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Where does Ubiquitous Computing Lead the Organization?

Igor O. Marin,

National Technical University “Kharkov Polytechnic Institute”

Frunze str. 21, Ukraine, 61002, Kharkov and

London School of Economics

Houghton Street, London, WC2A 2AE, England, UK igormaryin@mail.ru

Abstract: The paper is concerned with the question of how the emergence of ubiquitous computing influences organizations in terms of changing business processes and social aspects of employees’ work. The overview and critique of recent publications from the transaction costs and social implications perspectives is made on three levels of analysis (individual, group and organisation) and conclusions are drawn as to organizational and social consequences of implementing ubiquitous computing.

1 Introduction

The topic of ubiquitous computing (UC) as a new embodiment of information technology emerged more than a decade ago, when it was envisioned by Weiser [WE91], but only recently, the technological progress has achieved the level, making practical applications of UC feasible and possibly cost effective in industrial and societal levels. Thus, the question of studying the consequences of application of UC in terms of how it changes the nature of individual and collaborative work (knowledge and physical), as well as changing organizational practices and business processes needs more attention. Furthermore, with these advances what researchers imply under UC has changed. Although there are some advances in structuring the research in the field of UC and its sub fields [FL01, LY01, JR02, KS02, YL03], it is still under researched. The scale of the question, which embraces several reference disciplines and can entail radical changes on all levels of organizational hierarchy (from the level of individual perception of work to the industry level) and potentially the emergence of new organizational forms (due to profound impact on transaction costs and their distribution) points to its critical importance both for researchers and business practitioners.

2 Terms definitions and research framework

In his seminal article Mark Weiser identified ubiquitous computing (UC) as such that disappears in its environment, thus leaving the focus of user’s attention (i.e. becoming embedded into everyday life, like pen and paper, where focus of cognitive processes is on the information conveyed and not on the medium manipulation, as opposed to the

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desktop metaphor, where computer is at the centre of human attention) and

“augmenting” the perceived reality with additional capabilities of material artefacts [WE91]. The terminology used to describe the notion of UC varied over time and in different literature (see for example [SC01]), and some terms, such as pervasive or wearable were used interchangeably with ubiquitous and mobile computing, although these are not equivalent. Lyytinen and Yoo categorize these types of computing depending on the levels of mobility and embeddedness [LY02]. The devices with high level of embeddedness are pervasive devices. Pervasive devices (high level of embeddedness) can exchange information with their environment, which in turn poses a technical challenge of organizing a dynamic computing model to interact with different environments. This imposes serious constraints on the level of mobility of such devices, which can be surmounted with further technological advances. Mobile computing, on the other hand, provides high level of mobility with computing model being approximately independent from context [LY02]. Ubiquitous computing became possible with providing location and context based services for mobile computing (such as Psiloc, ChildLocate, or MiniGPS in UK, or LoveGetty gadget worldwide) and with increased levels of mobility in pervasive devices. We categorize wearable devices as a sub-type to mobile devices, because at the current technical level they usually provide the same pre- programmed services based on the context for which they were designed and they are highly localized in terms of mobility and the range of social roles they play in interaction with humans [SC01].

Figure 2.1 Computing categories (adopted from [LY02])

Weiser considered UC mainly as what currently is seen as pervasive computing, but as wireless technology enhanced mobile capabilities, more dynamism can be embedded into mobile devices and they now can play various social roles in different contexts.

In his article Weiser described problems of technology and infrastructure in implementing UC systems, but even for the very simple prototypes of such systems used in the experiments, serious social issues emerged, including privacy and surveillance.

With further research, more social and human-computer interaction issues, have arisen

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[JR02] and the technological bias of research was criticized [AR95]. The main points of critique have been the idea of proactive nature of UC (computers prompt for user interaction basing on their logic about human concerns); the imbalance between disseminability of information and that of tangible things, which calls for use of digital surrogates of the world; time and place displacement created by use of digital surrogates and thus changing the nature of human communications. The early research in UC failed to demonstrate compelling examples of practical applications driven by human needs, rather than just technological progress. Therefore future research has taken the socio- technical perspective on UC applications [AR95, LY01]. Although some researchers emphasize that directly interacting with humans is not necessarily the focus of ubiquitous computing commercial applications [FMO02].

The matter of adoption of UC in organisations will depend on whether it can provide advantage in terms of transaction costs of conducting business in complex and uncertain environments over conventional ways of doing it, and whether members of the organisation can accept the social changes introduced by UC. This is the reason why we use two lenses to study the impact of ubiquitous computing: transaction costs and social impact perspectives. Discussing the influence of UC on organizations, we have to consider different levels of impact: work groups and teams, business processes and organizational structure, and impact on individuals.

3 Impact on groups and teams

Changes of and technological penetration into work practices of groups and teams is often justified by the increased productivity and efficiency, although we should be aware of the time needed for groups to adapt to new behaviour and work practices, and of the fact that not all changes in technology align with such notions as status and roles in the group, and group cohesion. We acknowledge that with the increasing complexity of tasks and growing uncertainty of the environment, there is an increased need for close and continuous communication between group members. This can be cost-effectively satisfied by UC technology. Complexity of communication also increases with trends towards globalisation and building virtual teams.

Based on the results of studies in global virtual team dynamics conducted from 1990 to 1998 Maznevski and Chudoba [MC00] suggest that communications and interactions technology use in a global virtual team will be shaped by the context of the task and its dimensions. They further conducted their own longitudinal 21-month empirical study and came to several conclusions. First, rich media are appropriated for communications with high-level decision processes and when complex messages need to be communicated. Second, the complexity of message increases with increasing complexity of tasks to be solved and increasing geographical, cultural and professional span between team members. Third, more frequent communication sessions will be needed for tasks with high level of interdependence. We can add that with high level of task uncertainty, task interdependence links communicate distortions to other members of the team, thus, increasing need for more complex and frequent communication sessions.

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The emerging concept of digital convergence (see [LY01]) suggests that the cost of transferring complex and heterogeneous messages falls rapidly and such messages can be communicated from any device supporting digital data format, from what, in turn, it can be inferred that UC might significantly decrease transaction costs of exchanging information in globally dispersed teams.

The other side of the medal is how changing nature of communication affects social aspects of interaction. Group activities that can be supported by UC include:

coordination of individual activities, formal and informal communications and information sharing [GR02]. Mobile devices can offer distributed and mobile meetings support, but they do not provide sufficient contextual information, which according to studies of group and organisational behaviour [HB01] accounts for significant part of human interaction. See for examples in [MC00], employees did not use the videoconferencing system appealing to the fact that it was not a means of spontaneous interaction and the quality of the system was low. The similar example is described and researched in [GR02]. Consolidating these observations with theoretical premises, we can argue that what employees referred as low-quality video was in fact a failure to transmit important contextual information, accounting for a major part of communication in complex interactions. “Not spontaneous interaction” was in fact a lack of informal communication, which fosters creation of new ideas and facilitates group cohesion and emergence of Communities of Practice to create knowledge and increase innovative capacity in organisations [BD91]. In other words, using Nonaka and Konno’s terminology, these technologies offered no support in virtualising the existing organisational “Ba” (i.e. a physical or virtual shared space, where organisational knowledge is created) [NK98]. There are also concerns about maintaining status of group members and mutual trust between them illustrated by other examples given in [GR02], which points to critical issues in group communications.

UC aims to solve the problems of transmitting context information via sensors and high quality digital surrogates of sensory information, but such digital surrogates also have problems. As described in [GR01] they alter the information transmitted and they allow it for future review in context of new situation, which changes over time, thus changing interpretation of this information.

Concluding this section, we have to admit that although UC aims to lower transaction costs in globally dispersed groups by enriching communication and enabling more frequent high-level interactions, this decrease is constrained by two issues. First issue is the high cost of establishing the infrastructure. Second issue is changing individual and group behaviours, and work and interaction practices (for example see [KS02]), which will take a significant time lag to adopt.

4 Impact on organisations

One of the main principles of ubiquitous computing is embedding pieces of memory and logic into everyday objects and letting them interact beyond the focus of human

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attention. As argued in the literature, there can be several main directions of change, brought to the organisation by applying UC.

First, UC will “transform some key characteristics of customer relationship: the role of their location, the scope of service, and its duration and frequency” [FG02], that is new types of services will emerge, that organisations can provide both to their customers and their members. Services will be provided directly through the products, rather than through abstract means of communication. This entails that products themselves will to some extent become members of the organisation, which can gather information, process it and take decisions. As Fano notes, the main driver of providing services through smart products is that organisations can “deliver the right message to the right person at the right time at extremely low cost” ([FG02] our emphasis).

However, the question of the cost of delivering a message is ambiguous, because it will take extremely high effort firstly to build the infrastructure supporting such high-level interaction (current design challenges are described in [BB02, SI02]), and secondly, to determine which exactly services to provide at which point in time, so that to maximize customer satisfaction and thus increase volume of services sold. Moreover, new methodologies of systems development have to be devised [LY01] adopting the new level of complexity in software and hardware systems, which will significantly increase indirect costs of providing new products and services. To cope with such a hyper complex task, many organisations will need to cooperate to distribute costs and benefits among themselves, and thus relative costs of providing new services will not give a sustainable competitive advantage to any one of them, although direct absolute transaction costs will decrease.

Second, embedding logic and memory into objects of real world will affect internal operations of the organisations allowing creation of “context-aware products and means of production” [FL01b]. This awareness consists of several elements incorporated in a business model enabled by ubiquitous computing (see [SS02]). These are identification of product instances, which results in status monitoring for each particular instance, location tracking and notification of events and status changes to products. Fleisch and Strassner [FL01b, SS02] emphasize automating business processes, avoiding media breaks (that is process of manual transferring or converting data from one medium to another, for example, bar-code scanning in supermarket versus radio frequency identifiers on each product, not requiring manual intervention), thus eliminating human intervention in logistic processes and even high-level supply-chain management, arguing that it will decrease error rates and increase organisational effectiveness allowing automated composition of individually customized products and complex logistics management (for example, see Chip AG case study in [FL01a]). This idea is summarized in following graph as an idea of convergence between virtual and real worlds.

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Figure 4.1 Convergence between real and virtual worlds (adopted from [FL01b]).

Following this paradigm transaction costs of producing, customizing and delivering a product will fall rapidly due to increased organisational information processing capacity.

This will push to reduce the usage and correspondingly the costs of slack resources (i.e.

tighter deadlines and budget targets, more use of JIT technologies, less buffer inventories, less support personnel) and change organisational structure [GA72] leading us to the thought that ultimately humans in organisations will be needed only for two functions: to produce business ideas and to maintain immensely complex information infrastructure. Two ideas can follow from this – that there will be an electronic market structure for business ideas and hierarchical structures to maintain technological infrastructure to implement such ideas (see [OU80]).

On the flipside, with similar changes in other organisations, the overall complexity of services and products, which organisations will have to provide to remain competitive, will hit its new maximum, thus requiring organisational structure to adopt to high levels of uncertainty, inherent to creative processes of new product development and increased dynamism of market, caused by overall trend of decreasing innovation cycles. The new levels of uncertainty and complexity will require new means of communication and new organisational forms, which Yoo and Lyytinen among other suggest to measure in terms of agility and capability to sustained innovation [YL03]. Thus costs of conducting a transaction itself will fall but costs needed to develop a new service or product will rise.

As can be seen from the paradigm of convergence between virtual and real world that the business processes, which can be initiated in ubiquitous computing environment (UCE), cannot be attributed to any particular place; the same effect can be seen in organisational processes1 [LY01]. In traditional organisations the workplace an

1 We distinguish between the notions of business processes and organisational processes in that business processes are characterised by flows of goods, documents and services,

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employee is assigned, and organisational and informational resources available to him from his workplace determine his role and status. With transition to UCE, there is no need to assign a particular workplace to an employee, only a need to design what functions and resources an employee needs to perform his tasks (“role profile” of an employee). What happens when an employee performs several roles within an organisation being, for example, a leader of two projects and a director of a department?

In extreme organisational design converges with design of its information system, hence virtualizing the organisation itself (especially if organisational structure is distributed geographically and its employees are highly mobile) and making it highly “agile” in terms of organisational change.

It may seem that such perspective makes organisational change a matter of ticking several boxes in an IS configuration software. However, political issues, status concerns and conflicts of interests will not disappear in virtual organisation, moreover, they will have a tendency to become more complicated with declining share of face-to-face communications in organisational interactions [GR02], unless UCEs can transmit same information we receive using our sensory inputs by that accomplishing merger between real and virtual worlds.

As every technology, especially, promising radical changes, UC will be successfully applied in organisations only if supported by existing culture, organisational values and other properties that reinforce technology in organisations [OR00]. For example, if there is no practice of information sharing, that is “knowledge is power” (Alpha organisation in Orlikowski’s example) then chances that UCEs are going to succeed in such organisations are rather low.

5 Impact on individuals within organisations

Constant endeavour to automate production and logistics processes by embedding logic in products and means of production themselves [SS02] will lead to further decreasing share of physical work as opposed to knowledge work in organisations. Therefore major part of influence of ubiquitous computing on workers will be reflected on knowledge workers.

As Davis notes, mobile and pervasive computing can significantly increase the availability of information to knowledge workers and the level of detail of such information (due to technical feasibility of embedding computing in products and production technologies), by this decreasing the costs of accessing any particular piece of knowledge At the same time UC can provide constant access to key decision makers, overcoming possible delays in knowledge work due to waiting for input or decisions from them [DA02].

whereas organisational processes consider people and their formal and informal roles and statuses in organizing activities at both operational and strategic levels

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Hence, UC is most likely to provide significant benefits to workers performing such activities as gathering information from heterogeneous sources, coordinating different people and distributed activities, which do not require full concentration for extended periods of times [DA02]. However, to perform work, which does require concentration without interruptions, individuals will have to adopt UC technology at a very high level, so that it disappears from the focus of their attention. For example, when one is word processing a document one usually does not concentrate on how to type words on the keyboard, or how to select formatting instructions from a dropdown menu, therefore significant effort should be put in applications design and significant time lag will be needed for new input interfaces to become commonly recognized and adopted [SI02].

This leads to the conclusion that transaction costs will first rise, reflecting the learning and adoption processes of individuals and then will start declining over time reflecting intuitive and unconscious use of new means of interacting using UC environments.

On the other hand, all the time availability will lead to a surge of distracting factors, thus leading to information overload [LY01] and requiring more effort (cost) to prioritise among tasks and focus on the most important ones. These costs are amplified by the contextual mobility factor [KS02] and that people can move between different social roles they perform, where additional information or task can require an individual to switch from one social role to another, which will entail additional transaction costs for that individual. This raises the current challenge of social ontologies and how UCEs can accommodate them [LY01], being customisable for different social roles, which an individual can perform within the organisation and outside its boundaries (when boundaries of an organisation for an individual become boundaries of role(s) he performs in that organisation).

Locational, operational and interactional aspects of individuals’ mobility [KS03]

stipulate the corresponding mobility of their profiles and information services available to them across various devices embedded in the artefacts of the environment, what in turn leads to the challenge of supporting virtual identities and profiles interplay with aspects of social contexts and correspondingly, to the task of systemizing artefacts and institutional entities in these contexts (i.e. building a social ontology) in order to provide automated or semi-automated capability of adaptation to such contexts, while keeping some contacts and services unified across contexts, thus supporting the duality of mobility of individuals. This would require significant effort from individuals to accommodate and “teach” technology (thus being hospitable to it [CI99]), moreover, to construct and institutionalise entities in the world, where physical and purely virtual properties of the artefacts are fused together.

Unintended consequences of UCE can include inappropriate or unexpected individual behaviours, such as in example, given by Jessup and Robey in [JR02], when introducing mobile check-in terminals in a European airport resulted in mobile queues of passengers following employees. Mobility of workforce eradicates usefulness of traditional performance monitoring methods and introduces new performance measures, such as connection duration, quantity of documents produced and messages exchanged as argued in [JR02], although we see these measures as highly subjective and inappropriate for measuring performance, especially for knowledge workers. On the flipside,

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insufficiently supervised and guided employees will tend to lose organizational commitment.

Generally, emerging behaviours, enabled by UC cannot be precisely predicted until UC is introduced in an organisation, thus requiring extensive testing in test beds before rolling out the complete solution.

6 Conclusion

In this paper we looked at how the adoption of ubiquitous computing influences organisations, considering in particular the issue of changing transaction costs and social impact of UC. Having considered potential impacts on several levels of analysis we came to conclusion that although UC can lower direct transaction costs for production processes and collaboration within organisation, thus increasing organisational agility and flexibility in time and space, it leads to many potential sources indirect costs and social implications for people in the organisation. Indirect costs arise from need to establish immensely complex information and communication infrastructure, the need to coordinate swarming behaviour of established systems (little research has been made in this area), and the need to rethink and change organisational form and functions.

Social implications of UC include changed work practices, increased levels of mobility, problem of information overload and conflict of social roles performed by people. One of the challenges faced by researchers is to convey important contextual information of communications between members of organisations and make it conceivable by human sensory system. There is lack of empirical studies in the field of UC, which impedes development of research methodologies to study its implications. Despite this there are several notable exceptions in both research and practitioners community, such as

“Disappearing Computer” initiative by EU (www.i3net.org/ser_pub/services/dc/), or the current initiative at the New York Stock Exchange to provide equity traders with PDAs wirelessly connected to the trading environment to augment the trading process.

Several important issues are out of the scope of this article. Among others are critical issue of privacy and surveillance associated with applying UC, military applications of UC [ML03, SC03] and the influence of new commercial and business services enabled by ubiquitous computing on the customers of such services.

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