This document outlines 5 principles and 5 practices for designing social interfaces, as well as 5 anti-patterns to avoid. The 5 principles are paving cowpaths, talking like a person, being open and playing well with others, learning from games, and respecting ethical dimensions. The 5 practices discussed are giving people identity and a social object, enabling activities and bridging real life and online connections. The 5 anti-patterns warned against are cargo cult design, breaking email conventions, weak password security, building a fake "Potemkin village" community, and an unbalanced ecosystem. The document provides examples and guidance for applying each principle and practice, and avoiding the anti-patterns.
9. Dogster started as a photosharing service.
Shifted focus to pets once company saw people were
primarily uploading pics and talking about their dogs.
14. Embrace open standards
Share data outside of the bounds of your application
Accept external data within the sphere of your application
Support two-way interoperability
16. Learn from games
What are Game
Mechanics?
The systems and features
that make games fun,
compelling and addictive.
~Amy Jo Kim
17. How to learn from games
Game Mechanics
Collecting
gives bragging rights,
encourages completion
Points
game points by systems,
social points by others,
drives loyalty, drives behavior
unlock new powers or access
Feedback
social feedback drives engagement
accelerates mastery and adds fun
Exchanges
structured social interactions
explicit or implicit
Customization
character or interface
37. It’s a continuum
Collecting One
Sharing One to one
Broadcasting & One to many
Publishing
Feedback One to one, One to an object
Communicating One to one, One to many, Many to many
Collaboration Many to many
Social Media Ecosystem
59. Don’t break email
Facebook breaks email since you can’t reply to messages
that arrive in the inbox.
Basecamp allows people to reply as they are accustomed
to and the message goes back into the stream on the site.
66. Instead of building a Potemkin
Village, the architects of the
relaunched dead.net site started
with a judicious few groups and
then let the community spawn the
rest.
70. Game Goals
• Build a social digital product • Work as a team to collaborate
around an object for a speci c and build the best products
audience delivered in a speci c
way • Play against another team
• Deliver a well rounded product
(with features across Identity,
Activities and Relationships)
• Build products in a de ned time
frame