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Design for Online Community:
                        Beyond the Hype!
A presentation for the Boston “mini” Usability Professionals Association Conference on May 23, 2007
                                        Lynn Cherny, Ph.D., Ghostweather Research and Design
Outline
    My Credentials
    Community in Web 2.0 and 1.0
             y
    Why the Hoopla?
      Some Business Reasons; Innovation in Orgs and Outside; Risks of
      “Doing It Badly”
       Doing Badly
    A Plan of Action for Doing It Right
      What is “Community?” Goals, Definitions Online, Offline, in an
      Elevator
      Who’s Going to Be Involved Building it?
      Design Principles to Create It and Moderate It
      Signs of Community Based on Varied Definitions
      Metrics for Measurement
    … Research Sources for More Info

2                              Ghostweather Research & Design   5/28/2007
My Credentials
    Author of Conversation and Community: Chat in a Virtual
    World (1999, Chicago University Press), a Stanford University
    Ph.D. dissertation in dot-com era: ethnographic and linguistic
    study of a chat community in an extensible virtual world

    Co-editor of Wired Women: Gender and New Realities in
    Cyberspace (1995, Seal Press). Collection of essays by female
    participants in “early” online communities
                     early
    (IRC, Chat, USENET, Mailing Lists).

    Interaction designer and researcher:
    Excite.com, TiVo, Adobe, Autodesk…, now consulting in User
    Experience and Design.

3                           Ghostweather Research & Design   5/28/2007
Web 2.0 vs. 1.0
    Web 2.0 – it’s a webcentric world today:
      “A phrase coined by O Reilly Media in 2004 refers to a perceived
       A                   O'Reilly
      second-generation of Web based communities and hosted services —
      such as social networking sites, wikis and folksonomies — that facilitate
      collaboration and sharing between users.”
                              g


    Pre-2004, we were talking about community too!
                            g               y
      Howard Rheingold’s The Virtual Community (1993), Hagel and
      Armstrong’s Net Gain (1997)
      Tools then:
      T l th
      Chat, email, IM, lists, BBS, USENET, MUDs/MOOs, other
      games…

4                                Ghostweather Research & Design   5/28/2007
Web 2.0 Paradigm Examples



    Examples from digg flickr tag cloud, LinkedIn mashups RSS
                  digg,           cloud LinkedIn, mashups,
                            readers/feeds




5                          Ghostweather Research & Design   5/28/2007
Why the Hoopla? (Again)
    Communities create investment in a
    place/site/product/activity via other people there; a cause
    of the famous stickiness
    Time = Attention = Money for many sites/businesses
    (“freemium” business models)
    Brands are more and more customer-centric
      Community helps people or helps them help themselves
      (collective action), which builds brand equity
      Lifetime value
    Open-source lessons/threats


6                          Ghostweather Research & Design   5/28/2007
Some Stats on Community Business Value
    Community users remain customers 50% longer than
    non-community users (AT&T)
                  y       (      )
    43% of support forum visits happen in lieu of opening a
    support case (Cisco)
    Community users spend 54% more than non-community
    C        i             d            h                 i
    users (eBay HBR article):
       Lurkers and community enthusiasts bid twice as often as members
                              y                        f
      of the control group, won up to 25% more auctions, paid final prices
      that were as much as 24% higher, and spent up to 54% more
      money (in total).
    In customer support, live interaction costs 87% more per
    transaction than online self-help.
                                                       (Bill J h t F
                                                             Johnston, Forum O )
                                                                             One)

7                              Ghostweather Research & Design   5/28/2007
Social Networking and Innovation
    Company innovation & organizational studies on SNA
    Involvement by customers in the corporate processes
    (“crowdsourcing”)
    Communities can be self-organizing competitors
                              g      g    p




8                        Ghostweather Research & Design   5/28/2007
Risks of Doing “It” Badly…
                It
    “Paid inauthentic discourse”
    (
    (Rheingold), “Pseudocommunity” (Beniger), “Imagined
           g ),                  y(     g ),      g
    Communities” (Anderson)
    “Reversal of a centuries old trend from organic community based on personal
    relationships,
    relationships to impersonal associations integrated by mass means”
                                                                means
    Empty places & credibility loss for company hosting
    Blatant commercialization of existing communities may
    piss off the target “audience” beyond repair
      e.g., Fanlib.com – boycott, bad word-of-mouth…
    High financial cost (tools plus people/org support)

                    Get your goals and design right!
                        y    g             gg

9                                  Ghostweather Research & Design   5/28/2007
You Need a “Community Plan of Action”
            Community         Action
 Identify the community goal
 Learn from various definitions
 Who will build it? Pick your skill-set
 Follow some relevant design principles
 Look for indicators that suggest you “did it” (community-
 behavior) )
 Find metrics to measure it formally (business stats)




10                     Ghostweather Research & Design   5/28/2007
The Community’s Goal / Raison d’etre
    Community s               d etre
 The goal is for them, not you (even if you have one too)
     “This is a social experiment.” (
                         p          (uh-oh)
                                          )
     “A place to talk about books we love.”
 The public goal is what they see when they get there, so
 they d t d h
 th understand how it applies t th
                             li to them (or doesn’t) –
                                         (d       ’t)
 good UI design principles apply!
 Don’t compete with what they already use ( y
           p                   y      y    (do your
 competitive research well, and use anthropology
 techniques)
     Does a group already exist? Where do they “live” now?
                                                   live
     Do they have existing reasons to communicate? May help or hurt
     you. (FaceBook, LiveJournal, Professional communities…)


11                           Ghostweather Research & Design   5/28/2007
Community Definitions for Internet
 In 1993 in The Virtual Community, Howard Rheingold defines
 virtual communities as



 “Social aggregations that emerge from the [Internet] when enough people
   carry on those public discussions long enough, with sufficient human
   feeling, to form webs of personal relationships in cyberspace.”




12                           Ghostweather Research & Design   5/28/2007
Community Definitions for Internet
 In 2000 in Community Building on the Web, Amy Jo Kim:
 “A community is a group of people with a shared
   A
 interest, purpose, or goal, who get to know each other better over
 time.”

 In 2002, in a CACM article on “Audience-Specific Online
 Community Design,” Dorine Andrews:
             y    g
 “Community is no longer defined as a physical place, but as
 a set of relationships where people interact socially for mutual
 benefit.
 benefit Online community is a social network that uses computer
 support as the basis of communication among members instead of
 face-to-face interaction.”


13                          Ghostweather Research & Design   5/28/2007
Talking to Execs in Elevators : Brief and
smart definitions
We need to clarify “community” for the confused business
 person and use it responsibly, or we can t responsibly
                                      can’t
 design it or measure it.
  Not “chitchat and warm fuzzies!”

      “Community” requires social interaction over a period of
      time
      time.
      Community is an emergent property of group behavior, and
      some tools and content can support that group behavior
      better than others. The design challenges are more complex
      than designing for individuals.
        Corollary: Technology ≠ Community!

 14                          Ghostweather Research & Design   5/28/2007
Why Should We Care About Any Other
(Longer) Definitions?
Wellman et al. (1996) note that press about the Internet
 (during 1.0!)…
 tends to describe “community” as if it had been invented
 yesterday
 as being either thoroughly good or evil
 as if life online has no connection to life offline, and
 as if the past century's research on the nature of
 community were irrelevant

          Can we learn from previous work here when
                 building and measuring?
 15                     Ghostweather Research & Design   5/28/2007
Definitions From Pre-Internet Research
                 Pre Internet
There are lots of definitions!

      Geographically-Based Definitions
      Tradition and Practice Definitions
      Social Network Studies
      Cooperative Action and the Collective Good
      Discourse Communities
      Boundary Definitions
      Utopian Definitions




 16                        Ghostweather Research & Design   5/28/2007
Hillery (1955)
     S cial interaction
     Social interacti n
                                                       Compared 94 definitions of
                                                       community from the
                                                       sociology/anthro literature:
     …in a group with
                                                       Only 69 required
      common ties
                                                       geographical co-location.

                                                       73/94 agree on a group of
                                                       people in social interaction
                                                       having some ties or bonds
                                                       in common.
       …in a shared
                                                       91/94 stress social
       geographical
         location                                      interaction as a necessary
                                                                                y
                                                       element of community life

                                                       (The last 3 are just
                                                       weird, obviously.)
                                                       weird obviously )


17                    Ghostweather Research & Design   5/28/2007
Tradition and Practice Definitions
 Arendt (1958)
     The sum of the people, transactions, habitats, traditions, and
                      p p,                 ,        ,           ,
     institutions that form a vital aspect of everyday life. ….
     relationships, experiences, values, and norms that serve to
     orient our actions and ultimate goals… normative and
                                       g
     purposive, suggesting norms of behavior for members and
     goals for the group as a whole.

 Communities of Practice (Lave and Wenger 1991)
     Lave and Wenger's quot;legitimate peripheral participationquot; is an
     important process through which community participants learn
     practices through peripheral participation and increase their
     involvement gradually (newbies     regulars/experts…)


18                           Ghostweather Research & Design   5/28/2007
Social Networks (Relevant Concepts)
Strong and Weak Ties (Granovetter, 1973)
… defined the strength of ties as quot;a (probably linear) combination
                                   a
 of the amount of time, the emotional intensity, the intimacy
 (mutual confiding), and the reciprocal services which
 characterize the tie ”
                  tie.


Cliques: A mathematical definition of connectedness.
… Formally, a clique is the maximum number of actors who
     have all possible ties present among themselves.




19                           Ghostweather Research & Design   5/28/2007
Cooperative Action / Collective Good
Definitions
 Kollock and Smith (1996), on communities that
 successfully defend the common g
            y                   good:
     Most individual affected by the rules can participate in
     modifying the rules
     Right of community members to devise their own rules is
     respected by external authorities
     A system for monitoring behavior exists, undertaken by the
     community members themselves
     Community members have access to low-cost conflict
     resolution mechanisms

 “Tragedy of the Commons”  free riders on the
 community! A common problem.
          y           p

20                         Ghostweather Research & Design   5/28/2007
Discourse / Speech Community Definitions
 Swales (1990) identifies genres:
     (1) a broadly agreed-upon set of common public goals,
     (2) mechanisms for communication among the community members
     (3) participatory mechanisms used primarily for information and
     feedback
     (4) one or more genres
     (5) a specific vocabulary of communication
     (6) a threshold level of members with a suitable degree of relevant
     content and discourse experience

 Hymes (1972): quot;speech communityquot; is a group that shares
                  speech community
 rules for speaking and interpretations of speech performance
 (e.g., agreement on what is “flaming”)


21                            Ghostweather Research & Design   5/28/2007
Boundary Definitions
… indicate who is inside and who is outside a
 community, distinguish the members from those they
 differ from or wish to be as different from. These
 boundaries are usually in the minds of members and
 those excluded from the group, and perception of
 boundaries may differ among individuals, even those on
 the inside of a boundary (e g “the power elite” in my
                 boundary. (e.g., the         elite
 research)

      Concrete: “registered member” vs. “guest” in forum
      Symbolic: evaluations of friendship, rivalry, jealousy, similarity


 22                            Ghostweather Research & Design   5/28/2007
Utopian Definitions
 Tonnies (1887), Community and Society: The contrast
 between gemeinschaft (community) and gesellschaft
 (society).
     Incorporates idealism and utopian sentient into his notion of
     community, as well as reliance on geographic locale, all of which
     have persisted within the community studies literature, arguably
     causing confusion between the study of community as is (empirical
     description) and as it should be (normative prescription).


  R
  Remains common i much marketing li
       i            in      h      k i literature and d
 research scholarship, particularly in the absence of good
 metrics

23                           Ghostweather Research & Design   5/28/2007
Back to the Plan: Who Will Build It?
 Community interaction is a “socio-technical” design
 p
 problem:
     You need more than a web information architect (IA)
     You need design for group behavior and interactivity
     (interaction design, with social and group intuition and
                  design
     awareness)
     Plus tools to support evolution / volume over time
     Plus
     Pl analytics for measurement of your success
             l ti f                  tf
 Who will moderate your group discussions? (Ongoing
 support of the community is a resourcing issue for you.)
   pp                       y             g         y)
 Are you committed in terms of resources? Time to
 evolve is essential; they don’t grow overnight.

24                           Ghostweather Research & Design   5/28/2007
The Tools: A Continuum of Interactivity
Options

           Examples of support f group i
           E    l    f         for        interaction, i
                                                  i increasingly
                                                           il
                                interactive:




     Blogging      Social          Forums         Email lists       IM, Chat
                   Network
                                                                          Real-time
                   sites
                                                                          gaming
        Content feeds:       Commenting
        Flickr,
        Flickr bookmarks     on content




25                           Ghostweather Research & Design   5/28/2007
Design Principles: Roles, Places, Time
 Build flexible, extensible gathering places
 Support flexible evolution:
     Facilitate member-run subgroups (group evolution)
     Create meaningful and evolving member profiles (“who’s
     here? )
     here?”)
 Integrate the rituals of community life; promote cyclic
 events
 Encourage appropriate etiquette / norms / traditions
 Develop a strong leadership program and design for a
 range of roles
         fl

                                                                    (cf. AJ Kim)

26                         Ghostweather Research & Design   5/28/2007
Principles: Moderation / Leadership Skillset
 Tactics for success: Seed behavior and content, refresh it, ask
 provocative questions they care about.
 Invite interesting people to start you off and get you PR treat them
                                                        PR–
 well! (e.g., the WELL and Howard Rheingold’s early principles)
 Quality over quantity – encourage it and help it surface (ratings /
 reputation systems should be used with caution)
 Models for moderation (cf. AOL and Forum One):
      Heavy Moderation – read everything
      Light Moderation - Subject lines and rapidly blossoming thread activity is
      reviewed.
      Moderation is labor intensive and can be costly. It's being outsourced in
      some companies. It's tough to hire for.
      Recruit your power users (MVPs)
      R     it                  (MVP )

     The people who talk to your customers are the most important people in
                                  your company
                                       company.

27                               Ghostweather Research & Design   5/28/2007
Principles: Transparency, Trust
 What You See is What I See: I can see myself and my posts the way you do.
 My public appearance is important (“face”)
 Support private communications (easy, secure) between members
 Reputation systems may cause more problems than they solve – are you
 helping the walk-in make snap judgments about money exchange
    pg                       pj g                  y       g
 (ecommerce, ebay) or support long-term use?
 Clearly indicate what’s marketing / corporate vs. “real” user content

            The concept of the public sphere as discussed by Habermas and others includes
     several requirements for authenticity that people who live in democratic societies would
            recognize: open access, voluntary participation, participation outside institutional
         roles, the generation of public opinion through assemblies of citizens who engage in
             rational argument, the freedom to express opinions, and the freedom to discuss
       matters of the state and criticize the way state power is organized. It is also possible
                    to alter the nature of discourse by inventing a kind of paid fake discourse
                                                                                      discourse.
                                                                         (-- Howard Rheingold)
28                                    Ghostweather Research & Design   5/28/2007
Principles: Support Finding Things
 Surface current activity – where’s the action here, make it easy to
 get to it.
     Current chatters 44 members logged on now
             chatters,                     now….
 Help visitors find people, history, content/goods associated.
 Illustrate there is a history of value and sociability that makes this
 worth their time.
     Most recent threads; last several sales; contest winners, profiles, search
 Help people find the relevant topics, but not “butt in”
     Support transition of roles from lurker, newbie, to MVP/expert/leader
     (“community of practice” concept)
     (“         it f        ti ”       t)
     Tagging is a tool for this
     Make it easy to “pass things on” or bookmark them in the system (blog perma-
     links)

  Dating is ok! The human hierarchy of needs is always relevant!
 Even professionals are (generally) humans looking for other humans.


29                                     Ghostweather Research & Design   5/28/2007
Indicators of Community, From Good
Definitions and Principles…
 Communication
     Gossip about members and events exists
     Special vocabulary (discourse) to indicate membership and in/out
     Multiple communications methods and modes; meeting face-to-face/ phone as well as online
     interaction, changes of modality over time
     Trust among members; emotional ties

 Status
     Boundary defense: “Us” vs. “Them,” subgroups, cliques (social networking)
     Rites of passage for membership (rituals)
     Different roles or status of individuals emerge

 Temporal Markers
     Participation / activity over time by same people (return, attachment)
     Telling of historical narratives (especially to newbies); the group remembers (“community of memory”)
     Rituals (marking time/events)
     Evolutionary change (people join/leave, disputes, resolutions, management roles change…)

 Exchange of goods occurs: social capital, information, physical goods, money, gifts



30                                        Ghostweather Research & Design      5/28/2007
Some Business Metrics for Community
Why are you measuring: Strength of community for the
 participants, or for the business? (“ROI”) Why not relate the
 two?

  Currently a lot of web quantitative metrics are used:
      Page views, unique memberships, new memberships
                           (-Online Community Business Forum Metrics survey, 2007)
  More advanced businesses metrics:
      Calculate word-of-mouth, cost reduction, sales conversion, time on
      site, membership revenue, value of member-contributed
      content, loyalty satisfaction
      content loyalty, satisfaction, lurker effects on sales
                                                       sales…
  Research-inspired metrics:
      Social network diagrams and calculations, qualitative/ethnographic
      methods, text analysis… many others, drop me a note!
          hd           li             h     d                !

 31                            Ghostweather Research & Design   5/28/2007
More Research Resources
 AOIR: Association of Internet Researchers (came out of sociology
 and linguistics, multidisciplinary) – Lots of resources here.
 CSCW: Computer Supported Cooperative Work (focus on
 ethnography, originally about work and now broader)
 CHI conference of last 10-15 years (see the digital library at
 ACM.org)
 Sociology / Social Network Analysis literature
 Lots of books on Amazon since 1995… my book Conversation and
 Community reviews definitions and documents one chat /game
 community’s evolution in the 1.0 era
 Business sources: Harvard Business Review (ebay article), Bill
 Johnston (Forum One)…
 Keywords: online games, MMORG (massively multiplayer online roleplaying
 games, ethnographic studies, participation, MVPs (a forum term for valuable
 leaders), customer-centric brands


32                            Ghostweather Research & Design   5/28/2007
Thanks –Feel free to contact me
         for any specific references!
               yp
          www.ghostweather.com, lynn@ghostweather.com
                     Ghostweather Research and Design:
                                                   g
                                    Data-Driven Design




33                Ghostweather Research & Design   5/28/2007

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Design For Online Community: Beyond the Hype

  • 1. Design for Online Community: Beyond the Hype! A presentation for the Boston “mini” Usability Professionals Association Conference on May 23, 2007 Lynn Cherny, Ph.D., Ghostweather Research and Design
  • 2. Outline My Credentials Community in Web 2.0 and 1.0 y Why the Hoopla? Some Business Reasons; Innovation in Orgs and Outside; Risks of “Doing It Badly” Doing Badly A Plan of Action for Doing It Right What is “Community?” Goals, Definitions Online, Offline, in an Elevator Who’s Going to Be Involved Building it? Design Principles to Create It and Moderate It Signs of Community Based on Varied Definitions Metrics for Measurement … Research Sources for More Info 2 Ghostweather Research & Design 5/28/2007
  • 3. My Credentials Author of Conversation and Community: Chat in a Virtual World (1999, Chicago University Press), a Stanford University Ph.D. dissertation in dot-com era: ethnographic and linguistic study of a chat community in an extensible virtual world Co-editor of Wired Women: Gender and New Realities in Cyberspace (1995, Seal Press). Collection of essays by female participants in “early” online communities early (IRC, Chat, USENET, Mailing Lists). Interaction designer and researcher: Excite.com, TiVo, Adobe, Autodesk…, now consulting in User Experience and Design. 3 Ghostweather Research & Design 5/28/2007
  • 4. Web 2.0 vs. 1.0 Web 2.0 – it’s a webcentric world today: “A phrase coined by O Reilly Media in 2004 refers to a perceived A O'Reilly second-generation of Web based communities and hosted services — such as social networking sites, wikis and folksonomies — that facilitate collaboration and sharing between users.” g Pre-2004, we were talking about community too! g y Howard Rheingold’s The Virtual Community (1993), Hagel and Armstrong’s Net Gain (1997) Tools then: T l th Chat, email, IM, lists, BBS, USENET, MUDs/MOOs, other games… 4 Ghostweather Research & Design 5/28/2007
  • 5. Web 2.0 Paradigm Examples Examples from digg flickr tag cloud, LinkedIn mashups RSS digg, cloud LinkedIn, mashups, readers/feeds 5 Ghostweather Research & Design 5/28/2007
  • 6. Why the Hoopla? (Again) Communities create investment in a place/site/product/activity via other people there; a cause of the famous stickiness Time = Attention = Money for many sites/businesses (“freemium” business models) Brands are more and more customer-centric Community helps people or helps them help themselves (collective action), which builds brand equity Lifetime value Open-source lessons/threats 6 Ghostweather Research & Design 5/28/2007
  • 7. Some Stats on Community Business Value Community users remain customers 50% longer than non-community users (AT&T) y ( ) 43% of support forum visits happen in lieu of opening a support case (Cisco) Community users spend 54% more than non-community C i d h i users (eBay HBR article): Lurkers and community enthusiasts bid twice as often as members y f of the control group, won up to 25% more auctions, paid final prices that were as much as 24% higher, and spent up to 54% more money (in total). In customer support, live interaction costs 87% more per transaction than online self-help. (Bill J h t F Johnston, Forum O ) One) 7 Ghostweather Research & Design 5/28/2007
  • 8. Social Networking and Innovation Company innovation & organizational studies on SNA Involvement by customers in the corporate processes (“crowdsourcing”) Communities can be self-organizing competitors g g p 8 Ghostweather Research & Design 5/28/2007
  • 9. Risks of Doing “It” Badly… It “Paid inauthentic discourse” ( (Rheingold), “Pseudocommunity” (Beniger), “Imagined g ), y( g ), g Communities” (Anderson) “Reversal of a centuries old trend from organic community based on personal relationships, relationships to impersonal associations integrated by mass means” means Empty places & credibility loss for company hosting Blatant commercialization of existing communities may piss off the target “audience” beyond repair e.g., Fanlib.com – boycott, bad word-of-mouth… High financial cost (tools plus people/org support) Get your goals and design right! y g gg 9 Ghostweather Research & Design 5/28/2007
  • 10. You Need a “Community Plan of Action” Community Action Identify the community goal Learn from various definitions Who will build it? Pick your skill-set Follow some relevant design principles Look for indicators that suggest you “did it” (community- behavior) ) Find metrics to measure it formally (business stats) 10 Ghostweather Research & Design 5/28/2007
  • 11. The Community’s Goal / Raison d’etre Community s d etre The goal is for them, not you (even if you have one too) “This is a social experiment.” ( p (uh-oh) ) “A place to talk about books we love.” The public goal is what they see when they get there, so they d t d h th understand how it applies t th li to them (or doesn’t) – (d ’t) good UI design principles apply! Don’t compete with what they already use ( y p y y (do your competitive research well, and use anthropology techniques) Does a group already exist? Where do they “live” now? live Do they have existing reasons to communicate? May help or hurt you. (FaceBook, LiveJournal, Professional communities…) 11 Ghostweather Research & Design 5/28/2007
  • 12. Community Definitions for Internet In 1993 in The Virtual Community, Howard Rheingold defines virtual communities as “Social aggregations that emerge from the [Internet] when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace.” 12 Ghostweather Research & Design 5/28/2007
  • 13. Community Definitions for Internet In 2000 in Community Building on the Web, Amy Jo Kim: “A community is a group of people with a shared A interest, purpose, or goal, who get to know each other better over time.” In 2002, in a CACM article on “Audience-Specific Online Community Design,” Dorine Andrews: y g “Community is no longer defined as a physical place, but as a set of relationships where people interact socially for mutual benefit. benefit Online community is a social network that uses computer support as the basis of communication among members instead of face-to-face interaction.” 13 Ghostweather Research & Design 5/28/2007
  • 14. Talking to Execs in Elevators : Brief and smart definitions We need to clarify “community” for the confused business person and use it responsibly, or we can t responsibly can’t design it or measure it. Not “chitchat and warm fuzzies!” “Community” requires social interaction over a period of time time. Community is an emergent property of group behavior, and some tools and content can support that group behavior better than others. The design challenges are more complex than designing for individuals. Corollary: Technology ≠ Community! 14 Ghostweather Research & Design 5/28/2007
  • 15. Why Should We Care About Any Other (Longer) Definitions? Wellman et al. (1996) note that press about the Internet (during 1.0!)… tends to describe “community” as if it had been invented yesterday as being either thoroughly good or evil as if life online has no connection to life offline, and as if the past century's research on the nature of community were irrelevant Can we learn from previous work here when building and measuring? 15 Ghostweather Research & Design 5/28/2007
  • 16. Definitions From Pre-Internet Research Pre Internet There are lots of definitions! Geographically-Based Definitions Tradition and Practice Definitions Social Network Studies Cooperative Action and the Collective Good Discourse Communities Boundary Definitions Utopian Definitions 16 Ghostweather Research & Design 5/28/2007
  • 17. Hillery (1955) S cial interaction Social interacti n Compared 94 definitions of community from the sociology/anthro literature: …in a group with Only 69 required common ties geographical co-location. 73/94 agree on a group of people in social interaction having some ties or bonds in common. …in a shared 91/94 stress social geographical location interaction as a necessary y element of community life (The last 3 are just weird, obviously.) weird obviously ) 17 Ghostweather Research & Design 5/28/2007
  • 18. Tradition and Practice Definitions Arendt (1958) The sum of the people, transactions, habitats, traditions, and p p, , , , institutions that form a vital aspect of everyday life. …. relationships, experiences, values, and norms that serve to orient our actions and ultimate goals… normative and g purposive, suggesting norms of behavior for members and goals for the group as a whole. Communities of Practice (Lave and Wenger 1991) Lave and Wenger's quot;legitimate peripheral participationquot; is an important process through which community participants learn practices through peripheral participation and increase their involvement gradually (newbies regulars/experts…) 18 Ghostweather Research & Design 5/28/2007
  • 19. Social Networks (Relevant Concepts) Strong and Weak Ties (Granovetter, 1973) … defined the strength of ties as quot;a (probably linear) combination a of the amount of time, the emotional intensity, the intimacy (mutual confiding), and the reciprocal services which characterize the tie ” tie. Cliques: A mathematical definition of connectedness. … Formally, a clique is the maximum number of actors who have all possible ties present among themselves. 19 Ghostweather Research & Design 5/28/2007
  • 20. Cooperative Action / Collective Good Definitions Kollock and Smith (1996), on communities that successfully defend the common g y good: Most individual affected by the rules can participate in modifying the rules Right of community members to devise their own rules is respected by external authorities A system for monitoring behavior exists, undertaken by the community members themselves Community members have access to low-cost conflict resolution mechanisms “Tragedy of the Commons” free riders on the community! A common problem. y p 20 Ghostweather Research & Design 5/28/2007
  • 21. Discourse / Speech Community Definitions Swales (1990) identifies genres: (1) a broadly agreed-upon set of common public goals, (2) mechanisms for communication among the community members (3) participatory mechanisms used primarily for information and feedback (4) one or more genres (5) a specific vocabulary of communication (6) a threshold level of members with a suitable degree of relevant content and discourse experience Hymes (1972): quot;speech communityquot; is a group that shares speech community rules for speaking and interpretations of speech performance (e.g., agreement on what is “flaming”) 21 Ghostweather Research & Design 5/28/2007
  • 22. Boundary Definitions … indicate who is inside and who is outside a community, distinguish the members from those they differ from or wish to be as different from. These boundaries are usually in the minds of members and those excluded from the group, and perception of boundaries may differ among individuals, even those on the inside of a boundary (e g “the power elite” in my boundary. (e.g., the elite research) Concrete: “registered member” vs. “guest” in forum Symbolic: evaluations of friendship, rivalry, jealousy, similarity 22 Ghostweather Research & Design 5/28/2007
  • 23. Utopian Definitions Tonnies (1887), Community and Society: The contrast between gemeinschaft (community) and gesellschaft (society). Incorporates idealism and utopian sentient into his notion of community, as well as reliance on geographic locale, all of which have persisted within the community studies literature, arguably causing confusion between the study of community as is (empirical description) and as it should be (normative prescription). R Remains common i much marketing li i in h k i literature and d research scholarship, particularly in the absence of good metrics 23 Ghostweather Research & Design 5/28/2007
  • 24. Back to the Plan: Who Will Build It? Community interaction is a “socio-technical” design p problem: You need more than a web information architect (IA) You need design for group behavior and interactivity (interaction design, with social and group intuition and design awareness) Plus tools to support evolution / volume over time Plus Pl analytics for measurement of your success l ti f tf Who will moderate your group discussions? (Ongoing support of the community is a resourcing issue for you.) pp y g y) Are you committed in terms of resources? Time to evolve is essential; they don’t grow overnight. 24 Ghostweather Research & Design 5/28/2007
  • 25. The Tools: A Continuum of Interactivity Options Examples of support f group i E l f for interaction, i i increasingly il interactive: Blogging Social Forums Email lists IM, Chat Network Real-time sites gaming Content feeds: Commenting Flickr, Flickr bookmarks on content 25 Ghostweather Research & Design 5/28/2007
  • 26. Design Principles: Roles, Places, Time Build flexible, extensible gathering places Support flexible evolution: Facilitate member-run subgroups (group evolution) Create meaningful and evolving member profiles (“who’s here? ) here?”) Integrate the rituals of community life; promote cyclic events Encourage appropriate etiquette / norms / traditions Develop a strong leadership program and design for a range of roles fl (cf. AJ Kim) 26 Ghostweather Research & Design 5/28/2007
  • 27. Principles: Moderation / Leadership Skillset Tactics for success: Seed behavior and content, refresh it, ask provocative questions they care about. Invite interesting people to start you off and get you PR treat them PR– well! (e.g., the WELL and Howard Rheingold’s early principles) Quality over quantity – encourage it and help it surface (ratings / reputation systems should be used with caution) Models for moderation (cf. AOL and Forum One): Heavy Moderation – read everything Light Moderation - Subject lines and rapidly blossoming thread activity is reviewed. Moderation is labor intensive and can be costly. It's being outsourced in some companies. It's tough to hire for. Recruit your power users (MVPs) R it (MVP ) The people who talk to your customers are the most important people in your company company. 27 Ghostweather Research & Design 5/28/2007
  • 28. Principles: Transparency, Trust What You See is What I See: I can see myself and my posts the way you do. My public appearance is important (“face”) Support private communications (easy, secure) between members Reputation systems may cause more problems than they solve – are you helping the walk-in make snap judgments about money exchange pg pj g y g (ecommerce, ebay) or support long-term use? Clearly indicate what’s marketing / corporate vs. “real” user content The concept of the public sphere as discussed by Habermas and others includes several requirements for authenticity that people who live in democratic societies would recognize: open access, voluntary participation, participation outside institutional roles, the generation of public opinion through assemblies of citizens who engage in rational argument, the freedom to express opinions, and the freedom to discuss matters of the state and criticize the way state power is organized. It is also possible to alter the nature of discourse by inventing a kind of paid fake discourse discourse. (-- Howard Rheingold) 28 Ghostweather Research & Design 5/28/2007
  • 29. Principles: Support Finding Things Surface current activity – where’s the action here, make it easy to get to it. Current chatters 44 members logged on now chatters, now…. Help visitors find people, history, content/goods associated. Illustrate there is a history of value and sociability that makes this worth their time. Most recent threads; last several sales; contest winners, profiles, search Help people find the relevant topics, but not “butt in” Support transition of roles from lurker, newbie, to MVP/expert/leader (“community of practice” concept) (“ it f ti ” t) Tagging is a tool for this Make it easy to “pass things on” or bookmark them in the system (blog perma- links) Dating is ok! The human hierarchy of needs is always relevant! Even professionals are (generally) humans looking for other humans. 29 Ghostweather Research & Design 5/28/2007
  • 30. Indicators of Community, From Good Definitions and Principles… Communication Gossip about members and events exists Special vocabulary (discourse) to indicate membership and in/out Multiple communications methods and modes; meeting face-to-face/ phone as well as online interaction, changes of modality over time Trust among members; emotional ties Status Boundary defense: “Us” vs. “Them,” subgroups, cliques (social networking) Rites of passage for membership (rituals) Different roles or status of individuals emerge Temporal Markers Participation / activity over time by same people (return, attachment) Telling of historical narratives (especially to newbies); the group remembers (“community of memory”) Rituals (marking time/events) Evolutionary change (people join/leave, disputes, resolutions, management roles change…) Exchange of goods occurs: social capital, information, physical goods, money, gifts 30 Ghostweather Research & Design 5/28/2007
  • 31. Some Business Metrics for Community Why are you measuring: Strength of community for the participants, or for the business? (“ROI”) Why not relate the two? Currently a lot of web quantitative metrics are used: Page views, unique memberships, new memberships (-Online Community Business Forum Metrics survey, 2007) More advanced businesses metrics: Calculate word-of-mouth, cost reduction, sales conversion, time on site, membership revenue, value of member-contributed content, loyalty satisfaction content loyalty, satisfaction, lurker effects on sales sales… Research-inspired metrics: Social network diagrams and calculations, qualitative/ethnographic methods, text analysis… many others, drop me a note! hd li h d ! 31 Ghostweather Research & Design 5/28/2007
  • 32. More Research Resources AOIR: Association of Internet Researchers (came out of sociology and linguistics, multidisciplinary) – Lots of resources here. CSCW: Computer Supported Cooperative Work (focus on ethnography, originally about work and now broader) CHI conference of last 10-15 years (see the digital library at ACM.org) Sociology / Social Network Analysis literature Lots of books on Amazon since 1995… my book Conversation and Community reviews definitions and documents one chat /game community’s evolution in the 1.0 era Business sources: Harvard Business Review (ebay article), Bill Johnston (Forum One)… Keywords: online games, MMORG (massively multiplayer online roleplaying games, ethnographic studies, participation, MVPs (a forum term for valuable leaders), customer-centric brands 32 Ghostweather Research & Design 5/28/2007
  • 33. Thanks –Feel free to contact me for any specific references! yp www.ghostweather.com, lynn@ghostweather.com Ghostweather Research and Design: g Data-Driven Design 33 Ghostweather Research & Design 5/28/2007