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IAI Workshop for IA SUmmit 2010 - Designing Social Interfaces

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Patterns, Principles, Practices for Designing Social interfaces. Slight changes to previous talks and a new design template.

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IAI Workshop for IA SUmmit 2010 - Designing Social Interfaces

  1. 5 principles 5 practices 5 anti-patterns Designing Social Interfaces christian crumlish & erin malone
  2. A little about us: erin malone @emalone
  3. A little about us: erin malone @emalone
  4. A little about us: christian crumlish @mediajunkie
  5. A little about us: christian crumlish @mediajunkie
  6. People are unpredictable
  7. new social media : always awkward
  8. 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
  9. 5 Principles
  10. Pave the cowpaths
  11. Dogster started as a photosharing service. Shifted focus to pets once company saw people were primarily uploading pics and talking about their dogs.
  12. Talk like a person
  13. Do you want to talk to your customers like this? Or like this?
  14. How to talk like a person Conversational Voice Self-Deprecating Error Messages Ask Questions Your vs. My No Joking Around
  15. Be open. Play well with others
  16. 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
  17. Learn from games
  18. Learn from games What are Game Mechanics? The systems and features that make games fun, compelling and addictive. ~Amy Jo Kim
  19. 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
  20. Respect the ethical dimension
  21. Respect the ethical dimension Some of the forces that must be balanced, to apply many of these patterns, involve ethical dilemmas
  22. 5a brief tour of 96 patterns or Practices
  23. The Ecosystem
  24. Give people a way to be identified
  25. And to identify themselves
  26. Self
  27. Attribution and Avatars Identity doesn’t alway have to manifest itself in a complicated or robust pro le.
  28. User Cards Identity doesn’t alway have to manifest itself in a complicated or robust pro le.
  29. Make sure there is a “there” there. What’s your social object?
  30. The Social Object, in a nutshell, is the reason two people are talking to each other, as opposed to talking to somebody else.
  31. Social Networks form around Social Objects, not the other way around. ~ Hugh MacLeod GapingVoid.com
  32. Give people something to do
  33. It’s a continuum
  34. Activities involving objects
  35. 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
  36. Activities involving objects Books: ratings, reviews, search Public conversation
  37. Activities involving objects Photos: collecting, sharing, comments, favoriting, groups, broadcasting
  38. Activities involving objects Labels, ratings, reviews, levels Collecting, Ratings, Reviews Tagging Sharing
  39. Enable a bridge to real life
  40. Bridging Real Life
  41. Taking it offline Geo-Mobile Face-to-face meeting
  42. And then back online After the Party Face-to-face meeting
  43. Let the community elevate people & content they value Gently moderate
  44. Connections & Community
  45. Enabling people to make connections Circles of Connections Find People Adding Friends Fans & Fame
  46. Enter text here Norms Report Abuse Model Citizen
  47. 5 Anti-Patterns
  48. Cargo Cult
  49. Cargo Cult
  50. Cargo Cult
  51. Don’t break email
  52. 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.
  53. The Password Anti-Pattern
  54. The Password Anti-Pattern iLike Plaxo
  55. The Password Anti-Pattern yelp
  56. The Ex-boyfriend bug
  57. Potemkin Village
  58. 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.
  59. The Ecosystem - it’s balance with tradeoffs
  60. Thanks Erin @emalone erin@tangible-ux.com Christian @mediajunkie xian@pobox.com buy the book http://www.designingsocialinterfaces.com
  61. How to Play the Game
  62. 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
  63. Game Play

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