Title: What can we learn from Social Interaction Design
1What can we learn from Social Interaction Design?
- NewComm Forum 2009
- Adrian Chan, SNCR Sr Fellow
- twitter gravity7
- http//www.gravity7.com
2Goals
- Why social media are different
- How they work
- What they create and produce
- Who uses them
- Users care so should we
3Overview
- Background
- What is social interaction design?
- The topsy-turvy world of social media
- Competencies of users
- Personas 2.0? Or personalities?
- Practices and applications
- Illustrations
4Background
- Theoretical influences sociology, symbolic
interactionism, transactional analysis,
pragmatics, media theory, and systems theory - Social interaction design shifts the focus from
social media, and products, and interactions with
products, to - forms of online talk
- dynamics of mediated social interactions
- ways of presenting and relating to the Self and
to others - mediation of interactions and communication
- the effects of media on time and temporality,
organization and structure of relationships and
interactions, and - scaling of social systems through individual user
actions and emergent social dynamics and social
practices
5Background
6Understanding Media
- Marshall McLuhan cemented the importance of a
theory of media. He viewed media as an
extension of the self, and as amplifying
certain sense perceptions over others. - Media theory reminds us not to take social media
literally, but to bear in mind that mediation
matters. - The medium is the message.
7Understanding Media
- The medium is the message. This is merely to say
that the personal and social consequences of any
mediumthat is, of any extension of
ourselvesresult from the new scale that is
introduced into our affairs by each extension of
ourselves, or by any new technology. - This fact, characteristic of all media, means
that the content of any medium is always
another medium. The content of writing is speech,
just as the written word is the content of print,
and print is the content of the telegraph. - Marshall McLuhan
8Constitution of Society
- Modern continental sociology views society as
being non-traditional. Knowledge involves risk
and trust, and science, money, commerce and other
modern practices replace the traditional
organization of relationships. - Anthony Giddens theory of structuration argues
that there is structure, but it is reproduced
through individual, daily, acts. - This insight, that we are each, every day,
involved in creating and reproducing society
allows us to view social media as a sort of means
of production of ourselves, our relationships,
and of a form of (online) society.
9Constitution of Society
- But the fundamental question of social theory,
as I see itthe problem of order conceived of
in a way quite alien to Parsonss formulation
when he coined the phraseis to explicate how the
limitations of individual presence are
transcended by the stretching of social
relations across time and space. - By disembedding I mean the lifting out of
social relations from local contexts of
interaction and their restructuring across
indefinite spans of time-space. - Anthony Giddens
10The Presentation of Self
- Erving Goffmans pioneering work in social
interactions is widely used to describe the
presentation of Self in social media. His frame
analysis of social encounters makes an enormous
contribution to the ways in which we negotiate
interactions. - We have to qualify his insights and account for
the fact that in social media we lose the face to
face meanings and with them, the ability to
negotiate interactions in time. - The resulting ambiguity of intent, loss of
context, and reduced ability to handle
interactions with more than words creates
opportunities, and perils, for online
interaction.
11The Presentation of Self
- Statements orient listeners to the upcoming
responses, to what has come up. - We look simply to see, see others looking, see
we are seen looking, and soon become knowing and
skilled in regard to the evidential uses made of
the appearance of looking. - What, then, is talk viewed interactionally? It
is an example of that arrangement by which
individuals come together and sustain matters
having a ratified, joint, current, and running
claim upon attention, a claim which lodges them
together on some sort of intersubjectve, mental
world. Erving Goffman
12Communicative Action
- Jürgen Habermas theory of communication
distinguishes between communicative action
(authentic) and strategic action (instrumental). - The former binds us to one another in a process
of reaching understanding. The latter involves
communication used to achieve results talk
oriented to getting something done. - The former is a model for friendship, the latter
a model for commercial media use. - His emphasis on intersubjectivity in
communication is a core insight for social media
users talking to users.
13Communicative Action
- Thus, the illocutionary force of an acceptable
speech act consists in the fact that it can move
a hearer to rely on the speech-act-typical
obligations of the speaker. - To understand an expression, however, means to
know how one can make use of it in order to reach
understanding with someone about something. - Interaction mediated through acts of reaching
understanding exhibits both a richer and a more
restrictive structure than does strategic
action. - Jürgen Habermas
14Games People Play
- Eric Bernes transactional analysis, while
somewhat dated, provides key insights into the
emotional and attention economy of talk. His
theory that talk and interaction are a way of
giving and getting emotional strokes is
valuable for what motivates some social media
use. - Bernes insights into crossed transactions, and
scripts we repeat in order to sustain
psychological dramas, may also help to explain
some of the habits and routines that can make
social media compelling to some users.
15Games People Play
- By an extension of meaning, stroking may be
employed colloquially to denote any act implying
recognition of anothers presence. Hence a stroke
may be used as the fundamental unit of social
action. An exchange of strokes constitutes a
transaction, which is the unit of social
intercourse. - To say that the bulk of social activity consists
of playing games does not necessarily mean that
it is mostly fun or that the parties are not
seriously engaged in the relationship. The
essential characteristic of human play is not
that the emotions are spurious, but that they are
regulated. Eric Berne
16Social systems
- Niklas Luhmanns systems theory, while complex
and idiosyncratic, offers valuable insights into
the value of communication to social systems. In
particular, his work on media can be used to
demonstrate the ways in which mass and social
media observe each other, create and reference
realities, media events, and more. - For Luhmann, all reality is sustained by the
systems own reproduction. He, and other systems
theorists, help to explain the feedbacks and
self-reference of systems, both of which we can
observe as social media audiences grow over time.
17Social systems
- Therefore, to repeat this important point once
more in other words, communication duplicates
reality. It creates two versions, a yes-version
and a no-version, and thereby compels selection. - In the systems perception, the distinction
between the world as it is and the world as it is
observed becomes blurred. - Advertising declares its motives. It refines and
very often conceals its methods. - Niklas Luhmann
18What is Social Interaction Design?
19Re-framing social media
- The social interaction design approach to social
media can help us frame our thinking about social
media. Instead of thinking about media, or
products, or brands, we can think instead about - People, relationships, and meaning
- Talk, communication, and interactions
- Needs and interests of individuals, and their
aggregation into social practices - The importance of this shift of frame should help
us think less about brands, images, messaging,
and products, tools, and media - We can make better use of conversational media
(and design them better) if we think from the
users and the audiences perspective.
20Social media
- Social media are not just websites, but are
dynamic social systems - Their user interface is a Social Interface
- Their content is people
- Their people are contributors
- Their contributions communicate
- That communication is a form of talk
- That talk is informed by design
21Socializing media
- Social media paradigm shift in marketing and
advertising - consumers participate in production and messaging
- messages have the authenticity of everyday talk
- across trusted relationships and social networks
- on the basis of their own interests and
personalities - Social media structure and organize talk changes
branding, marketing, and advertising - At stake is how markets produce and consume value
- and how consumers create that value
22Socializing markets
- Social media cultivate culture
- Social media socialize consumption
- Social media create production
- Social media proliferate communication
- Social media network audiences
- Social media relationize connections
23Socializing brands
- Brands shift
- from how they see themselves to how they are seen
- from what they want to say to what is being said
- from image to talk
- from the value they have created to value created
by consumers - from what they own to what can be owned by users
24How is SxD different?
- Social Interaction Design approaches social media
as talk systems - SxD shapes, informs, organizes, structures, and
arranges this talk - Web 2.0 designs social applications for a
flourishing culture of new content, new
navigation, new audiences, new relationships, new
purposes and uses - A shift to transactions as ongoing communication
- A shift of focus from user practices to social
practices - Emphasis on social practices as byproduct of
design and informed, not controlled, by design
25Main concepts
- Users have the ability to become self-involved
online, and to relate through social media to
others (mediated presence) - Users expect future interaction (commitment)
talk media are open states of talk - Users have a sense of self and a (self)
perception of how they look to others
(validation) - Users are motivated to share their professional
and/or personal interests (social motivation) - Users use social media to maintain relationships
- Users have invested confidence in the system
(competence)
26Interactions Social
- Conventional user interaction and user interface
approaches address the users interaction with
the device - The designer designs the screen
- The interaction is User Software
- The social interaction designer also designs
around and through the screen - The interaction of User Software User
27The social interface
- Three modes of the screen
- Mirror mode the screen reflects the user
- Surface mode the screen contains content
- Window mode the screen is a transparent to other
users
28The social paradigm
- User as a social Self
- User as self-interested and interested in others
- All activity is social (visible to some others)
- Interaction is Participation
- Participation is a form of talk
- Talk has new forms and languages
- New forms include posts, comments, reviews,
ratings, gestures and tokens, votes, links,
badges, video - New forms are distributable and communicable
29User needs interests
- Shift from task and goal-oriented transactions
common to traditional software use. - Non-social software users have needs
- Social media users have interests
- Social media are relational media users are
interested social participants - Users sustain interest in own participation
- The users psychological interests include
acknowledgment, recognition, membership,
attention, respect, attraction, citation,
compliments, pleasure, self- satisfaction,
popularity, etc, and the avoidance of risk,
failure, embarrassment, disappointment, etc.
30Topsy-turvy world of social media
- The Self is always reflected
- Self is a projected Self
- Social is anti-social
- Friends, for real?
- Communication misunderstood
- Connections are disconnected
- Neither here nor there
- Discontinuous continuity
- Whats dysfunctional functions
31The Self is always reflected
- Social media start with a representation of the
Self, a representation through which we see
ourselves reflected. - We take an interest in our own reflection, and
form beliefs around how we appear to ourselves
and the impressions we make. - In this reflected Self, the presence of others is
constant, as is a sense of what we think others
may think of us. - Through this reflected Self we become involved in
ourselves as much as we become involved in simply
being ourselves. - The self-reflected Self establishes the first
relationship, and a psychological one, on which
other social relationships form. - All social relationships on social media are thus
constructed out of a mediation of the Self a
splitting of the Self, one self-reflected and one
reflected in others apparent impression of us.
32Self is a projected Self
- We are not literally online, we re-present
ourselves online. We use online profiles, pages,
posts, and videos to craft how we look to others,
and more importantly, how we look to ourselves. - Our online self is our second self its how we
appear to constructed from a two-sided face a
self-image and a public face. - We relate to our self-image online
self-reflexively. Reflection occurs in how we
think about ourselves, the impressions we make,
what interests others in us, and of course how we
look. - Social media are in many ways a personal ME-dium,
a mini me-dia to the mass media. They are
powerful because they allow each of us to project
ourselves into the medium. - Social media engage us because we see ourselves
in them. They are especially compelling if we
like how we appear to ourselves. Online self is
an appearancy.
33Social is anti-social
- When communication is not face to face we have to
interpret other users activity, and suggest and
signal our own, using recordings and documents
(pictures, text, video, etc.) in place of
facework. - Online relationships lack much of the texture and
presence, affectivity, and dynamics that sustain
them in the ordinary world. - Online social interactions are not a substitute
for being together, and struggle to create a
sense of shared time. Users are next to each
other but not with one another. - The social of social media is more accurately
anti-social, and in some ways social media are
failed and failing social systems. - The shortcomings of social media interaction,
including, ambiguities, failures, misconnections,
and misunderstandings are nonetheless precisely
what engages and motivates much of our activity.
34Friends, for real?
- Relationships on social media are ambiguous and
sometimes cheap. - In the real world, we have relationships with
particular people, and these are unique and
non-transferable. Online, relationships can
appear to be generic. - Social media thrive on relational ambivalence and
ambiguity, because as social beings we respond to
both with interest. - Relational ambiguity wants to be resolved, but as
social beings we prefer to leave openings than
close off possibilities. - The ambiguity of a relationship (who likes whom,
why, for what, in the past or in anticipation of
a future, etc.) gets us psychologically invested. - What online relationships mean to us is not how
they appear to others the blurring between
personal and social, private and public, informs
how we choose and engage with online connections.
35Communication misunderstood
- Online communication is often a matter of
interpretation and guesswork we do our best to
get a sense of others, and to provide a sense of
ourselves, and this may constitute a great deal
of the personal investment we make in social
media. - When our intentions appear ambiguous, and our
claims unclear, online communication social media
becomes less a matter of reaching understanding
with a person with what is said, but of simply
understanding what is said. - Social media disable the facework we use in real
world interaction to handle our emotional care
for other people. This only amplifies the
ambiguity that already underlies many
interactions. - A great deal of online communication solicits the
acknowledgment and response that is readily
available in face to face interaction. - Online communication contains both its intended
expression or claim (when created) and a residual
implication (residue that the author understands
as how it will likely be interpreted).
36Connections are disconnected
- Connectivity doesnt mean connection, at least
not on a personal level. Connectivity today
promises a technical solution to a social
problem the disconnectedness of everyday
relationships. - Disconnectedness, isolation, and anomie have long
been themes of modern society. Social media
promise to restore connectedness to connections,
presence to absence, and communication to
silence. The idea, opportunity, and promise of
social compel many of us to participate. - Online connections are thin but durable. The
medium gives us the sense of being connected,
being there, and of being available and
accessible this is sufficient to sustain
participation. - The discontinuity of connectedness online can
create ambiguities in the ties that bind and bond
through normal social relations.
37Neither here nor there
- There is power in absence, a power completed by
our own activity, through which we fill in whats
missing online. - The medium, by bracketing out the face and body,
engages us in ways of supplying personal meanings
to the activity and communication of others. - By engaging us in what we believe is happening
online, what is in fact absent becomes compelling
for what matters to us, interests us, and
resonates personally. - The presence of online media is constructed
around the individual psychological act of
building anticipations and expectations. - These expectations take the shape of personal
habits and practices objective online
realities emerge around internalized and
subjective realities. - By with-holding reality, online media give us
reason to want more.
38Discontinuous continuity
- Time we spend online is stitched together from
discontinuous fragments, and each of us is on our
own time. - These separate timelines may intersect online but
cannot produce a real sense of spending or
sharing time together. - The discontinuous temporality of online time
prevents us from using the rhythms and pacing of
the time we have when together with others. - The episodic nature of time periods and stretches
of time are likewise unavailable in social media.
- Social media time is an open time, missing a
clear frame or beginning, middle, and end. Its
open-ness is one of its strengths, and becomes a
reason that we return to it. - Being out of time, social media can more easily
accompany our activities where we are, but also
distract us from what are doing.
39Whats dysfunctional functions
- Dysfunctional design, architecture, and features
may increase participation. Design ambiguity can
produce talk and social activity among users - when our systems fail, we talk, and this talk is
the stuff of online communication - in talking, we create activity
- when site navigation, design, or features are
unclear, we can invest time in figuring them out - which creates traffic, and again, communication
and activity - The design goals of functional functionality and
efficiency common to conventional software matter
less in social media design than the use of
dysfunctionality for the purpose of compelling
user engagement.
40Design distortions
- Social media need only be socially functional
and this is possible even if they violate
software design best practices. - One example of the ways in which social media can
be socially functional while being
dysfunctional from a software design
perspective is twitter. - Twitter displays the users tweet in what appears
to be a conversation stream. This creates the
sense, or illusion, of a conversation. (Would we
tweet if we did not see our own post on the
page?) - However, our own posts appear in a stream with
those we are following, not those who follow us. - In truth, they appear to those who follow us. The
design is a false representation of whats
actually going on. - This is only one example of the different design
practices and needs of social media.
41Design distortions
42Design distortions
These are tweets from users I am following. My
tweet is seen by users who follow me.
43Competencies of users
44Competencies of users
- Users have social skills and competencies ways
of participating, engaging, communicating, and
interacting. - These competencies are met by social media,
sometimes matching a users interests and styles
of use, sometimes not. - Tools may appeal to users with different
competencies, just as user populations and social
practices might also. - Some users may tweet, others dont get it. Some
wiki, some digg, some maintain LinkedIn profiles,
some ask and answer questions, some Yelp, some do
video and so on. - By appreciating that users have varying
competencies, we can focus less on needs and more
on interests meeting those interests shapes the
success and utility of social tools.
45Competencies of users
- Users have interests, social skills, and
competencies with social interaction and
communication - Three core user types
- Self-oriented users
- Other-oriented users
- Relationally-oriented users
- Some users relate first to the medium
46Motives and motivation
- Users of social media are self-motivated, and
self-interested - in themselves and their self-image
- in others and their impressions of others
- in how they appear to others, and what others
seem to think of them - in relationships, interaction, and communication
for acknowledgment and acceptance - Users seek recognition and validation, often on
the basis of their like-ability and desirability,
and are sensitive to pride and shame - User motivation is necessary for user engagement,
sustained attention and interest, active
participation, or even interested social
discovery and exploration (lurking)
47Self Interests
- Self-Interests involve how we see ourselves,
what we think of ourselves, and what we think
others think of us. These are represented or
indicated on the page, and suggested in messages. - Self-Image
- Self-Image, who I am
- is who (I think) I am, and how I see myself
- Self Reflection
- Self reflection, or what am I doing?
- is what I think of myself, how I think of myself
- Self Perception
- Self perception, or how do I look, how do I
seem? - is an internalized impression of how I appear to
others
48Interests in others
- Interests in others are what we think of
others, their interests and who they are, but
also what we think they think of us, and whether
and how they might be interested in us - Others include
- others in general (sense of an audience)
- other individuals (specific users)
- and the community identity (sense of membership)
- Others are represented, as is the user, by a
face that expresses the users self-image
online - Like the user, others have interests and are
interested - Any interest in an other user includes the
possibility of the other users reciprocal
interest
49The possibility of relationship
- What passes quickly between people in
face-to-face situations is deferred and displaced
online - But where we have a clear impression of our own
face (our self-image), we can only form an
impression of others (applies even to those we
know) - appearing to be appealing, interesting, smart,
popular, funny, cool, etc. - Until communication begins, others are thus
always in possible relation - interested in us, are like us, might like us
- not interested, not like us, might not like us
50Personalities of users
51Why personality types?
- The diversity of social media applications
available attracts different kinds of users,
engaging them in different kinds of activities
and practices. - Personality types help us to know who the user
is, how to reach him/her, and how he or she
influences others. - With personality types we can better understand
how social media scale and evolve over time. - These personality types are not based on research
data but suggest ways to view social media
through the user experience. They are a kind of
social media-specific personas 2.0 - In contrast to market segmentation, or
tool-specific user types (early adopter, casual
user, etc), personality types describe ways in
which different kinds of users become engaged
based on and using their view of self, other, and
relationships, and extending their social and
communication skills and competencies.
52Users are people
- Social media users have personalities that come
out in how they relate to and use social media.
Users are people. People have - perceptions and inclinations.
- understanding and interests.
- habits and expectations.
- motivations and intentions.
- anticipation of the behavior and interests of
others. - self-motivated actions and a private or social
interest in their outcomes. - communication that varies in its honesty,
sincerity, seriousness, presentation, and
objective. - relationships varying in their meaning, purpose,
organization, and nature. - a sense of being in time, of being together and
with others.
53Grouping the types
- The following is an over-simplified view of
personality types suggested for use in the design
and application of social media. - Types are organized around the poles of the Self,
the Other, and Relationships which can be used
as a simple way of grouping the social variations
of personality - those types centered on the Self
self-presentation, self-centered talk,
self-image, and extensions of the self such as
possessions, signs, etc. - those types centered on the Other other-oriented
sense of self, other-oriented talk, the others
apparent interests in the self, and projections
of the self onto others such as attention,
recognition, desire, etc. - those types centered on Relationships
relational-oriented sense of self, relational
(especially triangles) talk, the relationships
state, maintenance, obligations and other
implications for the self.
54The personality types
- Status seeker
- Critic
- Socializer
- Em-cee
- Lurker
- Buddy
- Creator
- Pundit
- Rebel
- Officiator
- Harmonizer
55Pundit personality
- Considers him or herself an industry leader or
pundit, and routinely offers the latest news,
opinions, and observations. - Is personally interested in playing the part of
news anchor and industry commentator even if not
deeply interested in making news him or herself. - May believe that he or she has a reputation, an
audience or following, and may regularly talk to
his or her audience in order to maintain it. - Can be a regular and consistent participant in
online news and publishing, driving subscriptions
as well as capturing the attention of audiences. - Is valuable for his or her role in distributing
content and in creating and defining topics, as
well as by serving as a channel for news. - May evaluate experts and their contributions for
their insight or expertise.
56Pundit interests behavior
- Is critical to making the web the fastest source
of news and commentary. - Is self-motivated and makes the effort to sustain
the webs role as publishing platform. - Keeps news fresh and dynamic by making
announcements. - Helps to validate the claims of net journalists
and blogosphere to legitimacy, authenticity in
media and reporting. - Likely has a focus the Net, industry, social,
product, news, cause, etc and helps to advance
it. - Helps to build thematic and topical spaces
online. - Pushes and gets behind news and sees his or her
role as a newsmaker. - Is more likely to be sensitive to reputations,
credibility, and position than less serious users.
57Status-seeker personality
- Sense of self is built on what he or she has,
owns, and has attached to him or herself both
material and symbolic. - Identifies through status and status signs and
values and is sensitive to their social
significance and to their effect in attracting
interest. - May enjoy accumulating symbolic tokens (including
online merit badges, smilies, gifts, etc) as
status symbols and signs of success and
popularity. - May or may not compete with others (friends,
strangers, or general audience) for social rank,
but is motivated by status he or she does. - Believes that visible accomplishments make a good
impression and are socially recognized and
validated. - Relationships can be understood in terms of
exchange, trade, collecting, and taking
possession of things and signs. - Helps to invest online signs that can be counted
and measured with social value is important to
rivalries, economies, and exchange cultures
online.
58Status-seeker interests behavior
- Rank is relative Status is social Position can
be counted. - Pursues ways of supplementing his or her online
stats. - Checks own stats as well as leaderboards.
- Compares own stats to those of others.
- Accumulates friends, symbolic tokens, and other
social status symbols. - Is important to making the social count online.
- May tend to avoid the deep and involved chats and
conversations that matter more to relational
types. - Examples
- Yelp elite
- Celebrities members on Twitter, any online
community, etc
59Em-cee personality
- Like the pundit, plays a role in providing news
and attracting audiences, but is often more
socially inclined, and often uses his/her
personality and performance to get attention. - Is a performer at heart, and makes an impression
as well as engages the audience by means of wit,
personality, and character. - Can be more interested in capturing an audience
than in content itself and may tactically
attract interest in ways considered as strategic
or disingenuous by purists. - Is attentive and responsive to the audiences
feedback and reception. - Is less interested in being genuine and authentic
than in social validation. - Can keep an audience interested through anecdotes
and asides not often used by the serious
newsmaker. - Is sensitive to what interests the audience
because keeping and holding an audience is of
personal importance.
60Em-cee interests behavior
- Participates in platforms that gather audiences.
- Is significant for his or her role in moderating
online communities, groups, discussions. - Often makes others feel recognized and
appreciated, and acknowledges communication. - Attracts audiences and helps to create a social
center of activity on applications or sites that
facilitate them. - Pays attention to attention.
- Likely to have an interest in tools that retool
broadcasting online for their appeal as media
podcasting, RSS, blogs, video, twitter, etc.
61Critic personality
- A writer and author, interested in the substance
and meaning of content online and not as socially
or performance-oriented as the pundit, for whom
an audience is a necessary feature of delivering
content. - May feel that audience approval is a measure of
his/her understanding, intelligence, accuracy,
and insight not popularity, attractiveness,
performance, or even originality. - Can have a valuable grasp of the multiple
perspectives on a topic, the relevant arguments,
opinions, and positions of others, and may be
interested in making genre, category, and
taxonomic distinctions. - Believes in the information value of online media
may prefer rational and good argument over
time-wasting social media opportunities. - May frequently edit and update content as much to
eliminate inaccuracies as to keep it current
believes in the factual version of truth. - Contributes to the connections and associations
of things online, and has value for long tail
commerce.
62Critic interests behavior
- Sees value in correcting mistakes, factual
errors, mis-statements, etc. - Sticks to the topic and is interested in topical
conversations (eg blogs). - Is important to the belief that social media can
produce better knowledge. - Is an important contributor, blogger, poster,
commenter. - Sustains the idea that social media use the right
process. - Tends to avoid online socializing for its own
sake and may have fewer personal relations than
professional friendships online. - Takes a committed interest in permanent topical
online discussions or publications. - Examples
- Wikipedia.com, Imdb.com, Yelp.com
- Some social bookmarking and list-making
63Buddy personality
- Has a strong sense of friendship and values
companionship. - In addition to spending time with friends online,
and in online activities, may have ideas of
loyalty, best friends, inner trust circles and
the expectations that accompany them. - Is usually aware of what friends think of
him/her, takes notice of the presence or absence
of friends online, and will do what friends do. - Is familiar with the language and rituals of his
or her friends, including ways of talking,
insider jokes, and so on. - Events seen through the lens of friendship and
may derive recognition and reassurance of good
friends, or suffer from betrayals real or
misperceived. - Motivated more by relationships with those he or
she knows is genuine and tends not to do things
for strategic reasons. - Relationships are the content of communication,
and online activities are a vehicle for
sustaining relationships.
64Buddy interests behavior
- Validates the social utility promised by large
social networking sites that real friends use
them. - Tends to use social media for real event and
activity coordination and interaction. - Is a reason that many new users join social media
his or her friends are there. - Is valuable to the uses of friend networks in
promotional, commercial, and other uses. - Styles of friendship differ, but those who flirt,
play, tease, and joke with friends online create
important, if gestural, communication and
content. - Networking among friends draws intense interest
from industries marginal to social media but
which see its potential as a threat to their own
ability to make and market messages.
65Officiator personality
- Views situations and interactions by means of
rules, conventions, characters, positions, or
roles, and knows how a situation should go. - Can wear a public face and use the behavioral
codes and rules of a social activity in order to
exercise authority without having to do it
personally. - Believes in the social value of convention,
normative rules, obligations, and expectations
and may pro-actively embody and play the role for
the sake of the system, game, or situation. - Often believes in collaboration and cooperation,
and may presume that cooperation is a universally
shared belief for the reason that his or her
notion of society requires that it applies
equally and to all. - Can be sensitive to, suspicious and distrustful
of people s/he believes are insincere,
inaccessible, and private. - Understands relationships on the basis of their
abstract organization and meaning and may develop
relationships according to their description
rather than by personal and gut feel.
66Officiator interests behavior
- Is important to social games and gaming
applications, particularly those that involve
roles and game rules. - Is often the online game organizer and moderator.
- Is less concerned with the personal repercussions
(e.g. on their friendships) of playing a
moderating or officiating role. - Likely to take an interest in the ritual,
ceremony, and trappings of social games
tokens, points, leaderboards, ranking, game
events, etc. - Can help to keep players in line, on task, and
involved. - Sustains the reality of online games, and helps
to make them relevant to those for whom
participation may seem a distraction or poor use
of their time.
67Harmonizer personality
- Appreciates group membership and a sense of
belonging, but unlike the em-cee this
personality is motivated by the groups
relationships and not its value as an audience. - Generally has a sense of where others stand in
relation to him or herself. - Gives good attention to others, is socially
sensitive and responsive, and may triangulate or
mediate group interactions. - Pays attention the debts and obligations among
members of a group (who is affected by whom) and
is mindful of how group members are doing. - Senses acknowledgment by others, or lack thereof,
and may tend to project or read into situations
is likely to be motivated to rescue
relationships. - Is less interested in anonymous publicity or
attention from strangers than reception by
familiar friends and colleagues. - May do things to make others happy, including
tasks and organizing efforts that serve a groups
integrity and activity.
68Harmonizer interests behavior
- Is important for their sensitivity to group
participation and engagement, and for his or her
efforts to keep activity going. - Is likely to know whats going on with friends
and colleagues, and contributes content that is
both personal and social. - Helps to make groups tangible, often giving them
identities. - Uses group communication tools and applications,
including private social networks and
group-oriented social applications. - Has a sense of belonging, and of membership, in
social media use. - Checks in with friends and colleagues when they
fade or drift away from group online activity. - Will circulate tokens, gifts, files, and so on.
69Socializer personality
- Goes online for information about friends,
events, and social news. - Derives a sense of well-being from online
interactions, and believes in online community. - Keeps track of what his/her friends are up to,
and goes online to stay in the loop. - Tends to participate in online social pastimes
rather than pursuing personal projects . - A member of the audience likely to pay attention
when invited and notified, and not likely to miss
being online when busy. - Knows what people are up to, and how to find out
if not. - May participate as if she or he feels like an
integrated and key member of an online community,
but is sometimes playing along.
70Socializer interests behavior
- Makes new friend contacts.
- Creates friendly contributions and content --
testimonials, notes, comments, etc. - Participates in social games and interactions.
- Is important to sustaining the pleasure of
social networking, and is an engine of social
interaction. - Is important to emerging social conventions,
rituals, ceremonies, and pastimes as well as
their codes of conduct, etiquette, and
subversions. - Inclined to the social implications of ratings,
votes, and signs and to investing them with a
surplus of meaning.
71Lurker personality
- Is self-effacing in his/her presence online, may
seem shy and be sensitive to what and how people
talk online. - Is drawn to spending time online in part by the
lure of the medium and the private or personal
possibilities presented by others, abstractly or
in reality. - Emotional sensibilities may govern his/her
presentation style and sense of self. - Doesnt draw too much attention to self but may
participate and log in consistently, creating
site visits, traffic, and page views by browsing. - Is often an observant participant, and may serve
as a resource to those who spend time online. - May subscribe to others and follow them online.
72Lurker interests behavior
- Generates a large number of page views.
- Characterizes some of the user experience of the
passive or non-participating user. - May subscribe to people and content and is thus
a user of the non-social social media tools. - Is more likely a user of low-impact and
low-participation tools. - Is possibly more likely to have initial social
media experiences on marginal sites where
community is not managed by early adopters. - Is more likely to be naive about social media
interactions and represents an important market
and growth opportunity. - His or her concerns about privacy, security,
safety, authenticity, and so on represent issues
to be addressed by social media systems, and
which may describe the mainstream potential for
social media.
73Creator personality
- Creates, builds, makes, publishes.
- Relates to the online world as a place in which
she or he has a strong presence, using it to
distribute his or her (personal) creative works
and efforts. - Getting attention and receiving recognition may
or may not be required for this users ongoing
participation. - Probably sees his/her online self as a real and
valid extension of his/her real self the medium
is neither gimmick nor waste of time. - Provides the content that others share, pass
around, rate, vote, and comment on. - Has talent with the stuff of culture and can
create or mash up meanings to produce something
new.
74Creator interests behavior
- Joins collaborative creative efforts that require
belief and commitment from members. - Is important for their content contributions to
social media. - Might prefer to pursue creative pastimes in
public, or socially, rather than privately. - Is behind the success of user-generated content
sites and services. - Is of significant value in re-contextualizing and
interpreting culture. - To some degree, benefits from users who enjoy
finding and sharing online content gems they
bring this user recognition. - Often an early adopter of authoring and editing
tools and applications. - Might pay attention to his or her own popularity
but if so, take it as signs of genuine interest
(not as social byproducts).
75Rebel personality
- A frequent heckler given to subverting the social
situation at hand. - May tend to disrupt online chats and discussions
for the sake of attention. - Uses social games and applications to undermine
those who take it seriously, to disrupt the
activity, to push an agenda, or game the system. - Might focus on content, a group, or its
individual members. - May only become a heckler when faced with
authority (when provoked or challenged), or may
simply want attention from an audience,
regardless of what its about. - May just heckle occasionally and when annoyed, or
might identify him/herself with being in the
opposition. - Might feel superior to others and enjoy showing
off or winning, even when doing so requires
playing along cynically or disingenuously.
76Rebel interests behavior
- Often shows leadership in new technology
developments. - Important to the development of non-commercial
social media applications. - As a fixture of the hacker culture, contributes
to mashups. - His or her independence is an indirect source of
transactions that drive online marketplaces. - Heckler subversives interested in spoiling the
fun of others damage the mediums reputation. - A heckler subversive is often drawn to popular
sites and applications. - May contribute positively to the open web, while
undermining organizations seeking commercial
benefit.
77Practices and applications
78Practices and applications
- Conversational branding and marketing
- Participatory branding
- Personality-based engagement
- Currently working on conversation models
79Best practices?
- Are there best practices?
- Do practices transfer?
- Do they last?
- Can they be taken out of context?
- Is there a one-size-fits-all approach for all
brands? - Audiences matter, and best practices that work in
one audience may not transfer to another. Porting
the tool or technology, the design, features, or
techniques, doesnt guarantee the same social
results in a different audience. - Personalities matter, and users use social media
according to their interests, competencies, and
personalities. Best practices may overlook the
users involvement. - Context matters, and our ways of interacting in
one context (Facebook) may not translate to our
ways of interacting in another (LinkedIn).
80Open vs Closed social
- Advantages and disadvantages
- open creates opportunity for public visibility
- closed preserves and protects trust and
relationships - page and community-based provide for lasting
contributions - flow and conversation-based capture speed and
interaction - There is bias in interaction models introduced by
different kinds of personal, social, and public
audience engagement. This bias may cause users to
talk differently, and strategically, if public
visibility and celebrity are at stake. - Social distortion in the content results from
bias introduced by interaction models, resulting
in content that carries social bias. Users who
talk to say something but to be seen saying it
also, may be less objective, and more subjective
and this colors the content discovered by users
later.
81Conversational marketing
- Shift away from brand image to audience
reception the audience owns its perception of
the brand - Embrace existing conversations
- Where they are, in social media tools, and
amongst their audiences - Using personalities
- social skills and competencies
- preferred social tools
- authentic interests
- existing relationships
- to leverage what users care about
82Participatory branding
- Re-frame brand view of the world to start with
the customer - User-centric, customer-engaged branding, for
ongoing engagement with the many facets of a
brand that appeal to and interest users,
according to the interests those users already
have. - Re-tale-able
- Co-creative
- Multi-modal messaging for different types of
users, and for different types of statements - Serial and episodic over time
- Game-like, activities, embedded rewards, etc
83Personality based
- A personality-based marketing model would target
users not by tool, by interest, or by market
segment, but by styles of social media use. - Personality-based marketing would recognize that
users get something out of their social media
involvement. And that a user is interested in
participating in ways that enhance self image,
give them something to say, repeat, cite, or pass
along. That the goal is not to move the user, but
for the brand to be moved by the user. - Personalities for individual benefit
- Personalities for desired content
- Personalities for interactions and activity
- Personalities for social dynamics
- Scaling social media by personalities
84Conversation models
- I am currently looking at conversation models
that may help the design of social media for high
engagement, and which might be usable for
commercial ends while not violating the primacy
of the user experience. - types of transactions
- types of statements
- types of social actions
- kinds of language words, gestures, acts
- routines and repetitions, habits
- relevant and usable social practices
- feed-based commerce
85Flow applications
- Flow applications (twitter) represent the next
stage in social conversational media, and should
be understood as flow, not as page-based traffic. - Twitter, status, feeds, and flow
- talk as a symbolic form
- social capital vs currency
- expenditure and influence
- social distortions
- personal, social, and public dimensions
- measurement and analytics
- visualization and twitter extensions
- twitter and search