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Social Usability Workshop


   Gianandrea Giacoma & Davide ‘Folletto’ Casali
0



This workshop
1   2   3   4
Intro   Analysis   Design   End
 20’      45’        50’     5’

 1         2         3      4
Intro   Analysis   Design   End
 20’      45’        50’     5’

 1         2         3      4
1


What is Social
 Usability?
Everything is social
The walkman
Designed to isolate oneself,
 used to connect people.
Word
          A personal tool
used to create text... to be shared.
The wall
        Designed to divide,
it’s a meeting point for teenagers.
Motivational
  Design



  Social
 Usability
Social
Dynamics




System
Social
Dynamics




  ?
System
Social
Dynamics



 Social
Usability



 System
Social Usability is
   a quality attribute
that assesses how easy
  social interaction
      are to make.
Social
Dynamics


            If we remove
 Social
            Social
Usability
            Usability...


 System
...we are
 Social     removing social
Dynamics    dynamics as
            well

 Social
Usability



 System
Social Usability is an
 enabling factor
But, it isn’t a must!
I may want to
       emphasize
useful social behaviours
I may want to
        dampen
harmful social behaviours
Balance
Four properties: RICE

          R
      E       I
          C
Relations
findability                               curiosity
                             time

       themes            R
                                    excellence

   management
                               privacy
separation
             proximity
                                public relations
Identity
   amplitude                      appearance

         mood
                               interests
person
                       I
  uniqueness
                                   privacy
     group            avatar
Communication
        speed
                                      richness
quantity
           private

             plural                 public

 sync
                           C                   async

             parallelism       aggregability
Emergence of Groups
        findability              easiness

presence

                     E
    longevity                        liveliness



bottom-up                frequency
No more patterns!
We want the reasons
    behind patterns, a
pattern without context
     is deceiving!
Is there a way to ____?
For example:
Is there a way to
express yourself?

        I
Is there a way to
show up in a group due
 to the things you do?

          E
The process
1
    Outline
    giving a star-evaluation to the elements on the list
1
    Outline
    giving a star-evaluation to the elements on the list


2   Analysis
    finding the user paths/journeys, maybe using goms.
1
    Outline
    giving a star-evaluation to the elements on the list


2   Analysis
    finding the user paths/journeys, maybe using goms.

3   User tests
    asking the same questions to an user, during a test
1
    Outline
    giving a star-evaluation to the elements on the list


2   Analysis
    finding the user paths/journeys, maybe using goms.

3   User tests
    asking the same questions to an user, during a test

4   Merge
    correlating the design objectives
2


 Analysis with
Social Usability
Analysis
      — Create groups of max 5 people each.
      — Agree on a website to analyze using

        the Social Usability Checklist.

      — Which properties do exist?
      — Which properties are missing?

      — It’s possible to improve it?

      — Is there something to be added?
20’   — Is there something to be removed?
Discussion
      —   for each group:

      — Show the best case found.
      — Show the worst case found.

      — What’s the first thing that you will

        change? Why? Does it add or
        improve a social property?
20’
3


  Design with
Social Usability
Design
      — No more groups now! :)
      — for each one of you:



      — Choose a single item in the Social
        Usability Checklist.
      — Try making a paper prototype in 15’

        for that item.
15’
Test
      — Create pairs.
      — for each pair:



      — Make a mini usability testing with
        the paper prototype you just did.
      — Six minutes for each person, then

        change roles.
      — In the end, try to sum up what’s
12’
        changed.
Discussion
      — Let’s see the prototypes!
      — What was your objective?

      — Did you found anything interesting?

      — Could it be an universal solution, or

        a local one?
      — Could we integrate all the solutions

        here in a single social network?
      — Will a different objective change
20’
        your design?
4



Wrapping up
The Social Usability
     methods
can be applied to both
  existing services
and new ideas.
“Social” is overrated
You have to choose:
avoid doing everything.
It’s important to relate the
       sociality with:
objectives
and motivations
Designing with Social
Usability means this:
     choosing.
You have to evaluate
 every element in the
      Checklist
with motivations and
     objectives.
Q&A
—   Feel free to ask or comment! ;)
ma                                   as ali
                    iac
                         o                                    o’ C
                  G                                       lett
        nd rea                                     Folm.com
                                                e ‘ alis
   ana i.com                                  id
                                om
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G   da zion ni      m a@g
                         m               D en            om
ibri ridazio .giaco                      int lletto
                                                    ma
                                                       il.c
             a                            @fo tto@g
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   gian                                     folle




              Frontiers of Interaction 2010
              Rome, 3-4 june 2010
              frontiersofinteraction.it

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Social Usability Workshop at Frontiers of Interaction 2010

  • 1. Social Usability Workshop Gianandrea Giacoma & Davide ‘Folletto’ Casali
  • 3. 1 2 3 4
  • 4. Intro Analysis Design End 20’ 45’ 50’ 5’ 1 2 3 4
  • 5. Intro Analysis Design End 20’ 45’ 50’ 5’ 1 2 3 4
  • 6. 1 What is Social Usability?
  • 8. The walkman Designed to isolate oneself, used to connect people.
  • 9. Word A personal tool used to create text... to be shared.
  • 10. The wall Designed to divide, it’s a meeting point for teenagers.
  • 11. Motivational Design Social Usability
  • 15. Social Usability is a quality attribute that assesses how easy social interaction are to make.
  • 16. Social Dynamics If we remove Social Social Usability Usability... System
  • 17. ...we are Social removing social Dynamics dynamics as well Social Usability System
  • 18. Social Usability is an enabling factor
  • 19. But, it isn’t a must!
  • 20. I may want to emphasize useful social behaviours
  • 21. I may want to dampen harmful social behaviours
  • 24. Relations findability curiosity time themes R excellence management privacy separation proximity public relations
  • 25. Identity amplitude appearance mood interests person I uniqueness privacy group avatar
  • 26. Communication speed richness quantity private plural public sync C async parallelism aggregability
  • 27. Emergence of Groups findability easiness presence E longevity liveliness bottom-up frequency
  • 29. We want the reasons behind patterns, a pattern without context is deceiving!
  • 30.
  • 31. Is there a way to ____?
  • 33. Is there a way to express yourself? I
  • 34. Is there a way to show up in a group due to the things you do? E
  • 36. 1 Outline giving a star-evaluation to the elements on the list
  • 37. 1 Outline giving a star-evaluation to the elements on the list 2 Analysis finding the user paths/journeys, maybe using goms.
  • 38. 1 Outline giving a star-evaluation to the elements on the list 2 Analysis finding the user paths/journeys, maybe using goms. 3 User tests asking the same questions to an user, during a test
  • 39. 1 Outline giving a star-evaluation to the elements on the list 2 Analysis finding the user paths/journeys, maybe using goms. 3 User tests asking the same questions to an user, during a test 4 Merge correlating the design objectives
  • 41.
  • 42. Analysis — Create groups of max 5 people each. — Agree on a website to analyze using the Social Usability Checklist. — Which properties do exist? — Which properties are missing? — It’s possible to improve it? — Is there something to be added? 20’ — Is there something to be removed?
  • 43. Discussion — for each group: — Show the best case found. — Show the worst case found. — What’s the first thing that you will change? Why? Does it add or improve a social property? 20’
  • 44. 3 Design with Social Usability
  • 45.
  • 46. Design — No more groups now! :) — for each one of you: — Choose a single item in the Social Usability Checklist. — Try making a paper prototype in 15’ for that item. 15’
  • 47. Test — Create pairs. — for each pair: — Make a mini usability testing with the paper prototype you just did. — Six minutes for each person, then change roles. — In the end, try to sum up what’s 12’ changed.
  • 48. Discussion — Let’s see the prototypes! — What was your objective? — Did you found anything interesting? — Could it be an universal solution, or a local one? — Could we integrate all the solutions here in a single social network? — Will a different objective change 20’ your design?
  • 51. can be applied to both existing services
  • 54. You have to choose: avoid doing everything.
  • 55. It’s important to relate the sociality with:
  • 58. Designing with Social Usability means this: choosing.
  • 59. You have to evaluate every element in the Checklist with motivations and objectives.
  • 60. Q&A — Feel free to ask or comment! ;)
  • 61. ma as ali iac o o’ C G lett nd rea Folm.com e ‘ alis ana i.com id om i ail.c avseminim G da zion ni m a@g m D en om ibri ridazio .giaco int lletto ma il.c a @fo tto@g @ib andre gian folle Frontiers of Interaction 2010 Rome, 3-4 june 2010 frontiersofinteraction.it