Upload
tim-hoogenboom
View
929
Download
2
Embed Size (px)
DESCRIPTION
Citation preview
A League Of Its OwnTowards a new ontology for social software
Wim Bouman & Tim HoogenboomUniversity of Amsterdam Business School
De Maatschap
research communityepistemic practice
Boulevard Café
Knorr Cetina, Schatzski, Checkland, Buchanan, Latour, Giddens, Fiske
Ard Huizing & Mary Cavanagh
(now presenting at another room)
Designing for Sociality
Sociality, not functionality
Social objects
Research Themes
Social Sciences and Philosophy
soft systems thinkingrealist evaluation
new Foundationsfor IM in theory and research
Problem situation expressed
best paper awardThe question remains: What exactly is social software?
Downloads <here>
When is it relevant, useful or appropriate to denominate a certain IT-based system as ‘social software’?
And what are the consequences, if any, of (re-) applying IS logic to the design, development and deployment of social software systems?
And then what?
• A better ontology would allow us to– Describe what we see in the real world– Understand the interplay between social objects,
social software, social practices and sociable actors– Beschrijven wat we zien in de echte wereld– Begrijpen wat zich ‘interplay’ van social objects, social
software, social practices en sociable actors– Voorspellen wat de effecten zijn van IS
implementation and use– Designing better systems
Mejias (2005), for instance, considers multiplayer gaming environments, discourse facilitation systems (a wide array from mail, chat to messaging and so on), moderated commenting systems, content management systems (blogs, wikis, document management), web annotation utilities, product development systems, peer-to-peer file sharing systems, selling or purchasing management systems, learning management systems, relationship management systems, syndication systems and distributed
classification systems as social software.
does this make any sense or help for either science or practice?
We asked ourselves
an ontology
We don’t need more definitions, we don’t need broader definitions – we need a fundamental approach
Obervations
Ontology is an often neglected subjectDefinitions are author and context specific
Common definitions of social software too broadFocus on information related problems
Neglect indeterminateness of social software
BasicsIT-based systems do exist, but social software do not exist as such; they appear and unfold themselves in use in their formative context only
An IT-based system (e.g. a wiki) that serves for a certain social group as a collaborative editing tool, might be the nexus of social activity or object-centered sociality for another group. The code, structure and functionality of the software may even be exactly the same
Soft Systems Thinking
IT-based systems can not be meaningfully qualified as social software by their design per se, nor by their functions.
It is the actual manifestation in practice only that ultimately defines the qualification of a particular IT-based system
Archetypical Manifestations; Information Systems, Knowledge Management Systems, Social Software Systems.
Social software are IT-based systems, engaged by their users as an unfolding object for constructing and reproducing their social relations
Reapplying traditional IS logic to the design, development and deployment of social software might turn out to be devastating
IT-based systems become a thing to live with, and designers are liable for finding solutions that improve the way people interact with these IT-based artifacts
Key Findings
Archetypical manifestation
Information Systems Knowledge Management Systems
Social Software Systems
System Rationale Informing Learning BelongingOntological Stance Hard systems thinking Dependant on knowledge
metaphor (knowledge as an object versus knowledge as negotiated meaning)
Soft system thinking
Epistemological Stance Tame problems Predictable problems Wicked problems
Design logic Designing by drawing Designing as a process Designing without a product
Form Functionality driven Pre authorized paths of reasoning
Dynamic, ‘unfolding’ objects
Function Improving information supply and exchange
Matching questions and answers (via expert logic)
Triggering sociality and social relations in practice
Patterns of Reasoning Technological deterministic Asynchronous presentation and representation of knowledge disembedded in time and space
Sociality driven around social objects
Actor Model Economic, Bounded rational actor
Transactional, knowledgeable actor
Social, Network embedded actor
Implementation strategy Blueprinted implementation
Free choice adoption Socially triggered voluntary participation
Concept of Usability Being able to operate and to interact
Content value and applicability
Desirable in social context
Implications and directions for future research
technology as constructed in an epistemic practice of informing, learning and belonging
IT-based systems are socially embedded; sociable actors decide what is it for whom and whether to make them ‘work’
Design as inherently wicked process of designing without a product
technology as objects; with unfolding relations