“The Realm of Sociality:
Notes on the Design of Social Software”
The main significance of this paper
is that, there is a need of putting in use models and design frameworks to help
the designers to create, in structured manner, social systems. It is important
to mention that as Dr. Alex Ramírez said several times during the previous
class and also it is written in this paper: “sociality cannot be designed; it
can only be designed for”.
The most relevant part of the
introduction for me is the precept that the authors hold that sociality, not
functionality, Is the key concept in social software systems, because it’s most
important to have a social knowledge of the social group or part of the society
we are trying to affect or the sector that we want to create the system for, in
order to determine the correct functionality of the application of system.
Other important part of the
introduction is that the authors focus on social software systems as a means of
pursuing sociality, and take advantage of the trigger mechanisms in people that
make them engage in offline and online social services.
Then the authors take an approach
focus on the soft systems methodology, investigating the sociality in order to
have a qualitative methodology for complex situations as the social networks
are. They show a figure where there is a line between the real world and the
thinking systems in with there is interaction between the problem situation,
that goes through root definitions of relevant systems and conceptual models
that once that transit over the real world improve the problem situation.
The next part of the document
explains the sociality that helps us to understand how creatures organize their
relations. They mention a distinction of types of sociality based on the type
subject related in the social group that can be either only people and groups
or artifacts. Then they mention the level on interaction that results in the
grade of complexity, resulting in one-dimensional or multi-dimensional. The
authors present a table that encapsulates all this types of sociality for
further identification, for example the multi-dimensional artifact-base
represents social networks through hardware and/or software, and they named it
“System-centered sociality”.
The following part is the conceptual
model where the authors put the sociality right in the middle as a driving
force for the design and development of social software. Around the center (vertical) they put the
theories of social structure to provide rules and norms and the theories of
situated experience to emphasize actions and intentions.
The other segment
(horizontal) is about the social practice that consists on the mechanisms by
which the groups interact and the ones related to the identity and its relation
to the group. They include four realms based on the theories expressed before to
represents design areas to be included.
Then they show the Last.fm case
where through the classification of music, opinions and ratings the website
receive information of the users and groups that results in personalized the
right music to the right people. The authors then explain how each one of the
defined realms applies to this case. For me the most relevant one in this
example is the realm of actualizing self because through the characteristics of
the individual, this site associates it with other people with the same
preferences to provide more options that can be for the preference of the
individual.
The following part of the paper is
oriented to the triggers and mechanisms that help people to be part of a social
group or even to be able to create their own group. That is the case of the
great success of twitter.com, which reinforces the feeling of situated
connectivity and enables group formation.
It’s a form sociality based of points of interest that create strong
relations where the people express ideas or spontaneous thinking, that’s why
there are a lot of new users every day, it’s easy to relate to small
expressions, it’s also easy to follow several people or groups at the same
time. Perhaps the most important mechanisms are the limit of size for the messages
that help users to see a lot of messages in a small area, also the continuity
of the activities that the users are going through in real time.
A design framework takes stage in the
following part of the paper. This framework is designed as a guideline to the
designers and developers of social software that invite people to join in
social activities. The realms depicted above in this document take a structural
part of this framework, and are correlated to some design patterns like:
domains, criteria, principles, parameters and dilemmas to provide a certain
directive for each case.
From the design framework presented
above the authors present the case of LinkedIn and Friendster, where those
authors explain the distinctions of each other through the patters of design. For
example in the design principles LinkedIn offers clear objectives while
Friendster’s objectives are vague. However the most relevant part of this case
is how the authors explain that even though both sites are labeled as social
network ones with similar functionalities are differ dramatically on the way
they stimulate users to engage in social activities.
At the end of this paper the authors
express the importance of the concept of sociality towards the work of social
software designers, and the possibility to consider and use the conceptual
model and design framework presented is this paper.
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