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Designing Computer Mediated Communications

Designing Computer Mediated Communications. David Nguyen UC Berkeley. CS160 Berkeley, CA October 29 th , 2007. My Lab. My Lab Mates. My Research. My Teachings. My Extra Time. My University. My Expectations. Everyone will focus on the presentation want to answer questions

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Designing Computer Mediated Communications

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  1. Designing Computer Mediated Communications David Nguyen UC Berkeley CS160 Berkeley, CA October 29th, 2007

  2. My Lab

  3. My Lab Mates

  4. My Research

  5. My Teachings

  6. My Extra Time

  7. My University

  8. My Expectations • Everyone will • focus on the presentation • want to answer questions • have questions to ask • want to participate in the exercises I have planned. • laugh at my jokes

  9. Introduction • CMC and Trust • User Generated Content and the Tragedy of the Commons • Social Networking and Presentation of Self • Where do we go from here?

  10. CMC Systems

  11. Computer Mediated Communications

  12. NEEDS DESIGN EVALUATE IMPLEMENT Social Theory vs. User-Centered Design

  13. Introduction • CMC and Trust • User Generated Content and Collective Action • Social Networking and Presentation of Self • Where do we go from here?

  14. Common CMC Systems If you had to negotiate a $1 million deal, how would you do it?

  15. Trust “Trust reduces the need for costly control structures, thus enabling exchanges that could otherwise not take place, and makes social systems more adaptable.” (Uslaner 2002, quoted in Riegelsberger et al. 2007)

  16. What is Trust? Optimism Risk Potential for Betrayal http://plato.stanford.edu/entries/trust/

  17. How do you measure trust?Prisoner’s Dilemma • You and your partner each have a chocolate. • Both you and your partner must independently decide whether or not you want to keepyour chocolate or shareyour chocolate. 2 – No Trust 3 – Half Trust 4 – Full Trust

  18. Prisoner’s Dilemma and Conditions of Trust • Risk– by sharing my candy, I risk losing it all • Optimism – I am not sure my partner will share with me. Potential for Betrayal by betraying me, my partner stands to gain by getting a lot of candy

  19. Trust development was delayed in audio/video Defections were more likely with video/audio than FTF communication. Little difference between video and audio Trust Formation(Bos et al., 2002)

  20. Common CMC Systems If face-to-face is so good, why even have the others?

  21. NEEDS DESIGN EVALUATE IMPLEMENT Trust Measurement vs. User-Centered Design

  22. Introduction • CMC and Trust • User Generated Content and Collective Action • Social Networking and Presentation of Self • Where do we go from here?

  23. WikiPedia

  24. YouTube

  25. BitTorrent

  26. Where does all that “stuff” come from?

  27. Public Good

  28. Tragedy of the Commons “If all individuals do A, every individual as a member of the community would derive a certain advantage. But now if all individuals less one continue to do A, the community loss is very slight, whereas the one individual refraining makes a personal gain far greater than the loss that he incurs as a member of the community.” --Pareto 1935, vol. 3, sect. 1496, pp. 946-7 What happens if EVERYONE thinks this way?

  29. User Generated Content “In most online communities, 90% of the users are lurkers who never contribute, 9% of the users contribute a little, and 1% of users account for almost all the action.” – Jacob Nielsen, 2006

  30. Designing User Generated Content Systems • As is, expect about 1% of users to contribute most of your content. Don’t count on more! • Though it’s only 1% of your users who are contributing content, you’d better make sure that the contribution system is damn good! • If that won’t work for you, you need to build in incentive systems (payment, recognition, entertainment)

  31. Amazon.com

  32. Entertainment: Peekaboom

  33. Peekaboom In the FIRST 30 days, 14,153 people played this game These people generated 1,122,998 pieces of data. Each person tagged an average of 160 images. Top 10 scorers averaged 53 hours of game play for one month.

  34. NEEDS DESIGN EVALUATE IMPLEMENT Collective Action vs. User-Centered Design

  35. Introduction • CMC and Trust • User Generated Content and Collective Action • Social Networking and Presentation of Self • Where do we go from here?

  36. “All the world’s a stage, and all the men and women merely players.”

  37. Erving Goffman

  38. Presentation of Self I am hip He’s so lame He’s so hip I’m wearing jeans

  39. Facebook • Sept 5, 2006 – Facebook introduces a new feature called “News Feeds” • Sept 5, 2006 – “Students Against Facebook News Feeds” forms with over 700,000 members (the largest at the time). • Sept 5, 2006 – Mark Zuckerberg told everyone to calm down.

  40. “This is information people used to dig for on a daily basis, nicely reorganized and summarized so people can learn about the people they care about.” “Your friends can still see [your activity]; it hasn't changed.”

  41. Facebook • Sept 5, 2006 – Facebook introduces a new feature called “News Feeds” • Sept 5, 2006 – “Students Against Facebook News Feeds” forms with over 700,000 members (the largest at the time). • Sept 5, 2006 – Mark Zuckerberg told everyone to calm down. • Sept 8, 2006 – Mark Zuckerberg sends out message apologizing and introduces privacy control • Present – Everyone seems pretty happy

  42. Facebook

  43. Facebook

  44. NEEDS DESIGN EVALUATE IMPLEMENT Presentation of Self vs.User Centered-Design How could Mark Zuckerberg have avoided all of this?

  45. Introduction • CMC and Trust • User Generated Content and Collective Action • Social Networking and Presentation of Self • Where do we go from here?

  46. Augmented Reality

  47. Virtual Worlds

  48. There’s still a lot of technology out there. How are they going to affect the way we communicate? • There’s a lot of ways people communicate out there. How can we design technology to support that?

  49. Questions? David Nguyen nguyendt@eecs.berkeley.edu

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