This document discusses social interaction design (SxD), which involves designing social media platforms and applications. SxD shapes how communication unfolds on these platforms. It addresses how user interactions are mediated and how psychological, social and communication theories can provide insights into user behaviors and interests in online social environments. SxD aims to structure conversations and relationships in a way that cultivates participation and sustains user interest over time.
Is User Centered Design a buzzword, a technique, or a methodology? Why does "UCD" get so much attention? How has it changed how teams approach web application usability efforts? Is UCD right for you?
1. User Centered Design: Evolving from Dot-Com to Web 2.0
2. Why UCD? (Development, Business, Design benefits)
3. Development process: UCD vs. Agile vs. Waterfall
4. Case Studies: User Centered Design success stories
5. Is UCD right for you?: Planning a UCD process for your product
6. Q & A
Is User Centered Design a buzzword, a technique, or a methodology? Why does "UCD" get so much attention? How has it changed how teams approach web application usability efforts? Is UCD right for you?
1. User Centered Design: Evolving from Dot-Com to Web 2.0
2. Why UCD? (Development, Business, Design benefits)
3. Development process: UCD vs. Agile vs. Waterfall
4. Case Studies: User Centered Design success stories
5. Is UCD right for you?: Planning a UCD process for your product
6. Q & A
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Abstract
Human–computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use. The field formally emerged out of computer science, cognitive psychology and industrial design through the 1960s, formulating guidelines for the development of interactive computer systems highlighting usability concerns for improved interfaces. Computing devices are becoming more prevalent and integrated into both our social and work spaces.HCI therefore plays an important role in ensuring that computer systems are not only functional but also respect the needs and capabilities of the humans that use them.
HCI encompasses not only ease of use but also new interaction techniques. It involves input and output devices and the interaction techniques that use them; presentation of information, control and monitoring of computer’s actions and the processes that developers follow when creating interfaces. In this seminar, emphasis is laid on the movement of a user’s eyes which can provide a convenient, natural, and high-bandwidth source of additional user input. Some of the human factors and technical considerations that arise in trying to use eye movements as an input medium and the first eye movement-based interaction techniques are discussed in this section.
AYUSHA PATNAIK,
SEM - 6th
TRIDENT ACADEMY OF TECHNOLOGY,
BBSR
A presentation on the reasons and techniques for creating prototypes of interactive projects. From the Media Design Practices MFA at Art Center College of Design.
Updated September 2, 2017
I searched for a presentation of how the UI of Facebook changed over time. Especially users didn't like any of the changes in the beginning but Facebook wouldn't have 1.15 billion users if they didn't change their UI. Because I didn't find any such presentation I searched the web for pictures of former Facebook UIs and created an own presentation showing the evolution from "THE Facebook" to "Facebook" as we know it today.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Abstract
Human–computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use. The field formally emerged out of computer science, cognitive psychology and industrial design through the 1960s, formulating guidelines for the development of interactive computer systems highlighting usability concerns for improved interfaces. Computing devices are becoming more prevalent and integrated into both our social and work spaces.HCI therefore plays an important role in ensuring that computer systems are not only functional but also respect the needs and capabilities of the humans that use them.
HCI encompasses not only ease of use but also new interaction techniques. It involves input and output devices and the interaction techniques that use them; presentation of information, control and monitoring of computer’s actions and the processes that developers follow when creating interfaces. In this seminar, emphasis is laid on the movement of a user’s eyes which can provide a convenient, natural, and high-bandwidth source of additional user input. Some of the human factors and technical considerations that arise in trying to use eye movements as an input medium and the first eye movement-based interaction techniques are discussed in this section.
AYUSHA PATNAIK,
SEM - 6th
TRIDENT ACADEMY OF TECHNOLOGY,
BBSR
A presentation on the reasons and techniques for creating prototypes of interactive projects. From the Media Design Practices MFA at Art Center College of Design.
Updated September 2, 2017
I searched for a presentation of how the UI of Facebook changed over time. Especially users didn't like any of the changes in the beginning but Facebook wouldn't have 1.15 billion users if they didn't change their UI. Because I didn't find any such presentation I searched the web for pictures of former Facebook UIs and created an own presentation showing the evolution from "THE Facebook" to "Facebook" as we know it today.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Social Experience Design (SXD) - Design Council (London) 11/2011Jason Till
Here's a presentation I gave at a breakfast seminar at the Design Council in London, November 2011 about some key design principles that need to be considered when designing for the new, social, customer.
A quick UI examination and simplification of Facebook's TOP NAV system.
John McElhenney was a Social Media Strategist at Dell Computer for 2 years. You can follow him at @jmacofearth
How can we evaluate the basics necessary to build a social network? With the Social Usability!
Welcome to Social Usability and the methodology, Motivational Design (Mo.De.).
Authors: G. Giacoma, D. Casali
Building Knowledge Together: Interactive Course Exhibits as Project-Based Lea...Lauren Pressley
A presentation for The Innovative Library Classroom conference at Radford, VA on May 12, 2015. Presenters: Brian Mathews, Scott Fralin, and Lauren Pressley
Highlights and summary of long-running programmatic research on data science; practices, roles, tools, skills, organization models, workflow, outlook, etc. Profiles and persona definition for data scientist model. Landscape of org models for data science and drivers for capability planning. Secondary research materials.
Social lnteraction Design Patterns for Urban Media Architecturelukehespanhol
Full paper presented at INTERACT 2015 - Bamberg, Germany, 17th September 2015
Authors:
Luke Hespanhol - University of Sydney
Peter Dalsgaard - Aarhus University
Edited version of my presentation to the Society for New Communications Research (SNCR) NewComm Forum 09 in San Francisco. What can social interaction design tell us about social media?
What is social media all about? How can caregivers get involved in the latest web 2.0 trend?
Social Media caregivers was created to answer these questions. This presentation discusses how Web 2.0 has changed communication and how sites like Twitter, Facebook and YouTube are helping create caregiver communities.
Social media is evolving rapidly and is dramatically altering how purchase decisions are made. As a marketer, this means that your ability to influence purchase decisions will be increasingly determined by what customers’ social networks think about your product — in real-time.
Bill Parkes, Chief Digital Officer of nFusion, will discuss the changes that are already underway, the changes coming soon, and how both consumer and B2B marketers need to adjust their approach now to influence the rapidly evolving purchase decision process.
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.deNicolas Loose
This is the presentation I held at the General Online research Conference in Düsseldorf on March 16th 2011. #gor11
Some great thoughts are taken from Christian Crumlish and Erin Malone whose social design patterns are truly inspiring for everyone who conducts qualitative digital research with communities.
A great thanks also goes to Eric von Hippel, who made his publications downloadable at http://web.mit.edu/evhippel/www/
How Social Media Reshape Consciousness - GPACW Conference - MankatoJason Tham
Drawing from the theoretical framework established by Marshall McLuhan, this study looks at how we negotiate meaning as users on social networking platforms and make sense of our surroundings.
Integrating social media in PR (Case study Wales)Maha Benachir
This presentation explains how the new PR model can be used to integrate social media successfully in the PR approach. By using Wales as a Case Study, each step of the new PR model is being explained.
Critical Distance and Participatory ImmersionRenee Hobbs
Renee Hobbs spoke about "Critical Distancing and Participatory Immersion in Online Learning for Media Literacy." Paper presented at the 2007 ICA China Communication Forum, "Harmonious Society, Civil Society and the Media," Beijing, China. October 20, 2007.
From Inbox to iPod: Meshing Today's Social Media Elements into the Marketing ...Greg Cangialosi
A presentation I have at this years edu Web Conference on July 24, 2007. The talk is given to an academic crowd but is highly relevant to marketing in general.
Personality Types of Social Media Users: A sketch and overview of why personalities matter on social media. A look at several different personality types.
Ten Concepts and Paradoxes of Social Media. Intended not as a critique, but as a reflection on the reality of social media and the psychology of how we relate through them.
Buy Verified PayPal Account | Buy Google 5 Star Reviewsusawebmarket
Buy Verified PayPal Account
Looking to buy verified PayPal accounts? Discover 7 expert tips for safely purchasing a verified PayPal account in 2024. Ensure security and reliability for your transactions.
PayPal Services Features-
🟢 Email Access
🟢 Bank Added
🟢 Card Verified
🟢 Full SSN Provided
🟢 Phone Number Access
🟢 Driving License Copy
🟢 Fasted Delivery
Client Satisfaction is Our First priority. Our services is very appropriate to buy. We assume that the first-rate way to purchase our offerings is to order on the website. If you have any worry in our cooperation usually You can order us on Skype or Telegram.
24/7 Hours Reply/Please Contact
usawebmarketEmail: support@usawebmarket.com
Skype: usawebmarket
Telegram: @usawebmarket
WhatsApp: +1(218) 203-5951
USA WEB MARKET is the Best Verified PayPal, Payoneer, Cash App, Skrill, Neteller, Stripe Account and SEO, SMM Service provider.100%Satisfection granted.100% replacement Granted.
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
Understanding User Needs and Satisfying ThemAggregage
https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
We know we want to create products which our customers find to be valuable. Whether we label it as customer-centric or product-led depends on how long we've been doing product management. There are three challenges we face when doing this. The obvious challenge is figuring out what our users need; the non-obvious challenges are in creating a shared understanding of those needs and in sensing if what we're doing is meeting those needs.
In this webinar, we won't focus on the research methods for discovering user-needs. We will focus on synthesis of the needs we discover, communication and alignment tools, and how we operationalize addressing those needs.
Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
• Present the Onion Diagram, a tool for contextualizing task-level goals
• Illustrate how customer journey maps capture activity-level and task-level goals
• Demonstrate the best approach to selection and prioritization of user-goals to address
• Highlight the crucial benchmarks, observable changes, in ensuring fulfillment of customer needs
Top mailing list providers in the USA.pptxJeremyPeirce1
Discover the top mailing list providers in the USA, offering targeted lists, segmentation, and analytics to optimize your marketing campaigns and drive engagement.
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
1. Social Interaction
Design
An Introduction to SxD
Adrian Chan
Gravity7.com
2. What is SxD?
• Design of social media
• Involves all web design disciplines: User Interface,
Interaction design, Experience design, Information
Architecture
• Social media include networked applications that permit
direct and indirect, private and public communication and
interaction
• Social media platforms may be computer-based or mobile,
even game platforms
• They engage the participation of users
• User participation produces mediated social practices
by Adrian Chan, 2007 Gravity7
3. Social media
• Social media are reshaping the marketplace for information
and knowledge, goods and services
• They supplement marketplaces with the power of
communication
• Communication unfolds in the form of conversations of
varying depth, reach, and speed
• Relationships inform the availability and value of information
• All of which is changing the way our culture produces and
consumes value
• And presents a challenge to mass media and the organization
of conventional media-based marketplaces
by Adrian Chan, 2007 Gravity7
4. Social 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
by Adrian Chan, 2007 Gravity7
6. Socializing Media
• Social media = paradigm shift in marketing and advertising
• consumers participate in production and messaging
• messages are their own, and have authenticity
• using their relationships and social networks for
communication
• on the basis of their own interests
• How social media structure and organize talk changes
branding, marketing, and advertising
• At stake is how markets produce and consume value
by Adrian Chan, 2007 Gravity7
7. Socializing Markets
• Social media cultivate culture
• Social media socialize consumption
• Social media democratize production
• Social media proliferate communication
• Social media network audiences
• Social media relationize connections
by Adrian Chan, 2007 Gravity7
8. How is SxD different?
• Social Interaction Design approaches social media are “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
by Adrian Chan, 2007 Gravity7
10. Main concepts
• Users of social media have:
• the ability to become self-involved online, and to relate
through social media to others (mediated presence)
• expectations of future interaction (commitment)
• a sense of self and a (self) perception of how they look to
others (validation)
• an intention to sharing their professional and/or personal
interests (social motivation)
• relationships they maintain online (social networks)
• trust and confidence in the system (competence)
by Adrian Chan, 2007 Gravity7
11. Interactions = Social
• Conventional user interaction and user interface approaches
address the user’s interaction with the device
• The designer designs the screen
• The interaction is User—Software
• The Social Interaction Designer also designs beyond screen
• The interaction of User—Software —User
by Adrian Chan, 2007 Gravity7
12. User 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 not satisfied by success in discrete transactions and
actions, as in non-social software
• Users sustain interest in own participation
• Social media: emphasis on sustaining participation,
communication, and interest
by Adrian Chan, 2007 Gravity7
13. User Needs = Interests
• The user’s 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.
• The user’s communicative interests include visibility,
attention, organization of place and form of communication,
etc.
by Adrian Chan, 2007 Gravity7
14. The mediation
• Technical media transform talk in significant ways
• Modern technologies permit us to transcend physical
presence and stretch relationships across time and space
• Social encounters, as communication in (inter)action is
disembedded from place and time
• Communication is not an immediate and direct handling of
statements and relationship
• But is mediated and indirect transposition through a means of
production and distribution
• Online social interaction is a mediated, compressed, and
asynchronous experience
by Adrian Chan, 2007 Gravity7
15. The communicative
• The medium screens out affective and communicative face to
face cues
• Its mediation of communication decouples the utterance
from the act of uttering
• Communication is captured and re-presented using text,
images, video, audio
• Interaction is decoupled from its performance
• Interaction is captured and re-mediated asynchronously
by Adrian Chan, 2007 Gravity7
16. The sociological
• Our understanding of user behavior and social practices
benefits from the insights of psychology, communication, and
social theories
• Online social interactions are a new kind of talk
• The social is a figment and an effect of individual user
contributions
• It is observed, tracked, and re-presented through usage and
data
• The togetherness of social media is simultaneous and co-
present but always interrupted, stretched, disassociated
• Social forces and power are transformed by mediation
by Adrian Chan, 2007 Gravity7
17. The psychological
• Psychological views of identity, the Self, interpersonal
relationships, and the organization of social encounters
provide key insights
• Psychology offers insights into how users relate to others, be
they familiar or unfamiliar
• Is valuable to understanding the user’s interest in private and
public relationships and communication
• Helps us to value the ways in which users fashion themselves
through their online profiles and contributions
• And how they might become engaged in perceptions,
projections, anticipations, and expectations
by Adrian Chan, 2007 Gravity7
18. The temporal
• Social media organize time
• Our experience of social time is episodic, eventful, and has
duration
• In communication, it may be deferred, interrupted, stretched,
or cut off
• We relate to this kind of time with anticipation and
expectation
• Social activity is temporal, has pacing and rhythm, speed and
intensity
• Any social technology structures time and is fast, slow, near,
far, and so on
by Adrian Chan, 2007 Gravity7
20. Shift of paradigm
• From individual users to social practices
• User provides content, and content is people
• Grounded in the personal, biographical, and the everyday
• Personally and socially meaningful activities and mediated
forms of talk and interaction
• New modes of organizing attention
• New forms of value and differentiation
• New channels for messaging
• New means of capturing audiences
by Adrian Chan, 2007 Gravity7
21. The 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
by Adrian Chan, 2007 Gravity7
22. Social is represented
• Social media must create and represent social interaction
and community
• There are no direct faces or interactions -- only text, images,
video, audio, and structured activities captured in media of
re-presentation
• Users behave according to what they believe is going on and
what they believe matters to the audience
• Users establish a relation to the audience and community
based on its users, themes, and identity
by Adrian Chan, 2007 Gravity7
23. Social Interaction
• In any social encounter a participant seeks to know:
• What’s going on?
• If the interaction is familiar, s/he will have a sense of:
• How to proceed
• What to do next
• Users of social media obtain this from the participation of
others on the site
by Adrian Chan, 2007 Gravity7
24. It’s all talk
• Talk is addressed to an audience, of one, two, a group, or a
public
• Codes and forms of talk organize social media
• Talk is direct (to addressee) or indirect (in front of audience)
• Communication technology publishes and archives pages,
posts, comments, and media
• Interaction technology captures and transmits direct
interactions: IM, direct messaging,
by Adrian Chan, 2007 Gravity7
25. Themes
• The identity of a social media service is thematic
• Themes communicate What’s Going On which tells users
How to proceed
• Career networking and passive job search
• Dating and flirting
• Verticals: music, movies, books, pets
• Shopping, reviewing, “best of” and “new”
• Classifieds, listings, marketplaces
• News, feeds, press, blog coverage
by Adrian Chan, 2007 Gravity7
26. Activities are Social
• Social media are designed around social activities
• Activities structure the talk and the action
• Activities use participants, context, themes
• These organize who talks, about what, what happens, when
and how frequently, for how long
• All of which must be represented meaningfully
• And which must be self-sustaining and alive
by Adrian Chan, 2007 Gravity7
27. Actions are social
• Social action common to social media is linguistic,
communicative, representative, attention-getting, inviting,
participatory, and responsive
• These are social acts and action (organized in activities)
• Ask, question, query, solicit, hint, wink, imply...
• Recommend, suggest, offer, declare, promote, advertise...
• Review, opinionate, show off, rant, challenge....
• Rate, rank, affirm, confirm, accept, approve....
• Favorite, tag, bookmark, link, share....
by Adrian Chan, 2007 Gravity7
28. Assembling audiences
• Social media capture audiences
• Their challenge is to produce active and participating
audiences
• Around themed, topical, product or market-oriented content
• That is largely produced and consumed by the system’s
members
by Adrian Chan, 2007 Gravity7
29. Organization
• The system organizes interaction through its
• Presentation of users (personal, professional, etc.)
• Their contributions (conversation, opinions,
announcements, etc.)
• Layout and navigation (focus on people, posts, media, etc.)
• Use of representations and visual languages (tokens, icons,
gifts, products, lists, etc.)
• Management of time (fast, slow, ephemeral, archived, etc.)
• Representation of collective use and community
by Adrian Chan, 2007 Gravity7
30. Forms
• Social media borrow from common cultural forms
• Fashion, news, politics, entertainment, etc.
• These forms arrange and organize information, events, and
participation
• Which organize how we talk about and show: success,
celebrity, popularity, news, trends, relevance, etc.
• Each social media system is unique in its forms of talk and
formats of representation
by Adrian Chan, 2007 Gravity7
31. People are Content
• Social media make users visible through their contributions
• They structure those contributions so that the system
reproduces itself out of its own participating members
• Communication is content
• Contributions communicate
• Contributions create navigation
• Social navigation communicates
by Adrian Chan, 2007 Gravity7
32. Engagement
• Social media engage not just by capturing attention but by
engaging the psychological: users become self-engaged
• Users are interested in their appeal to others
• Users are sensitive to audience response
• Users are interested in their success and popularity
• Users seek acknowledgment and reciprocity
• All of which motivate their participation
by Adrian Chan, 2007 Gravity7
33. Presentation of Self
• The user’s participation in online media is informed by his or
her sense of self and self image
• Individual users actively create, maintain, tweak, and monitor
their online Self
• They have a self interest in seeing their online presence
acknowledged and reflected
• They use social media as an extension of themselves, often
telling about and narrating biographical details and reflecting
how they would like to be seen
• May be sensitive to self image, self perception,
acknowledgment, status, position, success, and so on
by Adrian Chan, 2007 Gravity7
34. Social Presence
• Social presence is about seeing and being seen
• Any social presence sets up the need to negotiate and handle
presence availability (to others)
• Presence can be maintained with a persistent online profile
• Messaging and updating lend presence greater immediacy
• Presence tools vary in their organization of self talk, updates,
distribution
• Presence tools vary in their handling of interaction,
communication, and availability
by Adrian Chan, 2007 Gravity7
35. Paradoxes
• Social = anti-social
• Communication = non-communicative
• Self = Self Image
• Other = Imagined Other
• Presence = Absence
• Identity = Changing
• Personal tastes are highly social
• Utility can be useless
by Adrian Chan, 2007 Gravity7
37. SxD: The palette
• Design of the UI for social interface
• Design of the application for social interaction
• Design of communication for user generted content
• Design of navigation for social and cultural tastes
• Design of content modules for social navigation
• Design of interaction elements for social practices
• Design of media types for new forms of communication
• Design of interaction tools for new kinds of social practices
by Adrian Chan, 2007 Gravity7
38. Functional dysfunction
• What functions is sometimes dysfunctional from a
conventional software perspective
• Communication and interaction are more than efficiency,
effectiveness, and success
• What is ambiguous compels
• What is withheld piques curiosity
• What is deferred sustains interest
• What is substituted feeds the imagination
• What is unclear solicits communication and help
by Adrian Chan, 2007 Gravity7
39. Design levers
• Design of the screen (first order) shapes overall user activity
and community (second order)
• Social interaction design anticipates second order effects and
outcomes of UI, IA, interaction design choices
• Social interaction design is indirect, informing, structuring,
ordering, and arranging
• Individual user actions and activities add up to social
practices
• It’s the interactions among users that design informs
• Social interaction design is the application of levers to steer
and guide emerging social practices
by Adrian Chan, 2007 Gravity7
40. Users Own It
• The social media application platform is not in our hands —
it must be handed over to users and the community of users
• Shift of thinking from “what it does” to “what users do with
it”
• Users need to feel that it is theirs, need to own it and their
relationship to it
• Create the system so that it can become what it will mean
to each user, and as a result, service the community
by Adrian Chan, 2007 Gravity7
41. Attention economies
• The attention economy addresses online activity
• It wants to capture user interest and attention
• But it is difficult to measure attention as a quantity
• does the user communicate it? to whom? how often?
• does the user respect and like it? really? how much?
• does the user return for more of it? frequently? for the
same amount?
• Attention spent on a brand, a thing, event, or even an idea
belongs to one kind of attention economy
by Adrian Chan, 2007 Gravity7
42. Attention economies
• On social media, the economy of attention is measured by
interest
• Attention in social terms is quantity but also quality
• Interest in social terms is not a thing, it’s a relation
• Relations have intensities, direction, flux
• The attention that matters in social media can include:
• communicability; taste and preference; leadership and
deference; trust and respect; authority and credibility; etc.
by Adrian Chan, 2007 Gravity7
43. Call to action
• Call to action is not always the conventional call to action
• call to action is social
• is often contributed (written, posted) by users
• can be a call to interaction
• can be a call to participation
• can be a call to communication
• can be a call on the attention of other users
• Galvanize users to continue to create content that serves to
mobilize others to do the same
by Adrian Chan, 2007 Gravity7
44. Appealing to the Other
• Social media content must help users appeal to each other
• Personal style, online profile, character and personality
• Appearance, looks, pictures, poses, qualities
• Knowledge, know-how, expertise, credibility
• Informal social position by friends, network, popularity,
testimonials, compliments
• Formal social position by profession, rank, status,
accreditation, employer
• Social capital by value to users and community
by Adrian Chan, 2007 Gravity7
45. Common practices
• Social practices emerge on social media as use becomes
another way of maintaining and participating in relationships
• Tell by posting
• Show by uploading
• Talk by commenting
• Seek by querying
• Ask by questioning
• Opinionate by blogging
• Associate by tagging
by Adrian Chan, 2007 Gravity7
46. Types of talk
• Different kinds of talk form different social practices,
identifiable by their common interactions, balance of private
and public, levels of participation, etiquette, seriousness,
formality, and more
• They shape the degree to which users refer to and involve
themselves as real people in communication
• Confessions, biographical and personal profiles
• Flirtations, compliments, friending,
• Advice, recommendations, reviews
• Opinions and discussions
by Adrian Chan, 2007 Gravity7
47. Windows and Views
• Views of information, stats, traffic, and activity measure,
describe, and show user and audience participation.
• Views create aggregate perspective
• Users look at views
• Windows containing user generated content are a selection
of relevant contents
• Windows contain
• Users look through windows
• Users take interest in others
• clickthroughs, rating, favoriting, friending, tagging, etc
by Adrian Chan, 2007 Gravity7
48. Reflections and Mirrors
• Social media show users their own activity back to them
• Reflections show users their presence to others
• Users are interested in how they appear and how they
appear to others
• Mirrors show users their reflection
• Users need to see themselves represented
• Users take interest in themselves
• numbers, ranking, ratings, votes, friends, testimonials, lists,
gestures, winks, compliments all reflect upon the user
by Adrian Chan, 2007 Gravity7
49. System Feedback
• It’s necessary to show users their own actions, particularly
the social consequences and reception of their actions
• Users need to establish trust in the system’s own functions
and features
• Users want to feel competent users of the system
• The system’s feedback is confirmation of their actions and
recognition of their competence
• Much system feedback is provided by other users, displayed
and organized by design
by Adrian Chan, 2007 Gravity7
50. Transference
• In the absence of immediate response and reaction to user
participation, users invent and project their interpretations
and assumptions
• Self involvement and involvement in others is mediated and
engages projection and introspection
• Projective: seeing
• Commenting, rating, digging, favoriting, tagging
• Introspective: being seen
• Blogging, recording video performances, journaling, profile
maintenance and tweaking
by Adrian Chan, 2007 Gravity7
51. Projection
• Users will project the other’s intentions, motives, interests,
desires, skills, and other attributes based in part on what they
hope for or wish to see
• Users particularly project into ambiguity and communication
and when user identities are concealed or only partially
revealed
• Projection can result in users over-communicating and over-
compensating
• Projection may be more Other-oriented
by Adrian Chan, 2007 Gravity7
52. Introspection
• Some social media user practices primarily engage the user
with him or herself
• In these kinds of activities, users become involved in their
own ideas, perceptions, interpretations, and assumptions
• Introspection can result in users engaging primarily in telling
about themselves and crafting an online persona
• Introspective activities may appear as a distant and anti-social
performance
• Introspection may be more Self-oriented
by Adrian Chan, 2007 Gravity7
53. Social networking
• Social networks are the maintenance and sustaining of
personal and professional relationships on social media
• Social networks limit content access to known, familiar, and
trusted associations
• Relationships embody trust in the first degree
• Relationships extend confidence in the second degree
• Social networks expand content access while limiting results
by Adrian Chan, 2007 Gravity7
54. Distribution
• Some social media are built as destination sites and “walled
city” domains
• Some social media extend their presence through widgets,
badges, and shared data beyond their domain
• to the desktop
• to mobile
• to other networked devices
by Adrian Chan, 2007 Gravity7
55. Folksonomies
• Flat and non-hierarchical navigation through content
categories, labels, and tags that reflect their popularity in use
• Self-reinforcing associations as use by communities of users
privilege tags used most
• Provide a view of the values and selections most popular
among users
• Permit change and news to continually reach the surface
• Are a snapshot in time and are thus current
by Adrian Chan, 2007 Gravity7
56. Mini Me-dia
• Mass media inform the content and organization of social
media
• Cultural and social references and presentations are readily
available in the mass media and by virtue of digital
distribution are easily quoted and repurposed
• Social media are user-centric
• Personal is news
• Person is privileged
• Personality is popular
by Adrian Chan, 2007 Gravity7
57. Trends: to date
• Web 1.0: publishing
• information was evergreen
• users browsed and searched
• Web 2.0: I can publish too
• users create their own home pages
• and socialize them with friends
• Web 3.0+: we talk
• the web goes social
• communication is embedded in all web, distributed to all
devices
by Adrian Chan, 2007 Gravity7
58. Trends: the future
• Faster and lighter applications and tools
• Higher presence and immediacy of the user
• Niche social networks
• Fewer new attempts at all-in-one destinations
• Branded social media and social media brands
• Recognition by mass media, increasing assimilation and
integration
• Distributed and widgetized
• Non-browser based apps widgets and mobile
by Adrian Chan, 2007 Gravity7