You are on page 1of 9

JAMIA Open, 6(1), 2023, ooad010

https://doi.org/10.1093/jamiaopen/ooad010
Research and Applications

Research and Applications

Adopting a metaverse-based workspace to support

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


research team collaboration: a pilot study from an
academic health informatics laboratory
Siyi Zhu1,2, Scott Vennemeyer1, Catherine Xu1,3, and Danny T.Y. Wu 1,2,3

1
Department of Biomedical Informatics, College of Medicine, University of Cincinnati, Cincinnati, Ohio, USA, 2School of Design,
College of Design Architecture, Art, and Planning, University of Cincinnati, Cincinnati, Ohio, USA and 3Medical Sciences Bacca-
laureate Program, College of Medicine, University of Cincinnati, Cincinnati, Ohio, USA

Corresponding Author: Danny T.Y. Wu, PhD, MSI, FAMIA, Department of Biomedical Informatics, College of Medicine,
University of Cincinnati, Medical Science Building ML0840, 231 Albert Sabin Way, Cincinnati, OH 45267, USA;
wutz@ucmail.uc.edu
Received 5 October 2022; Revised 5 January 2023; Editorial Decision 6 January 2023; Accepted 8 February 2023

ABSTRACT

Objective: This study aimed to understand how a metaverse-based (virtual) workspace can be used to support
the communication and collaboration in an academic health informatics lab.
Materials and Methods: A survey of lab members (n ¼ 14) was analyzed according to a concurrent triangulation
mixed methods design. The qualitative survey data were organized according to the Capability, Opportunity,
Motivation, Behavior (COM-B) model and combined to generate personas that represent the overall types of lab
members. Additionally, scheduled work hours were analyzed quantitatively to complement the findings of the
survey feedback.
Results: Four personas, representative of different types of virtual workers, were developed using the survey
responses. These personas reflected the wide variety of opinions about virtual work among the participants
and helped to categorize the most common feedback. The Work Hours Schedule Sheet analysis showed the
low number of possible collaboration opportunities that were utilized compared to the number available.
Discussion: We found that informal communication and co-location were not supported by the virtual work-
place as we had originally planned. To solve this issue, we offer 3 design recommendations for those looking to
implement their own virtual informatics lab. First, labs should establish common goals and norms for virtual
workplace interactions. Second, labs should carefully plan the virtual space layout to maximize communication
opportunities. Finally, labs should work with their platform of choice to address technical limitations for their
lab members to improve user experience. Future work includes a formal, theory-guided experiment with con-
sideration on ethical and behavioral impact.

Key words: virtual reality, communication, user-centered design

C The Author(s) 2023. Published by Oxford University Press on behalf of the American Medical Informatics Association.
V
This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial License (https://creativecommons.org/licenses/by-nc/4.0/),
which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited. For commercial re-use, please contact
journals.permissions@oup.com 1
2 JAMIA Open, 2023, Vol. 6, No. 1

Lay Summary
In this pilot study, researchers looked at how a virtual workspace (metaverse) could be used to improve communication and
collaboration in an academic health informatics lab. They surveyed 14 lab members and analyzed the responses using a
mixed-method approach. They also looked at how often the lab members were working together. The researchers found
that the virtual workspace did not support informal communication or co-location (the feeling of being in the same location).
Based on this finding, the researchers made 3 recommendations for improving virtual workspace. These included setting
common goals and norms for virtual interactions, designing the virtual space to maximize communication opportunities,
and addressing technical issues to improve the user experience.

aspects, including Users and Roles, Activity, Content Creation, and

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


BACKGROUND AND SIGNIFICANCE
Tech Specs. The idea of a metaverse is not new. As early as 1978,
The Coronavirus Disease 2019 (COVID-19) pandemic immediately simple virtual worlds like Richard Bartle’s Multi-user Dungeon or
changed the way that we interact and collaborate in the workplace. Multi-user Dimension (MUD) were beginning to shape how design-
In the beginning, most in-person meetings and conversation were no ers approached the creation of a virtual environment. These early
longer an option for workers looking to carry out their daily tasks. metaverses were usually text-based or storyboarded.16 Although
Thanks to today’s advanced communication technologies, remote more vivid 3-dimensional virtual worlds have been created on differ-
collaboration helped mitigate the impact of social distancing. Many ent platforms in recent years, there are still 2-dimensional virtual
workers, however, feel that online collaboration is very different worlds used for low-cost metaverse experiences.17 These offer tele-
than in-person work. Anecdotally, most complaints about synchro- commuters the ability to co-locate and interact in the virtual world
nous online collaboration focus on lackluster social connections and in a similar fashion to a face-to-face office, which theoretically
the loss of casual conversation opportunities. Currently, applica- makes virtual teams capable of informal communication.
tions use remote collaboration techniques like audio teleconferenc- Informal communication is critical in distributed scientific work
ing, video, and web conferencing, and “telepresence” solutions like and considered as a mediating factor to productivity; and affected
virtual reality and augmented reality. by factors including a concentration of suitable partners, co-
To collaborate, workers must participate in group activities, presence, and establishing and sharing common ground.18 Meta-
interact with other people and synthesize new knowledge.1 Audio verse technologies provide a virtual space where people with com-
and video conferencing tools are capable of supporting comprehen- mon interest can collaborate. However, creating informal
sive collaboration on sophisticated tasks with web-based applica- communication in a virtual space is not as simple as it is in a face-to-
tions like Miro.2 Even with progress in recent years on these face workplace. Frequent communication in virtual settings can
technologies, informal conversation is difficult in a virtual work- cause cognitive overload and have a negative impact on team proc-
place.3,4 Another bottleneck for collaboration in virtual teams is esses and outcomes.19 Telecommuters often do not communicate
transferring “tacit knowledge,” knowledge that is difficult to with anyone outside of their team, thereby reducing their informal
express through written or spoken word.4–6 In an in-person work- communication network.20 This was different from what was
place, teams participate in groups, interact, and synthesize informa- expected of metaverse-based online collaboration.
tion more easily1 because all necessary team members are located in
the same physical space. This concept, called “co-location,”
increases collaboration opportunities, promotes socialization, and OBJECTIVES
eventually facilitates tacit knowledge exchange,7 which plays a crit-
This pilot study addressed this gap by asking the following research
ical role in group innovation.8 When compared to remote collabora-
questions: (1) Is co-location for virtual teams supported by a virtual
tion, in-person work avoids the social isolation experienced while
workplace? (2) How is informal communication carried out in a vir-
working from home and prevents telecommuters from “miss[ing]
tual workplace? It focused on a health informatics lab at a research
idle conversations in the hallway and other informal con-
university and looked to generate design recommendations for a vir-
versations.”9 In virtual teams, communication without seeing
tual workspace. While computer-supported collaborative work
others’ facial expressions is often more explicit and formal than
(CSCW) theories, frameworks, and methods have been adopted in
face-to-face communication.6 As informal communication becomes
the healthcare domain, many of them are focused on clinical work
less frequent, the exchange of tacit knowledge also decreases.10 This
environment.21–23 To the best of our knowledge, this is the first
can result in less innovative collaboration in virtual teams than in-
study focused on the health informatics research collaboration using
person. Therefore, finding a way for virtual teams to recreate a sense
metaverse.
of “co-location” may help team members communicate informally
and collaborate innovatively.
Spaces for “co-location” can be virtual workplaces (eg, Meta
MATERIALS AND METHODS
Horizon Workrooms11) or in real offices (eg, Microsoft Holoporta-
tion12 and Telepresence Robot13). These so-called metaverse tech- Study setting
nologies, in addition to other kinds of telepresence technologies, The corresponding author’s laboratory (the lab hereafter) is an inter-
help people collaborate online. Currently, metaverse technologies disciplinary data science lab at the University of Cincinnati College
are defined as immersive 3-dimensional virtual worlds in which mul- of Medicine. The lab consists of around 20 students at both the
tiple users interact with each other.14 The definition of metaverse undergraduate and graduate level in a wide range of disciplines
can be expanded or more accurately coined. Almoqbel et al15 con- including health informatics, medical sciences, design, and computer
ducted a systematic review to map metaverse definitions in 4 science. The lab uses a technique called “matrix management”24 in
JAMIA Open, 2023, Vol. 6, No. 1 3

Table 1. Teams in the lab Microsoft Forms (https://forms.office.com) and distributed to lab
members via email. The qualitative data came from free-text long
Team Number of Division of teams
response style questions. The quantitative data came from a series of
divisions
multiple-choice questions.
Skill-based teams 3 Research, Technical, and Design Teams The focus of the qualitative section of the survey was lab mem-
Project-based teams 8 Teams A, B, C, D, E, F, G, and H bers’ experience with remote work. To design the survey questions
and analyze the responses, the Capability, Opportunity, Motivation,
Behavior (COM-B) model27 was used. The COM-B model relates a
order to coordinate efforts between members in different teams so person’s capability, opportunity, and motivation to complete any
that the lab can effectively develop data-intensive and user-friendly given behavior to the behavior itself. It also examines how the
systems to address clinical and health problems. Lab members are behavior, in turn, influences those factors. The questions for this
assigned into 3 skill-based teams and 8 project-based teams survey, then, were designed to understand the capacity, the opportu-

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


(Table 1). The 3 skill-based teams are the research team, the design nity, and the motivation that each worker had to join the virtual
team, and the technical team. The 8 project-based teams are labeled workspace.
A–H and correspond to a team working on a single project. Project- The survey’s quantitative questions compared collaborative
based team members come from all 3 of the skill-based teams. Lab activities between the online and offline environments and identified
members have variable working hours based on their commitment. issues pertaining to using the virtual lab for collaboration. Table 2
The lab members can perform tasks individually and/or collabo- shows questions and choices for both sections of the survey.
ratively, depending on the nature of the tasks (eg, literature search,
affinity diagramming, group discussion, manuscript writing). Micro-
soft Teams was used as the primary online platform due to the insti- Quantitative survey data analysis
tutional support in the beginning of the pandemic (March 2020). In There were 2 quantitative questions asked as part of the survey: (1)
the middle of the pandemic (June 2021), another online platform online activities and (2) offline activities. Both questions had the
called Gather (https://www.gather.town) was employed. Gather is a same set of choices. The first 2 choices were “Group meeting” and
2-dimensional pixel-style metaverse-based video chat platform for “Individual meeting,” which are both related to schedule-based, for-
collaboration. This platform was chosen because of its convenient mal meetings. The other 3 choices were “Working together,”
access, low (zero) cost for small group collaboration (25 people and “Parties/Gatherings,” and “Games,” which are related to collabora-
below), and high customizability in the virtual space layout. Figure 1 tion opportunities that are more informal. Lab members’ choices in
shows an example layout of the virtual lab space. these 2 questions were summarized and compared to distinguish the
differences between lab members’ experiences.

Study design
This study used a concurrent triangulation design25 to infer factors Qualitative survey data analysis
that would help facilitate collaboration in virtual academic teams. The free-text responses to the survey questions were analyzed to dis-
Because of the dynamic nature of academic work and online collab- cover themes across participants based on the COM-B model. First,
oration, multiple dimensions of data were required to understand all the data collected from the survey were coded by their relevance
and interpret observed work patterns. In parallel, we collected 2 to collaboration in a process called “open coding.” Then, these
major types of data: (1) qualitative and quantitative data from an codes were grouped into categories according to the COM-B
online survey questionnaire about work experience and (2) quantita- model27 in a process called “axial coding.” Category 1 consists of
tive data from the lab’s Work Hours Schedule Sheet. codes that describe lab members’ behaviors. Category 2 is made up
The data collection was guided by the workspace awareness of codes that indicate lab members’ capabilities, opportunities, and
framework, especially the knowledge in “where” and “when”26 motivations. Category 3 contains codes of information unrelated to
since Gather affords co-presence and co-location in a visual space the COM-B model, like career goals and other demographic
compared to traditional online meeting tools (eg, Microsoft Teams, information.
WebEx, and, Zoom). Of note, the study did not focus on the explo- To provide a full picture of typical users, we constructed per-
ration and the action aspects of the workspace awareness frame- sonas (fictional characters that represent how users might interact
work because they are based on the knowledge gained. In other with a system28). To form these personas, the most frequently men-
words, no exploration or actions would occur until team members tioned behaviors in Category 1 were recombined with corresponding
are co-located in a virtual space and read for task collaboration. motivations in Category 2. Then, groups of behaviors that occur
The qualitative and quantitative data were analyzed concur- commonly together were created so that the personas represent how
rently and then compared to identify similarities or differences in the typical lab members behave in the virtual workspace. Codes in cate-
findings. The full process is outlined in Figure 2 below and detailed gory 3 were used to provide context about what type of lab member
methods of collection and analysis are described in the following (which skill-based team or project-based team, for example) falls
sections. The study was reviewed by the institutional review board into each persona.
(IRB) and determined as not human subject research (IRB# 2021-
0881).
Work Hours Schedule Sheet
The Work Hours Schedule Sheet is a shared worksheet containing the
Online Collaboration Experience Survey work hours commitment and semester schedule of all lab members
The Online Collaboration Experience Survey collected qualitative that helps arrange potential collaboration opportunities by making all
and quantitative data related to lab members’ experiences of collab- schedules available to view by all members. Since the schedule sheet
orating online. The survey questionnaire was created using records the overall work hours of lab members and overlapping hours
4 JAMIA Open, 2023, Vol. 6, No. 1

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


Figure 1. Virtual lab of the corresponding author’s lab in Gather. This figure shows the workplace layout. Area 1 shows the personal offices. Area 2 shows the div-
ided meeting rooms for different teams. Area 3 shows the large meeting room for lab meetings.

Figure 2. Process of this study.

with others, this sheet is a useful tool to facilitate possible spontaneous number of members needed for collaboration is 2. We defined the
collaboration opportunities among the lab members. calculation of collaboration opportunities as COOPi , and the num-
The version used in this study was a Microsoft Excel document ber of lab members signed up for the same shared time slot as nswt .
that contained 30-min time slots ranging from 8:30 AM to 10:30 PM The calculation of collaboration opportunities, then, is expressed as:
Monday to Friday. For each day, there were 2 columns indicating
COOPi ¼ Cn2swt :
whether the work will be done in the virtual lab or in the physical
lab. Using this table, the lab members put their initials on the blocks This formula indicates the intensity of collaboration in ideal situa-
to indicate when and where they will be working. The lab members tion, as lab members’ willingness to collaborate is difficult to meas-
were asked to log onto the virtual lab as much as possible even ure accurately and was not considered for this analysis. Of note,
when they were working in the physical lab space. collaboration opportunities can lead to formal and/or informal
The schedule sheet focused on the collaboration opportunities collaboration.
each lab member had with their partners in project-based teams and Because the number of members in a team varies, we introduced
skill-based teams. A lab member’s collaboration opportunities in a a “collaboration opportunities rate” to perform cross-team compar-
shared time slot were defined as a combination of the total number isons (labeled in this model as COOPi %). This percentage indicates
of members assigned for a given time slot because the minimum the proportion of collaboration opportunities in one group in a
JAMIA Open, 2023, Vol. 6, No. 1 5

Table 2. Online Collaboration Experience Survey questions and choices

Questions Answers

Quantitative section
Q1 Which of the following activities have Group meeting Individual meeting Working together Gathering Games
you ever taken part in online with
others?
Q2 Which of the following activities have Group meeting Individual meeting Working together Gathering Games
you ever taken part in offline that
can be related to collaboration?
Qualitative section
Q3 Please describe your typical day Free text
working remotely for the lab.

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


Q4 Please describe the pros and cons of Free text
using the virtual lab.
Q5 What’s your opinion about online Free text
collaboration? And how does it
relate to the virtual lab?
Q6 How does the virtual lab annoy when Free text
you work remotely online?
Q7 How does the virtual lab satisfy you Free text
when you work remotely online?
Q8 Please describe your goal working in Free text
the lab.
Q9 What do you think the virtual lab is Multi-choice and free text
most suitable to do?
Q10 Which of the following issues do you Multi-choice and free text
meet when using the virtual lab?

week compared to the maximum possible collaboration opportuni- 3 members of the lab did not have access to the virtual lab on
ties. The maximum possible collaboration (max COOPi ) was the Gather, and 2 members are researchers of this study and were there-
number of collaboration opportunities a team of lab members has if fore not eligible to participate. All skill-based teams were included
they are all signed for a same time slot. The number of lab members in this survey. Of the respondents, 6 were from the research team, 5
in a team was denoted as ntotal . So, the calculation of collaboration were from the technical team, and 3 were from the design team. The
opportunities rate is: respondents’ ages ranged from 18 to 26 years old, and all of
respondents worked at the lab as a part-time job or as a volunteer.
COOPi Cnswt
COOPi % ¼ ¼ n2total  100%: Meetings were the major collaborative activity regardless of
max COOPi C2
online or offline status. All respondents (n ¼ 14, 100%) indicated
With this calculation method, the schedule sheet enabled us to com- that meetings were a part of their online collaboration experience.
pare collaboration opportunities between skill-based teams as well Slightly fewer respondents claimed that they collaborated with
as project-based teams. others using in-person meetings. Twelve respondents (85.71%)
reported they had group meetings (meetings with more than 2 peo-
ple), and 11 respondents (78.57%) had meetings with others
Data triangulation individually.
Once the qualitative and quantitative data from the survey and the More lab members engaged in non-meeting-related collaboration
collaboration opportunity rate from the schedule sheet were ana- activities more often when in-person compared to when online. For
lyzed separately, the 2 sources of data were compared to determine example, working/learning together is a predominant activity of off-
issues that prevent lab members from collaboration in the virtual line collaboration. Eleven respondents (78.57%) reported that they
lab. Each set of data revealed a different aspect of online collabora- work and learn together with others offline. In contrast, all activities
tion. The qualitative data from the survey investigated how a typical other than meeting to work or learn were reported by <3 respond-
worker feels about collaboration in the virtual lab. The quantitative ents. A full summary of these results can be found in Figure 3 below.
data of the survey showed the difference between online collabora-
tion activities and offline collaboration activities. The schedule sheet
provided a numerical description of collaboration opportunities
Persona generation
under current lab settings. Combined, these datasets provide a full
Eight behavior-related codes were identified in Category 1. Twenty-
and accurate picture of collaboration in the virtual lab space.
nine source-related codes were indentified in Category 2, which rep-
resent the capabilities, opportunities, and motivations that lead to
those behaviors identified in Category 1. The 9 codes that are not
RESULTS
related to the COM-B model27 were included in Category 3. A full
Online Collaboration Experience Survey list of codes as they relate to the formation of personas can be made
Fourteen out of 15 eligible lab members in October 2021 responded available upon request. After adding details from Category 3, 4 per-
to the survey (93% response rate). Out of the 20 total lab members, sonas were created.
6 JAMIA Open, 2023, Vol. 6, No. 1

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


Figure 3. Lab members’ online collaborative activities and offline collaborative activities.

Persona I is “Collaborative” Carmen. She is a member of Design between lab members about the expectations for communication in
Skill-based Team. She usually works on her own. She likes to use the virtual lab. Many of these concerns are represented by Persona
platforms like Miro and WebEx to communicate with her partners. II, “Indifferent Isaac,” who suggests that lab members were indiffer-
But as a designer, she wants to have a more active role in this lab, ent to collaborating in the virtual lab. A worker that fits this persona
have more meetings on deliberating design, and dedicatedly serve as would not be interested in utilizing a virtual workspace where others
a design professional. could drop in unannounced and does not prefer to keep another
Persona II is “Indifferent” Isaac. He is from the Technical Skill- platform open on their computer. Other personas showed that infor-
based Team. Collaboration is one required section of his work, but mal communication was difficult to achieve even though members
most of his work requires additional software and documents that were co-located in the virtual lab.
are not on Gather. He believes using Gather would make his online The quantitative data from the survey also supports the qualita-
workflow more complicated, so to stay efficient, he uses alternative tive findings. The type of collaborative activities that lab members
meeting platforms that use less computing resources. participated in were different between online and offline settings.
Persona III is “Online” Olivia. She is a researcher at the lab. She Only a few members participated in online activities that support
stays in the virtual lab during her work hours and is open to talk to informal communication, such as working together and gaming.
people. However, she often misses notifications from Gather when This contrasts with offline collaborative activities, which were expe-
she switched away from the Gather tab in her browser. It is also rienced by most members of the lab.
frustrating when she cannot get others’ responses due to the same The results of the schedule sheet analysis further confirmed that
issue of missing messages while having Gather open on another tab the overall opportunities to collaborate or have informal communi-
but not directly on the platform. cation are low for all lab members. Project-based teams D and E, for
Persona IV is named “Focused” Fred. Fred is a member of the example, did not have any shared time slots in which teammates
Technical Skill-based Team. For most of his work hours, he works could collaborate.
on his own without needing to collaborate with others. He keeps Comparing the 3 sets of data, the lack of collaboration in the vir-
Gather open occasionally. And if he gets a message, it startles him, tual lab is not due to a lack of motivation from lab members to col-
interrupting his flow of work, as does not think that others need to laborate. This is due to (1) low scheduled time in the virtual lab
reach out to him normally. means that lab members do not have the opportunity (other than in
scheduled meetings) to connect with one another informally, and (2)
lab members approach work in the virtual environment with varying
Work Hour Schedule Sheet expectations; some lab members expect their coworkers to be con-
The results of the analysis of the Work Hour Schedule Sheet show
stantly available if their avatar is present in the virtual workspace,
that collaboration opportunities are generally uneven between
whereas others do not want to be bothered even if they are present
project-based teams and skill-based teams. The maximum usage rate
in the virtual workspace.
is from Team A, utilizing only 7.13% of their possible collaboration
opportunities, followed by Team H (6.44%). The remaining
project-based teams utilize <2% of their maximum possible collab- DISCUSSION
oration opportunities. Project-based teams D and E (shown in
This study used a concurrent triangulation mixed methods design to
Table 1) had no collaboration opportunities in a week. On the other
assess how co-location and informal communication are supported
hand, skill-based teams have less opportunities for collaboration
in a virtual workspace. The results showed that adopting a
than project-based teams. All skill-based teams have a week-wide
metaverse-based virtual workplace did not improve informal com-
collaboration rate around 2%. Full results are shared below in
munication for workers collaborating remotely, even though work-
Table 3.
ers were “co-located” in the same virtual space. This is supported by
current literature acknowledging that the relationship between
Data triangulation informal communication and co-location is not the same as in a
The qualitative results from the survey show that most lab members face-to-face workplace7,10 due to factors like increased cognitive
want to collaborate with others. Despite this desire, many workers load in virtual settings.
feel that the lab lacks informal social opportunities that would make We offer 2 additional reasons why co-location alone does not cre-
them more comfortable communicating with their team members. ate informal communication opportunities in the same way that face-
One possible cause for this discomfort could be from confusion to-face workplaces can. First, although many opportunities for co-
JAMIA Open, 2023, Vol. 6, No. 1 7

Table 3. Collaboration opportunities of project-based teams and skill-based teams in the lab

Project-based teams Skill-based teams

A B C D E F G H Research Design Technical

Number of lab members (ntotal ) 4 3 3 5 2 3 3 3 9 4 6


Total possible collaboration per week 62 9 5 0 0 7 8 28 90 21 37
(COOPi )
Maximum possible collaboration per 870 435 435 1450 145 435 435 435 5220 870 2175
week (max COOPi )
Collaboration opportunities rate 7.13% 2.07% 1.15% 0.00% 0.00% 1.60% 1.84% 6.44% 1.72% 2.41% 1.70%
(COOPni %)

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


location exist in our lab, lab members rarely take advantage of them insufficient informal collaboration opportunities. Additionally, even
because their schedules do not align. Flexibility in scheduling, how- when multiple workers from the same teams are present together in
ever, is necessary and common in an academic health informatics lab the virtual office, they did not often utilize their potential collabora-
because the majority of the workers are students and need to work tion time. This is confirmed by the low overall “Collaborations
around classes and other school responsibilities and commitments. Opportunity Rate” calculated above, with the highest rate being
Secondly, even though team members may be present in the virtual around 7% of opportunities to collaborate used.
workspace, they are not always ready to collaborate. This is modeled One possible reason that workers do not collaborate, even when
by interactions between lab members who match the personas of they are both present in the virtual office, is that their avatars are
“Collaborator Carmen” and “Indifferent Isaac,” for example. To too far apart to interact. To increase communication opportunities
mitigate these gaps, we offer 3 recommendations below for teams in a virtual workplace, we recommend that office designers lay out
looking to design and implement a metaverse-based workplace. the virtual space so that workers are encouraged to collaborate with
one another. In other words, instead of creating divided personal
office spaces (Figure 1), designers should aim to create an “Activity-
Design recommendations for metaverse workplaces
Based Workplace.” Activity-Based workplaces provide different set-
Establish common goals and norms for the virtual workplace
tings for each work activity.29 Rooms can be created for specific
In our study, some virtual workers, represented by personas
teams of workers (in our case project-based teams and skill-based
“Collaborator Carmen” and “Online Olivia,” consider metaverse-
teams) so that collaboration on shared projects is encouraged by
based work platforms to be analogous to the face-to-face workplace.
workers being near their peers.
They consider their presence in the virtual workplace like punching
in at a timeclock at work. Other virtual workers, represented by per-
sonas like “Focused Fred” and “Indifferent Isaac,” did not feel this Improve user experience by addressing technical limitations
way, regarding the virtual workspace as yet another window to have There are many technical limitations for the adoption of the meta-
open on their screen; another application to minimize on their com- verse technologies for remote work. Staying online while working
puter without paying attention to possible opportunities for collabo- on technical tasks may require telecommuters to have high-
ration. As a result, potential collaboration opportunities can be performance computers, which would lead to an increase in cost for
halted, and the point of the virtual workspace could be missed. organizations. Other issues like audio and video quality also influ-
To solve this issue, organizations and virtual workplace develop- ence people’s experience of using metaverse-based platforms.
ers should consider establishing common goals and standards for tel- Gather, the online meeting platform that we used for this study, is
ecommuters using a virtual workplace before rolling out this new still a growing application and does not contain some of the more
technology. Addressing expectations for collaboration may help developed features (ie, virtual backgrounds, polls, advanced settings
soften areas of contention between workers. For example, after fin- for meetings) of an older platform such as Skype, Microsoft Teams,
ishing this analysis, we clarified with team members that “logging- WebEx, or Zoom. Additionally, some workers preferred to join the
in” to the virtual workplace should be like a sitting with your “door virtual space using a mobile device. At the time of conducting this
open” in a face-to-face workplace because it provides an opportu- study, Gather does not fully support this method, which added an
nity for meeting and exchanging knowledge rather than simply additional barrier to entry for some workers. As an emerging tech-
showing that someone is working on tasks. We also clarified that, if nology, many areas for further study exist for the usability of meta-
a worker did not want to be disturbed, they should use the built in verse applications for online collaboration.
“Do Not Disturb” (also called “Quiet Time”) feature to indicate
that they are working on a task and wished to not be interrupted.
Limitations and future research
This feature also allows for workers to write a quick message which
This study has a few limitations. First, it is a pilot study in a single
could include the best way to contact them.
academic dry lab. The data collected here were specific to this lab
and may not be representative of every experience. Next, the first
Increase communication opportunities by space planning layout of the virtual lab space was implemented by the director of
According to the results of the survey, scheduled meetings are the the lab, not by a designer, nor by all lab team members (co-design).
center of collaborative activity in our office. This was confirmed by To mitigate the impact that this might have had, however, the layout
the Work Hours Schedule Sheet which showed that our lab members of the virtual space was refined multiple times based on feedback
schedule their work hours largely around showing up for meetings from the rest of the team prior to the conduction of the present
without considering their team members’ schedules. This leads to study. Finally, other metaverse platforms were not explored to select
8 JAMIA Open, 2023, Vol. 6, No. 1

the best fit for our lab. We chose Gather out of convenient access REFERENCES
and ease of use. It is possible that another platform would have
1. Roberts TS, ed. Online Collaborative Learning: Theory and Practice. Her-
solved many of the issues that we faced. It is also possible that other
shey, PA: IGI Global; 2004. doi:10.4018/978-1-59140-174-2.
organizations utilizing Gather would not experience the same issues 2. Miro: The Online Whiteboard for Easy Collaboration. https://miro.com/
as our team. A comparison between virtual platforms would be online-whiteboard/. Accessed December 21, 2022.
helpful to discover which one best supports collaboration in our 3. Isaacs EA, Tang JC. What video can and cannot do for collaboration: a
team. Our future work includes a redesigned lab layout to encourage case study. Multimed Syst 1994; 2 (2): 63–73.
informal communication and collaboration and an incentive pro- 4. Dossick CS, Anderson A, Azari R, et al. Messy talk in virtual teams:
gram to promote participation in the virtual lab. The design, imple- achieving knowledge synthesis through shared visualizations. J Manage
mentation, and evaluation of the new virtual lab space will be Eng 2015; 31 (1): A4014003.
5. Shaik FF, Makhecha UP. Drivers of employee engagement in global virtual
guided by CSCW literature. The ethical and behavioral impact of
teams. Australas J Inf Syst 2019; 23. doi:10.3127/ajis.v23i0.1770.
such changes on study participants (workers) will be approved by
6. Greenberg PS, Greenberg RH, Antonucci YL. Creating and sustaining

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024


the IRB to ensure that the benefits (eg, work efficiency) outweigh
trust in virtual teams. Bus Horiz 2007; 50 (4): 325–33.
the potential harms in a formal experiment. 7. Bouncken R, Aslam MM. Understanding knowledge exchange processes
among diverse users of coworking-spaces. J Knowl Manag 2019; 23 (10):
2067–85.
CONCLUSION 8. Leonard D, Sensiper S. The role of tacit knowledge in group innovation.
In this study, we found that virtual collaboration tools can allow for Calif Manag Rev 1998; 40 (3): 112–32.
9. Allen TD, Golden TD, Shockley KM. How effective is telecommuting?
co-location and informal communication among workers but often
Assessing the status of our scientific findings. Psychol Sci Public Interest
fall short due to differing expectations and attitudes from workers
2015; 16 (2): 40–68.
utilizing the system. Because of this, we recommend that teams look-
10. Dossick CS, Neff G. Messy talk and clean technology: communication,
ing to implement a similar system for their own workplaces establish problem-solving and collaboration using building information modelling.
common goals and norms for time spent in virtual workplaces, plan Eng Proj Organ J 2011; 1 (2): 83–93.
virtual space wisely to maximize potential collaboration opportuni- 11. Meta.com. Introducing Horizon Workrooms: Remote Collaboration
ties, and address technical limitations whenever possible so that Reimagined. 2021. https://about.fb.com/news/2021/08/introducing-hori-
users can work seamlessly, without interruption. zon-workrooms-remote-collaboration-reimagined/. Accessed December
21, 2022.
12. Orts-Escolano S, Rhemann C, Fanello S, et al. Holoportation: virtual 3D
FUNDING teleportation in real-time. In: Proceedings of the 29th Annual Symposium
on User Interface Software and Technology. Tokyo, Japan: ACM; Octo-
This research was supported by the corresponding author’s (Wu) start-up
ber 16, 2016: 741–54. doi:10.1145/2984511.2984517.
fund and received no specific grant from any funding agency in the public,
13. Stoll B, Reig S, He L, et al. Wait, can you move the robot?: examining tele-
commercial, or not-for-profit sectors.
presence robot use in collaborative teams. In: Proceedings of the 2018
ACM/IEEE International Conference on Human-Robot Interaction. Chi-
cago, IL, USA: ACM; February 26, 2018: 14–22. doi:10.1145/
AUTHOR CONTRIBUTIONS 3171221.3171243.
DTYW designed the study and mentored SZ to conduct the data col- 14. University of Nebraska at Omaha, Davis A, Murphy J, et al. Avatars, peo-
lection. SZ created the figures and drafted the original manuscript. ple, and virtual worlds: foundations for research in metaverses. J Assoc Inf
SV and CX revised the original manuscript and SV drafted the final Syst 2009; 10 (2): 90–117.
15. Almoqbel MY, Naderi A, Wohn DY, Goyal N. The metaverse: a system-
copy and significantly improved the content. CX proofread the revi-
atic literature review to map scholarly definitions. In: CSCW’22 Compan-
sion of the manuscript. All authors discussed the results and pro-
ion: Companion Publication of the 2022 Conference on Computer
vided critical feedback to the content of the manuscript. Supported Cooperative Work and Social Computing. Virtual Event Tai-
wan: ACM; November 8–22, 2022: 80–4. doi:10.1145/
3500868.3559448.
SUPPLEMENTARY MATERIAL 16. Bartle RA. Designing Virtual Worlds. Indianapolis, IN: New Riders Pub;
Supplementary material is available at JAMIA Open online. 2004. ISBN:978-0-13-101816-7.
17. Gather: Building a Better Way to Meet Online. https://www.gather.town.
Accessed December 21, 2022.
ACKNOWLEDGMENTS 18. Luo A, Olson JS. Informal communication in collaboratories. In: CHI ’06
Extended Abstracts on Human Factors in Computing Systems. Montreal,
The authors thank Gather (https://www.gather.town/) for their permission to QC, Canada: ACM; April 21, 2006: 1043–8. doi:10.1145/
use the screenshots of their system. 1125451.1125650.
19. Marlow SL, Lacerenza CN, Salas E. Communication in virtual teams: a
conceptual framework and research agenda. Hum Resour Manag Rev
CONFLICT OF INTEREST STATEMENT 2017; 27 (4): 575–89.
None declared. 20. Toivonen K. “I do not know what I do not know”: information flow with-
out informal communication: changes caused by the COVID-19 pandemic
and remote work [master’s thesis]. Helsingin yliopisto; 2021.
DATA AVAILABILITY 21. Pratt W, Reddy MC, McDonald DW, et al. Incorporating ideas from
computer-supported cooperative work. J Biomed Inform 2004; 37 (2):
The data underlying this article, including the survey questions, the 128–37.
survey responses, the work hour schedule sheet, are available in the 22. Scandurra I, H€ agglund M, Koch S. From user needs to system specifica-
article and in its online supplementary material. tions: multi-disciplinary thematic seminars as a collaborative design
JAMIA Open, 2023, Vol. 6, No. 1 9

method for development of health information systems. J Biomed Inform 26. Gutwin C, Greenberg S. A descriptive framework of workspace awareness
2008; 41 (4): 557–69. for real-time groupware. Comput Support Coop Work 2002; 11 (3–4):
23. Gurses AP, Xiao Y, Hu P. User-designed information tools to support 411–46.
communication and care coordination in a trauma hospital. J Biomed 27. Michie S, van Stralen MM, West R. The behaviour change wheel: a new
Inform 2009; 42 (4): 667–77. method for characterising and designing behaviour change interventions.
24. Bartlett CA, Ghoshal S. Matrix Management: Not a Structure, a Frame of Implement Sci 2011; 6: 42.
Mind. 1990. https://hbr.org/1990/07/matrix-management-not-a-struc- 28. What are Personas? The Interaction Design Foundation. https://www.inter-
ture-a-frame-of-mind. Accessed December 21, 2022. action-design.org/literature/topics/personas. Accessed August 2, 2022.
25. Creswell JW, Plano Clark VL, eds.. Chapter 3: core mixed methods 29. Appel-Meulenbroek R, Groenen P, Janssen I. An end-user’s perspec-
designs. In: Designing and Conducting Mixed Methods Research. Los tive on activity-based office concepts. J Corp Real Estate 2011; 13
Angeles: SAGE Publications; 2017: 51–100. (2): 122–35.

Downloaded from https://academic.oup.com/jamiaopen/article/6/1/ooad010/7058968 by guest on 24 February 2024

You might also like