presented by syed arif hussain syed taqi abbas moazzam ali adnan farooqui zain ali n.
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Presented by: Syed Arif Hussain Syed Taqi Abbas Moazzam Ali Adnan Farooqui Zain Ali. Introducing Social Computing.

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introducing social computing
Introducing Social Computing
  • Social Computing: a set of on-line and/or mobile tools that facilitate user interactions and collaborations that enable users to share experiences, to become content co-creators and to provide value.
social computing growth worldwide
Social Computing growth worldwide
  • Video and Photo
  • 1 billion hits a day on You Tube
  • 2 billion photos & > 14 million videos uploaded to facebook monthly
  • 80% of active internet users worldwide watch video clips online
  • Social Networking
  • >300 million Facebook users worldwide; 100 million in Europe; ~50% daily users
  • 56 milliomNetlog users in Europe , in 20 languages, > 150 million visitors per month
  • 70% of active internet users worldwide visit a friend's page .
  • Blogs
  • # of blogs 2X every 5-7 months; >110 million blogs.
  • >70% of active internet users worldwide read blogs, 46% left a comment and 35% started own blog
  • Others
  • 5 billion tweets on twitter
  • 14 million articles on Wikipedia, >3 million in English, ~269 languages versions, 1 million contributions, 85000 people contributed 5 times or more
recent social computing trends
Recent Social Computing trends
  • Not only for younger people
  • Not only for leisure
  • Not all users participate in the same way
  • Exponential growth has slowed down but supply and use patterns are changing continuously

=> SC is becoming part of mainstream internet use

rise of social computing1
Rise of Social Computing
  • History of SC is deeply entangled with the evolution of PC’s and internet.
  • Vannevar Bush (1945) conceives of a device he called the ‘memex’, in which the hyperlink notion was used to connect personal data of friends.
  • The actual term ‘social software’ surfaces in the eighties (Drexler, 1987) but only really takes off after 2002.

The creativity sparked from:

  • weblog and journal communities,
  • conversation discovery with daypop and then technorati,
  • growth curve of wikipedia, mobile games, photo and playlist sharing.

Rise of this new kind of social computing was due to:

  • Critical mass and scale afforded by mass deployment on the web.
  • Cheap broadband access to the Internet
  • The outburst of web technologies and web services
  • A new social structure with the power in communities is emerging because of social computing (relationship) not web 2.0 (tools)
  • Web 2.0 as the service platform on top of which new relationships and new power structures will emerge.
social computing usage
Social Computing Usage
  • Approximately 1.1 billion Internet users.
  • An estimated 60% of European Internet users are involved in some form of social computing.
  • Uptake differs by type of application (facebook and weblogs).
  • Adults catching up with youngsters.
  • Majority of the teens are in content creation.
  • Percentage of People per demographics that are involved in SC, increase every year.
  • Social Networking is central to any teenagers life.
  • Young woman are more active in Social Networking then men.
  • But men upload more content.
user roles
User Roles
  • Consume: Listen, play
  • Communicate:Comment, messaging, rate, networking
  • Facilitate: Tag, Bookmarking
  • Share/Create: upload, publish, produce
type of usage
Type of Usage
  • All large-scale communities and online social networks that rely on users to contribute content share one property: most users don’t participate very much.
  • A tiny minority of users usually accounts for a disproportionately large amount of the content and other system activity.

According to Nielsen, user participation tends to follow a 90-9-1 rule:

  • 90% of users are ‘lurkers’,
  • 9% of users contribute from time to time,

but other priorities dominate their time

  • 1% of users account for the majority of


  • Blogs are even worse in terms of participation inequality; the rule here is more like 95-4.9-0.1.
  • Wikipedia is thus even more skewed than

blogs, following a 99.8-0.2-0.003 rule.

  • The percentage of creators on new social computing services depend on the aim of the community, and required skills;
  • The percentage of creators multiplied by the massive number of users means a huge addition of user-created value;
sc in businesses
SC in Businesses
  • Social computing is starting to move past early adopter firms and on to the early majority.
  • 89% of the CIOs said they used at least one of six SC tools - blogs, wikis, podcasts, RSS, social networking, and content tagging.
  • A remarkable 35% said they were already using all six of the tools.
  • Social networking was actually the most popular tool, with 19% of companies having invested in it, followed by podcasts (17%), blogs (16%), RSS (14%), wikis (13%).
  • Virtual worlds and (serious) games are considered promising in a company environment, in particular for simulation and education.
  • They reduce costs and improve the work experience.
impact of social computing
Impact of Social Computing

Two types of impacts that SC trends have:

  • Economic Impact;
  • Social Impact.
social impact
Social Impact
  • Increased user diversity, autonomy, and participation.
  • Strengthening of existing social ties or the support of making new social contacts.
  • Strengthening of existing relationships.
  • Increases possibility of privacy infringements.
key areas of impact
Key Areas of Impact
  • Here we examine four areas of impact
    • Political
    • Socio-cultural
    • Organizational
    • Legal
political impacts
Political Impacts
  • Civic involvement
  • Creates political hype
  • Political transparency
  • Fundraising
  • Creating perceptions of politicians
  • Community activism
socio cultural impacts
Socio-cultural Impacts
  • Presenting one’s identity online
  • Privacy concern
  • Influencing behaviors, attitudes, lifestyles and values
  • Impact on social life and relationships
  • Social integration & segregation
organizational impacts
Organizational Impacts
  • Networked form of organizations
  • Support for public sector operations (Support groups, medical etc)
  • Public sector transparency
  • Job seeking and recruiting
legal impacts
Legal Impacts
  • Concerns regarding intellectual property rights
  • Laws of the offline world have become obsolete
  • New paradigm requires new regulations

Here we will explore two - relatively

extreme - future scenarios of social computing


  • The exploration of social computing

trends in two scenarios serves as a thought

experiment of how social computing could

potentially impact the public sector

  • The “Yes, we can!” scenario
  • THE “Wall-E” scenario
the yes we can scenario

The “Yes, we can!” scenario

Astrid and the Multiple Sclerosis (MS) community

the yes we can scenario1
The “Yes, we can!” scenario
  • Citizens are actively engaged in the public domain
  • Social computing technologies have empowered all groups within society
  • Citizens use social network sites to mobilize, creating a continuous stream of political hypes
  • Public services are delivered by decentralized public organizations in close cooperation with private actors and citizens.
yes we can


  • Europe is a diverse and innovative society where citizens, private and public sectors are optimistic about the future and believe in “we can do this together” slogan.
  • All groups in the society have full access to the internet and citizens use social networking extensively
  • Citizens play an important role in creating new services and products as co-creators n initiators
  • Senior citizens participate actively
  • Citizens are highly engaged in the political decision making process
  • A new political participative model has emerged in which feedback loops and are fully integrated into the policy and decision-making cycle of the EU

Public services

  • Public services are delivered by decentralized

public organizations. E.g. healthcare, education and law enforcement


  • It will be an open environment in which universities, private companies and consumers will work together. All actors are ‘linked in’
wall e scenario


Anja, Tomaz and the Europe wide social health network Wall-E

the wall e scenario
THE “Wall-E” scenario
  • Citizens are indifferent and governments have delegated power to an involved technological system.
  • Both users and government are left with a rather passive role; technology has become the fabric of the society


  • European society can be characterized by indifference among citizens, the diminished role of government, and strong reliance on intelligent technological solutions
  • The evolution of Web 2.0 into a system of autonomous web services is accompanied by fine-grained data collection on the daily living environment, resulting in high citizen transparency and enabling the provision of fully customisedprivate and public services.

Privacy is no longer an issue

  • Technological innovation and economic growth has resulted in innovative solutions for the public
  • An innovation race for the best and most optimized public services begun
  • large private firms sensed the gap left by citizens and governments and started to provide their own ‘public services’: education, health, security, transport services, etc

Public services

  • Public services, mostly offered by large companies, they are of very high quality
  • intelligent technologies enable mass customization, efficiency and virtualization
  • large electronic databases with extensive and detailed profiles of citizens. Intelligent technology is implemented to monitor and track the activities of citizens, and the information is used in all public domains


  • Growth and the pace of technological innovation are very high.
  • Private universities and research institutes play an important role in society.
  • The Internet and social computing technologies evolved over the years into an autonomic system that connects everything in the virtual and physical realm
  • Both the scenarios are governed either by the social forces unleashed by social computing or by an autonomous, connected technological regime that has evolved from social computing technologies and other innovations.
  • An important question for the future is whether governments will be able to safeguard core public values and functions in
opportunities for the social computing trend in the public sector
  • Transparency
  • Accountability of public officials
  • Governments can gain insights into public needs and demands
  • content-related (intangible) public services in particular can be provided by citizens
  • Increased efficiency in the public sector