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Similar to Ten Commandments of Social Interaction Design (20)
Ten Commandments of Social Interaction Design
- 1. THE TEN
COMMANDMENTS
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OF
SOCIAL INTERACTION DESIGN
(SxD)
Monday, May 31, 2010
- 2. CHRIS PITRE
Social Marketing Strategist, IDEA
© 2010 IDEA. All rights reserved.
LAURA VERBLE
Senior Strategist, IDEA
Monday, May 31, 2010
- 3. ABOUT IDEA
Digital agency in Houston & Seattle
100 employees
© 2010 IDEA. All rights reserved.
UX // Strategy // Technology // Creative // Account Services
Monday, May 31, 2010
- 5. #1
KNOW THY USER.
ALL OF THEM.
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(ALL ABOUT THEM.)
Monday, May 31, 2010
- 6. DEFINE USERS
Social butterfly
Critic
Harmonizer
Rebel
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Lurker (stalker)
Status seeker
Creator
Monday, May 31, 2010
- 7. KNOW USER ROLES
Who’s coming?
What do they want?
What do they need?
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What do they do?
When do they do it?
Why do they do it?
Monday, May 31, 2010
- 8. GIVE ___ TO THE THEM
Build the experience around them:
Interests // Likes
Needs
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Wants
Friends // Enemies
Ego
Monday, May 31, 2010
- 9. FACEBOOK OPEN GRAPH
If a user opts in and agrees, why not tailor the experience to their
likes, events, interests, friends, and digital footprints?
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Monday, May 31, 2010
- 11. BEGUILED WITH BEYONCE
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on...I p romise)
ealthy o bsessi
(h
Monday, May 31, 2010
- 12. YOU HAD US AT HELLO, CHRIS. WELCOME BACK.
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Monday, May 31, 2010
- 13. #2
THOU SHALT NOT HAVE
CONTROL.
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Monday, May 31, 2010
- 16. USABILITY FINDINGS
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it!!
wa nted
, re ally
y re ally
The
Monday, May 31, 2010
- 17. WHAT DOES THIS MEAN?
Fully explore and communicate the impact of social endeavors.
Embrace the connection between you and your customers.
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You can’t fight it – you can only funnel it.
Monday, May 31, 2010
- 18. #3
HONOR THY AUDIENCE.
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Monday, May 31, 2010
- 19. It’s all about us...cause we’re awesome!
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Monday, May 31, 2010
- 20. SEARCH ENGINE STAT
57%
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of all internet users have
searched their name
-Pew
Monday, May 31, 2010
- 27. WHAT DOES THIS MEAN?
Give users a reason to interact with you and don’t send them on a
scavenger hunt.
Clearly communicate where and why you want them to go.
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And when they connect with you, give them something to do that
matters and leaves a lasting impact.
Recognize and reward behavior.
Monday, May 31, 2010
- 28. #4
THOU SHALT RESPECT
PRIVACY.
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Monday, May 31, 2010
- 34. WHAT DOES THIS MEAN?
Users are fickle.
Trust must be earned, nurtured, and protected.
Sharing and Privacy go hand in hand. They can build you up or
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tear you down.
Privacy settings should be transparent and personalized.
Monday, May 31, 2010
- 35. #5
REMEMBER THY
PLATFORM AND KEEP
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IT HOLY.
Monday, May 31, 2010
- 38. GRADUAL UPDATING
Roll out updates gradually.
Test major functional changes thoroughly.
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Have buy-in from your largest supporters and partners.
Monday, May 31, 2010
- 39. #6
USERS ARE JEALOUS.
STANDARDIZE THE
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EXPERIENCE.
Monday, May 31, 2010
- 40. WORD OF MOUTH STAT
500
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billion influence impressions
are made each year
-Forrester
Monday, May 31, 2010
- 41. COME AGAIN
500 billion experiences
are shared directly and
indirectly across social
© 2010 IDEA. All rights reserved.
media each year
Monday, May 31, 2010
- 42. WHAT DOES THAT MEAN?
Users expect to have the same experience as their friends.
Users will tell referring friend and all others about disappointment.
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Standardize the experience to the fullest extent possible.
Monday, May 31, 2010
- 43. #7
THOU SHALT NOT ABUSE
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COLLOQUIALISMS.
Monday, May 31, 2010
- 44. COLLOQUIAL = EXCLUSION
Only niche audiences understand certain regional or esoteric
terminology.
Immediately restrict audience size
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Limit growth potential (in some cases)
Confuse (and frustrate) the masses
Monday, May 31, 2010
- 46. #8
KNOW THY SOCIAL
TOUCHPOINTS.
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Monday, May 31, 2010
- 47. TARGET SOCIAL
Listen to users.
Let your users tell you where and when they want to socialize in
the experience.
Don’t over do it.
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Every piece of content does not require a reaction or sharing.
Keep it active.
Stale activity discourages new participation.
Monday, May 31, 2010
- 48. TIME & PLACE
Does every experience have to become a social one?
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Monday, May 31, 2010
- 50. WHAT DOES THIS MEAN?
Select places in your experience for social.
Understand that all experiences aren’t made for social.
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Know users’ level of comfort in the degree of social engagement.
Monday, May 31, 2010
- 51. #9
THOU SHALT MAKE AN
ALTAR FOR BOTH GOOD
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AND EVIL.
Monday, May 31, 2010
- 56. REACTION SITE
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MEMORIAL SITE FOR VICTIMS
FACEBOOK LIKE PAGE
Monday, May 31, 2010
- 57. WHAT DOES THIS MEAN?
It's all about positioning.
Make it constructive and actionable.
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You can't funnel everything, but some is better than none.
Monday, May 31, 2010
- 58. #10
HONOR FUN IN YOUR
EXPERIENCE.
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Monday, May 31, 2010
- 59. THE FUN THEORY
Hypothesis: Can you make users do something mundane or
overlooked by making it fun?
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Watch video: http://www.youtube.com/watch?v=2lXh2n0aPyw
Monday, May 31, 2010
- 62. WHAT DOES THIS MEAN?
Make the mundane fun.
Use but don’t abuse humor.
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Delight users with the unexpected.
Monday, May 31, 2010
- 64. REACH OUT:
chris.pitre@idea.com
laura.verble@idea.com
© 2010 IDEA. All rights reserved.
idea.com | facebook.com/ideainteractive
Monday, May 31, 2010