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Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-Patterns
 

Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-Patterns

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Christian Crumlish at BayCHI April 13, 2010: Designing for social interaction is hard. People are unpredictable, consistency is a mixed blessing, and co-creation with your users requires a dizzying ...

Christian Crumlish at BayCHI April 13, 2010: Designing for social interaction is hard. People are unpredictable, consistency is a mixed blessing, and co-creation with your users requires a dizzying flirtation with loss of control. Christian will present the dos and don'ts of social web design using a sampling of interaction patterns, design principles and best practices to help you improve the design of your digital social environments.

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    Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-Patterns Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-Patterns Presentation Transcript

    • 5 principles 5 practices 5 anti-patterns Designing Social Interfaces christian crumlish & erin malone
    • A little about us: erin malone @emalone
    • A little about us: christian crumlish @mediajunkie
    • People are unpredictable
    • new social media : always awkward
    • Designing social requires different thinking Organic vs Static Emotional vs Data Relationships vs Transactions Continuum vs One Grand Gesture ~ Deb Shultz, Altimeter Group photo © erin malone
    • 5 Principles
    • Pave the cowpaths
    • Dogster started as a photosharing service. Shifted focus to pets once company saw people were primarily uploading pics and talking about their dogs.
    • Talk like a person
    • Do you want to talk to your customers like this? Or like this?
    • How to talk like a person Conversational Voice Self-Deprecating Error Messages Ask Questions Your vs. My No Joking Around
    • Be open. Play well with others
    • Embrace open standards Share data outside of the bounds of your application Accept external data within the sphere of your application Support two-way interoperability
    • Learn from games
    • Learn from games What are Game Mechanics? The systems and features that make games fun, compelling and addictive. ~Amy Jo Kim
    • How to learn from games Game Mechanics Collecting gives bragging rights, encourages completion Points game points by systems, social points by others, drives loyalty, drives behavior unlock new powers or access Feedback social feedback drives engagement accelerates mastery and adds fun Exchanges structured social interactions explicit or implicit Customization character or interface
    • Respect the ethical dimension
    • Respect the ethical dimension Some of the forces that must be balanced, to apply many of these patterns, involve ethical dilemmas
    • 5a brief tour of 96 patterns or Practices
    • The Ecosystem
    • The Ecosystem
    • Give people a way to be identified
    • Give people a way to be identified
    • And to identify themselves
    • Self
    • Attribution and Avatars Identity doesn’t alway have to manifest itself in a complicated or robust pro le.
    • User Cards Identity doesn’t alway have to manifest itself in a complicated or robust pro le.
    • Make sure there is a “there” there. What’s your social object?
    • The Social Object, in a nutshell, is the reason two people are talking to each other, as opposed to talking to somebody else.
    • Social Networks form around Social Objects, not the other way around. ~ Hugh MacLeod GapingVoid.com
    • Give people something to do
    • It’s a continuum
    • It’s a continuum
    • Activities involving objects
    • It’s a continuum Collecting One Sharing One to one Broadcasting & One to many Publishing Feedback One to one, One to an object Communicating One to one, One to many, Many to many Collaboration Many to many Social Media Ecosystem
    • Activities involving objects Books: ratings, reviews, search
    • Activities involving objects Books: ratings, reviews, search Public conversation
    • Activities involving objects
    • Activities involving objects Photos: collecting, sharing, comments, favoriting, groups, broadcasting
    • Activities involving objects Collecting, Ratings, Reviews
    • Activities involving objects Labels, ratings, reviews, levels Collecting, Ratings, Reviews Tagging Sharing
    • Enable a bridge to real life
    • Bridging Real Life
    • Taking it offline Geo-Mobile Face-to-face meeting
    • And then back online After the Party Face-to-face meeting
    • Let the community elevate people & content they value
    • Let the community elevate people & content they value Gently moderate
    • Connections & Community
    • Enabling people to make connections Circles of Connections Find People Adding Friends Fans & Fame
    • Enter text here Norms Report Abuse Model Citizen
    • 5 Anti-Patterns
    • Cargo Cult
    • Cargo Cult
    • Cargo Cult
    • Cargo Cult
    • Don’t break email
    • Don’t break email Facebook breaks email since you can’t reply to messages that arrive in the inbox. Basecamp allows people to reply as they are accustomed to and the message goes back into the stream on the site.
    • The Password Anti-Pattern
    • The Password Anti-Pattern
    • The Password Anti-Pattern iLike Plaxo
    • The Password Anti-Pattern yelp
    • The Ex-boyfriend bug
    • Potemkin Village
    • Instead of building a Potemkin Village, the architects of the relaunched dead.net site started with a judicious few groups and then let the community spawn the rest.
    • The Ecosystem - it’s balance with tradeoffs
    • Thanks Erin @emalone erin@tangible-ux.com Christian @mediajunkie xian@pobox.com buy the book http://www.designingsocialinterfaces.com
    • How to Play the Game
    • Game Goals • Build a social digital product • Work as a team to collaborate around an object for a speci c and build the best products audience delivered in a speci c way • Play against another team • Deliver a well rounded product (with features across Identity, Activities and Relationships) • Build products in a de ned time frame
    • Game Play