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Social Software

Social Software. Today’s Outline. Computer Supported Cooperative Work (CSCW) 3 principles for CSCW Activity Social Software 3 principles for Social Software. William Whyte. What is CSCW?.

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Social Software

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  1. Social Software

  2. Today’s Outline Computer Supported Cooperative Work (CSCW) 3 principles for CSCW Activity Social Software 3 principles for Social Software

  3. William Whyte

  4. What is CSCW? CSCW [is] a generic term, which combines the understanding of the way people work in groups with the enabling technologies of computer networking, and associated hardware, software, services and techniques. A.k.a. Groupware Source: Wikipedia

  5. CSCW Matrix Source: Wikipedia. Johansen, 1988 in Baecker, R.M.; Others, (1995). Readings in human-computer interaction: toward the year 2000. Morgan Kaufmann Publishers.

  6. Why is CSCW design hard? • Multiple users • “Virtual” (not physical) presence • The Network • Virtual presence could be “Beyond Being There” • Some distinguishing features of CSCW: • asynchronous communication • anonymous communication • automatically archive of communication Source: Hollan, Jim and Stornetta, Scott. “Beyond Being There.” CHI 1992.

  7. 37 Signals : Getting Real, a reminder • Interface First • Design the interface before you start programming • Too many apps start with a program-first mentality. That's a bad idea. Programming is the heaviest component of building an app, meaning it's the most expensive and hardest to change. Instead, start by designing first. • Design is relatively light. A paper sketch is cheap and easy to change. html designs are still relatively simple to modify (or throw out). That's not true of programming. Designing first keeps you flexible. Programming first fences you in and sets you up for additional costs. Source: 37 Signals

  8. Different time / different place Communication + Coordination Wiki Blogs Workflow Version Control Shared participation over time Geographically world wide Source: Wikipedia.

  9. Example: growth of different time / different place Wikipedia Wikipedia growth Source: Wikipedia.

  10. Document Collaboration How many of you have used Google Docs to collaborate on document? Can range from same time to different time, depending on use case Challenge: make it more than just Microsoft Word with the network added

  11. Same time / different place Remote interaction Video-Conferencing, Real-time groupware Messaging (Instant messaging, Email) Virtual worlds Multi-User editors Shared Screen (vnc) Multi-user participation Nonverbal cues Differing levels of fidelity (text, voice, avatar) Source: Wikipedia.

  12. Example: recent enhancements in same time / different place Skype Skype 1.0 Source: Wikipedia.

  13. Different time / same place Continuous task Team rooms Large displays Source: Wikipedia.

  14. Example: ideas for different time / same place Lean Manufacturing: Visible System Metrics Source: http://www.magnatag.com/, http://www.adaptivedisplays.com/

  15. Same time / same place Face to face interaction Roomware Shared tables, wall displays Group Decision Support Systems (GDSS) Single display groupware Source: Wikipedia.

  16. The original example: same time / same place With “PowerPoint Slides” Without “Slides” Is PowerPoint in need of CSCW innovation? Source: http://www.presentationzen.com/presentationzen/2006/03/index.html

  17. Example : same time / same place Microsoft Surface Source: Microsoft Surface, http://www.microsoft.com/surface/

  18. Challenges in Implementing CSCW Source: Grudin, Jon. “Eight Challenges for Groupware Developers”. CACM, 1994.

  19. Implementing different time / different place systems Model View Controller Ruby on Rails Source: http://railsruby.blogspot.com/2006/03/mvc-model-view-controller-architecture.html, http://www.rubaidh.com/services/hosting/system-architecture

  20. 3 Principles for CSCW It’s not good enough to just replicate offline experiences online; we have to go ‘beyond being there’ CSCW systems where the cost to participants is high, and the system’s benefit is mostly to someone else (their supervisors, for example), will fail (Grudin) In the (near) future, almost everything will be a CSCW application, so it pays to get this right.

  21. New collaborative apps are changing CSCW Source: 37 Signals

  22. Eye to the future: iRoom same time / same place @ Stanford Source: Johanson, Brad and Armando Fox and Terry Winograd. “The Stanford iRoom and Interactive Workspaces Project”. Stanford.

  23. Activity

  24. Social Software

  25. Definition Online applications that are characterized by the connections formed between participants Clay Shirky’s definition: “It's software that supports group interaction.” Ex: facebook, myspace, Twitter, flickr, Wikipedia

  26. A Brief History BBS systems (ask your older friends) Message boards and instant messaging (ICQ) Early ‘social networks’ (The WELL) Maturing services (MySpace, AIM) Current, “Web 2.0” services (facebook, flickr, twitter)

  27. Why is Social Software Interesting? • Design challenges • Create / maintain connections • Deal with privacy issues • User-contributed content (video, photos, applications) • Behaviors • Friend/de-friend/poke/follow • Long tail of participation • Connectors, mavens, salespeople (Gladwell)

  28. Types of communities (W.R. Bion) • Flirtation / “pairing off” • Facebook, Match.com • Discussing common enemy • Several newsgroups, Orkut communities titled “I hate ___________” • Religious talk • Newsgroups about real-world religions, newsgroups about strong interests (Tolkien, Star Wars)

  29. What to Design For (Shirky) 1. Handles/identity participants can invest in 2. Reputation management 3. Barriers to participation 4. Spare the group from scale

  30. What to Design For, facebook study • 1. Handles/identity participants can invest in • Real name profile, carefully maintained profile page with interests, activities, etc. • 2. Reputation management • 3. Barriers to participation • 4. Spare the group from scale

  31. What to Design For, facebook study • 1. Handles/identity participants can invest in • 2. Reputation management • Number of friends, number of wall posts. • 3. Barriers to participation • 4. Spare the group from scale

  32. What to Design For, facebook study • 1. Handles/identity participants can invest in • 2. Reputation management • 3. Barriers to participation • At beginning, needed @edu to sign up; now, need e-mail to join community • 4. Spare the group from scale

  33. What to Design For, facebook study • 1. Handles/identity participants can invest in • 2. Reputation management • 3. Barriers to participation • 4. Spare the group from scale • Friend requests aren’t automatic, and participants aren’t likely to friend total strangers

  34. Twitter “Microblogging” service Official prompt: “what are you doing?” Actual behavior: loose conversation between tech mavens and connectors, distributed over time and space

  35. NYTimes on Social Software This is the paradox of ambient awareness. Each little update —each individual bit of social information —is insignificant on its own, even supremely mundane. But taken together, over time, the little snippets coalesce into a surprisingly sophisticated portrait of your friends’ and family members’ lives, like thousands of dots making a pointillist painting. “Brave New World of Digital Intimacy” by Clive Thompson

  36. Lesson • You can’t know a priori how participants will incorporate a social software system into their lives • YouTube started out as HotorNot clone, flickr started out as video game

  37. Wisdom of the Crowds (Surowiecki) • Aggregate groups of people can be really smart / effective… • At predicting the future (prediction markets) • At solving tough problems (InnoCentive) • At causing / creating change • At collecting / filtering info (Digg, Delicious) • At democratizing production (crowdsourcing)

  38. Dark Side of Social Software “trolls” and harassment Tension between assuming real identity on Net, and exposing yourself From USENET to today (4chan), there will always be misanthropic folks

  39. 3 Principles for Social Software Users != Participants; it’s not enough to make your software usable, you have to think of the community Design preventively, not reactively (trolls and other ‘evil-doers’ are out there; it’s your responsibility to keep them in check) Online groups have massive potential, and current services only scratch the surface

  40. Challenges (1/8 – from Grudin) Disparity of Work and BenefitGroupware applications often require additional work from individuals who do not perceive a direct benefit from the use of the application

  41. Challenges (2/8) Critical Mass and Prisoner’s DilemmaGroupware may not enlist the “critical mass” of users required to be useful, or can fail because it is never to any one individual’s advantage to use it

  42. Group Calendaring

  43. Challenges (3/8) Disruption of Social ProcessesGroupware can lead to activity that violates social taboos, threatens existing political structures, or otherwise demotivates users crucial to its success

  44. Challenges (4/8) Exception HandlingGroupware may not accommodate the wide range of exception handling and improvisation that characterizes much group activity

  45. thick practice Medical Records

  46. Challenges (5/8) Unobtrusive AccessibilityFeatures that support group processes are used relatively infrequently, requiring unobtrusive accessibility and integration with more heavily used features.

  47. Challenges (6/8) Difficulty of EvaluationThe almost insurmountable obstacles to meaningful, generalizable analysis and evaluation of groupware prevent us from learning from experience

  48. Track Changes

  49. Challenges (7/8) Failure of IntuitionIntuitions in product development environments are especially poor for multiuser applications, resulting in bad management decisions and error-prone design process.

  50. Challenges (8/8) The adoption processGroupware requires more careful implementation in the workplace than product developers have confronted

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