social_software

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.

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More distribution channels = more viewers

From “NBC: iPod Boosts Prime Time“:

NBC’s “The Office” delivered a 5.1-its highest ratings ever-last Thursday among adults 18 to 49, a bump the network credits in large part to the show’s popularity as an iPod download. …

Such a connection between podcast success and broadcast ratings success is particularly significant because the NBC data is among the first available evidence of what network executives have been gambling on when striking their new media deals-that the new video platforms are additive because they provide more entry points into a show for consumers. …

NBC is confident that the iPod exposure contributed to the rise. …

The iTunes offering is bringing new audiences to the show that would not otherwise have watched, said Frederick Huntsberry, president of NBCU Television Distribution. “Consumers have choices, and we are not reaching all consumers with one technology,” he said.

ITunes is one way to bring fresh eyeballs to the network, he said, in particular the younger demo that uses video iPods. …

Yet ABC has also seen a ratings increase for its iTunes shows. To date since their debut on iTunes in October, both “Lost” and “Desperate Housewives” are up versus the same period last year. …

That growth and the knowledge that iTunes distribution possibly grew and certainly did not cannibalize ratings gave the ABC Disney Television Group the confidence to add another round of iTunes programs last week …

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The new American community: affinity vs. proximity

From “Study: Want Community? Go Online” [emphasis added]:

Nearly 40 percent of Americans say they participate in online communities, with sites around hobbies, shared personal interests, and health-related issues among the most popular. That’s according to a survey conducted by ACNielsen and commissioned by eBay.

The survey was conducted in late September. Of 1,007 respondents, 87 percent say they are part of a community. Of those, 66 percent say they participate in shared personal interest sites. Next comes hobby sites (62 percent), health community sites (55 percent), public issues sites (49 percents), and commerce sites (47 percent). Others participate in social or business networking sites (42 percent), sports sites (42 percent), alumni sites (39 percent), or dating sites (23 percent).

“We are finding that affinity is quickly replacing proximity as the key driver in forming communities,” said Bruce Paul, vice president of ACNielsen. …

“I think that a lot of people initially connect [on online communities] because they share information, which for a site like eBay is beneficial because they learn and grow from each other,” said Rachel Makool, director of community relations for eBay. “Then, of course, relationships form, and they grow from there.”

Researchers note that among offline communities, only membership in religious congregations (59 percent), social groups (54 percent), and neighborhood groups (52 percent) are more common than participation in online communities (39 percent). Professional groups (37 percent), activity groups (32 percent), school volunteer groups (30 percent), and health/country clubs (31 percent) came in behind online communities.

The study also shows that though 30 percent of online community members interact on a daily basis, only 7 percent of offline community members interacted that often. It also reveals that 47 percent of offline communities have an online component, such as e-mailing or chatting online.

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Blogging at IBM

From “3,600+ blogs: A glance into IBM’s internal blogging“:

Through the central blog dashboard at the intranet W3, IBMers now can find more than 3,600 blogs written by their co-workers. As of June 13 there were 3,612 internal blogs with 30,429 posts. Internal blogging is still at a stage of testing and trying at IBM but the number of blogs is growing rapidly …

US, Canada and Australia are very active countries but also in small European countries there are quite many internal bloggers. 147 in Sweden and 170 in the Netherlands to mention two examples. …

… the most common topics.

News or events that affect the business
“When IBM sold the personal computing division rumours were flying around before it actually happened and people were blogging about that, giving their opinions about what was going to happen and how it would affect IBM.”

Metablogging
“It’s a new technology of special interest to people who blog.”

Administrative things
“The little changes going on in the company — the water-cooler talk.”

Product announcements
“Not necessarily of general interest but of interest to the specific community working with the product.”

Hints and tips
“…for example about what bloggers have found interesting on the intranet.”

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Professions and clubs

From Giampaolo Garzarelli’s Open Source Software and the Economics of Organization:

Deborah Savage, in an innovative piece, proposes the following economic definition of a profession: a ‘profession is a network of strategic alliances across ownership boundaries among practitioners who share a core competence’ [Savage, D. A. (1994) “The Professions in theory and history: the case of pharmacy”, Business and Economic History 23 (2): 129-60.] …

In sum, the general organizational implications of Savage’s theory of professions are considerable. The most germane implications for our purposes seem to be the following.

  • The theory allows to narrowly define the area of operation of a profession because of its emphasis on core competencies – for example, pharmaceuticals, software, semiconductors, etc. – around which other capabilities and routines evolve and revolve.
  • It allows to distinguish professions from other forms of organization, such as firms, because integration of ownership is not a condicio sine qua non.
  • Professionals are autonomous and authoritative in their fields for their competencies allow them, on the one hand, ‘to solve routine problems easily and non-routine problems routinely’ (Savage 1994: 140) and, on the other, enable them to evaluate, and only be challenged by, other professionals. More concretely, they are independent yet interact in a coordinated and fertile fashion.
  • Professions are decentralized networks in that there’s not a central authority in command. The ‘organization’ of a profession is guaranteed by the exchange of knowledge that reduces uncertainty and stimulates trust amongst members. Professions are thus self-organizing.
  • Relatedly, there’s the role played by reputation as a signalling of quality, viz., reputation is a positive externality. Thus, professions can be interpreted as self-regulating organizations …

In a seminal article published in 1965, ‘An economic theory of clubs’, Buchanan described and formalized the institutional properties of a new category of good (or product) lying between the public and private polar extremes, conventionally called shared good. The good is usually enjoyed only by members participating in a voluntary association – i.e., a club – whose membership may be regulated by some dues. The theory of clubs, in a nutshell, studies the different institutional arrangements governing the supply and demand of the shared good. [Buchanan, J. M. (1965) “An economic theory of clubs”, Economica, N.S., 32 (125): 1-14.] …

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Test of Flock’s blog editor

I’m trying out a new web browser – Flock – which is basically Firefox with social software tools baked in, such as blogging, Flickr, del.icio.us, & so on. Basically, all the stuff I use anyway. So far, Flock looks pretty interesting, although I’m not yet sure at all that I would use it for my daily browsing. That said, I now tend to have both Firefox & Opera open at all times on my machine, so I may just add Flock as an option as well.

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Serial killer apps

From “Andreessen singles out consumers as key to Web future“, in InfoWorld (26 May 1999):

[Mark Andreessen] then switched gears and talked about the “serial killer apps” on the Internet. A serial killer app, as opposed to a killer app, just keeps getting more useful and more killer as people keep coming online, according to Andreessen.

Andreessen listed the five serial killer apps as: e-mail, the Web, instant messaging, online calendaring, and auctions. …

Andreessen said serial killer apps are the reasons people get online, but once online they are not limited to these five arenas.

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Clay Shirky’s Thinking About Networks syllabus

From Clay Shirky’s “Thinking About Networks” syllabus:

Communications networks are invisible in the traditional sense; their inner workings are hidden inside devices, behind walls and underground, or pass silently through the air. We will examine a variety of electronic networks — telegraph, telephones, internet — and design philosophies — client-server, lattice, peer-to-peer — and explore the ways different networks alter the experiences that are and are not possible within them.

Social networks are invisible in a different way; because we are immersed in myriad social networks — friends, family, work school — and because humans are so natively good at understanding and working in such networks, we don’t see them. We will examine some of the structural elements of social networks, such as strong and weak ties, clustering, and small worlds networks, to understand some of the ways that the shape of social networks affects us.

… Technological choices embodied in electronic networks profoundly affect their social dimensions: Why can we CC people on email but not on phone calls? How does the one-way network of television differ from the two-way network of the internet? What effect does bittorrent’s architectural decentralization have on its users? Social choices also affect the design of technology; resistance to spamming or attempts to hide from the RIAA have led to several deep technological changes in the design of weblogs and file-sharing networks respectively, changes that alter the social relations among the users. …

… what is special about a network, as different from a mere collection of nodes? …

Humans both shape and are shaped by networks. We live in them every day, and they become so completely woven into the fabric of our lives that the technology becomes invisible, and our primary experience of them becomes social. “Who said what to whom when” is more important than whether the messages traveled by email or carrier pigeon.

Yet the structure of networks does affect the culture that uses them. The kinds of conversations people have via snail mail differ significantly from the conversations they have in email; talking on the phone is very different than “talking” via IM; group conversations that take place in communities like Metafilter are very different from those that take place on irc and different again from mailing lists, in large part because the technology shapes the culture.

To a first approximation, networks can be defined by describing 3 aspects: nodes, connections, and contents. The Web and email, for example, use the same nodes (users computers), but have very different ways of connecting (real time versus delayed delivery) and very different sorts of contents (request and reply — “pull” — for a specific URL versus sending for later delivery — “push” — of text messages), which make using the Web so different from using email. …

PAPER #1 ASSIGNED: “Two Networks” Students pick two networks (Telephone vs telegraph, FedEx vs Bike messenger, etc) and contrast their structure and use. …

What is “information space”? How can you visualize an N-dimensional network in 2D space? 3D space? What visual tools and techniques are there for representing networks? How does the material used to represent a network affect the representation? When representing something as abstract as a network, what information about a network is it vital to represent? What information is it vital to ignore? …

… the 20th century was characterized by broadcast media of an unprecedented scale, but most of the new networking tools invented in the last 30 years have not adhered to the broadcast model. …

What is a social network? What social networks do you live in? How do social networks use technological networks? How do social networks affect technological network design? What are the social effects of privacy, secrecy, anonymity, security, reputation in a mediated setting?

Some takeaway thoughts & questions I have for my students in my Social Software class:

How are networks structured?

What are the named AND unnamed structures (assumed? cultural? instinctual?) you see in various networks?

How does software further those structures? Expose them? Subvert them?

Given the structure of software/system/service X, what social experiences are possible? What are unintended, but possible? What are desired, but impossible?

Look at Dr. Samuel Johnson’s famous definition of “network”: “Any thing reticulated, or decussated, at equal distances, with interstices between the intersections.”

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The network is central

The centrality of the network in modern life, thought, & technology is apparent in that both ends of the use stack – users & developers – now think of the network as a given. A developer doesn’t graft networking on to software later in the process; instead, software is built assuming the network. Users expect networking in their apps as a matter of course, even if they don’t realize they’re relying on a network.

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