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Call for
participation Workshop Notes
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Workshop Summary by Dorine Andrews
Online
Communities Workshop: Supporting Sociability, Designing Usability HCIL
2000 Open House - June 1, 2000 Key
Questions Group
1 (facilitated by Jenny Preece) Ø
How
is critical mass defined? ·
When
there is a great leader ·
After
a great leader has left ·
By
the number of people ·
By
the contributions to the community ·
When
people feel that they belong Ø What is the educational
value of online communities? · What is the cost of
participation vs. the value of participation? Ø
How
can you trust information online? Ø
Why
are we developing online communities? ·
For
educational benefit ·
For
social benefit (some people find their voice online ·
For increased socialization (e.g., local groups
and people with similar interests around the world Ø
Can
design guidelines (principles) endure with technology changing so rapidly? Ø
What
is the threshold for critical mass? ·
Does
it change over time? ·
Can
you get too many members? Ø
Different
stakeholders may have different evaluation goals (e.g., designers, owners,
users, and leaders). Group
2 (facilitated by Jean Gason): Ø
When
are we ready for patterns?
Ø
What
is the changing role of the online community designer/developer? Ø
What
is the role of metaphors for online community designers and users? Should metaphors be used? Are they needed? Ø
Do
we reveal competing interests among competing stakeholders in an online
community? Do we attempt to resolve
them? Ø
How
do we engage support and passion in online communities? Ø
Is
community defined by the fact that there is someone not in it? General
Discussion Ø
Should
a community live forever? Ø
Do
people get what they need then leave the community? Guidelines Group
1 (facilitated by Jenny Preece) Ø
Critical
mass requires strategies of getting people to the online community and getting
them to stay. Ø
Technology
should match community needs, not be the latest and greatest. Ø
There
is a difference between public and private speaking in online community. ·
Like
one side of a telephone conversation ·
Awareness
of back channeling ·
Use
of multiple technologies (e.g. BB, chat, and phone) at once Ø
There
is no need to reinvent the real world online unless there are specific
advantages. Ø
Rules
for posting in the community must be clear. Ø
Life
time of a posting should be clear. Ø
Make
people stop, read and respond. Group
2 (facilitated by Jean Gason) Ø
Patterns
are promising as vehicles for designing online community sociability and
usability, but they can be confining or constraining. Ø
The
level and mode of participation in an online community are not predictors or
measure of community success. Ø
Understand
the motivations for bringing individuals online and reaching critical
mass. Ø
Creating
critical mass may require different strategies from maintaining it. Ø
Content
may supercede format for success in online communities. General
Discussion Ø
Groups
without a shared purpose before the online community tend not be sociable. Ø
Disinhibition
in virtual environments exists (e.g., like a strangers on an airplane will tell
you their own life story, but not tell someone they know). Evaluation Group
1 (facilitated by Jenny Preece) Ø
Online
community success can be measured by: · Feeling comfortable
posting. (e.g. in some online
communities people feel not comfortable posting certain types of messages
because their boss might see it or the message is an artifact that can live
forever) Group
2 (facilitated by Jean Gason) Ø
Evaluation
is inherently perspective based. For
example, stakeholders in a community include owners, members, non-members,
sponsors/funders. Each may define
success for the community differently. Ø
The
designer's bias is not necessarily a predictor of success. Ø
Moderation
of online community (control) is something to consider as a part of the core
packaging of the community. You cannot
have a community without some sense of rule. General
Discussion Ø
Success
is based upon your perspective. ·
For
example, owner of a website/online community may define it as the amount of
time people spend looking at the site (advertising revenue) ·
Government
- hits to website ·
E-commerce
- revenue dollars ·
Designers
- continuity ·
Users
- perception and belonging ·
Real
world stores - repeat visits Ø
Posting
is not a measure of success Ø
Users
"get what they want" out of the community Ø
The
community gets "smarter" as they use it. The members? Ø
The
complexity of the community is increasing. Ø
External
measures of success (e.g., teachers using online community are interested in
higher test scores) Ø
There
are two views of success ·
Product
oriented: People use it ·
Process
oriented: It improves their lives. Last updated on June 14th, 2000
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