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    Notes on Making Good Social Software

    posted Thursday, 5 January 2006

    I've been studying the mechanics of social software quite a bit recently.  Now that I've begun writing a book about Web 2.0 for publication in summer, 2006 (details on that in a future article), I'm trying to get a handle on why it took so long for many of the "planks" of Web 2.0 to go mainstream.  Particularly the powerful two-way social software that we now see all around us today, which are best exemplified by blogs and wikis but also by hundreds of other applications right now, today.  In his absolutly wonderful essay, A Group Is Its Own Worst Enemy, Clay Shirky makes the observation that it was eight long years from the first forms-capable browser and blogs finally getting off the ground. 


    So, what did we have to learn in that time for social software to really get off the ground?


    As most of my readers know, social software is enablement of groups of people to collaborate using computer mediation.  It's a surprisingly sophisticated field that's been around for almost 40 years now.  Two famous examples of social software include the bulletin board systems of the 1980s and now-famous groupware system by Ray Ozzie, Lotus Notes.



    The Web is now packed with numerous examples of useful, potent, and widely used social software including well-known examples like Wikipedia, del.icio.us, digg, and Wordpress.  There is also a growing body of next-generation social software exemplars such as AllPeers, RubHub, Squidoo, and Wink.  For a fairly new and more objective top 10 social software list, see here by Ross Mayfield.


    This is all interesting backstory of course but I'm still trying to pin down the lessons we've actually learned so far.  Sure, at least at first there was a general Internet skill gap that impeded the mass adoption of social software by the general public.  Millions of people had to learn how to use the Web first, establish a level of trust with it, and then begin to learn the habits of being social online.  It was a steep curve for many, but more and more of us are here now.


    Unfortunately, one thing I learned in my research is that both the usage and creation of much of our social software still seems to be mostly experienced-based.  And as Shirky points out, it's the worst possible way to learn. He notes the ideal way to acquire knowledge is when someone else figures it out and tells you: "Don't go in the swamp.  There are alligators in there."  Dryly, Shirky notes that "Learning from experience about the alligators is lousy, compared to learning from reading, say."


    Where I'm going with this is that there have been wildly successful social places created on the Web (Usenet, Myspace) and there have been failures (Geocities).  I'm trying to pin down the exact mechanisms that make social software better, over indifferent, or even outright terrible.  Like most Web 2.0 ideas, it's about best practices. Or, how do we break away from single sink software?


    From what I can see, it boils down to a few things, which I'll summarize here.  I was surprised at the extensive bodies of knowledge on social software, which often seems untapped if you look at some of the recent attempts at it (Flock, the social browser for example.)  So, in a nutshell, here are the fundamentals of social software.  Again, refer to the Shirky citation above to get some great history and background on these:


    Pillars of Social Software


    1. Establishment of Handles: Anonymity doesn't really work well with social software, but users want their privacy.  Allowing them a handle to use lets people start tracking who said what and for people to find each other and form groups.  In general, switching handles must be penalized to encourage constructive behavior.


    2. Allow for Members in Good Standing: Permit users that contribute well or do good works to get recognized.  This can be as simple as associating their handle with their social activities or it can be much more sophisticated.  There just needs to be a connection between the handle and the social behavior for others to observe.


    3. Barriers to Participation: This seems counterintuitive to social software, but it isn't.  The history of social software has time and again pointed to the need for certain controls in a social system to be harder to access.  Anonymous users get lower credibility and abilities than identified users, and even fewer users have the power to moderate or exercise central control.  Without this, the core group won't have to tools necessary to maintain order and defend the overall social group, and chaos would eventually reign.


    4. Protect Conversations From Scale: With the Web, the numbers of users in a social setting has no practical upper bound, but most social activities are groups of two-way conversations.  In a setting of thousands of people, no one can track the conversations and get involved.  Forget about the social software sites that have tens or hundreds of thousands of people.  Finding way for people to self-organize, split up and reform dynamically, and form affinities with groups is one way. There are many others.


    I'll talk more about social software and Web 2.0 in the future.  As always, the exciting part of the Web is that it's made of people.  Now how are we going to use our software to make these conversations exciting, dynamic, and useful?


    What do you think the essential ingredients of social software are?

    links: del.icio.us    



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    1. x left...
    Friday, 6 January 2006 2:06 am :: http://www.whuffie.blogspot.com

    In my casual study of social software I had been <a href="http://whuffie .blogspot.com/2005/12/my-recent-thoughts-on-whuffie.html">mulling<a/& gt; Myspace as a-list highly successfull model of SS. As did Ross Mayfield. But I am now beggining to rethink that. While the top ten listed services that include componants of social software, they are not really very human at all. Nor are they good gauages of trust or credential. While I think your 4 tennants are well thought and can be used as a general pattern, I think they are not flexible enough. Take live social settings and apply your pillars: snobbery? You weed out the good with the bad when "weeding" is your aim. The point is not always to weed the point is to interact. As we are doing now.


    2. Alex left...
    Friday, 6 January 2006 2:36 pm :: http://jooto.com/blog/

    Nice, thought provoking stuff. I've written something along similar lines here:

    http://jooto.com/blog/index.php/2006/01/07/does-social-software-equal-conve rsation/

    Cheers.

    Alex


    3. Ian left...
    Monday, 9 January 2006 12:17 am

    Clay Shirky wrote a very good essay on this:

    http://www.shirky .com/writings/group_enemy.html


    4. Stiennon left...
    Monday, 9 January 2006 9:26 am

    So far the "successful" examples sited appeal to the general or at least tech-savvy populous. Are they any exmaples of specialized SS sites? Somthing that might address 10,000 users instead of 10 million?


    5. adrian Chan left...
    Monday, 16 January 2006 4:31 am :: http://www.gravity7.com/blogs/media/

    Good points you make here. You're dead on with populations and scaling. I also think we have to distinguish between communication tools, which handle the capture, storage, search, presentation of text-based (tho that's changing) information; and interaction tools, which are affected by the lack of f2f metalinguistic and gestural cues, relations, timing, etc. I have more on this at my blog and there are links from there to research on my site. Drop me a line


    6. Denny left...
    Saturday, 28 January 2006 1:04 am

    They do not understand how that which differs with itself is in agreement: harmony consists of opposing tension, like that of the bow and the lyre.

    Thought is common to all.

    So we must follow the common, yet though my Word is common, the many live as if they had a wisdom of their own.

    The waking have one common world, but the sleeping turn aside each into a world of his own.

    The people must fight for its law as for its walls.

    It is not good for people to get all they wish to get. It is sickness that makes health pleasant; evil, good; hunger, plenty; weariness, rest.

    One is ten thousand to me, if he be the best.

    http://www.tesc.edu/~r price/heraclitus.htm


    7. dave66 left...
    Sunday, 26 February 2006 2:59 pm :: http://www.mecanbe.com

    Mecanbe is going to help us change ourselves and our world. Goals are suddenly trackable and our success in achieving them meausrable. All this within a community-based framework to help inspire and empower us all.


    8. Boomerbob left...
    Friday, 10 March 2006 1:51 pm

    What most programmers do not realize is there is social context around everything - including social software. Some people need to have control, some people need to comment on everything, some people will be defensive on their thoughts, etc.

    Social software needs to allow for these natural interactions to occur OR not allow them - in which case they will exclude those members who need that interaction to be involved.

    A great example is a groupware spreadsheet application. Someone needs to create the first version of the spreadsheet. That person, who will be the controlling type, will set up the rules of the game by how they define the spreadsheet - everyone else is simply pushing the edges a little and moving the inside around. Someone else may feel it is important to do one particular thing and will fight for it no matter what, and another person may just simply keep saying "looks good to me (meaning, I don't really care)"

    This is true social networking.

    What you see now in MySpace, Tagged, etc. is immature social structures - cliques and gangs; rankings and rating based on looks, coolness and hipness; and attention cravings. For the teen segment, this is what their entire social being is about. Which is why MySpace will not ever impact anyone over 40 - they don't care about this kind of stuff anymore.

    So, when looking at social networking, look first to the social being and how they interact - software won't change how people react, but it will change help them react more efficiently or widely or aggressively.


    9. Ryan left...
    Friday, 21 April 2006 10:51 pm

    I found a website that seems to cover all of those pillars. I'm sort of sick of those companies with big marketing dollars. For my blogging and social networking I use a little boutique site that offers a very useful tool for free called Mind Deposit. You can check out here: www.minddeposit.com


    10. güzel sözler left...
    Saturday, 19 April 2008 6:07 pm :: http://www.guzelhikayeler.net

    Great, thanks..