressive Communications (APC) launched several international forums
within their online networks--GreenNet, NordNet, GlasNet, ComLink, and
GhastiNet. Later, the APC formed the Institute for Global Communications
(IGC), which sponsored several international forums on the EcoNet, PeaceNet,
ConflictNet, LaborNet, and WomenNet networks (Frederick, 1993 and Schuler,
1996). By the early 1990s, "tens of thousands of messages a day [passed]
back and forth within the 'APC village,' and the number [grew] every day.
The partner networks of the [APC] . . . built a truly global network dedicated
to the free and balanced flow of information" (Frederick, 1993, p.
294).
Concurrent with these developments was an increase in the use of online
forums to enhance local development. Such work was spearheaded by the National
Public Telecommunication Network (NPTN), which advocated the deployment
of computer networks for citizen access to online city resources, officials,
and discussion groups (Schuler, 1996). Popular systems included the Santa
Monica PEN (public electronic network), the Cleveland and Columbus FreeNets,
the Seattle Community Network, and the Blacksburg, Virginia Electronic
Network (BEN) (see Dutton and Guthrie, 1991; Grossman, 1995; O'Sullivan,
1995; Rheingold, 1993; and Schuler, 1996). Beamish (1995) classified these
networks according to four ideal types: a) free-nets--municipally
owned systems that enhanced citizen access to local libraries, officials,
and records; b) bulletin boards--private user networks designed
for grassroots activism; c) wired cities--systems that linked together
all local businesses and residences for online commerce and exchange; and
d) government-initiated networks--federal systems that provided
access to governmental records and question-and-answer forums. Some evidence
suggested that these projects had been modestly successful: O'Sullivan
(1995) reported that the Santa Monica PEN attracted 6,000 subscribers out
of the city's 90,000 residents (7% of all possible users).
Computer conferencing research: themes and findings
Concurrent with these developments was an explosion of research activity
exploring the communicative potential of online forums. Researchers typically
examined issues related to CMC, GDSS, or interface design in order to identify
and eliminate barriers to effective conferencing. In this next section,
I briefly explore the key themes and findings for each of these areas.
Computer-mediated communication. Computer-mediated communication
is broadly defined as the use of networked computers--in synchronous or
asynchronous fashion--to send and receive text, audio, and/or video messages.
Most of the early conferencing software packages utilized text interfaces;
newer systems offer videoconferencing and/or whiteboarding capabilities
(Haskin, 1997). The most popular uses of CMC include e-mail, chat rooms,
and newsgroups.
Researchers typically focus on the differences between CMC and face-to-face
(FtF) media. Walther, Anderson, and Park (1994) note that many early studies
examined the social presence of CMC. Influenced by Short, Williams,
and Christie's landmark study in 1976, researchers attempted to determine
the degree to which online conference participants could sense the proximity
of other participants even though they were communicating across great
distances. The goal for many researchers was to create systems that approximated
the level of social presence found in FtF environments. Brand (1988) reports
that this quest resulted in fairly innovative applications of computing
technology, including the "Talking Heads" project at MIT in the
1970s:
We came up with the idea of projecting onto video screens sculpted like people's faces and also having the screens swivel a bit--so they could nod, shake their head, turn to each other. At each site the order of sitting of the five people would be the same. At my site I'm real and you're plastic on my right, and at your site you're real and I'm plastic on your left. If we're talking and looking at each other, and one of the faces across the table interrupts, we would stop and turn toward him. (Negroponte, quoted in Brand, 1988, p. 92).
Others researchers sought to understand the impact of CMC on communicative
behaviors. Dubbed the "cues filtered out" approach, these researchers
tried to demonstrate how the lack of non-verbal cues resulted in various
communicative effects, such as flaming or egalitarian discussion behavior
(Walther, 1992). Rice and Love (1987) reported that users often compensated
for the lack of non-verbal cues by developing alternative behaviors appropriate
to the medium; an oft reported finding was that users adapted textual conventions
(e.g., typing emotional cues on the screen) to convey non-verbal/emotional
information (Davis and Brewer,1997; Rice and Love, 1987; Walther, 1992).
A third research approach explored the relationship between the "richness"
of a particular communications medium and its appropriateness for conveying
certain types of messages. Such work placed each medium on a continuum
ranging from face-to-face (the "richest") to text-based CMC (the
"leanest"). Researchers sought to develop a list of contingencies
that could be used to guide media choice, as described by Walther (1992):
When messages are very simple or unequivocal, a lean medium such as CMC is sufficient for effective communication. Moreover, a lean medium is more efficient, because shadow functions and coordinated interaction efforts are unnecessary. For receivers to understand clearly more equivocal information, information that is ambiguous, emphatic, or emotional, however, a richer medium should be used . . . . From this perspective, one may either match or mismatch messages and media, and organizational actors are advised to optimize their channel selections accordingly. (p. 57).
A final research approach sought to identify the factors that predicted
CMC diffusion throughout an organization. Dubbed the social influence approach,
an oft reported finding was that the likelihood of diffusion increased
if mangers or peers positively encouraged the use of CMC within their organizations
(e.g., Komsky, 1991; Olaniran, 1993; Steinfield, 1992). Steinfield (1992)
reported that the
choice to use a medium will be subject to social influences and may only be rational according to subjective criteria . . . . A primary expectation from social influence models is that information arising from the social environment frames individuals' perceptions of media and tasks and subsequently influences choices. (p. 356).
Likewise, Markus's (1987) critical mass model suggested that as networks
gained members, the utility of the network for potential participants increased.
As new members joined, diffusion moved toward a critical mass of participants
that would sustain the network. Beyond this point, however, excessive traffic
on the system encouraged users to leave and form independent/private networks;
thus, a successful network carried within it the seed of its own destruction.
Group decision support systems. A highly focused subset of CMC research
focuses on the use of conference software to facilitate and improve the
decision-making capabilities of groups. Schrage (1990) points out that
the goal of GDSS developers is to improve collaborative decision-making:
The fundamental question is the fundamental challenge: In what ways can organizational meetings generate productive and profitable collaborations? The challenge is to meld the best of the individual with the best of the group in ways that are efficient, effective, and empowering. That challenge never goes away. (p. 134).
Schrage (1990) argues that brainstorming, writing, voting/polling, budgeting,
presenting, and other group processes can be improved through careful and
considered design of GDSS. Hiltz and Turoff (1993) point out system developers
seek to facilitate the four phases of group problem-solving: creativity/
exploration (when participants brainstorm to generate the maximum number
of alternative proposals), evaluation/consensus (when members debate
the merits and deficiencies of the most salient proposals), model formation
(when participants determine key relationships between the proposals),
and comprehension/decision (when members reach their final decision).
Findings regarding the effectiveness of CMC in facilitating group decision
processes have been mixed. In a report by Chidambaram, Bostrom, and Wynne
(1990), CMC groups demonstrated higher problem-solving skill levels than
FtF group; also, GDSS participants made effective decisions once they adapted
to the particularities of the system. However, Olaniran (1993) found that
female users were less satisfied than males with the systems; they rushed
to complete their tasks so that they could end their involvement with the
project early. Also, Olaniran (1994) found that mixed GDSS/FtF groups --
rather than those utilizing only GDSS -- made the highest quality decisions;
GDSS participants needed more time to complete decision tasks, though GDSS-only
groups generated the greatest number of alternatives during brainstorming.
In a report by Gallupe and McKeen (1990), the decision performance (quality,
speed, and choice shift) and perceived reactions of GDSS and FtF groups
were compared: neither group made higher quality decisions, GDSS groups
took longer to reach consensus, and GDSS groups promoted individualized
values, while FtF groups demonstrated a concern for group values. Poole,
Holmes, Watson, and DeSanctis (1993) reported no difference in performance
between GDSS, nominal (statistically aggregated), or baseline groups: GDSS
groups took the longest to reach consensus, demonstrated an excessive focus
on procedural (non-task) issues, and had the lowest levels of critical
discussion. Further, they report little evidence of egalitarian participation
in GDSS groups, a finding also reported in Poole and DeSanctis (1992).
Broome and Chen (1992) reported that anonymity -- a condition often assumed
to be necessary for non-biased group evaluation of ideas (particularly
in DELPHI systems; see Hiltz and Turoff, 1993) -- could unleash tensions
that would disrupt consensus-building and decision-making. They also faulted
GDSS software for forcing participants to follow a linear, rationalized
decision-making path.
Interface design. A broad area of research that has had an enormous
impact on the development of CMC and GDSS systems is interface design.
Originally dubbed "human factors" research (Shneiderman, 1992),
interface design focuses on the ease of use of a computer based system.
A vague and cumbersome interface impedes effective interaction; a user-friendly
interface encourages and facilitates human involvement (Norman, 1988).
A relatively new field, designers have drawn on an eclectic mix of science,
theory, and philosophy in proposing and testing interfaces. The most common
interface approaches have utilized command-line, menu, direct-manipulation
(metaphoric or dramatic), or artificial intelligence features.
The command line approach provides the user with an on-screen prompt for
typing a computer command. Users must learn sets of commands in order to
complete tasks on the system. Perhaps the most ubiquitous examples are
the DOS- and UNIX-based "system prompts" found on many home and
office computers (see Figure 1). Although programmers extol the virtues
of the command-line prompt -- arguing that those who master the set of
available commands can initiate very powerful procedures on their computers
-- Norman (1988) points out that less experienced users are often unsure
how to proceed when confronted by the "tyranny of the blank screen"
(p. 178). He identifies the three common traps associated with command
line interfaces: a) the commands are invisible, arbitrary, or unintelligible;
b) commands have hidden "modes" that allow one set of keystrokes
to have multiple "meanings"; and c) the wrong command can allow
users to accidentally and irreversibly delete entire projects.

Figure 2 -- A Typical Program Menu

Figure 3 -- The Windows Desktop Metaphor
Users manipulate onscreen objects by moving a pointing device (e.g., a
mouse or trackball) to an object, then "clicking" and "dragging"
that object to initiate some procedure.
Shneiderman (1992) points out that direct manipulation offers significant
improvements in user-friendliness over command-line environments:
In a study of 30 novices, MS-DOS commands . . . were contrasted with Macintosh direct-manipulation actions. After training and practice, average task times were 5.8 minutes versus 4.8 minutes, and average errors were 2.0 versus 0.8 . . . . Subjective preference also favored the direct-manipulation interface. (p. 198)
However, Laurel (1992) argues that the desktop metaphor can confuse users if misused:
What happens if we try to use interface [metaphors]? Alas, we must form mental models of what is going on inside the computer . . . The only way to comprehend what the trash can on the Macintosh desktop is doing, for instance, is to form an elaborate mental model of its several disparate functions [e.g., deleting files, formatting disks, or ejecting disks]. In this way interface metaphors can fail to simplify what is going on; rather they tend to complicate it. (p. 130)
Laurel (1992) advocates the use of narrative-based structuring techniques
to provide users with sets of possible actions. She points out that computer
game designers constrain possible user actions by placing choices within
the context of a storyline, making it easier for users to understand what
actions are possible in a sequence. She suggests that designers utilize
a beginning-middle-end structure; writing a paper on a computer would become
a form of mediated improvisation in which the author and computer collaborate
to "script out" a task. One GDSS system that utilizes a narrative
approach is Acker's (1992) "Storyteller's Toolkit," which allows
conference participants to assume online personas as they negotiate a group
decision.
Artificial intelligence. A highly experimental approach to interface
design involves the use of intelligent agents to dynamically adapt computer
processes and information displays to a user's proficiency level based
on a profile generated in real-time. This approach evolved out of early
work in computer-aided design (CAD; see Sleeman and Brown, 1982 for a brief
history). Negroponte (1995) points out that the goal of artificial intelligence
is to
build computer surrogates that possess a body of knowledge both about something (a process, a field of interest, a way of doing) and about you in relation to that something (your taste, your inclinations, your acquaintances). Namely, the computer should have dual expertise, like a cook, gardener, and chauffeur using their skills to fit your tastes and needs in food, planting, and driving. . . . Likewise with a computer. (p. 151).
Sleeman and Brown (1982) identify four types of intelligent tutor systems:
consultants, laboratory instructors, coaches, and problem-solving monitors.
Typically, such systems utilize natural language processing, model/concept
formulation, or other sophisticated deduction techniques to diagnose and
adjust for user difficulties. The authors acknowledge that artificial intelligence
research is still in its infancy.
Rethinking online communities: Making sense in an ideal speech situation
Despite the best intentions of CMC researchers, Dervin and Clark
(1993) point out that many information designers often conceptualize information
as a thing (e.g., an "information brick"; Dervin, 1982)
that can be non-problematically transmitted from one place/time to another
irrespective of differences in individual human perception and interpretation.
Such an approach privileges a "marketplace of ideas" conceptualization
of system design. Dervin and Clark (1993) note that this metaphor -- which
became the primary communication model in post-Enlightenment Western culture
-- leaves the design of communicative/dialogic processes to chance:
the founding fathers specified the structures they considered essential for democracy . . . . few of these specifications pertained to communication per se. Their world view found no necessity [for this specification] because for them in an open marketplace of ideas [italics added], correct ideas would by some magical process win. (p. 107)
Many Internet-based online discussion groups utilize marketplace of ideas-based
communication designs. In such groups, written information stored in online
databases becomes disembodied and divorced from the context of its creation.
Unaware of this context, users clash over the meaning and intention of
information transmitted through disembodied newsgroups or conferencing
systems. Hiltz and Turoff (1993) note that this is a particularly vexing
problem for computer conference designers:
People employ different ways of assigning validity or of measuring the degree of truth in some conclusion, observation, or "fact." . . . What it amounts to is the belief by many that a great deal of the difficulty in getting a [CMC] group to come to grips with a complex problem in a collective manner is that members of the group will often take very different views on the nature of "truth" or validity for a given "fact." This is further complicated when these fundamental differences in perspective are not recognized at the conscious level. It is therefore necessary to evolve communication structures that will promote the exposure of differences that exist at fundamental levels. (pp. 283-284).
Phenomenologically informed communication theory acknowledges the intentional,
interpretational work performed by humans who are continuously constructing
information within a dialogic community bounded by space-time contexts.
Since no two noetic (meaning-making) acts can be exactly the same (time
and/or space has shifted between one observation and the next), humans
must rely upon a transactional process -- dialogue -- in order to triangulate
their observations and negotiate meaning with others.
A dialogic model that implicitly acknowledges this process is Habermas's (1984) theory of communicative action, which outlines the general parameters for the creation of what he calls an "ideal speech situation." Habermas argues that such an environment must satisfy "general symmetry conditions" that ensure each participant an equal opportunity to communicate. Alexy (quoted in Habermas, 1990) identifies three general symmetry rules:
3.1 Every subject with the competence to speak and act is allowed to
take part in a discourse.
3.2 a. Everyone is allowed to question any assertion whatever.
b. Everyone is allowed to introduce any assertion whatever into the
discourse.
c. Everyone is allowed to express his attitudes, desires, and needs.
3.3 No speaker may be prevented, by internal or external coercion, from
exercising his rights as laid down in 3.1 and 3.2. (p. 89).
To create an ideal speech situation, all participants must first agree -- without coercion -- to the conditions of the discussion. The only criterion used to judge the quality of the ideas expressed is the "force of the better argument."
However, Habermas (1987) points that it would be impossible to create
an ideal speech situation if all participants made entirely different or
contradictory assumptions about the context of discussion. Thus, a necessary
precondition for communicative action is a shared lifeworld , "a
reservoir of taken-for-granteds, of unshaken convictions that participants
in communication draw upon in cooperative processes of interpretation .
. . . a culturally transmitted and linguistically organized stock of interpretive
patterns" (p. 124). Knapp, Miller, and Fudge (1994) point out that
there is wide agreement among scholars that the communication process is
fundamentally dependent upon context "for the generation of meanings"
(p. 12). Searle (1995) points out that even a simple sentence like "She
gave him her key and he opened the door" spawns "an indefinite
range of ridiculous but still literal interpretations" (p. 131) without
recourse to a shared, interpretive context. By default, most current online
communities have no mechanism for assisting users in explicating a common
frame of reference; each user simply posts a message to a common database
(sometimes organized in threads [themes], sometimes not). Unless users
volunteer contextual information to help others "see where they're
coming from" within their posts, others are forced to interpret their
intention and meaning without the assistance of a common, shared lifeworld.
Such a process may encourage misinterpretation and -- ultimately -- miscommunication.
An apt example is provided by Internet-based Usenet newsgroup designs
(see Figure 4). Typically, newsgroups come in two stripes -- moderated
or unmoderated. In the former, self-appointed gatekeepers read and approve
each incoming message before it is posted to the group; they also edit
or delete posts believed to be offensive. In the latter, users are granted
unfettered access to the system to post any message they choose.

Further, since conferencing systems typically have no specific mechanism for facilitating development of common ground, communication proceeds along lines that inadvertently silence would-be participants. A female Usenet participant I interview report that she was fearful of having her opinions slammed in public. She called herself "flame paranoid" and noted that although she believed newsgroups were generally an open environment for debate, she was very cautious about posting to newsgroups for fear of receiving "five megs of e-mail."
These issues illustrate the difficulties facing designers who seek to
create discussion groups to approximate an "ideal speech situation."
However, Dervin's (1983; 1994) Sense-Making approach provides the methodological
framework for designing contextual information into the heart of a conferencing
system. Drawing on the work of Carter, Dewey, Buber, and others, Dervin
(1983) argues that a fundamental condition of human existence is a universal
mandate to bridge gaps. Gaps exist within individuals (e.g., between head
and heart, heart and hand), between and among people, and between people
and material objects. As humans move through time and space, they continually
build conceptual bridges (knowledge, understanding, and sense) over the
gaps they face. Humans are conceptualized as social theorists, self-reflexively
enlarging their repertoire of practices, behaviors, and thoughts as they
negotiate gaps.
Typically, Sense-Making studies employ an analytical triangle focusing
on the situations, gaps, and uses (Dervin, 1983) encountered by
people. To understand the situation in which an agent bridges gaps,
the researcher asks the respondent to describe the factors that first led
him/her to an episode. For example, a respondent might point out that after
having lost a job and home, s/he was forced to live on the street. Then,
the respondent is asked to describe the questions s/he had when confronted
by this gap. Finally, the agent describes the uses (helps
or hurts) s/he received via answers to these questions. A respondent
might report finding a church-run mission, where s/he was given a meal,
shower, and a place to spend the night (helps).
By conceptualizing the newsgroup posting process as gap-bridging behavior
within a specified time-space context, Sense-Making provides a structural
template (situations-gaps-uses) for designing a dialogic interface that
might enhance the quality of online interactions for participants. A dialogic
computer interface modeled on Sense-Making methodology, for example, could
first query each participant on the situation, gap, and use surrounding
his/her post. Other users could then read both the post and accompanying
contextual information, allowing them to develop a better understanding
of the author's meaning and situation. Such an interface would not necessarily
eliminate all inflammatory online communication, although this could be
a variable subjected to empirical testing: rather, a dialogic interface
based on Sense-Making might represent an important improvement over current
designs by explicitly structuring contextual information into the communication
system.
Creating an international online community
A potentially useful environment for testing a Sense-Making-based dialogic
interface would be an international discussion group composed of members
from a broad range of perspectives and nationalities. The International
Development Research Centre (IDRC) in Ottawa, Canada has proposed such
a project. For the past decade, the organization has been actively involved
in international network development issues in the Caribbean, Latin America,
Africa, and Asia and has proposed the development of an egalitarian discussion
group to facilitate this work. As Menou (1994) points out,
[t]he structure, governance and activities of the network would have to be defined by its members. The network could be decentralized and there is in principle no need for costly joint services and operations, as soon as effective communication mechanisms are available, on the one hand, and, more importantly, there exist a common will and commitment, on the other hand. (p. 17).
The benefit of utilizing a Sense-Making-based design for such a project would be four-fold:
1) It would, for the first time, explore the possibility of creating an
international, Habermassian-style ideal speech situation based on explicit,
contextually oriented communication principles;
2) It would provide an opportunity to adapt and test Dervin's Sense-Making
methodology -- which has already proven to be successful as a structuring
method for libraries and public relations campaigns -- within the context
of computer conferencing;
3) It would create an international forum for the study of information-based
issues as they relate to the deployment of computer networks within developing
nations; the consensus formed within this forum would provide useful guidance
for telecommunication policy-makers in both developing and developed nations;
and
4) It would assist researchers in identifying the communication competencies
utilized by a broad range of participants as they dialogue via international
CMC.
Given these benefits, the contribution of this research to the areas of communication theory, CMC interface design, and international development could be substantial. Although other global communication networks have emerged (e.g., Usenet), most utilize designs implicitly based upon the "marketplace of ideas" metaphor that offers little guidance for the construction of an effective computer conference or online community. Not only would the network established by this proposal be the first of its kind, it would also provide an excellent opportunity to study the universal nature of gap bridging, providing support for theory that may contribute much to the development of effective online communities.
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