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Week 5 slides from the class "Social Web 2.0" I taught at the University of Washington's Masters in Communication program in 2007. Most of the content is still very relevant today. Topics: Community, Reputation Systems
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Social Web 2.0Implications of Social Technologies for Digital Media
Shelly Farnham, Ph.D.
Com 597 Winter 2007
Community "I define "community" as networks of interpersonal ties that provide sociability, support,
information, a sense of belonging, and social identity.” Barry Wellman (2001).
“A group of people who share a common interest or purpose; who have the ability to get to know each other better over time. There are two pieces to that definition. That second piece — getting to know each other better over time — means that there needs to be some mechanism of identity and communication.”
Amy Jo Kim (2001)
“1) It is interactive and built on the concept of many-to-many communications ...; 2) It is designed to attract and retain community members who become more than
superficially involved in community events ... and ... are able to make new friends through the community;
3) It has a single defining focus; ... (that) gives them a reason to return;4) It provides services to community members, ... that meet community member needs; 5) It has, or has the potential to develop, a strong commercial element...“
From "Towntalk," a listserv on online community
Socio-Cultural Context
Social dissolution/individualism, lack of traditional communityBob Putnam, “Bowling Alone”
Neo-tribalism Use of Internet to access people,
coordinate
Online Communities
84% of Internet users in U.S. participated in an online community
79% regularly with one particular group 26% to get in touch with local groups
2001 Pew
Providing Value in Terms of User Goals
InformationalLearn about homes to facilitate buying, selling, and improving homes.
Value expression Express my identity around homes. I like my house. Where I live expresses
something about me. I like my agent, and I like my neighborhood.
Social Capitol -- Developing relationships I can leverage laterLearn about, get referrals to, and meet people related to homes (consumers, agents,
neighbors, other vendors).Make friends/friendly acquaintances, find similar others, be liked, have a respected
reputation, be part of a group.
Collective actionFind people with similar interests and organize into groups that can take action around
the group’s agenda. (e.g., neighborhood watch.)
OtherEntertainment: have funSelf-efficacy/mastery
Providing Value through Community
Providing value through access to people.
Common purpose,Identity,
Interactivity
User TrafficSocial Capitol
Why Community Online?
Weak ties, specialized knowledge or circumstances Need sense of shared understanding/frustration Similar others hard to find face to face
Continuous support Sometimes face to face people not in similar situation get bored
with your preoccupation, or just not available all the time Geographical isolation Decreased mobility
increased use for types of problems that impact mobility e.g. knee surgery
Social stigmatization
The Importance of Place
Places – specific locations in space that provide an anchor and a meaning to who we are.
Orem & Chen, 2003
Proximity primary determinant of liking, through repeated exposure and opportunities for interaction.
Social Psychology
The great good place, neighborhood hangouts and haunts key to development of community. Enabling serendipitous interactions.
Ray Oldenburg, 1989
“Eyes on the street.” Urban planner advocating dense, mixed-use neighborhoods, fostering vibrant urban community and increased security.
Jacobs, 1961
A Sense of Place
Personal identity Community Past and future Being at home “Place is a special and unique location…notable for the fact that the
regular activities of human beings occur there. Moreover, because it is a site of such activities, and all which they entail, it may furnish the basis for our sense of identity, as human beings, as well as for our sense of connection to other human beings, in other words, our sense of community. Place, in other words, is that special site, or sites, in space where people live and work, and where, therefore, they are likely to form intimate and enduring connections.” Orum & Chen p. 15.
Netville Study -- Enabling Neighboring through Technology If neighborhood given the opportunity to
interact/exchange information on the Internet, are they more like to develop neighborhood ties?
Provided high speed internet to 64 out of 109 neighboring homes, two years 1996-1998, with neighborhood email list
Hampton & Wellman, City and Communication: 2:4 December 2003
Netville Study Results
More likely to: know each others’ name, talk on a regular basis, visit each other
Reported familiarity online facilitated meeting face to face Block parties, community gatherings Collective action against the developer
Barry Wellman, Communications of the ACM, 2005, 45, 5. p. 94
What did they talk about?
Discuss interests of common concern (home construction)
Requests for help or advise (e.g. recommendation for a local doctor)
Advertise garage sales, local crafts/services Invitations to community events Messages offering such things as job info
Increased “Eyes on the Street”
Exchange greetings See what is happening Keep watchful eye on children’s activities
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
Online Support Communities
Information flow, exchange, storytelling Group problem solving, insights Trusted sources Decrease worry, anxiety, depression Health:
Improve patient compliance with treatment Info seeking improve decision-making
go to doctor able to talk intelligently about problems, have language for it etc.
assess quality of their care
From Maloney-Krichmar & Preece, In Kneeboard, informational vs. emotional support: giving info (33.5%), opinions (17.4%), suggestions (7.3%), socio-emotional (25.8%)
Online Community General Concerns Access Ease of use Fragmentation Authentication/accountability Commercialism and privacy Safety and security
Bad behavior in online spaces Misappropriation of personal info
Misinformation
Online Community Design Group vs. network form of association
Sense of boundary, you are a member or not Need for active communication
Message board/mailing list Commenting Possible gradation from broadcast to one on one, public to private
Narrow focus vs. broad Tend to succeed with dense groups of similar others Orient similar people around central location (FAQ/wiki/discussion board for
each health issue) Light moderation/hosting of spaces Enabling transition from newbie to mentor
Passing on “host” role Awareness through activity metrics
Time in space Message activity # of stories/lessons posted
Designing for Sociability
Clearly articulated shared purpose Governence, protocols, rituals People
Roles Moderators Experts Lurkers Approx 1% leaders, 19% participate, 80% lurkers
Size Critical mass: number of people needed to make a community
useful Too few not enough, too many overwhelmed Discussion groups: 25 active participants take up all the air
Fostering cooperation
Social dilemma/tragedy of the commons Individual gain vs. collective good
Increasing cooperationWill meet again Identification of behaviorRecord of past behavior
Discovery/Entry Points
Search google Search in system by topic and by person: important to
find similar others Search/show relevant demo factors (SES indicators through job,
college…) Related interests
Entry through invitation to join Invite friends/family/cohorts to view stories etc.
Link off of other community sites Banner ads
Discovery/Entry Points Importance of First Impressions Need to see there is social interaction (social
translucence) exchange/reciprocity shows interpersonal trust Shadows of social behavior: X members, amount recent activity,
new story posts, best story Site trust building:
Post self-regulating policies Privacy and security Editorial and advertising
Source disclosure Third party seal Branding
Communities as intervention
The minimal “intervention”:Define community boundaries
Tapping into personal identity, social identityEnable conversation
Assessment:Measure community growth, participation Impact on neighborhood
Measuring Healthy Community
Health = Function ((presence, content creation, interactivity) * recency *
longevity)
User presence: Many active people in neighborhood Recency Longevity in system
Content creation: Daily posts/comments/tags Rich customization of profiles
Interactivity: Visiting a lot of other people’s pages Long discussion threads
Instrumentation for Social Metadata Treat each behavior as unit of use and
recordUser UserBehavior Timestamp
BehaviorContext BehaviorDetails Aggregate info for sorting etc. Always retain original data for later
analysis/algorithm development
Trust A psychological state comprising
the intention to accept vulnerability based upon positive expectation of the intentions or behavior of another Process-based (past history of
interaction) Character-based (social
similarity) Institution-based
Entity (person, agent) vs content trust
Transitivity Trust in performance (less so) Trust in belief (more so)
Stages of Trust in Site
Preliminary assessment (heuristic, affective) Look and feel of site Branding, familiar, trusted logos etc.
In-depth evaluation of information (analytic) Quality of information Personalization of advice, given by similar
others Long-term relationship with site
From Sillence et al. 2004
Trust in Web Sites Study
Study of 2684 participants examining100 sites, making credibility evaluations
Fogg et al. 2003
Reputation Systems Online Online interactions outside usual social constraints
(disembodied) Identified behavior History of behavior over time Social context: face-to-face increases normative behavior
People *will* break trust if not held accountable/ prosocial norms not activated by presence of others
Reputation History of past interactions informs current expectation of
reciprocity or retaliation in future Accountability, trust
Reputation Systems -- Key Components Long-lived entities that inspire expectation of
future interaction Capture and distribution of feedback about
current interactions Use of feedback to guide trust decisions Issues:
Low incentive to provide feedback People reluctant to provide negative feedback Ensuring honest reports
Types of Ratings
Implicit Ranking Time in system, frequency of visits, frequency of posts, etc
Explicit Rating Weighted average, explicit rating of object of interest
Collaborative filtering People with similar rating patterns rate this highly, so you will
probably like Assumes high variability in preferences
Peer-based Filter implicit/explicit ratings by relevance to self in network (e.g.
friend of friend)
Importance of Types of Reputation Information
From Jensen et. al 2002, N = ~330
Decision task:Study of use ofreputation informationto inform choice aboutwhom to interactwith
Design Implications
“Look and feel” matters, at-a-glance judgments impact continuing analysis
Expose “related entities” around any content, with indicators of credibility
Filter both content and reputation metrics by relevance to self -- emphasizing similarity Often reduced overall average ratings the more information is exposed
(voice, picture, profile information): indication of increased discrimination between good/bad, relevant content
Include both implicit and explicit ratings/rankings Expect explicit ratings to be positively biased, so “absence of positive”
matters Ratings per hit rate for example meaningful Count of ratings overall Binary votes: e.g. “useful” or not
Metrics at both level of content and level of author important Rate comments as well as content
Opportunities for Innovation Assessing a person’s/story’s reputation with “others like me” – localized
reputation Under the hood assessment of “trustability” of raters, use to influence their
influence on aggregate scores, search results Recency in system, deviance, phase of treatment, explicit ratings (ratings of
raters) Use interaction history with content to normalize ratings
% of positive ratings out of # of people read/hit vs. simple average Search results, able to change sort by:
Overall ranking/ratings Ranking/rating in my network Similarity/relevance to me Date updated/posted Author
Mergers and Acquisitions
Startups get purchased by larger organizations
With minimal expenditure, create:Unique identityHip attitudeAttract a large user base
Advertising
Provide Value
AdvertisingRevenue
User Traffic
Are we providing valuable content that is driving traffic that is leading to advertising revenue?
Online Advertising Lingo
Page views CPM
Cost per mille (thousand)Usually 2.9$ per thousand views
Ad impressionsAd images presented, around three per page
view CPC
Cost per click throughAnywhere from 10 cents to 85$
Subscription Services
Fixed ratePer user per month
Variable ratePay according to level of usageE.g. preferred membership subscriptions
(LinkedIn, Biznik), special search and communication features
Storage (photo sites, imageevents, ) Fixed plus variable
Transaction Commissions
Trading fees Ebay auctions Paypal
per transaction 2.9% + .30
Service commissions Amazon Mechanical Turk Biznik, % of fee for workshops
Aggregation fees ITunes, $ goes to record industry, shave off % per transaction Zazzle/Café Press: notion of base price: e.g. $8.99 for shirt,
designer marks up over and keeps difference Artocracy: 25% of sale (each ~30$) for site