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Ulm University | 89069 Ulm | Germany Faculty of
Engineering and
Computer Science
Institute of Databases and
Information Systems
Influence of Psychological Distance
on Process Modeling:
A Gamification Approach
Master Thesis at Ulm University
Submitted by:
Michael Zimoch
Reviewer:
Prof. Dr. Manfred Reichert
Dr. Vera Künzle
Supervisor:
Jens Kolb
2015
Version June 10, 2015
c
2015 Michael Zimoch
This work is licensed under the Creative Commons. Attribution-NonCommercial-ShareAlike 3.0
License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/de/
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T
EX 2ε
Abstract
Nowadays, Business Process Management (BPM) has progressed significantly and
established itself as an important management concept for enterprises. For creating
efficient and effective business processes enterprises have given process models a high
priority. A well-documented business process is intended not only to describe a proce-
dure in detail, but serves as a foundation for further actions such as process automation,
improving process performance, and the identification of potential consequences as
well as the quickness to respond for changes. To this end, it is important to ensure
that process models represent the corresponding real world business processes as
accurately as possible. In turn, a not proper described business process may lead to
ineffectiveness, costs, and even losses. Hence, a focus is set on the quality, granularity
as well as structure of process models. By now, numerous guidelines exist for creating
correct and sound process models in respect to their quality, granularity, and resulting
structure. However, hardly research addresses cognitive aspects when creating process
models. Thereby, cognitive aspects are of particular importance for creating and under-
standing process models.
This thesis contributes insights from a controlled experiment investigating the influence
of psychological distance on the process of process modeling. More precisely, the effects
of social distance of a process designer to the modeled domain has on the creation
of process models are evaluated. In this context, the recent and emerging trend of
gamification is applied. Therefore, gamification in a 3D virtual world is used to enhance
the effects of social distance and for a better reflection of a real world problem.
The final results obtained from the experiment do not agree with the theory. In particular,
significant differences between low and high social distance with respect to process
model quality, granularity, and structure are observed but are contrary to the stated
goal of the experiment. Hence, the findings underline the importance of understanding
the effects of cognitive aspects on the process of process modeling. However, the
results may provide valuable incitements for enterprises to compose adequate teams for
creating or optimizing business process models.
iii
Acknowledgments
First and foremost, I share the credit of my work with my supervisor Jens Kolb for his
invaluable assistance, support, and guidance.
My sincere thanks goes to my first reviewer Prof. Dr. Manfred Reichert. Our cooperation
was truly an inspiring experience. I would also like to express my very great appreciation
to my second reviewer Dr. Vera Künzle.
My thanks go to all participants and assistants who helped in the development of this
work.
Special thanks goes to my friends Michael, Bernd, Wolfgang, Sebastian, Drazen,
Raphael, Christoph, Kevin, and Thinh for their advice and unaffordable moral support.
A very special thanks goes to the probably best bug tester in the world. My beloved
girlfriend Kristina.
Last, but not least, I would like to thank my parents Heinrich, Mariola, my siblings Martin
and Annemarie. Her encouragement and support was in the end what made this thesis
possible.
v
Contents
1 Introduction 1
1.1 Motivation.................................... 1
1.2 Contribution................................... 3
1.3 StructureoftheThesis............................. 4
2 Fundamentals of Construal Level Theory 5
2.1 LevelofConstrual ............................... 5
2.2 Psychological Distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3 Introduction on Gamification, Virtual World, and 3D Warehouse Scenario 9
3.1 Gamification .................................. 9
3.2 VirtualWorld .................................. 10
3.3 3D Warehouse Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
4 Experiment Planning and Definition 19
4.1 GoalDefinition ................................. 20
4.2 ContextSelection................................ 22
4.3 Hypotheses Formulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.4 ExperimentSetup ............................... 25
4.5 ExperimentDesign............................... 31
4.6 Risk Analysis and Mitigations . . . . . . . . . . . . . . . . . . . . . . . . . 34
5 Experiment Operation 37
5.1 Experiment Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
vii
Contents
5.2 ExperimentExecution ............................. 39
5.3 DataValidation................................. 40
6 Experiment Analysis and Interpretation 43
6.1 Analysis of Raw Data and Descriptive Statistics . . . . . . . . . . . . . . . 44
6.2 DataSetReduction .............................. 49
6.3 HypothesisTesting............................... 49
6.4 Summary and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7 Related Work 55
8 Conclusion 59
A Evaluation and Task Sheets 73
B Demographic Questionnaire 77
C Game Questionnaire 85
D Raw Data 89
E Experimental Results 99
F Detailed Results of Hypothesis Testing 113
viii
1
Introduction
1.1 Motivation
In todays world,
process models
are crucial and have become indispensable for process-
oriented enterprises. Current enterprise repositories comprise large process model
collections [
76
]. Thereby, process models vary in respect to their
quality, granularity
as well as
process model structure
and, hence, their
usefulness
. A
high quality
of
process models, however, is crucial for any enterprise in order to guarantee their proper
use. Therefore, it is important to focus on well-designed process models for a better
comprehension of the complex business processes within an enterprise. Further, well-
designed process models serve to increase the transparency of business processes as
well as the efficient placement of functions, roles, and interfaces. As a prerequisite for
the later use, the respective process model should reflect its corresponding real world
1
1 Introduction
business process at the right level of granularity and in sufficient detail [63].
In this context, considerable work exists that presents criteria for suitable process
models and addresses also comprehensibility issues [
57
,
60
]. Modeling guidelines (e.g.,
Guidelines of Process Modeling (GoM)
,
Seven Process Modeling Guidelines (7PMG))
exist, which support process designers in creating process models of high quality
[
6
,
59
]. Thereby, hardly work exists evaluating the
process of process modeling
[
68
]
from a cognitive point of view and their effects on the resulting process models [
25
,
26
].
However, if we do not understand the cognitive aspects affecting process model quality,
granularity, and structure, process modeling projects might not deliver the required
results or even fail.
In this context, a fundamental factor presumably influencing the
process of process
modeling
is the
social distance
[
90
].
Social distance
is addressed by the
Construal
Level Theory (CLT)
and constitutes an important part of
psychological distance
[
88
]. In
particular, studies have shown that human thinking and acting are strongly influenced
by psychological distance [
89
]. According to CLT, we can only experience the
here and
now
, and, hence, we form an abstract mental construal of distant objects [
89
,
90
]; e.g.,
when thinking about a music festival we plan to visit, it is important to know which bands
will be playing, but details about the trip are not in our mind set yet. In turn, just before
the festival takes place, it will be important for us to know with whom to visit the festival
or how to get there, i.e., planning is done at a more fine-grained level.
Similarly, in the
process of process modeling
, various actors having different distance
to the modeled business process and its environment may be involved. While certain
process models are designed by people directly participating in the respective business
processes, others are modeled by external consultants or people from organizational
units (e.g., the quality assurance department) not involved in the process, i.e., people
having a
high social distance
to the process. A relevant question in this context is how
social distance influences the process of process modeling.
2
1.2 Contribution
1.2 Contribution
Taking CLT as theoretical basis, previous experiment has shown that there exists a corre-
lation between the psychological distance (i.e., social, spatial, temporal, and hypothetical
distance) and their influence on the resulting process models [
41
,
99
]. In particular,
the results show a significant influence of psychological distance on the quality and
granularity of the resulting process models. Among all distances, the social distance
showed very significant results. For that reason and to get more adequate as well as
profound insights, the focus is set only on the social distance in the experiment.
The goal of the experiment is to investigate the influence of social distance on the process
of process modeling. Therefore, we adopt a new approach:
gamification
. The use of
gamification
is a recent and emerging trend in a non-game context [
67
,
81
]. Gamification
uses techniques from gaming to affect people improving their enthusiasm for "boring
activities". In conjunction with process modeling new opportunities are created; e.g.,
facilitating the introduction of new processes within an enterprise using game-based
thinking. The techniques of gamification are used to enthrall and engage process de-
signers for business processes in a more enjoyable way than a formal instruction. This,
in turn, has implications on the resulting process models with respect to their quality,
granularity, and structure [83].
For the experiment, the concept of gamification is used in a 3D virtual world to convey
the social distance to subjects (i.e., participants in an experiment) of the experiment.
For this intention, a warehouse scenario in a 3D virtual world environment is developed.
In this environment, one group of subjects are able to replay an
order processing in
a warehouse
. A second group watches passively the same warehouse scenario in a
video. Afterwards, both groups are asked to model the respective scenario based on
their own experience. Through conveying the social distance by means of playing and
watching the influence of the social distance on the process of process modeling can be
evaluated.
3
1 Introduction
1.3 Structure of the Thesis
The structure of this thesis is as follows:
Section 2 introduces the Construal Level Theory and the psychological distance in
detail. Gamification, virtual world, and the development of the 3D warehouse scenario
is described in Section 3. Section 4 presents the experiment planning and definition.
Experiment operation, which includes preparation, execution, and data validation is
introduced in Section 5. Analysis and interpretation of the results including descriptive
statistics and visualization of data, hypothesis testing as well as summary and discussion
of the results are presented in Section 6. Finally, Section 7 discusses related work and
Section 8 summarizes the thesis.
The general process of the experiment is illustrated in Figure 1.1.
Experiment
Planning
&
Definition
Section 4 Section 5 Section 6 Section 7 & 8
Experiment
Operation
Analysis
&
Interpretation
Related
Work
&
Conclusion
Introduction
Psy. Distance
&
Gamification,
Virtual World
Section 2 & 3
Figure 1.1: Experiment Process
4
2
Fundamentals of Construal Level Theory
The main focus in this thesis is on the
social distance
. However, for a better under-
standing of the latter the basics of the
Construal Level Theory
and its properties are
presented. Section 2.1 describes the
level of construal
. Section 2.2 introduces the
psychological distance
and their related distances, i.e.,
social, spatial, temporal
, and
hypothetical distance.
2.1 Level of Construal
Construal Level Theory (CLT)
is a social-cognitive theory in
social psychology
intro-
duced by [
89
] describing the effects of
psychological distance
on objects or events. The
fundamental idea is, which is already proved empirically [
88
], increasing psychological
distance affects the mental representation of objects or events. This influence on the
5
2 Fundamentals of Construal Level Theory
perception has a strong impact on actions and thinkings of an individual. For example,
moving house to a distant location in a distant future evokes general thoughts and
actions; e.g. starting a new life, searching new friends. The same event happening in a
near location and near future evokes more detailed thoughts and actions; e.g. moving
box packs, register the residence [93].
Strangers, distant locations, past events - everything that is distant from us creates a
more abstract reflection. The reason behind this effect is the
level of construal
. The
level
of construal
describes how individuals interpret and perceive objects in surrounding [
89
].
Increasing psychological distance affects cognitive abilities of an individual and, thus,
leads to a change in perception of objects or events.
Therefore, CLT describes two different levels of thinking:
high-level construal
and
low-
level construal
.
High-level construals
are abstract, coherent, and superordinate repre-
sentations, compared to
low-level construals
. The further away an object or event is the
more we think in high-level construals and, on the other side, the smaller the distance
the more we think in low-level construals. For example, from a distance we see the
forest (i.e., high-level construal) and as we get closer, we see the trees (i.e., low-level
construal) [
89
]. These two aspects are influenced by
psychological distance
, which is
introduced in the following.
2.2 Psychological Distance
A basic aspect of CLT is the
psychological distance
. While, for example,
objective
distance
describes the quantitative and in real world existing spatial distance of an
object or event to someone, the psychological distance describes feelings, thinkings,
and emotions in relation to an object or event. If an individual shall estimate the distance
between two distant locations, then one location is perceived as further away.
6
2.2 Psychological Distance
For example, individuals shall estimate the distance between a city and four other cities.
Two of them are in the same federal state and the other two cities are in different federal
states. Distance of the four cities to the marked city is always the same. The results
show that cities in foreign federal states are perceived more distant and are consequently
estimated as further away [13].
An object or event is defined as
psychological distant
, when it is not experienced phys-
ically. Objects or events, which are not experienced in the
here and now
, must be
constructed mentally. Therefore, psychological distance is separated into several subdis-
tances, i.e.,
social, spatial, temporal
, and
hypothetical distance
are being considered as
most important and are explained in the following [47].
Social Distance:
Experiences and decisions which are not self-experienced as well
as the relation to other individuals are
social distant
. For example, choosing a more
distant seat from another individual is taken to reflect social distance [
65
]. The way
how an individual decides for himself or for others is also affected by social distance.
An example are results of [
72
]: An individual expects more negative activities from
others than from himself. The results are in accordance with CLT. With increasing social
distance evaluation for distant individuals takes place at a more abstract information
level [90].
Spatial Distance: Spatial distance
refers to objects and events happening at another
physical location. Events that take place at, for example, another country are described
more abstract by individuals as if they occur in the same country. Studies show that
individuals interactions between two or more individuals are described more detailed if it
takes place at a nearby location. On the other hand, descriptions are more abstract if
interactions are spatial distant [27].
Temporal Distance: Temporal distance
deals with events on a temporal perspective.
When an individual thinks about temporal distant objects or events they are perceived
more abstract. Studies have shown, how individuals deal with temporal distance [
17
]. In
this context, individuals have to categorize several items for an event happening in the
near or distant future. If the event takes place in the near future, more categories are
described in detail. A more distant event results in fewer, course-grained categories [
46
].
7
2 Fundamentals of Construal Level Theory
We retain the possibility of better planning to react against unexpected events in a distant
future. For this reason, our actions are specified more abstract. On the other hand, our
actions must be prepared more detailed for events happening in the near future.
Hypothetical Distance: Hypothetical distance
accrues when an individual thinks about
unreal or unlikely events but also worthwhile or elaborate situations. A study dealing
with hypothetical distance is the following: as part of a contest, several prices are offered
to individuals. These prices are either highly attractive but hard to win or less attractive
but easy to win. It was shown that for highly attractive prices individuals are willing to
take more effort to win. The other way around, for less attractive prices is the effort
correspondingly low [88].
For a better understanding, Figure 2.1 summarizes the concept of CLT and the different
distances (i.e., social, spatial, temporal, and hypothetical distance) up.
With increasing psychological distance perceived objects and events are more abstract
in our mental representation. Although this leads to the fact that our actions and thoughts
are more general but lacks on accuracy. On the contrary, lower psychological distance
wages to a sophisticated but limited scope.
Social
Spatial
Temporal
Hypothetical
?Workmate
Workplace
Tomorrow
Lucrative
Superior
Foreign Office
Elaborate
Psychological
Distance !
Next Year
Figure 2.1: Psychological Distance
8
3
Introduction on Gamification, Virtual
World, and 3D Warehouse Scenario
Section 3.1 introduces gamification with its essentials and principles. An introduction
to virtual world is presented in Section 3.2. The implementation and application of
gamification in the context of our experiment as well as the process and progressive
development from concept to realization of the 3D warehouse scenario is presented in
Section 3.3.
3.1 Gamification
Engaged and motivated employees are more productive and more valuable for enter-
prises [
9
,
97
]; e.g., improved operational efficiency, increased quality in work. A variety
9
3 Introduction on Gamification, Virtual World, and 3D Warehouse Scenario
of methods and possibilities exist to engage employees and boost their productivity
as well as creativity [
30
,
31
]. Currently, a promising trend for increasing motivation
is
gamification
[
52
].
Gamification
is a concept that uses techniques from gaming and
integrates them in a non-game context to engage and motivate people (i.e., employees)
in a rather enjoyable way. Studies have already shown and proven the effectiveness of
gamification in a non-game context [
1
,
29
]. Thereby, the formula for an effective use
of gamification is straight forward: take an existing set of activities (e.g., banking or
administrative work) and apply rather simple and inconspicuous game techniques or
game elements like a set of game rewards in form of points; e.g., leveling or badges.
As a consequence, the work will become automatically less boring and more enjoyable,
thus resulting in higher efficiency [
87
,
98
]. Among existing methods and approaches,
the use of gamification promises new possibilities to engage and increase the motivation
of employees [
19
]. Hence, more and more enterprises recognize the value and potential
of gamification and move towards a gamified direction for more effectiveness and higher
positive outcomes [
32
,
38
]. Further, process-oriented enterprises make use of gami-
fication and its benefits by identifying new modeling strategies for process modeling;
e.g., translate the enthusiasm for play into workplaces [
20
]. Aside the use in enterprises,
gamification is becoming widely used in education, politics, and healthcare [
40
,
44
,
50
].
3.2 Virtual World
A
virtual world
, also known as
virtual reality
, is a computer-based simulated environment,
using the metaphor of the real world but without its physical limitations [
4
]. Thereby, a
virtual world can reflect the reality or a fantasy world; e.g., a fable world. However, a
virtual world is restricted to the laws and possibilities a developer of a virtual world deter-
mines. Individuals interact in this simulated world as textual, two, or three-dimensional
avatars
(i.e., created character in a virtual world) with each other or the environment, thus
experience a
degree of telepresence
, i.e., experience of presence in a remote location
[
16
,
79
]. Among others, the best-known virtual worlds are the massive multiplayer online
role-playing game
World of Warcraft
and the massive multiplayer universe
Second Life
[
8
,
48
]. Nowadays, the use of virtual worlds has proven its worth and has become an
10
3.3 3D Warehouse Scenario
important tool in education, entertainment, a laboratory for collaborative work, and an
appropriate instrument to present the real world in a simplified form [
21
,
37
]. Moreover,
the use of virtual worlds has proved to be a effective means for process modeling. Hence,
virtual worlds increase collaboration and consensual development of process models
and provide easy to understand and rich visualizations for process model elicitation, thus
improving the mutual understanding between stakeholders [12].
3.3 3D Warehouse Scenario
For the experiment, we want to make use from the benefits of gamification in a virtual
world in the context of process modeling. Therefore, relative to a real world process,
a simple scenario about an
order processing in a warehouse
is contrived. The entire
process takes place in a full 3D virtual environment with aspects of gamification; e.g.,
exploring (i.e., learn more about the virtual construct) and puzzle elements (i.e., motivate
subjects to solve a problem).
Firstly, by means of using gamification in a virtual world, we want an adequate reflection
of the real world problem; secondly, an increase in the motivation of subjects; and thirdly,
an enhancement of the effects of social distance, thus leading to an increase in the
quality, granularity, and structure of resulting process models.
As described in Section 2.2, experiences and decisions which are not self-experienced
are social distant. In other words, procedures or decisions where one is not actively
participating are, according to CLT, psychological distant, and in this regard social distant.
Hence, the idea evolved to create a manner in which a low as well as high social distance
is experienced. Therefore, to create a low and a high social distance, one group is
actively involved in the process while another group only has a passive position (cf.
Section 4.4). As a consequence, since the passive group has no possibility to intervene
in the process, they are confronted with a higher social distance than the active group
because the procedures and decisions in the scenario are not self-experienced.
11
3 Introduction on Gamification, Virtual World, and 3D Warehouse Scenario
In the following, the order processing in the warehouse scenario is introduced.
The scenario starts in the office of the warehouse. First of all, an order must be taken
from the table which provides information about what and which items need to be
processed. According the order, the following six items must be processed by the
subjects as shown in Table 3.1.
Item Quantity
Headphone 3
Smartphone 8
Display 2
Playstation 4 Console 3
Drone 2
Supersized Teddy Bear 1
Table 3.1: Items
At the storage racks, the subjects have the choice to get the items either with the forklift
or the automatic picking system. Since the forklift can carry only one pallet at a time the
items must be collected in a sequential order. The automatic picking system comprises
several grappler allowing to collect all items separately or at once. Afterwards, items are
disclosed at the collection point and must be checked for completeness. The next step
is to pack the items in appropriate boxes and, thereafter, the boxes are palletized. After
placing each box on a respective pallet, the subjects have the choice how to transport the
pallets to the shipping area either by using the forklift or the automatic loading system.
As before, the forklift can transport the pallets only sequentially while the automatic
loading system takes care of everything automatically. The distinguish feature of the
automatic loading system is that the subjects can print the required delivery documents
(i.e., bill of delivery and pallet receipts) in parallel. The latter is not possible when using
the forklift. Thereafter, the pallets are labeled with the printed pallet receipts and are
loaded on the trailer with the forklift. At the end, the bill of delivery is placed in the trailer
and doors are closed.
Hereafter, the entire order processing in the warehouse scenario is presented and
summarized as corresponding process model in Figure 3.1 and 3.2.
12
3.3 3D Warehouse Scenario
Take Order
Check
Available
Picking
Possibilities
Get and
Deposit
Drones
Get and
Deposit
Supersized
Teddy Bear
Use Automatic Picking System
Choose
Picking
Method
Get Everything
at Once
Get
Headphones Get Displays
Get
Supersized
Teddy Bear
Get Drones
Get
Smartphones
Get
Playstation 4
Consoles
Check and
Count
Headphones
Check and
Count
Smartphones
Check and
Count
Displays
Check and
Count
Playstation 4
Consoles
Check and
Count Drones
Check and
Count
Supersized
Teddy Bear
Use Forklift
At Once
Separate
Get and
Deposit
Displays
Get and
Deposit
Headphones
Get and
Deposit
Playstation 4
Consoles
Get and
Deposit
Smartphones
Take Three
Medium Boxes
Take Two
Small Boxes
Take One
Large Box
Packaging of
Headphones
Packaging of
Smartphones
Packaging of
Drones
Packaging of
Supersized
Teddy Bear
Packaging of
Displays
Packaging of
Playstation 4
Consoles
+
+
+
+
+
+
+++ + + +
X
+
+
X
X
X
A
Figure 3.1: Process Model of the Warehouse Scenario - Part 1
13
3 Introduction on Gamification, Virtual World, and 3D Warehouse Scenario
Check
Available
Transport
Possibilities
Label Pallet 1
Label Pallet 2
Label Pallet 3
Label Pallet 4
Put Bill of
Delivery in
Trailer and
Close Doors
Palletize
Smartphones
Palletize
Playstation 4
Consoles
Palletize
Headphones
Palletize
Drones
Palletize
Displays
Palletize
Supersized
Teddy Bear
+
Start Loading
Sequence
Print Bill of
Delivery Print Pallet
Receipts
Transport
Pallet 2 to
Shipping Area
Transport
Pallet 1 to
Shipping Area
Transport
Pallet 4 to
Shipping Area
+
Print Bill of
Delivery Print Pallet
Receipts
Use Automatic Loading System
Use Forklift
Transport
Pallet 3 to
Shipping Area
Load Pallet 2
into Trailer
Load Pallet 1
into Trailer
Load Pallet 3
into Trailer
Load Pallet 4
into Trailer
+
+
+
+
+
+
+
+
++++ + +
X
X
A
Figure 3.2: Process Model of the Warehouse Scenario - Part 2
14
3.3 3D Warehouse Scenario
As introduced in Section 3.1, a fundamental component of the experiment is to simu-
late a social distance which the subjects can perceive. Therefore, for perceiving a low
social distance, a warehouse scenario in a 3D virtual world environment is developed.
For implementing the respective 3D scenario several game engines are considered;
e.g.,
CryEngine
,
Unreal Engine
[
15
,
22
]. Finally, we have decided that
Unity
meets all
necessary requirements; e.g., integration with native code, deployment, and documen-
tation.
Unity
is a game development platform including a game engine and integrated
development environment to create interactive 3D and 2D content [
91
]. Besides a wide
dissemination and a great community, it also offers a wide range of useful extensions.
After some considerations about the type and genre of the warehouse scenario, we have
come to the conclusion that a simple
point and click scenario
is suitable for the experi-
ment. We contend that a point and click scenario is appropriate for subjects because it
can be learned quickly and easily within minutes and without any foreknowledge.
Afterwards, initial concept drawings and documents are made which described the game-
play, features, and appearances. Based on the initial concepts, the first scenario objects
(e.g., pallets, crates) and a rough draft of the warehouse surroundings are created.
Figure 3.3 shows a part of the warehouse surrounding, i.e., storage racks.
Figure 3.3: Storage Racks
Most scenario objects and graphics are designed and created within Unity but the
possibilities are very limited. Therefore, the external tool
Blender
is used for the design
15
3 Introduction on Gamification, Virtual World, and 3D Warehouse Scenario
and creation of objects and graphics [
7
].
Blender
is a free and open-source 3D computer
graphics software for creating animated videos, visual effects, models, and interactive
applications.
For further assistance during the implementation, the extensions
Adventure Creator
and
Playmaker
are applied [
35
,
36
].
Adventure creator
is a feature-packed 2D and 3D
adventure scenario creation kit which provides useful features and functionalities for
creating a point and click scenario.
Playmaker
adds a powerful visual state machine
editor to Unity for the making of A.I. behaviors, animation graphs, and interactive objects.
The first playable prototype containing only a single scene (i.e., empty warehouse) acted
as a proof-of-concept for testing and adding of features.
For better control, test, and overview a modular programming approach is chosen.
Therefore, the whole implementation is separated into several independent modules and
each module represents an area of the scenario. In total, there are seven modules in the
respective scenario and for each module the necessary aspects (i.e., functions, items,
scenario objects) are implemented separately. Upon completion and successful testing
of each single module, all modules are combined. Table 3.2 and Figure 3.4 are showing
all seven modules and the final layout of the warehouse as well as the chronological
progress through the areas of the 3D scenario.
3 Introduction on Gamification, Virtual Worlds and 3D Warehouse Scenario
Table 3.2: Modules
For further assistance during the implementation, the extensions
Adventure Creator
and
Playmaker
are applied [
36
,
35
].
Adventure creator
is a feature-packed 2D and
3D adventure game creation kit which provides useful features and functionalities for
creating a point and click game.
Playmaker
adds a powerful visual state machine editor
to Unity for the making of A.I. behaviors, animation graphs and interactive objects. The
first playable prototype containing only a single scene (i.e., empty warehouse) acted as a
proof-of-concept
for testing and adding of features. For better control, test and overview
a modular programming approach is chosen. Therefore, the whole implementation is
separated into several independent modules and each module represents an area of
the scenario. In total, there are seven modules in the scenario and for each module the
necessary aspects (i.e., functions, items, game objects) are implemented separately.
Upon completion and successful testing of each single module, all modules are combined.
The final layout of the warehouse scenario with all seven modules is shown in Table 3.2
and Figure 3.4.
No. Module
1 Office 1
2 Storage Racks
3 Collection Point
4 Packaging Area
5 Palletizing Area
6 Office 2
7 Shipping Area
235
4 6
7
1
Figure 3.4: Modules and Layout
16
Figure 3.4: Layout
Module No.
Office 1 1
Storage Racks 2
Collection Point 3
Packaging Area 4
Palletizing Area 5
Office 2 6
Shipping Area 7
235
4 6
7
1
Afterwards, all dialogues and dialogue options are written. Dialogues serve as instruc-
tions for subjects and are pointing out what needs to be done next. For further assistance
and to make navigation easier, static cameras are already pointing in the direction the
subjects need to move for the next step, i.e., field of view is defined and cannot be
changed. For interactions (e.g., take order, use forklift) so-called interactions points are
16
3.3 3D Warehouse Scenario
implemented and highlighted while hovering with the mouse-cursor and are initiated
by pressing the left mouse button. Additionally, to counteract the language barrier and
other linguistic problems, all texts in the scenario are available in English and German
language. Before the scenario is going gold (i.e., final scenario build), an extensive test
phase is carried out to fix bugs and to remove uncertain instructions.
Figure 3.5 shows the graphical user interface of the final 3D warehouse scenario. The
graphical user interface is kept deliberately simple to avoid potential misunderstandings
and problems. All items collected during gameplay (e.g., order, items, pallets) are stored
and displayed in the inventory bar on the top of the screen (1). Additional accessories
and interior are placed in the warehouse to create and improve an immersive virtual en-
vironment, i.e., created perception in a non-real world (2). The avatar provides subjects
with informations and instructions about what needs to be done next and is controlled
with the mouse (3). As explained above, interactions are performed by clicking on
interaction points (4).
3.3 3D Warehouse Scenario Implementation
implemented and highlighted while hovering with the mouse-cursor and are initiated
by pressing the left mouse button. Additionally, to counteract the language barrier and
other linguistic problems all texts in the scenario are available in English and German
language. Before the game is going gold (i.e., final game build), an extensive test phase
is carried out to fix bugs and to remove uncertain instructions.
Figure 3.5 shows the graphical user interface of the final scenario. The graphical user
interface is kept deliberately simple to avoid potential misunderstandings and problems.
All items collected during gameplay (e.g., order, items, pallets) are stored and displayed
in the inventory bar on the top of the screen (1). Additional accessories and interior are
placed in the warehouse to create and improve an immersive virtual environment, i.e.,
created perception in a non-real world (2). The controllable avatar provides subjects with
informations and instructions about what needs to be done next (3). As explained above,
interactions are performed by clicking on interaction points (4).
1
3
4
2
Figure 3.5: Graphical User Interface
17
17
4
Experiment Planning and Definition
An experiment is conducted to investigate the effects of
psychological distance
(i.e.,
social distance) on the process of process modeling and resulting artifacts.
The implementation of an experiment is not trivial and requires a proper arrangement in
order to guarantee that data obtained is valid and risks are minimized. Therefore, the
experiment planning and definition strongly considers recommendations given in [
95
] to
guarantee the validity of the results.
First, the definition of
why
the experiment is carried out is given and thereupon follows
the instruction of how the experiment is performed.
Section 4.1 explains the context of the experiment and define its goal. Section 4.2
introduces the context selection. The hypotheses considered for testing are introduced
in Section 4.3. Experimental setup is described in Section 4.4. The experiment design is
explained in Section 4.5. Section 4.6 discusses factors threatening the validity of results.
19
4 Experiment Planning and Definition
Figure 4.1 gives an overview on the structure of this section.
Figure 4.1: Experiment Planning and Definition
4.1 Goal Definition
In enterprises, process models are either created by in-house teams or external consul-
tants. Respective process designers are responsible for interviewing process participants
and capturing gathered knowledge in process models. However, these process design-
ers are often not directly involved in the business process to be documented; e.g.,
they may be a staff member of the quality assurance department. In other cases, due
to limited resources, enterprises assign such modeling tasks to external consultants
[
73
,
86
]. For want of information, the risk involved here is that resulting process models
may differ a lot and the documentation of the real world business process is flawed and
inadequate. However, it is not well understood and still unclear how such an increased
psychological distance, in our context the social distance, affects the quality, granularity,
and structure of process models. To close this gap, this thesis investigates the following
fundamental research question:
Is the process of process modeling, i.e., the quality, granularity, and structure of
process models resulting from it, affected by the social distance process designers
have on respective business processes?
20
4.1 Goal Definition
Despite the large number of research on process model quality [
42
,
54
,
59
,
64
,
84
],
granularity [
33
,
45
], and structure [
55
,
70
] hardly research considering the cognitive
aspects in the context of process modeling exist [
24
,
25
,
26
,
62
]. In particular, it is not
well understood how and if cognitive aspects actually lead to minor process model quality
(i.e., deficiencies regarding syntactic, semantic, pragmatic, and perceived quality), and
how they impact granularity and structure of process models. Until now, it has been
shown that there exists a correlation between the psychological distance (i.e., social,
spatial, temporal, and hypothetical distance) and their influence on the resulting process
models [
41
,
99
]. Continuing the previous experiment, the emphasis is one aspect of
the psychological distance: the
social distance
. According to CLT, however, existing
social distance
to objects influences the way we act and, therefore, presumably also
impacts the way how process models are created. Based on a controlled software
experiment, this thesis investigates the influence social distance has on the
process of
process modeling
and its
outcomes
. The experiment varies social distance with the use
of gamification in a 3D virtual world to learn whether social distance has any influence
on the quality and granularity as well as structure of the resulting process models.
A proper experiment definition in information system research ensures a safe implemen-
tation of an experiment and minimizes or even eliminates potential risks threatening the
experiment. As a starting point, for goal definition of the experiment, we use the
Goal
Quality Metric (GQM) proposed in [5] defined as follows:
Object of Study:
The
objects of study
are resulting process models created by subjects
of the experiment while confronting different social distances.
Purpose:
The
purpose
of the experiment is to evaluate the resulting process models
with respect to the influence of social distance on the process of process modeling.
Quality Focus:
The main effect studied in the experiment is the
level of construal
. To
measure the level of construal the focus is set on the
quality, granularity
, and
structure
of each resulting process model.
Perspective:
The
perspective
is set from the point of view of researchers. We want to
find out if there are any differences in the process models confronting different social
distances.
21
4 Experiment Planning and Definition
Context:
The experiment is conducted at the Institute of Databases and Information
Systems at Ulm University. Students and research assistants with basic and advanced
knowledge in process modeling are invited. The study is conducted as a
single object
study
and can be judged as being a
randomized, blocked, and balanced single factor
experiment [95] (cf. Section 4.5).
The focus is set to the measurement of the level of construal of each process model and
is defined in Table 4.1 as goal definition template:
Analyze process models
for the purpose of evaluating
with respect to their level of construal
from the point of view of researchers
in the context of students and research assistants.
Table 4.1: Goal Definition Template
4.2 Context Selection
Obviously, the most significant results of an experiment are achieved in a
practical
environment
with trained and professional employees. However, it is not reasonable
to perform an experiment in a practical environment. A practical environment involves
unsuspected risks and, therefore, it is advisable to perform an experiment in a
controlled
environment
, which is comparable to a practical environment, i.e., enclosure in which
measures are taken to provide an environment that meets certain requirements. On
the one hand, this option reduces the risks of an experiment and, on the other hand, it
reduces the emerging costs performing an experiment [95].
Our experiment participate students and research assistants in a controlled environment
and, hence, is run
off-line
, i.e., not in a practical environment. Therefore, not much effort
is needed for creating and defining the environment in which the experiment is run. The
experiment provides an insight to the research question (cf. Section 4.1) and, thus, may
serve as a foundation for further experiments. In addition, the results can be transferred
to a practical environment and the experimental context provides other researchers with
excellent opportunities to replicate the experiment.
22
4.3 Hypotheses Formulation
4.3 Hypotheses Formulation
The
hypothesis
describes in concrete terms what are the intentions of an experiment.
Therefore, a hypothesis has to be clearly and unambiguously stated. In this context, two
types of hypotheses have to be formulated: null hypothesis and alternative hypothesis.
Null Hypothesis H0
describes the assumption that no effects or differences between
an old (
µold
, i.e., expected value of the old approach) and new approach (
µnew
, i.e.,
expected value of the new approach) exist in the experimental setting. Initially, the null
hypothesis is assumed to be true and the experiment tries to reject or disprove it. The
only reason for differences in observations are coincidental, i.e., H0:µold =µnew
Alternative Hypothesis H1
is exactly the opposite of the null hypothesis and describes
the existence of an association between research question and obtained experimental
results. It is typically what the researcher wants to show, i.e., H1:µold < µnew
Based on the goal of our experiment (cf. Section 4.1), the following hypotheses are
derived: The experiment investigates whether
social distance
(i.e., low (
µ1
) and high
(
µ2
)) influences the
level of construal
during the
process of process modeling
and, thus,
the quality, granularity, and structure of the corresponding process model. In total, we
have derived seven hypotheses: four referring to the quality dimensions (i.e.,
syntactic,
semantic, perceived
, and
pragmatic quality
), one referring to the
level of granularity
, one
referring to the process model structure, and one referring to additional factors:
Does social distance lead to an increase of the
syntactic quality when modeling a process?
H0,1
: There are no significant differences in the syntactic quality when
modeling processes with low social distance. H0,1:µ2=µ1
H1,1
: There are significant differences in the syntactic quality when
modeling processes with low social distance. H1,1:µ2< µ1
23
4 Experiment Planning and Definition
Does social distance lead to an increase of the
semantic quality when modeling a process?
H0,2
: There are no significant differences in the semantic quality when
modeling processes with low social distance. H0,2:µ2=µ1
H1,2
: There are significant differences in the semantic quality when
modeling processes with low social distance. H1,2:µ2< µ1
Does social distance lead to an increase of the
perceived quality when modeling a process?
H0,3
: There are no significant differences in the perceived quality when
modeling processes with low social distance. H0,3:µ2=µ1
H1,3
: There are significant differences in the perceived quality when
modeling processes with low social distance. H1,3:µ2< µ1
Does social distance lead to an increase of the
pragmatic quality when modeling a process?
H0,4
: There are no significant differences in the pragmatic quality when
modeling processes with low social distance. H0,4:µ2=µ1
H1,4
: There are significant differences in the pragmatic quality when
modeling processes with low social distance. H1,4:µ2< µ1
Does social distance lead to an increase of the
level of granularity when modeling a process?
H0,5
: There are no significant differences in the level of granularity
when modeling processes with low social distance. H0,5:µ2=µ1
H1,5
: There are significant differences in the level of granularity when
modeling processes with low social distance. H1,5:µ2< µ1
Does social distance lead to an increase of the
process model structure when modeling a process?
H0,6
: There are no significant differences in the process model struc-
ture when modeling processes with low social distance.
H0,6
:
µ2=µ1
H1,6
: There are significant differences in the process model structure
when modeling processes with low social distance. H1,6:µ2< µ1
24
4.4 Experiment Setup
Does social distance lead to an increase of the
additional factors when modeling a process?
H0,7
: There are no significant differences in the additional factors when
modeling processes with low social distance. H0,7:µ2=µ1
H1,7
: There are significant differences in the additional factors when
modeling processes with low social distance. H1,7:µ2< µ1
Additionally to introduced hypotheses, the following factors need to be considered when
planning an experiment, i.e., type-I-error, type-II-error, and power.
Type-I-Error
: Rejecting the null hypothesis although it is in fact true is called a
type-I-
error. P(type-I-error) = P(reject H0|H0is true)
Type-II-Error: The second type of error is not to reject the null hypothesis although the
alternative hypothesis is true. This kind of error is called a type-II-error.
P(type-II-error) = P(not reject H0|H0is false)
Power
: The
power
of a statistical test is used to indicate the probability of rejecting the
null hypothesis and the alternative hypothesis is true.
Power = P(reject H0|H0is false) = 1 - P(type-II-error)
Therefore, it is generally advisable to choose a statistical test with a high power as
possible to reduce the probability of a wrong assumption (cf. Section 6.3).
4.4 Experiment Setup
Based on the goal definition template (cf. Table 4.1), this section describes
subjects
,
objects,factor and factor levels, and response variables of our experiment.
Selection of Subjects:
Since it is not possible to evaluate the entire desired population
it is required to select a representative sample group. This enables to reason for the
whole population. A sample group is also known as a defined collection of
subjects
(i.e.,
participants in an experiment) with similar properties [23]. Ideally, process designers in
enterprises are modeling experts. Typically they only obtain basic training and, hence,
25
4 Experiment Planning and Definition
have limited process modeling skills [96].
Therefore, the selected subjects are students and research assistants. Any student and
research assistant with basic and advanced knowledge of process modeling in general
and about Business Process Model and Notation (BPMN) is able to participate.
Selection of Objects:
After selecting subjects, the
objects of the study
have to be
selected. The objects are the entities that are studied in the experiment.
The object of study are the resulting process models of each subject using process
modeling language
Business Process Model and Notation 2.0 (BPMN 2.0)
[
66
] (cf.
Section 4.1). To ensure familiarity and competence of subjects and to ensure that
differences in quality, granularity, and structure of process models are not caused due to
a lack of familiarity, but rather due to differences in social distance, we choose an easy
and understandable scenario, i.e., order processing in a warehouse (cf. Section 3.3).
We created task descriptions in two versions reflecting different social distances (cf.
Appendix A). One group is directly involved in the process while the other group is only
indirectly involved. More precise, subjects dealing with low social distance are playing the
warehouse scenario and, on the other hand, subjects dealing with high social distance
are watching the warehouse scenario in a video. The description of the task is rather
abstract and short to give subjects the possibility to model it as detailed as they like.
Factor and Factor Levels: Factor
and
factor levels
of an experiment are an important
consideration since they manipulate and control effects in the experiment. Generally, a
factor is divided into two or more factor levels and these factor levels have an influence
on the response variables.
The factor considered in our experiment is the
social distance
. Factor levels are
low
social distance
and
high social distance
and can be manipulated and controlled by
varying the distance: i.e., modeling the order processing in a warehouse either based on
the playable 3D scenario (i.e., low social distance) or video (i.e., high social distance).
As described in Section 3.3, in the context of our experiment, aspects of gamification
in a 3D virtual world are used to emerge a low social distance. Therefore, in order to
ensure the effects of social distance (cf. Section 2.2), subjects have full control and
freedom of choice about the process and decisions. Subjects dealing with high social
distance are watching the warehouse scenario in a video. Therefore, they have no
26
4.4 Experiment Setup
possibility of intervening and need to adopt a passive position. In our view, a passive
participation without the option of intervening will emerge a high social distance as
opposed to an active participation. Unlike the playable scenario, subjects only perceive
one way through the scenario and therefore have no freedom of choice. Hence, in
the warehouse scenario there are two main decisions, i.e., forklift or automatic picking
system and forklift or automatic loading system (cf. Section 3.3). Thereby, in the video
only the same decisions are used. For getting the ordered items from the storage racks
the forklift is used and for transporting the palletized items to the shipping area the
automatic loading system is used. The other decisions are mentioned but never used.
Response Variables: Response variables
can only be measured or observed and
must depend on the factor levels. A change in the factor levels lead to a change in
the response variables. The choice of response variables determine the measurement
scales and range of variables (i.e., categorical or continuous) and are used later for
evaluation. The choice of the appropriate statistical test depends on the basis of the
chosen measurement scales and range of variables.
As response variable, we consider the
level of construal
which cannot be directly mea-
sured. Considering the level of construal, everything being distant from us is created
more abstract (cf. Section 2.1). Hence, we assume that the level of construal impacts
quality, granularity, and structure of the resulting process models. Therefore, statistical
methods as well as an established analysis framework to measure the quality of process
models are applied [
43
]. Additionally, we identify the level of granularity and analyze the
process model structure using process metrics proposed in [56].
We assume that high social distance may lead to course-grained, more abstract, and
imprecise process models (i.e., reflecting a low process model quality, level of granularity,
and process model structure), while low social distance may result in more fine-grained
and precise process models (i.e., reflecting a high process model quality, level of granu-
larity, and process model structure). An adapted
semiotic theory framework
is used to
determine
process model quality
[
49
]. The latter is characterized by the following four
dimensions: syntactic, semantic, pragmatic, and perceived quality.
27
4 Experiment Planning and Definition
The
syntactic quality
of a process model is measured by counting the number of syntac-
tical errors (i.e., syntactical rule violations) of the applied modeling language, i.e., BPMN
2.0 [66].
The
semantic quality
is subdivided into the aspects
correctness, completeness, rele-
vance
, and
authenticity
of a process model.
Correctness
expresses that all elements
in the process model are correct and relevant to the business process.
Completeness
implies that no correct and relevant elements are missing in the final process model.
Further,
relevance
connotes that all elements in the process model are relevant for
the business process. In contrast to completeness, superfluous elements are also
considered. Finally,
authenticity
expresses that the chosen representation gives a true
account of the domain. In general, semantic quality is determined on a 7-point Likert
scale ranging from strongly disagree (0) to strongly agree (6).
The
pragmatic quality
describes the process model comprehension and is measured by
the
level of understanding
. Therefore, a 7-point Likert scale ranging from very hard to
understand (0) to very easy to understand (6) is applied.
Finally,
perceived quality
depends on the degree to which a subject agrees with the
resulting process model [
78
]. Therefore, the following questions are used as proposed
in [77]:
1. Does the final process model agree with your view of business process?
2. Are there significant aspects that are missing in the final process model?
3. Does the final process model describe the business process accurately?
4. Are there any serious mistakes in the final process model?
5. Would you have done the final process model in a different way?
Derived from the questions above, perceived quality can be further subdivided into
agreement, missing aspects, accurate description, mistakes
, and
satisfaction
.
Agree-
ment
expresses to which degree the process model matches with the real world business
process. Missing aspects rates whether significant aspects are missing in the resulting
process model. In turn,
accurate description
expresses how accurate the process model
matches the real world business process.
Mistakes
corresponds to the subject rate
28
4.4 Experiment Setup
indicating whether there are serious mistakes in the resulting process model. Finally,
satisfaction
expresses the degree of satisfaction a subject has with his process model.
The questions are put after the modeling task to score each question on a 5-point Likert
scale ranging from strongly disagree (0) to strongly agree (4).
Level of granularity
is measured by the complexity of the resulting process models.
Therefore, the
number of activities, gateways, nodes, edges
, and
elements
as well as
the number of possible execution paths are counted.
Process model structure
is analyzed with a set of process metrics presented in [
56
,
60
,
75
]. These process metrics consists of four determinants, i.e.,
separability, sequentiality,
cyclicity
, and
diameter
. Therefore, we consider a process model to be a kind of graph G
= (N,E) with at least three node types
N=TSJ
, i.e.,
tasks T
,
splits S
,
joins J
, and
edges EN×N.
Separability: Π
is defined as the ratio of the number of cut-vertices (i.e., a node whose
deletion separates the process model into multiple components) to the total number
of nodes in the process model. An increase in
Π(G)
should imply a decrease in error
probability of the process model [56].
Π(G) = |nN|n is cut vertex|
|N| 2
Sequentiality:
The degree to which the model is constructed of pure sequence tasks.
Sequentiality
Ξ
relates edges of a sequence to the total number of edges in a process
model. An increase in
Ξ(G)
should imply a decrease in error probability of the process
model [56].
Ξ(G) = |eE|e(T×T)|
|E|
29
4 Experiment Planning and Definition
Cyclicity: |NC|
gives the number of nodes on cycle and cyclicity
CY CG
relates it to
the total number of nodes in a process model. An increase in
CY CG
should imply an
increase in error probability of the process model [56].
CY CG=|NC|
|N|
Diameter:
Describes the length of the longest path from a start node to an end node in
the process model [75].
Moreover,
number of modeling steps
and
modeling duration
are taken into consideration.
Further, we determine
mental effort
for creating a process model and
naming
of each
process model activity. Mental effort is rated on a 7-point Likert scale ranging from
extreme low mental effort (0) to extreme high mental effort (6). Activity naming is
rated on a 3-point Likert scale ranging from normal detailed (0) to complex detailed (2).
Therefore, we consider each label of an activity of the process models and evaluate the
level of detail.
Summarizing all the above, each process model of the subjects is reviewed for their
respective quality level, level of granularity, structure, and the additional factors. These
criteria are used later to determine whether the two different social distances (i.e., low
and high) have an influence on the process of process modeling. Figure 4.2 provides a
brief overview of the factor, factor levels, and variables in a research model.
Psychological Distance
F: Syntactic Quality
O: No. of Syntactical Errors
Quality
F: Theoretical Factor
O: Operationalization of Factor
F: Semantic Quality
O: Correctness
Authenticity
Relevance
Completeness
F: Perceived Quality
O: Agreement
Missing Aspects
Accurate Description
Mistakes
Satisfaction
Granularity
F: Granularity
O: No. of Activities
No. of Gateways
No. of Nodes
No. of Edges
No. of Elements
No. of Execution Paths
F: Social Distance
O: Level of Social Distance Structure
F: Structure
O: Sequentiality
Separability
Cyclicity
Diameter
F: Pragmatic Quality
O: Level of Understanding
Additional Factors
F: Additional Factors
O: No. of Modeling Steps
Modeling Duration
Naming
Mental Effort
Legend:
Figure 4.2: Research Model
30
4.5 Experiment Design
4.5 Experiment Design
After formulation of hypotheses and definition of the experimental setup an appropriate
experiment design has to be determined. An experiment design describes the structure
and progress of an experiment. The selection of an unsuitable experiment design could
cause erroneous data or lead to a failure of the experiment. There are three general
principles that must be guaranteed for a correct experiment design.
Randomization
:
Randomization
is a principle based on chance by which subjects are
assigned. By randomization an uniform distribution between subject groups can be
achieved. In our experiment, we assign each subject into one of two groups, i.e., low or
high social distance. Assigning subjects to groups, randomization is used.
Blocking
: In each experiment, undesired effects may occur that probably have an effect
on subjects. Hence, if there are no interests in these effects, a principle called blocking
can be used. Therefore, the subjects are grouped into two blocks, i.e., one dealing with
low social distance and one dealing with high social distance.
Balancing
: When investigating differences between two subject groups, it is desired
to use a balanced design, i.e., each group has an equal number of subjects. Thus, we
avoid imbalance between groups for each social distance in our experiment.
Summarizing, we use a
randomized, blocked
, and
balanced single factor experiment
.
Further, the study is characterized as a
single object study
in terms of the number of
subjects and objects. In particular, among all subjects, a single object study is conducted
on a single subject and a single object [
95
]. Figure 4.3 illustrates the chosen experiment
design.
Scenario
(Low Social
Distance)
n Subjects Factor
.
.
.
Subject 1
Subject n/2
Task
Subject
Group 1
Process Model
Object
.
.
.
Video
(High Social
Distance)
.
.
.
Subject n/2
Subject n Process Model
.
.
.
Subject
Group 2
Subject n/2+1
Figure 4.3: Experiment Design
31
4 Experiment Planning and Definition
Instrumentation:
For measuring of response variables it is essential to apply an ade-
quate
instrumentation
to guarantee that collected and analyzed data is valid. Obviously,
instrumentations shall not influence the outcome of the experiment, but rather provide
means for performing and to monitor it, without affecting the control of the experiment.
For the 3D warehouse scenario (i.e. low social distance), the respective application built
in Unity is used (cf. Section 3.3). Hence, the entire scenario is realized in this application.
After the respective scenario, the latter shuts itself down and the subjects continue to
use the provided experimental platform.
For the other part of the experiment (i.e., high social distance), a video of the warehouse
scenario is captured. For video capturing the tool
ActivePresenter
is used [
3
].
ActiveP-
resenter
is a desktop-camcorder for capturing videos or creating presentations and
screencasts. To capture the respective scenario in a video, the scenario is played while
the tool is recording in the background. Likewise in the playable variant, to counteract
the language barrier and other linguistic problems, the video is recorded in English and
German language. Further, to ensure that subjects catch every action and text, the play
of the scenario is slowed down and sufficient pauses are integrated. For video playback
any media player is suitable. Therefore, we use the free and open-source
VLC Media
Player [92].
Afterwards, the
Cheetah Experimental Platform (CEP)
is used by both groups [
68
]. CEP
is developed to foster experimental research on business process modeling. CEP allows
creating process models as well as integrating questionnaires. In particular, CEP is able
to record every modeling step, i.e., timestamps, type of modeling action, and duration.
Before modeling any task, a
questionnaire
(cf. Table 4.2) must be filled out by subjects to
characterize them and the individual skill levels. Subsequently, a second
questionnaire
for the purpose of gathering information about the subjects gaming experience needs to
be answered (cf. Table 4.3).
The subjects use the modeling environment of CEP to resolve the modeling task of the
warehouse scenario. All modeling actions plus modeling duration and needed modeling
steps are logged and stored separately in a database. After modeling the task, subjects
which played the scenario need to answer which decisions they made while playing the
respective scenario, i.e., choosing forklift or automation systems (i.e., automatic picking
32
4.5 Experiment Design
system and automatic loading system) (cf. Table 4.4). For evaluation of experimental
results we use the admin environment of CEP with assistance of a self-developed evalu-
ation sheet (cf. Appendix A). The individual evaluation points are described in Section
4.4.
Question Possible Answers
Which description matches best your current work status? Student, Academic, Professional
What is your gender? Male, Female, Other
Course of studies User-Defined Text
Overall, I am very familiar with the BPMN. 7-point Likert scale1
I feel very confident in understanding process models created with the BPMN. 7-point Likert scale1
I feel very competent in using the BPMN for process modeling. 7-point Likert scale1
How many years ago did you start process modeling? User-Defined Text
How many process models have you analyzed or read within the last 12 months User-Defined Text
How many process models have you created or edited within the last 12 months? User-Defined Text
How many activities did all these models have on average? User-Defined Text
How many work days of formal training on process modeling User-Defined Text
have you received within the last 12 months?
How many work days of self education have you made within the last 12 months? User-Defined Text
How many months ago did you start using BPMN? User-Defined Text
Table 4.2: Demographic Questionnaire
Question Possible Answers
Are you familiar with video games? 7-point Likert scale1
Which platform do you prefer for playing video games? Platform2
What is your favorite video game genre? Genre3
How many hours per week do you spend playing video games? User-Defined Text
Table 4.3: Game Questionnaire
Question Possible Answers
At the first choice, have you chosen the Picking System or the Forklift? Picking System, Forklift
(If you watched the video, please choose the Forklift)
At the second choice, have you chosen the Loading System or the Forklift? Loading System, Forklift
(If you watched the video, please choose the Loading System)
Table 4.4: After Game Questionnaire
1Strongly Agree, Agree, Somewhat Agree, Neutral, Somewhat Disagree, Disagree, Strongly Disagree
2Computer, Nintendo, Playstation, Xbox, Phone or Tablet, Other
3Action, Action-Adventure, Adventure, Role-Playing, Simulation, Strategy, Sports, Other
33
4 Experiment Planning and Definition
4.6 Risk Analysis and Mitigations
In an experiment, certain adverse factors have to be taken into account. These factors
may affect the results of the experiment. Therefore, it is important to pose the question,
how valid are the obtained results?
In the experiment, we have four levels of validity on social distance to consider:
conclu-
sion validity
(Is there a relationship between the treatment and the outcome?),
internal
validity
(Are the effects caused by the treatment?),
construct validity
(Does the opera-
tional definition reflect the theoretical meaning?), and
external validity
(Can the results
be generalized?). The four levels of validity are presented in Figure 4.4 [14].
Cause
Construct Effect
Construct
Treatment Outcome
Theory
Observations
Experiment Objective
Experiment Operation
Response Variable
Factor & Factor Levels
Cause-Effect
Construct
Treatment-Outcome
Construct
External
Conclusion
Internal
Construct
Construct
Figure 4.4: Levels of Validity
Threats to conclusion validity are:
The major threat regarding the conclusion validity is the use of a statistical test with
low power. The power of statistical tests is the probability that correctly rejects the null
hypothesis and reveals a true pattern in the data (cf. Section 4.3). Therefore, we use a
low
significance level (i.e., p-value (p))
between 0.01
<
p
0.05. This helps to ensure
a strong presumption against the null hypothesis.
Another threat concerning the conclusion validity is the violated assumption of statistical
tests. Specific statistical tests have certain requirements which must be met for suc-
cessful testing; e.g., gaussian distribution, independent sample. In order to avoid the
34
4.6 Risk Analysis and Mitigations
violation and if assumptions seem uncertain we use the
Wilcoxon-Mann-Whitney-U-Test
(cf. Section 6.3).
Finally, a standardized application and procedure of the treatment is another important
point that needs to be considered. Applying different procedures of the treatment be-
tween different appointments may affect the subjects positively or negatively. Hence, a
standardized procedure is applied to subjects of all appointments (cf. Section 5.2).
Threats to internal validity are:
The selected modeling task is one of the most critical threats for internal validity. A
completely unknown and hard to understand scenario may lead to a strong lack of
familiarity. To ensure familiarity of subjects and to ensure differences in quality, granularity,
and structure are not caused due to a lack of familiarity, but rather due to social distance,
we choose an intuitive scenario, i.e., order processing in a warehouse (cf. Section 3.3).
Badly designed instrumentation (e.g., forms, documents) may affect the experiment
as well. Therefore, good practices and approved methods from literature and previous
experiment are used to minimize respective effects (cf. Section 4.5).
Threats that might influence the modeling outcome include process modeling experience
of the subjects involved and uneven distributions of subjects over two groups. With a
sufficiently large group, however, the scope of experience varies. Furthermore, data
validation ensures that in both groups the subjects are at least moderately familiar
with process modeling (cf. Section 5.3). With randomization, an even distribution is
guaranteed and, thus, it is assured that familiarity with process modeling is approximately
the same in both groups (cf. Section 4.5). Particularly, this prevents faulty models due to
lack of domain knowledge.
Another threat for internal validity is the process of maturation. To ensure that subjects are
not negatively influenced by tiredness, boredom, or hunger, the experiment is conducted
at a time of the day for which the mentioned frame of mind can be excluded. Furthermore,
expected duration of the experiment is about 60 minutes. About 30 minutes are required
to play or watch the warehouse scenario and another 30 minutes are required for process
modeling and answering questionnaires. The composition of those two parts should
prevent faulty models due to lack of motivation. All subjects are recruited on a voluntary
basis combined with the prospect of a bonus (cf. Section 4.4).
35
4 Experiment Planning and Definition
Threats to construct validity are:
A major threat for construct validity is the inadequate preoperational explication of
constructs. A not sufficiently defined preoperational definition of the experiment results in
a poorly experiment execution and obtained results are invalid. For this purpose, planning
and definition strongly considers recommendations given in [
95
] to guarantee the validity.
Furthermore, from previous experiments a proper and approved preoperational design
is used [41, 99].
Another threat regarding construct validity is the interaction of testing and treatment. The
application of specific treatments (e.g., measuring the number of syntactical errors) may
make subjects more sensitive and raises awareness on specific parts of the treatment.
Therefore, instructions are rather abstract and simple to disclose no information about
measured response variables.
Threats to external validity are:
A high threat to the external validity is involving students and research assistants instead
of professionals, which might limit generalizability of results. However, subjects rather
have profound knowledge in process modeling and experiments have shown that such
kind of results are transferable to professionals [
34
]. Hence, we may consider them as
proxies for professionals who have only obtained basic training.
Another threat is the resulting quality of process models. The quality of resulting process
models always depends on quality of applied instrumentation. To mitigate this threat we
use an up-to-date tool and modeling language, i.e., BPMN 2.0 and CEP (cf. Section
4.5).
Finally, a potential threat to external validity is the measuring of social distance with one
modeling task. However, previous experiment has shown that psychological distance
has an impact on the process of process modeling [
41
,
99
]. Further, to mitigate and to
improve generalizability, experiments in different environments or conditions one may
conduct.
36
5
Experiment Operation
Section 5 summarizes the experiment operation (cf. Figure 5.1). Generally, the op-
erational phase of an experiment consists of three steps:
preparation, execution
, and
data validation
. Therefore, Section 5.1 describes all necessary arrangements of exper-
iment preparation. The progress of experiment execution is discussed in Section 5.2.
Section 5.3 provides data validation and presents insights of collected data during the
experiment.
Section 5.1 Section 5.2 Section 5.3
Experiment
Preparation Experiment
Execution Data
Validation
Figure 5.1: Experiment Operation
37
5 Experiment Operation
5.1 Experiment Preparation
As subjects for the experiment, students and research assistants with basic and ad-
vanced knowledge in process modeling are invited to join the experiment. A majority of
the subjects are participants of the
Business Process Management (BPM)
course. The
teaching objective of BPM is to introduce the principles and methods of business process
management, i.e., initial insights into process modeling and analysis. For motivation and
attraction to seriously take part in the experiment, subjects are offered bonus points for
the BPM exercise lesson. Other subjects are participants on a voluntary basis or out of
pure interest. However, none of the subjects are aware of the intention of the experiment.
They only know that they take part in an experiment in the context of a thesis about
process modeling. All subjects are guaranteed anonymity and discrete treatment of
obtained data.
Before conducting the experiment pilot studies are performed. For each distance (i.e.,
low and high social distance) two pilot studies are performed whose results are used
to eliminate ambiguities and misunderstandings as well as to improve task description
and to optimize the 3D warehouse scenario and the video. Additionally, it is checked
whether social distance between the modeling tasks is sufficiently large and perceived
adequately.
Further, an evaluation sheet (cf. Appendix A) is created to assess the level of con-
strual by analyzing the quality, granularity, and structure of resulting process models (cf.
Section 4.4). In order to perform the experiment, CEP is configured and provided for
all emerging data (cf. Section 4.5). The entire process of the experiment is planned
within CEP (cf. Section 5.2). In CEP, relative to BPMN, it is defined when and in which
sequence questionnaires and tasks (i.e., modeling tasks) appear. Changes can be made
quickly and easily by editing the correlate activity. In addition, a database is established
in which all emerging data is stored.
38
5.2 Experiment Execution
5.2 Experiment Execution
The experiment takes place in the computer lab of the Institute of Databases and In-
formation Systems at Ulm University. Due to the spatial limitation of this computer lab
only 10 subjects can participate the experiment at the same time. Therefore, several
appointments within a period of two weeks are offered to the subjects. Each experiment
session lasts about 60 minutes and is assigned to one distance, i.e., low or high social
distance. Each appointment is based on the following procedure:
At the beginning, an introduction to the experiment is offered and explains the pro-
cedure of the experiment. Further, questions arising from the subjects are answered.
Afterwards, worksheets with task description (cf. Appendix A) are handed out as well as
a blank piece of paper for notes in the execution. Then, subjects start playing or watching
the warehouse scenario. Afterwards, subjects are requested to fill out the questionnaire
capturing their actual modeling experience (cf. Table 4.2). Subsequently, subjects need
to answer another questionnaire on issues relating to their gaming experience (cf. Table
4.3). Finally, subjects are asked documenting the warehouse scenario based on their
own experience and in a way they think it is performed. After finishing the modeling task,
subjects assigned to low social distance (i.e., playing the scenario) need to indicate their
choices which they have made during play, i.e., choosing forklift or automation systems
(cf. Table 4.4). Then, all subjects fill out additional questions concerning perceived
quality (cf. Section 4.4). At the end, subjects are able to provide feedback. All results
(i.e., questionnaires, created process models) are collected with CEP and stored in a
established database.
39
5 Experiment Operation
5.3 Data Validation
After performing the experiment, data is collected from 95 subjects in 19 sessions.
Fortunately, only data from one subject is removed due to the following reason:
The resulting process model is very flawed and questionable, i.e., the process
model differ substantially from the task description. This may have negatively
affected the data.
After removing, data of 94 subjects are considered in data analysis (cf. Section 6).
The subjects consists of 84 students and 10 research assistants. The allocation of the
students is presented in Table 5.1.
Background Number
Computer Science (CS) 13
Media Computer Science (MCS) 6
Software Engineering (SE) 1
Economics (Eco) 63
Business Mathematic (BM) 1
Table 5.1: Allocation of Students
33 of them are female and 61 are male (cf. Figure 5.2). All subjects have stated that they
are already experienced in BPMN. Therefore, we screened the subjects for familiarity
with BPMN, since our research setup requires subjects to be familiar with BPMN. On a
7-point Likert scale the median value for familiarity with BPMN is 3, i.e., above average.
For confidence in understanding BPMN process models, a median value of 3 is obtained.
Perceived competence in creating BPMN models has a median value of 3. Prior to the
experiment, subjects analyzed 19 process models and created 7 in average. Since all
values range above average and subjects are familiar with process modeling, we may
conclude that the participating subjects fit to the targeted profile. The full data set can
be found in Appendix B.
40
5.3 Data Validation
48
46
Scenario Video
(a) Distribution
10
84
Academic Student
(b) Profession
13
61
63
1
CS MCS SE Eco BM
(c) Course of Studies
61
33
Male Female
(d) Gender
Figure 5.2: Demographic Questionnaire
Concerning gaming experience, based on a 7-point Likert scale ranging from strongly
disagree (0) to strongly agree (6) familiarity with video games from both groups is above
the average (median value of 5 for low and 4 for high social distance). The favorite video
game platform is a computer system and the preferred video game genres are action for
low and sports for high social distance. Subjects with low social distance spend 4.06
hours per week playing video games while subjects with high social distance spend 2.28
hours per week playing video games. As a result of the video game questionnaire, we
also conclude that participating subjects fit to the targeted profile. The full data set can
be found in Appendix C.
41
6
Experiment Analysis and Interpretation
Section 6 describes the
statistical analysis
and
interpretation
of the experiment. Section
6.1 characterizes obtained data with assistance of visualization. Section 6.2 deals with
data set reduction and Section 6.3 tests the hypotheses for validity. Finally, Section 6.4
provides a summary and discussion about the results (cf. Figure 6.1).
Section 6.1 Section 6.2 Section 6.3
Raw Data
&
Descriptive
Statistics
Data Set
Reduction Hypothesis
Testing
Section 6.4
Summary
&
Discussion
Figure 6.1: Experiment Analysis and Interpretation
43
6 Experiment Analysis and Interpretation
6.1 Analysis of Raw Data and Descriptive Statistics
Descriptive statistics visualizes collected data as tables or graphics to provide a better
comprehension and to gain first impressions of how data is distributed, concentrated, or
spread out. Particularly worth mentioning is that descriptive statistics gives no decisions
about the validity of the results and serves only as a provider of informations for a better
understanding of the data.
The following tables show median values (i.e., middle value separating the lower half of
the data from the higher half of the data) from collected data (cf. Appendix D). Therefore,
each table consists of three classes (i.e. low, high, total) and each class represents
median values for low and high social distance as well as the median value of both
groups together. Furthermore, obtained results are visualized as box plots, i.e., low and
high social distance. Box plots span a distance between the 25% percentile (i.e., values
that are lower than the median) and the 75 % percentile (i.e., values that are greater than
the median). Hence, the line in the box plot represents the median. Straight lines outside
a box plot are so-called whiskers representing data not within the span of percentile.
The end of the whisker represents the smallest and largest data set.
Table 6.1 and Figure 6.2 present the results of
syntactic
(i.e., number of syntactical
error),
pragmatic
(i.e., level of understanding), and
semantic quality
(i.e., validity and
completeness of process models).
Syntactic Pragmatic Semantic
Group No. Errors Understanding Correctness Relevance Completeness Authenticity
Low 2 4 4 4 3 3
High 3 3 5 5 4 4
Total 3 4 4 4 3 3.5
Table 6.1: Syntactic, Pragmatic, and Semantic Quality
44
6.1 Analysis of Raw Data and Descriptive Statistics
Low High Low High Low High Low HighLow High Low High
No. Errors
Syntactic Understanding
Pragmatic Correctness Relevance Completeness Authenticity
0
1
2
3
4
5
6
Semantic
8 8
Figure 6.2: Syntactic, Pragmatic, and Semantic Quality
As shown in Table 6.1 and Figure 6.2, subjects with low social distance make less
syntactical errors (median of 2) and the final process models reflect a better level of
understanding (median of 4). Reversely, subjects with high social distance make more
syntactical errors (median of 3) and the resulting process models reflect a smaller level
of understanding (median of 3). This may be explained by the fact that the larger and
more complex the process models are the greater the risk to lose the overview, thus
resulting in more syntactical errors [
53
]. Semantic quality reflects notable differences
and process models affected by high social distance seem to give a better account to
the domain than process models affected by low social distance.
The obtained results for
perceived quality
(i.e., process model agreement) are shown in
Table 6.2 and Figure 6.3.
Group Agreement Missing Aspects Description Mistakes Satisfaction
Low 3 2 2 2 2
High 3 3 2 2 2
Total 3 3 2 2 2
Table 6.2: Perceived Quality
For perceived quality (cf. Table 6.2 + Figure 6.3), the only differences can be found in
missing aspects (median of 2 for low and 3 for high social distance). However, there are
no clear differences between the subject groups.
45
6 Experiment Analysis and Interpretation
Low High Low High Low High Low HighLow High
Agreement Missing
Aspects Description Mistakes Satisfaction
0
1
2
4
3
Figure 6.3: Perceived Quality
Table 6.3 and Figure 6.4 present the results regarding the
level of granularity
showing
the
number of activities, gateways, nodes, edges, number of elements
, and the
number
of possible execution paths through a process model.
Group No. Activities No. Gateways No. Nodes No. Edges No. Elements No. Paths
Low 20 6 28 32 60 4
High 26 8 37.5 43.5 81 4
Total 22.5 7 32 36 68.5 4
Table 6.3: Level of Granularity
Regarding level of granularity (cf. Table 6.3 + Figure 6.4), process models affected
by high social distance represent the warehouse scenario in more detail than process
models affected by low social distance. This is especially evident in the overall number
of elements. For low social distance the median for number of elements has a value
of 60 while high social distance has a median of 81. In spite of the differences in the
number of elements, the number of possible execution paths does not differ between the
distances and has a median of 4.
46
6.1 Analysis of Raw Data and Descriptive Statistics
Low High Low High Low High Low HighLow High Low High
No. Activties No. Gateways No. Nodes No. Edges No. Elements No. Paths
0
20
40
60
80
100
120 177
Figure 6.4: Level of Granularity
Following, Table 6.4 and Figure 6.5 present the results for
process model structure
, i.e.,
sequentiality, separability, cyclicity, and diameter.
Group Sequentiality Separability Cyclicity Diameter
Low 0.366 0.610 0 23
High 0.362 0.577 0.031 30.5
Total 0.364 0.596 0 27
Table 6.4: Process Model Structure
Low High
Low High Low HighLow High
Sequentiality Separability Cyclicity Diameter
0
0,25
0,5
0,75
1
0
15
30
45
60
Figure 6.5: Process Model Structure
According Table 6.4 and Figure 6.5, there are only minimal differences in process model
structure between the process models. However, diameter shows a clear distinction
between the social distances. Again, process models affected by high social distance
containing notable longer paths, i.e., median of 23 for low and 30.5 for high social
distance.
47
6 Experiment Analysis and Interpretation
Finally, the results of
additional factors
containing the
number of modeling steps, mod-
eling duration (in seconds), naming of process model activities
, and
mental effort
for
creating a process model are shown in Table 6.5 and Figure 6.6.
Group No .Steps Duration (sec) Effort Naming
Low 250.5 993 3 0
High 253.5 1489.5 3 1
Total 253.5 1210 3 0
Table 6.5: Additional Factors
Low High Low High
Low HighLow High
No. Steps Duration (sec)Effort Naming
0
250
500
750
1000
1250
1932
0
1
2
3
4
5
6
3968
1500
0
1
2
Figure 6.6: Additional Factors
Considering the additional factors (cf. Table 6.5 and Figure 6.6), the only noticeable
aspect is the modeling duration. While the number of modeling steps slightly differ the
modeling duration is very differentiating. Subjects with high social distance needed
nearly 50% more time for modeling (median of 1489.5 sec) than subjects with low social
distance (median of 993 sec). Despite the huge difference in modeling duration the
mental effort for creating the process models is in both groups the same value (median
of 3).
To gain an even better understanding of the data, results are visualized as various graphs
(cf. Appendix E).
Our observations are merely based on descriptive statistics. For a more rigid investiga-
tion, hypotheses will be tested for statistical significance in Section 6.3.
48
6.2 Data Set Reduction
Incidentally, one interesting side effect, however, not further explained in this thesis,
regarding the granularity, quality, and structure, process models created by women tend
to reflect a higher level of granularity, quality as well as process model structure.
6.2 Data Set Reduction
Generally, results of statistical analysis depends on the quality of input data. Faulty data
may lead to an incorrect conclusion. Therefore, it is important to identify outliers and
decide how to deal with them, i.e., a data set reduction might become necessary. Data
set reduction is critical when analyzing data because removed data could modificate the
results and that may lead to a loss of information.
In the experiment, we identified several outliers. For example:
One subject modeled a process model with 64 branches.
One subject needed for process modeling 3968 seconds.
One subject made at process modeling 1146 steps.
We decided not to remove these subjects since they seem to be correct values and not a
result of wrong process modeling or due to strange events that never will happen again.
Removing them would falsify obtained results.
6.3 Hypothesis Testing
Even if descriptive statistics shows differences, hypotheses have to be tested to proof
the assumptions. With support of test procedures null hypotheses need to be rejected.
Initially, it is important to choose an adequate test procedure. [
95
] offers a selection of
common methods. Thereby, each method has a critical threshold that must be observed
in order to reject the null hypothesis. When testing hypotheses, it has to be observed
whether results exceed the critical threshold or not. There are basically two outcomes:
49
6 Experiment Analysis and Interpretation
Result is significant: If the critical threshold is exceeded, results of the experiment
are significant. The null hypothesis
H0
is refuted and the alternative hypothesis
H1is accepted.
Result is not significant: If the threshold is not exceeded, results of the experiment
are not significant. The null hypothesis
H0
cannot be refuted and needs to be
accepted. This does not indicate a failure of the alternative hypothesis
H1
, but no
difference could be found between the experimental results.
To test the hypotheses, we use the
One-Tailed Wilcoxon-Mann-Whitney-U-Test (U-Test)
[
51
,
85
]. The U-Test is a non-parametric test with greater efficiency on non-gaussian
distributions, such as a mixture of guassian-distributions. For testing the hypotheses,
several values need to be calculated and the procedure reads as follows:
Every single data set is assigned with a numeric rank beginning with 1. Initially, the ranks
of both groups are summed up separately, i.e.,
R1
(i.e., low social distance) and
R2
(i.e.,
high social distance). Afterwards, a test value for
U1
(i.e., low social distance) and
U2
(i.e., high social distance) is calculated using the following equations:
U1=n1n2+n1(n1+ 1)
2R1U2=n1n2+n2(n2+ 1)
2R2
Here,
n1
represents the number of subjects of group one (i.e., low social distance) and
n2represents the number of subjects of group two (i.e., high social distance).
For a small sample size, it is sufficient to determine the smaller
u-value
and compare
the u-value with the critical values for the U-Test [51].
However, since we have a larger sample size one can assume that U is approximately
gaussian-distributed. Therefore, the
standardized value
(i.e.,
z-value
) must be deter-
mined using the following equation:
z=Umu
σu
Whereas, U is the smallest calculated u-value from both groups and
mu
and
σu
are the
mean and standard deviation of U calculated as follows:
50
6.3 Hypothesis Testing
mu=n1n2
2
σu=sn1n2(n1+n2+ 1)
12
The calculated z-value can be compared with the values in the standard normal table
and, thus, it can be determined the probability of significance, i.e.,
p-value
. A p-value
below 0.05 indicates a significant result and the null hypothesis can be rejected. The
calculated values of hypothesis testing can be found in Appendix E.
Table 6.6 and 6.7 are showing the results of hypothesis testing.
Syntactic Quality H1
Response Variable p-value Significant?
Number of Syntactical Errors 0.046 (< 0.05) Yes
Semantic Quality H2
Response Variable p-value Significant?
Correctness 0.186 (> 0.05) No
Relevance <0.01 (< 0.05) Yes
Completeness <0.01 (< 0.05) Yes
Authenticity <0.01 (< 0.05) Yes
Perceived Quality H3
Response Variable p-value Significant?
Agreement 0.936 (> 0.05) No
Missing Aspects 0.603 (> 0.05) No
Accurate Description 0.529 (> 0.05) No
Mistakes 0.424 (> 0.05) No
Result Satisfaction 0.368 (> 0.05) No
Pragmatic Quality H4
Response Variable p-value Significant?
Level of Understanding <0.01 (< 0.05) Yes
Level of Granularity H5
Response Variable p-value Significant?
Number of Activities <0.01 (< 0.05) Yes
Number of Gateways 0.039 (< 0.05) Yes
Number of Nodes <0.01 (< 0.05) Yes
Number of Edges <0.01 (< 0.05) Yes
Number of Elements <0.01 (< 0.05) Yes
Number of Paths 0.435 (> 0.05) No
Table 6.6: Results of Hypothesis Testing
51
6 Experiment Analysis and Interpretation
Process Model Structure H6
Response Variable p-value Significant?
Sequentiality 0.849 (> 0.05) No
Cyclicity 0.091 (> 0.05) No
Separability 0.617 (> 0.05) No
Diameter <0.01 (< 0.05) Yes
Additional Factors H7
Response Variable p-value Significant?
Number of Modeling Steps 0.395 (> 0.05) No
Modeling Duration <0.01 (< 0.05) Yes
Mental Effort 0.285 (> 0.05) No
Naming 0.384 (> 0.05) No
Table 6.7: Results of Hypothesis Testing
As already indicated in raw data and descriptive statistics (cf. Section 6.1), several
response variables are revealing significant differences. In particular,
H1
and
H4
show
high significant results, whereas
H2
and
H5
likewise indicate high differences but not in
a complete extent. However,
H3
does not include any significant results and
H6
as well
as the tested additional factors H7reveal a few significant results.
In spite of the fact that several of the tested results are showing significant differences,
the alternative hypotheses are neither fully nor partial supported. Quite the contrary,
the results are against all defined alternative hypotheses and are supporting only the
null hypotheses (cf. Section 4.3). Therefore, the null hypotheses cannot be rejected
and must be accepted while alternative hypotheses must be rejected with respect to the
results of hypothesis testing.
A summary of the experiment analysis and interpretation as well as a in-depth discussion
about possible factors which lead to that outcome can be found in the following section.
6.4 Summary and Discussion
Introduced in Section 4.1, the objective of the controlled experiment is to get new
insights of the effects of social distance on the process of process modeling. Therefore,
particularly focus is on the following fundamental research question:
52
6.4 Summary and Discussion
Is the process of process modeling, i.e., the quality, granularity, and structure of
process models resulting from it, affected by the social distance process designers
have on respective business processes?
Hence, this experiment provides preliminary empirical results of the effects of social
distance of a process designer to the modeled domain has on the creation of process
models. Significant results are obtained for several tested aspects but in the end they are
not in accordance with the defined alternative hypotheses. Surprisingly, obtained results
do not agree with the theory and are contrary to the stated goal of the experiment. It is
expected that a low social distance leads to fine-grained and precise process models
while high social distance results in more course-grained and imprecise process models.
However, the contrary effect occurred. Accordingly, process models influenced by high
social distance reflect a higher process quality, level of granularity, and process model
structure than process models influenced by low social distance.
What are the reasons for causing such an outcome contrary to the expectations and
assumptions? Considering the fact that currently no work exist, in the context of process
modeling, dealing with cognitive aspects, in particular with social distance, and gam-
ification in a virtual world. Therefore, without replication or further results only vague
assumptions about the reasons can be made.
First of all, despite the pilot studies and the necessary prearrangements, one reason
may be the gamification approach. According to CLT and with properties obtained from
the previous experiment, a similar experiment is conducted to investigate the effects of
social distance on the process of process modeling. The difference in this experiment
is that a gamification approach is used to enhance the effects of social distance, to
increase the motivation of subjects, and for a better reflection of the real world problem.
Hence, the gamification approach may has an opposite effect. Although, gamification
should have a positive effect it is nevertheless possible that the effects of social distance
and gamification cancel each other out.
It is also possible that gamification in a 3D virtual world has no effects on process
modeling. Reason can be that the full virtual depiction of the domain is too abstract and,
therefore, it is hard for subjects to create a corresponding concrete representation. It
is conceivable, however, only to use inconspicuous game techniques instead of a full
53
6 Experiment Analysis and Interpretation
virtual environment.
On the other side, the intended effects of social distance (i.e., experiences and decisions
which are not self-experienced) do not exert a strong influence as expected. Maybe, in
this context, this intention plays a relatively secondary role and the social distance refers
stronger to the relation to other individuals.
Further, it must be considered that the distance between low and high social distance
may be not large enough or that a social distance is not perceived.
Moreover, the handling of the 3D warehouse scenario (i.e. learn to play) may be another
reason. Due to the fact that none of the subjects played the scenario before and there is
no proper introduction to the scenario the subjects need to familiarize themselves first.
The learning process disturbs or hinders the focus of the subjects and, thus, affects the
process modeling later.
Further, it is conceivable that subjects playing the warehouse scenario are more easily
distracted and busy than subjects watching the video. This follows from the fact that
subjects watching the video just need to watch the scenario and are able to write down
personal notes. In turn, subjects playing the scenario need to focus at the scenario and,
thereby, making the notes fades into the background.
Another possibility is, regarding process capturing, that a passive observation is more
effective than an imitation of the corresponding domain. With an observation of the
process en bloc details attract more attention which are easily overlooked by an active
participation.
In conclusion, there are many reasons that may have an impact on the results and,
therefore, it is not possible to make a clear statement. On the contrary, especially after
the obtained outcome, more results are needed by additional experiments either through
replication, similar, or control experiments with different focal points. Only in this way it
can be guaranteed to get a better understanding from the many influencing factors and,
thereby, to define proper guidelines dealing with cognitive aspects as well as the use of
gamification and virtual worlds on the process of process modeling.
54
7
Related Work
This thesis investigates the impact of social distance on the quality, granularity, and
structure of process models. Accordingly, our work is related to these aspects.
By now, different frameworks and guidelines in respect to process model quality exist.
Among others, the
SEQUAL framework
uses
semiotic theory
for identifying various
aspects of process model quality [
42
], whereas
Guidelines of Process Modeling (GoM)
describe quality considerations for process models [
6
] and
Seven Process Modeling
Guidelines (7PMG) characterize desirable properties of a process model [59].
Moreover, significant research on factors affecting process model comprehensibility
and maintainability exists. The influence of model complexity on process model com-
prehensibility is investigated in [
57
]. In turn, [
74
] analyzes the effect of modularity on
process understanding. The influence of grammatical styles for labeling activities on
model understanding is discussed in [
58
], and an experiment investigating the impact
of secondary notations is presented in [
82
]. The impact of different quality metrics on
55
7 Related Work
error probability is discussed in [
61
]. [
80
] provides prediction models for true usability
and maintainability of process models. Effects of how and at which level of granularity a
process designer models a particular process is described in [33].
Notwithstanding, in the context of process modeling there exists little work looking at
cognitive aspects. [
62
] presents the effects of reducing cognitive load on end user
understanding of conceptual models. Understanding complex models quickly reach
cognitive limits and the investigation on the cognitive difficulty of understanding different
relations between model elements is described in [25].
Common to all these works is the focus on the resulting process model (i.e., the product
of process modeling), while little attention has been paid on the process of the process
modeling itself. The Nautilus project complements these approaches by taking a close-
up view on the process of process modeling for tracing model quality back to different
modeling strategies resulting in process models of different quality [69].
Considering the process model structure, [
56
] introduces a set of process metrics that
investigates the influence of errors on domain factors of process models. [
60
] presents
results from a questionnaire dealing with process model structure as a particular quality
aspect and the connection with model, content, and personal related factors. Further-
more, influence of model and personal factors on the process model structure and
understandability is studied in [75].
Aside of the impact of social distance on the quality, granularity, and structure of process
models, gamification in a 3D virtual world is used to enhance the influence of social
distance, for a better reflection of the real world problem, and to increase motivation of
subjects. Meanwhile, there exist several research considering the use of gamification as
well as virtual worlds and is related to our work.
[
18
] introduces gamification and the possibilities of use in a non-gaming context. Further,
a shared understanding and findings from gamification concerning information systems
in regard to collaboration and opportunities are presented in [
18
]. [
2
] discusses the
effectiveness of gamification based on a quality service model analyzing the social and
psychological motivations of participants. Thereby, a study investigating social factors
towards gamification and the intention to use gamified services are discussed in [
28
].
Agile and efficient responds to changing requirements and consequential amendments
56
to corresponding business processes are provided in [
81
] using a gamification and BPM
approach incorporated into a social network. In turn, [
67
] concerns itself with adaptive
case management and the improvement of process planning with the use of gamifica-
tion. Furthermore, [
10
] provides preliminary evidence that blending business process
management to gamification concepts can increase morale as well as the willingness for
learning. Considerable work involving conceptual modeling of business processes in
a 3D virtual world can be found in [
11
]. Thereby, a BPMN process editor is embedded
in a 3D virtual world for extra support during process modeling. In addition, [
94
] pro-
vides an approach for collaborative business process modeling using a 3D environment
technology. A similar use case in a 3D warehouse scenario to visualize storyboards
for business process models is proposed in [
39
]. Finally, [
71
] takes a step further and
combines collaborative process modeling with augmented reality, i.e., hybrid of perceived
and computer-based reality.
All these works and researches cover many aspects in respect to process model quality,
granularity, and structure as well as the use of gamification and virtual worlds. However,
none of them has taken the social distance and gamification in a virtual world concur-
rently into account. However, more quantitative data is needed to support enterprises
in the selection of appropriate process designers and to ensure ideal conditions for
creating correct and sound process models. With this thesis we want to induce more
experimental research in the BPM field to attain this endeavor.
57
8
Conclusion
This thesis investigates whether social distance affects the process of process modeling,
i.e., the quality, granularity, and structure of process models resulting from it. In particu-
lar, based on a previous experiment and with the use of gamification in a virtual world,
another controlled experiment with 95 participants is conducted to get further insights
about the effects the social distance of a process designer to the modeled domain has
on the creation of process models. Therefore, one group is perceiving a low social
distance with the use of gamification in a 3D virtual world scenario (i.e., order processing
in a warehouse) while another group is watching the same scenario in a video, thus
perceiving a high social distance. Afterwards, both groups need to create a process
model from the played or watched scenario based on their own experience.
The resulting process models are revealing in several aspects significant differences and
results but are not in accordance with the defined alternative hypotheses. Surprisingly,
and interesting at the same time, contrary to the expectations and assumptions and de-
59
8 Conclusion
spite the use of gamification in a virtual world, process models influenced by high social
distance tend to reflect a higher syntactic, semantic, and pragmatic quality compared with
the process models influenced by low social distance. Most notably, process designers
with high social distance create more fine-grained and detailed process models.
Due to these observed differences and results the null hypotheses must be assumed and
the defined alternative hypotheses need to be rejected. Nonetheless, the final results
are very interesting and further research is highly recommended dealing with cognitive
aspects affecting process modeling as well as the use of gamification and virtual worlds.
Finally, generalization of the results needs to be confirmed by additional experiment, i.e.,
in order to obtain more accurate results allowing such a generalization, additional studies
are needed either through replication, similar, or control experiments in other environ-
ments to investigate the influence of social distance as well as the use of gamification
and virtual worlds on the process of process modeling. Furthermore, experiments related
to other psychological distances (i.e., spatial, temporal, and hypothetical distance) will
be subject of future work. Combining results for all psychological distances enables
to extract guidelines on how modeling teams in enterprises should be put together for
creating or optimizing business process models.
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A
Evaluation and Task Sheets
73
A Evaluation and Task Sheets
Evaluation Sheet
Number of Activities: __ Number of Edges: __
Number of Gateways: __ Number of Nodes: __
Overall: __ Number of Branches: __
___________________________________________________________________________
Steps: __ Duration: __
___________________________________________________________________________
Error Metrics
Sequentiality __ Cyclicity __
Diameter __ Separability __
___________________________________________________________________________
Syntactic
Number of Rule Violations: __
Semantic (7-Point Scale: 0 to 6)
Indicator Definition Rating
Correctness
All statements in the representation
are correct.
Relevance
All statements in the representation
are relevant to the problem
Completeness
The representation contains all
statements about the domain that are
correct and relevant
Authenticity
The representation gives a true
account of the domain
Pragmatic (7-Point Scale: 0 to 6)
Understandable: __
___________________________________________________________________________
Perceived Model Quality (Mental Effort 7-Point Scale: 0 to 6; Others 5-Point Scale: 0 to 4)
Mental Effort __
Agreement __
Missing Aspects __
Accurate Description __
Mistakes __
Result Satisfaction __
___________________________________________________________________________
Naming (3-Point Scale: 0 to 2)
Points: __
Figure A.1: Evaluation Sheet
74
Code: 1111
Experiment
Play the 3D warehouse scenario. You may take notes during gameplay.
Afterwards, model the played process using BPMN 2.0. Model the process based
on your own experience and in the way you think it was performed. Furthermore,
consider all eventualities in your process model. After finishing the modeling task,
press Finish Modeling.
Thank you for participation!
Figure A.2: Task Sheet 1 - Low Social Distance
75
A Evaluation and Task Sheets
Code: 9999
Experiment
Watch the 3D warehouse scenario. You may take notes during playtime.
Afterwards, model the watched process using BPMN 2.0. Model the process
based on your own experience and in the way you think it was performed.
Furthermore, consider all eventualities in your process model. After finishing the
modeling task, press “Finish Modeling”.
Thank you for participation!
Figure A.3: Task Sheet 2 - High Social Distance
76
B
Demographic Questionnaire
Based on demographic questionnaire (cf. Table 4.2), Figure B.1-B.4 present the obtained
results. All questions refer to a period within the past 12 months. We only count work
days within a year and, therefore, we assume that a year has about 250 work days.
Familiar, competent, and confident are determined on a 7-point Likert scale ranging from
strongly disagree (0) to strongly agree (6). The last question relates to the release date
of BPMN. The first version of BPMN stems from May 2004.
77
B Demographic Questionnaire
1 Game Low Academic Male Academic
2 Game Low Academic Male Academic
3 Game Low Academic Female Academic
4 Game Low Academic Male Academic
5 Game Low Academic Male Academic
6 Game Low Academic Male Academic
7 Game Low Academic Male Academic
8 Game Low Academic Male Academic
9 Game Low Academic Male Academic
10 Game Low Academic Male Academic
26 Game Low Student Female Economics
27 Game Low Student Female Economics
28 Game Low Student Female Economics
29 Game Low Student Female Economics
30 Game Low Student Female Economics
31 Game Low Student Male Economics
32 Game Low Student Female Economics
33 Game Low Student Female Economics
34 Game Low Student Female Economics
35 Game Low Student Male Computer Science
42 Game Low Student Male Computer Science
43 Game Low Student Male Computer Science
44 Game Low Student Male Economics
45 Game Low Student Female Media Computer Science
Course of Study
Gender
Subject
Type
Distance
Profession
Figure B.1: Demographic Questionnaire - Low - Part 1
78
46 Game Low Student Male Economics
47 Game Low Student Female Economics
48 Game Low Student Female Business Mathematics
62 Game Low Student Male Economics
63 Game Low Student Male Economics
64 Game Low Student Female Computer Science
65 Game Low Student Male Economics
66 Game Low Student Male Computer Science
67 Game Low Student Male Media Computer Science
68 Game Low Student Male Media Computer Science
69 Game Low Student Female Media Computer Science
70 Game Low Student Female Software Engineering
71 Game Low Student Male Computer Science
72 Game Low Student Male Computer Science
73 Game Low Student Male Media Computer Science
82 Game Low Student Male Economics
83 Game Low Student Male Economics
84 Game Low Student Female Economics
85 Game Low Student Male Media Computer Science
86 Game Low Student Male Computer Science
87 Game Low Student Male Economics
93 Game Low Student Male Economics
94 Game Low Student Male Economics
95 Game Low Student Male Computer Science
Course of Study
Gender
Subject
Type
Distance
Profession
Figure B.2: Demographic Questionnaire - Low - Part 2
79
B Demographic Questionnaire
130 20 10 0200 5 6 6 36
2150 100 10 1 5 6 6 6 6
330 12 4 0 2 5 5 5 7
4 5 3 10 110 3 4 4 24
530 15 8 0 2 6 6 6 60
6120 30 715 180 6 6 6 80
7250 40 15 010 6 6 6 60
820 10 10 0 5 5 6 5 5
915 10 20 0 0 5 5 5 60
10 50 20 10 030 6 6 6 74
26 5 3 3 2 10 3 3 3 0
27 10 020 20 5 2 3 3 1
28 5 5 15 3 2 1 1 1 2
29 4 3 10 2 3 2 2 3 1
30 20 8 6 1 1 2 3 2 1
31 25 715 1 1 3 3 3 1
32 1 1 10 1 1 0 0 0 1
33 2 0 5 0 1 2 2 2 1
34 20 820 25 10 3 3 3 2
35 15 20 12 5 2 4 5 4 2
42 10 5 7 3 5 3 5 5 6
43 10 10 15 1 1 3 5 4 20
44 0 0 30 0 0 1 1 3 26
45 50 20 15 9 4 5 5 5 6
Subject
Competent
Confident
Start BPMN
(Months)
No. Process
Analyzed/Read
No. Process
Created/Edited
No. Estimated
Activites
No. Training
Days
No. Self Education
(Days)
Familiar
Figure B.3: Demographic Questionnaire - Low - Part 3
46 5 1 10 3 2 1 1 1 1
47 0 0 0 3 2 3 1 2 1
48 0 0 0 3 10 3 2 2 0
62 15 510 1 2 2 3 3 5
63 5 0 5 1 4 1 3 1 1
64 310 20 20 20 4 5 5 24
65 5 5 15 14 10 3 3 3 2
66 5 5 15 3 5 4 4 3 3
67 20 530 3 2 4 4 4 12
68 10 510 510 4 4 3 8
69 6 3 8 5 8 2 2 3 3
70 15 815 7 3 5 5 4 14
71 50 25 40 3 3 4 4 5 2
72 20 520 3 2 3 4 3 12
73 2 5 15 3 5 5 2 2 3
82 50 5 5 3 1 0 0 0 2
83 40 10 10 2 1 4 4 4 3
84 25 510 3 3 2 4 2 2
85 20 10 10 20 5 3 4 3 3
86 1 1 3 1 0 2 2 2 1
87 20 815 5 5 3 3 4 3
93 20 510 5 2 0 1 0 3
94 10 320 7 3 2 2 2 1
95 50 20 20 2 5 4 5 5 36
Subject
Competent
Confident
Start BPMN
(Months)
No. Process
Analyzed/Read
No. Process
Created/Edited
No. Estimated
Activites
No. Training
Days
No. Self Education
(Days)
Familiar
Figure B.4: Demographic Questionnaire - Low - Part 4
80
11 Video High Student Female Economics
12 Video High Student Male Economics
13 Video High Student Male Economics
14 Video High Student Male Economics
15 Video High Student Male Economics
16 Video High Student Male Economics
17 Video High Student Female Economics
18 Video High Student Male Economics
19 Video High Student Male Computer Science
20 Video High Student Male Computer Science
22 Video High Student Male Economics
23 Video High Student Female Economics
24 Video High Student Male Computer Science
25 Video High Student Male Computer Science
36 Video High Student Female Economics
37 Video High Student Male Economics
38 Video High Student Female Economics
39 Video High Student Female Economics
40 Video High Student Male Economics
41 Video High Student Male Economics
49 Video High Student Female Economics
50 Video High Student Female Economics
51 Video High Student Female Economics
Course of Study
Gender
Subject
Type
Distance
Profession
Figure B.5: Demographic Questionnaire - High - Part 1
81
B Demographic Questionnaire
52 Video High Student Female Economics
53 Video High Student Female Economics
54 Video High Student Male Economics
55 Video High Student Male Economics
56 Video High Student Female Economics
57 Video High Student Female Economics
58 Video High Student Male Economics
59 Video High Student Female Economics
60 Video High Student Male Economics
61 Video High Student Male Economics
74 Video High Student Male Economics
75 Video High Student Male Economics
76 Video High Student Male Economics
77 Video High Student Male Economics
78 Video High Student Male Economics
79 Video High Student Male Economics
80 Video High Student Male Economics
81 Video High Student Female Economics
88 Video High Student Male Economics
89 Video High Student Female Economics
90 Video High Student Female Economics
91 Video High Student Male Economics
92 Video High Student Male Economics
Course of Study
Gender
Subject
Type
Distance
Profession
Figure B.6: Demographic Questionnaire - High - Part 2
82
11 10 115 3 2 1 1 1 1
12 10 10 5 1 1 1 1 1 3
13 10 210 3 1 5 5 2 2
14 0 0 0 0 0 0 0 0 2
15 20 5300 6 3 3 3 3 2
16 50 15 30 3 3 4 4 4 2
17 6 3 5 1 1 3 3 3 1
18 2 3 2 6 6 3 3 2 1
19 10 1 5 2 1 4 4 3 24
20 10 215 1 1 4 5 5 24
22 20 210 3 0 2 2 2 4
23 20 2 8 3 0 1 2 1 3
24 40 20 30 8 1 3 5 4 24
25 20 510 7 1 3 4 2 8
36 10 515 2 1 3 3 3 2
37 10 010 2 1 1 2 2 2
38 40 10 20 15 10 3 3 3 12
39 10 2 6 3 0 3 2 2 2
40 5 5 20 2 1 3 2 2 2
41 5 2 8 10 2 4 4 4 2
49 5 1 2 30 5 2 2 2 12
50 20 10 15 30 5 4 4 4 48
51 10 210 3 2 4 5 3 2
Subject
Competent
Confident
Start BPMN
(Months)
No. Process
Analyzed/Read
No. Process
Created/Edited
No. Estimated
Activites
No. Training
Days
No. Self Education
(Days)
Familiar
Figure B.7: Demographic Questionnaire - High - Part 3
52 25 10 50 5 3 3 3 3 2
53 7 1 10 2 2 3 3 3 2
54 10 710 2 1 4 5 4 2
55 5 2 10 15 2 3 3 3 2
56 5 1 10 5 5 1 4 1 2
57 1 1 10 2 1 3 3 3 1
58 7 5 15 5 5 2 3 2 6
59 10 620 2 0 1 1 1 2
60 3 3 10 1 1 3 3 3 2
61 5 2 8 1 1 4 4 3 2
74 5 0 5 1 0 1 2 2 1
75 10 3 7 2 1 4 3 3 2
76 2 1 20 6 6 0 1 2 1
77 1 1 3 1 1 2 2 2 2
78 5 2 8 1 1 1 4 1 2
79 15 10 15 2 2 3 4 3 2
80 15 715 2 1 2 3 3 2
81 20 315 1 0 4 2 2 2
88 10 1 5 1 0 2 4 2 1
89 10 015 3 0 4 5 4 24
90 5 3 15 3 2 0 0 0 1
91 10 520 10 0 4 4 4 1
92 1 2 8 2 1 2 2 2 2
Subject
Competent
Confident
Start BPMN
(Months)
No. Process
Analyzed/Read
No. Process
Created/Edited
No. Estimated
Activites
No. Training
Days
No. Self Education
(Days)
Familiar
Figure B.8: Demographic Questionnaire - High - Part 4
83
C
Game Questionnaire
Based on game and after game questionnaire (cf. Table 4.3 + 4.4), Figure C.1-C.4
present the obtained results. Familiar is determined on a 7-point Likert scale ranging
from strongly disagree (0) to strongly agree (6).
85
C Game Questionnaire
1 6 Computer Role-Playing 60 Picking System Loading System
2 6 Computer Action 2 Forklift Loading System
3 6 Computer Simulation 10 Forklift Loading System
4 5 Computer Sports 0 Picking System Loading System
5 6 Computer Strategy 0 Forklift Forklift
6 6 Xbox Action 6 Picking System Forklift
7 6 Computer Action 1 Forklift Loading System
8 6 Computer Action 1 Forklift Forklift
9 5 Computer Other 0 Forklift Forklift
10 5 Computer Action 0 Forklift Loading System
26 1 Computer Action 0 Picking System Loading System
27 1 Other Other 0 Forklift Loading System
28 5 Computer Action-Adventure 10 Picking System Loading System
29 1 Phone or Tablet Other 0 Picking System Loading System
30 1 Phone or Tablet Role-Playing 0 Forklift Loading System
31 2 Phone or Tablet Simulation 1 Picking System Loading System
32 0 Phone or Tablet Strategy 1 Forklift Loading System
33 0 Other Sports 0 Picking System Loading System
34 1 Phone or Tablet Strategy 1 Forklift Loading System
35 3 Playstation Sports 1 Picking System Loading System
42 5 Xbox Sports 0 Picking System Forklift
43 5 Computer Strategy 1 Forklift Loading System
44 5 Computer Strategy 10 Forklift Loading System
45 4 Computer Strategy 2 Picking System Forklift
Subject
Second Choice
Familiar with
Video Games
Favorite Video
Game Platform
Favorite Video
Game Genre
Hours of Gameplay
(Week)
First Choice
Figure C.1: Game and After Game Questionnaire - Low - Part 1
46 4 Playstation Sports 2 Forklift Loading System
47 1 Phone or Tablet Other 1 Picking System Forklift
48 0 Computer Strategy 0 Picking System Forklift
62 2 Playstation Action 1 Picking System Loading System
63 5 Computer Action 0 Picking System Loading System
64 0 Playstation Strategy 0 Picking System Loading System
65 6 Playstation Sports 1 Picking System Loading System
66 6 Computer Strategy 12 Forklift Loading System
67 6 Computer Other 15 Forklift Forklift
68 6 Playstation Action-Adventure 4 Picking System Loading System
69 0 Computer Strategy 0 Forklift Loading System
70 6 Computer Action 4 Forklift Forklift
71 3 Playstation Sports 3 Forklift Forklift
72 4 Computer Action 1 Picking System Forklift
73 5 Computer Action-Adventure 6 Forklift Forklift
82 0 Computer Sports 0 Picking System Loading System
83 6 Computer Role-Playing 6 Picking System Loading System
84 0 Phone or Tablet Strategy 1 Picking System Loading System
85 6 Computer Action 20 Picking System Loading System
86 3 Computer Sports 1 Forklift Loading System
87 4 Computer Strategy 6 Picking System Loading System
93 2 Computer Action 0 Picking System Loading System
94 5 Xbox Sports 1 Forklift Loading System
95 6 Computer Action 3 Picking System Loading System
Subject
Second Choice
Familiar with
Video Games
Favorite Video
Game Platform
Favorite Video
Game Genre
Hours of Gameplay
(Week)
First Choice
Figure C.2: Game and After Game Questionnaire - Low - Part 2
86
11 4 Phone or Tablet Strategy 1 Forklift Loading System
12 3 Playstation Sports 1 Forklift Loading System
13 5 Playstation Sports 2 Forklift Loading System
14 4 Playstation Sports 1 Forklift Loading System
15 4 Computer Action 5 Forklift Loading System
16 1 Computer Strategy 0 Forklift Loading System
17 2 Nintendo Strategy 0 Forklift Loading System
18 4 Playstation Sports 2 Forklift Loading System
19 5 Computer Role-Playing 0 Forklift Loading System
20 5 Playstation Role-Playing 0 Forklift Loading System
22 6 Computer Strategy 7 Forklift Loading System
23 2 Computer Action-Adventure 3 Forklift Loading System
24 2 Playstation Action-Adventure 0 Forklift Loading System
25 5 Computer Role-Playing 10 Forklift Loading System
36 3 Playstation Sports 1 Forklift Loading System
37 4 Playstation Sports 1 Forklift Loading System
38 4 Other Sports 1 Forklift Loading System
39 2 Phone or Tablet Other 0 Forklift Loading System
40 6 Computer Role-Playing 5 Forklift Loading System
41 4 Playstation Sports 4 Forklift Loading System
49 2 Phone or Tablet Strategy 1 Forklift Loading System
50 2 Computer Strategy 1 Forklift Loading System
51 0 Phone or Tablet Other 0 Forklift Loading System
Subject
Second Choice
Familiar with
Video Games
Favorite Video
Game Platform
Favorite Video
Game Genre
Hours of Gameplay
(Week)
First Choice
Figure C.3: Game and After Game Questionnaire - High - Part 1
52 0 Other Other 0 Forklift Loading System
53 1 Other Other 0 Forklift Loading System
54 6 Computer Role-Playing 20 Forklift Loading System
55 5 Computer Role-Playing 5 Forklift Loading System
56 0 Other Other 0 Forklift Loading System
57 1 Computer Other 0 Forklift Loading System
58 3 Computer Sports 1 Forklift Loading System
59 5 Xbox Role-Playing 2 Forklift Loading System
60 2 Playstation Sports 0 Forklift Loading System
61 5 Computer Action 1 Forklift Loading System
74 5 Computer Strategy 1 Forklift Loading System
75 4 Xbox Sports 2 Forklift Loading System
76 6 Computer Other 2 Forklift Loading System
77 2 Computer Strategy 0 Forklift Loading System
78 5 Computer Simulation 0 Forklift Loading System
79 5 Playstation Sports 4 Forklift Loading System
80 6 Computer Action 15 Forklift Loading System
81 1 Computer Simulation 0 Forklift Loading System
88 3 Playstation Sports 1 Forklift Loading System
89 3 Phone or Tablet Simulation 1 Forklift Loading System
90 1 Phone or Tablet Strategy 1 Forklift Loading System
91 4 Computer Sports 1 Forklift Loading System
92 5 Nintendo Sports 2 Forklift Loading System
Subject
Second Choice
Familiar with
Video Games
Favorite Video
Game Platform
Favorite Video
Game Genre
Hours of Gameplay
(Week)
First Choice
Figure C.4: Game and After Game Questionnaire - High - Part 2
87
D
Raw Data
Figure D.1-D.16 present detailed evaluation results from each process model.
89
D Raw Data
Subject No. Activities No. Gateways No. Nodes No. Edges Overall No. Branches No. Steps Duration (in Sec)
117 625 27 52 4158 535
214 824 27 51 8422 520
324 834 37 71 4298 617
414 622 24 46 4105 515
513 419 20 39 4381 483
612 418 19 37 492 432
713 621 23 44 472 390
816 523 24 47 4210 536
912 216 16 32 150 428
10 15 825 28 53 8187 650
26 20 729 32 61 4177 1307
27 25 10 37 44 81 4189 1226
28 39 10 51 55 106 4416 1378
29 36 846 54 100 4447 1166
30 21 932 41 73 41093 995
31 20 10 32 36 68 4272 1195
32 13 419 20 39 4106 919
33 10 315 16 31 453 722
34 23 631 34 65 12 329 1014
35 18 626 28 54 4602 1379
42 22 10 34 39 73 8337 981
43 30 15 47 56 103 4687 1099
44 16 422 26 48 4244 853
45 11 215 16 31 2153 734
Figure D.1: Raw Data - Low - Part 1
Subject No. Activities No. Gateways No. Nodes No. Edges Overall No. Branches No. Steps Duration (in Sec)
46 25 835 44 79 4160 1211
47 23 530 36 66 4127 1210
48 13 318 19 37 2128 819
62 26 533 37 70 12 173 1932
63 25 10 37 41 78 16 228 1704
64 27 534 44 78 4583 1828
65 34 945 50 95 8188 1886
66 29 10 41 46 87 8514 802
67 35 16 53 62 115 4281 1173
68 13 419 19 38 4257 856
69 17 726 28 54 4468 1277
70 35 12 49 58 107 1343 1372
71 11 215 15 30 2101 478
72 24 632 34 66 4158 836
73 17 625 27 52 4312 445
82 11 316 17 33 276 895
83 17 827 32 59 4286 1264
84 13 419 20 39 4416 1311
85 23 833 36 69 4609 979
86 23 631 33 64 4547 991
87 36 12 50 58 108 4358 1590
93 22 10 34 42 76 4166 1296
94 20 426 26 52 4113 1318
95 18 626 28 54 4468 1074
Figure D.2: Raw Data - Low - Part 2
90
Syntactic
Subject Diameter Sequentiality Separability Cyclicity
No. Syntactical
Errors
122 0.37 0.6 0 0
220 0.185 0.182 0 2
329 0.405 0.471 0.118 2
418 0.364 0.45 0 2
517 0.421 0.665 0 2
616 0.389 0.65 0 2
718 0.286 0.684 0 0
820 0.391 0.614 0.13 6
915 0.625 0.757 0 2
10 21 0.36 0.501 0.28 2
26 23 0.3125 0.481 0 3
27 26 0.223 0.514 0 3
28 37 0.491 0.469 0 2
29 37 0.371 0.66 0 2
30 22 0.098 0.4 0 3
31 27 0.222 0.533 0 2
32 17 0.4 0.765 0 2
33 13 0.25 0.692 0 3
34 27 0.412 0.759 0 3
35 23 0.357 0.708 0 2
42 28 0.205 0.438 0.441 5
43 41 0.283 0.387 0.489 7
44 18 0.346 0.6 0.5 1
45 14 0.563 0.769 0 4
Process Metrics
Figure D.3: Raw Data - Low - Part 3
Syntactic
Subject Diameter Sequentiality Separability Cyclicity
No. Syntactical
Errors
46 26 0.204 0.545 0.00 2
47 23 0.4 0.607 0.00 3
48 13 0.474 0.5 0.00 3
62 27 0.405 0.613 0.333 4
63 32 0.268 0.686 0 4
64 28 0.25 0.687 0.412 4
65 34 0.4 0.581 0 4
66 34 0.37 0.538 0.488 6
67 32 0.226 0.333 0 2
68 16 0.368 0.706 0 3
69 20 0.286 0.209 0 2
70 39 0.241 0.532 0 0
71 14 0.6 0.846 0 1
72 29 0.559 0.733 0 2
73 21 0.333 0.696 0 2
82 15 0.529 0.786 0.25 0
83 22 0.313 0.48 0.259 0
84 17 0.4 0.765 0 2
85 29 0.333 0.677 0 0
86 27 0.455 0.759 0 2
87 37 0.293 0.396 0 3
93 25 0.238 0.5 0.529 8
94 23 0.538 0.792 0 4
95 23 0.464 0.667 0 1
Process Metrics
Figure D.4: Raw Data - Low - Part 4
91
D Raw Data
Pragmatic
Subject Correctness Relevance Completeness Authenticity Understandable Naming
1 5 4 2 3 6 1
2 4 4 2 3 5 2
3 5 5 5 5 4 1
4 5 4 4 4 3 2
5 4 4 2 3 6 2
6 5 4 2 3 6 2
7 5 3 2 3 6 1
8 4 3 3 3 5 1
9 5 4 2 2 5 0
10 5 4 4 4 3 2
26 3 4 3 3 4 1
27 3 3 3 3 1 2
28 6 6 6 6 5 1
29 6 5 5 5 5 3
30 2 3 3 2 5 2
31 3 2 3 3 5 0
32 4 4 1 2 6 0
33 2 3 1 1 6 0
34 4 3 2 2 5 0
35 4 4 2 2 6 0
42 3 4 3 3 3 0
43 6 6 6 6 4 0
44 5 4 2 2 4 0
45 3 3 0 1 4 0
Semantic
Figure D.5: Raw Data - Low - Part 5
Pragmatic
Subject Correctness Relevance Completeness Authenticity Understandable Naming
46 4 4 3 3 3 0
47 3 4 3 3 4 0
48 2 3 0 1 6 0
62 5 5 4 5 3 1
63 5 5 4 5 4 0
64 4 4 4 4 3 0
65 5 5 5 4 3 0
66 3 3 4 4 3 0
67 6 6 5 6 3 0
68 3 4 0 2 6 0
69 3 4 3 3 3 1
70 5 5 3 3 4 0
71 2 3 0 0 6 0
72 5 5 3 4 4 0
73 3 3 2 2 5 0
82 2 2 0 2 4 0
83 5 5 4 4 5 1
84 3 2 0 2 5 0
85 3 3 2 2 5 1
86 4 4 2 3 4 0
87 2 2 4 3 2 0
93 5 5 5 5 3 2
94 3 3 3 3 3 0
95 4 4 3 4 5 0
Semantic
Figure D.6: Raw Data - Low - Part 6
92
Subject Agreement
Missing
Aspects
Accurate
Description
Mistakes
Result
Satisfaction
Mental
Effort
1 3 1 4 0 0 0
2 3 1 3 1 1 3
3 2 3 1 3 3 3
4 3 2 3 2 2 2
5 3 1 3 1 1 2
6 1 4 2 2 3 3
7 3 1 3 1 1 2
8 3 1 3 1 2 2
9 3 2 3 2 1 1
10 3 2 2 1 1 2
26 2 2 1 3 2 3
27 1 3 1 3 3 4
28 3 2 1 3 3 2
29 2 2 1 2 2 3
30 3 1 2 3 2 5
31 3 1 2 1 3 3
32 2 3 3 2 2 2
33 3 2 2 2 2 3
34 3 1 3 1 0 5
35 1 3 1 2 3 2
42 3 1 1 1 4 3
43 2 3 3 1 3 3
44 3 3 3 1 2 3
45 2 2 2 2 2 3
Perceived
Figure D.7: Raw Data - Low - Part 7
Subject Agreement
Missing
Aspects
Accurate
Description
Mistakes
Result
Satisfaction
Mental
Effort
46 2 2 3 2 1 5
47 2 2 2 2 1 3
48 2 2 2 2 2 3
62 3 1 2 2 1 4
63 3 1 2 2 2 4
64 2 2 3 1 4 3
65 3 2 3 2 2 3
66 3 2 2 1 2 2
67 3 1 4 0 0 3
68 3 1 2 2 3 2
69 2 2 1 3 2 3
70 3 3 2 3 3 3
71 1 3 1 1 2 2
72 3 2 3 1 2 2
73 3 1 3 0 1 1
82 1 3 4 3 0 6
83 3 3 2 1 1 3
84 3 2 2 2 2 4
85 2 4 2 2 3 1
86 3 3 3 1 3 3
87 3 1 2 3 3 4
93 2 2 1 2 2 3
94 2 2 2 2 2 3
95 4 1 2 1 2 3
Perceived
Figure D.8: Raw Data - Low - Part 8
93
D Raw Data
Subject No. Activities No. Gateways No. Nodes No. Edges Overall No. Branches No. Steps Duration (in Sec)
11 26 634 38 72 4132 1042
12 18 424 23 47 4109 1166
13 29 839 44 83 12 171 1911
14 25 431 26 57 4145 979
15 31 841 48 89 4634 1713
16 39 10 51 60 111 4260 1965
17 32 11 45 55 100 6462 2294
18 21 629 31 60 4215 1497
19 21 932 36 68 4145 1159
20 21 730 34 64 4198 1166
22 54 965 75 140 51 489 1825
23 33 843 55 98 4231 1710
24 19 425 26 51 4186 1162
25 15 421 22 43 4156 1210
36 35 845 48 93 4443 1957
37 22 832 37 69 4175 1205
38 24 632 34 66 4174 1615
39 45 653 69 122 8276 1653
40 24 12 38 46 84 4404 1840
41 18 626 28 54 2124 1287
49 60 466 68 134 4474 1579
50 46 755 65 120 64 254 1446
51 21 528 30 58 4127 1988
Figure D.9: Raw Data - High - Part 1
Subject No. Activities No. Gateways No. Nodes No. Edges Overall No. Branches No. Steps Duration (in Sec)
52 27 837 43 80 8620 1510
53 17 625 27 52 4307 1454
54 15 623 25 48 1152 843
55 16 523 25 48 4160 1431
56 17 423 24 47 496 789
57 28 11 41 45 86 4191 1010
58 55 14 71 90 161 4809 2085
59 43 12 57 69 126 81049 1687
60 28 838 44 82 8172 1089
61 18 626 28 54 41146 1110
74 29 435 39 74 4507 1776
75 26 13 41 48 89 12 374 2112
76 26 11 39 44 83 4244 1001
77 41 12 55 69 124 4516 1815
78 19 14 35 42 77 16 963 1656
79 20 931 35 66 4171 951
80 22 14 38 44 82 4155 1384
81 36 10 48 58 106 1359 1482
88 58 14 74 85 159 4253 1882
89 27 837 43 80 4272 1387
90 16 725 28 53 4759 1115
91 66 11 79 98 177 4503 3968
92 64 14 80 89 169 4267 2956
Figure D.10: Raw Data - High - Part 2
94
Syntactic
Subject Diameter Sequentiality Separability Cyclicity
No. Syntactical
Errors
11 30 0.5 0.715 0.353 4
12 20 0.478 0.608 0 4
13 31 0.386 0.591 0.154 6
14 23 0.5 0.513 0 4
15 32 0.313 0.561 0 4
16 41 0.333 0.494 0 2
17 38 0.327 0.558 0.533 5
18 25 0.419 0.63 0 2
19 27 0.419 0.533 0.241 5
20 27 0.382 0.679 0.267 4
22 51 0.48 0.76 0.154 1
23 28 0.275 0.341 0 2
24 23 0.5 0.667 0 2
25 19 0.455 0.737 0 2
36 41 0.542 0.721 0 3
37 27 0.27 0.633 0 3
38 29 0.471 0.667 0 3
39 35 0.232 0.49 0 8
40 29 0.239 0.472 0.553 1
41 21 0.393 0.708 0 2
49 60 0.765 0.891 0.06 2
50 47 0.492 0.66 0.2 8
51 25 0.5 0.808 0.179 3
Process Metrics
Figure D.11: Raw Data - High - Part 3
Syntactic
Subject Diameter Sequentiality Separability Cyclicity
No. Syntactical
Errors
11 30 0.5 0.715 0.353 4
12 20 0.478 0.608 0 4
13 31 0.386 0.591 0.154 6
14 23 0.5 0.513 0 4
15 32 0.313 0.561 0 4
16 41 0.333 0.494 0 2
17 38 0.327 0.558 0.5333 5
18 25 0.419 0.63 0 2
19 27 0.419 0.533 0.241 5
20 27 0.382 0.679 0.267 4
22 51 0.48 0.76 0.154 1
23 28 0.275 0.341 0 2
24 23 0.5 0.667 0 2
25 19 0.455 0.737 0 2
36 41 0.542 0.721 0 3
37 27 0.27 0.633 0 3
38 29 0.471 0.667 0 3
39 35 0.232 0.49 0 8
40 29 0.239 0.472 0.553 1
41 21 0.393 0.708 0 2
49 60 0.765 0.891 0.06 2
50 47 0.492 0.66 0.2 8
51 25 0.5 0.808 0.179 3
Process Metrics
Figure D.12: Raw Data - High - Part 4
95
D Raw Data
Pragmatic
Subject Correctness Relevance Completeness Authenticity Understandable Naming
11 4 5 4 4 2 1
12 5 5 1 2 6 0
13 5 5 5 5 1 1
14 5 5 2 2 5 0
15 4 4 2 2 4 1
16 4 5 5 4 2 1
17 3 3 3 3 2 0
18 5 4 3 3 3 2
19 5 5 5 5 2 2
20 4 5 3 4 3 1
22 4 5 5 5 4 1
23 5 5 5 5 3 1
24 4 4 2 3 5 1
25 5 4 2 2 6 0
36 5 5 5 6 3 1
37 5 5 4 5 4 1
38 4 5 3 4 4 0
39 5 5 6 5 3 0
40 6 5 5 5 2 0
41 5 5 4 5 4 0
49 5 6 5 6 3 1
50 4 6 6 5 1 0
51 5 5 4 3 2 0
Semantic
Figure D.13: Raw Data - High - Part 5
Pragmatic
Subject Correctness Relevance Completeness Authenticity Understandable Naming
52 5 5 4 4 3 1
53 5 5 3 3 4 0
54 5 5 2 3 6 0
55 5 5 3 4 5 0
56 3 4 2 2 6 0
57 3 5 4 4 2 0
58 5 5 6 5 4 1
59 3 4 6 5 4 1
60 3 4 4 4 4 1
61 3 4 2 2 5 0
74 3 4 4 3 4 1
75 4 5 4 4 3 2
76 3 4 4 4 2 1
77 5 4 4 5 4 0
78 5 5 5 5 4 0
79 4 4 4 4 3 1
80 5 5 5 5 2 0
81 2 4 3 3 3 0
88 4 5 6 6 3 2
89 4 5 4 4 3 1
90 5 5 3 3 4 1
91 5 5 6 6 1 2
92 2 5 6 5 2 1
Semantic
Figure D.14: Raw Data - High - Part 6
96
Subject Agreement
Missing
Aspects
Accurate
Description
Mistakes
Result
Satisfaction
Mental
Effort
11 2 3 1 3 2 1
12 3 1 3 4 2 2
13 1 3 1 3 3 5
14 2 3 1 3 3 3
15 2 2 1 2 3 3
16 1 2 2 1 4 5
17 3 2 3 2 2 3
18 2 2 2 2 2 3
19 3 3 1 2 2 1
20 3 0 3 0 2 3
22 2 3 2 3 4 3
23 2 3 2 4 3 5
24 3 2 3 1 2 3
25 2 2 3 1 2 2
36 3 2 3 2 2 3
37 2 1 2 2 2 2
38 3 1 3 2 2 3
39 3 1 3 1 1 3
40 3 2 3 2 2 3
41 3 2 3 2 1 3
49 3 3 2 3 3 3
50 1 3 3 1 0 5
51 3 2 2 2 2 3
Perceived
Figure D.15: Raw Data - High - Part 7
Subject Agreement
Missing
Aspects
Accurate
Description
Mistakes
Result
Satisfaction
Mental
Effort
52 4 2 2 2 2 4
53 2 2 2 2 2 3
54 3 3 3 1 1 3
55 2 2 2 2 2 3
56 3 0 3 1 1 3
57 3 1 3 2 1 2
58 3 2 3 2 3 3
59 3 2 3 3 4 2
60 3 2 3 1 1 4
61 4 0 4 0 0 2
74 3 2 3 2 2 4
75 1 3 1 2 3 3
76 2 2 2 1 3 2
77 2 2 2 2 3 4
78 1 4 1 4 4 5
79 3 1 3 1 1 3
80 3 2 3 1 3 4
81 3 1 3 2 1 2
88 3 3 2 2 3 3
89 4 2 0 0 3 2
90 3 3 2 3 2 3
91 2 1 3 1 2 4
92 2 3 2 2 2 4
Perceived
Figure D.16: Raw Data - High - Part 8
97
E
Experimental Results
Figure E.1-E.3 visualize the results as bar charts. Therefore, each bar chart consists of
three classes (i.e. low, high, total) and each class represents median values for low and
high social distance as well as the median value of both groups together.
Figure E.4-E.12 visualize the results as scatter plots. The x-axis of scatter plots indicate
the competencies (i.e., competent, confident, and familiar) in BPMN and the y-axis of
scatter plots show individual results of subjects.
99
E Experimental Results
0
5
10
15
20
25
30
Low High Total
Number
Group
Number of Activities
0
1
2
3
4
5
6
7
8
9
Low High Total
Number
Group
Number of Gateways
0
5
10
15
20
25
30
35
40
Low High Total
Number
Group
Number of Nodes
0
5
10
15
20
25
30
35
40
45
50
Low High Total
Number
Group
Number of Edges
0
10
20
30
40
50
60
70
80
90
Low High Total
Number
Group
Number of Elements
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
Low High Total
Number
Group
Number of Execution Paths
0
50
100
150
200
250
300
Low High Total
Number
Group
Number of Modeling Steps
0
200
400
600
800
1000
1200
1400
1600
Low High Total
Sec
Group
Modeling Duration (in Sec)
0
1
2
Low High Total
Value
Group
Naming
0
1
2
3
4
5
6
Low High Total
Value
Group
Level of Understanding
Figure E.1: Bar Charts - Part 1
100
0
1
2
3
4
5
6
Low High Total
Value
Group
Mental Effort
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
Low High Total
Value
Group
Separability
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
Low High Total
Value
Group
Sequentiality
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
Low High Total
Value
Group
Cyclicity
0
5
10
15
20
25
30
35
Low High Total
Number
Group
Diameter
0
0.5
1
1.5
2
2.5
3
3.5
Low High Total
Number
Group
Number of Syntactical Errors
0
1
2
3
4
5
6
Low High Total
Value
Group
Correctness
0
1
2
3
4
5
6
Low High Total
Value
Group
Relevance
0
1
2
3
4
5
6
Low High Total
Value
Group
Authenticity
0
1
2
3
4
5
6
Low High Total
Value
Group
Completeness
Figure E.2: Bar Charts - Part 2
101
E Experimental Results
0
1
2
3
4
Low High Total
Value
Group
Agreement
0
1
2
3
4
Low High Total
Value
Group
Accurate Description
0
1
2
3
4
Low High Total
Value
Group
Missing Aspects
0
1
2
3
4
Low High Total
Value
Group
Mistakes
0
1
2
3
4
Low High Total
Value
Group
Result Satisfaction
Figure E.3: Bar Charts - Part 3
102
0
1
2
3
4
5
6
010 20 30 40 50 60 70
Competent
Number of Activities
Low
High
0
1
2
3
4
5
6
0 5 10 15 20
Competent
Number of Gateways
Low
High
0
1
2
3
4
5
6
020 40 60 80 100
Competent
Number of Nodes
Low
High
0
1
2
3
4
5
6
020 40 60 80 100 120
Competent
Number of Edges
Low
High
0
1
2
3
4
5
6
050 100 150 200
Competent
Number of Elements
Low
High
0
1
2
3
4
5
6
010 20 30 40 50 60
Competent
Number of Execution Paths
Low
High
0
1
2
3
4
5
6
0 200 400 600 800 1000 1200 1400
Competent
Number of Modeling Steps
Low
High
0
1
2
3
4
5
6
0 1000 2000 3000 4000 5000
Competent
Modeling Duration (in Sec)
Low
High
0
1
2
3
4
5
6
0 1 2
Competent
Naming
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Competent
Level of Understanding
Game
High
Figure E.4: Scatter Plots - Part 1
103
E Experimental Results
0
1
2
3
4
5
6
0123456
Competent
Mental Effort
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Competent
Separability
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Competent
Sequentiality
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Competent
Cyclicity
Low
High
0
1
2
3
4
5
6
010 20 30 40 50 60 70
Competent
Diameter
Low
High
0
1
2
3
4
5
6
0 2 4 6 8 10
Competent
Number of Syntactical Errors
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Competent
Correctness
Low
High
0
1
2
3
4
5
6
0123456
Competent
Relevance
Low
High
0
1
2
3
4
5
6
0123456
Competent
Authenticity
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Competent
Completeness
Low
High
Figure E.5: Scatter Plots - Part 2
104
0
1
2
3
4
5
6
0 1 2 3 4
Competent
Agreement
Low
High
0
1
2
3
4
5
6
01234
Competent
Missing Aspects
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Competent
Result Satisfaction
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Competent
Mistakes
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Competent
Accurate Description
Low
High
Figure E.6: Scatter Plots - Part 3
105
E Experimental Results
0
1
2
3
4
5
6
010 20 30 40 50 60 70
Confident
Number of Activities
Low
High
0
1
2
3
4
5
6
0 5 10 15 20
Confident
Number of Gateways
Low
High
0
1
2
3
4
5
6
020 40 60 80 100
Confident
Number of Nodes
Low
High
0
1
2
3
4
5
6
020 40 60 80 100 120
Confident
Number of Edges
Low
High
0
1
2
3
4
5
6
050 100 150 200
Confident
Number of Elements
Low
High
0
1
2
3
4
5
6
010 20 30 40 50 60
Confident
Number of Execution Paths
Low
High
0
1
2
3
4
5
6
0 200 400 600 800 1000 1200 1400
Confident
Number of Modeling Steps
Low
High
0
1
2
3
4
5
6
0 1000 2000 3000 4000 5000
Confident
Modeling Duration (in Sec)
Low
High
0
1
2
3
4
5
6
0 1 2
Confident
Naming
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Confident
Level of Understanding
Low
High
Figure E.7: Scatter Plots - Part 4
106
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Confident
Mental Effort
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Confident
Separability
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Confident
Sequentiality
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Confident
Cyclicity
Low
High
0
1
2
3
4
5
6
010 20 30 40 50 60 70
Confident
Diameter
Low
High
0
1
2
3
4
5
6
0246810
Confident
Number of Syntactical Errors
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Confident
Correctness
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Confident
Relevance
Low
High
0
1
2
3
4
5
6
0123456
Confident
Authenticity
Low
High
0
1
2
3
4
5
6
0123456
Confident
Completeness
Low
High
Figure E.8: Scatter Plots - Part 5
107
E Experimental Results
0
1
2
3
4
5
6
01234
Confident
Agreement
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Confident
Missing Aspects
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Confident
Result Satisfaction
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Confident
Mistakes
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Confident
Accurate Description
Low
High
Figure E.9: Scatter Plots - Part 6
108
0
1
2
3
4
5
6
010 20 30 40 50 60 70
Familiar
Number of Activities
Low
High
0
1
2
3
4
5
6
0 5 10 15 20
Familiar
Number of Gateways
Low
High
0
1
2
3
4
5
6
020 40 60 80 100
Familiar
Number of Nodes
Low
High
0
1
2
3
4
5
6
020 40 60 80 100 120
Familiar
Number of Edges
Low
High
0
1
2
3
4
5
6
050 100 150 200
Familiar
Number of Elements
Low
High
0
1
2
3
4
5
6
010 20 30 40 50 60
Familiar
Number of Execution Paths
Low
High
0
1
2
3
4
5
6
0 200 400 600 800 1000 1200 1400
Familiar
Number of Modeling Steps
Low
High
0
1
2
3
4
5
6
0 1000 2000 3000 4000 5000
Familiar
Modeling Duration (in Sec)
Low
High
0
1
2
3
4
5
6
0 1 2
Familiar
Naming
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Familiar
Level of Understanding
Low
High
Figure E.10: Scatter Plots - Part 7
109
E Experimental Results
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Familiar
Mental Effort
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Familiar
Separability
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Familiar
Sequentiality
Low
High
0
1
2
3
4
5
6
0 0.2 0.4 0.6 0.8 1
Familiar
Cyclicity
Low
High
0
1
2
3
4
5
6
010 20 30 40 50 60 70
Familiar
Diameter
Low
High
0
1
2
3
4
5
6
0 2 4 6 8 10
Familiar
Number of Syntactical Errors
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Familiar
Correctness
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Familiar
Relevance
Low
High
0
1
2
3
4
5
6
0 1 2 3 4 5 6
Familiar
Authenticity
Low
High
0
1
2
3
4
5
6
0123456
Familiar
Completeness
Low
High
Figure E.11: Scatter Plots - Part 8
110
0
1
2
3
4
5
6
0 1 2 3 4
Familiar
Agreement
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Familiar
Missing Aspects
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Familiar
Result Satisfaction
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Familiar
Mistakes
Low
High
0
1
2
3
4
5
6
0 1 2 3 4
Familiar
Accurate Description
Low
High
Figure E.12: Scatter Plots - Part 9
111
F
Detailed Results of Hypothesis Testing
Table F.1-F.25 summarizes the calculated values of testing the hypotheses. The single
values are defined as followed:
Rank
(R1|R2)
: Sum of ranks from group one
R1
(i.e., low social distance) and
group two R2(i.e., high social distance)
U-Value
(U1|U2)
: Specific u-value for group one
U1
(i.e., low social distance) and
group two U1(i.e., high social distance)
Mean of Ranks (mu): Calculated mean of U
Standard Deviation (σu): Standard deviation of U
Z-Value: Calculated standard score of U
P-Value: Result of the significance test
113
F Detailed Results of Hypothesis Testing
Number of Activities
Rank (R1|R2)1783 2682
U-Value (U1|U2)1601 607
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -3.755
P-Value <0.01
Table F.1: Number of Activities
Number of Gateways
Rank (R1|R2)2006.5 2458.5
U-Value (U1|U2)1377.5 830.5
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -2.065
P-Value 0.039
Table F.2: Number of Gateways
Number of Nodes
Rank (R1|R2)1799 2666
U-Value (U1|U2)1585 623
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -3.634
P-Value <0.01
Table F.3: Number of Nodes
Number of Edges
Rank (R1|R2)1826 2639
U-Value (U1|U2)1558 650
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -3.430
P-Value <0.01
Table F.4: Number of Edges
114
Number of Elements
Rank (R1|R2)1809 2656
U-Value (U1|U2)1575 633
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -3.559
P-Value <0.01
Table F.5: Number of Elements
Number of Execution Paths
Rank (R1|R2)2177 2288
U-Value (U1|U2)1207 1001
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.755
P-Value 0.435
Table F.6: Number of Execution Paths
Number of Modeling Steps
Rank (R1|R2)2167 2298
U-Value (U1|U2)1217 991
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.851
P-Value 0.395
Table F.7: Number of Modeling Steps
Modeling Duration (in Sec)
Rank (R1|R2)1629 2836
U-Value (U1|U2)1755 453
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -4.920
P-Value <0.01
Table F.8: Modeling Duration (in Sec)
115
F Detailed Results of Hypothesis Testing
Number of Syntactical Errors
Rank (R1|R2)2014.5 2450.5
U-Value (U1|U2)1369.5 838.5
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -2.004
P-Value 0.045
Table F.9: Number of Syntactical Errors
Sequentiality
Rank (R1|R2)2254 2211
U-Value (U1|U2)1130 1078
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.163
P-Value 0.849
Table F.10: Sequentiality
Cyclicity
Rank (R1|R2)2056 2409
U-Value (U1|U2)1328 880
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -1.691
P-Value 0.091
Table F.11: Cyclicity
Diameter
Rank (R1|R2)1755 2710
U-Value (U1|U2)1629 579
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -3.967
P-Value <0.01
Table F.12: Diameter
116
Separability
Rank (R1|R2)2347 2118
U-Value (U1|U2)1037 1171
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value 0.503
P-Value 0.617
Table F.13: Separability
Correctness
Rank (R1|R2)2104.5 2360.5
U-Value (U1|U2)1279.5 928.5
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -1.324
P-Value 0.186
Table F.14: Correctness
Relevance
Rank (R1|R2)1721 2744
U-Value (U1|U2)1663 545
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -4.224
P-Value <0.01
Table F.15: Relevance
Completeness
Rank (R1|R2)1822 2643
U-Value (U1|U2)1562 646
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -3.460
P-Value <0.01
Table F.16: Completeness
117
F Detailed Results of Hypothesis Testing
Authenticity
Rank (R1|R2)1860 2605
U-Value (U1|U2)1524 654
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -3.173
P-Value <0.01
Table F.17: Authenticity
Level of Understanding
Rank (R1|R2)2720 1745
U-Value (U1|U2)664 1544
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value 3.324
P-Value <0.01
Table F.18: Level of Understanding
Detailed Naming
Rank (R1|R2)2165 2300
U-Value (U1|U2)1219 989
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.866
P-Value 0.384
Table F.19: Detailed Naming
Mental Effort
Rank (R1|R2)2138.5 2326.5
U-Value (U1|U2)1245.5 962.5
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -1.067
P-Value 0.285
Table F.20: Mental Effort
118
Agreement
Rank (R1|R2)2269 2196
U-Value (U1|U2)1115 1093
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.079
P-Value 0.936
Table F.21: Agreement
Missing Aspects
Rank (R1|R2)2211 2254
U-Value (U1|U2)1173 1035
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.518
P-Value 0.603
Table F.22: Missing Aspects
Accurate Description
Rank (R1|R2)2196 2269
U-Value (U1|U2)1188 1020
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.632
P-Value 0.529
Table F.23: Accurate Description
Mistakes
Rank (R1|R2)2173.5 2291.5
U-Value (U1|U2)1210.5 997.5
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.802
P-Value 0.424
Table F.24: Mistakes
119
F Detailed Results of Hypothesis Testing
Result Satisfaction
Rank (R1|R2)2160 2305
U-Value (U1|U2)1224 984
Mean of Ranks (mu)1104
Standard Deviation (σu)132.212
Z-Value -0.904
P-Value 0.368
Table F.25: Result Satisfaction
120
List of Figures
1.1 ExperimentProcess .............................. 4
2.1 Psychological Distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.1 Process Model of the Warehouse Scenario - Part 1 . . . . . . . . . . . . . 13
3.2 Process Model of the Warehouse Scenario - Part 2 . . . . . . . . . . . . . 14
3.3 StorageRacks ................................. 15
4.1 Experiment Planning and Definition . . . . . . . . . . . . . . . . . . . . . . 20
4.2 ResearchModel ................................ 30
4.3 ExperimentDesign............................... 31
4.4 LevelsofValidity ................................ 34
5.1 ExperimentOperation ............................. 37
5.2 Demographic Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . 41
6.1 Experiment Analysis and Interpretation . . . . . . . . . . . . . . . . . . . 43
6.2 Syntactic, Pragmatic, and Semantic Quality . . . . . . . . . . . . . . . . . 45
6.3 PerceivedQuality................................ 46
6.4 LevelofGranularity............................... 47
6.5 Process Model Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
6.6 AdditionalFactors ............................... 48
A.1 EvaluationSheet................................ 74
A.2 Task Sheet 1 - Low Social Distance . . . . . . . . . . . . . . . . . . . . . . 75
121
List of Figures
A.3 Task Sheet 2 - High Social Distance . . . . . . . . . . . . . . . . . . . . . 76
B.1 Demographic Questionnaire - Low - Part 1 . . . . . . . . . . . . . . . . . . 78
B.2 Demographic Questionnaire - Low - Part 2 . . . . . . . . . . . . . . . . . . 79
B.3 Demographic Questionnaire - Low - Part 3 . . . . . . . . . . . . . . . . . . 80
B.4 Demographic Questionnaire - Low - Part 4 . . . . . . . . . . . . . . . . . . 80
B.5 Demographic Questionnaire - High - Part 1 . . . . . . . . . . . . . . . . . 81
B.6 Demographic Questionnaire - High - Part 2 . . . . . . . . . . . . . . . . . 82
B.7 Demographic Questionnaire - High - Part 3 . . . . . . . . . . . . . . . . . 83
B.8 Demographic Questionnaire - High - Part 4 . . . . . . . . . . . . . . . . . 83
C.1 Game and After Game Questionnaire - Low - Part 1 . . . . . . . . . . . . 86
C.2 Game and After Game Questionnaire - Low - Part 2 . . . . . . . . . . . . 86
C.3 Game and After Game Questionnaire - High - Part 1 . . . . . . . . . . . . 87
C.4 Game and After Game Questionnaire - High - Part 2 . . . . . . . . . . . . 87
D.1 RawData-Low-Part1............................ 90
D.2 RawData-Low-Part2............................ 90
D.3 RawData-Low-Part3............................ 91
D.4 RawData-Low-Part4............................ 91
D.5 RawData-Low-Part5............................ 92
D.6 RawData-Low-Part6............................ 92
D.7 RawData-Low-Part7............................ 93
D.8 RawData-Low-Part8............................ 93
D.9 RawData-High-Part1............................ 94
D.10 Raw Data - High - Part 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
D.11 Raw Data - High - Part 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
D.12 Raw Data - High - Part 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
D.13 Raw Data - High - Part 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
D.14 Raw Data - High - Part 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
D.15 Raw Data - High - Part 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
D.16 Raw Data - High - Part 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
122
List of Figures
E.1 BarCharts-Part1...............................100
E.2 BarCharts-Part2...............................101
E.3 BarCharts-Part3...............................102
E.4 ScatterPlots-Part1..............................103
E.5 ScatterPlots-Part2..............................104
E.6 ScatterPlots-Part3..............................105
E.7 ScatterPlots-Part4..............................106
E.8 ScatterPlots-Part5..............................107
E.9 ScatterPlots-Part6..............................108
E.10ScatterPlots-Part7..............................109
E.11ScatterPlots-Part8..............................110
E.12ScatterPlots-Part9..............................111
123
List of Tables
3.1 Items ...................................... 12
4.1 Goal Definition Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.2 Demographic Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.3 GameQuestionnaire.............................. 33
4.4 After Game Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.1 Allocation of Students . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
6.1 Syntactic, Pragmatic, and Semantic Quality . . . . . . . . . . . . . . . . . 44
6.2 PerceivedQuality................................ 45
6.3 LevelofGranularity............................... 46
6.4 Process Model Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
6.5 AdditionalFactors ............................... 48
6.6 Results of Hypothesis Testing . . . . . . . . . . . . . . . . . . . . . . . . . 51
6.7 Results of Hypothesis Testing . . . . . . . . . . . . . . . . . . . . . . . . . 52
F.1 NumberofActivities ..............................114
F.2 NumberofGateways..............................114
F.3 NumberofNodes................................114
F.4 NumberofEdges................................114
F.5 NumberofElements..............................115
F.6 Number of Execution Paths . . . . . . . . . . . . . . . . . . . . . . . . . . 115
F.7 Number of Modeling Steps . . . . . . . . . . . . . . . . . . . . . . . . . . 115
125
List of Tables
F.8 Modeling Duration (in Sec) . . . . . . . . . . . . . . . . . . . . . . . . . . 115
F.9 Number of Syntactical Errors . . . . . . . . . . . . . . . . . . . . . . . . . 116
F.10Sequentiality ..................................116
F.11Cyclicity.....................................116
F.12Diameter ....................................116
F.13Separability...................................117
F.14Correctness...................................117
F.15Relevance....................................117
F.16Completeness .................................117
F.17Authenticity ...................................118
F.18 Level of Understanding . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
F.19DetailedNaming ................................118
F.20MentalEffort ..................................118
F.21Agreement ...................................119
F.22MissingAspects ................................119
F.23 Accurate Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
F.24Mistakes.....................................119
F.25ResultSatisfaction ...............................120
126
Name: Michael Zimoch Matrikelnummer: 699504
Erklärung
Ich erkläre, dass ich die Arbeit selbstständig verfasst und keine anderen als die angegebe-
nen Quellen und Hilfsmittel verwendet habe.
Ulm,den .............................................................................
Michael Zimoch