Full Professor, Colorado State University

      Cognitively-Based Rapid Assessment Methodology (C-RAM)

      The Cognitively-Based Rapid Assessment Methodology (C-RAM) system manages multiple-user interactions as users work with multiple information sources. Further, it allows users to view, exchange, organize, and combine the information available and it facilitates group decision-making. Three-member teams, randomly assigned in either the (a) view others’ whiteboards or (b) cannot view others’ whiteboards conditions, completed an intelligence analysis and mission planning task. Each team member was given access to a virtual whiteboard populated with decision cards (DCards) containing intelligence information constrained to a specific area of expertise. DCards can be assessed (or rated) for decision impact and importance and team members have access to all DCards regardless of experimental condition. Team members who can view their teammates’ whiteboards during collaborative activities achieve significantly higher performance. When compared to teams unable to view others’ whiteboards, they move their own DCards less frequently, add fewer additional DCards to their own whiteboards, and rate others’ DCards less frequently. Additionally, rating one’s own DCards is the only process positively related team performance.  

    • CRAM


    • Hayne, S., Troup, L. and McComb, S. (2011), ““Where’s Farah?”: Knowledge Silos and Information Fusion by Distributed Collaborating Teams,” Information Systems Frontiers.

      This is research is supported by a grant from the Office of Naval Research, Dr. Mike Letsky (Program Manager)
      Dr. Stephen C. Hayne - Principal Investigator

      Shared Information Virtual Surfaces (SIVS)

      A shared information surface for use with distributed players to analyze collaboration on pattern recognition and situational assessment tasks.

      The project approach is to study the principles of Naturalistic Decision Making (NDM) as applied to team decision making and develop tools to improve collaboration among team members.  The objective of the research is to understand how peer groups collaborate and make decisions in exercises characterized by risky outcomes under normal and urgent conditions based on a “Team Recognition Primed Decision-Making” cognitive model.  Players have a joint virtual surface upon which to share information and play an experimental game. Teams engage in pattern recognition, collaborate and then act.  Independent variables include: information (common, private, reliability), interaction (structured, free form), leadership, time pressure, collaboration (text, audio, graphic, video, gesturing) and coupling (loose, tight).  Experiments have been designed to test mechanisms to more quickly share patterns among team members through using the concepts of information “chunking” and negotiated “push-pull” information exchanges.  Chunking refers to grouping or expanding pattern significance thru mnemonics, chunk size, variation of icon types and ordering of chunks.  Push-pull of information will be based on knowledge of issues wrt interruption, and knowledge developed in the areas of memory, attention management and perception.  The final product will be the recommendation of tools and aids to accelerate team member collaboration when engaged in NDM type decision tasks.  Possible results could be used in DARPA AugCog program or incorporated into the knowledge wall.

      The “Team Recognition Primed Decision-Making” cognitive model continues to be validated.  Real-time gesturing or telepointing is detrimental to decision outcomes because it is distracting.  Tools to support pattern sharing have been developed that improves the collective recognition of patterns by a team; “chunk” sharing is better than “discrete item” sharing.  Chunk sharing is superior even when teams are under time pressure.  Task awareness tools aid in team synchronization.  Future experiments will involve dynamic tasks and negotiated interrupts.

    • ONR Workshop Presentation (January, 2006)
    • AMCIS Best Paper Presentation (August, 2005)
    • ONR Workshop Presentation (January, 2005)
    • Video capture (AVI) of game software in 2004
    • DSS 2004 Presentation (July, 2004)

    • ONR Workshop Presentation (January, 2003)
    • Video capture (AVI) of game software in 2001


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