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Social Web 2.0Implications of Social Technologies for Digital Media
Shelly Farnham, Ph.D.Com 597 Winter 2007
Week 2
Agenda Introduction continued
Exploring social uses of technology
Overview of Communication Technologies
On the Social Uses of Technology
What are people’s social goals in using social software? Used to compensate for lack of face to face contact?
email friends from long distance; get a date; forge weak social ties with people with specialized knowledge;
Or, communication integrated with face to face contact?
Is social software good for you? For geeky losers who can’t get a date, addictive, like video games prevents people from developing real social connections
Kraut et al. (1998); Nie and Irbring (2000) Or, helps people keep in touch with family and friends, meet new
people?
How does what we know about the use of social software impact design?
Overview Communication Technologies
Computer Mediated Communication (CMC) User Goals:
Communicate, collaborate, socialize
At a distance Over time
Communication is mediated through technology Vary in degree of
Medial richness Interactivity
low high
Media Richness
In
tera
ctiv
ity
low
high
PhoneVideoPhone
FacetoFace
Text to Speech
ChatIM
VoiceMail
Fax
Usenet
WhiteBoard
(Whittaker)
Social Presence Theory
How successfully media convey sense of others being physically present (also, Media Richness Theory)
Face-to-face as benchmark Increase social presence with
Verbal Non-verbal, body language Context
Impacts sense of emotion, intimacy, immediacy
Importance of Social Presence
Common groundAchieving shared understanding
Turn-taking Infer meaning from context Activating pro-social norms
Lack of social presence, increased aggression, decreased trust
Common Ground Theory
Coordinating both content and process Achieving shared understanding
Mutual knowledge, beliefs, assumptions Grounding behaviors
Help to achieve common ground Impacted by communication medium and task Examples:
Gazes, nodding, pointing, facial expression Checking, repeating, rephrasing
Media opportunities
Co-presence, same place, same time Visibility Audibility Cotemporality (as sending, other is also receiving) Simultaneity (can send and receive at same time) Sequentiality (messages in sequence) Reviewability Revisability
Media opportunities by Media Type
Media Opportunityies
co-p
res
ence
visi
bili
ty
aud
ibili
ty
cote
mp
ora
lity
sim
ult
an
eity
seq
uen
tial
ity
revi
ew
abili
ty
revi
sab
ility
M
edia
typ
e
Face to Face x x x x x x
Telephone x x x x
Video teleconferencing x x x x x x
Answering machines x x
E-mail x x
Letters x x
Bulletin Boads x x x
Chats x x
MOOs (Text only) x x
MUDs (graphical) x x
Virtual Environments x x
SMS (mobile text) x x x M
edia
typ
e
Social Information Processing Theory
People seek to develop relationships Need to acquire information, and test theories, to
develop impression about another person Impression formation through CMC slower, but
possible if given enough time Expectation of future interaction activates
impression seeking behavors: makes people more friendly, seeking info from
others, etc.
IN CSCW (also GDSS)(computer supported cooperative work and group decision support systems)
CMC can be good, or bad, depending on your goals
Reduced Interpersonal affect Increased task focus emphasizing content, minimizing social influences Reduced group solidarity More equal participation
Can have multiple synchronous participation Shy people less inhibited
More criticism from lower-status individuals Less likely to have leader emerge Takes more time to make a decision (need 4 or 5 times more time to
have same # of exchanges), but Less influence in group decision-making by leaders
Hyperpersonal CMC
Online interactions become hyperpersonal Idealized perception
In absence of prior information, over generalize from what information the do have
Tendency towards overly positive impressions In-group identity (same group, must be good) Wishful thinking
Disinhibition from low social presence, more self-disclosure Behavioral confirmation
Optimized self-presentation
Communication Technologies in a social context Real time face to face not always preferred Why select a medium?
Over time, over location, over many people Attention demands
Central, no multitasking Vs. peripheral, enabling multitasking
Interruptivity Social context
Main channel vs. backchannel
Persistent E.g. save phone # on cell phone
Always available (cell phone) Conflict harder face to face
Email Still the Killer App Time based
notification with read/unread flag
Sometimes threaded (GMail)
Most sharing (URLs, files, pictures) in context of email
Email as Habitat
People use throughout day Major means of non face to face Main means of document exchange Co opted to do lists, contact management Meeting event coordination RSS sometimes integrated Common to have email “personas”: work email, home
email, junk email
Any communication application *not* intregrated with e-mail missing important opportunity for user attention
Zimbra
Very web 2.0, web based email
Because web-based, can integrate open API’s, widgets
See demo: http://www.zimbra.com/demos/zimbra_overview.html (click on topic index, then View a map demo)
Instant Messaging
MSN MessengerStandard IM client
AdiumIntegrates multiple IM accounts
Other IM services
Skype – IM that enable Voice over IP Trillian – Mac based, integrates multiple
IM accounts into one Campfire – group IM
Meebo
Very web 2.0 IM service
Integrates different accounts
Meebo
Rich client look and feel
Can use widget to plug into web pages, blogs
Discussion Groups
Yahoo
Standard Integrates
w/email
Discussion Groups
WholeNote Threaded
conversations
Yahoo
Message threading
Same conversation in Gmail
2001 MSN Communities Analysis
Number of Members
% of Communities
Avg. # of Messages
Avg. # of Photos
Avg. # of Files
2 34.3% 1 18 13-5 32.1% 2 23 2
6-10 14.5% 7 30 211-25 10.2% 20 36 3
26-100 6.3% 77 63 5101-500 2.0% 431 136 4
501-1000 0.2% 926 324 81000 > 0.3% 3505 867 8
Analysis of 20K communities
Now called MSN Groups
2001 MSN Communities Analysis
What are people using discussion groups for?
Type of Community
% of Total Memberships
% of Total Communities
Avg. # of Members
Avg. # of Messages
Avg. # of Photos
Avg. # of Files
Share interest/activity 22% 29% 10 14 23 1Adult 21% 4% 67 18 79 1Dating 17% 5% 42 29 16 1Similar people 13% 13% 14 13 19 1Information exchange 9% 9% 13 16 10 2Self 7% 19% 5 2 30 1Religion 5% 3% 21 55 12 2Family 4% 13% 4 2 35 0Group 2% 3% 9 10 15 1Support 1% 1% 21 32 5 0Humor 0% 1% 6 9 24 2
Average: 14 13 25 1
2001 MSN Communities AnalysisHow does type of group impact measures of
health?
Type of Community
% Members that Post
Community Duration in Days*
Poster Duration in Days*
Number of Messages per Person
Replies per
Message
Adult 13% 143 9 1.9 0.5Dating 19% 88 8 2.6 0.7Similar people 25% 76 9 3.3 0.6Self 30% 31 7 2.5 0.6Information exchange 31% 96 11 3.3 0.6Shared interest/activity 31% 78 12 3.8 0.7Religion 34% 106 16 6.4 0.8Support 35% 137 16 4.1 0.7Group 35% 79 17 2.5 0.5Humor 39% 40 10 3.5 0.6Family 42% 27 7 2.1 0.4
Average: 24% 77 11 3.2 0.6
Conversation through photo sharing Check out: http://projects.ischool.washington.edu/mcdonald/papers/McDonald.HICSS-40.preprint.pdf
Positional Play Looking, pointing at other
pictures Image quote
Take image, modify, repost Text in picture Animation Theme Collaborative Story
Contextualized Conversation
Messages and threaded messaging on primary content, content provides context
Largely blogs, but can appear anywhere
Newsvine messages
Embedded reply
Large scale conversation
Netscan – analysis of Usenet discussion lists
Netscan -- Conversation Analytics
Netscan -- Treemap
Conversation Map
Warran Sack Berkeley
Sociable Media Group
http://smg.media.mit.edu/index.html Many
interesting visualizations, e.g.:
Mountain Visualizing
people emailing