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RETHINKING ONLINE COMMUNITY: MAKING
SENSE OF AN IDEAL SPEECH SITUATION

by

David J. Schaefer
Franciscan University of Steubenville
Steubenville, Ohio, USA
dschaefer@franciscan.edu (Updated Dec. 2007)

 

COPYRIGHT AND CITATION INFORMATION:
© Schaefer, David J., 1997. Schaefer, D. J. (1997) . Rethinking online community: Making sense of an idealized speech situation. Paper prepared as part of doctoral studies program [On-line]. Available: http://clara.franciscan.edu/faculty/dschaefer/papers/rethink/artschaefer97.html .
(Note -- URL updated Dec 2007 -- http://communication.sbs.ohio-state.edu/sense-making/art/artschaefer97.html is no longer active).

PAPER:
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

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. Many of these difficulties stem from that fact that little work has been done to develop theory for online 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 an online environment that approximates a Habermassian-style ideal speech situation can alleviate some of these difficulties. In such an environment, all participants would be able to freely and equally negotiate the context as well as the content of their discourses. A useful approach for this endeavor is Dervin's (1983, 1994) Sense-Making methodology, which prescribes procedural techniques that can be used in the design of information systems to facilitate user negotiation of context and meaning. In the sections that follow, I explore the historical development of online communities, summarize key research trends in CMC, GDSS, and interface design, and propose a new model for local, national, or 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:

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 which remains in wide use today: gemeinschaft is a community of shared geography or interests among people, while gesellschaft is a 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]; Engelbart's oNLineSystem [NLS]). 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:

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 most 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:

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 and democratized 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 often-reported finding was that users utilized emoticons (emotional cues typed on the screen) to convey non-verbal/emotional information (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:

A final research approach sought to identify the factors that predicted CMC diffusion throughout an organization. Dubbed the social influence approach, an often-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

Likewise, Markus's (1987) critical mass model explained diffusion according to social influence factors. 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:

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 a 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). 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.

More common, however, are findings suggesting difficulties in the use of GDSS software or, at best, non-significant differences between GDSS and FtF decision quality. In a study of two GDSS systems, 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 made the highest quality decisions, GDSS participants needed more time to complete decision tasks, and 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, manual (statistically aggregated groups), 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, there was little evidence of more democratized participation in GDSS groups, a finding also reported in Poole and DeSanctis (1992). Broome and Chen (1992) reported that anonymity -- an often-touted precondition for groups to make non-biased evaluations of ideas (see Hiltz and Turoff, 1993) -- could unleash tensions that would disrupt consensus-building and decision-making. They faulted GDSS software for forcing participants to follow a rationalized decision-making model (as in the Delphi decision-making process; see Hiltz and Turoff, 1993) rather than assisting participants in exploring patterns and linkages in the ideas they have developed.

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 called "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 inputting a command. Users must learn these 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 designers 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 faced with the "tyranny of the blank screen" (p. 178). He identifies problems that often plague users of 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 allows users to accidentally and irreversibly delete entire projects.

Figure 1 -- The MS-DOS Command Prompt

However, Shneiderman (1992) reports that the use of grammatical and positional consistency can improve the effectiveness of a command line environment: undergraduates who were given twelve minutes to study a list of commands were better able to recall them if the commands were structured in a logical manner.

Menu-based interfaces provide users with similar command options, but organize them into a readily available list of choices (see Figure 2). Shneiderman (1992) points out that menu selection "is especially effective when users have little training, use the system only intermittently, are unfamiliar with the terminology, and need help in structuring their decision-making process" (p. 99). He reports that research has demonstrated that broad and shallow menus (those featuring many options in a few, high-level menus) are more effective than narrow and deep structures. In particular, performance deteriorates dramatically when users face more than three levels of menu options. Further, he advocates providing keyboard shortcuts for advanced users.

Figure 2 -- A Typical Program Menu

The third approach to interface design emphasizes direct manipulation of onscreen images and icons via a spatial data management system (Negroponte, 1995; Shneiderman, 1992). A standard approach utilizes a desktop metaphor to organize objects on the screen (see Figure 3): Macintosh and Windows both use this system, associating various office objects (e.g., a trash can) with computer commands (e.g., file deletion).


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:

However, Laurel (1992) argues that the desktop metaphor can confuse users if misused:


Laurel (1992) advocates the use of dramatic structuring techniques to provide users with sets of 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 advocates the use of a beginning, middle, and ending structure for all software design; 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 adopted this approach is Acker's (1992) "Storyteller's Toolkit," which allows conference participants to utilize online personas and narratives to negotiate a group decision.

Artificial intelligence. An innovative 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. Still highly experimental, this approach evolved out of 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

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, modeling/concept formulation, or other sophisticated deduction techniques to diagnose 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 researchers to design effective conference environments using CMC, Dervin and Clark (1993) point out that many 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 individual human perception/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 dialogic model in post-Enlightenment culture -- ignores communicative/dialogic processes:

In an online discussion group, written information stored in online databases becomes disembodied, reified, 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:

Phenomenologically informed theory offers a possible solution. Stewart (1978) points out that phenomenology positions the origin of knowledge in the relationship between noesis (perception) and noema (that which is perceived). It 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 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. Stewart (1978) notes that "meaning emerges in the encounter that is consciousness. It is not to say that all perception -- and hence all communication -- is purely subjective, because noesis is always accompanied by noema" (p. 189).

A dialogic model that implicitly acknowledges this process is Habermas's (1984) theory of communicative action, which identifies the parameters of an ideal speech situation. Habermas argues that an ideal dialogic environment must satisfy "general symmetry conditions" that ensure every participant has 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 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."

Thus, groupware designers must create systems that satisfy the preconditions of general symmetry if they hope to facilitate online dialogue rather than interactive monologues. This assertion is based on the premise that the discourse generated in an ideal speech situation would be meaningless if all participants made entirely different or contradictory assumptions about the context of the discussion, since these assumptions are of primary importance in assisting the human interpretive process. Habermas (1987) calls this shared context the 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). This lifeworld (or context) is a necessary precondition for communicative action: 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. Dialogue is the means by which participants negotiate this shared understanding; a common context must first be made explicit before further dialogue can ensue. Current online communities have no built-in mechanism for assisting users in negotiating a common frame of reference; each user simply posts a message to a common database -- sometimes organized in threads, sometimes not. Unless users volunteer contextual information within their posts, others are forced to attribute intention and meaning without the benefit of a shared lifeworld/context. Such a situation encourages misinterpretation and, ultimately, miscommunication.

An apt example is provided by Usenet Newsgroup design (see Figure 4). Typically, newsgroups come in two stripes -- moderated or unmoderated. In the former, self-appointed moderators 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 free access to the system to post any message they choose.


Figure 4 -- Minimal Context: A Typical Newsgroup Post

In both cases, the development of common ground is left to chance. Without any mechanism for allowing users to negotiate the context of their communicative environments, users are left to guess at the intention/purpose of another's post, often leading to misunderstanding and inflammatory rhetoric. A male Internet user I had interviewed for a research project on Internet literacy reported one such incident to me:

As this short interview excerpt shows, this newsgroup participant attributed intentionality to the other participant unaided by contextual information that might have facilitated mutual understanding. Such information may have helped this user understand what led to the publication of a message which, to him, seemed "ignorant."

Reports of inflammatory online behavior in newsgroups and chat rooms have been common since the development of computer conferencing. Such behavior includes excessive swearing, name calling, insults, threats, or even "virtual rapes" (see MacKinnon, 1997; Rheingold, 1993; Rice and Love, 1987; Walther, Anderson, and Park, 1994; Zuboff, 1988). Mabry (1997) notes that

Since conferencing systems typically have no specific mechanism for facilitating user negotiation of common ground, online communication can proceed along lines that inadvertently silences would-be participants. This effect was reported in another research interview I conducted with a female Usenet participant. As someone who was already fearful of having her opinions slammed in public, she reported that newsgroups exacerbated this concern:

DS--Think about your time spent online. Can you think of a specific situation . . . in which you felt like you were free to voice your opinion about something? . . .

FI--Um, I think in the newsgroups. I mean, depending on which newsgroups you are, um. You can pretty much . . . be able to debate, you know, the good and bad of things, though I am, I'm a very flame paranoid person, so I try not put anything that's going to get anyone mad 'cause I really don't want, eh, five megs of e-mail [emphasis added].

DS-- [P]lease describe your experience, if you've had the specific experience you remember, like posting to the newsgroup or something like that.

FI--Um, I don't, I don't believe there's a specific experience, but I think there's a general openness in some of the newsgroups. Obviously, if you go onto a Star Trek newsgroup and you say Star Trek sucks, you're gonna get flamed, and you're gonna get flamed really, really bad. But . . . if you're, like, open minded, because I think there are a lot of incredibly close-minded people who refuse to let anyone stand in their way of or, or disagree at all . . . . I think that you have to enter into the, this forum and as long as you're not looking for a flame, and you defend yourself well, most people will just, you know, read you or, or discuss it with you.

DS--Okay, but you can't think of a . . . you don't remember a specific situation where you felt very free to express your opinion?

FI--No, but I'm, I'm not, I'm not one who's very prone to expressing opinions [emphasis added].

These factors illustrate the difficulties designers face in implementing discussion groups to approximate an ideal speech situation. However, Dervin's (1983; 1994) Sense-Making approach provides a methodology for introducing contextual information into the design of conferencing systems. 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 confront gaps, building conceptual bridges (knowledge, understanding, sense) over them. Humans are social theorists, self-reflexively enlarging their repertoire of practices, behaviors, and thoughts as they negotiate gaps, moving from one experience to the next.

Sense-Making theory helps researchers focus on the procedures by which humans negotiate meaning rather than on the "sense" (information) that they create. Typically, studies utilizing Sense-Making 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 led them 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. The respondent might report questions like "Where can I go so that no one will try to hurt me?," "How can I stay warm without a coat?" or "What is a comfortable way to sleep on the street?" 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).

A computer interface modeled on Sense-Making methodology would query each participant on the situation-gap-usage surrounding each post (see the Appendix for an example). Other users would then read both the post and its accompanying contextual information, allowing them to develop a better understanding of the meaning of the original post. By conceptualizing conference posts as gap-bridging activities within a specified context, Sense-Making provides a methodological template (situations-gaps-uses) for designing an interface that could enhance the quality of online interactions. I do not mean to suggest that such a design would eliminate all inflammatory rhetoric or allow all users to freely and equally participate (although this would be a design goal): rather, a Sense-Making-based interface would represent an important improvement over current designs by acknowledging contextual information within the messaging structure.

Creating an international online community
A potentially useful environment for testing a Sense-Making-based 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. The organization has been actively involved in international network development issues for the past ten years in the Caribbean, Latin America, Africa, and Asia. The IDRC has proposed the creation of an online discussion group to facilitate this work. It would allow project participants throughout the world the opportunity to debate telecommunications issues. As Menou (1994) suggests,

Menou (1994) notes that the proposed research network "would thus not need to restrict itself to developing countries but may possibly be far more extensive in its geographic and subject coverage" (p. 18). The benefit of such research would be four-fold:

1) It would, for the first time, explore the possibility of creating an international, Habermassian-style ideal speech situation using CMC;
2) It would utilize Dervin's Sense-Making methodology -- which has already proven to be a successful approach for designing various information systems like libraries and public relations campaigns -- in the development of a computer conference interface;
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 help researchers identify the communication competencies utilized by a broad range of participants as they forge common ground and consensus 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 networks have been established (e.g., PeaceNet, EcoNet), most have implicitly based their design 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 phenomenologically informed theory that promises to assist in the creation of effective online communities.

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Appendix

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