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Lecture 18 Social Interface

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What was successful about Friendster had nothing to do with its original purpose ... The simplicity of Friendster allowed it to be repurposed over and over again. ... – PowerPoint PPT presentation

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Title: Lecture 18 Social Interface


1
  • Lecture 18 Social Interface
  • Terry Winograd
  • CS147 - Introduction to Human-Computer
    Interaction Design
  • Computer Science Department
  • Stanford University
  • Autumn 2005-2006
  • With some material from danah boyd, UC Berkeley
    SIMS

2
Learning Goals
  • Be aware of the challenges of socio-technical
    design
  • Understand the nature and importance of the
    social interface that goes with the visible
    interface
  • Be able to apply social analysis in interface
    design

3
Social Interface (Spolsky)
  • When you're writing software that mediates
    between people, after you get the usability
    right, you have to get the social interface
    right. And the social interface is more
    important.
  • The best UI in the world won't save software with
    an awkward social interface.

4
Aspects of the Social Interface
  • Adoption
  • Critical mass - network effects
  • Social group development, maintenance
  • (Community building)
  • Usage modes
  • Repurposing and workaround
  • Social Concerns
  • Identity formation, maintenance
  • Power
  • Privacy
  • Behavioral norms
  • Cultural differences (local and global)

5
Applications with Strongly Social Interfaces
  • CSCW/Groupware
  • Computer-Mediated Communication (CMC)
  • Dialog (Active)
  • Awareness (Passive)
  • Mediated Sociability
  • On-line communities, Virtual worlds
  • Peer-to-peer networking
  • Multi-player games

6
Computer Supported Collaborative Work (CSCW -
Groupware)
  • Coordination Mechanisms
  • Physically embodied vs. mediated
  • Shared external representations (calendars,
    bulletin boards)
  • Managed control (CVS, Subversion,)
  • Embodied work practices (Business Process
    Management)
  • Concerns
  • Issues of control and power
  • Explicitness of communication
  • Symmetry, reciprocity
  • Asymmetry of cost/benefit (Grudin Groupware and
    Social Dynamics)

7
CSCW Example Group Calendaring
  • Concerns Privacy vs. efficiency
  • Norms Cultural expectations
  • Organizations have different cultures about
    whether your public schedule accurately reflects
    your availability and whether other people can
    schedule times for you

8
CSCW Example The Coordinator (1984)
Converse menu from The Coordinator
Menu for responding to a request
9
The Coordinator
  • Messaging system based on Speech Act /
    Conversation theory
  • Language as action vs. language as description
  • Declaring vs. inferring speech acts
  • Constraints on action (implicit and explicit)
  • Reception
  • Throwing it over the cubicle wall
  • Missionary software Fascist software
  • But. Integration into business practice training
  • Concerns
  • Over-formalization loss of ambiguity
  • Misuse of accountability/commitment

10
Technology-Mediated Sociability
  • Changes social affordances for conversational
    mechanisms
  • Email
  • Groups
  • Instant messaging (AIM, YIM, MSN)
  • Mobile Phones
  • Text messaging/SMS
  • Blog, LiveJournal, Xanga, etc.
  • Friendster, MySpace, Tribe.net, etc.
  • Advantage of text messaging (Spolsky)
  • you break your thumbs typing huge strings of
    numbers just to say "damn you're hot," because
    that string of numbers gets you a date, and you
    would never have the guts to say "damn you're
    hot" using your larynx.

11
Case study Videophone
  • Audio/Video interaction
  • Capture natural cues (e.g., gesture, orientation,
    gaze)
  • Natural interaction (Just like being there, but
    not quite)
  • In 1964, ATT showed off the first video phone at
    the World's Fair in New York.
  • Socio-technical difficulties
  • Camera angle/range of visibility
  • Visibility awareness
  • Privacy
  • Eye gaze Virtual Auditorium
  • Audio pickup
  • Image and sound quality
  • Desire for symmetry/reciprocity
  • VSee

12
Peer-to-peer Applications
  • Newsgroups, forums,
  • File Sharing Napster, BitTorrent.
  • Selling and buying Craigs list, EBay
  • Blogging
  • Wikis Wikipedia,

13
Example On-line discussion/interaction
  • Discourse structure
  • Threaded vs. linear vs. random access
  • (Newsgroup vs. email lists vs. Wiki)
  • Primary voice vs. collective
  • (Blog vs. group)
  • Behavioral norms
  • Flaming

14
On-line Communities - Example Second Life
15
Social behavior (Spolsky)
  • Behavioral norms
  • Antisocial behavior
  • LambdaMoo A Rape in Cyberspace Julian Dibbell,
    Village Voice, 1993
  • With social interface engineering, you have to
    look at sociology and anthropology. In societies,
    there are freeloaders, scammers, and other
    miscreants. In social software, there will be
    people who try to abuse the software for their
    own profit at the expense of the rest of the
    society. Unchecked, this leads to something
    economists call the tragedy of the commons.

16
Mediated Presence Portholes
Xerox EuroPARC 1992
17
Mediated Presence
  • Concerns
  • Privacy
  • Symmetry
  • Awareness of visibility
  • Media differences
  • Audio/video
  • Immediacy
  • Imposed limitations

18
Limited Awareness Display
Digital Family Portrait Field Trial Support for
Aging in Place Jim Rowan and Elizabeth D. Mynatt,
Georgia Tech CHI 2005
19
Social Network Applications
  • Orkut, Facebook, LinkedIn, Friendster,.
  • Mobile Dodgeball,

20
Adoption
  • Friendster
  • Viral Spread based on urban tribes, subcultures,
    queers and techies
  • Gay men Burning Man - Asia
  • Malaysia, Singapore, Philippines
  • Facebook Build on University base
  • Orkut
  • Outgrowth of Stanford project
  • The United States has at least 153 million
    Internet users, compared with Brazil's 20
    million. Still, Orkut said Brazilians dominated
    its membership roster . About 23.5 percent of
    the users are from the United States, while
    another 41.2 percent are Brazilians.  Iranians
    are a distant third place at about 6 percent.

21
ExampleSocial NetworksFriendster Profile
22
Difficulty in Support for Social Interaction
Algorithm to suggest people you should meet,
based on number of common friends but
23
FakestersStanford on Friendster
24
What are Fakesters?
  • Cultural Characters (God, salt, Homer Simpson)
  • Community Characters (Brown University, Burning
    Man, Chicago)
  • Characters meant to be real (teachers, TV
    personas)

25
Repurposing
  • Usage Patterns on Friendster (from danah boyd)
  • Created for Dating
  • Direct pestering, Familiar Strangers, Hookups
  • Ego/Friend Surfing
  • Friends Profiles reflect you
  • People searching (the past, headhunters)
  • Permanent representations (upon death)
  • Play and Social Maintenance
  • Fakesters and Fraudsters
  • Trouble Making
  • From drug distribution - Neo-Nazis

26
Friendster (boyd)
  • Friendster was developed as a dating site. The
    expected usage scenario was simple get people to
    map out their social network so that single
    people could be introduced to other single people
    in a trusted environment.
  • What was successful about Friendster had nothing
    to do with its original purpose or design.
    Instead, users saw it as a flexible artifact that
    they could repurpose to reflect their social
    practices.
  • The simplicity of Friendster allowed it to be
    repurposed over and over again. Its popularity
    did not validate its underlying model,
    articulated social networks or the values
    embedded in the technology. Its success validated
    that people love flexible artifacts that allow
    them to reflect on themselves and their social
    situation.

27
Mobile Social Dodgeball
28
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29
Mobile Social Software
  • How will mobile social software change existing
    social dynamics?
  • How will location services and other new
    technologies change the game?
  • What are the privacy risks and research
    challenges of these technologies?
  • Next generation of mobile social software What
    is it and when will we have it?
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