Date: 2/21 Feb 2000 20:15
From: Steven Johnson
Thanks to all of you for participating in this Dialog. Let me begin
with the introductions. We're lucky enough to have gathered together
here Jeffrey Veen, Executive Interface Director for Wired Digital;
Gurl.com community director Heather McDonald; Firefly interface
designer Eric Liftin from Mesh Architectures; and Andrew Shapiro,
author of The Control Revolution.
As far as the content goes, our topic is both practical and
philosophical: How do we design more enriching communities? What kind
of communities do we want online anyway? Let's start with the front
page of the New York Times. Yet another study has appeared that
argues that heavy users of the web are a disconnected, anti-social
bunch.
You can read the whole thing here
[http://www.stanford.edu/group/siqss/], but let's jump right to the
fighting words:
"The Internet could be the ultimate isolating technology that further
reduces our participation in communities even more than did
automobiles and television before it."
I'm assuming that we all agree that this is by no means a definite
outcome. But what should we be doing as designers and critics to
ensure that this doesn't happen?
-- SJ
Date: 2/22 2000 23:27
From: Jeffrey Veen
I've always feared the word "community" when applied to whatever Web
project I happen to be working on. There really isn't anything wrong
with online communities -- and I'm sure we'll discuss that in greater
detail soon -- but the term has become a magic bullet for business
plans and the product managers that implement them. Paired with
"monetizing eyeballs," "viral marketing," and "opt-out signups," it
becomes yet another shaky beam in an already crumbling foundation.
Erasing time and geography is wonderful. I feel well connected to the
sea kayakers, risotto cookers, and human-computer interface
researchers with which I interact on a daily basis. But community is
work. Hard work. Ask any majordomo list owner how much time she
spends a day admonishing rambunctious users, weeding out bad address,
and taking care of the other mundane chores that go into maintaining
a strong online community. Add to that the monumental task of keeping
the discussion on topic and you can start to see why so many groups
have failed in our new medium.
So it's no wonder I cringe when I hear someone going on and on about
how their new Web site will most certainly have chat rooms, message
boards, instant messaging, and whatever else is attracting venture
capital these days. "Think eBay meets Slashdot!" Oye...
I'm pretty interested in the sites that have managed to incorporate
community into their basic fabric. Epinions.com is a good example of
how strong architecture can get people talking (and arguing!) about
the products and services they love and hate. The notion of a "web of
trust," in which your rating of other reviewers affects your view of
the site, is an interesting example of how we can encode into
software the way humans interact in the real world. I'm sure there
are others...
-- JV
Date: 2/23 Feb 2000 23:06
From: Eric Liftin
This Dialog is likely to spur debates on two related topics: first,
is the Internet bad? ("the ultimate isolating technology"); and
second, if it's not inherently bad, how can we foster successful
online communities?
Our moderator cites the recent Stanford study claiming,
provisionally, that the Net displaces social experience. While I
always appreciate a good bar-graph laden study, this one seems to
offer the same facile critiques that people who have never even seen
a Web site often recite. For every complaint that the Net is
anti-social, there is a complaint that the Net is anti-meditative.
Stanford Professor Norman Nie says "E-mail is a way to stay in touch,
but you can't share a coffee or a beer with somebody on E-mail or
give them a hug." Last week an acquaintance couldn't imagine that
reading the screen could ever equal curling up with The New Yorker.
Think about it: the ascendance of the telephone (spontaneous, social)
drove people to bemoan the death of the letter; the explosion of
E-mail has got people lamenting the dear old phone call. Similarly,
many critics expressed alarm that the entertainment dominance of
movies (social) would displace book reading (isolating). Now these
people fear the extinction of the social cinema.
The Net is unlikely to replace any of these activities, although it
will most certainly steal time from all of them. At its best, the Net
helps people save time by rendering information accessible while
extending the lives of its inhabitants into a new realm.
As designers, we face the same paradoxical issues that city planners
face. How does one meticulously plan, design, and build spaces that
foster spontaneous, varied social activity? Web designers have
witnessed, already in the Web's infancy, the same phenomenon familiar
to urban planners and their clients: a well-conceived, carefully
planned community is often less successful (less socially gratifying)
than an unplanned one.
I would start by hypothesizing that a successful community (I would
like to hear people's definitions thereof) is built on the
coexistence and balancing of opposing forces. When these forces are
in equilibrium the community thrives, when one force dominates,
collapse ensues.
I would like to invite people to contribute to a list of these
dynamics in an attempt to identify the forces. Here are two to start:
1) Accountability. This is necessary to ensure that members act in
good faith. There must be enough accountability to encourage
responsible, constructive behavior. On the other hand, too much
accountability stifles difference and leads to repression. Ebay has
been very successful at creating a system that encourages responsible
behavior by building profiles of members' actions. The system rewards
with cute icons those who conduct good transactions without treating
harshly or locking out someone who screwed up. Ebay also remains
open to new, untested members, which brings us to...
2) Accessibility. The community must be accessible enough to grow,
develop, and attract suitable members. But if it is too accessible --
and I include ease of discovery in accessibility -- it cannot
maintain its distinct identity or prevent the casual or irresponsible
intrusion of unaccountable visitors.
-- EL
Date: Fri, 25 Feb 2000 10:48
From: Andrew Shapiro
I think Steven has gotten us off to a great start here. The Net is
ours to design. It is not inherently isolating any more than it is
inherently democratizing, paradigm-smashing, or [insert cliche-of-the-moment here]. It's about potential and what is
realized. So how do we design the Net to maximize the social good?
With regard to community -- I think we have to
acknowledge that there are features of today's Net (and today's
networked culture) that could lead to greater personal isolation and
social fragmentation, that could test our ability to get along as
neighbors, even as a nation. The main culprit, to my mind, is the
potential for excessive personalization: Too much MyAOL, MyWay,
MyThis, MyThat cuts us off from shared information, common
experience, and eventually empathy for one another. (Notice, by the
way, that I'm not talking about "online" vs. "offline" communities,
an increasingly meaningless distinction.)
Granted, there's lots of conjecture in the preceding paragraph, which
I'd be happy to unpack upon request. But let's assume for the moment
that we agree about this. That way we can move on to the more
interesting exercise of figuring out how we design around such
potential harms.
I like Eric's suggestion that we start by identifying those things that make
community -- whatever that is -- successful or worthwhile.
Eric says that there are forces that need to be in balance in order
for community to work, starting with Accountability and
Accessibility. I agree with the balance idea, but see those two
values working together somewhat differently, more like this:
1. Accountability <--> Do-Whatever
Without some accountability for our actions, community breaks down.
(Trust is lost, etc.) At the same time, too much accountability
deprives us of the right to be different, free, occasionally
irresponsible. So balance #1 is between having some recourse for
"bad" behavior and allowing people, to some extent, to do whatever
they want.
2. Accessibility/Fluidity <--> Stability
To avoid staleness, communities must be open to newcomers and must
allow folks to leave (thus the term Fluidity, which suggests ease of
entrance and exit, not just the former). However, a community that
doesn't balance fluidity and stability won't have any identity.
Moreover, too much ease of exit may sink any real communal spirit,
because folks can just up-and-leave whenever they want. Contrast
that with the best communities, which often seem to work because
actors know they're stuck in it together and so they just have to
deal. As Jeff said, community -- whatever that is -- takes work.
And that means some rules, some structure, some glue.
Now, how do we code that?
-- AS
Date: Fri, 25 Feb 2000 10:17
From: Heather McDonald
The strange thing for me about this research issue is that maybe
sometimes I feel this way as a producer of Internet content, as a
person working at an Internet start-up at the end of the day when I
need to stop myself from IM and emailing my coworkers, friends and
lovers and need to transition into actually speaking with people.
However, the gURL.com user base and active community members are in
high school and obviously living a different reality than adults
using the Internet. I recognize that the Internet can be isolating
and I think I sympathize as much as a single person living in NYC can
with the parents of teens watching their Internet savvy kids surpass
their own ability to collect information, find anything, and
participate in a virtual community. (It is also very isolating for
people who don't have access or don't feel that they have the skills
to understand this media.)
However, when I read these studies I can only think about what I do
and how I hope it is making high school girls feel less isolated.
When you are high school (unless you are homeschooled) you do have at
least six hours of forced socialization every day so I think the
Internet can provide a nice zone for alternative forms of
communication even with the people you know from school.
-- HM
Date: Sun, 27 Feb 2000 14:09
From: Eric Liftin
Heather's post reminds me of the old days of Firefly. For those that don't
remember, Firefly launched in mid-'95 as a music-recommending site. With
proto-buddy lists, instant messaging, intramural email, rudimentary chat
functions, and, most importantly, crude personal home pages,
something we called
a community soon formed.
Most of the members were teenagers. Attention to the technology-showcasing
music-rating areas of the site began to wane as teens surfed personal pages and
buddy lists. Kids adapt easily, and these well-documented effects indicate
directions of interest in the medium. The software tools allowed communication
and information sharing to flourish while the music function was used just
enough to help define subcultural spaces. Firefly continued to draw hundreds of
concurrent visitors months after the company had been bought by Microsoft and
completely dissolved.
Its popularity was due substantially to the important dynamic on the site
between public and private. The personal pages displayed a decent quantity of
information: friends, favorite music and movies, age, region and
whatever people
wanted to type and upload. Privately there was the messaging, which was safely
confined to the site, away from personal email addresses. The public display
enabled people to surf and identify each other. The private channels
enabled the
formation and deepening of relationships.
-- EL
Date: Sun, 27 Feb 2000 17:14
From: Steven Johnson
Eric writes:
The public display enabled people to surf and identify each
other. The private channels enabled the formation and deepening of
relationships.
I think this gets us right to the heart of one of Andrew's concerns
(and something implicit in what Jeff was saying too.) Is there a risk
in the "surfing and identifying" phase that communities will form
that are excessively focused? In other words, do you end up with a
series of demographic closets, with all the Housemartins fans crammed
into one virtual space, completely oblivious to the Billy Bragg fans
down the hall -- and on another planet altogether from the Marilyn
Manson devotees? You want people to be able to find people who share
their tastes, but is there a point in our real experiences with
online communities where the groups gets too insular? And what kind
of design keeps that from happening?
-- SJ
Date: Sun, 27 Feb 2000 20:11
From: Heather McDonald
I think one thing that keeps groups from getting too insular is the
participation from people who totally disagree with everyone else. I have
found in most active online communities people with very strong
anti-Housemartins feelings are always out to find the Housemartins lovers'
sites and rile everyone up.
I think as designers of online communities we need to be concerned with
creating environments where users are really the designers. So many sites
out there are fabricating communities which seem empty, lonely, and
obviously contrived. It is easier to have honest interchange in a world
that is created by the needs of its users rather than the needs of a
sponsor or the ideas of an editorial staff. The challenge is to listen to
the user and get them as involved as possible.
-- HM
Date: Wed, 1 Mar 2000 16:28
From: Jeffrey Veen
Heather McDonald wrote:
I think as designers of online communities we need to be concerned
with creating environments where users are really the designers.
Ah ha! Now we're getting at it. Part of the problem with "designing
communities" is that we fail to distinguish between rules and tools. We've
been talking a bit about how much work it is to keep communities healthy
and active, but what we haven't touched on is HOW to do that.
Designing rules into a community is probably a necessity. "Keep your posts
on topic." "Don't be abusive to other community members." "If you don't
follow the rules, we'll kick you out." Fine. But the reality is that rules
only go so far. What Heather is referring to are tools that empower
community members to create self-sustaining conversations and
interactions. Maybe some examples would help.
Spend some time on eBay, and you'll start to see how simple tools are used
to keep people on track. In the strictly commercial world of auctions,
eBay has added a self-policing feature that plays very well towards a
healthy community. The concept is simple: Community members can rate the
experiences they have with sellers. The more honest the sellers are about
the quality of their auctioned goods, the better their rating will be. It
gets right into the interface design heuristics of eBay: Your name is
forever bound to an icon proclaiming how good or bad you are. Follow the
rules or we'll make you wear a big scarlet letter A on your chest...
Likewise, both Amazon and Slashdot give users the ability to rate posts.
Community members (and the "anonymous cowards" who don't bother
registering) are motivated to make thoughtful and productive responses to
ongoing threads. And again it affects the user interface: Well-received
posts bubble to the top; crap sinks.
So good tools, I think, can make people follow rules. But can it make them
cross-pollinate? I wonder...
-- JV
Date: Wed, 1 Mar 2000 22:50
From: Andrew Shapiro
Interesting question, Jeff. I think the answer is no. Though I said
earlier that the Net is ours to design, tools alone cannot make people do
anything (cross-pollinate, talk to our neighbors, avoid solipsism). That's
particularly true if we're talking about site-specific interfaces which can
be jettisoned with just one click. It would be different if the Net were as
top-down as AOL, but (fortunately) that kind of macro-design seems
impossible.
So maybe we're left with a bit of a design dilemma. Our culture has
embraced a communications technology -- distributed, interactive, bottom-up
-- that resists social engineering. Individual site designers might add all
sorts of features to get people to stay engaged, or whatever, but the
benefits of this would seem to be slim.
At some point, people themselves have to decide (free will!) whether to take
affirmative steps to avoid narrowing their horizons, to seek out difference,
to embrace community. The question is whether the tools to make this happen
are readily available. It's not so much When Bad Tools Happen to Good
People, but rather A Good Tool is Hard to Find.
I do think good tools are hard to find -- tools, for example, that
facilitate sustained communal activity online. Anyone agree? Disagree?
-- AS
Date: Wed, 01 Mar 2000 23:52
From: Eric Liftin
The LOOP discussion on this topic has raised an important point: Any kind of
visitor interaction is not necessarily "community," and in fact "community" is
often less desirable than other forms of online interaction. The term "online
community" is too vague to describe the varied, genuinely novel dynamics that
develop online.
Online software "tools" are capable of provoking certain behavior or
facilitating actions. It is often fascinating to observe the results of putting
a chunk of free software out on the Web. Our site called Random Access Memory
(http://randomaccessmemory.org) is a very simple tool for archiving human
memories and browsing through them. There is no community, but this "tool" has
provoked entry of over 2000 memories.
Andrew rightly observes that site tools are generally too parochial to enable
social interaction that is complex and rich with difference. The next logical
step is to move beyond community to a wider field that is capable of enfolding
multiple sites, multiple actions, multiple levels of interaction, both public
and private. This step is toward Web Urbanism.
Just as in cities, the layers of infrastructure provide sites and the potential
for all kinds of actions, the Web will transform itself into a multilayered
field. Software tools will be added that underlie multiple sites instead of
residing on one. Andrew's concern is that the very elements that characterize
Web sites tend to isolate them from each other and thus to isolate their
visitors. His dilemma is how to encourage friction in a ruthlessly efficient
medium.
Web Urbanism takes cues from successful cities. People choose to live in
polluted, overcrowded cities because they're drawn to the resources -- the
layers of infrastructure, both technical and social. If we build sophisticated,
open systems that allow for internal difference and degrees of autonomy -- that
balance dynamics of public and private, access and restriction, accountability
and freedom -- these electronic spaces will be irresistible.
-- EL

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