Universität Ulm | 89069 Ulm | Germany Faculty of
Engineering, Computer
Science and Psychology
Databases and Information
Systems Department
Investigating the Effects of a
Virtual Process Environment on the
Comprehension of Business Process
Models
Master’s thesis at Universität Ulm
Submitted by:
Carina Spitzer
Reviewer:
Prof. Dr. Manfred Reichert
Prof. Dr. Rüdiger Pryss
Supervisor:
Michael Winter
2020
Version from September 13, 2020
© 2020 Carina Spitzer
Abstract
Within the scope of Business Process Management and Modeling, gamification is used,
inter alia, to promote process model comprehension and for motivational and educational
purposes. In the context of gamification in Business Process Management, this master
thesis aims to investigate the effects of a virtual process environment on the cognitive
load a process reader perceives during the comprehension of a process model. The
comprehension of process models is essential for the proper modeling of business
processes, and vice versa. In addition to the previous research approaches in terms of
gamification regarding the management and modeling of business processes, this master
thesis takes into account concepts from cognitive research. A study with 72 participants
was conducted online. Thereby, measures of interest were the cognitive load of the
textual process description, the process model and the process model extended with
graphics extracted from the virtual process environment. Therefore, a fractorial desgin
was established as only the process model was extended with static pictures. The virtual
process environment is realized through a video based on a 3D - warehouse scenario
game. As a result, no significant difference in the perceived cognitive load of the process
reader was found between the three process variants. In summary, after experiencing a
virtual process environment, the cognitive load of the process documentations does not
differ significantly. Further analysis has shown that the process reader’s confidence in
the completeness and adequacy of the shown process documentation is associated with
the process document variant. Participants were more confident about the correctness
of the process model extended with graphics.
iii
Acknowledgment
Throughout the writing of this master thesis, I received a great deal of support and
assistance.
First of all, I would like to acknowledge Prof. Dr. Manfred Reichert and Prof. Dr. Rüdiger
Pryss for making this master thesis possible. Furthermore, I would like to thank my
supervisor Michael Winter for his tremendous assistance during the creation of the study
and the master thesis.
Finally, I would also like to thank my friends and most importantly my partner Marc Uran
for their great support and the motivation I received throughout the master thesis.
v
Contents
1 Introduction 1
1.1 Motivation and Problem Statement . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Objective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Structure of the Thesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
2 Fundamentals 5
2.1 Humans Visual Perception . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2 Virtual Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.3 Gamification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.4 Comparison of Textual Process Description with Process Models . . . . . 9
2.5 Cognitive Load Theory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3 Study Planning and Definition 15
3.1 Context Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.2 Goal Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.3 Hypotheses Formulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.4 Study Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.5 Study Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.6 Risk Analysis and Migrations . . . . . . . . . . . . . . . . . . . . . . . . . 33
4 Study Operation 37
4.1 Study Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
4.2 Study Execution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
4.3 Data Validation and Data Set Reduction . . . . . . . . . . . . . . . . . . . 38
5 Study Analysis and Interpretation 43
5.1 Analysis of Raw Data and Descriptive Statistics . . . . . . . . . . . . . . . 43
5.2 Hypotheses Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
5.3 Summary and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
5.4 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
vii
1
Introduction
1.1 Motivation and Problem Statement
As the adage goes: "a picture is worth thousands words". Visualization is therefore an
integral part since it can enhance cognitive processes and compensate for cognitive
deficits because information is visually portrayed, as is the case with process models [
1
].
Process models are of utmost importance in the management of business processes
since they are utilized for documentation and reengineering purposes [
2
,
3
]. Rapid
reactions to market conditions are indispensable due to increasing competition in mar-
kets, and this presupposes a fundamental management of the business process [
4
,
5
].
Therefore, in the current state of Business Process Management (BPM), enterprises
concentrate primarily on the establishment of a process architecture and on major pro-
cess redesign [
6
]. In addition to the utilization of process models in the management
and modeling of business processes, gameful-designs and virtual environments are
an uprising approach in the research and in the practice. Information are displayed
either two- or three dimensionally. The concepts are applied in various domains, such
as for educational purposes [
7
,
8
], the comprehension of process models [
9
] and the
encouragement and the motivation of domain professionals [
10
,
11
]. This direction of
research is indicated as gamification [
12
]. As gamification is gaining attention, it is of
interest to examine its impact with respect to diverse theories such as the information
processing, the behavioral decision and the cognitive load theory [
13
]. Research has
been done so far primarily to investigate the impact on cognitive processes in terms of
gameful-designs [
14
,
15
,
16
] or with regard to process models [
17
,
18
,
19
]. But how do
a process reader’s cognitive processes get affected by a virtual process environment?
1
1 Introduction
The question addressed has not been analyzed so far and so the investigation of the
question should lead to new insights as the basic comprehensibility is not yet given.
1.2 Objective
This master thesis seeks to investigate the impact of a virtual process environment on
the process reader’s cognitive processes during the comprehension of a process model.
With respect to cognitive processes, the investigation focuses on the cognitive load
theory (CLT). It is therefore of interest to gain insights as to how a gamification approach
can have an effect on the intrinsic, extraneous and germane cognitive load. The virtual
process environment is realized through a video based on the game reported in [
20
]. A
study has been conducted for the investigation.
1.3 Structure of the Thesis
This master thesis is structured as follows: Section 2 sets out the fundamentals of human
visual perception, gamification and virtual environment. In addition a comparison of
the textual process description with the graphical process notation and the cognitive
load theory are outlined. The purpose of this chapter is to elucidate the knowledge
indispensable for the study of this thesis. Further, Section 3 is concerned with the
planning and definition of the study. Therefore, the context and objective of the study
is outlined in order to receive insights into the motives for the study. The research
questions and the derived hypotheses are presented in Section 3.2 and in Section
3.3. Furthermore, the study setup including the selection of materials and instruments,
participants and variables, followed by the study design, is outlined in Section 3 as well.
After describing the structure of the study, the risks of validity are discussed in Section
3.6. Section 4 presents the study operation consisting of the preparation and execution
of the respective study and the validation of the data collected. The analysis and the
interpretation of the findings are described in Section 5. Therefore, in Section 5 the
descriptive statistics of the collected data are outlined, the hypotheses are evaluated
2
1.3 Structure of the Thesis
and subsequently the results of the analysis are discussed and interpreted followed by
the limitations and implications of the study. In Section 6 related work is provided to
gain insights into research in this area. Finally, the master thesis is completed by the
conclusion and discussion of future work.
3
2
Fundamentals
Human visual perception in conjunction with virtual environment may be beneficial with
respect to the comprehension of process models. Hence, it is indispensable to introduce
the respective fundamentals.
Section 2 is divided into five parts. First, the fundamentals of the human visual perception
specifically the information processing of virtual environments and graphics is presented
in Section 2.1 respectively in Section 2.2. In Section 2.3 the term gamification is intro-
duced. Subsequently, an outline of the differences between textual process description
and process models will be provided in Section 2.4 and finally the cognitive load theory
will be presented in Section 2.5 as it is essential for the study.
2.1 Humans Visual Perception
The vision science compromises multiple disciplines and thus is interdisciplinary. It
includes perceptual psychology, computational vision, neuroscience and physics [
21
].
Visual perception is the key factor in how individuals gain insights and experiences
through vision [22]. In addition, vision is also among hearing, smelling, touch and taste
one of the most strongest senses regarding producing valuable information for the human
mind, its cognition and his further intervention [
21
]. The visual perception process can
mainly be divided into three parts: sensory recording, encoding, and interpretation [
22
].
Sensory Recording:
The prerequisite for vision is light. When the light enters the
human eye, the retina located at the back of the eye forms the incident light currents into
electrical impulses. Light impressions in the environment are projected on the retina
5
2 Fundamentals
as an upside-down image [
23
]. As shown in Figure 2.1, the retina consists of diverse
nerve cells such as ganglion cells, intermediate cells (bipolar,amacrine and horizontal
cells) and compromises more than 126 million light-sensitive photoreceptors. These
receptors can be distinguished into 120 million cones and 6 million rods. These two
types are not distributed uniformly across the retina. The cones are responsible for
human color perception (green, red, yellow and blue) while the latter is responsible for
the brightness (black, white and grey). Thus, the daylight vision of human beings is due
to the cones [
22
,
23
]. However, the incident light needs to pass through the ganglion
and intermediate cells in order to reach the light-sensitive photoreceptors (see Figure
2.1). The cones and rods are connected to the intermediate cells and when the light
reaches the photoreceptors the information is processed through neuronal circuits to the
ganglion cells which lead to the encoding phase [23].
Figure 2.1: View of the Structure of Retina: A Cross-Section [23]
Encoding:
The ganglion cells are responsible for transmitting the information through
the optic nerve to the visual cortex [
21
,
23
]. The visual cortex contains inter alia cells
which are, e.g., sensitive to orientation, color and motion. The information is coded by
various brain regions depending on the particular stimulus [22].
Interpretation:
Once the individual sees an object, it will be projected on the retina
two-dimensionally and then processed as perception back to its original form [
24
]. First
6
2.2 Virtual Environment
of all, the raw materials need to be processed in order to gain perception as an output.
For this cognitive processes are essential, e.g., for the spatial and depth perception, the
recognition, categorizing and delimitation of objects. Various theories of perception are
present in the literature [
22
]. They can be distinguished into top-down processing and
bottom-up processing theories. The latter is also known as data-driven processing. The
theory supposes perception begins with the incident light on the receptors transmitting
it to the visual cortex, i.e., cognition starts with the stimuli. Top-down processing relies
on the assumptions that in order to achieve the cognitive output previous experience,
knowledge, etc. is essential to process the stimuli on the retina [25].
2.2 Virtual Environment
After an introduction to the visual perception process an outline about visual perception
in the context of a virtual environment will be provided. The term virtual environment is
defined by [
26
] as a computer-generated environment which is embedded in the physical
environment. Inside the virtual environment users are able to communicate, interact or
collect information. Furthermore, virtual worlds are a subset of virtual environments.
Virtual worlds are self-contained and were first only used in a game-based context,
describing Massively Multiplayer Online Role-Playing Games (MMORPGs) like Elder
Scrolls Online [
27
,
28
]. The definition of virtual world can be referred back to [
29
]
initiating a discourse for a common definition. Therefore the author stated, virtual worlds
are a "synchronous, persistent network of people, represented as avatars, facilitated by
networked computers" [
29
]. However, it needs to be differentiated from the term virtual
reality, since virtual reality applies to mechanics (e.g., data gloves) that humans can use
in order to interact with the environment over multiple sensory channels. Thus virtual
reality can be integrated into virtual worlds [
27
,
30
]. Virtual reality is used, for example,
in education, entertainment, medicine or in the military [31].
Individuals first communicated through pictorial languages. It is easier to describe
objects (e.g., house, sun, car) using visualization than words. Apart from this, the human
vision system is considered to have the most powerful information processing capability.
7
2 Fundamentals
Graphic information processing is carried out precociously thus using graphics will ease
the human mind. Visualized information is processed more efficiently than non-visualized
information. Furthermore, visualizing information in the form of computer graphics
would also allow for human pattern recognition, as it identifies patterns in graphics
[
32
]. It was empirically shown that playing games enhance information processing,
i.e., foster cognitive skills [
33
]. Finally, visualization in the form of computer graphics
as a virtual world consists of, enables to represent a vast amount of spatial and non-
spatial information requiring only a small area. Human cognition will be eased since
those certain bits of information are offloaded to the preconscious perception system.
Thus, computer graphics containing useful information can be used as an external
memory since the vision system is a high-bandwidth channel, i.e., enabling the efficient
processing of a vast amount of visual information in parallel [
1
,
34
]. Besides the fact
of fast information processing, visualization also supports cognition in the form as a
deceptive tool and increased storage, as allowing interaction with graphics enabling
experience to the user and visualized information can be stored efficiently in a high
amount [1].
2.3 Gamification
The consulting- and auditing company PriceWaterhouseCoopers (PwC) developed
Multipoly Next, an online simulation game. It was used as a virtual interview application
process. The participants were placed in the role of a trainee and encountered several
scenarios (e.g., workplace scenarios and completing tests scenarios). Throughout the
game, the participants were able to gain points. Afterwards, the ranking list was used
to choose the winners who will progress to the final round [
35
]. In this manner, PwC
considered gamification aspects while developing its game.
Gamification connotes using game-design elements in non-game environments in order
to induce motivation and promote contribution, skills, creativity and productivity of a user
[
12
,
36
]. Thereby, game mechanics (e.g., badges, leader boards, points, levels) are used
to evoke certain effects on a user. The way the mechanics affect the users is known as
8
2.4 Comparison of Textual Process Description with Process Models
game dynamics [
37
]. As an example: To arouse competition among the users, ranking
lists can be used. The primary reason for the competition taking place is to achieve social
recognition. Further, implementing task or quests is seen as a challenge, promoting
cognitive stimulation [
38
]. Motivation can be distinguished into intrinsic and extrinsic
motivation. Intrinsic motivation emerges within humans inner selves, such as the pursuit
of being successful, social interaction and completing fulfilling tasks whereas the latter
depends on achieving extrinsic goals surrounding in the environment (e.g., monetary
rewards). Extrinsic motivation, however, is not fulfilling on the long term [
37
,
39
]. Game-
elements awaken intrinsic motivation and hence deliver intrinsic rewards. These rewards
lead to a long-term satisfaction [
39
]. According to the literature review by [
40
] the majority
of the reviewed empirical studies stated that the participants were positively influenced
by gamification, i.e., using gamification provided benefits and positive effects.
2.4 Comparison of Textual Process Description with Process
Models
Business Process Management focuses on identifying, reengineering, optimizing and
monitoring business processes by using concepts and techniques such as process
models and process mining. A business process consists of a set of activities being in
chronological and logical order. It produces an output which is in line with the business
goals of the company. Further, business processes require resources like staff, raw
materials and data as a prerequisite to begin [2, 3].
Business Process Modeling is an integral part of Business Process Management and its
life cycle. Identified business processes are documented in terms of process models.
Afterwards, the process model may be used as a basis for redesigning the business
process in order to achieve a better performance of the business operations [
3
]. Process
models visualize business processes on an abstract level, only the relevant activities and
resources are included and thereby reduces the complexity of the real-scenario [
2
,
3
].
Hence, process models are used to document the business processes of an enterprise
and are also used to improve the communication in particular among stakeholders [
3
,
41
].
9
2 Fundamentals
There is a broad research present comparing process models with textual processes.
A popular graphical process modeling language is Business Process Modeling and
Notation (BPMN) [
42
]. BPMN was developed by Object Management Group with the
objective to provide a standard that is comprehensible by business users of various
domains (i.e., technical and non-technical business users) [41].
Section 2.2 provided insights on how visualization supports cognition (e.g., parallel
processing and external memory). Besides virtual worlds, process models are as well
graphically represented using rectangles, circles and symbols (e.g., BPMN) [
41
]. Thus,
process models facilitate the cognitive system by offloading the visualized information to
the perception system as well (see Section 2.2). A study conducted by [
43
] compared
process models with text-based process descriptions. According to the results, process
models promote the comprehensibility in particular for expert users, for non-experts no
significant change has been found which implicates that both methods (process models
and text) influence the comprehension equally. Thus, knowing the notation was not
sufficient to primary understand what was modeled. However, the findings of a study
conducted by [
44
] comparing BPMN with written use cases indicate that using first textual
and afterwards showing the graphical notation of the business process maximizes the
comprehension regardless of the knowledge (e.g., business analyst, end-user) and the
textual aptitude. Having experience in the graphical notation facilitates the understanding
in the model whereas textual aptitude leads to a better comprehension of the textual
notation. Therefore, the result supports the assertion by [
45
] that notations need to be
learned in order to make a meaningful contribution from it.
In conclusion, there are various criteria that need to be considered when comparing
textual notation with graphical notation. From a cognitive perspective, visualization
processes information compared to the cognitive system more efficiently [
44
]. In addition,
the textual information processing is linear whereas the elements of a graph notation
(e.g., artifacts, activities, control flow) can be spatially distributed which as well leads to
an efficient information processing [46]. However, it is also important to consider which
process modeling language is being compared to textual descriptions. Therefore, textual
descriptions performed better than Petri nets with respect to the comprehension [
47
].
Consequently, process modeling languages can have different effects on comprehension.
10
2.5 Cognitive Load Theory
An overview of the performance of various modeling languages on cognitive processes
delivers for example [
17
]. Furthermore, there exist various business processes with a
multitude of complexity. Which notation should be applied, eventually depends on the
facts of the case. Loops may be better presented by graph notation whereas texts are
ideal for exceptional cases [
44
]. Concerning the situation in the practice, [
48
] for example,
evaluated which notation (textual or process model) is current predominantly present
regarding software development processes. The results of the evaluation, consisting of
multiple interviews, showed that the companies predominantly represent its processes
graphically. Textual or tabular representation is mainly used in addition to describing the
details of a process. One assumption of the authors for using graphical representation
is that it is more time-efficient since reading the whole textual process description will
consume time whereas a process model delivers an overall view of the process at a
glance. Further, textual descriptions, i.e., work instructions, can be linked to individual
activities within the process model enriching it with more details. Therefore, they can
be used in addition to validating process models especially for business users such as
domain experts, who do not feel familiar with the graphical notation but have extensive
knowledge of the visualized process [
49
,
50
]. However, establishing both methods
for describing a business process entails the risk of inconsistencies between them
[
51
]. [
51
] delivers an approach for detecting inconsistencies that occur between both
representations, further [
49
] introduces a technique transforming process models into
natural language.
2.5 Cognitive Load Theory
The roots of the cognitive load theory can be traced back to the researches of [
52
] and
[
53
] and serves as a framework for educational research with respect to the cognitive
processes and in particular to the human cognitive architecture. It explains the occurring
cognitive load of novel information in terms of learning and proposes suggestions about
how to alter the cognitive load. According to [
54
,
55
] knowledge can be categorized as bi-
ologically primary and biologically secondary knowledge traced back to the evolutionary
theory. An individual acquires primary knowledge automatically and without any instruc-
11
2 Fundamentals
tions given (e.g., learning the native language and basic social relations) due to evolution
trough a multitude of generations, whereas the secondary knowledge is acquired through
the cultural necessity of adaptation, such as reading and writing skills. These skills
are essential for interaction with society. Further, the biologically secondary knowledge
requires instructions to emerge respective secondary skills. The cognitive load theory,
therefore, considers secondary knowledge, as this theory comprises cognitive load in
terms of instructions [56].
The working memory and the long-term memory are components of the human cognitive
architecture [
56
]. Novel information is first absorbed by the working memory before
transmitting it to the long-term memory, thereby the working memory serves as a
mediator between the external world and the long-term memory [
53
]. However, the
human working memory’s inclusion of information is limited by its capacity [
57
] and its
duration [
58
] whereas the long-term memory is virtually unlimited [
53
]. In conclusion, if
the amount of information conveyed by an instruction exceeds the working memory’s
capacity for information processing, the unprocessed information will not be transmitted
to the long-term memory which negatively means the learning. The theory, therefore,
provides advice about how to construct instructions considering the mental effort, i.e.,
cognitive load. The amount of cognitive load contained in an instruction is also related
to the peculiarity of the types of cognitive load. Hence, the cognitive load is built upon
three major categories: the intrinsic cognitive load, the extraneous cognitive load, and
the germane cognitive load [56].
Intrinsic Cognitive Load (ICL):
The intrinsic cognitive load comprises the cognitive
load that information (i.e., instruction) contains itself. Thus, it depends heavily on the
complexity of the material. It is affected by the interaction of the information fragments,
i.e., the element-interactivity. The higher the elements are interconnected the greater is
the resulting intrinsic cognitive load and the working load. It is due to the fact that these
interconnected fragments of information cannot be progressed separately, but have to
be progressed at the same time in order to understand the entire information of the
material [
53
]. The intrinsic cognitive load is said to be invariable, given some expertise,
as it refers to the complexity of the information. Further, the extent of the intrinsic
cognitive load is attributable to the prior knowledge of the learner as well. Therefore,
12
2.5 Cognitive Load Theory
extensive prior knowledge leads to less intrinsic cognitive load as the knowledge is
stored and retained in the long-term memory as a schema enabling to treat it as a
single information fragment. Hence, a novice would perceive a higher cognitive load
in terms of the complexity than an expert. Furthermore, it needs to be differentiated
between the comprehension and the root learning of materials. A material with high
complexity may convey low intrinsic cognitive load if the information is memorized solely
as its element-interactivity is low, whereas the understanding of a material predominately
results in high element-interactivity [56].
Extraneous Cognitive Load (ECL):
The extraneous cognitive load is induced by the
way the learner is given the information. Therefore, it is affected by the design of the
instructions and thus is reduced by altering its representation. The element-interactivity
also exerts an impact on the extraneous cognitive load as the instruction may require
additional processing of various information simultaneously. This form of cognitive load
shall always be minimized as much as possible since it is not relevant to the learning
material itself [
56
]. [
59
] stated several recommendations in terms of the reduction of
the extraneous cognitive load. The respective load may, therefore, be reduced, for
example, by physically agglomerating coherent information or by presenting the text and
its respective graphics in the same area.
Germane Cognitive Load (GCL):
The germane cognitive load comprises the cognitive
load which will emerge if the learner deals intensively with the material and thus enables
productive learning [
56
]. Information is stored in the long-term memory as schemata.
These schemes are used to handle multiple information as one. The learning process
enhances the formation and automation of a schema [
53
]. Additional resources resulting
from the minimizing of the extraneous load will be used to enhance the acquisition of
schemata and automation which is subject to the germane load. In conclusion, the
extraneous load shall be reduced as far as possible in order to enable high germane
load [
60
]. The germane load provides positive effects as opposed to the intrinsic and
extraneous load.
The total amount of cognitive load that the learner perceives is formed by the intrinsic
and the extraneous load. These are considered as independent categories, whereas
13
2 Fundamentals
the germane cognitive load depends on the intrinsic cognitive load. In conclusion, if a
material’s cognitive load is greater than the working memory’s capacity, this will adversely
affect the learning process. Thus, the extraneous load should be reduced so that the
additional freed resources could be used for deep learning [53].
14
3
Study Planning and Definition
Empirical research such as studies serves the purpose of investigating the relationship
between certain observed quantities. It is of utmost importance to define the parameters
to ensure a successful experiment and afterwards to be able to draw valid conclusions.
Therefore, it is essential to carry out extensive planning in advance.
Section 3 is organized as follows: Section 3.1 defines the studies context. Section 3.2
describes the goals of the study. Afterwards, in section 3.3 the formalized hypothesis
are presented. In Section 3.4 the study setup is explained followed by the explanation
of the study design in Section 3.5. In Section 3.6 the consisting risks of the study are
evaluated.
3.1 Context Selection
Within Business Process Management gamification is spanning around in various direc-
tions. IBM Innov8 is a gamification platform developed by IBM teaching the fundamentals
of Business Process Management in a 3D environment while providing gameful experi-
ence to the users [
7
]. Several studies showed that implementing IBM Innov8 in education
were positively received by the students, gaining knowledge faster than traditional meth-
ods [
61
,
62
]. Besides the well known IBM Innov8, there exist other simulation games as
well, like imPROVE. Users are able to experience with imPROVE a 3D-real world sce-
nario, the Manchester triage system. Within the game, they are able to model processes
and afterwards simulate their processes while its effects on healthcare and resulting
costs are displayed [
8
]. Another study conducted by [
63
] considered a gameful-design
15
3 Study Planning and Definition
for their sail boat building game in order to increase motivation and engagement by
enabling the chance to fail and to improve throughout the game. The results showed
that the motivation and process management competencies increased. Furthermore,
[
64
] proposed a notation extension of the business process modeling language BPMN
2.0 considering gamification elements [
64
]. [
11
] presents a BPMS-tool combining Green
BPMN and gamification. Employees, for example, will be rewarded with badges based
on how sustainable their designed processes are. Another practical implementation is
Horus Gamification. [
10
] introduced its prototype. The tool considers Social BPM and
gamification. It implemented game mechanics like badges, leader boards and points
which users can gain through modeling based on process quality of their processes.
Therefore, gamification is used in Business Process Management in various ways: for
educational aspects, extensions of concepts and for practical implementations.
Broad research has been conducted to analyze the understandability of process models
considering aspects such as personal factors [
65
,
66
], the degree of the structured-
ness, the sequentiality, the concurrency and the size of process models [
67
,
68
,
69
],
different modeling notations [
44
,
47
,
70
], modularity [
71
,
72
], and the complexity of a
process model [
73
]. To ensure a high process model quality, which influences the under-
standability, various guidelines and frameworks have been developed [
74
,
75
,
76
,
77
].
Furthermore, research on the concept of gamification in Business Process Management
focuses primarily on providing gameful-experience, in particular to foster the performance
of employees and for educational reasons [
7
,
8
,
9
,
10
]. Only little research has been
conducted to examine the comprehension of a process domain in terms of the use of a
virtual process environment, taking into consideration the cognitive complexity a process
reader may perceive [
13
] and therefore whether it facilitates the user to comprehend the
respective process model. Thus, a study is being conducted to provide insights into the
stated issue.
16
3.2 Goal Definition
3.2 Goal Definition
To investigate the impact of a virtual process environment on the comprehension of
different business process documentation in terms of the cognitive complexity, the
following research question (RQ) is addressed in this thesis:
RQ 1:
Does the application of a virtual environment have an effect on the cognitive load
during the comprehension of different process documentations?
As in Section 2.4 shown, the utilization of a textual process notation or graphical process
notations such as BPMN 2.0 contain diverse strengths and weaknesses. Therefore this
research question does not solely addresses the impact a virtual process environment
may have on the cognitive load of graphical process notations but also comprises the
impact on textual descriptions. Thus, it is of high interest to study whether the impact of
a virtual process environment differentiates depending on the utilized process documen-
tation. It is not uncommon that enterprises maintain graphical and textual notations to
benefit from the strengths of both [
49
,
50
]. Apart from this, another reason to include
the impact on textual notation is that human information processing is influenced by the
characteristics of an individual, also known as cognitive styles. Therefore there exists
inter alia humans that tend to think primary in words and humans who predominately
prefer to think in images [78]. Hence, textual descriptions should not be left out.
Furthermore, it is of high interest to analyze whether the cognitive load alters if a process
model is extended with graphics extracted from the virtual process environment. To
receive insights as to whether the impact of a virtual process environment additionally
varies in terms of included graphics, the following research question is addressed as
well:
RQ 2:
Does the application of additional graphics have an effect on the cognitive load
during the comprehension of a process model?
The study aims to obtain insights into whether the virtual process environment provides
an impact on the cognitive load a process reader perceives and whether a distinction
between business process notations exists.
17
3 Study Planning and Definition
3.3 Hypotheses Formulation
Ahypothesis can be characterized as a verbal proposition involving the presumptive
relationship of two or more variables. The validity has therefore not been proven and
hence the researcher attempts to confirm the stated hypotheses, either empirically or
experimentally. As a result, a hypothesis may be verified or falsified. In addition, it may
also be referred to as a statistical hypothesis and can be delineated from the terms
postulate and assumption. There exist two types of hypotheses: null hypothesis and
alternative hypothesis [79, 80]:
Null Hypothesis:
A null hypothesis serves the purpose of stating that no substantial
differences can be identified between the alternatives and in conclusion, the observed
difference is due to the fluctuation of the given sample. The null hypothesis is commonly
indicated as H0[79, 80].
Alternative Hypothesis:
A hypothesis that differs from the given null hypothesis is
referred to as an alternative hypothesis. These hypotheses are usually denoted as
H1
.
If the null hypothesis is falsified the alternative hypothesis will be accepted [80, 81].
There exist various statistical tests of significance in terms of analyzing the outcome of a
study. The goal of a researcher is to falsify the null hypotheses with a high significance
[
81
]. The research questions addressed in Section 3.2 serve as a fundamental of the
following derived hypotheses:
Constructed Hypotheses based on RQ 1:
As outlined in Section 3.1, the cognitive load is classified in three major types and thus it
is of interest to study the impact on each type:
Intrinsic Cognitive Load:
Does the application of a virtual environment have an effect on the intrinsic cognitive
load during the comprehension of different process documentations?
18
3.3 Hypotheses Formulation
H0.1
: There is a significant difference between the different process notations in terms of
the intrinsic cognitive load by showing the virtual process environment beforehand.1
H0.1:µM6=µT
H1.1
: There is no significant difference between the different process notations in terms
of the intrinsic cognitive load by showing the virtual process environment beforehand.
H1.1:µM=µT
No significant difference is expected in terms of the intrinsic cognitive load, as both
process documentation (i.e, graphical and textual process notation) deliver identical
information to the process reader.
Extraneous Cognitive Load:
Does the application of a virtual environment have an effect on the extraneous cognitive
load during the comprehension of different process documentations?
H0.2
: There is no significant difference between the different process notations in terms
of the extraneous cognitive load by showing the virtual process environment beforehand.
H0.2:µM=µT
H1.2
: There is a significant difference between the different process notations in terms of
the extraneous cognitive load by showing the virtual process environment beforehand.
H1.2:µM6=µT
It is assumed that process models depicting the respective business process contribute
to a reduced extraneous cognitive load as this cognitive load reflects the instructions
design and thus a process model is presumed to be more representative (e.g., process
logic is clearer as it is represented through arcs). Furthermore, the virtual process
environment is visualized as well the respective process model and therefore it may
facilitate the information processing.
1M = Process Model, T = Textual Process Description
19
3 Study Planning and Definition
Germane Cognitive Load:
Does the application of a virtual environment have an effect on the germane cognitive
load during the comprehension of different process documentations??
H0.3
: There is no significant difference between the different process notations in terms
of the germane cognitive load by showing the virtual process environment beforehand.
H0.3:µM=µT
H1.3
: There is a significant difference between the different process notations in terms of
the germane cognitive load by showing the virtual process environment beforehand.
H1.3:µM6=µT
As it is presumed that a graphical process notation is positively more affected by the
virtual process environment in terms of the extraneous cognitive load than the textual
notation, it implies that the freed resources will be used for deep learning which is subject
to the germane load and thus more resources may be available for the process models.
Constructed Hypotheses based on RQ 2:
Both alternatives (process model and process model extended with graphics) will be
analyzed with respect to the different cognitive load types as well.
Intrinsic Cognitive Load:
Does the application of additional graphics have an effect on the intrinsic cognitive load
during the comprehension of a process model?
H0.4
: There is a significant difference between the different process models in terms of
the intrinsic cognitive load.2
H0.4:µM6=µMG
H1.4
: There is no significant difference between the different process notations in terms
of the intrinsic cognitive load by showing the virtual process environment beforehand.
2MG = Process Model extended with Graphics
20
3.3 Hypotheses Formulation
H1.4:µM=µMG
No significant difference is expected in terms of the intrinsic cognitive load as both
process models deliver identical information.
Extraneous Cognitive Load:
Does the application of additional graphics have an effect on the extraneous cognitive
load during the comprehension of a process model?
H0.5
: There is no significant difference between the different process models in terms of
the extraneous cognitive load.
H0.5:µM=µMG
H1.5
: There is a significant difference between the different process notations in terms of
the extraneous cognitive load by showing the virtual process environment beforehand.
H1.5:µM6=µMG
Despite the fact that the virtual process environment that will be displayed as a video may
enhance the internal representation [
82
], information is not retained from a long-term
perspective due to its transient nature [
83
]. Hence, the additional graphics included
in the process model could ease the human mind and less mental effort is required.
Nonetheless, as more graphics representing the same information is included, it may
possibly lead to an overload of information and consequently require to process more
information simultaneously as well (i.e., linking video sequence with respective graphics
and process elements together).
Germane Cognitive Load:
Does the application of additional graphics have an effect on the germane cognitive load
during the comprehension of a process model?
H0.6
: There is no significant difference between the different process models in terms of
the germane cognitive load.
21
3 Study Planning and Definition
H0.6:µM=µMG
H1.6
: There is a significant difference between the different process notations in terms of
the germane cognitive load by showing the virtual process environment beforehand.
H1.6:µM6=µMG
On the one hand, in the extended process model, the germane cognitive load could
be higher, as it will engage the motivation to comprehend the process model and raise
curiosity about how each static picture is linked to the respective process element. On
the other hand, the available resources for deep learning are reduced as it is consumed
by the additional extraneous cognitive load, due to the additional graphics that may
possibly lead to an overload of information.
3.4 Study Setup
After the goals and the objective of the study have been elucidated, it is essential to
outline the study setup to guarantee a valid and successful study. The study setup
involves the selection of the subjects, the response variables and the utilized instruments
and materials.
Selection of Participants
It would be ideal if it were possible to choose a random sample of all business practition-
ers within the scope of Business Process Management, however this is hardly to achieve.
In addition, it is difficult to gather enough domain professionals for the respective study,
and hence, for the sake of research, students are invited to participate in the study [
84
].
It is essential to gather subjects in order to conduct the study and to avoid a cause for
failure.
Primarily students, absolving the course Business Process Intelligence at the Ulm
University, were invited to participate in the study. The course is predominately designed
for master students, therefore it was expected that the students would be fluent in English
22
3.4 Study Setup
as the study is held in English. However, as the study was run online, everyone who had
access to the study link, had the possibility to participate. No specific restrictions have
been made.
Selection of Variables
A study investigates the relationship between two or more variables. There exists two
major types of variables that are of interest: the independent and dependent variable
(i.e., response variable) [
81
]. Further, a variable is "a property or characteristic on which
information is obtained" [85] in a study.
Independent Variable:
As shown in Figure 3.1, the independent variable exerts an impact on the dependent
variable and its magnitude. These variables may either be controlled or altered in order
to study the effect on the dependent variable. Further, the variables that are manipulated
over the study are indicated as factors. The attributes a factor has are also indicated as
levels, thus an independent variable is manipulated by changing its level [
81
]. Variables
that may exert an impact on the response variable without notice from the researcher
are referred to as confounding factors. These are linked to the threats to the validity of a
study and therefore it is essential to consider the possible confounding factors in terms
of the study’s performance [84].
Dependent Variable:
The dependent variable is the observed outcome of a study (see Figure 3.1). It is also
referred to as the response variable [
81
]. A study is conducted to analyze the effect that
independent variables may have on the observed response variable with respect to its
levels [84].
Applied to the study to be conducted, two independent variables are of interest: the
process documentation types and the additional usage of static pictures. The attributes
of the first independent variable are: the graphical notation and the textual process
description, whereas the second independent variable is differentiated between the
existence of static picture in the process documentation. Furthermore, information about
the gender,the prior knowledge about Business Process Modeling and BPMN 2.0 and
23
3 Study Planning and Definition
Figure 3.1: Variables in a Study [84] (adapted)
the gaming experience is collected and serve as control variables. As the study aims to
analyze the usage of a virtual process environment in terms of the cognitive load while
comprehending the process documentation, the dependent variables are the cognitive
load types: the intrinsic, extraneous and germane cognitive load. To reiterate, Section
2.5 provided a profound outline with respect to the cognitive load.
Selection of Instruments and Materials
Turning now to the utilized instruments and materials, the study was built upon three
surveys constructed on the platform SoGoSurvey [
86
]. This platform has been used
as it is practical and has a high ease of use. Each survey consisted of a demographic
questionnaire, a questionnaire about the gaming-experience, a video depicting the virtual
process environment, a process model (extended with graphics), or a textual process
description and a questionnaire in terms of the cognitive load. Considerable attention
must be paid when constructing a questionnaire in order to avoid misleading answers,
i.e., misleading results [
87
]. Hence, questionnaires have been used that were utilized
in other studies before. The demographic questionnaire is based on the studies of
[
20
] and [
43
] and was slightly adapted. Personal characteristics in terms of the prior
knowledge in particular of Business Process Modeling and BPMN 2.0 were collected.
The questionnaire covers in total of 12 questions, which is illustrated in Table 3.1. The
values of statements integrating a 7 - Point Likert Scale ranged from strongly disagree to
strongly agree. Further, the gaming questionnaire is based on [
20
] and has been slightly
extended. It summarizes in a total of three questions. One statement included a 7 - Point
Likert Scale, which ranged from strongly disagree to completely agree as well. Table 3.2
provides an outline of the gaming questionnaire.
24
3.4 Study Setup
Question/Statement Values
Which description matches best your current work status? Student, Academic, Professional, Other
What is your gender? Male, Female, Other
Course of studies User-Defined Text
How many courses related to Business Process Management None.
and/or Modeling have you undertaken in your study so far? One course/discipline.
Between two and four courses/discipline.
More than four courses/disciplines.
How many process models have you created or edited within None.
the last 12 months? One process model.
Between two and four process models.
More than four process models.
How many activities did all these models have on average? I have never worked with business process
models before.
Between five and fifteen activities.
Between fifteen and thirty activities.
More than thirty activities.
Do you have working experience related to Business No.
Process Management? Yes, between two and six months.
Yes, between six months and a year.
Yes, more than a year.
How long ago (months, years) did you start using I have never used BPMN 2.0 before.
Business Process Modeling and Notation 2.0 (BPMN 2.0) Between 1 and 3 months.
Between 3 and 6 months.
Between 6 and 12 months.
More than one year.
Overall I am very familiar with process modeling. 7 - Point Likert Scale
Overall, I am very familiar with the BPMN 2.0 notation. 7 - Point Likert Scale
I feel very confident in understanding BPMN 2.0 7 - Point Likert Scale
process models.
I feel very competent in using BPMN 2.0 for 7 - Point Likert Scale
process modeling.
Table 3.1: Demographic Questionnaire
Question/Statement Values
Are you familiar with video games? 7 - Point Likert Scale
Which platform do you prefer for playing video games? Computer, Nintendo, PlayStation,
Xbox, Other
What is your favorite video game genre? Action, Action Adventure
Adventure, Role-Playing, Simulation,
Strategy, Sports, Shooter,
Other
Table 3.2: Gaming Experience - Questionnaire
25
3 Study Planning and Definition
The results in terms of the cognitive load each participant perceived were gathered
through a cognitive load questionnaire based on [
88
]. Table 3.3 illustrates the cognitive
load questionnaire which consists of a total of 7 questions. Each question is based
on a 7 Likert-Scale ranging from completely wrong to absolutely right. As the original
questionnaire is intended for general use, adaptions to the query of the cognitive load
in terms of the process models and to textual descriptions were needed. The Table
3.3 summarizes both variants of the utilized cognitive load questionnaire. Words in
brackets apply to the other variant (i.e., participants received the textual description).
Participants receiving either the process model or the extended version received the
same questionnaire.
CL Type Statement Values
ICL For this process model (textual description), many things 7 - Point Likert-Scale
needed to be kept in mind simultaneously
ICL This process model (textual description) was very complex. 7 - Point Likert-Scale
GCL For this process model (textual description), I had to 7 - Point Likert-Scale
highly engage myself.
GCL For this process model (textual description), I had to 7-Point Likert-Scale
think intensively what things meant.
ECL During this process model (textual process description), 7 - Point Likert-Scala
it was exhausting to find the important information
ECL The design of this process model (textual description) 7 - Point Likert-Scala
was very inconvenient for learning.
ECL During this process model (textual process description), 7 - Point-Likert Scala
it was difficult to recognize and link the crucial information
Table 3.3: Cognitive Load Questionnaire
As in Table 3.3 shown, the cognitive load questionnaire focuses on the measurement of
each cognitive load type. Thus, two questions in terms of the intrinsic cognitive load, two
questions in terms of the germane cognitive load and three questions in terms of the
extraneous cognitive load were constructed.
Turning now to the virtual process environment which is depicted by a video. This video
is based on a 3D - game developed by [
20
] for a study. It was provided by the Information
System and Database Department (DBIS). As the study is conducted online, the video
is embedded on the respective page on the survey. For the embedding, it was uploaded
on Youtube in advance [
89
]. The copyright holder gave his consent and the uploaded
video had restricted access right. Solely viewers with a respective link had access to
26
3.4 Study Setup
the video. As the video was embedded on the survey, the subjects in the study also
could watch the video. The game describes the typical scenario of warehouse. It begins
with a warehouse worker taking a new order (see Figure 3.2) and ends with the loading
of the respective goods in the trailer. During the process, the demanding goods must
be collected and, inter alia, packed. Further, certain activities may be carried out in a
number of ways. For example, the goods may be picked up manually by using the forklift
(see Figure 3.3) or automatically by using the automatic picking system instead. The
video lasts about 18 minutes and the game was realized in English and therefore the
video as well.
Figure 3.2: Extract from the Video: Starting Sequence
Furthermore, to study the impact of a virtual process environment on process docu-
mentation, a process model based on the video was utilized. This process model was
provided by the Institute of Information System and Database at the Ulm University as
well. As the first research question addresses the effect of process documentation in
general, a textual process description based on the process model has been created.
To answer the second research question (see Section 3.2) each activity was extended
with a static picture extracted from the video. The provided process model included all
possible options described in detail. The video describes the possible options of the
warehouse worker, however, only the options taken is shown in detail. Therefore, the
27
3 Study Planning and Definition
Figure 3.3: Extract from the Video: Picking the Goods Using the Forklift
video showed merely a process instance of the resulting process model. In order to
not irritate the participants, the process model was recreated in Signavio [
90
] as the
tool supports BPMN 2.0 [
41
]. BPMN 2.0 was chosen since it is a widespread process
modeling language. The activities not shown in the process have been described at an
abstract level. Figure 3.4 and Figure 3.5 illustrate the process model of the warehouse
scenario. The textual process description and the process model extended with graphics
can be viewed in Appendix A.
28
3.4 Study Setup
Figure 3.4: Process Model: Warehouse Scenario - Part I
29
3 Study Planning and Definition
Figure 3.5: Process Model: Warehouse Scenario - Part II
30
3.5 Study Design
3.5 Study Design
The setup of the study serves as a framework for the study, whereas the study design
determines how the respective study is conducted. Therefore considerable attention
must be paid when constructing the study design and several design concepts need to
be taken into account in order to guarantee valid results, i.e., to inhibit threats to validity.
In addition, the statistical methods used to study the results highly depend on the utilized
study design [81].
First, used termination in terms of the study design is outlined:
Randomization
: Randomization denotes the method by which subjects are randomly
assigned to existing groups or treatments [
79
]. Hence, treatment is referred to as one
possible factor variation [
80
]. Thus, one observed independent variable with a two-level
factor will result in two treatments. This design concept is essential to minimize the
effect of extraneous variables and undesired biases. Furthermore, with this method,
the likelihood of observing uniform groups in terms of the observed and the extraneous
variables is higher and serves as a fundamental for the study’s validity [79].
Factorial Design
: A factorial design is established if two or more variables are observed,
i.e. multiple factors, whereas a single-factor design refers to a design in which solely
one factor and its levels are studied [
85
,
91
]. When all possible alternatives to the
factors are of interest a factorial design is considered. However, as each independent
variable may consist of different values the variable may take, it will rapidly lead to an
overwhelming number of possible treatments. Thus, two observed factors with a level of
three will already lead to the establishment of nine treatments. To overcome this problem
a fractional factorial design can be established that studies the characteristics of factors
of interest [91].
Interaction Effect
: An interaction effect occurs when two or more factors (i.e., indepen-
dent variables) are analyzed in a study. Thus, it reflects the interaction of the factors.
It occurs when the magnitude of one’s factor characteristic depends on another factor
characteristic that influences the outcome of the response variable [
85
]. Consequently,
31
3 Study Planning and Definition
while constructing a factorial design attention needs to be paid in terms of the interaction
effect.
Between-Subjects
: In a between-subject design each subject undergoes solely one
treatment whereas the counterpart is the within-subject design. Subjects experience all
treatments [92].
As presented in Section 3.4, two independent variables are observed in the study in
terms of the impact exerting on the cognitive load (response variable). Therefore, a
2x2 factorial design is established. However, as solely the static picture included in the
process model is of interest, only three treatments will be constructed and analyzed.
Thus, it’s a fractional factorial design. In addition, randomization is considered to
ensure equal groups among the treatments. As the study is being conducted online,
randomization is applied in the form of a random forwarding the subjects to the respective
survey via a website button. Each subject is exposed to one survey (i.e., treatment)
and therefore a between-subject design is considered. Figure 3.6 provides a detailed
illustration of the procedure. The only aspect that varies between the treatments is the
process documentation shown, which is marked blue in Figure 3.6.
Figure 3.6: Study Design
32
3.6 Risk Analysis and Migrations
3.6 Risk Analysis and Migrations
In this section, the threats of the study are evaluated with respect to validity. Validity
determines the trustworthiness of the results and drawn conclusions from a study. If
a study is not valid, the conclusions and results are probably biased [
93
]. Therefore,
to avoid low validity considerable attention must be paid while planning and designing
the study. A study’s validity is classified into external validity,internal validity,construct
validity and conclusion validity [84].
Threats to External Validity:
External Validity is given when the results of the study are
generalizable in particular with respect to the interested population. In order to ensure
the generalization of the results and of the drawn conclusions, it needs to be evaluated
whether the sample size is representative and whether the results are representative for
the selected target population [
84
,
94
]. As regards the study conducted in this Master’s
thesis, the subjects are primarily students absolving the course on Business Process
Intelligence. It would be ideal to choose business professionals within the scope of
Business Process Management, thus this is hardly to achieve. Therefore, students with
at least novice knowledge in Business Process Management have been chosen for
recruitment as they are easier to gather. Choosing students instead of professionals
could be a threat to external validity. However, the findings of [
95
] indicate that the
difference between students and domain professionals in software engineering was
not significant and hence students could be used as the sample in the study, rather
than domain professionals. In addition, randomization is considered to mitigate biases
between groups (i.e., treatments). Another aspect which could be a threat is the utilized
process complexity and process domain. The business process model and the deployed
video in the study describes a common warehouse process, which is not tied to specific
knowledge, but rather intuitive. The process model and the video are thus not complex.
The process model contains no loops or sub processes, which might make the process
complex. It is linear. However, as the process domain and the process documentation
are not complex, it is questionable whether the results can be used to draw conclusions
valid on complex process domains. Hence, this study may serve as a fundamental for
conducting multiple studies with respect to different process complexity and whether
33
3 Study Planning and Definition
the virtual process environment exerts different impacts depending on the complexity.
In addition, the process models were designed in BPMN 2.0. This graphical process
notation is a widespread and accepted process model language and notation. Another
aspect, which is attributable to external validity is the sample size. 74 students were
recruited for the study, which can serve as a representative sample size.
Threats to Internal Validity:
Internal Validity is related to the impact of confounding
factors affecting the response variables unknown to the researcher conducting the study.
Hence, confounding factors present potential threats to the hypothesized cause-effect
relationship [
84
,
94
]. As the study is conducted online, the subjects may participate in
the study in any environment they wish and thus a history threat may occur. A history
threat is concerned with events that occur during the participation which may affect the
study outcome [
94
]. Since it is hard to control the environment in which the participant
is during the study, events such as disturbance by other people may occur. A subject,
for example, may be disturbed while watching the 3D-Warehouse scenario and thereby
may overlook process-relevant information. Consequently, advice to watch the video
in an undisturbed area was given in advance to prevent the described history threat. It
was assured that the subjects could also pause the video at any point and the video
could be fast and forwarded. Furthermore, the characteristics of the subject may vary
and could be considered as a threat as students from different courses of studies are
able to absolve the Business Process Intelligence course and thus have prior knowledge
in particular of industrial experience and BPMN 2.0. Therefore, to mitigate this threat
several questionnaires such as the demographic questionnaire and gaming experience
questionnaire are applied to obtain personal characteristics. In Section 4.3 the obtained
data is validated. In addition, subjects were assigned randomly to the treatments in order
to obtain uniformly distributed groups. Another aspect, which could be considered as a
threat are the utilized instruments. Poorly designed instruments may negatively impact
the response variable [
81
]. As various questionnaires have been used as measurements,
considerable attention must be paid to the questions, as poorly formulated questions
can lead to misleading answers [
87
]. Therefore, questionnaires were utilized which were
applied in other studies before. The video showed every possible activity, i.e, option,
that could be taken, however only the chosen option in the video was shown in detail.
34
3.6 Risk Analysis and Migrations
Furthermore, the video was shown in an appropriate speed. The process model (also
extended with graphics) and the textual process description were based on the video.
Thus, not selected options were described on an abstract level to avoid irritation among
the subject. Furthermore, other factors could influence the cognitive load perceived by
the process readers. The structure and design of the process model might affect the
extraneous cognitive load as it is related to the design of the instructions (see Section
3.1). The process model is based on the video used in the study of [
20
] and was provided
by the Institute for Information Systems and Databases and therefore has been reviewed
in advance. The textual description was generated as neutral and structured as possible
to minimize the influence of the formulation and of the structure on the subject. However,
external validity must be given in order to establish internal validity, and vice versa [96].
Threats to Construct Validity:
Construct Validity is related to the degree to which
the operations reflect the theory behind the study [
94
]. One threat to the study may
be caused by the participants. As they are aware that they are participating in a
study, their behavior could be affected and therefore they would not act as they would
normally. Since the study is conducted online, each participant could choose the time
and environment to participate in the study and thereby feel more comfortable as the
experimental environment is not present. In addition, participation is anonymised, which
increases the likelihood of truthful answers, as there are no possibilities for traceability.
Furthermore, a major threat to the construct validity is also posed by the researcher.
The researcher may influence the subjects indirectly or explicitly by leading them to a
particular response using the formulation of questionnaires. Considerable attention was
therefore paid when choosing the right questionnaires for the measurements. It was
assured that the measurement applied for the cognitive load types, which serves as
the response variables, is defined in an abstract level and thus the subjects could not
suspect the response variable being examined.
Threats to Conclusion Validity:
Conclusion validity is related to the credibility of the
conclusion drawn on the relationship between the observed treatment and the outcome
[
84
]. There exist two types of errors which can be made by a researcher when reaching
to a conclusion. Type-I error is concerned with the acceptance of the null hypothesis
even though it is false. Choosing high statistical significance (i.e., alpha level) will
35
3 Study Planning and Definition
decrease the type-I error. The counterpart is a type-II error related to the issue of
the falsification of a null hypothesis which is true [
94
]. Therefore, an alpha level of
α
= .050 was chosen to minimize the threat of hypothesis validity. Furthermore, the
experiment design determines which statistical test may be used and vice versa, hence
a parametric one-way analysis of variance (ANNOVA) test was utilized which is suitable
for the established experiment design.
36
4
Study Operation
In this section, the study operation is elucidated by presenting the preparation and the
execution of the study. Before a study may be conducted, considerable preparation
must be made in order to ensure a smooth and successful study execution. Further, the
collected data is validated in Section 4.3.
4.1 Study Preparation
Before the study’s execution, the website (i.e., button) was modified for randomization
purposes with respect to the respective survey links representing the three treatments
established in the study. Thus, the website function as an intermediate step. Further-
more, a study pilot was carried out in advance in order to test aspects such as data
collection, randomization, video functionality and to debug the survey in general. Thus,
questionnaires and the study procedure were adapted based on the issues raised during
the pilot study. The process models and the textual process description were several
times reviewed in order to ensure the quality of the process documentation.
4.2 Study Execution
The study was being executed during the period from 06. June 2020 and 30. June
2020. Students absolving the course Business Process Intelligence were predominantly
recruited to participate in the study. For this, the link to the study was published in the
37
4 Study Operation
respective moodle course [
97
]. To encourage the participation, the students earned
bonus points relevant for the course.
The treatment structure is fairly similar for all treatments. First, personal characteristics
are obtained by the utilized demographic and gaming experience questionnaire. After-
wards, the subjects are forwarded to the video of the warehouse scenario. In all three
treatments the video is identical. After viewing the video, depending on the treatment,
either the initial process model (see Figure 3.4 and Figure 3.5), the textual description
(see Figure A.1 and Figure A.2) or the process model extended with graphics (see Figure
A.3 and Figure A.4) will be shown to the subjects.
In this section, the cognitive load questionnaire must be answered with respect to
the displayed process documentation. In addition, they are asked about the process
documentation’s correctness. In order to investigate aspects such as the self-assurance,
the option "Unsure" is included. The only aspect that varies between the treatments
is the process documentation shown. After completing the section, the subjects are
exposed to all the process documentation observed in this study and have to chose
the process documentation that is in their opinion best suited. Subsequently, subjects
are asked to generate their individual code as they will receive bonus points for their
participation. The study ends with the acknowledgement for the participation in the study.
The whole study can be viewed in Appendix B.
4.3 Data Validation and Data Set Reduction
Before the collected data can be analyzed, it needs to be validated. The objective is to
check whether the data collected is reasonable and whether errors need to be excluded.
An error, for example, relates to subjects who have not seriously completed the survey
[
81
]. A total of 74 persons have participated in the study. However, the data of two
subjects had to be excluded from further analysis on the premise that they had not fully
completed the survey. Therefore, two outliers have been identified and, thus, data from
72 subjects will be validated in the following.
38
4.3 Data Validation and Data Set Reduction
Participants in this study consisted primarily of students (68) of diverse courses of
studies (see Table 4.2). The majority of the subjects complete studies in Economics and
Management (in total of 46 subjects) as reported in Table 4.2. The respective data is
additionally illustrated in Figure 4.1a and Figure 4.1b.
(a) (b)
Figure 4.1: Work Status and Course of Studies
Among the subjects, 37 indicted to be male and 35 to be female (see Table 4.2). The
allocation of the gender is, therefore, fairly balanced. In addition, as shown in Table
4.2, the distribution of treatments is as follows: A total of 22 subjects participated in the
process model treatments, 27 subjects received a textual process description and 23
participants evaluated the process model extended with graphics. The distribution of
gender and treatment are additionally shown in Figure 4.2a and Figure 4.2b.
(a) (b)
Figure 4.2: Gender Distribution and Treatment Distribution
39
4 Study Operation
The majority of the subjects recorded having absolved one course/discipline (36 subjects)
or between two and four courses/disciplines (27 subjects) related to Business Process
Management and/or Modeling. Concerning the modeling experience, around 19 percent
of the subjects have never created a process model, and around 83 percent of subjects
have stated that they do not have any industrial experience in the field of Business
Process Modeling. The majority of the process models created by the subjects had,
on average, between five and fifteen activities which contributes to the assumption that
the knowledge of process modeling is limited to simplifying business processes. Fur-
thermore, only 13 subjects have never started to use BPMN 2.0 for modeling purposes.
With respect to the familiarity with process modeling and the familiarity with BPMN 2.0
Notation, both median (md) values are 5.000, measured on a 7-Point Likert-Scala. In
addition, the perceived competence in using BPMN 2.0 for process modeling and the
perceived confidence in the understanding of BPMN 2.0 process models provides a
median score of 5 as well (see Table 4.1).
Median
Familiarity with Process Modeling 5.000
Familiarity with BPMN 2.0 Notation 5.000
Perceived Competence in using BPMN 2.0 for process modeling 5.000
Perceived Confidence in understanding of BPMN 2.0 process models 5.000
Table 4.1: Median of Familiarity, Perceived Confidence and Perceived Competence
Turning now to the gaming experience, half of the subjects are slightly to very familiar
with video games as the median score is 5.000. According to Table 4.2, 32 participants
prefer to play video games on a computer whereas 15 participants indicated to prefer
Playstation and, inter alia, 10 subjects are playing on Nintendo.
In terms of the favorite video genre in particular on computers, subjects prefer to play
strategy or role adventure game. However, in general there is no genre that stands out.
Every genre was chosen, at least once.
40
4.3 Data Validation and Data Set Reduction
Independent Variable Values N
Work Status
Student 1
Academic 2
Professional 3
Course of Studies
Business Mathematics 1
Cognitive Systems 1
Computer Science 2
Economics and Management 3
Mathematical Biometry 4
Media Informatics 5
Software Engineering 6
Gender Male 1
Female 2
Platform for Video Games
Computer 1
Nintendo 3
PlayStation 4
Tablet 5
Xbox 6
Other 7
Table 4.2: Results of Frequency Distribution of Data Depending on Different Variables
41
5
Study Analysis and Interpretation
The output of the study is analyzed and interpreted in this section. First, a raw data
analysis is presented and descriptive statistics are reported. Subsequently, the derived
hypotheses from the research goal in Section 3.3 are tested for significance. After the
analysis of the collected data, a summary is presented followed by the final discussion
of the gathered output from the analysis. Finally, in Section 5.4 and in Section 5.4 the
limitations and implications of the study are outlined. Data analysis was performed by
using SPSS.
5.1 Analysis of Raw Data and Descriptive Statistics
Descriptive statistics are concerned with the analysis of the data by plotting and visu-
alizing it in order to obtain an overview thereof. Furthermore, an objective is, inter alia,
to detect invalid data points (i.e., outliers) [
84
]. It is essential for further analysis, in
particular for the analysis and interpretation of the data hypotheses, as it is attributable
to an understanding of the nature of the data collected.
Descriptive statistics for 72 data points are reported as 72 subjects are considered in
this study (see Section 4.3). A boxplot is utilized to analyze the relationship between
the treatments and the cognitive load types (i.e., intrinsic, germane, and extraneous).
A boxplot represents the dispersion of the data. The rectangle (i.e., the box plot)
indicates where 50 percent of the data is located which is also known as the interquartile
range. The lower box border represents the first quartile (i.e., 25 percent) and the
upper boundary indicates the third quartile (i.e., 75 percent). The whiskers from and to
43
5 Study Analysis and Interpretation
(a) (b) (c)
Figure 5.1: Boxplot of ICL, GCL and ECL Depending on Treatments
the rectangle display the maximum and minimum score in the data. The outliers are
presented as data points outside the whiskers and are considered atypical observations.
The value of the median is indicated by the line inside the boxplot.
Turning now to the collected data in the study, based on Figure 5.1a
1
it is noteworthy that
the median score for the treatment process model in terms of the intrinsic cognitive load
(md = 4.750) differs from the median score of the other treatments (md = 4.000 for both
treatments). Furthermore, an outlier is identified for the intrinsic cognitive load. However,
the respective observation has not been an outlier for the germane cognitive load and for
the extraneous cognitive load. Considering the median score in terms of the germane
cognitive load, the result just marginally differs (see Figure 5.1b). Another noticeable
aspect is that in general, when reading a process model extended with graphics, the
subjects experienced the lowest extraneous cognitive load (md = 3.333) (see Figure
5.1c). On the contrary, the subject who received solely the process model perceived the
highest extraneous cognitive load (md = 4.000) and therefore the extraneous cognitive
load was 20 percent higher. The mean and the standard deviation for the respective
cognitive load types are reported in Table 5.1 for further analysis.
In addition, the subjects also had to answer whether the process model (or the textual
process description) corresponds adequately and completely to the process shown in
1M = Process Model, T = Textual Process Description, MG = Process Model extended with Graphics
44
5.1 Analysis of Raw Data and Descriptive Statistics
Treatment N Mean SD
ICL
Process Model 22 4.614 1.214
Textual Description 27 4.037 1.278
Process Model with Graphics 23 4.000 1.422
Total 72 4.201 1.318
GCL
Process Model 22 3.864 1.264
Textual Description 27 3.539 1.448
Process Model with Graphics 23 3.457 1.544
Total 72 3.632 1.417
ECL
Process Model 22 3.909 1.322
Textual Description 27 3.840 1.559
Process Model with Graphics 23 3.609 1.369
Total 72 3.787 1.416
Table 5.1: Descriptives for ICL, GCL and ECL
the video (see Section 3.4). Figure 5.2 illustrates the allocation of the answers provided
by the subjects. Nearly half of the participants were confident that the displayed process
documentation corresponds adequately and completely with the warehouse scenario
seen in the video. Once each treatment is considered individually, it is evident that the
subjects were more confident about the process model extended with graphics, whereas
the textual process description was classified mostly as inadequate and incomplete.
Treatment N Yes No Unsure
Process Model 22 9 3 10
Textual Description 27 7 9 11
Process Model with Graphics 23 16 2 5
Total 72 32 14 26
Table 5.2: Allocation of Answers in terms of Correspondence
Table 5.3 represents the summary of responses to the preference of a specific process
documentation differentiated between the treatments. According to Table 5.3, the majority
chose the process model as their favorite. A small minority indicated their preference for
the textual process description.
As interaction effects are of interest, a median split was conducted to divide the sample
size into groups based on the gaming experience and on the business process modeling
experience as well. The median is, therefore, considered as a reference point for dividing
the data set into two classes. In view of the gaming experience, the median score
45
5 Study Analysis and Interpretation
Treatment N Process Model Textual Process Process Model
Description with Graphics
Process Model 22 11 3 8
Textual Description 27 19 1 7
Process Model with Graphics 23 14 1 8
Total 72 44 5 23
Table 5.3: Summary of Results for Preference
of the familiarity with video games was chosen to divide the groups into low gaming
experience and high gaming experience (md = 5.000). With respect to the business
modeling experience, the split was based on the median of the created and/or edited
process models over the last 12 months (md = 2.000) and was also split into high and
low groups. The values were measured on an ordinal scale ranging between 0 and 4.
Table 5.4 represents the distribution of the identified high and low groups.
Gaming Experience N Values
low gaming experience 43 ≤2.000
high gaming experience 29 >2.000
Business Process Modeling Experience
low modeling experience 39 ≤5.000
high modeling experience 33 >5.000
Table 5.4: Distribution of the Groups
Furthermore, Table 5.5 reports the descriptives for the score of the intrinsic, germane,
and extraneous cognitive load differentiated between the high and low groups considering
the gaming experience. Interestingly, there is a difference between the groups in terms of
the intrinsic cognitive load. The group with low gaming experience therefore experienced
Group N Mean SD
ICL low gaming experience 39 4.385 1.227
high gaming experience 33 3.985 1.406
GCL low gaming experience 39 3.692 1.360
high gaming experience 33 3.561 1.499
ECL low gaming experience 39 3.949 1.390
high gaming experience 33 3.596 1.442
Table 5.5: Descriptives for High and Low Gaming Experience
46
5.2 Hypotheses Testing
a higher intrinsic cognitive load (mean of 4.385) overall compared to the group with high
gaming experience (mean of 3.985). In addition, the high gaming experience group
experienced in general a lower extraneous cognitive load relative to subjects with low
gaming expertise. Turning now to the modeling expertise, the descriptives are presented
in Table 5.6. Generally speaking, the mean score of each cognitive load type is lower for
participants with high modeling expertise.
Group N Mean SD
ICL low modeling experience 43 4.395 1.370
high modeling experience 29 3.914 1.203
GCL low modeling experience 43 3.756 1.548
high modeling experience 29 3.448 1.198
ECL low modeling experience 43 3.915 1.427
high modeling experience 29 3.598 1.401
Table 5.6: Descriptives for High and Low Modeling Experience
Differences in the data have been identified, however they need to be tested for signifi-
cance.
5.2 Hypotheses Testing
Hypotheses Testing is concerned with determining the significance of null hypotheses.
Constructed hypotheses in Section 3.3 will therefore be tested. As mentioned before
(see Section 3.6), a significance criterion (i.e., alpha level) of
α
= .050 is selected. There
are various statistical tests for hypotheses. Hence, a parametric one-way ANNOVA test
is applied. The one-way ANNOVA test compares the mean of at least two samples [
81
]
and is therefore suitable for the experimental design in the study as three groups are
studied.
First, used termination in terms of the hypotheses testing is outlined. Observed differ-
ences are considered to be significant if the p-value is within the defined significant
criterion. As the significance level is set to .050, the p-value should therefore be lower
than the level. The p-value is also defined as p. In addition, a test’s power analysis
is related to the probability of rejecting the null hypothesis and thus finding statistical
47
5 Study Analysis and Interpretation
significance results when one actually exits. Power-Analysis was performed by using
G*Power [
98
]. The effect size reflects the magnitude of an effect exerted by independent
variables on the response variable. Thus, it describes the effect of a phenomenon. Effect
sizes are important since, for example, a finding may be significant, but its effect is
so minimal that it is considered trivial [
99
]. Various effect sizes are used for different
statistical tests. Effect sizes d and f are hence considered for the respective analysis.
According to [
99
], the effect size d of .800 and the effect size f of .400 are classified
as large and therefore the effect of .800 and .400 is used for further analysis, such as
estimating the necessary sample size for significance given the desired effect and power.
Intrinsic Cognitive Load:
In terms of the intrinsic cognitive load, the analysis did not show any significant dif-
ferences (F(1.580) = 2, p = .213) among the process documentations. Thus, the null
hypothesis H0.1and H0.4are accepted.
Extraneous Cognitive Load:
None of these differences in terms of the extraneous cognitive load were statistically
significant (F(.277) = 2, p = .759). As the p-value is greater than the significance level,
the alternative hypotheses
H1.2
and
H1.5
are rejected, and therefore
H0.2
and
H0.5
are
accepted.
Germane Cognitive Load:
There were no significant differences (F(.474) = 2, p = .625) between the treatments with
regard to the germane cognitive load. The null hypotheses
H0.3
and
H0.6
are not refuted.
As no significance was identified, no posthoc test for multiple comparisons considering
Bonferroni was applied. Table 5.7 summarizes the results of hypotheses testing.
Response Variable Differences P-Value Significance
intrinsic cognitive load between groups .213 No
extraneous cognitive load between groups .759 No
germane cognitive load between groups .625 No
Table 5.7: Results of Test of Significance (One-way ANNOVA)
48
5.2 Hypotheses Testing
In addition, it was also of interest to study whether the expertise in terms of gaming
and modeling experience has an impact on the perceived cognitive load regardless of
the process documentation. The parametric two-sample t-test is applied to analyze
the difference between independent variables, which compares the population mean
of two unrelated groups for significant differences [
91
]. The test is also known as the
independent t-test.
Gaming Expertise:
According to the descriptive statistics provided before, the means for each cognitive
load type was lower for the high gaming experience group relative to the low gaming
experience groups. As the study was an exploratory one, a two-tailed t-test was applied.
However, the analysis did not show any significant differences for the intrinsic (t(1.288) =
70, p = .202)), extraneous (t(1.054) = 70, p = .295) and germane (t(.391) = 70, p = .697)
cognitive load. Further, equal variance was assumed as the Levene’s test for equality
of variance was not significant for all three response variables (i.e., intrinsic (p = .776);
extraneous (p = .320); germane (p = .867). Therefore, no statistical differences have
been detected and thus the variations are attributable to random occurrence.
Business Process Modeling Experience:
Considering the descriptive statistics with respect to the modeling expertise, the two
groups differ in all three types of cognitive load. The high modeling experience group
experienced less cognitive load as opposed to the low modeling experience group, as
well. However, none of these differences in terms of the cognitive load types were
statistically significant (i.e., intrinsic (t(1.535) = 70, p = .129); extraneous (t(.931) = 70,
p = .355); germane (t(.902) = 70, p = .370). According to Levene ’s test, the study
showed that equivalent variance could be assumed for intrinsic (p = .718), extraneous (p
= .931) and germane cognitive load (p = .901). Table 5.8 reports the results of the test
for significance, applying the two-sample t-test for both area of expertise.
49
5 Study Analysis and Interpretation
Response P-Value Significance
Variable
Gaming Expertise
ICL .202 No
ECL .295 No
GCL .697 No
Modeling Expertise
ICL .129 No
ECL .931 No
GCL .901 No
Table 5.8: Results of Test for Significance (Two-Sample T-Test)
Self-Confidence and Preference for Process Documentation:
As noted before, a tendency about the self-confidence of subjects about the complete-
ness and adequateness of the process documentation were found (see Table 5.2).
Therefore, the textual process description was most rated as false whereas the process
model extended with graphics were procentually most rated as to correspond the process
warehouse scenario. It is of interest whether an association between the process docu-
mentation and the self-confidence may be concluded. To test the findings for significance,
a nonparametric likelihood-ratio chi-quare test of independence is applied. A chi-square
test analyzes the association between two categorical variables and is based on data
displayed as frequencies, thus it is suitable for the respective data set (see Table 5.2)
[100]. This test is conducted in terms of the findings of preference as well.
According to the analysis, it can be concluded that an association between the self-
confidence about the process documentation and the treatment exists (
χ2
(4) = 11.834, p
= .019). Cramer’s V effect size is considered as categorical variables with more than
two characteristics are considered in this analysis. As shown in Table 5.9, the Cramer’s
V effect size is .287 (p = .019) which can be converted into the w index of [
99
] resulting
in w = .406. The magnitude of the respective w is classified as a moderate effect (.300
≤
w
<
.500) [
99
,
100
]. Comparing the standardized residuals, reported in Table 5.10,
one can suggest that the confidence about the completeness and adequateness of the
process model extended with graphics shows the strongest difference. Therefore, more
subjects were confident about that process model than expected. In addition, subjects
were more confident about the incompleteness and inadequacy of the textual process
description, thus it was not false.
50
5.2 Hypotheses Testing
Association P-Value Cramer’s V w
effect size p-value
Self-Confidence - Treatment .019 .287 .019 .406
Preference - Treatment .524 .153 .498 .216
Table 5.9: Results of Test for Significance (Likelihood-Ratio Chi-Square Test)
Yes No Unsure
Treatment
Process Model -.200 -.600 .700
Textual Process Description -1.400 1.600 .400
Process Model extended 1.800 -1.200 -1.100
with Graphics
Table 5.10: Standardized Residuals of Self-Confidence and Treatment)
Turning now to the findings with regard to the preference, no statistical significance (
χ2
(4)
= 3.203, p = .498) could be identified. Therefore, no association between the preference
for a process documentation and treatment exists.
Interaction effects:
Furthermore, it is of interest whether there is an interaction effect between the expertise
(i.e., modeling and gaming experience) and the treatments. As explained in Section
3.5, if more than two independent variables are observed and one independent vari-
able influence on the response variable is dependent on another independent variable
attribute, an interaction effect may occur. It is therefore studied whether the impact of
certain process documentation (i.e., treatment) depended, for example, on the level of
expertise that a subject has and vice versa. A multiple linear regression model is applied
to analyze potential interaction effects. The regression model results are reported in
Table 5.112.
Model 1 and model 2 refer to the intrinsic cognitive load as the response variable, model
3 and 4 are concerned with the extraneous cognitive load and model 5 and 6 analyze
the germane cognitive load. Thereby, measures of interest are the interaction terms
Gaming Experience*Treatment and BPM Experience*Treatment. According to Table
2
The predictors are coded as follow: Treatment (0 = Process Model, 1 = Textual Process Description, 2
= Process Model extended with Graphics); Gaming Experience (0 = low gaming experience, 1 = high
gaming experience); BPM Experience (0 = low modeling experience, 1 = high modeling experience)
51
5 Study Analysis and Interpretation
Coefficients (p-value)
ICL ECL GCL
(1) (2) (3) (4) (5) (6)
Treatment -.249 -.319 -.144 -.073 -.227 -.186
(.327) (.176) (.604) (.778) (.416) (.470)
Gaming Experience -.246 -.307 -.199
(.626) (.570) (.721)
Gaming Experience * Treatment -.201 -.064 .038
(.616) (.874) (.931)
BPM Experience -.523 -.058 -.248
(.323) (.920) (.669)
BPM Experience * Treatment .034 -.261 -.064
(.936) (.574) (.890)
Table 5.11: Interaction Effects between Expertise and Treatments
5.11 no significant interaction effect for the intrinsic (p = .616), extraneous (p = .874)
and germane cognitive load (p = .931) between the gaming expertise and treatment is
identified. In addition, in terms of the interaction effect, the analysis did not show any
significant effect between the business process modeling experience and treatments
with respect to the intrinsic (p = .936), extraneous (p = .573) and germane cognitive load
(p = .890). Taken as a whole, the analyzes did not detect any significant interaction effect
and thus no dependency between the expertise and treatments exists in this experiment.
Power Analysis and Estimated Sample Size:
No significant differences were identified in the prior analysis. However, it is likely that
there is a phenomenon that could not be detected due to insufficient sample size and/or
low power. The power of the test depends on various factors, such as the size of the
sample, the variance in the size of the sample, the level of significance chosen and the
effect size [101].
Of interest are in particular the differences between the treatments with regard to the
intrinsic and extraneous cognitive load and the impact of the level of business process
modeling expertise on the cognitive loads as the subjects with a high level of expertise
experienced in general a lower cognitive load relative to the low expertise group. The
differences for each cognitive load type in terms of the process documentation utilized
were analyzed with the one-way ANNOVA test. In order to analyze whether no significant
52
5.2 Hypotheses Testing
results could be yield owing to low power, a retrospective power analysis is conducted.
To estimate the power of the respective test, the effect size f is required and calculated.
The effect sizes, the power and the necessary sample sizes are reported in Table 5.12.
According to Table 5.12 the power analysis for the one-way ANNOVA test in terms of the
intrinsic cognitive load reported a power of 33.655 percent with an effect size f of .214
which is classified as a small effect according to [
99
]. Further, the power-analysis of
the one-way ANNOVA test with regard to the extraneous load showed a power of 9.409
percent. The respective effect size f is .090, which is considered as trivial. Generally
speaking, it was unlikely that the tests would be able to detect significant results on the
basis of such low power. The essential size of the sample is hence estimated by a power
of .800 and the desired effect of .400. The minimum sample size required consists of 66
subjects. Thus, the population in this study consisted of 72 subjects and exceeded the
essential threshold, however the effect size of the test is low.
Furthermore, the effect of a phenomenon tested with a two-sample t-test is indicated by
the effect size d [
99
]. Hence, the statistical analysis of the impact of modeling experience
on the different cognitive loads resulted in an effect size d of .373 with a power of 33.441
percent for the intrinsic, an effect size d of .224 with a power of 15.123 percent for the
extraneous and an effect size d of .222 with a power of 14.967 percent for the germane
cognitive load. Taken as a whole, the likelihood of rejecting the hypothesis is low and all
the reported effect sizes d are considered to be small effects. The minimum sample size
given an effect size d of .800 and a power of .800 is 52. Thus, the sample size in this
study exceeded the necessary size, but the effect size is low which contributes to the
low power. The results of the power-analysis and of the estimation of the sample sizes
are reported in Table 5.12 as well.
Test Effect Power Estimated
Size Sample Size
ICL - Treatment One-way-ANNOVA .214 .337 66
ECL - Treatment One-way-ANNOVA .090 .094 66
ICL - Modeling Expertise Two-Sample T-Test .373 .334 52
ECL - Modeling Expertise Two-Sample T-Test .224 .151 52
GCL - Modeling Expertise Two-Sample T-Test .222 .150 52
Table 5.12: Results of Power-Analysis and Estimation of Sample Sizes
53
5 Study Analysis and Interpretation
5.3 Summary and Discussion
In summary, the findings of the study show that the type of process documentation does
not affect the cognitive load after experiencing a virtual process environment. The aim of
the study was to provide insight into the research questions raised in Section 3.2. As a
result, with respect to RQ 1, no significant differences between the process notations
could be identified in the analysis and, in addition to RQ 2, the analysis did not indicate
any significant differences between the impact of process model and process models
extended with graphics on the intrinsic, extraneous and germane cognitive load.
As assumed, no differences were identified between the process documentation with
respect to the intrinsic cognitive load, as all three process documentation deliver identical
information. Contrary to expectations, the study did not find any substantial differences
between the process documentation in terms of the extraneous load. As the extraneous
load is concerned with the design of the instruction (i.e., information), a difference was
expected to be found between the documentation of the process as all three variations
display different information presentation. The findings, however, lead to the conclusion
that a process model, a textual process description and a process model extended with
graphics generally exert the same external cognitive load after watching the related virtual
process environment. Thus, none of the process documentation increased or decreased
the cognitive load and therefore facilitated the information processing. Consequently,
this also leads to another conclusion that the additional graphics in the process model
will not have an detrimental impact on the cognitive load. One possible reason for a
negative aspect might be that the additional static pictures increase the interactivity of
the element, since the information on the graphics also needs to be considered and
linked to the video shown before. Nonetheless, one could have expected a positive
effect: when key information is again presented with graphics, it might have facilitated the
memory. Interestingly, no significant differences were found with respect to the germane
cognitive load, and thus the slight differences are attributed to random occurrence. One
assumption for the static image to raise the germane cognitive load may be that subjects
could be inspired to understand how the graphics and process elements are connected
together, thus that is not the case.
54
5.3 Summary and Discussion
Generally speaking, based on the findings two assumption may be suggested:
•
The video results in that the cognitive load exerted by the different process docu-
mentation is not significant different from one another.
•
The video has no effect on the cognitive load exerted by the different process
documentation and the cognitive load alone does not vary sustainably.
It is therefore of interest how the results would have been when there was no virtual
process environment considered.
Considering the expertise in business process modeling, it is surprising that there are
no notable differences in the impact on intrinsic cognitive load, as the expertise can
influence the intrinsic cognitive load as stated in [
56
]. Consequently, the high modeling
group with extensive prior knowledge would have stored the respective knowledge as
schemas enabling the respective knowledge to be treated as one information. The group
with high expertise would therefore have experienced less intrinsic cognitive load in
terms of the complexity of the process documentation. In addition, the analysis detected
no significant differences between the level of gaming expertise on cognitive load. This
leads to the assumption that, regardless of the gaming expertise, the virtual process
environment and subsequently the process documentation are perceived the same way.
However, given that the findings are based on a demographic questionnaires including
only three question about the gaming expertise, the results should be treated with a
considerable caution.
With regard to the stated preference for a process documentation, no association
can be concluded between the treatments and the participant’s preference for one
as no substantial differences have been analyzed. Thus, the frequencies distribution,
displayed in Table 5.3, is attributed to random occurrence. Interestingly, a significant
association has been detected in terms of self-confidence and treatments. The process
model extended with graphics was thus mostly graded as a complete and adequate
correspondence of the warehouse process in the video. Following the findings, one can
conclude the following assumptions: Self-confidence was increased, because
•
each process activity was enriched with a static picture and this lead to the
assumption the displayed process must be correct.
55
5 Study Analysis and Interpretation
•
wrong activities had to be enriched with false static picture, which was possibly not
expected by the participants.
In addition, the textual process description was more rated as false among all process
documentation. This result can be explained by the different degree of abstraction that
the participants have and the process formulation could have been interpreted differently.
Through qualitative research, the current results could have been expanded by asking
the respondents why they chose the respective answer. Aspects regarding further
scientific research are discussed in Section 7.
Further, interaction effects have been studied as well. It was therefore of interest if the
degree of expertise and the treatment are interdependent and whether the interaction
had an effect on the outcome. However, the study showed no significant interaction
effect, leading to the conclusion that the magnitude of the intrinsic, extraneous and
germane cognitive load imposed by the treatment is not dependent on the expertise and
vice versa.
Overall, the investigations so far have been applied to a small sample size and thus the
apparent lack of correlation can be attributed to the low sample size and to the low power
of the tests as well. Furthermore, the environment in which the study was conducted
could not be completely controlled and this could affect the validity of the results. Hence,
further studies need to be conducted and this study can serve as a fundamental.
5.4 Limitations
It is plausible that a number of limitations might have influenced the results obtained.
First, the study was conducted online. The environment could therefore not be completely
controlled and the participants could have encountered disruption during the study, which
could have influenced the cognitive load. Another potential source of error is that with
regard to the preference query, the three types of process documentation were always
shown in the same sequence. Unfortunately, it was not possible to further investigate the
significant relationship of the subject’s self-confidence and the treatments due to the fact
56
5.5 Implications
that the study was focused solely on the investigation of the process reader’s cognitive
load. Furthermore, the virtual process environment was limited to a video based on a
game. Therefore the gameful-experience could not be fully considered as the game
was not played by participants. Since participants just watched the video and could not
play the game, the length of the study may have affected the participants’ interest and
motivation more.
5.5 Implications
Since the results suggest that no substantial difference exists between the process
documentation in terms of cognitive load after experiencing the virtual process envi-
ronment, it can be inferred that a virtual process environment may thus be created in
practice where both the textual process notation and the graphical process notation
are used in particular. In addition, after seeing the video, process readers were more
confident of the correctness and adequacy of the process model. Thus, a virtual process
environment can be considered in particular with process models. It can be used when
testing the accuracy of a process model, because after experiencing the virtual process
environment the process readers are more confident to process models. However,
contrary to [
56
], the study results showed as stated before that no significant difference
was observed in the business process modeling experience in terms of the cognitive
load. Process readers with different modeling expertise experience the same cognitive
load after watching the video. As process readers are from various fields of practice,
such as process analysts and domain experts, modeling expertise differs and therefore
a virtual process environment can be considered before reading the respective process
model [3].
57
6
Related Work
Research has tended to concentrate on gamification with respect to Business Process
Modeling and Management rather than in conjunction with cognitive load theory. There-
fore, research related to the three domains and intermediated research is listed in this
section, which is also mainly referred to in this master thesis.
Gamification is used in Business Process Management in various ways: for educational
aspects, extension of concepts and for practical implementations. For example, IBM
Innov8 was developed with the aim of teaching BPMN 2.0 using a 3D virtual environment.
In the game, the player has been hired to evaluate and optimate existing processes.
Those processes represents real-life scenarios [
7
]. Studies have shown that students
acquired knowledge of BPMN 2.0 faster than traditional methods [
61
,
62
]. Thus, the in-
corporation of gamification into the management of business processes has the potential
to have positive results. However, gamification is a widespread domain. Besides the uti-
lization of a virtual environment, gamification consists of the use of game-mechanics as
well. [44] for example, proposed a BPMS-Tool known as Horus Gamification. It considers
game-mechanics such as ranking, leader boards and points which employees may col-
lect on the basis of the quality of their process models. Furthermore, [
64
] suggested the
expansion of BPMN 2.0, including gamificiation elements such as levels, leader boards,
points, etc. In terms of process model comprehension, Tales of a Knightly Process has
been developed to study whether the game promotes the comprehension of process
models. The findings indicated an increase of process comprehension attributable to the
use of the game. In addition, it has been shown that the complexity of the process model
has an effect on comprehension [
9
]. The virtual process environment utilized in this
research is based on the game reported in [
20
]. [
20
] presents a gamification approach to
59
6 Related Work
analyze the impact of social distance on the granularity, qualitiy and strucutre of BPMN
2.0 process models. Gamification has already been used and researched in the sense
of Business Process Management for various reasons, but the effect on cognitive load
by gamification has scarcely been considered.
Taken a step back, a 3D virtual process environment depicted as a video can be seen
as an intercept between an animation and gamification. [
32
] points out why it is reason-
ably to use simulation (i.e., animation) which are displayed in a 2D or 3D environment.
Accordingly, the author notes that the reason for animation is that the processing of
graphical information takes place preconciously comparable with breathing. In terms
of 3D process visualization, [
102
] presents the interactive tool 3D Flight Navigator that
analyzes and displays business process models in a 3D virtual environment while pro-
viding an heads-up display. Furthermore, gamification is cloesely linked to virtual reality,
which takes a new perspective on the use of virtual environments. The authors of [
103
]
introduced a VR-BPMN concept and developed a prototype based on immersive busi-
ness process diagrams experience. In addition, a remote collaborative process modeler
was implemented by [
104
] considering augumented technology in a collaborative virtual
environment. In terms of the cognitive processes with regard to Business Process
Modeling and Management, research has mainly concentrated on the cognitive load
a process noation exerts itself. [
72
] for example conducted an eye-tracking study to
examine the cognitive load of business process models using different modularization
approaches for BPMN 2.0 diagrams. [
17
] formally analysis various graphical process
notations (i.e., Petri Nets, BPMN 2.0, Event-driven Process Chains (EPC)). BPMN 2.0
exerts the least cognitive load, based on the authors’ study. Another study with respect
to cognitive load is conducted by [
105
], which analyzes the effect of swimlanes in BPMN
process models.
With regard to research on textual and graphical process notations, the use of textual
process descriptions and process models in practice in software engineering has been
analyzed by [33]. Therefore, textual process description is used in addtion to describe
the details of a process and should thus be considered in analysis as graphical and
textual process notation has both strength and weaknesses. [
43
] studied whether textual
process notation or graphical process notation is better for process comprehension.
60
According to their findings, no substantial differences could be detected for novice
process readers whereas the graphical notation facilitate the process understanding for
experienced process readers.
In contrast to the stated above, the master thesis analyzes the impact of gamification
on the cognitive load while understanding the process documentation. [
22
] and [
23
]
delivers an thorough overview of human visual perception which is essential for the
visual information processing. To gain a deeper insight into the cognitive load theory
[53], [56] and [52] are recommended.
61
7
Conclusion and Future Work
This master thesis has investigated the impact of a virtual process environment on the
cognitive load that the process reader perceives during the comprehension of a process
model. An online study with 72 participants was conducted to receive insights into the
research questions. Of interest was the impact on the cognitive load of a textual process
description, a process model and a process model extended with graphics which is based
on the virtual process environment. The treatments were assigned to the participants at
random. Since three variants of process documentation were analyzed, three treatments,
each representing a process documentation, were defined. First, a video was watched by
the subjects. The video is based on a game in a virtual 3D environment so it is referred
to as a virtual process environment. A process documentation of the 3D warehouse
scenario was subsequently demonstrated for the subjects followed by a questionnaire
assessing the cognitive load of the respective process documentation. In addition,
subjects were asked about the adequacy and completeness of the respective process
documentation in order to study the subjects’ self-confidence regarding the process.
Finally, the preference for a certain process documentation was obtained by displaying
all three documents to the subjects and asking which one they prefer.
In conclusion, the findings indicate that there are no significant differences between
the process documentation in terms of cognitive load after the video has been shown.
As little research has been done in this area, these findings are left to interpretations
and assumptions and further investigations are thus needed. Considering the findings,
the question arises as to whether the virtual process environment does not lead in
any differences between the process documentation or whether the respective virtual
environment does not provide an impact on the process documentation. The present
63
7 Conclusion and Future Work
research examined the cognitive load only after having experienced the virtual process
environment. Consequently, based on this study, the question posed cannot be answered.
Nevertheless, further findings in this study suggest an correlation between the self-
confidence about the adequacy and completeness of the process documentation and
the process documentation displayed. Process readers were more confident about the
correctness and adequacy of the process model extended with graphics whereas the
textual process description was mostly regarded as incorrect. Further work needs to be
done to establish transparency in terms of the association of a process documentation
and the process reader’s self-confidence. No notable results were found in light of
the relationship between the process reader’s preference and process documentation
(i.e., treatments). In addition to the research so far, the effect of modeling and gaming
experience on cognitive load styles has also been investigated. The respective findings
did not result in any noteworthy outcome.
With respect to potential future work, this research has given rise to many questions
in need of further examination. In terms of the cognitive load, it is of interest as stated
before how the cognitive load is effected solely by the virtual process environment.
Furthermore, since the participants have only watched the virtual process environment,
this work may serve as a fundamental for studying the impact on cognitive load after
the game has been played. In addition, the study was based solely on one process
that is intuitive and can be seen as rather simple, and thus further studies are needed
to examine the effect of a virtual process environment with regard to complexity of the
process.
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A
Process Documentation
This appendix is comprised of the two additional process documentation used in this
study. Each treatment consisted of a different way of documenting the process: subjects
received either a process model, a textual process description or a process model
extended with graphics. The latter two are presented in this appendix.
77
A Process Documentation
Figure A.1: Textual Process Description: Warehouse Scenario - Part I
78
Figure A.2: Textual Process Description: Warehouse Scenario - Part II
79
A Process Documentation
Figure A.3: Process Model extended with Graphics: Warehouse Scenario - Part I
80
Figure A.4: Process Model extended with Graphics: Warehouse Scenario - Part II
81
B
Study
In this appendix, the materials of the study are presented. As each treatment consisted
of a different process documentation, each variant is provided.
Section 1: Introduction
Figure B.1: Introduction of the Study
83
B Study
Section 2: Demographic Questionnaire
Figure B.2: Demographic Questionnaire - Part I
84
Figure B.3: Demographic Questionnaire - Part II
85
B Study
Section 3: Gaming Experience Questionnaire
Figure B.4: Note on the Next Step - I
Figure B.5: Gaming Experience Questionnaire
86
Section 4: Virtual Process Environment
Figure B.6: Note on the Next Step - II
Figure B.7: Virtual Process Environment
87
B Study
Section 4: Variants of the Process Documentation of the 3D-Warehouse Scenario
Treatment: Process Model
Figure B.8: Note on the Next Step (Process Model) - III
Figure B.9: Treatment: Process Model - Part I
88
Figure B.10: Treatment: Process Model - Part II
89
B Study
Figure B.11: Treatment: Process Model - Part III (Cognitive Load Questionnaire)
90
Treatment: Textual Process Description
Figure B.12: Note on the Next Step (Textual Process Description) - III
Figure B.13: Treatment: Textual Process Description - Part I
91
B Study
Figure B.14: Treatment: Textual Process Description - Part II
92
Figure B.15:
Treatment: Textual Process Description (Cognitive Load Questionnaire) -
Part III
93
B Study
Treatment: Process Model extended with Graphics
Figure B.16: Note on the Next Step (Process Model extended with Graphics) - III
Figure B.17: Treatment: Process Model extended with Graphics - Part I
94
Figure B.18: Treatment: Process Model extended with Graphics - Part II
95
B Study
Figure B.19:
Treatment: Process Model extended with Graphics - Part III (Cognitive Load
Questionnaire)
96
Section 5: Preference for one Process Documentation
Figure B.20: Note on the Next Step - IV
Figure B.21: Variant I: Process Model - Part I
97
B Study
Figure B.22: Variant I: Process Model - Part II
98
Figure B.23: Variant II: Process Model extended with Graphics - Part I
99
B Study
Figure B.24: Variant II: Process Model extended with Graphics - Part II
100
Figure B.25: Variant III: Textual Process Description - Part I
101
B Study
Figure B.26: Variant III: Textual Process Description - Part II
102
Section 6: Generation of the Individual Code
Figure B.27: Instruction for Generating the Code - Part I
103
B Study
Figure B.28: Instruction for Generating the Code - Part II
Section 7: Feedback and Acknowledgment
Figure B.29: Feedback and Acknowledgment for Participation
104
List of Figures
2.1 View of the Structure of Retina: A Cross-Section [23] . . . . . . . . . . . . 6
3.1 Variables in a Study [84] (adapted) . . . . . . . . . . . . . . . . . . . . . . 24
3.2 Extract from the Video: Starting Sequence . . . . . . . . . . . . . . . . . 27
3.3 Extract from the Video: Picking the Goods Using the Forklift . . . . . . . . 28
3.4 Process Model: Warehouse Scenario - Part I . . . . . . . . . . . . . . . . 29
3.5 Process Model: Warehouse Scenario - Part II . . . . . . . . . . . . . . . . 30
3.6 Study Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
4.1 Work Status and Course of Studies . . . . . . . . . . . . . . . . . . . . . . 39
4.2 Gender Distribution and Treatment Distribution . . . . . . . . . . . . . . . 39
5.1 Boxplot of ICL, GCL and ECL Depending on Treatments . . . . . . . . . . 44
A.1 Textual Process Description: Warehouse Scenario - Part I . . . . . . . . . 78
A.2 Textual Process Description: Warehouse Scenario - Part II . . . . . . . . 79
A.3 Process Model extended with Graphics: Warehouse Scenario - Part I . . 80
A.4 Process Model extended with Graphics: Warehouse Scenario - Part II . . 81
B.1 Introduction of the Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
B.2 Demographic Questionnaire - Part I . . . . . . . . . . . . . . . . . . . . . 84
B.3 Demographic Questionnaire - Part II . . . . . . . . . . . . . . . . . . . . . 85
B.4 Note on the Next Step - I . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
B.5 Gaming Experience Questionnaire . . . . . . . . . . . . . . . . . . . . . . 86
B.6 Note on the Next Step - II . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
B.7 Virtual Process Environment . . . . . . . . . . . . . . . . . . . . . . . . . 87
B.8 Note on the Next Step (Process Model) - III . . . . . . . . . . . . . . . . . 88
B.9 Treatment: Process Model - Part I . . . . . . . . . . . . . . . . . . . . . . 88
B.10 Treatment: Process Model - Part II . . . . . . . . . . . . . . . . . . . . . . 89
B.11 Treatment: Process Model - Part III (Cognitive Load Questionnaire) . . . . 90
B.12 Note on the Next Step (Textual Process Description) - III . . . . . . . . . . 91
105
List of Figures
B.13 Treatment: Textual Process Description - Part I . . . . . . . . . . . . . . . 91
B.14 Treatment: Textual Process Description - Part II . . . . . . . . . . . . . . . 92
B.15
Treatment: Textual Process Description (Cognitive Load Questionnaire) -
Part III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
B.16 Note on the Next Step (Process Model extended with Graphics) - III . . . 94
B.17 Treatment: Process Model extended with Graphics - Part I . . . . . . . . . 94
B.18 Treatment: Process Model extended with Graphics - Part II . . . . . . . . 95
B.19
Treatment: Process Model extended with Graphics - Part III (Cognitive
Load Questionnaire) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
B.20 Note on the Next Step - IV . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
B.21 Variant I: Process Model - Part I . . . . . . . . . . . . . . . . . . . . . . . 97
B.22 Variant I: Process Model - Part II . . . . . . . . . . . . . . . . . . . . . . . 98
B.23 Variant II: Process Model extended with Graphics - Part I . . . . . . . . . 99
B.24 Variant II: Process Model extended with Graphics - Part II . . . . . . . . . 100
B.25 Variant III: Textual Process Description - Part I . . . . . . . . . . . . . . . 101
B.26 Variant III: Textual Process Description - Part II . . . . . . . . . . . . . . . 102
B.27 Instruction for Generating the Code - Part I . . . . . . . . . . . . . . . . . 103
B.28 Instruction for Generating the Code - Part II . . . . . . . . . . . . . . . . . 104
B.29 Feedback and Acknowledgment for Participation . . . . . . . . . . . . . . 104
106
List of Tables
3.1 Demographic Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.2 Gaming Experience - Questionnaire . . . . . . . . . . . . . . . . . . . . . 25
3.3 Cognitive Load Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.1 Median of Familiarity, Perceived Confidence and Perceived Competence . 40
4.2
Results of Frequency Distribution of Data Depending on Different Variables
41
5.1 Descriptives for ICL, GCL and ECL . . . . . . . . . . . . . . . . . . . . . . 45
5.2 Allocation of Answers in terms of Correspondence . . . . . . . . . . . . . 45
5.3 Summary of Results for Preference . . . . . . . . . . . . . . . . . . . . . . 46
5.4 Distribution of the Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
5.5 Descriptives for High and Low Gaming Experience . . . . . . . . . . . . . 46
5.6 Descriptives for High and Low Modeling Experience . . . . . . . . . . . . 47
5.7 Results of Test of Significance (One-way ANNOVA) . . . . . . . . . . . . . 48
5.8 Results of Test for Significance (Two-Sample T-Test) . . . . . . . . . . . . 50
5.9 Results of Test for Significance (Likelihood-Ratio Chi-Square Test) . . . . 51
5.10 Standardized Residuals of Self-Confidence and Treatment) . . . . . . . . 51
5.11 Interaction Effects between Expertise and Treatments . . . . . . . . . . . 52
5.12 Results of Power-Analysis and Estimation of Sample Sizes . . . . . . . . 53
107
Name: Carina Spitzer Matriculation number: 910620
Honesty disclaimer
I hereby affirm that I wrote this thesis independently and that I did not use any other
sources or tools than the ones specified.
Ulm,
.................... .............................................
Carina Spitzer