social software

The value of Group-Forming Networks

From David P. Reed’s “That Sneaky Exponential – Beyond Metcalfe’s Law to the Power of Community Building“:

Bob Metcalfe, inventor of the Ethernet, is known for pointing out that the total value of a communications network grows with the square of the number of devices or people it connects. This scaling law, along with Moore’s Law, is widely credited as the stimulus that has driven the stunning growth of Internet connectivity. Because Metcalfe’s law implies value grows faster than does the (linear) number of a network’s access points, merely interconnecting two independent networks creates value that substantially exceeds the original value of the unconnected networks. …

But many kinds of value are created within networks. While many kinds of value grow proportionally to network size and some grow proportionally to the square of network size, I’ve discovered that some network structures create total value that can scale even faster than that. Networks that support the construction of communicating groups create value that scales exponentially with network size, i.e. much more rapidly than Metcalfe’s square law. I will call such networks Group-Forming Networks, or GFNs. …

What kind of value are we talking about, when we say the value of a network scales as some function of size? The answer is the value of potential connectivity for transactions. That is, for any particular access point (user), what is the number of different access points (users) that can be connected or reached for a transaction when the need arises. …

The value of potential connectivity is the value of the set of optional transactions that are afforded by the system or network. …

Metcalfe’s law, simply derived, says that if you build a network so that any customer can choose to transact with any other customer, the number of potential connections each of the N customers can make is (N-1), giving a total number of potential connections as N(N-1) or N2-N. Assuming each potential connection is worth as much as any other, the value to each user depends on the total size of the network, and the total value of potential connectivity scales much faster than the size of the network, proportional to N2. …

In networks like the Internet, Group Forming Networks (GFNs) are an important additional kind of network capability. A GFN has functionality that directly enables and supports affiliations (such as interest groups, clubs, meetings, communities) among subsets of its customers. Group tools and technologies (also called community tools) such as user-defined mailing lists, chat rooms, discussion groups, buddy lists, team rooms, trading rooms, user groups, market makers, and auction hosts, all have a common theme—they allow small or large groups of network users to coalesce and to organize their communications around a common interest, issue, or goal. Sadly, the traditional telephone and broadcast/cable network frameworks provide no support for groups. …

What we see, then, is that there are really at least three categories of value that networks can provide: the linear value of services that are aimed at individual users, the “square” value from facilitating transactions, and exponential value from facilitating group affiliations. What’s important is that the dominant value in a typical network tends to shift from one category to another as the scale of the network increases. Whether the growth is by incremental customer additions, or by transparent interconnection, scale growth tends to support new categories of killer apps, and thus new competitive games. …

What’s important in a network changes as the network scale shifts. In a network dominated by linear connectivity value growth, “content is king.” That is, in such networks, there is a small number of sources (publishers or makers) of content that every user selects from. The sources compete for users based on the value of their content (published stories, published images, standardized consumer goods). Where Metcalfe’s Law dominates, transactions become central. The stuff that is traded in transactions (be it email or voice mail, money, securities, contracted services, or whatnot) are king. And where the GFN law dominates, the central role is filled by jointly constructed value (such as specialized newsgroups, joint responses to RFPs, gossip, etc.). …

I’d like to close with a speculative thought. As Francis Fukuyama argues in his book Trust, there is a strong correlation between the prosperity of national economies and social capital, which he defines culturally as the ease with which people in a particular culture can form new associations. There is a clear synergy between the sociability that Fukuyama discusses and the technology and tools that support GFNs-both are structural supports for association. As the scale of interaction grows more global via the Internet, isn’t it possible that a combination of social capital and GFN capital will drive prosperity to those who recognize the value of network structures that support free and responsible association for common purposes?

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Face recognition software as an example of “function creep”

From Technology Review‘s’ “Creepy Functions“:

Consider one example of function creep. The Electoral Commission of Uganda has retained Viisage Technology to implement a face recognition system capable of enrolling 10 million voters in 60 days. The goal is to reduce voter registration fraud. But Woodward notes that the system might also be put to work fingering political opponents of the regime. And Uganda probably isn’t the first country that springs to mind when someone says “due process” or “civil rights.”

From Technology Review‘s’ “Big Brother Logs On“:

Take the fact that the faces of a large portion of the driving population are becoming digitized by motor vehicles agencies and placed into databases, says Steinhardt. It isn’t much of a stretch to extend the system to a Big Brother-like nationwide identification and tracking network. Or consider that the Electoral Commission of Uganda has retained Viisage Technology to implement a “turnkey face recognition system” capable of enrolling 10 million voter registrants within 60 days. By generating a database containing the faceprint of every one of the country’s registered voters-and combining it with algorithms able to scour all 10 million images within six seconds to find a match-the commission hopes to reduce voter registration fraud. But once such a database is compiled, notes John Woodward, a former CIA operations officer who managed spies in several Asian countries and who’s now an analyst with the Rand Corporation, it could be employed for tracking and apprehending known or suspected political foes. Woodward calls that “function creep.”

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Smart World of Warcraft Trojan

From Information Week‘s’ “ Trojan Snags World Of Warcraft Passwords To Cash Out Accounts“:

A new password-stealing Trojan targeting players of the popular online game “World of Warcraft” hopes to make money off secondary sales of gamer goods, a security company warned Tuesday.

MicroWorld, an Indian-based anti-virus and security software maker with offices in the U.S., Germany, and Malaysia, said that the PWS.Win32.WOW.x Trojan horse was spreading fast, and attacking World of Warcraft players.

If the attacker managed to hijack a password, he could transfer in-game goods — personal items, including weapons — that the player had accumulated to his own account, then later sell them for real-world cash on “gray market” Web sites. Unlike some rival multiplayer online games, Warcraft’s publisher, Blizzard Entertainment, bans the practice of trading virtual items for real cash.

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What’s a socio-technical system?

From Ulises Ali Mejias’ “A del.icio.us study: Bookmark, Classify and Share: A mini-ethnography of social practices in a distributed classification community“:

A socio-technical system is conformed of hardware, software, physical surroundings, people, procedures, laws and regulations, and data and data structures.

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Thoughts on tagging/folksonomy

From Ulises Ali Mejias’ “A del.icio.us study: Bookmark, Classify and Share: A mini-ethnography of social practices in a distributed classification community“:

This principle of distribution is at work in socio-technical systems that allow users to collaboratively organize a shared set of resources by assigning classifiers, or tags, to each item. The practice is coming to be known as free tagging, open tagging, ethnoclassification, folksonomy, or faceted hierarchy (henceforth referred to in this study as distributed classification) …

One important feature of systems such as these is that they do not impose a rigid taxonomy. Instead, they allow users to assign whatever classifiers they choose. Although this might sound counter-productive to the ultimate goal of organizing content, in practice it seems to work rather well, although it does present some drawbacks. For example, most people will probably classify pictures of cats by using the tag ‘cats.’ But what happens when some individuals use ‘cat’ or ‘feline’ or ‘meowmeow’ …

It seems that while most people might not be motivated to contribute to a pre-established system of classification that may not meet their needs, or to devise new and complex taxonomies of their own, they are quite happy to use distributed systems of classification that are quick and able to accommodate their personal (and ever changing) systems of classification. …

But distributed classification does not accrue benefits only to the individual. It is a very social endeavor in which the community as a whole can benefit. Jon Udell describes some of the individual and social possibilities of this method of classification:

These systems offer lots of ways to visualize and refine the tag space. It’s easy to know whether a tag you’ve used is unique or, conversely, popular. It’s easy to rename a tag across a set of items. It’s easy to perform queries that combine tags. Armed with such powerful tools, people can collectively enrich shared data. (Udell 2004) …

Set this [an imposed taxonomy] against the idea of allowing a user to add tags to any given document in the corpus. Like Del.icio.us, there needn’t be a pre-defined hierarchy or lexicon of terms to use; one can simply lean on the power of ethnoclassification to build that lexicon dynamically. As such, it will dynamically evolve as usages change and shift, even as needs change and shift. (Williams, 2004)

The primary benefit of free tagging is that we know the classification makes sense to users… For a content creator who is uploading information into such a system, being able to freely list subjects, instead of choosing from a pre-approved “pick list,” makes tagging content much easier. This, in turn, makes it more likely that users will take time to classify their contributions. (Merholz, 2004)

Folksonomies work best when a number of users all describe the same piece of information. For instance, on del.icio.us, many people have bookmarked wikipedia (http://del.icio.us/url/bca8b85b54a7e6c01a1bcfaf15be1df5), each with a different set of words to describe it. Among the various tags used, del.icio.us shows that reference, wiki, and encyclopedia are the most popular. (Wikipedia entry for folksonomy, retrieved December 15, 2004 from http://en.wikipedia.org/wiki/Folksonomy)

Of course, this approach is not without its potential problems:

With no one controlling the vocabulary, users develop multiple terms for identical concepts. For example, if you want to find all references to New York City on Del.icio.us, you’ll have to look through “nyc,” “newyork,” and “newyorkcity.” You may also encounter the inverse problem — users employing the same term for disparate concepts. (Merholz, 2004) …

But as Clay Shirky remarks, this solution might diminish some of the benefits that we can derive from folksonomies:

Synonym control is not as wonderful as is often supposed, because synonyms often aren’t. Even closely related terms like movies, films, flicks, and cinema cannot be trivially collapsed into a single word without loss of meaning, and of social context … (Shirky, 2004) …

The choice of tags [in the entire del.icio.us system] follows something resembling the Zipf or power law curve often seen in web-related traffic. Just six tags (python, delicious/del.icio.us, programming, hacks, tools, and web) account for 80% of all the tags chosen, and a long tail of 58 other tags make up the remaining 20%, with most occurring just once or twice … In the del.icio.us community, the rich get richer and the poor stay poor via http://del.icio.us/popular. Links noted by enough users within a short space of time get listed here, and many del.icio.us users use it to keep up with the zeitgeist. (Biddulph, 2004) …

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Laws & enforcement in virtual worlds

From James Grimmelmann’s “Life, Death, and Democracy Online“:

… The necessity of a ‘Quit’ option is obvious; no adventure game yet invented can force an unwilling player to continue playing. She can always give the game the three-finger salute, flip the power switch, or throw her computer in the junk heap. …

Banishment is the absolute worst punishment any multi-player online role-playing game can impose on a player. Which is to say that a painless execution is the absolute worst punishment any game society can impose on the characters who are its citizens. Torture is not an option. Imprisonment and fines can be imposed, true, but as soon as the player behind the character finds that these punishments are too onerous, she can simply terminate her account and stop logging in; the rest of the deterrent value of the punishment evaporates. It’s hard to hold characters accountable.

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A game completely controlled by the players

From Ron Dulin’s “A Tale in the Desert“:

A Tale in the Desert is set in ancient Egypt. Very ancient Egypt: The only society to be found is that which has been created by the existing players. Your mentor will show you how to gather materials and show you the basics of learning and construction. These are the primary goals in the game–you learn from academies and universities, and then you use what you’ve learned to build things, such as structures and tools. As your character learns new skills, you can advance. …

Higher-level tests are much more complex and require you to enlist lower-level characters to help you complete them. Players are directly involved in almost all aspects of the game, from the introduction of new technologies to the game’s rules to the landscape itself. With a few exceptions, almost every structure you see in the game was built by a player or group of players. New technologies are introduced through research at universities, which is aided by players’ donations to these institutions. Most interestingly, though, the game rules themselves can be changed through the legal system. If you don’t like a certain aspect of the game, within reason, you can introduce a petition to have it changed. If you get enough signatures on your petition, it will be subject to a general vote. If it passes, it becomes a new law. This system is also used for permanently banning players who have, for some reason or another, made other players’ in-game lives difficult. …

The designers themselves have stated that A Tale in the Desert is about creating a society, and watching the experiment in action is almost as enjoyable as taking part.

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Computer commands as incantations

From Julian Dibbell’s “A Rape in Cyberspace: How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database Into a Society“:

After all, anyone the least bit familiar with the workings of the new era’s definitive technology, the computer, knows that it operates on a principle impracticably difficult to distinguish from the pre-Enlightenment principle of the magic word: the commands you type into a computer are a kind of speech that doesn’t so much communicate as make things happen, directly and ineluctably, the same way pulling a trigger does. They are incantations, in other words, and anyone at all attuned to the technosocial megatrends of the moment — from the growing dependence of economies on the global flow of intensely fetishized words and numbers to the burgeoning ability of bioengineers to speak the spells written in the four-letter text of DNA — knows that the logic of the incantation is rapidly permeating the fabric of our lives.

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10 early choices that helped make the Internet successful

From Dan Gillmor’s “10 choices that were critical to the Net’s success“:

1) Make it all work on top of existing networks.

2) Use packets, not circuits.

3) Create a ‘routing’ function.

4) Split the Transmission Control Protocol (TCP) and Internet Protocol (IP) …

5) The National Science Foundation (NSF) funds the University of California-Berkeley, to put TCP/IP into the Unix operating system originally developed by AT&T.

6) CSNET, an early network used by universities, connects with the ARPANET … The connection was for e-mail only, but it led to much more university research on networks and a more general understanding among students, faculty and staff of the value of internetworking.

7) The NSF requires users of the NSFNET to use TCP/IP, not competing protocols.

8) International telecommunications standards bodies reject TCP/IP, then create a separate standard called OSI.

9) The NSF creates an “Acceptable Use Policy” restricting NSFNET use to noncommercial activities.

10) Once things start to build, government stays mostly out of the way.

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Early attempts to control phone usage

From R. W. Kostal’s Law and English Railway Capitalism, 1825-1875 (quoted in Andrew Odlyzko’s “Pricing and Architecture of the Internet: Historical Perspectives from Telecommunications and Transportation“):

In Britain in 1889, postal officials reprimanded a Leicester subscriber for using his phone to notify the fire brigade of a nearby conflagration. The fire was not on his premises, and his contract directed him to confine his telephone “to his own business and private affairs.” The Leicester Town Council, Chamber of Commerce, and Trade Protection Society all appealed to the postmaster-general, who ruled that the use of the telephone to convey intelligence of fires and riots would be permitted thenceforth.

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Douglas Adams on information overload

From Douglas Adam’s “Is there an Artificial God?“:

Let me back up for a minute and talk about the way we communicate. Traditionally, we have a bunch of different ways in which we communicate with each other. One way is one-to-one; we talk to each other, have a conversation. Another is one-to-many, which I’m doing at the moment, or someone could stand up and sing a song, or announce we’ve got to go to war. Then we have many-to-one communication; we have a pretty patchy, clunky, not-really-working version we call democracy, but in a more primitive state I would stand up and say, ‘OK, we’re going to go to war’ and some may shout back ‘No we’re not!’ – and then we have many-to-many communication in the argument that breaks out afterwards!

In this century (and the previous century) we modelled one-to-one communications in the telephone, which I assume we are all familiar with. We have one-to-many communication—boy do we have an awful lot of that; broadcasting, publishing, journalism, etc.—we get information poured at us from all over the place and it’s completely indiscriminate as to where it might land. It’s curious, but we don’t have to go very far back in our history until we find that all the information that reached us was relevant to us and therefore anything that happened, any news, whether it was about something that’s actually happened to us, in the next house, or in the next village, within the boundary or within our horizon, it happened in our world and if we reacted to it the world reacted back. It was all relevant to us, so for example, if somebody had a terrible accident we could crowd round and really help. Nowadays, because of the plethora of one-to-many communication we have, if a plane crashes in India we may get terribly anxious about it but our anxiety doesn’t have any impact. We’re not very well able to distinguish between a terrible emergency that’s happened to somebody a world away and something that’s happened to someone round the corner. We can’t really distinguish between them any more, which is why we get terribly upset by something that has happened to somebody in a soap opera that comes out of Hollywood and maybe less concerned when it’s happened to our sister. We’ve all become twisted and disconnected and it’s not surprising that we feel very stressed and alienated in the world because the world impacts on us but we don’t impact the world. Then there’s many-to-one; we have that, but not very well yet and there’s not much of it about. Essentially, our democratic systems are a model of that and though they’re not very good, they will improve dramatically.

But the fourth, the many-to-many, we didn’t have at all before the coming of the Internet, which, of course, runs on fibre-optics. It’s communication between us …

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Terrorist social networks

From Technology Review‘s “Terror’s Server“:

For example, research suggests that people with nefarious intent tend to exhibit distinct patterns in their use of e-mails or online forums like chat rooms. Whereas most people establish a wide variety of contacts over time, those engaged in plotting a crime tend to keep in touch only with a very tight circle of people, says William Wallace, an operations researcher at Rensselaer Polytechnic Institute.

This phenomenon is quite predictable. “Very few groups of people communicate repeatedly only among themselves,” says Wallace. “It’s very rare; they don’t trust people outside the group to communicate. When 80 percent of communications is within a regular group, this is where we think we will find the groups who are planning activities that are malicious.” Of course, not all such groups will prove to be malicious; the odd high-school reunion will crop up. But Wallace’s group is developing an algorithm that will narrow down the field of so-called social networks to those that warrant the scrutiny of intelligence officials. The algorithm is scheduled for completion and delivery to intelligence agencies this summer. …

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Cameraphones are different cameras & different phones

From David Pescovitz’s “The Big Picture“:

Mobile researcher John Poisson, CEO of the Fours Initiative, focuses on how cameraphones could revolutionize photography and communication — if people would only start using them more.

As the leader of Sony Corporation’s mobile media research and design groups in Tokyo, John Poisson spent two years focused on how people use cameraphones, and why they don’t use them more often.

TheFeature: What have you learned over the course of your research?

Poisson: People think of the cameraphone as a more convenient tool for digital photography, an extension of the digital camera. That’s missing the mark. The mobile phone is a communications device. The minute you attach a camera to that, and give people the ability to share the content that they’re creating in real time, the dynamic changes significantly.

TheFeature: Aren’t providers already developing applications to take advantage of that shift?

Poisson: Well, we have things like the ability to moblog, to publish pictures to a blog, which is not necessarily the most relevant model to consumers. Those tools are developed by people who understand blogging and apply it in their daily lives. But it ignores the trend that we and Mimi Ito and others are seeing as part of the evolution of photography. If you look at the way people have (historically) used cameras, it started off with portraiture and photographs of record — formalized photographs with a capital “P.” Then as the technology evolved, we had this notion of something called a snapshot, which is much more informal. People could take a higher number of pictures with not so much concern over composition. It was more about capturing an experience than photographing something. The limit of that path was the Polaroid. It was about taking the picture and sharing it instantly. What we have today is the ability to create today is a kind of distributed digital manifestation of that process.

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30 seconds to impress

From The Scotsman‘s “Men, you have 30 seconds to impress women“:

HALF of all women make their minds up within 30 seconds of meeting a man about whether he is potential boyfriend material, according to a study on speed-dating.

The women were on average far quicker at making a decision than the men during some 500 speed dates at an event organised as part of Edinburgh Science Festival.

The scientists behind the research said this showed just how important chat-up lines were in dating. They found that those who were “highly skilled in seduction” used chat-up lines that encouraged their dates to talk about themselves in “an unusual, quirky way”.

The top-rated male’s best line was “If you were on Stars In Their Eyes, who would you be?”, while the top-rated female asked bizarrely: “What’s your favourite pizza topping?”

Failed Casanovas were those who offered up hackneyed comments like “Do you come here often?”, or clumsy attempts to impress, such as “I have a PhD in computing”.

About a third of the speed dates were actually over within the first 30 seconds, but there was a marked difference between the sexes with 45 per cent of women coming to a decision within 30 seconds, compared with only 22 per cent of men.

… Conversation topics were also assessed. Only 9 per cent of pairs who talked about films agreed to meet again, compared with 18 per cent who spoke about the subject found to be the most suitable for dating: travel.

It is thought women’s taste for musicals clashed with the male liking for action films, while talking about “great holidays and dream destinations” made people feel good and appear more attractive to each other.

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Familiar strangers

From danah boyd’s “G/localization: When Global Information and Local Interaction Collide“:

In the early 1970s, Stanley Milgram was intrigued by what he called “familiar strangers” – people who recognized each other in public life but never interacted. Through experiments, he found that people are most likely to interact with people when removed from the situation in which they are familiarly strangers. In other words, two people who take the same bus every day for years may never interact, but if they were to run into each other in a different environment across town, they would say hello and talk about the bus. If they run into each other in a foreign country, they will immediately be close friends.

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Culture, values, & designing technology systems

From danah boyd’s “G/localization: When Global Information and Local Interaction Collide“:

Culture is the set of values, norms and artifacts that influence people’s lives and worldview. Culture is embedded in material objects and in conceptual frameworks about how the world works. …

People are a part of multiple cultures – the most obvious of which are constructed by religion and nationality, but there are all sorts of cultures that form from identities and communities of practice. … Identification and participation in that culture means sharing a certain set of cultural values and ideas about how the world should work. …

Cultural norms evolve over time, influenced by people, their practices, and their environment. Culture is written into law and laws influence the evolution of culture. Cultures develop their own symbols as a way of conveying information. Often, these symbols make sense to those within a culture but are not parsable to those outside. Part of becoming indoctrinated into a culture is learning the symbols of that culture. …

… there are numerous cultural forces affecting your life at all times. How you see the world and how you design or build technology is greatly influenced by the various cultural concepts you hold onto. …

… algorithms are simply the computer manifestation of a coder’s cultural norms.

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Some thoughts on strong & weak social ties

From Ross Mayfield’s “The Weakening of Strong Ties“:

Mark Granovetter’s seminal paper, The Strength of Weak Ties (summary), revealed the difference between friends and acquaintances and how useful acquaintances can be for certain tasks like finding a job. The difference between a strong tie and weak tie can generally be revealed by time commitment underpinning the relationship. Strong ties are better for action, weak ties for new information.

But time has changed with new tools and social networking models at our disposal. For the first time many social networks are being made explicit, often without the knowledge of participants, at an accelerating pace and dramatically lowered search costs. This newfound transparency may very well make strong ties weaker. …

Top-down models, or weak tie systems, are particularly good at the breadth of sample and search. …

That said, weak tie systems provide real insight we didn’t have before. They have vast potential for revealing structural holes and other methods of enhancing social capital. So long as participation is voluntary, information flows monitored is public and constraints keep in check how people act upon intelligence these systems will become a critical competitive advantage for any company.

By contrast, bottom-up systems are built for people instead of companies. Within Friendster, Ryze, Tribe.net and LinkedIn connections are made through individual decisions upon of invitations, requests and confirmations. The network grows organically, decision by voluntary decision.

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Identity production & sharing during adolescence

From danah boyd’s “Friendster lost steam. Is MySpace just a fad?“:

No, it is not just a moral panic that could make MySpace a fad. The primary value right now has to do with identity production and sharing, practices that are more critical to certain populations at certain times in their lives and it is possible that “growing up” will be marked by leaving MySpace (both for the teens and the 20-somethings).

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Social capital: subcultural vs cultural

From danah boyd’s “Friendster lost steam. Is MySpace just a fad?“:

What’s at stake here is what is called “subcultural capital” by academics. It is the kind of capital that anyone can get, if you are cool enough to know that it exists and cool enough to participate. It is a counterpart to “cultural capital” which is more like hegemonic capital. That was probably a bit too obscure. Let me give an example. Opera attendance is a form of cultural capital – you are seen as having money and class and even if you think that elongated singing in foreign languages is boring, you attend because that’s what cultured people do. You need the expensive clothes, the language, the body postures, the social connects and the manners to belong. Limitations are economic and social. Rave attendance is the opposite. Anyone can get in, in theory… There are certainly hodgepodged clothes, street language and dance moves, but most folks can blend in with just a little effort. Yet, the major limitation is knowing that the rave exists. “Being in the know” is more powerful than money. You can’t buy your way into knowledge of a rave.

“Coolness” is about structural barriers, about the lack of universal accessibility or parsability. Structural hurdles mean people put in more effort to participate. It’s kinda like the adventure of tracking down the right parking lot to get the bus to go to the rave. The effort matters. Sure, it weeds some people out, but it makes those who participate feel all the more validated. Finding the easter egg, the cool little feature that no one knows about is exciting. Learning all of the nooks and crannies in a complex system is exhilarating. Figuring out how to hack things, having the “inside knowledge” is fabu.

Often, people don’t need simplicity – they want to feel proud of themselves for figuring something out; they want to feel the joy of exploration. This is the difference between tasks that people are required to do and social life. Social life isn’t about the easy way to do something – it’s about making meaning out of practice, about finding your own way.

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What is a socio-technical system?

From “Why a Socio-Technical System?“:

You have divined by now that a socio-technical system is a mixture of people and technology. It is, in fact, a much more complex mixture. Below, we outline many of the items that may be found in an STS. In the notes, we will make the case that many of the individual items of a socio-technical system are difficult to distinguish from each other because of their close inter-relationships.

Socio-technical systems include:

Hardware Mainframes, workstations, peripheral, connecting networks. This is the classic meaning of technology. It is hard to imagine a socio-technical system without some hardware component (though we welcome suggestions). In our above examples, the hardware is the microcomputers and their connecting wires, hubs, routers, etc.

Software Operating systems, utilities, application programs, specialized code. It is getting increasingly hard to tell the difference between software and hardware, but we expect that software is likely to be an integral part of any socio-technical system. Software (and by implication, hardware too) often incorporates social rules and organizational procedures as part of its design (e.g. optimize these parameters, ask for these data, store the data in these formats, etc.). Thus, software can serve as a stand-in for some of the factors listed below, and the incorporation of social rules into the technology can make these rules harder to see and harder to change. In the examples above, much of the software is likely to change from the emergency room to the elementary school. The software that does not change (e.g. the operating system) may have been designed more with one socio-technical system in mind (e.g. Unix was designed with an academic socio-technical system in mind). The re-use of this software in a different socio-technical system may cause problems of mismatch.

Physical surroundings. Buildings also influence and embody social rules, and their design can effect the ways that a technology is used. The manager’s office that is protected by a secretary’s office is one example; the large office suite with no walls is another. The physical environment of the military supplier and the elementary school are likely to be quite different, and some security issues may be handled by this physical environment rather than by the technology. Moving a technology that assumes one physical environment into a different environment one may cause mismatch problems.

People Individuals, groups, roles (support, training, management, line personnel, engineer, etc.), agencies. Note that we list here not just people (e.g. Mr. Jones) but roles (Mr. Jones, head of quality assurance), groups (Management staff in Quality Assurance) and agencies (The Department of Defense). In addition to his role as head of quality assurance, Mr. Jones may also have other roles (e.g. a teacher, a professional electrical engineer, etc.). The person in charge of the microcomputers in our example above may have very different roles in the different socio-technical systems, and these different roles will bring with them different responsibilities and ethical issues. Software and hardware designed assuming the kind of support one would find in a university environment may not match well with an elementary school or emergency room environment.

Procedures both official and actual, management models, reporting relationships, documentation requirements, data flow, rules & norms. Procedures describe the way things are done in an organization (or at least the official line regarding how they ought to be done). Both the official rules and their actual implementation are important in understanding a socio-technical system. In addition, there are norms about how things are done that allow organizations to work. These norms may not be specified (indeed, it might be counter-productive to specify them). But those who understand them know how to, for instance, make complaints, get a questionable part passed, and find answers to technical questions. Procedures are prime candidates to be encoded in software design.

Laws and regulations. These also are procedures like those above, but they carry special societal sanctions if the violators are caught. They might be laws regarding the protection of privacy, or regulations about the testing of chips in military use. These societal laws and regulations might be in conflict with internal procedures and rules. For instance, some companies have implicit expectations that employees will share (and probably copy) commercial software. Obviously these illegal expectations cannot be made explicit, but they can be made known.

Data and data structures. What data are collected, how they are archived, to whom they are made available, and the formats in which they are stored are all decisions that go into the design of a socio-technical system. Data archiving in an emergency room it will be quite different from that in an insurance company, and will be subject to different ethical issues too.

What is a socio-technical system? Read More »