Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 Participant-driven GSS: Quality of Brainstorming and Allocation of Participant Resources Joel H. Helquist Center for the Management of Information University of Arizona [email protected] Eric L. Santanen Department of Management Bucknell University [email protected] John Kruse Center for the Management of Information University of Arizona [email protected] Abstract This paper examines the relationship between time duration and the quality of brainstorming output. Quality of brainstorming output is operationalized using creativity and feasibility measures. Results indicate that brainstorming quality does decrease over the duration of the brainstorming session. Results also indicate the number of off-topic and nonsolution brainstorming output increases significantly over time. These findings are discussed in light of participant-driven group support systems. 1. Introduction Much research has been conducted in the collaborative domain to further understand the impacts of GSS on brainstorming and group productivity. Results have shown that as group size increases, the benefits of using GSS brainstorming techniques become more pronounced [1, 2]. Larger groups using GSS generate more ideas than groups without GSS support [3, 4]. However, existing research has not fully addressed the relationship that exists between the duration of the brainstorming session and the quality of the brainstorming output. This paper examines the impact of time on the productivity of the brainstorming process. The relationship between brainstorming productivity and time is one important factor in participant-driven group support systems (PD-GSS). 2. Participant-driven GSS Participant-driven group support systems [5] provide a framework to enable collaboration between distributed, asynchronous groups. As such, this framework lays some of the ground work for enabling large groups to be able to collaborate successfully. To achieve this end, the PD-GSS framework seeks to utilize the capacity of the human participants, as well as systems technology, to reduce the burden on the facilitator. This framework is related to the research in collaboration engineering and thinkLets [6, 7]. A thinkLet constitutes the smallest unit of intellectual capital required to create one repeatable, predictable pattern of collaboration among people working toward a goal [6, 7]. Collaboration engineering research examines different means to enable the participants in a collaborative session to execute collaborative work on their own, mitigating the dependence on an expert facilitator. The execution of a successful, asynchronous collaborative session must utilize similar techniques and methods to empower the collaborators with the ability to drive the collaborative activities and reduce the dependence on a facilitator. The terminology “participant-driven” refers to the fact that more of the evaluative and subjective tasks are completed in parallel by participants of the distributed, asynchronous collaborative session. This terminology does not imply that a facilitator is not necessary or is not utilized during the session. The role of a session administrator or facilitator to conduct basic administrative tasks is still necessary for the successful completion of the collaborative work. PD-GSS deconstructs the collaborative processes into discrete segments of work such that members of the collaborative group are able to receive and process the work units in an autonomous fashion. The framework provides an iterative, dynamic process whereby the system directs the human resources to the collaborative areas that are the most in need of work. As the users log into the collaborative session, the system directs the user to where work is needed, 1530-1605/07 $20.00 © 2007 IEEE . 1 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 depending on the overall status of the group in the collaborative process according to the set goals and parameters that are identified by the facilitator. One of the critical characteristics of the PD-GSS framework is that the collaborative activities are performed in a dynamic, asynchronous workflow. Traditionally, collaboration workflows utilize a serial process whereby participants first brainstorm, a divergent activity, followed by convergent activities, such as evaluating and ranking the brainstorming output. PD-GSS creates a workflow that is more dynamic. Participants may be placed in different collaborative modules where more resources are needed. Some participants may be brainstorming while others are working in other collaborative modules, perhaps rating or providing feedback on the brainstorming output. The collaborative modules can be viewed in terms of thinkLets. Participants are directed to the various thinkLets as needed, depending on the status of the group. In this fashion, the collaborative work is not performed in a serial, lockstep path. Instead, the workflow is adjusted according to where the resources are needed. The dynamic workflow of PD-GSS plays an important role during divergent activities, as users can be moved unilaterally to different activities within the collaborative process. One premise of the dynamic workflow, with regard to the brainstorming activities, is that the effectiveness of the divergence phase declines over time. Effectiveness is defined as the brainstorming process yielding quality brainstorming output. It seems reasonable that as the duration of the brainstorming session increases, the number of quality brainstorming responses will decline. Users may not have anything of value to contribute to the brainstorming pool and either enter “noisy” comments that are of no value to the group or sit idle at their workstations. In co-located, synchronous groups, the facilitator must deal with the “noisy” comments and the drop in productivity from idle human resources could be substantial. In an asynchronous, large group, these kinds of low-quality or no-quality output can create tremendous overhead for the group due to the sheer volume of output generated and the time required to process this additional output. With the inclusion of this noise, the group is more likely to become overwhelmed by the sheer number of ideas generated than when this noise is not present. The effectiveness and efficiency of the brainstorming session may be negatively impacted at the end of the brainstorming session as some of the participants may still have good ideas to enter while the balance of the group waits for the next collaborative activity to start. One of the goals of PD-GSS is to improve brainstorming productivity by controlling the efficient allocation of participant resources. As the quality of brainstorming decreases over time, individual participants will individually move to other activities in the collaborative process unilaterally. Eventually, the quality of the brainstorming output will reach a threshold at which point the brainstorming module is closed and all human resources are allocated to subsequent collaborative activities. The end result of the PD-GSS brainstorming design is to have a set of brainstorming output that has a higher concentration of quality content by reducing the quantity of “noisy” content [8]. GSS research has focused much attention on improving the quantity of brainstorming ideas generated during an ideation session. However, the link between quantity and quality of brainstorming is not definite. Research by Briggs and Reinig [9, 10] has shown that the causal linkage between quantity and quality indicates that there are other factors that influence the quality of the brainstorming output. The PD-GSS framework posits that as group size increases, achieving a high number of brainstorming ideas generated is not a problem. The problem is enabling the collection of quality brainstorming ideas while limiting the volume of noise present. Limiting the volume of noise in the brainstorming pool improves the ability to effectively manage the information. This paper examines the relationship between the quality of the brainstorming output and the duration of the brainstorming session. This research aims to provide some validation of the PD-GSS design to move participants to other activities when brainstorming productivity declines. 3. Brainstorming quality This paper utilizes two dimensions to analyze the quality of the brainstorming output, creativity and feasibility. These two dimensions have been used to operationalize quality in previous research on brainstorming quality [11, 12]. Creativity refers to the extent to which an idea is out of the ordinary or novel. Feasibility refers to the extent to which an idea can be implemented, given the necessary contextual constraints of the environment. Additional facets of idea quality have been proposed and researched [10, 13]. These include such things as effectiveness and magnitude of impact. However, for the purposes of this initial exploration into idea quality over time, we will limit the analysis to the two facets creativity and feasibility. 3.1 Hypotheses 2 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 Exploration of the effects of time passage on brainstorming quality has received little attention in the literature. However, it seems reasonable that the quality of brainstorming will decrease over time for several reasons. The following section outlines the literature and the reasons for the decline in brainstorming quality. According to the Cognitive Network Model of Creativity [14], one of the variables affecting the creation of creative ideas is the cognitive load of the participants. As the cognitive load of the participants increases, the ability to be creative and identify quality solutions decreases as the capacity to process new ideas is reduced. According to Brigg’s Focus Theory [9, 15], participants in the collaborative session have finite attention resources that can be applied to fulfilling the required task. Thus, as cognitive load increases, the resources available to be creative and generate quality brainstorming ideas is reduced. During the brainstorming activities, groups generate large quantities of brainstorming ideas that must be processed cognitively by the group. As time passes, this list grows larger and larger. This growing body of brainstorming ideas can be construed as an increasing cognitive load on the idea generation process. While viewing participant’s brainstorming ideas can lead to novel insight and innovative ideas, the effort required to read and process all of the brainstorming ideas may begin to overwhelm participants, reducing the quality of the ideas. Likewise, the cognitive effort required increases as time passes as each participant must process all of the current ideas in an effort to avoid duplication of brainstorming ideas. Participants spend time analyzing what has been previously submitted, consuming cognitive resources and potentially reducing the quality of the ideas that are generated. We therefore hypothesize the following: H1: The quality of the solutions generated during brainstorming activities will decline as a function of time. Thus, this research explores this issue with the intent of guiding further research in this area and development in GSS that is able to monitor the idea quality and to shift participants into new activities when brainstorming quality does not meet a certain threshold. Also, in order to investigate the robustness of the quality performance of the brainstorming groups, two different tasks were used, each representing different task types (open versus closed ended problems). This leads us to the first exploratory research question. RQ1: Does the type of task (open ended versus closed ended) impact the quality of brainstorming output over time? To further increase the robustness of the findings, two different brainstorming techniques were examined (free versus directed brainstorming). This leads to the second research question. RQ2: Does the type of brainstorming technique (free versus directed) impact the relationship between time and the quality of brainstorming output? 4. Research methods This section describes the subjects, technology, dependent and independent variables that were employed during the present investigation. 4.1 Subjects and technology Two hundred forty four subjects from upperdivision management information systems courses at a large public university participated for course credit. The subjects were randomly arranged into groups consisting of four individuals each. Each group was randomly assigned to one of two experimental conditions (discussed below); each condition used one of two experimental tasks (also discussed below). The facilitators read from a prepared script to greet and introduce the subjects to the computer equipment. Subjects were subsequently instructed on the use the electronic brainstorming (EBS) tool of GroupSystems for Windows, Work Group Edition v2.1 and were lead through a “warm up” EBS exercise that lasted approximately five minutes. The EBS software was configured such that each interactive group of four subjects had five brainstorming discussion sheets on which to record their solutions to the problem task. Setting up one more sheet than there are members in the group insured that each member would always be able to exchange their current sheet for a new sheet after contributing their solution. 4.2 Experimental tasks Two hypothetical problem tasks were employed for this research: the Gompin Crisis task and a variant of the School of Business [16] task. In the Gompin Crisis task, a small island nation in the middle of the Pacific Ocean has been devastated by a typhoon. As a result of the extensive infrastructure damage, 35,000 residents of the Gompin capital are facing a life 3 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 threatening situation because they have been left without drinkable water for several days. A limited number of resources are available for disaster relief efforts; however, there are not enough resources to supply drinking water to all of the residents of the capital. The infrastructure damage left in the wake of the typhoon has placed severe constraints upon the relief efforts. In this task, the subjects are instructed to generate solutions that will provide drinkable water to the residents of the capital within a 48 hour period. The School of Business task represents a fictitious situation at a large public university. The subjects are instructed to generate solutions to a problem represented by an interconnected set of symptoms, such as limited physical resources, poor quality teaching, students who are ill prepared, limited computer resources, and declining reputation of the school. The Gompin task is an open-ended problem; the participants need to think of ways to solve a given problem that does not have just one predetermined solution. The School of Business task, however, has a more narrow solution space than does the Gompin task, but it is presented in a manner that obscures the actual source of the symptoms represented in the problem task. insure that the groups gave consideration to each of the relevant sub-dimensions of the problem. Prior work by Gettys, Pliske, Manning, & Casey [17] indicate that subjects routinely overlook as much as 80% of the solution space while problem solving. Further research [18] also indicates that drawing specific attention to sub-dimensions of the solution space may be an effective method to increase both the quantity and quality of solutions that are generated. Thus, guided by the work of Couger [19], a series of 20 directed brainstorming prompts were derived for each of the problem tasks (four analogously worded prompts from each of the following five criteria). These problem dimensions derive from criteria for evaluating ideas in a creative problem solving setting [19]. For the Gompin Crisis task, important solution criteria are those that: 1. provide sufficient water to the capital 2. can be implemented quickly 3. can be implemented inexpensively 4. are easy to implement 5. use a small quantity of equipment to implement Correspondingly, important solution criteria for the School of Business task are those that: 4.3 Brainstorming procedures In the first experimental treatment (which used the FreeBrainstorming thinkLet), each member interacted only with the other members of the group while brainstorming. Instead of using Osborn’s four rules for brainstorming (which were intended for verbally interactive groups), subjects using FreeBrainstorming followed an alternative set of instructions. The subjects each submitted one solution to the task at hand to “seed” the process. The EBS software then automatically exchanged the participant’s sheet for another sheet. For each subsequent solution, the subjects were instructed to read and interact with the solutions contributed by other members of their group in one of three ways: 1. Expand on the solution, adding details. 2. Argue with the solution. 3. Contribute a completely new solution. Groups in the second experimental treatment (which used the DirectedBrainstorming thinkLet) used the same EBS software as groups in the FreeBrainstorming treatment, however, the interaction procedure varied. Rather than having the subjects work on their own, a facilitator read a series of directed brainstorming prompts to the groups every two minutes. These prompts were intended to help 1. solve the problems faced by the school of business 2. can be implemented quickly 3. can be implemented inexpensively 4. are easy to implement 5. are acceptable to each of the groups in the business school These directed brainstorming prompts were simultaneously read aloud and displayed on a large public screen in the front of the room. Subjects were instructed to listen to the prompt, type in a corresponding solution, exchange their electronic sheets, and then read the new solutions appearing on the newly exchanged sheets. One of the features of the EBS software allowed each solution to be time stamped and sequentially numbered, thus facilitating a detailed analysis of the resulting data. Using two different brainstorming techniques (free brainstorming and directed brainstorming) and two different experimental tasks provided a mechanism to explore the robustness of the research findings. 4.4 Dependent variables To examine brainstorming productivity, following variables were utilized: the 4 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 • Quantity of off-topic comments: Off-topic comments are comments that are not relevant to the problem solving task. Examples from the school of business task include contributions such as “I don’t know” and “I am out of ideas.” • Creativity score: Each solution was individually scored for creativity (using a five-point Likert scale where 1=not creative and 5=very creative) by four experts. In the Gompin task, four disaster relief specialists from the American Red Cross with an average of 15.4 years of experience rated the comments. For the School of Business task, by four university administrators with an average experience of 17.6 years rated the comments. Interrater reliabilities for creativity ranged from 0.834 to 0.910 across tasks and are significant at the 0.001 level. The individual creativity scores from each of the experts were then averaged so that each solution had a corresponding mean creativity score. The following is one example of a highly creative solution for the school of business task: “The Business School could develop and sell software in order to generate money to contribute towards rising education costs.” • Technical Feasibility score: Each solution was individually scored for technical feasibility (using a five-point Likert scale where 1=not feasible and 5=very feasible) by the experts. Interrater reliabilities for technical feasibility ranged from 0.805 to 0.904 across tasks and are significant at the 0.001 level. The individual feasibility scores from each of the experts were then averaged so that each solution had a corresponding mean feasibility score. The following is one example of a highly feasible solution taken from the school of business task: “Make the results of the student evaluations count for more by offering incentives to the professors and TAs who consistently get high ratings from the students.” 5. Results Analysis of brainstorming productivity over time was broken down into three categories: creativity ratings, feasibility ratings, and the number of off-topic and non-solution outputs. below. Results are presented 5.1 Creativity ratings A linear regression was performed on the creativity ratings from the Gompin task (with free brainstorming and directed brainstorming data combined) to investigate the relationship between time duration and creativity. The results showed that a linear relationship does exist [F(1,1388)=43.096, p<0.001]. The slope of the regression function is -.031 [t=6.563, p<0.001]. The Y intercept of the regression function is 2.76 [t=51.290, p<0.001]. The regression r-squared value was .030. There exists a significant, negative relationship between time duration and creativity ratings. As time increases, creativity declines. However, time duration explains little of the variance in creativity. See Figure 1. 3.4 Average rating • Quantity of non-solutions: Non-solutions are on-task comments that do not directly state a course of action that is useful in resolving the problem at hand. These types of output include such things as agreeing with a solution already entered by another subject or seeking clarification. Examples from the Gompin data set include contributions such as “good idea” and “thanks.” 2.4 1.4 1 3 5 7 9 11 13 15 17 19 Two-minute time segment Figure 1: Average creativity rating by time segment - Gompin Similar analysis was conducted on a divided Gompin data set to examine the data by treatment. In the FreeBrainstorming condition, the results showed that a linear relationship does exist [F(1,177)=7.698, p<0.05]. The slope of the regression function is -.032 [t=-2.774, p<0.05]. The Y intercept of the regression function is 2.632 [t=19.359, p<0.001]. The regression r-squared value was .042. Data from the DirectedBrainstorming condition showed similar results, that a linear relationship does exist [F(1,1389)=43.069, p<0.001] between creativity and duration of the brainstorming session. The slope of the regression function is -.031 [t=-6.563, p<0.001]. The Y intercept of the regression function is 2.758 [t=51.290, p=0.000]. The regression r-squared value was .030. For the School of Business task, the same regressions were performed. The results showed that a linear relationship does exist [F(1,1343)=44.529, p<0.001] between creativity and duration of the brainstorming session. The slope of the regression 5 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 3.4 Average Rating explains very little of the variance in creativity. See Figure 3. 3.4 Average rating function is -.030 [t=-6.673, p<0.001]. The Y intercept of the regression function is 2.740 [t=51.709, p=0.000]. The regression r-squared value was .032. Like the Gompin data, there exists a negative relationship between time duration and creativity ratings. See Figure 2. 2.4 2.4 1.4 1 3 5 7 9 11 13 15 17 19 Two-minute time segment 1 3 5 7 9 11 13 15 17 19 Two-minute time segment Figure 2: Average creativity rating by time segment - School of Business Analysis by treatment was conducted on the School of Business data. In the FreeBrainstorming condition, no significant linear relationship exists between creativity and passage of time [F(1,187)=0.003, p=0.957]. In the DirectedBrainstorming condition, a linear relationship exists [F(1,1155)=49.412, p<0.001]. The slope of the regression function is -.0346 [t=-7.029, p<0.001]. The Y intercept of the regression function is 2.804 [t=47.619, p<0.001]. We can see from these regression analyses that the overall creativity ratings decline over time, with the exception of the FreeBrainstorming condition for the School of Business Task. Specifically, in the Gompin task, creativity ratings decline by 22% over the 40 minute brainstorming period. In the school of business scenario, the creativity ratings also decline by 22% over the duration of the brainstorming session. 5.2 Feasibility ratings Linear regression was performed on the Gompin feasibility scores to examine the relationship between time duration and feasibility scores. The results showed that a linear relationship does exist [F(1,1388)=94.587, p<0.001]. The slope of the regression function is -.041 [t=-9.726, p<0.001]. The Y intercept of the regression function is 2.52 [t=51.841, p<0.001]. The regression r-squared value was .064. There exists a significant, negative relationship between time duration and feasibility ratings. As time increases, feasibility scores decline. However, as with creativity ratings, time duration Figure 3: Average feasibility ratings by twominute time interval - Gompin Analysis of each treatment was performed using the same procedures. In the FreeBrainstorming condition, a linear relationship exists [F(1,177)=19.383, p<0.001]. The slope of the regression function is -.053 [t=-4.403, p<0.001]. The Y intercept of the regression function is 2.963 [t=30.729, p<0.001]. The regression r-squared value was .099. In the DirectedBrainstorming condition, the results showed similar results, that a linear relationship does exist [F(1,1389)=94.587, p<0.001]. The slope of the regression function is -.041 [t=9.726, p<0.001]. The Y intercept of the regression function is 2.525 [t=51.841, p=0.000]. The regression r-squared value was .064. For the School of Business task, the same regression on feasibility was performed. The results showed that a linear relationship does exist when the data are combined [F(1,1343)=71.902, p<0.001]. The slope of the regression function is -.035 [t=-8.480, p<0.001]. The Y intercept of the regression function is 2.40 [t=49.633, p<0.001]. The regression r-squared value was .051. Like the Gompin data, there exists a negative relationship between time duration and feasibility ratings. See Figure 4. 3.4 Average Rating 1.4 2.4 1.4 1 3 5 7 9 11 13 15 17 19 Two-minute time segment 6 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 The analysis was repeated by treatment for the School of Business task. In the FreeBrainstorming condition, no linear relationships was found [F(1,187)=1.955, p=0.164]. In the treatment condition, a linear relationship was found between feasibility and the passage of time [F(1,1155)=84.665, p<0.001]. The slope of the regression function is .041 [t=-9.201, p<0.001]. The Y intercept of the regression function is 2.45 [t=46.014, p<0.001]. The regression r-squared value was .068. The regression analyses indicate that the overall feasibility ratings decline over time, again, with the exception of the FreeBrainstorming condition for the School of business task. Specifically, in the Gompin task, feasibility ratings decline by 33% over the 40 minute brainstorming period. In the school of business scenario, the feasibility ratings decline by 29% over the duration of the brainstorming session. 5.3 Off-topic and non-solutions To analyze the impact of the passage of time on the quantity of off-topic comments and non-solutions, a regression analysis was performed on the combined data (FreeBrainstorming and DirectedBrainstorming) for each task. For the Gompin task, the results showed that a linear relationship does exist between time duration and the quantity of off-topic and nonsolutions [F(1,18)=70.169, p<0.001]. The slope of the regression function is 0.401 [t=8.389, p<0.001]. The Y intercept of the regression function is .791 [t=1.381, p=0.184]. The regression explains 79.6 percent of the variance [r-squared = 0.796] in the relationship between the frequency of non-solution and off topic comments and time duration. Each successive two-minute interval increased the frequency of off-topic and non-solutions by approximately 0.4 percent (see Figure 5). The data was analyzed by treatment in the same manner. In the FreeBrainstorming condition, the same linear relationship was observed [F(1,18)=25.977, p<0.001]. The slope of the regression function is 0.695 [t=5.097, p<0.001]. The Y intercept of the regression function is 5.847 [t=3.577, p<0.05]. The regression explains 59.1 percent of the variance [r-squared = 0.591]. In the DirectedBrainstorming condition, the same results were observed. A linear relationship existed between time and the number of off-topic and non-solutions [F(1,18)=70.043, p<0.001]. The slope of the regression function is 2.032 [t=8.369, p<0.001]. The Y intercept of the regression function is 3.810 [t=1.310, p=0.207]. The regression explains 79.6 percent of the variance [r-squared = 0.796]. Regression analysis was also performed on the combined data from the School of Business task. A linear relationship exists between time and the frequency of off-topic and non-solutions [F(1,16)=71.916, p<0.001]. The slope is 0.715 [t=8.480, p<0.001]. The Y intercept of the regression function is -2.50 [t=-2.536, p=0.032]. This regression function explains 81.8 percent of the variance [rsquared = 0.818] in the relationship between the frequency of non-solution and off topic comments and time duration. Like the Gompin scenario, each successive time interval increased the frequency of off topic and non-solutions by approximately 0.7 percent (see Figure 6). 14.0 12.0 10.0 Percent Figure 4: Average feasibility ratings by twominute time interval - School of Business 8.0 6.0 4.0 2.0 0.0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Two-minute time segment 12 Figure 6: Percentage of off-topic and nonsolutions for the School of Business task 10 Percent 8 6 4 2 0 1 3 5 7 9 11 13 15 17 19 Two-minute time segment Figure 5: Percentage of off-topic and nonsolutions for the Gompin task The regression analysis was also conducted on the School of Business task by treatment. The results are consistent with the previous findings. In the FreeBrainstorming condition, a linear relationship exists F(1,18)=14.588, p<0.001]. The slope of the regression function is 0.379 [t=3.819, p<0.05]. The Y intercept of the regression function is 5.22 [t=4.287, p<0.001]. The regression explains 46.2 percent of the variance [r-squared = 0.462]. In the 7 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 DirectedBrainstorming condition, similar results were observed. A linear relationship existed between time and the number of off-topic and non-solutions [F(1,18)=101.391, p<0.001]. The slope of the regression function is 1.784 [t=10.069, p<0.001]. The Y intercept of the regression function is -6.218 [t=2.858, p<0.001]. The regression explains 85.6 percent of the variance [r-squared = 0.856]. Overall, in the Gompin task, the percentage of offtopic and non-solutions increases 465% from the beginning to the end of the task. In the school of business task, the percentage of off-topic and nonsolutions increases 573% over the 40 minute time interval. 6. Discussion Hypothesis 1 predicted that the quality of the brainstorming ideas generated by the group declines as a function of time. Significant linear relationships were identified in both the Gompin and the School of Business tasks, indicating a negative relationship between brainstorming quality and time. Overall, both experimental tasks showed evidence of a decrease in brainstorming quality over the duration of the task, lending support for the hypothesis. Research question 1 examined the impact of the type of task (closed versus open-ended) on the decline in brainstorming quality. The overall analysis reveals that both closed and open-ended tasks yield similar results. In our experiment, both tasks exhibited declining quality as a function of time. Research question 2 examined the impact of free brainstorming versus directed brainstorming to see if both treatments exhibited the same characteristics with regards to brainstorming quality over time. The data from the two tasks provides support for the idea that both forms of brainstorming are susceptible to declining brainstorming quality over time. The exception to these results is that both creativity and feasibility results from the School of Business task show no linear relationship at all with the passage of time in the FreeBrainstorming session. This finding suggests that perhaps some characteristic of either the School of Business task itself (a closedended task) or the FreeBrainstorming methodology is responsible for this outcome. Clearly, further research is needed to help discover the cause of this interesting outcome. These results provide some empirical support for the notion that brainstorming quality tends to decline as a function of time and that this phenomenon is fairly robust. The effects hold across different contextual tasks as well as types of brainstorming methods. These results support the notion of a Participant-driven GSS workflow, whereby the participants are able to work dynamically, in different collaborative modules. As the quality of the brainstorming ideas declines, users are able to contribute in other ways. In this manner, the volume of off-topic and non-solutions is reduced and the group is not forced to deal with the overhead that they incur. 7. Conclusion The results from this paper provide support for the premise that the creativity and feasibility of brainstorming input decreases over time while the number of off-topic and non-solutions increases. These results highlight some important ideas for both facilitators as well as GSS designers. First, the results underscore the importance of the facilitator or meeting leader selecting an appropriate length of time for brainstorming. Depending on the context of the meeting, proximal versus distributed and synchronous versus asynchronous, the volume of noisy input may be a serious detriment to the group’s productivity. For the GSS designers, the decrease in the quality of brainstorming output illustrates the need for a mechanism in the collaborative software to monitor the brainstorming process and the ratings of the ideas generated. This monitoring could be a system-based mechanism that possesses a threshold to close down brainstorming activities after a certain level of quality is breached. Likewise, the facilitator of the group could monitor the brainstorming ratings of the group and be able to manually control the number of participants that are able to still brainstorm, moving other participants to different activities where their resources can be utilized more effectively. Significant research needs to be conducted to further explore the implementation of these options in a GSS as well as understanding their impacts on the collaborative process and outcome. Shifting users to subsequent activities when the threshold is crossed could be accomplished in two ways. First, once a certain level is reached, no participants are allowed to enter any new brainstorming ideas. The users’ screens would automatically be transitioned to a different collaborative activity. Alternatively, the number of participants could be gradually phased out. In this scenario, participants may be given the option to enter a new brainstorming idea if they feel they have something of value to contribute. If the participant does not have any new brainstorming ideas to enter, the system will direct the participant to another activity. One interesting prospect associated with this 8 Proceedings of the 40th Hawaii International Conference on System Sciences - 2007 is to perform ongoing analysis of user contributions throughout the brainstorming session. The system could analyze the participants to identify those that have provided or are providing brainstorming output that is rated highly and those that are not. The system could be set to automatically identify and move these less productive brainstorming participants to other activities where they could be more productive. More research is needed to further examine these potential scenarios. 8. References [1] Fjermestad, J. and Hiltz, S. 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