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Digital Collaboration
Drivers and Opportunities
        Ron Edwards
     Ambient Performance




                            1
Agenda




1.   Collaboration: The Issues
2.   Current Solutions
3.   Virtual World Solutions
4.   Implementing Digital Collaboration Tools




                                                2
Trends: Transitioning to Knowledge Work




                                          3
The Context

• The World of Work has Changed
  – Widely distributed teams: co-located people in
    offices acting as though they are remote workers
  – Recruitment and retention: the demographic
    profile - ‘digital natives & digital immigrants’
  – Diversity and Inclusion: it’s contribution that
    matters
  – Current methods of team collaboration e.g. mail,
    IM, videoconferencing, are only very partial
    solutions
  – Travel is an environmental issue




                                                       4
Trends: Knowledge Work: Where?




                                 5
Mobile Broadband Use Will Double in 12 Months




                                                6
The Issues

1.    Business
     1. Efficiency & Effectiveness: resulting from poor distributed co-
        ordination due to inadequate collaboration tools
     2. Engagement for Innovation: high trust, close proximity teams
        perform. Distributed collaboration over distance with poor
        communication tools often leads to low trust and poor
        performance.
2.    Costs
     1. Travel
     2. Telecommunications
     3. Opportunity
3.    Carbon: effect on environment from excessive/unnecessary
      travel




                                                                          7
1. Business: Efficiency & Effectiveness

• Technology has made people more productive but
  most IT applications were not designed for
  collaboration.
• Dominant model is that people work individually and
  then merge their respective efforts
• “Collaboration often means pulling up your chair next
  to your colleague so that you can look at the same
  screen”




 ‘Mesh Collaboration’ Andy Mulholland. The Economist 25/10/08




                                                                8
1. Business: Engagement for Innovation

• Innovation remains key to growth. Trust is
  the key to innovation.
• In distributed organisations technology is
  known barrier to developing trust
• Existing collaboration technologies –
  audioconferencing, videoconferencing, team
  workspaces, document sharing – are only
  very partial substitutes to face-to-face
  meeting at best




                                               9
2. Cost

• Travel:
  – “Considering air fare, car rental and hotel stay, we expect the
    average domestic trip for European companies to increase two
    per cent, or €21, to a total of approximately €1,020 - Amex
    Business Travel advisory services vice-president Joakim Johansson. October
    2008

• Telecommunications:
  – ‘For our global distributed mobile professional workforce our
    biggest telecoms cost is mobile telephony’ Tier 1 Consultancy.

• Opportunity
  – “The cost of an alternative that must be forgone in order to
    pursue a certain action. Put another way, the benefits you
    could have received by taking an alternative action.”
    Answers.com




                                                                                 10
3. Carbon




            Source: UK Dept. of Transport




                                            11
Summary


                       Carbon




                       ?
• Travel                                   • Efficiency
• Telecoms      Cost            Business   • Engagement
• Opportunity

                        ICT



                         !




                                                          12
Much Of Today's Technology Leaves Communication
   Problems Unsolved
   “Today, information workers use technology pervasively to get their jobs done — to
   communicate with others, complete tasks, and learn new skills.
    –   mobile and landline phones,
    –   conference bridges,
    –   email and calendaring,
    –   instant messaging,
    –   text messaging,
    –   team workspaces,
    –   Web conferencing,
    –   videoconferencing,
    –   project management software,
    –   office productivity tools,
    –   eLearning modules,
    –   wikis,
    –   blogs,
    –   podcasts,
    –   social networking tools.
   But the vast majority of organizations deploy just a small subset of these tools. Even if a
   broad portfolio of technology is in place, it's usually just a collection of nonintegrated,
   disparate tools.

And where tools like these are available, widespread suboptimal utilization is common.




                                       Source: Forrester Research, Inc. 2008




                                                                                                 13
Now add in….the Dominant Work Model

• Dominant work model is that people labour
  individually and then merge their respective
  efforts
• “Its not much different from the age of
  paper….Collaboration oftens means pulling up
  your chair next to your colleagues so that you
  can look at the same screen”. ‘Mesh Collaboration’.
  Andy Mulholland.




                                                        14
Virtual Worlds…




                  15
The Exploding Range of Virtual World Communities




                                                   16
Virtual World Capabilities




                             17
2-D vs. 3-D

Characteristic               The World Wide Web                                  Virtual worlds

Dimensionality               2-D experience                                      3-D experience


Organizational metaphor      Web sites or Web pages, panels, windows,            Rooms, buildings, islands, objects,..
                             and frames                                          Experience is borrowed from the physical
                                                                                 world.
Representation of the user   In most cases, a person's presence on a             A person is represented by an avatar. In
in the environment           Web site is unknown to others                       some virtual worlds, the user can also be an
                                                                                 invisible observer.
Means of navigating          Scrolling to view content not visible               Walking, or typing in the name of a room,
                             around the environment on the screen.               object or location and"teleporting" there.
                             Clicking on links or typing or copying and          Zooming in and out and changing camera
                             pasting URLs to go to other Web sites or            angles to view content
                             pages.
Content                      Primarily text-based, though visuals of             Primarily visual, though text (e.g., on virtual
                             many types are supported (e.g., graphics,           signs and on documents) is supported.
                             icons, photos, and videos).
Interactivity                The average user cannot modify content              User can create, view and manipulate
                             on Web sites other than to post comments            realistic or recognizable representations of
                             on forums or blogs                                  objects (e.g., furniture),
Realism                      Does not simulate real-world conditions…            Realistic or recognizable representation and
                                                                                 simulation of objects, space, perspective,
                                                                                 etc. Simulates gravity, day/night cycles,
                                                                                 travel distances, collisions, picking up
                                                                                 objects, and wearing clothes, etc.


                                         Source: Forrester Research, Inc. 2008




                                                                                                                                   18
Getting Work Done In Virtual Worlds Versus More
Traditional Alternatives
Comparison criteria                   Using more traditional                         In virtual worlds
                                      alternatives


Multisite conversations or meetings   Conference calls, video conferencing,          Build a virtual room as large or small as you
                                      telepresence.                                  need. All attendees convene



Presence                              Basic (usually self-administered)              You can not only see a visual representation
                                                                                     of who is in the meeting but what they are
                                                                                     doing


Non-verbal, non- text communication   Can be done well using hyper-expensive         Typically use a series of menus for facial
                                      telepresence systems and less well via in-     expressions and body gestures.
                                      room video conferencing and Web cams.


3-D model sharing                     reality mechanisms (augmented reality). Or     Put it on the virtual table in the center of
                                      reduce three dimensions to a 2-D               the room and walk — or fly — through or
                                                                                     around it.

Document sharing                      Team workspaces, application sharing via       All participants in the virtual room can edit
                                      enterprise IM clients. Real-time, in- line     that document in real time. When done, the
                                      editing via a good user experience is sorely   user can save the document back onto his
                                      lacking in most of today's information         or her desktop.
                                      worker tool portfolios.

Voice conversations                   Torturous teleconference systems requiring     VoIP-enabled.. Easy to mix in multiple
                                      voice identification and 15- digit access      remote parties. Sometimes tied in with
                                      codes. Some systems don't allow for            traditional conferencing systems so
                                      speakers to hear while they are speaking,      participants who are not in the virtual world
                                      which prevents them from noticing when         (e.g., are on the road) can still participate
                                      others on the call want to speak.              by voice.

Videoconferencing                     Room-based videoconferencing, Web              A shared video experience without high-end
                                      cameras (desktop video cameras), and           expensive monitors.
                                      telepresence systems like Hewlett- Packard
                                      Halo or Cisco Telepresence at the top end of
                                      the market (for hundreds of thousands of
                                      dollars to outfit a single room).
                                       Source: Forrester Research, Inc. 2008




                                                                                                                                     19
Value Proposition

                                                       Virtual
                   Audio              Web                                Video
                                                       Worlds
                Conferencing      Conferencing                        Conferencing
                                                      (OLIVE)
               • Familiar        •Familiar         •Face-to-face     •Face-to-face
               • Ubiquitous      •Ubiquitous       like              like
               • Perceived to be •Inexpensive      •Multiple media
 Benefits                                          sharing
                 inexpensive
                                                   •Appealing to
                                                   Internet
                                                   generation
               • Poor             •Same as audio   •Large download   •Requires
                 participant      •Single media    •Proven           visiting installed
                 attention span   sharing          effectiveness     sites
 Challenges    • Discussion       •Pay extra for   •Easy entry for
                 context          audio or VoIP    employees
               • No display       calling
                 of data
 Costs         • $500 to          • $30 to $100    • $60 to $167     • $1000s
 (per person   $1000s
 per year)


  Enterprise Virtual Worlds Yield Immersive, Engaging, Interactive
                              Experiences




                                                                                          20
Virtual Worlds

• Replicate with some accuracy the experience of
   working physically alongside others
• Allow people to work with and share digital 3-D
   models of physical or theoretical objects.
• Incorporate nonverbal communication into
   interactions where important.
• Make remote training and counseling a more realistic
   option.




                                                         21
Virtual Worlds

“Virtual worlds are relatively inexpensive, don't
  require a great deal of startup technology
  infrastructure, and provide a naturalistic,
  immersive approach to simulating space,
  people, and objects “ Forrester 2008




                                                    22
The Need

• Shared private workspaces: secure, dedicated, accessible
• Shared immersive and persistent spaces: real-time
  engagement; resulting actions and activities remain over time
• Shared access to and control of office productivity applications:
  MS Office, corporate applications, video….
• Shared ability to manage and extend the team environment
• Secure: inside the corporate firewall if required
• Integration with corporate networks e.g. Active Directory or
  LDAP
• Trusted: authentication; avatar identity
• Carbon & Cost: cut carbon and cut costs
         ‘There must be a better way to collaborate’




                                                                      23
Accessible

• Access via any suitable PC with broadband
  connection anywhere.
• Simple to learn: mimics and extends
  everyday human interaction




                                              24
Immersive: Realistic & Persistent

• True persistent world
• Real time voice – via VOIP
• Highly realistic avatars – breathe, facial
  expressions and gestures
• 3D asset development in-house or contracted
  out
• Record and replay reviews on demand




                                                25
Workplace Tools

• Standard office tools available in-world:
  MS Office
• Custom tools and data streams can be
  integrated




                                              26
Secure Environment

• Environment is secure not shared – no
  inadvertent or malicious access
• In house or own outsourced server attached
  to secure network
• Multiple locations ‘in world’ can be used
  simultaneously




                                               27
Identity

• Managed access to virtual workspaces
• 2D photos wrap around avatar faces
• Avatar name tags




                                         28
NATO Meeting




Source: Euro Atlantic Defense News April 2009




                                                29
OLIVE Meeting




                30
State of the Art: 3D Visualization

   Complex Data Sets                 GIS




                                           31
State of the Art
Immersion & Co-Presence




                          32
Intronetworks




                33
Mapview




          34
Ambient SocialNet




                    35
Why Bother?



“Creativity is no longer about which companies
have the most visionary executives, but who has
the most compelling architecture of participation.

That is, which companies make it easy,
interesting and rewarding for a wide range of
contributors to offer ideas, solve problems and
improve products?”
- Tim O’Reilly, of O’Reilly Media




                                                     36
Performance Pathfinder




     Step 1   Step 2       Step 3      Step 4

    Decide    Design     Develop       Deploy




              What is the problem?
              What are the best solutions?
              How best to deploy?




                                                37
Questions?




Ron Edwards
ron@ambientperformance.com

Web: www.ambientperformance.com
Blog: www.ambientperformance.com/connection




                                              38

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Digital Collaboration Tools Drive Efficiency

  • 1. Digital Collaboration Drivers and Opportunities Ron Edwards Ambient Performance 1
  • 2. Agenda 1. Collaboration: The Issues 2. Current Solutions 3. Virtual World Solutions 4. Implementing Digital Collaboration Tools 2
  • 3. Trends: Transitioning to Knowledge Work 3
  • 4. The Context • The World of Work has Changed – Widely distributed teams: co-located people in offices acting as though they are remote workers – Recruitment and retention: the demographic profile - ‘digital natives & digital immigrants’ – Diversity and Inclusion: it’s contribution that matters – Current methods of team collaboration e.g. mail, IM, videoconferencing, are only very partial solutions – Travel is an environmental issue 4
  • 6. Mobile Broadband Use Will Double in 12 Months 6
  • 7. The Issues 1. Business 1. Efficiency & Effectiveness: resulting from poor distributed co- ordination due to inadequate collaboration tools 2. Engagement for Innovation: high trust, close proximity teams perform. Distributed collaboration over distance with poor communication tools often leads to low trust and poor performance. 2. Costs 1. Travel 2. Telecommunications 3. Opportunity 3. Carbon: effect on environment from excessive/unnecessary travel 7
  • 8. 1. Business: Efficiency & Effectiveness • Technology has made people more productive but most IT applications were not designed for collaboration. • Dominant model is that people work individually and then merge their respective efforts • “Collaboration often means pulling up your chair next to your colleague so that you can look at the same screen” ‘Mesh Collaboration’ Andy Mulholland. The Economist 25/10/08 8
  • 9. 1. Business: Engagement for Innovation • Innovation remains key to growth. Trust is the key to innovation. • In distributed organisations technology is known barrier to developing trust • Existing collaboration technologies – audioconferencing, videoconferencing, team workspaces, document sharing – are only very partial substitutes to face-to-face meeting at best 9
  • 10. 2. Cost • Travel: – “Considering air fare, car rental and hotel stay, we expect the average domestic trip for European companies to increase two per cent, or €21, to a total of approximately €1,020 - Amex Business Travel advisory services vice-president Joakim Johansson. October 2008 • Telecommunications: – ‘For our global distributed mobile professional workforce our biggest telecoms cost is mobile telephony’ Tier 1 Consultancy. • Opportunity – “The cost of an alternative that must be forgone in order to pursue a certain action. Put another way, the benefits you could have received by taking an alternative action.” Answers.com 10
  • 11. 3. Carbon Source: UK Dept. of Transport 11
  • 12. Summary Carbon ? • Travel • Efficiency • Telecoms Cost Business • Engagement • Opportunity ICT ! 12
  • 13. Much Of Today's Technology Leaves Communication Problems Unsolved “Today, information workers use technology pervasively to get their jobs done — to communicate with others, complete tasks, and learn new skills. – mobile and landline phones, – conference bridges, – email and calendaring, – instant messaging, – text messaging, – team workspaces, – Web conferencing, – videoconferencing, – project management software, – office productivity tools, – eLearning modules, – wikis, – blogs, – podcasts, – social networking tools. But the vast majority of organizations deploy just a small subset of these tools. Even if a broad portfolio of technology is in place, it's usually just a collection of nonintegrated, disparate tools. And where tools like these are available, widespread suboptimal utilization is common. Source: Forrester Research, Inc. 2008 13
  • 14. Now add in….the Dominant Work Model • Dominant work model is that people labour individually and then merge their respective efforts • “Its not much different from the age of paper….Collaboration oftens means pulling up your chair next to your colleagues so that you can look at the same screen”. ‘Mesh Collaboration’. Andy Mulholland. 14
  • 16. The Exploding Range of Virtual World Communities 16
  • 18. 2-D vs. 3-D Characteristic The World Wide Web Virtual worlds Dimensionality 2-D experience 3-D experience Organizational metaphor Web sites or Web pages, panels, windows, Rooms, buildings, islands, objects,.. and frames Experience is borrowed from the physical world. Representation of the user In most cases, a person's presence on a A person is represented by an avatar. In in the environment Web site is unknown to others some virtual worlds, the user can also be an invisible observer. Means of navigating Scrolling to view content not visible Walking, or typing in the name of a room, around the environment on the screen. object or location and"teleporting" there. Clicking on links or typing or copying and Zooming in and out and changing camera pasting URLs to go to other Web sites or angles to view content pages. Content Primarily text-based, though visuals of Primarily visual, though text (e.g., on virtual many types are supported (e.g., graphics, signs and on documents) is supported. icons, photos, and videos). Interactivity The average user cannot modify content User can create, view and manipulate on Web sites other than to post comments realistic or recognizable representations of on forums or blogs objects (e.g., furniture), Realism Does not simulate real-world conditions… Realistic or recognizable representation and simulation of objects, space, perspective, etc. Simulates gravity, day/night cycles, travel distances, collisions, picking up objects, and wearing clothes, etc. Source: Forrester Research, Inc. 2008 18
  • 19. Getting Work Done In Virtual Worlds Versus More Traditional Alternatives Comparison criteria Using more traditional In virtual worlds alternatives Multisite conversations or meetings Conference calls, video conferencing, Build a virtual room as large or small as you telepresence. need. All attendees convene Presence Basic (usually self-administered) You can not only see a visual representation of who is in the meeting but what they are doing Non-verbal, non- text communication Can be done well using hyper-expensive Typically use a series of menus for facial telepresence systems and less well via in- expressions and body gestures. room video conferencing and Web cams. 3-D model sharing reality mechanisms (augmented reality). Or Put it on the virtual table in the center of reduce three dimensions to a 2-D the room and walk — or fly — through or around it. Document sharing Team workspaces, application sharing via All participants in the virtual room can edit enterprise IM clients. Real-time, in- line that document in real time. When done, the editing via a good user experience is sorely user can save the document back onto his lacking in most of today's information or her desktop. worker tool portfolios. Voice conversations Torturous teleconference systems requiring VoIP-enabled.. Easy to mix in multiple voice identification and 15- digit access remote parties. Sometimes tied in with codes. Some systems don't allow for traditional conferencing systems so speakers to hear while they are speaking, participants who are not in the virtual world which prevents them from noticing when (e.g., are on the road) can still participate others on the call want to speak. by voice. Videoconferencing Room-based videoconferencing, Web A shared video experience without high-end cameras (desktop video cameras), and expensive monitors. telepresence systems like Hewlett- Packard Halo or Cisco Telepresence at the top end of the market (for hundreds of thousands of dollars to outfit a single room). Source: Forrester Research, Inc. 2008 19
  • 20. Value Proposition Virtual Audio Web Video Worlds Conferencing Conferencing Conferencing (OLIVE) • Familiar •Familiar •Face-to-face •Face-to-face • Ubiquitous •Ubiquitous like like • Perceived to be •Inexpensive •Multiple media Benefits sharing inexpensive •Appealing to Internet generation • Poor •Same as audio •Large download •Requires participant •Single media •Proven visiting installed attention span sharing effectiveness sites Challenges • Discussion •Pay extra for •Easy entry for context audio or VoIP employees • No display calling of data Costs • $500 to • $30 to $100 • $60 to $167 • $1000s (per person $1000s per year) Enterprise Virtual Worlds Yield Immersive, Engaging, Interactive Experiences 20
  • 21. Virtual Worlds • Replicate with some accuracy the experience of working physically alongside others • Allow people to work with and share digital 3-D models of physical or theoretical objects. • Incorporate nonverbal communication into interactions where important. • Make remote training and counseling a more realistic option. 21
  • 22. Virtual Worlds “Virtual worlds are relatively inexpensive, don't require a great deal of startup technology infrastructure, and provide a naturalistic, immersive approach to simulating space, people, and objects “ Forrester 2008 22
  • 23. The Need • Shared private workspaces: secure, dedicated, accessible • Shared immersive and persistent spaces: real-time engagement; resulting actions and activities remain over time • Shared access to and control of office productivity applications: MS Office, corporate applications, video…. • Shared ability to manage and extend the team environment • Secure: inside the corporate firewall if required • Integration with corporate networks e.g. Active Directory or LDAP • Trusted: authentication; avatar identity • Carbon & Cost: cut carbon and cut costs ‘There must be a better way to collaborate’ 23
  • 24. Accessible • Access via any suitable PC with broadband connection anywhere. • Simple to learn: mimics and extends everyday human interaction 24
  • 25. Immersive: Realistic & Persistent • True persistent world • Real time voice – via VOIP • Highly realistic avatars – breathe, facial expressions and gestures • 3D asset development in-house or contracted out • Record and replay reviews on demand 25
  • 26. Workplace Tools • Standard office tools available in-world: MS Office • Custom tools and data streams can be integrated 26
  • 27. Secure Environment • Environment is secure not shared – no inadvertent or malicious access • In house or own outsourced server attached to secure network • Multiple locations ‘in world’ can be used simultaneously 27
  • 28. Identity • Managed access to virtual workspaces • 2D photos wrap around avatar faces • Avatar name tags 28
  • 29. NATO Meeting Source: Euro Atlantic Defense News April 2009 29
  • 31. State of the Art: 3D Visualization Complex Data Sets GIS 31
  • 32. State of the Art Immersion & Co-Presence 32
  • 34. Mapview 34
  • 36. Why Bother? “Creativity is no longer about which companies have the most visionary executives, but who has the most compelling architecture of participation. That is, which companies make it easy, interesting and rewarding for a wide range of contributors to offer ideas, solve problems and improve products?” - Tim O’Reilly, of O’Reilly Media 36
  • 37. Performance Pathfinder Step 1 Step 2 Step 3 Step 4 Decide Design Develop Deploy What is the problem? What are the best solutions? How best to deploy? 37