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Designing Organizational Memory: Preserving Intellectual Assets
in a Knowledge Economy (part 2)
LITIGATION AND ORGANIZATIONAL AMNESIA
If a man harbors any sort of fear, it percolates through all
his thinking, damages his personality, makes him landlord to
a ghost. --Lloyd Douglas
O friend, never strike sail to a fear! Come into port greatly,
or sail with God the seas.
--Ralph Waldo Emerson
There is a fourth barrier to organizational memory which should
be mentioned. Spurred by their legal departments, a few American
corporations are adopting a policy of "organizational amnesia":
the systematic destruction of all unneeded personal notes and
documents at regular intervals. The thinking behind this policy
is that, in the event of litigation or criminal prosecution,
it is dangerous for anything to exist in writing which could
be used against the corporation. Since the legal mechanism of
"discovery" allows lawyers from the outside access
to any documents that are not explicitly protected under "client
attorney privilege," the risk of expensive judgments against
the corporation may have created an economic incentive for amnesia.
Such thinking, where it exists, creates a major obstacle for
the creation of organizational memory. It insists that only
the most formal and sanitized forms of knowledge may be allowed
to persist. It puts everything that is written down or stored
in a computer under the lens of "can this information possibly
be used against us." Most adults know that you learn the
most if, when you make a mistake, you acknowledge it and reflect
on what you have learned from it. But in an organizational amnesia
environment, mistakes must be avoided at all costs, and denied
if they occur. How can organizational learning possibly take
place in this environment?
Time will tell whether this kind of anti-memory policy is cost
effective in the long run, and whether companies that pursue
it can compete as knowledge organizations. Of course, following
the guidelines in this paper, one could still practice being
explicit about informal knowledge, creating a display system
to enhance shared understanding, but then simply erasing that
display (and all records and copies of it) at regular intervals.
This temporary display would at least promote shared understanding
on a project, but not long term nor between-team memory.
To summarize, the obstacles to an effective organizational memory
system fall into two categories, cultural and technical. The
cultural barriers include the following: a cultural emphasis
on artifacts and results to the exclusion of process; resistance
to knowledge capture because of the effort required, the fear
of loss of privacy, the fear of litigation, and the fear of
loss of job security; and resistance to knowledge reuse because
of the effort required, and the low likelihood of finding relevant
knowledge. The technical barriers include: how to make the knowledge
capture process easy or even transparent, how to make retrieval
and reuse easy or even transparent, and how to ensure relevance
and intelligibility (i.e., through sufficient context) of retrieved
knowledge.
Part Two: Steps Toward Organizational Memory
So far we have considered the obstacles for creating an effective
organizational memory. Part Two offers a solution to the problems
outlined above, provides a brief theoretical justification for
it, and gives some examples of its application. The solution
offered expands the design space for organizational memory systems.
MEMORY MEDIATED BY SHORT TERM STORE
In our search for how to design an effective organizational
memory system, it is worthwhile to consider, as metaphors, the
operation of three other information processing systems which
possess long term memory: computer architecture, human cognition,
and living cells. This leads to a theory about the missing link
in organizational memory.

Figure 2: Simple model of computer memory
Computer memory basically has two components, in addition to
the processor (see Figure 2). The processor works directly with
RAM (Random Access Memory), and the disk (or network) is used
for long term storage of data (Note 15). The important feature
of this model is that RAM mediates memory. The processor only
works with data stored in RAM. All data must be read from the
disk into RAM, where it is processed, changed, or displayed
to the user. Similarly, any data that must be kept between "processing
sessions" must be stored on the disk, and must go through
RAM to get there. Nothing gets into or out of the disk without
going through RAM.
Current theories about human memory tell a similar story. In
the simplest model, human memory has two components: Short Term
Memory (STM, sometimes called Working Memory) and Long Term
Memory (LTM). Of course, there is the component of cognition
that corresponds to the computer processor: Processing (see
Figure 3). (I call it "Processing" because I want
to sidestep such questions as "Is there a processor?",
"Where in the brain is the processing taking place?",
etc.) STM participates directly in cognitive processing (e.g.
thinking, reflecting, acting, and so on), but its size is very
small (Note 16). LTM is used for permanent "storage"
of information and experience.

Figure 3: Simple model of human memory
Again, the point is that STM mediates memory. To "commit
something to memory" is to focus processing on it in STM
with enough repetition that a permanent trace of it is created
in LTM. To "recall something" is to bring it from
LTM back into STM. Nothing gets into or out of LTM without going
through STM.

Figure 4: Simple model of cellular memory
Life has a long term memory, as well: genetic information stored
in the DNA in the nucleus of the cell. Here, again, the mechanism
by which the genetic information is accessed involves an intermediate
store. In this case, RNA mediates memory (see Figure 4). All
of the cell's metabolic functions (the "processing"
in this system) are performed by proteins. The blueprint for
the structure of each protein, i.e. its sequence of amino acids,
is stored in the DNA of the cell, but is not retrieved directly
from the DNA. Instead, the DNA is "transcribed" into
a complementary molecule called RNA. The RNA is then used as
the template from which the proteins are manufactured. And again,
nothing gets into or out of DNA without going through RNA (Note
17).

Figure 5: Pattern of mediated memory in information systems
Thus, there seems to be a pattern for memory in which there
is some kind of fast, flexible intermediate store (Note 18)
between the processing component of these information systems
and their stable long term memory (see Figure 5).
However, virtually all implementations of organizational memory
are structured without the short term store-we attempt to move
information directly from the immediate work process directly
into storage (be it bookshelf, file cabinet, or computer database),
and directly from storage into the work process (see Figure
6).

Figure 6: How organizational memory is currently implemented
The problem with this approach is that, in the pattern,
the short term store performs at least two important functions:
it provides the processing element with a well-defined information
focus (a small and discrete subset of long-term storage), and
it provides a staging ground which structures and indexes the
information for long-term storage.

Figure 7: Proposed model of organizational memory
One could object that, in the prevailing model, organizational
memory has an operational short-term store which is the desktop
or computer screen of whoever is accessing the organization's
long-term memory. That person may have taken a document off
their shelf or out of the corporate library, or they may be
looking at a document on-line, or they may be reviewing the
results of a search they have performed in some database. But
these examples really just illustrate information moving directly
from long term storage into the work process, without any intermediate
structure or store. Also, these examples only illustrate retrieval
of formal knowledge items by a lone individual. In the terms
of the pattern for memory systems, there is currently no structure
which mediates between knowledge work and the organization's
vast memory (see Figure 7). The central proposal of this paper
is that an effective organizational memory system requires a
structure that functions as an "organizational short term
store."
CRITERIA FOR ORGANIZATIONAL SHORT TERM MEMORY
It is beyond the scope of this paper to explore why it is that
memory seems so often to use an intermediate store, but this
pattern may be helpful in our design efforts. What do we need,
by metaphorical extrapolation, to create and use an "organizational
short term store" that mediates organizational memory?
This structure would have similar criteria to those of STM,
RAM, and RNA:
- Criterion A: Organizational Short Term Memory would provide
a small, high-speed store, the structure of which supports
and enhances both individual and workgroup processes.
- Criterion B: It would structure and index the information
held in it to be moved easily into, and back from, long term
storage.
- Criterion C: It would provide just the right subset of long
term storage that is needed for the task at hand.
- Criterion D: It may operate by a "constrained copy"
mechanism, in which processing never makes changes directly
to the long-term item, but to a local copy of it, which, when
processing is done, gets committed back to long-term store.
(This mimics how computer memory, at least, works.)
There may be even more criteria for a mediating short term
store. The essential point is that our efforts to design an
organizational memory system should be informed by the design
of other kinds of memory systems.
DISPLAY SYSTEMS
What sort of structure might act as an organizational short
term store? I propose that a special kind of shared display
for team meetings called a display system fits the criteria.
A display system has three components: capture of information
into the system, a structure by which the information is organized,
and a representation and display of that information, usually
to a group. A simple example is a checkbook register: by recording
checks you capture the information in the system; the structure
includes date and amount of the check, and who it is written
to, but not, for example, where you were when you wrote the
check; the display in this case is the register itself.
A display system for knowledge teams may use flip charts, white
boards, overhead projectors, or computer projection systems
for the display, and their structure may be as simple as a list
of brainstormed items or a calendar, or as complex as a causal
loop diagram or process model. The specific display system presented
in this paper has the following components:
- Capture: a facilitator (or "technographer") typing
at a keyboard or writing on a flipchart or whiteboard;
- Structure: the IBIS (Issue Based Information System) conversational
model;
- Display: a hypertext software system which supports the
structure (e.g. QuestMap), in conjunction with a computer
display panel.
Here are the properties of this kind of display system:
- Like a flip chart, it serves as a shared work surface for
the ideas and issues being discussed by the group, and, like
a flip chart, it is fast and convenient (this fulfills Criterion
A, page 20, by providing a small, high-speed store);
- It serves to increase continuity within a meeting and between
related meetings, especially if some group members are not
present for all sessions (this aspect also fulfills Criterion
A, by supporting and enhancing the group's process over time);
- It helps focus the group's attention away from playing out
dysfunctional group dynamics and onto sharing and creating
informal knowledge together (this aspect fulfills Criterion
A, through the power of the structure to focus the group's
attention on particular aspects of the problem space);
- It provides a constraining structure for the key pieces
of informal knowledge in the conversation (this aspect fulfills
Criterion B, through the particular linguistic distinctions
made by the IBIS structure, e.g. questions and ideas);
- It captures the context of any specific ideas, decisions,
and actions that the group creates (this aspect fulfills Criterion
B, through the hypertext webs that record any decisions and
their rationale as an intrinsic part of the conversation maps);
These are the properties of any display system, as defined
here. The main purpose of a display system for knowledge teams
is to facilitate the thinking and learning of the knowledge
workers as they meet over time to discuss and solve wicked problems.
The secondary purpose of such a display system is to serve as
the interface to the organizational memory, so that their informal
(and formal) knowledge is transparently captured, and previously
captured knowledge is easily recalled. To fulfill this secondary
purpose, the display system must have one more property:
- Optionally, it connects to a database of previous discussion
maps, and supports search and navigation within this informal
knowledge base (this aspect fulfills Criterion C, by making
storage and retrieval of previous conversation maps easy).
The approach to creating an organizational memory system I
am advocating is the creation of tools and practices for transparently
mediating between knowledge work and the organizational knowledge
base. Since this is a large innovation, an evolutionary approach
is called for, and this one has three steps.
First, give knowledge workers a display system (i.e., the Short
Term Store in Figure 8) that immediately improves the quality
of the knowledge work process and removes some of the recurrent
frustrations of meetings, such as lack of clarity and rigor
in decisions, rehashing the same ideas, reopening closed decisions,
hidden agendas, lack of clear results, politics, and so on.

Figure 8: First step in evolutionary design approach
Second, connect the display system to the organizational computing
network (the organization's Long Term Store) so that display
maps can be preserved and shared among different people, teams,
and sites (see Figure 9).

Figure 9: Proposed model of organizational memory
Third, develop the practices and advanced technologies that
(i) transparently index and store informal knowledge captured
in the display system, and (ii) retrieve relevant chunks of
informal knowledge as they are needed by users of the display
system.
Ultimately, it will be important to have effective storage and
retrieval mechanisms that connect the short term store to the
organization's long term memory on the corporate computer network.
But these technologies are not a prerequisite to gaining the
many short term benefits of a display system. Moreover, the
biggest challenge in introducing an innovation as sweeping as
an organizational memory system is the general slow speed of
organizational culture change. By starting with using a display
system for the short term store, we start early on the part
of the system that will take the longest to implement.
The notion of display system for a team is not new, it just
hasn't been used much for the kind of creative knowledge work
that this paper is focused on. Air traffic controllers have
their radar screens, stock brokerages have the "big board,"
a doctor's office has a shared appointment book, and a football
team has the downmarkers, the clock, and the scoreboard. Each
of these is a display of key information that is changing frequently
and must be shared by everyone on the team.
A central assumption of this paper is that most knowledge work
happens in groups, and that group work is largely conversations.
If this is true, then it would seem natural, and indeed compelling,
for workgroups to adopt display systems that support and enhance
their conversations.
Generally, the closest knowledge teams come to using a display
system is to use a flip chart or white board during a meeting,
or to write up and distribute the minutes of their meetings.
While these are a start, the flip chart and white board have
neither the detail nor structure to create much shared understanding,
nor do they serve the cause of memory. Meeting minutes create
a memory trace, but do little to create shared understanding.
The breakthrough I am proposing here is to treat the process
of knowledge work-especially the informal knowledge that comes
out in conversations and meetings-as a critical and valuable
asset, and to capture it in a way that facilitates. For example,
it means respecting what each person is saying by capturing
the essence of their statement in a display system for everyone
to understand and appreciate. By doing this, the facilitator
brings the group to a practice of listening carefully to each
person's point. In a strong sense, the use of a display system
institutionalizes listening as a vital and honored part of the
group work process.
Although such a practice may seem a far stretch from the way
people interact with each other in most corporate meetings,
the short term payoffs can make it self-reinforcing. One of
the most common objections to this level of rigor in meetings
is that it takes too long; but, once teams have experienced
it, they realize how much time they have been spending in repetitive
and tangential discussions-and the true economies become clear.
Since meetings constitute much of the work process in a knowledge
organization, meeting process improvement is a high leverage
opportunity. Also, there are technological ways to make these
process improvements, such as use of a display system, nearly
transparent-only a small shift from current practices.
In addition to better shared understanding, there is a shift
in dynamics that happens when a group commits to really listening
to each other. The sense of collegial mutual respect increases,
and power plays and petty politics diminish. The use of a display
system creates a shared sense of thinking and learning together,
as opposed to determining who has the right answer. Debate and
conflict can still occur, but the chance of getting stuck in
that mode is much smaller. Creative thinking and learning is
what is worth hearing and capturing. The playing field becomes
more level and the implicit message becomes "the most important
game here is learning together."
To summarize, the use of a display system for the informal knowledge
in meetings and teamwork makes the knowledge explicit, improves
shared understanding in the team, and shifts the dynamics from
adversary to inquiry. The display system also functions as an
organizational short term store, and is thus an essential stepping
stone to designing an effective organizational memory system.
A STRUCTURE FOR CREATIVE CONVERSATIONS
Display systems consist of capture, structure, and display.
The choice of the structure depends on what aspect of knowledge
needs to be made explicit. For example, process modeling (Rummler,
1990) makes the inputs, steps, decision points, and outputs
of an organization's processes explicit, while causal loop diagrams
(Senge, 1990) make causal relations and feedback loops explicit.
Since we are designing organizational memory, a good starting
point for what to make explicit is: What do organizations routinely
forget that they most need to remember? One answer might be
documents and data. There is already a very strong interest
in, and some tools for, finding (or not losing) this kind of
formal knowledge. But remembering formal knowledge alone is
not enough, and won't have much impact on organizational learning.
My answer to the question 'what do organizations need to remember'
is: decisions and the knowledge surrounding them (Note 19).
That is, we must capture the decisions, the rationale behind
each decision, the open questions related to the decision, the
assumptions behind it, and any related supporting information.
Admittedly, these things are only a part of the informal knowledge
being created in a knowledge organization, but they are a critically
important part, especially in an organization that is engaged
in any sort of planning or design (Note 20).
It turns out that these elements of decisions and decision making
are all neatly handled by a conversational model developed in
the early 1970's, called IBIS (Kuntz & Rittel, 1972; Conklin
& Begeman, 1989). IBIS (short for Issue-Based Information
System) classifies all of the points in any creative conversation
into four simple elements: questions, ideas, pros, and cons
(Note 21). Although this structure is simple enough to be easy
to learn and use, it is surprisingly powerful. All of the major
components of informal knowledge can be concisely expressed
in IBIS, including ideas, facts, assumptions, definitions, questions,
decisions, tradeoffs, guesses, inferences, and points of view.
Creative conversations can be captured and rendered in terms
of a web of IBIS questions, ideas, and pros and cons, yielding
a vivid map that makes the structure of the conversation explicit.
There are other models that serve for other aspects of informal
knowledge (e.g. action work flows, Toulmin diagrams), but IBIS
is the best we have found so far for creative conversations.
Here is an example of the power of IBIS for knowledge work.
In a one year field test, a five person software team working
on a commercial product used IBIS as the structure of their
design meeting minutes. In the background they kept track of
the effort that they put into capturing the IBIS minutes, typing
them into the computer, and keeping them organized. In the process
of reviewing the IBIS record, they found 11 errors in the software
and its specification. They were able to calculate that by finding
these errors when they did, they saved between three and six
times the cost of documenting their design thinking in IBIS
(Conklin & Burgess Yakemovic, 1991). In other words, the
documentation effort more than paid for itself in process improvement
and attendant cost savings. It is difficult to get empirical
measures like this in a commercial setting, but this result
clearly shows that statements like "capture is too expensive"
or "it takes too long" are simply wrong, at least
in the case of capturing the process of creating large knowledge
products.
IBIS is an excellent structure for display systems, because
it is easy to learn and use, it can represent nearly everything
that gets expressed (Note 22), it does not require the meeting
participants to change their behavior, it exposes assumptions,
rhetoric, and hand waving, and it creates shared understanding
by letting everyone see how their ideas and positions relate
to everyone else's.
A TOOL FOR ALL REASONS
Of course, even a single meeting can produce a large number
of IBIS elements. QuestMap (Note 23) is a computer tool
for capturing and managing any size of IBIS map (see Figure
9), and any number of interlinked maps, among large numbers
of users. QuestMap is thus one of the first in a new generation
of computer tools that support the process-not just the products-of
the knowledge team's daily work. As conversations are captured
and stored in QuestMap, the organization begins to accrete a
memory of informal knowledge, linked within itself (using hypertext
links) as well as with any related documents that are on the
corporate network. Moreover, it is not necessary to meet to
create IBIS maps. Knowledge workers sitting at computers in
their offices can conduct "virtual meetings" in which
issues are raised, discussed, and resolved. To our knowledge
there are no other commercially available hypertext tools which
support capturing meeting conversations in IBIS (Note 24).

Figure 9: A sample QuestMap screen
EXAMPLES OF ORGANIZATIONAL MEMORY IN ACTION
Continuity from Meeting to Meeting
We (Corporate Memory Systems, Inc.) facilitated a series of
planning meetings for a utility industry group. We used QuestMap
to capture the key points in the meeting conversation and a
display projector to display the QuestMap screen on the wall
so that everyone could see it. At each meeting the maps we created
corresponded to the main agenda topics for that meeting, such
as "By-law changes," "Budget," "Dues,"
and "Who is the customer?" At one meeting one of the
specific issues in the dues discussion was "What are the
criteria for the dues formula?" The group explored this
question and came up with three criteria. At the next meeting
several months later, during the discussion of dues, the question
about criteria came up again. The group started to rehash the
question, but within a few seconds the QuestMap facilitator
had navigated to and pulled up the map from the previous meeting
onto the shared display.
After reviewing what they had said before, the group added some
new criteria to the list. Then they were able to return to their
discussion of dues, confident that they had not wasted any time
and that they were back up to speed with their earlier thinking.
In this case, the retrieval process was transparent to the group
- except for their delight at the power of effortlessly reusing
informal knowledge. The time between meetings of a workgroup
can be as little as a few hours and as long as a year or more;
organizational memory must handle the smaller "remembering
events" at least as well as the larger and longer-term
sort.
Virtual Meetings Add Rigor, Save Time
An environmental planning division at an electric utility company
explored and resolved a complex problem with only two formal
meetings, one at the beginning and one at the end, during the
two month project span. In this group every workstation had
QuestMap installed on it, and the staff used it for "virtual
meetings" in which the conversations took place electronically,
as with an electronic bulletin board. At the beginning of this
project to remove a contaminant from a site, the group manager
was faced with choosing between an existing cleanup effort that
was projected to go on for many years and had cost $15 million
so far, and a new experimental treatment that would remove the
contaminant much faster but would cost $8 million to implement,
and was not guaranteed to succeed. After the initial meeting,
the project team used QuestMap to explore the pros and cons
between these two options.
Although some members of the staff favored going ahead with
the experimental treatment, the existing field data was inconclusive,
and the manager proposed (in QuestMap) that they do a pilot
(i.e., reduced scale) project to reduce the risk. The staff
studied the proposal and reported back that the experimental
process would not work if scaled back to a pilot level. The
manager probed a little deeper. Over several iterations, all
in QuestMap, the staff went off and did more research, but each
time came back with reasons that the pilot would not work. And
each time the manager would push back on some piece of their
reasoning, exposed in the QuestMap map, and ask "Yes, but
did you consider this?" or "Is this really true?"
At the end of two months the staff did come up with a very clever
solution: it involved building a reduced scale version of the
treatment system, and using plumbing that would have to be installed
anyway if the experiment failed and the existing cleanup system
had to be continued into its next phase. A final face-to-face
meeting was held, and the decision was made to proceed with
the pilot project. The team had conducted an extended and rigorous
analysis of the problem with very few face-to-face meetings.
As a bonus, they had a complete record of the research and rationale
that led to the decision.
A Creative Solution plus Project Memory
The environmental affairs group at a large electric utility
had been working hard on a wicked problem involving a new substation.
The company already owned the site for the substation, but a
species of bird had been found on the site that was about to
be listed as endangered by the Department of the Interior. There
were also some very messy politics involving apparent dealings
between the county and a local developer. All of the options
of what to do so far had some major drawbacks. The team sat
looking at the QuestMap map of the problem for a while, then
someone quietly said, "I have a crazy idea: why not give
the property to the U.S. government?" After some exploration,
the team agreed this was a reasonable solution to pursue-definitely
an "outside the box" idea. Perhaps the use of a display
system contributed to the creativity of this solution.
After a flurry of activity the environmental group came up with
a recommendation for management. Things died down, but six months
later a new development caused the whole issue to come back
up to "Condition Red". The group was able to go back
to their QuestMap maps of the project and quickly come back
up to speed on all the options and information. By adding some
new information, and updating some existing items, they could
now clearly see what the best option was for the current circumstances.
A new course of action was adopted, and this, too, was captured
in the group's memory.
SUMMARY
Workgroup computing ("groupware") tools take an important
step in the direction of facilitating knowledge work, and their
databases inherently create some degree of organizational memory.
But such tools also can-and do-create mountains of incoherent
rubbish. The problem is that, to avoid the attic-full-of-stuff
syndrome, knowledge must be organized and indexed as it is being
captured, without creating a burden to the people who create
it.
The story I am telling in this paper can be summarized as follows:
- The concept of organizational memory, and the possibility
of an effective organizational memory system, has growing
importance in the global knowledge economy, but many organizations
are letting their most valuable asset-their informal knowledge-go
"up the smokestack."
- Current implementations of organizational memory fail for
a variety of reasons, including: (a) a broad cultural focus
on work products over process, (b) lack of tools which make
capture and reuse of knowledge transparent.
- The challenge is to design an organizational memory system
which offers sufficient short term payoffs to knowledge workers
that they will use the system, both to capture knowledge as
they are creating it and to look for and reuse existing knowledge.
- The next step in the evolution of organizational memory
is the use of a display system to (a) focus knowledge workers
on improving shared understanding and coherence in their project
meetings, and (b) capture the group's informal knowledge-in
context-and link it with the project's formal products in
an easy and natural way.
- The display system mediates access to the organizational
memory. It must (a) be readily available for all team meetings,
(b) be linked into the organization's computing network so
that information can be easily stored and retrieved, and (c)
structure informal knowledge in a way that enhances the process
of creative teamwork. The IBIS structure is generally a good
starting point.
- Such display systems are not mere theory-they exist and
work (an example is QuestMap). Display system tools do not
solve the whole organizational memory problem, but they reflect
essential principles that must be embodied in the design of
an effective organizational memory system.
Once a team or organization has recognized the value in its
informal knowledge, and has begun to capture and manage it appropriately,
it has the key raw ingredients of organizational memory. GDSS
has direct experience, through our clients, of the value of
this memory for a team when they come back later and need to
take up where they left off. Of course, as the size of the organization-and
its memory-increases, new problems of scale emerge that are
both technical and cultural in nature. The good news is that
the short term pay off from using display systems can pay for
the cost of implementing them, thus paying for the next step
toward a complete organizational memory system.
Acknowledgments
I am very grateful to Michael Ayers, Tobin Quereau, Bill Weil,
Al Selvin, Simon Buckingham Shum, Robert Conklin (my dad), Mike
McMaster, and Kai Brown for the comments on earlier drafts of
this paper. Conversations with Joe Griffith and Faith Flores
were essential in fleshing out the STM/LTM metaphor.
Notes
1 The ideas expressed in this introduction
are borrowed directly from "The Age of Social Transformation,"
by Peter F. Drucker, in The Atlantic Monthly, November 1994.
2 The term "organizational memory" is sometimes used
to refer to whatever exists today in the way of social conventions,
individuals' memories, etc. In this paper the term refers to
a new capacity for organizations, an augmented memory that is
based on information technology.
3 This is analogous to operating a lumber mill as if the wood
chips and sawdust were a waste product, to be hauled off and
burned. By changing the process, for example, by gearing up
to produce particle board, the mill might create a new product,
thus capturing the value inherent in the wood chips and sawdust.
4 In general, wave phenomena, such as informal knowledge, compassion,
and community, are regarded as being less real. This is beginning
to change as we deepen our understanding that a quality product
can only be produced by a quality process.
5 Some word processors allow electronic "annotations"
to be made to a document, but these are more like "optional
footnotes." To this author's knowledge, this capability
is not widely used for teamwork.
6 The current solution-document management systems-does a better
job of organizing the formal documents, but still relies heavily
on search as the mechanism for finding things. Without the help
of context, brute force search become less effective as the
number of stored documents grows. The web of contextual relationships
to other documents is also lost, or mostly lost.
7 Decision rationale and other forms of informal knowledge must
be tightly integrated with the artifacts of concern-each one
relies on the other to make sense. Moreover, there must be a
smooth transition in both directions. Because people do orient
to the artifacts of their work, the relevant informal knowledge
must be indexed and accessible directly from those artifacts.
8 Some recent research suggests improved technology for capturing
and indexing video clips of project history and rationale (Carroll
et al, 1994; Minneman et al, 1995), but the fundamental challenge
of indexing all of these snippets remains.
9 For an account of one project historian's experience, see
(Shum et al, 1993).
10 This paper focuses on the technology issues, not the issues
of changing culture. But I believe that technology innovation
and culture change efforts must be designed to synergize with
each other. For a discussion of a culture change approach that
is consistent with the ideas in this paper, see (Eppel &
Conklin, 1995).
11 Some readers may be concerned that formalizing the "soft
stuff" like this can, in the process, destroy it. This
is always a risk with language, but the approach I propose below
respects the need for inconsistency, incompleteness, ambiguity,
and all of the other "messy" qualities of the rich
process of human communication. In particular, this approach
does not seek to formalize or quantify the decision-making process.
12 Traditional wisdom dictates a linear, or serial, problem
solving approach: (1) define the problem, (2) gather the data,
(3) analyze the data, (4) formulate a solution, (5) implement
the solution. Ideally, you visit each of these steps once, using
the output of each step as the input to the next.
13 The process of relevant recall may be quite active: more
like reconstruction than retrieval. For more on this, see (Bannon
& Kuutti, 1996).
14 The "byte" is the standard measure of amount of
information these days. The Bible is about ?? bytes, while the
Library of Congress contains ?? bytes of text and pictures.
In contrast to this, large corporations can easily have ?? bytes
of text, numerical, and picture information in their corporate
computer systems.
15 Strictly speaking, the processor in this case is a program,
the short term store is the program's data structures, and the
long term store a file or database on the disk or network.
16 Cognitive scientists believe the size of human STM is about
seven "chunks," plus or minus two, depending on expertise
and other factors. The contents of an STM memory chunk can be
quite complex, but it must be a single thing-it must have enough
internal coherence that it only takes up one chunk. The concept
of "tigers" is complex, but in a list of animals it
only takes up one STM chunk.
17 Life also uses RNA as an intermediate in "storing"
new information, but the story is a bit more complex. Briefly,
organisms "remember" by successfully creating offspring;
at the moment of conception, RNA is used to bind the DNA strands
from each of the parents into a new DNA pattern, the blueprint
for the offspring.
18 In computer science terms, memory that serves this function
is called a "cache."
19 A decision is a final conclusion or choice, a point of commitment
to a certain idea or path.
20 The entire engineering field of design rationale is based
on the importance of focusing on and supporting the decisional
aspect of informal knowledge. An excellent overview is Carroll
& Moran (1995).
21 Rittel termed these "issues," "positions,"
and "arguments." We have given them slightly more
intuitive names.
22 The primary exception is action items (e.g., promises, requests,
etc.).
23 QuestMap is available from the Soft Bicycle Company,
Inc. in Washington, DC. Current information is available at
the SBC Web site: http://www.softbicycle.com
24 There is a Computer Aided Software Engineering (CASE) tool
called MetaEdit+ which supports design conversations about the
structures being designed using a variation of IBIS (Oinas-Kukkonen,
1966).
References
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Copyright © 1996 Group Decision Support Systems, Inc. All
rights reserved.
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