Community and social computing
The July 8th issue of the Economist had a really good overview article on Internet advertising and marketing.(Access to the article unfortunately is not free after the first week,and you may not be able to access that link unless you're a subscriber).
The gist is that current advertising model across the world (innovatedby John Wanmaker back in the 1870s) takes the approach of carpet-bombeveryone in a city with the ad, rather than what the Internet enables,pin-point targetting individuals who would be interested (rephrasingRishad Tobaccowala, chief innovation officer of Publicis, one of theworld's biggest advertising groups). It also talks about viralmarketing by word-of-mouth and attempts to measure this, as well asother possibly effective methods.
Definitely worth the read.
Per my previous post about Playstation Home, the rumor mill is hitting full steam. From what I understand now, companies will be able to develop for this new virtual world by partnering with Sony. So in other words, it may have the programmability of SecondLife but in a different fashion. Jay's also gathering info on the PS Home.
Sony is used to partnering with game development houses only for their Playstation environments. This kind of development can involve a build environment in conjuction with a game unit simulator that also supports debugging and large-scale development. I have never worked in this environment but the last I heard, it works with the Eclipse environment. In any case, theirs is not an open development environment and you essentially have to join their partner program to be able to do such work. This and the much higher cost of entry for developers and customers ($600+ PS3) creates some hurdles for them.
Obviously they really need to have a compelling offer and in this case, visually at least the PS Home looks appealing. Programmatically, it's value is still to be determined. With IBM's support in terms of the cell processor, I'd think we would be thinking of working with this environment too, but I am not privy to such information either so I can just speculate.
In any case, there are also two types of development involved here: application (or prim) programming and the 3D visual design. The 3D design is outside my skill level; I've done 3Ds of buildings before, but you really need to become immersed and practised with the tools for a while to become a good artist and I'm just not that caliber. This should translate to either Secondlife or Playstation Home, since these visual objects are fairly standardized in the industry. The app programming however, is definitely specific to the world.
Nintendo's Mii, on the other hand, is slightly different animal. From what I gather, essentially it allows you to edit/update characters and the environment of existing games. This to me is more like what WindowBlinds does to the Windows desktop environment, i.e. customize an existing system. This is particularly different than a MMO environment where you can build new things, exist in a mass population, and it is not centered around the structure or rules of an existing game. Another way to look at it is what tuners do to cars. You can improve the car vastly or personalize it to the extreme, but in the end, you usually still end up with a car. (but sometimes also a nightclub, a performance stage, a giant dinosaur, etc.)
So I don't really consider the current Mii and Mii channel comparable to Secondlife or PS Home. Please do prove me wrong.
Lee Provoost’s post, “Adopting Enterprise 2.0 in large organisations: Fiat or Ferrari?” talks about how people can start with smaller
cars like a Fiat and eventually upgrade if need be to a Ferrari, rather than
wait decades of riding public transportation until they save enough for their
top car. I don’t see the entire negative with public transportation but when it
comes to social software, this ignores a large problem: migrating from one
social software system to another is a lot more complicated than just replacing
the tool itself.
Having seen first-hand several generations of social tools
in our company, and trying to get people to migrate from one existing
environment to a new one, it takes a bit of work to get people to switch to the
new system. A better analogy than cars may be “transportation networks”. In the
US, think about asking people to stop driving and using trains instead.
First of all, change is hard: people become used to certain features and know how to work it quickly. Unless the new social tool has the exact same features handled exactly the same, it means new learning, often new terminology, and trial and error.
Social tools also don’t always make it easy to migrate from one system to another. So you may also need to reenter your profile information, preferences, and generally reinstate what you may have already had before.
People place a lot of content and context into their social
environment, and unless that is all migrated with them too, they may see it as “loosing
their standing in that social environment.” For some this is in the form of
rankings; for others useful or valuable content that they left behind. New
social environments don’t need to start at zero but more often than not, they
are not fully compatible with the old ones or provide different tools and
require different fields; thus, migration is not a simple prospect of
Finally, a new system should probably not only perform better,
but all them to interact in better ways. This also means new features to ask
people to try out. The power of the new social tool may be in those new
features but in maintaining the status quo, many users will keep using what
they know, until enough people have adopted the new features.
These are just a few basic reasons in adoption that make it
difficult to simply “level up” to a new social system. If you run a social
software system in your enterprise, you should certainly not treat it like just buying a new car.
I’ve increased my attendance at E2.0 by 100% by going two
years in a row; okay, that was a bad metrics joke. The Enterprise2.0 conference in
Boston was the big gathering of customers, analysts, bloggers and
aficionados this year. We’re still debating how many people really attended but
I’m guessing it is around a thousand. The week began early for me starting with presenting during
the Black Belt practitioner’s workshop on Monday. I’m proud of my fellow
members of The 2.0 Adoption Council who presented the workshops all day long.
There are about 10 speakers, starting in the morning with the effervescent Jamie Pappas (EMC) speaking on
business value; the cheery Megan
Murray (Booz Allen Hamilton) on planning; and myself on adoption. The afternoon
had a several pairs of speakers: Stan Garfield (Deloitte) and Luis Suarez (IBM) on community building;
Donna Cuomo (MITRE) and Ted Hopton
(UBM) on metrics and analysis; Bryce
Williams (Eli Lilly) and Richard Rashty (Schneider Electric) on positioning
tools; and Bart Schutte (St Gobain) and Kevin Jones (NASA) on mitigating risks.
I’m also thrilled so many people stayed from 8:30am till
4:15pm. It really is a fire hose of knowledge, even when spread across so many
hours. These were real issues and scenarios that the speakers have experienced
in trying to bring Enterprise2.0 to life in their own organizations. Has E2.0 gained ground? I definitely think so. For any idea
to take hold, there needs to be stability in what it means, and increasing
adoption and expression of the notions within it. Seeing The 2.0 Adoption
Council’s rapid growth within just one year (with over 100 member large
companies) worldwide, with active practitioners is one area of social proof.
The other is the reduction of “What is it?” and more of “How do we do it?” E2.0 seems to be entrenched in the domain of the CIO and IT
organizations. That’s a shame because it really does spread across many
domains. Gautam Ghosh lamented the
lack of attendees or speakers from the HR realm in a few tweets during the
event. Yet many of the talks were certainly around employee behavior and
engagement. I have to be honest. There are many things that are still
left unanswered this year. I didn’t expect solutions but I was looking for more
thought on the following ideas: It will still take a bit of time, or if at all, we can
figure on better patterns of a maturity lifecycle, but let’s not jump to
default conclusions simply because it is easy to remember.
I’ve increased my attendance at E2.0 by 100% by going two years in a row; okay, that was a bad metrics joke. The Enterprise2.0 conference in Boston was the big gathering of customers, analysts, bloggers and aficionados this year. We’re still debating how many people really attended but I’m guessing it is around a thousand.
The week began early for me starting with presenting during the Black Belt practitioner’s workshop on Monday. I’m proud of my fellow members of The 2.0 Adoption Council who presented the workshops all day long. There are about 10 speakers, starting in the morning with the effervescent Jamie Pappas (EMC) speaking on business value; the cheery Megan Murray (Booz Allen Hamilton) on planning; and myself on adoption. The afternoon had a several pairs of speakers: Stan Garfield (Deloitte) and Luis Suarez (IBM) on community building; Donna Cuomo (MITRE) and Ted Hopton (UBM) on metrics and analysis; Bryce Williams (Eli Lilly) and Richard Rashty (Schneider Electric) on positioning tools; and Bart Schutte (St Gobain) and Kevin Jones (NASA) on mitigating risks.
I’m also thrilled so many people stayed from 8:30am till 4:15pm. It really is a fire hose of knowledge, even when spread across so many hours. These were real issues and scenarios that the speakers have experienced in trying to bring Enterprise2.0 to life in their own organizations.
Has E2.0 gained ground? I definitely think so. For any idea to take hold, there needs to be stability in what it means, and increasing adoption and expression of the notions within it. Seeing The 2.0 Adoption Council’s rapid growth within just one year (with over 100 member large companies) worldwide, with active practitioners is one area of social proof. The other is the reduction of “What is it?” and more of “How do we do it?”
E2.0 seems to be entrenched in the domain of the CIO and IT organizations. That’s a shame because it really does spread across many domains. Gautam Ghosh lamented the lack of attendees or speakers from the HR realm in a few tweets during the event. Yet many of the talks were certainly around employee behavior and engagement.
I have to be honest. There are many things that are still left unanswered this year. I didn’t expect solutions but I was looking for more thought on the following ideas:
It will still take a bit of time, or if at all, we can figure on better patterns of a maturity lifecycle, but let’s not jump to default conclusions simply because it is easy to remember.
I tried the MIT Personas site just to see what it would come up for my name. Basically, it does a Web search for any name you give it and analyzes the text on a semantic level to find common themes or categories for content from you or about you (e.g., it might suggest topics like "sports", "legal", "social", "management", "online", etc.) How it does this is a little beyond my knowledge of semantic processing, as well as what practical use this is seems to escape me.
But it's fun. :)
Some issues with it, is that because it searches on people names across the Web, the content may mistake e.g., one "Luis Suarez" (our own blog-evangelist) with another "Luis Suarez" (soccer player). It helps if you have a globally unique name like "Rawn Shah" (so far). Another problem is that the results may vary depending on how it processes whatever search results it finds. So, in trying it out three times to see how close it was, it showed slightly different categories for me and sized these differently as well.
I can't figure out why the following categories appear since I rarely if ever talk about them: military, religious, religion, genealogy
Per Gartner's request, I have removed this post. Gartner does not permit comparisons to prior years' research.
Measuring ROI on social software is an elusive topic, so it’s wonderful when I find projects that have managed to quantify it in some way. The following story focuses on a particular task, that of social tagging.
The Enterprise Tagging Service in IBM aims to provide an alternative approach to helping people find information compared to traditional search engines. Search based on keyword analysis often relies on a taxonomy that is rigid due to the way the software performs its structural analysis of web pages, identifying and classifying the keywords. Social tagging allows people to add human semantics to keywords that they define that sometimes can amount to finding a resource faster based on what people think is relevant.
It has been an interesting time at the Social Networking Conference in San Fran this week. I ran into some great folks on many fronts including mobile social networks, social software in the Air Force, in GE, in GM, and much more. I did my presentation on how to help teams decide on the base level of social context that they may be interested in.
In quick step, this is what you consider instead of picking a tool right away. It is the vocabulary that you need to define the perspective that you want your social group to see as well as the rules on how the group should interact. The five social perspective models I highlighted are the:
PS: You can also follow some of my tweets on the conference sessions.
There are a number of events on online community management, social software and communications coming up this year. I'm glad to see the topic of community management is thriving even after decades of existence. These are the live meetings in the beginning half of the year or so; I left out the online events and webinars since they are quite numerous.
The Online Community Report indicates events in:
I'll add more as I find them, but as you can see it's a hot topic this year.
Every time I see another piece or book on social network analysis, I have to say something, particularly because the term is used so often these days.
There is definitely a science behind social network analysis that has existed for years. In simplest form, it maps the relationships between different people in a group, and draws the connections between folks. This contrasts against the hierarchical structure in most organizations and companies. In other words, the actual way people connect and interact in a group can often be very different than reporting structures and formal relationships between different teams. SN analysis examines these relationships and helps to point out bottlenecks, misdirections, and point out key people in your organization.
However, the shortcoming of this approach is, first, it requires that the members in the group all participate and respond to a questionnaire (and honestly) on who they interact with. The truth is that we may remember the first set of fewest people we interact with the most often (e.g., those folks on your speeddial, "myFaves" in Tmobile, etc.), but there are many others who we do not interact with so often but still hold value. So what SN analysis uncovers is frequency more than accuracy. That's the second part, accuracy implies quality, and the quality of relationships between folks are hard to determine, especially when you consider that people rarely record and evaluate every single interaction they have with others.
The diagram on page 99 of this month's Fortune magazine is pure fantasy--it is not on the online version of the story. It is unlikely you will ever uncover this kind of information, mostly because it is very invasive and raises many privacy concerns. Don't get me wrong; there are probably people who really do try to create such a map, but it can get horribly complicated over time and with larger populations. The reality of what you can get is shown in the article, luckily.
The article does however, point out the reality: there is a hidden network of how people interact in a workplace. You cannot directly measure this to a really fine degree and probably shouldn't even try. Every manager knows that they should get to know their employees to some degree; some managers can remember more about the work relationships and history of their employees than others; in that way, they build their own mental map of their surrounding hidden workplace.
How does this relate to "social networking" in the Web 2.0 sense (i.e., blogs, forums, wikis, tags, etc.)? When you get frequent and regularly participating members in any community, you have this same kind of invisible relationship network. I won't say it is impossible to map this out; someone might eventually prove me wrong. Software makes it easier to track interactions since there is a "written record" somewhere. Smart software may be able to automatically analyze your interactions with other folks to help you keep track of your own social circle. I have seen this at work already. It can look at how you email, instant message, chat, online event, blog comment, forum reply, etc. that you make with each individual and create a map for you. This is harder than it sounds because it means the software has to look in many places. It also means that the analysis software needs to be compatible with each of these applications which you use; since most people don't use the same set of such tools that may not even be in the same site or organization, it is really hard to track.
This points out to keep track of relationships more than messages. While we still tend to think of email as the main way we communicate online, this is already starting to spread to many other types of applications. Eventually email may no longer be king; even if that day is a long way off.
This also points out another behavior that is an unfortunate side effect of the availability of peer networking social tools like LinkedIn. The value of social network comes from deep or meaningful realtionships with others, not quantity. It may be a while before this sinks in so reiterating it frequently is a public service. It's not how many people you connect with but how many of these are meaningful. Quality over quantity.
I think it was inevitable that something like this would emerge: a top console maker integrates with the Internet and start creating online communities, to combine its graphics system, user-to-user interaction and build a following.
And it looks like Sony has beat the others in the race with its announcement of the Playstation Home. It leverages the enormous power of the PS3 to render truly gorgeous graphics. News of it is already starting to make the rounds as a serious contendor to other 3D MMO systems like SecondLife. Since I missed the Game Developers Conference last week, but I believe it was announced according to this article.
Since I haven't actually tried it, it is difficult to tell how well it works over a network link. Also, graphics aside, it still remains to be seen what you can do inside this virtual world. From reports, it is much more like a true-3D system competitive to Cyworld, where users have homes they can decorate, buy stuff online, etc. and used primarily for socializing with friends. There's no word about programmability or if there is a way to develop new items or objects within the world, as you can in SecondLife. This is what has helped make SL so popular, and has contributed to its growth. Plus, it's free. On the other hand Sony certainly has a huge marketing machine, an established base of fans, and a network of games that could integrate with it. This might even give MySpace a run for its money in terms of social spaces.
Is this the death knell for SecondLife or MySpace? Let me know what you think.
My friend John--also known as Action Figure John but that's a different story--brought by the most expensive coffee I'd never heard of until then. This coffee is so hard to produce that I doubt Starbuck's or Peet's could ever list it on their boards.
Jamaican Blue Mountain, you say? Pshaw... that's middle class stuff... :)
Around $150 or more a pound for the roasted beans, this coffee has to be shipped directly from the plantation. It is the legendary Kopi Luwak... and here's where the snickering begins.
This exotic coffee from Indonesia can only be found on plantations in Sumatra, Java and Sulawesi. Not only do they have to grow a good bean but it requires the assistance of Paradoxurus hermaphroditus, the Palm Civet (/snicker). This small mammal is common in many parts of South-East Asia and does the very important function of eating the raw red berries, digesting them, and then pooping them out! (/snicker /snicker) The enzymes from the digestive tract apparently help to break down some of the bitter proteins. The happily fed mammal then walks away to eat another day. Farmers collect the beans and give it a light roast, then vacuum pack it and ship it to coffee extremists worldwide. John ordered it from AnimalCoffee.com I believe.
I just had to try this out, even though I'm not a coffee drinker myself.
For our afternoon of watching the Tivo'd new season episode of Battlestar Galactica, John brought his pristinely packaged poo poo coffee, along with his shiny brass coffee pot and burner, which he uses to make Turkish/SE Mediterranean coffee (yes, the true gritty stuff).
John ground a handful of beans in his brand new matching brass hand-mill coffee grinder, since it gets smaller grains than an automatic mill. It takes about a good 5-10 minutes of grinding to get it that way though. Then with some fine drinking water for fewer impurities, boiled over a small alcohol stove, the coffee came out quite nicely.
Not being a coffee connoisseur--here's a link from someone who's more in tune with it--allI could tell is that it was still a little bitter but had no harshness atall. It was strange to me but the others liked it.
He thinks we stillneed to refine how much coffee to water and how fine to grind it. Thegrit was not as fine as the Turkish coffee he usually drinks (about 2pots a day). But as you can see none of it went to waste, and people quite enjoyed it to the bottom. (/snicker)
rawn 100000R0P5 Tags:  economic enterprise-2.0 report data europe geographic eu case-study european e20 commission 2 Comments 5,802 Visits
The trio of Headshift, IDC and Tech4i2 have released their Interim report on Enterprise 2.0 in Europe. This is a fantastic piece of work in 160 pages. I had time enough go through half of it so far. It covers so many areas and compiles data on geography and economic production in countries due to e20. Thanks to @leebryant and @mikejthompson for sharing this.
Here are some of my suggestions and points:
Pg9 Table 3 - Links between participants –
For traditional enterprise aps the “peer or hierarchical” describes the structure of how people are linked overall, but for E2.0 apps, it focuses on quality of individual links.
That’s two different concepts.
Option 1: include both structure and quality in each box
- Traditional Apps – “Peer or hierarchical, if linkage with others is supported at all. Members have to accept predefined links with others in their workgroup. Strength of linkage unknown
- E20 Apps – “Web of connections. Members choose who they want to link to, and strength of connection depends on interactions
Option 2: Quality only
- Traditional Apps – Members must accept predfined links to others in workgroup, and strength of linkage unknown
Option 3: Structure only
- Traditional apps - Peer or hierarchical, if linkage with others is supported at all.
- E20 - Members choose who they want to link to, and strength of connection depends on interactions
Section 2.3 pg 10
This should also indicate sources which state that Organizational Culture and culture change is a key aspect. If you want you can link to our IBM paper on adoption which stresses that this is not just technology adoption, but actual work culture change.
I think for the Internal case, its missing: building employee loyalty, satisfaction and retention. To this take a look at Salary.com’s 2009 survey of Job satisfaction, particularly at the top reason “why people stay in a company”: “I like the people I work with”
An Internal>External or perhaps External case is keeping in touch with former employees/alumni. This is a variant on recruitment. By having an Alumni community, you may be able to rehire former employees which is much more cost-effective and faster in terms of integrating into the company. This saves time and money over hiring completely new people.
Section 2 & 3 overall
There seems to be a heavy reliance on McAfee’s research only. It’s very one sided. You should cite other sources as well. There are a whole lot of other researchers in this domain too.
Page17 Communities of Interest
A community of practice is a key component of building a “Center of Excellence” within organizations around different topics, technologies, knowledge domains and innovation directions. It identifies company-wide a select group of subject-matter-experts and organizational memory. In short developing centers of excellence within organization supports the overall innovation strategy of the company.
Pg 18 Innovation Management
IBM InnovationJam and IdeaJam system is a managed approach to ideation and discovering employees interested or committed to bringing innovative ideas to life. IBM has had various such Jams since 2001 across different populations: employees only (new product or service opportunities), employees and family (local community development, and work-life balance), and employees, customers and business partners (challenging global issues)
Pg 20 Crowdsourcing
An example is BurdaStyle by German publishing company, Hubert Burda Media. By providing a template system to allow anyone (customers) to create new clothing designs of their own. This is an example Crowdsourcing by Template; it generates new ideas that customers can sell to each other or license to the company Burda itself to produce for the mass market.
See my book “Social Networking for Business” (Wharton School Press, 2010) Chapter 4 on further details.
Pg20 Customer/Public Engagement
Use more European focused social sites. See ManyEyes and comScore data on apps per country
Pg39 4.2 The Role of Leadership
This is missing out that E2.0 allows a variety of different leadership models as microcosms within the overall organization leadership structure. I provide a variety of these models in Chapter 2 of my book.
The significance is that it creates an alternate dimension of leadership hidden underneath the official hierarchical structure of the company. These alternate models can be discovered through Social Network Analysis, or predefined for individual communities and social environments with different groupings of employees.
Pg40 Organisational size
One of the most obvious facts most people forget is that on the Internet, there is practically unlimited population that may participate in web2.0 environments. However, within an organization, there is a definite bound of all the employees involved. What this affects is the notion of the Long Tail: with a bounded employee population adoption need not be a long-tailed graph at all, since you can determine through metrics data how many people are involved, and how involved they can get. The graph changes shape significantly. On the Internet, there is an endless supply of the long-tail on ther otherhand.
Missing is a discussion on the Dunbar number limit that suggests people are able to at most recall 150 peers or friends, and a closer look at why that idea is not necessarily applicable in E20 system.
See Christopher Allen’s post on this: http://www.lifewithalacrity.com/2004/03/the_dunbar_numb.html
Pg77 Employee Privacy concerns
Another actor of the personal social networking is that the line between work and personal discussions is getting quite blurry. E.g., some people use their personal Facebook profile to post both personal content and work related content. It thus becomes harder to tell how people are working because it requires detailed context to decide if any content posted is work related or personal.
Furthermore often employees use their corporate social environment to casually discuss personal ideas, projects and activities. This is not a negative, because it creates opportunities for other employees to find commonality and like-minded peers; in other words it improves chances of building stronger employee-to-employee bonds.
Pg78 “Eat your own dog-food”
How about “Drink your own Champagne” – a more pleasant prospect.
Pg80 Does E20 matter
For 1) or perhaps 3) there are some existing evidence / studies on the impact of e20 on productivity and growth. See Wu, Lin, Aral and Brynjolfsson (MIT & IBM)
It quantifies exact value gain per employee from stronger relationships through e20.
Pg81 Maslow’s ROI Hierarchy of Enterprise 2.0 chart
I know Hutch based this on Maslow’s theory, but using that title for the chart is very incorrect because it suggests that Abraham Maslow (now dead) defined that Hierarchy.
A better name would be “ROI Hierarchy of Enterprise 2.0 based on Maslow’s Hierarchy of needs theory”
[I should say right ahead that I’m not picking on them (since I disagreed before), but when many good ideas come across from Hutch Carpenter and the Spigit folks, sometimes I just have to disagree.]
The article Maslow’s Hierarchy of Enterprise 2.0 ROI on the Spigit blog from last week proposed a framework for a pyramidal hierarchy of needs aimed specifically at ROI of Enterprise 2.0. They are correct in some ways describing a pyramid of levels starting at the base with tangible needs and moving up towards increasingly intangible ones.
I’ve linked to their image here, source Spigit Blog. [I may take this image off if they ask so but you can generally find it on their blog post]
However, I’m not so sure that it can be so easily applied here in terms of the levels. For one, Maslow’s theory indicates that humans cannot focus on the higher levels until the lower levels are satisfied. This would be nice to conclusively say this of Enterprise 2.0 ROI but I can give examples where it is very difficult to identify “cost-savings” at the bottom of the pyramid in a conclusive and replicable way, but easy to identify “employee satisfaction” somewhere around the middle.
Cost savings is a comparative; you need to determine that it is most efficient to do things with one or more e2.0 tools than existing or traditional non-e2.0 processes. The trouble is that this is not systematic across all e2.0 experiences. It’s not simply a matter of deploying a discussion forum, for example, to support customers before you start seeing results (even before you see cost-savings); in fact, there’s no guarantee it will ever become enough of a social environment where the vendor, partners, other users etc. are properly supporting the needs of a customer. In comparison, a support workflow, even if more expensive, has immediate results. Until the social environment actually does support customers, it is a cost-center.
However, even without knowing cost-savings per Maslow’s theory, you can use survey instruments to determine employee satisfaction. Qualitative measures such as “satisfaction” work best by gathering input directly from people; it’s simply something in their heads that you need to get to. This means surveys, interviews, and focus groups. However, it does get a metric—which ROI is—of the level of satisfaction, without ever having to find out if the social environment creates cost-savings. This is similarly so for “customer satisfaction,” and I’d argue for “cross-org collaboration” as well.
So, while the idea of relative dependencies and ranking of hard and soft metrics that indicate some beneficial return, I don’t think this approach works. The logic has some holes and I wouldn't be able to sell this idea to folks around here.
I have been looking at online-to-print publishing services lately, or alternate formats in e-books, lately. Even with so many online forms, dead-tree formats are still preferred by far. Part of it is a question of format and such, but right now I'm more interested in how people feel about a book.
Stability - It's ironic that in a business world where fluidity and change are pressing forces, that printed books with a fixed set of information are still preferred. It is not as much the permanence as the stability in knowing that the same information is still there, not changing. For a lot of information that does not require adjustments or fluidity, this makes books first in mind. This is also its weakness in books: the more variable information needs to be the less significant the value of a book.
Exclusivity - It is the fact that not everyone can get their work published that adds value to books. This doesn't mean that the best info always gets out there, but it does mean that people have to work harder to get their info published. In the traditional process, this was to encourage excellence (but I don't think that's always the case)
There are other values, but those are being eroded (slowly) with the rise of digital formats: portability, visual impact, artistic value, etc.
Therefore to some folks, its that feeling of exclusivity of having a published book that makes it worthwhile. Which is why I think the idea of vanity publishing used to be compelling enough to keep a cottage industry going. Today however, with key innovations like HP's Indigo press system, it becomes so much cheaper to print low-quantity runs of books.
Take a look at Blurb.com, which allows anyone to get their photos, words, blogs, etc. put into print format at an affordable level. Having written so much over the years, I wouldn't mind taking some of my old online work and having it published into a print format, if nothing else to just have on my bookshelf.
I'm reading Mark Buchanan's excellent book on Small Worlds and the Groundbreaking Theory of Networks, and came across the concepts of egalitarian and autocratic patterns in social networks. Before you jump to conclusions, let me say a few things about this book. To me it seems to focus on the mathematical origins of the theory of social networks, but takes a pleasant approach going through the history and background of how these ideas emerged. It also spans a wide range of disciplines in terms of where these patterns appear, from biology to watershed and geological studies.
First, it talks about Watts and Strogatz's truly innovative look that has eventually spread across the world as the meme: six degrees of separation. There's a lot more to it than the Kevin Bacon game, but I'd like to point out the particular elements here on egalitarian and autocratic networks. This is actually has little to do with policital systems like socialism versus monarchic or oligarchic communities. Instead if you look at it as a mathematical problem, what it describes is that there are often two varieties of patterns of connections in a system that emerge often.
The first is a basic heuristic that can be commonly seen in some biological systems like the brain: as a node (in a network system), you try to establish a fixed amount or ratio of connections to other nodes. The connections are not a random pattern, but neither is it based on a high degree of "purpose" or "intention". This proposes a very egalitarian and essentially a very simple rule to help build more complex systems as the overall network grows and evolves.
The other is the autocratic pattern, where the heuristic is to start with one node and grow from there. Essentially the key node itself starts growing in size or strength, while its immediate connections grows with it, and scaling down until you reach the end or leaf nodes which have only one connection to someone else. This easiest example is in terms of well known sites or articles on the Net that get linked from many sites, and in a very simplified description, the basis of the algorithm that Google's engine uses.
If you look at one example of each of these networks from a high level, the egalitarian network seems to be completely chaotic with no easily discernable pattern you can tell visually. On the other hand, the autocratic network looks strangely like one of those classic fractal diagrams. Yet, both serve different purposes and have different uses. You might almost say that they are the yin and yang that exist pervasively throughout the world. Okay, maybe that's too metaphysical for a Friday :)
Money magazine has a US Dollar to Wizarding world currency convertor for the world of Harry Potter, but apparently it has some shortcomings. If JK Rowling, the first billionaire author, were to transfer $1 Billion--that's US one billion, or rather a UK one thousand million--to Harry's world, apparently she'd need several trucks to carry all that change, but not have much in terms of larger values.
CURRENCY CONVERTER RESULTSMonday, July 23, 2007
1000000000 US Dollar = 2 galleons, 125862069 sickles and 15250000000 knuts
No harm done; just funny.
As part of a personal project, I've started learning JSPs and Servlets. My first thought was to go into Rational Software Architect and start modeling out what I had in mind. Without really looking into it I went into standard class modeling. Then downloaded Tomcat to start work on the actual JSPs, and which then led me to download Eclipse 3.2--I don't know why I didn't think of checking into how I could build JSPs with RSA, but I think it was to be able to get something that the students can use. This is a project for the students but I realized later through our Academic Initiative (when you sign up), they can get a copy of RSA for student development projects anyway; (or the 30-day eval off our site)
This probably sounds like a commercial but, to make it short, the Eclipse basic tooling to create JSPs in a Dynamic Web project is pretty simplistic; enough to get you an editor and get working. The visual modeling in RSA is just so much easier to use (supplemented by the text editor for the scripts) for planning and layout. The relevant HTML tags, JSP elements, and even JSF (which I haven't used yet) is there too. Now, I just need a whole lot of practice.
I picked up a copy of The Kids are Alright by John Beck and Mitchell Wade at the airport a few weeks ago. The subtitle How the Gamer Generation is is changing the Workplace is very apt. It is a sort of business-oriented sociological report on the behaviors, interests and incentives of this particular generation.
This is probably a must-read for all current managers and those who simply don't consider themselves as part of this generation. What is this generation you say? It's a cohort/generation that probably started around the early 1980s up until the current block of 10-year olds. They generally consider anyone over 34 or 35 to most likely not be part of this generation. I'm in that generation myself although I'm just about exactly at the cut off point.
This is one of those books that talks about the implicit life lessons that influenced those in this generation, even if they were not heavily into game playing. It is very likely that those in this generation were surrounded by this and the closer you get to the current time, the less likely that they know a world where video/computer games were not commonplace. The preface lists 7 Habits of Highly Typical Gamers which seem quite relevant to the behaviors I've experienced amongst others in this generation. I'd even put it as something to think about when designing or delivering products and services.
The book appears quite on the point but almost dates itself, not because of time necessarily but because it was likely written at the turning point in the game industry: the rise of MOGs (for the non-gamer generation folks: multiplayer online games). At one point of the book, it talks about how gamers are tuned into solely individual experiences, in that the game-world exists solely for them.
While this is/was case for single-player games, recent years have shown that multiplayer games can become successful, recurring sources of revenue. While single-player games are still the vast majority, many leading games now are either designed solely, or have special modes, for squad (4-6 players), team vs team (16-32 players), or massive-players (up to hundreds of thousands simultaneously).
Most WoW players today probably won't even understand that even ten years ago, even squad-team games were not worth their development time. I recall in 1996 trying to convince a VC and game developers to consider creating multiplayer games. Most just shrugged or plain laughed at the idea. Thank goodness for a reversal on that. (For me, it does suck to be way too early to a party and no one's there).
Anyway, MOGs may change the rules for gamers once again. One key point in this book is that because it's a world customized for your experience, it does not emphasize the more-challenging issues of building social connections within games. Even when players get together to play a game, with SP games, it was mostly a solitary experience. With MMOGs, players once more are faced with social relationships and often with total strangers from other locations, and with much larger crowds and changing people. On top of that technology has evolved so that it is even simpler to interact: actual live audio conversations rather than typing a lot of text, greater bandwidth and better computing power for richer environments, and even social networking sites for recording/blogging events, etc.
It's my belief that games are so much better these days for their multiplayer aspect. For myself, I started on MMOGs back in the text-based MUD days around 1990 or so, so I'm pretty ingrained into this from an early date. So when I play a top-10 single-player game like Oblivion, even with one of the richest environments, most detailed graphics and storyline, open ended gameplay, and a reactive environment, it still feels a little dull because of the lack of other real human players.
In any case, I'd be curious to see a followup to this book in another 4 years examining how MOGs have affected the gamer generation. Let's face it, after a certain point, you can't really call it a separate generation because games are likely going to be here from now on.
I was discussing this topic with several other friends today: when it's your turn to watch the baby, what computer game do you play?
I have a night shift from 8 to about 12 to watch the baby and the best game I can play is Civilization IV. It's a little older now but it's still a good game and the turn-by-turn basis gives me a lot of time in case I need to stop and attend to him. Also Civ IV is can be played almost as well whether you have just a keyboard or just a mouse, which is an important factor when you have to do your turn one-handed (while bouncing on a big rubber ball holding the baby). Also, the game takes many hours to finish and that is just what I need.
My friend Eric is/was quite into World of Warcraft, but when the baby cries, he put his priest character into "follow" mode. Unfortunately, that doesn't always work so well, when the others need your help. E.g., they're off fighting a creature and you're just standing there while others are begging you to heal them. So, I won't mention what his character's name is...
Another friend plays a version of Half-Life--I think it's Team Fortress--where you can turn your character to Observor mode, thus essentially making your character invulnerable but ineffective in the game. Your teammates still probably won't appreciate you taking yourself out.
Anyway, I've played Civ IV to death and new I'm looking for another building/management strategy game. I hear good things about Caesar IV, so its next on my list.
On the last two points that Davenport made in his book: to get commitment from a knowledge worker, it is important give freedom to experiment and work on ideas rather than to always dictate or direct them to work on specific things. Also, just as it is difficult to describe the job, it is also often hard to describe the knowledge output; for that matter, knowledge workers may not even seemto be in their best interest to share their knowledge.
The concern is that if you do not provide the correct supportive environment for your knowledge worker, they are quite likely to move to another organization that does (i.e., jump ship to a potential competitor who does offer the right environment).
This has direct relevance to a number of activities in IBM. For one, we now have Think Fridays. Basically, Fridays of every week should be freed up so that you have some peace of mind to consider, experiment, or talk about new ideas. Each person should apply that to their job as they see fit. I hear that 3M has something similar in that engineers should put aside 15% of their time to this kind of free-thinking.
For me, this tends to free up my regular weekday packed with phone calls with different groups, and sit back and think of the issues and changes to our project, or new ideas that have emerged. Others in our division use this time to experiment with new technology. C.J. and Peter on our team have even extended this to Think Friday-Build Saturday-Test Sunday, which I agree is certainly going beyond the call of duty, and very applaudable.
Now, consider Think Fridays on a different level across all IBMers. In particular, think of what people do in blogs and different community areas: discuss, digest, or produce new ideas. In fact, if youre an avid bloggers, you probably have Think-Mondays, Think-Tuesdays, etc., but in less than a full days time. Thus by blogging, as a knowledge worker, you are very likely and effectively using that free-thinking time.
So my advice to bloggers in IBM (and even beyond): Consider using a portion of your Friday to blog, because by blogging you are in effect implementing the spirit of Think Fridays.
Obviously, not all the ideas that you have are something you would want to discuss on a public blog. In that light, for IBMers we have an global intranet system called BlogCentral, which is a safe environment to discuss ideas with other IBMers. This quickly points to the necessity of having a blog system not just for an external audience but also one for a company-internal audience. Therefore, for knowledge workers within an organization, it is important to have an organization-wide blogging platform.
So for those looking for a business case for why you need a blogging system inside an organization, this is one good example. Blogs allow an expression of Think Fridays (or your organizations equivalent) which many companies think is an important aspect of encouraging, supporting and keeping happy their knowledge workers. I would generalize that to any number of other community tools, not just blogs.
Science fiction movies and TV shows have come a long way from simple puppets and men in ape suits. It even seems like the industry is starting to become nostalgic about those old movies (e.g., Spielberg's remake of War of the Worlds, and upcoming King Kong by Peter Jackson).
A friend of mine brought around a hilarious B-movie spoof called The Lost Skeleton of Cadavra (None Can Stand Its Mental Power!). It was complete schlock, with such classicly idiotic dialogue like "Yes, honey, I am a scientist and now I shall go do science." B-movie's typically have bad dialogue, cheesy plotlines and very cheap effects. (This one had an evil skeleton that walked around puppetlike which you could obviously recognize as left over from a medical school model).
Some B movies can still excel. To get away from the stigma of B movies, they are now sometimes called "independent films", although I'm not sure if that does it any good.
Ever since watching Clerks, a decade ago, I've found a whole new respect for these movies. Made on a budget of $27,000 I believe at a convenience store that the director actually worked at, it was the first independent film which I thought should have gotten an Oscar for best screenplay.
Take George Romero. Dawn of the Dead is still considered one of the best zombie (B) movies of all time. But it spawned a whole new generation of such movies from the Evil Dead series to the absolutely hilarious Shaun of the Dead. With his new release (that I have not yet seen) Land of the Dead, Romero was honored with an ovation at the pretigious Cannes film festival this year.
On US TV, the remake of the Battlestar Galactica series loses the idealistic, sophomoric drama, and heavy stock footage reuse from the late 1970s series, for a significantly more hard-hitting drama that poses the tough questions that sci-fi at its best tries to bring forward.
Like War of the Worlds, the Battlestar Galactica series has a non-human force that easily overwhelms the skills and ability of humanity. In this case, this force is the Cylon "race" of intelligent robots that humankind created to handle warfare. After many smaller wars, the Cylons retreat for years eventually returning with new self-designed models that are very humanlike. More significantly, they develop the notion that God has created them to replace humans with a more organized civilization.
These are the tough questions that the legends of sci-fi like Asimov, Niven, Wells, and others posed. Too often today, the sci-fi stories are simply covered up with cute relationship drama, and special effects (e.g., the new Star Wars series spent too much time on these elements rather than building a deep story).
Whether probing the classic futuristic themes or just providing entertainment, many of these same shows have developed a very healthy community of faithful followers. Some of them have even become some of the biggest brands in entertainment (e.g., Star Trek, Star Wars, etc.)
If you follow Douglas Atkin's theory as described in The Culting of Brands, many leading brands have similar features whether it is a company, an organization or a religion. These include ideas like:
Atkins' talks about how such activities exist in many leading organizations like JetBlue, Apple Computers, Harley Davidson and others.
Can you see any of Atkins' elements in movie and TV show fan followings?
- rawn[Read More]
I noticed Hutch Carpenter's (@bhc3) post about this proposed session in Enterprise 2.0 conference where he's talking about different forms of competition. I had to share this excerpt from chapter 4 on Social Tasks of my book on the different forms of working together on a social/collaborative task.
Another excerpt from :
Another excerpt fromSocial Networking for Business
"The next step of defining a social task is to consider how members perform this task collectively. Social software aggregates the behavior or content from many individuals into overall results or collections of results. However, you can use different methods to perform aggregation:
- Independent: Members work on the task separately, but the results are aggregated across all members. Their discrete actions and results might not be directly visible to others: the results are visible only as an converged aggregate value (for example, closed ballot voting).
- Autonomous: Members work on the task separately of each other, and their results are distinctly visible to other members as separate work. This creates opportunities in which members might benefit from information that multiple other members share. A collection of divergent results across the many members or a single convergent result (such as brainstorming on ideas) can occur.
- Consensus: A group of members works directly together on the task with the intent to deliver an overall collective result, even if it’s not unanimous or convergent. Tasks often require analysis, discussion, and debate to arrive at a collective answer. The ultimate goal is to converge and deliver a single collective result, but members might not always agree on one answer and there sometimes produce multiple options as results.
- Deliberative: A group of members works directly together without the intent or necessity of coming to a consensus on a single result. These are typically discussions or interactions that can spread out in many directions, depending on how subsets of members interact.
- Combative: Members must compete against each other to derive the best result from the group, denying other choices.[i] Unlike consensus forming, only a single answer is provided from all the choices the group generated.
Glass, Designing Your Reputation System in 10! Easy Steps, IA Summit
A discussion on community manager or builder's skills on Twitter incited me to post this list below. The following are various personality traits, behaviors and skills to look for in a Community manager or builder, straight out of my new book, Social Networking for Business (Wharton School Press 2010):
- Listening: A large part of a community manager’s role is being responsive to the members of the social group, noting their issues and tone, and having the patience and willingness to put things aside to pay careful attention to issues and problems.
- Talking: Writing or talking about their experiences, ideas, events, or other insight in a natural or casual tone helps users get to know the CMs better. This is not about marketing or making sales pitches, nor is it an extensive academic or official report.
- Taking notes: Good community managers are always taking notes, literally or mentally, and saving or organizing them in a retrievable fashion. In a conversation, they are listening carefully and taking notes on the key points the other person is trying to make. If CMs need to write something down, they can ask users for permission to take notes. With problem issues, CMs might perform the physical act of note taking, either with pen and paper or through tagging and writing online; mental notes often get lost or forgotten. The notes saved are helpful in other activities.
- Building relationships: Listening and talking sets a frame to build relationships with members. This is not just remembering the names of members, but also paying careful attention to their motivations, interests, activities, relationships, and other facets of their lives.
- Engaging in remote or virtual interactions: Being comfortable working in an environment in which you might never physically meet the users you work with is important. Online environments frequently do not require a physical office location, giving community managers the freedom to work from home or other venues. This also means having the responsibility to actually perform work in such a remote environment and to avoid distractions. However, this is not exclusive; knowing how to interact with members you have never met in face-to-face situations is also useful.
- Energizing members: A good community manager’s personality engages and energizes the people he or she talks to. These community managers like to shine the light on others’ activities and bring awareness to such activities they consider significant.
- Mediating: Within any social group, some degree of debate or argument eventually will arise. Community managers can play a role in mediating or arbitrating when things get rough. They don’t need to be the ones to find every solution: it’s better if the parties come up with a proposed solution: but they need to be open and seen as neutral.
- Voicing for the membership: Community managers might need to negotiate with other parties: whether competing for attention in the same organization or working with other sites, events, or groups: to bring attention to their own community or members. Community managers should be able to act as a voice for the overall group to the sponsoring organization or to other groups.
- Finding a way: CMs must handle a variety of issues—some I see occurring repeatedly, and others are fairly unique. Community managers need to have a drive to find a way to solve problems. This means persistence, intelligence, creativity, social awareness, and more. No template exists for this role—it requires an instinctual nature of wanting to help people.
rawn 100000R0P5 Tags:  social-computing scalability population social-software blueiq e20 size 1 Comment 6,815 Visits
On returning from the recent Enterprise 2.0 Conference in Boston, I had time to reflect on the scaling issues that come up in social software adoption across an enterprise. In watching Gentry Underwood's excellent presentation on how they designed the social computing environment in IDEO, I tweeted to him that new issues start to pop up when you move from an enterprise social environment for 500 people to 200,000--or in IBM, nearly 400,000 people in 170 countries. This is not a bragging point, rather a one of frustration.
There certainly are other large or technological-oriented companies deploying social environments, but from my experience in hearing from others, no one has hit some of the scale issues that we have in IBM. Obviously we are talking about an enterprise's deployment rather than a social site like Facebook; they're very different issues for each.
For one, while employee profiles and directories are starting to become commonplace in other enterprises, we have had one for well over a decade in one form or another. We've already gone through the issues and practices others have found: (a) include everyone; (b) prepopulate with relevant contact, work info, projects, etc; (c) popularize it as the place to look up data; (d) integrate into or make it THE basis for contact info for other existing internal and extranet Web apps; (e) invite partners,contractors and suppliers; (f) tie to enterprise-wide LDAP and single-sign on; (g) integrate into common work processes and behaviors. In fact, the last I looked, we had nearly 600,000 profiles in our Bluepages (including employees, supplementals, contractors, bots, some partners and suppliers).
While the Bluepages system certianly popular, it is but one of several dozen commonly used social software tools, some of which in themselves have hundreds of thousands of unique users. We have thousands of smaller communities and wikis some of which have tens of thousands of members. The multiple tools comes out of our laissez-faire attitude to allow many software ideas to emerge, and through our user base test and advocate the best ideas.
The population size of this system isn't quite the issue, but I put some thought into what enterprise 2.0 deployment issues might appear with scale and came up with the following chart. I hope this can help other maturing e2.0 environments consider some of the issues they may be coming up agains
A. distribution of people across time zones
B. distribution of people across cultures / countries
C. distribution of people across physical locations
D. distribution of people across job categories or dissimilar job roles
E. projects people work on are very different in nature
F. distribution across access devices (desktops, laptops, mobile)
G. many separate (non-integrated) social tools, or different interfaces
H. many separate databases as information sources
I. many separate or isolated social instances
J. number/reach of boundary-spanners
PS: Thanks dW folks for migrating my blog over!
I've finally had a chance to read Malcolm Gladwell's book Outliers today. As with his previous books, he tends to border on sensationalism focuses on events which may possibly be rare outcomes but wrapping it in a story. The impact here is that he is a great storyteller, but his stories may not necessarily be correct. I can't substantiate that irrefutably but I don't need to.
For example, one chapter focuses on birthdate year as an influential factor describing a host of folks in the computer industry who have gone on to be hugely successful. But at first depoints out that SOME of these folks may have had a series of lucky breaks (e.g. Bill Gates) that gave them an advantage, most not related to their age but to their connections. Then with some quick wave of the hand, he points back to the birthdate year being the summary of the chapter. Okay, what happened there?
Patterns may exist (same location, same birthdate, etc.) but it is a combination of these factors that contribute to success. For that matter, it doesn't qualify if one particular of these factors is a bigger contributor.
He's still a great storyteller and uncovers unusual tales, but from what he has in his books alone, it's hard to tell if what he describes is really is true, or just makes for interesting entertainment. That aside, he has still achieved business star status which can direct people to think that way.
You may be familiar with Wordle, a nice little Web2.0 tool by our own Jonathon Feinberg that creates word art images like this below. You've probably seen wordles like this appear recent (e.g. Tim O'Reilly's Web 2.0 paper)
(Source: Wordle.net - Pride and Prejudice first chapter)
Here's a game we started playing with it similar to other word games like "Cr*nium".
We had lots of fun with the Pride and Prejudice wordle, and not the phrases you think would appear out of Jane Austen (e.g., "girls better consent", "young delighted experience lady", "insufficient flatter heard")
I have no idea if this is an original game by itself but I'll set out the rules we're using and you can try and tell me.
The goal of the game is to see how many meaningful phrases you can make out of words that appear next to or very near each other in a wordle.
You need: 2 or more players. Paper and pen/pencil per person. Web access to wordle.net
So I broke down and created a Manga face of myself. (Manga's are Japanese graphic novels, some for kids, some for grown-ups). This is a recent fad on Twitter, but cute nonetheless. The FaceyourManga site offers a Flash tool to choose many different factors that you can choose from to create your particular manga.
Here's mine below:
What's the point? You can use this as a profile photo whenever a social site calls for it.
(As part of becoming manga-ized, you turn 12 again, whee! :)
What I found amusing was my wife's reaction when she saw the photo: "Why do you look so angry?"
Sarah: "You're not similing."
Me: "But I am. I just did not pick the wide-mouthed grinning smile."
Sarah: "You look mad. Must be an Asian thing of not showing your teeth. "
Well that's an American view I guess. It seems a cultural interpretation that unless you smile, almost grin wide-mouthed, you're not happy. I'm just here to state that that's not true at all.
Oh well, I'll stay true to myself and stick with this manga face. It's an I-know-a-secret-smile.
I read Jonathan Trenn's recent posts on the fallacy of community (and more on it) which seems to argue the concept of community but combine a number of different elements together: culture (mostly), governance, and structure. T
It seems we often argue about "what is community" quite frequently but the arguments are on different levels because they argue on different elements. Some arguments are on structure: Are blogs, delicious, wikis, yahoo/google answers, or discussion forums all communities even though they are structurally different? Some are on how people work in those communities and governance: only I run my blog, vs many people editing a wiki? It's not just a matter of access but rules of how people work together in those governance scenarios. The most difficult to differentiate is culture which comprises unique elements like ideology, social norms, acceptable behvaior, etc. for each instance. On a cultural level, is a blog where only one person talks but others can comment, still a community or just a following? Does it matter?
My previous post showing my list of different modesl for social experiences focuses just on the structural component. I have other models for governance (but not yet for culture). These look at the different ways social sites/experiences are structured from the owner's point of view. They can map to multiple types of social tools (e.g., a defined group can be a forum, chatroom, Q&A system, etc.) Some social tools can be used in multiple ways to map to different experience models (e.g., a wiki can be an Individual, Social network, Defined-Group or even a Community experience).
I added a social network as a separate model from the Individual expereince (since that last post). The definition here is the specific network connected directly to a single individual through bidirectional agreement (both shake hands to be friends), or by inbound agreement (people following you). For one it is certainly beyond the scope of a Personal experience. It isn't quite a group experience because each person's social network may be different. In the group models (defined group, community, mass collaboration) there isn't a definite "center of the universe" as there is in the Personal, Individual or Social network experience. There can be centers of mass around key influencers in those group models, even leaders but groups aren't necessarily only about a single individual. They can be (e.g., fans around a celebrity), but this is always the case.
Here's my table of different qualities of each model:
I think most of the qualities are self-explanatory. Relationship engagement focuses on the key type of relationship the social experience enables: to who or with what a visiting user becomes engaged. Loyalty here is a summary description of what causes a person to stay loyal to the experience.
I'm begining to think I need to switch places of Social Network and Individual; there's possibly a relative scale in there, although not necessarily in terms of size, but in terms of radiance from the person, or how well one knows all the members of the population in each experience. There's also an aesthetic separation of three individual-focused experiences on the left, and three group focused experiences on the right, but that's coincidental. After all more models may upset this in the future.
I'm trying to determine what would be the best way of describing the following concept:
- a recurring or common scenario of how people gather together in any size of population from small pairings to very huge communities
- who can post, provide input
- who can see/use/take the output
- how long it exists, who determines that
I simplified the factors above but it gives a general idea. Some examples are: a person's social network, a group activity, an instant messaging session, a long-term community, a mass collaboration like Digg, etc.
I started thinking about it as a social perspective or how people see it in a visual sense. We've also been talking about it in terms of social context which separates out the visual element and away from a focus on a beneficiary group, towards an abstract notion.
My thought is that there are a limited number of well known types of social contexts/perspectives that I've seen repeatedly across many sites. However, people don't necessarily know which one they are because they don't know the general idea versus specific examples (like how I listed Digg above). Once you can tell which social context/perspective your site has, or even multiple ones, you can then go on towards explaining what the other elements of it are.
Which do you think makes more sense or rings better to you?
With the school semester back in session, I now have three battodo (swordfighting) classes a week, two of which I have to teach. They basically span all levels now. There's the regular class that my sensei--who has recently been promoted to shihan (master) after 25 or more years practicing and teaching hundreds of students (possibly over a thousand) in a number of different martial arts--on Saturday's at our headquarter dojo that I attend primarily for practice. It's students of all skill levels but all adult. On Friday's I have the class at the Univ of Arizona for college students. Finally, there's a middle-school/high-school level class to teach, full of students from 12 to 17 years of age and of many ranks.
The college class is really more a club and it just started again this Friday, with the addition of three new students. We're lucky in that the university has a very good recreational/sports center with plenty of rooms (with beautiful polished wood floors). We currently use the racketball courts since they are the easiest to reserve ahead of time, but my sempais (senior students) are looking to getting one of the larger rooms which also have the padded mats to work on.
The mats are great but I was surprised just how much they cost (up to $500 for a 5' x 10' section). They're also kinda heavy and not easy to move around, so it's best to have them available in one room permanently. We can use the mats for doing rolls, and kneeling work.
The high-school class has yet to start but I have been the assistant teacher for several years, and each semester we get about ten to twenty students. Some of the students have been with us for years. In fact, two of my college students spent 4 years or more learning at the high-school level and eventually became black belts before they even started college. There is another batch which are nearly approaching that level as well.
What I've seen over the years is that most people either really like the sport, or they give it a shot for a few weeks and then quit. The ones that practice for a long time but leave are usually adults with busy lives. The high-school class certainly helps capture their interest at a young age, which is when they are most able to grow mentally and physically into the sport. We've had many an aimless and largely distracted individual that finds their focus through the practice.
We're also going to return to cutting targets on a bi-weekly basis on the weekends outside of the class which is the real fun part. It takes some time of practice to get to that level but it's something that is in the reach of most people. The cutting practice however, takes several hours of time even for a small group of a dozen people, especially when most of them don't have their own swords and have to share the class one. After years of use and without sharpening my primary katana is getting pretty dull. I need to work on it, or send it for sharpening (which is almost as costly as buying a new starter cutting sword).
For me, three times a week will certainly help me get back in shape, although I have to make sure I practice as well as teach. It's not easy to do a hard and fast sport, while talking and teaching simultaneously. Even when you build up stamina and breathing pace, to get real practice you have to push beyond your own limits.
The sudden charge of Apple stock over the past two days due to rumor--yes, it's definitely rumor not fact--about the coming of a iPhone Nano, so soon after the recent iPhone launch is a quick study in swarm intelligence. As the Business2 blog indicates, this is an example of rumor going wild and spreading quickly.
Swarm intelligence, if you haven't heard of it, describes how very simple behaviors can amount to "smart" decision-making through the work of a swarm of individuals. This theory started originally in the study of how swarms of insects, birds, fish and other animals seem to make intelligent decisions with relatively simple brains. For example, how a school of fish know to move rapidly away in a direction of a predator seemingly all at once, or how ants know when it is time to rebuild their nest or send our foraging parties. Each creature is programmed with a few very basic rules of how to function: e.g. if one or more of my neighbors is suddenly turning and moving rapidly in a new direction, I should be too. They count on individual actions, and the propagation of reaction through the swarm.
Swarm intelligence is a form of collective intelligence, but when it hits humans, the complexity grows because of our seemingly greater decision making abilities. Collective intelligence is part of the spark of interest in the social networking side of Web 2.0. Swarm behavior exists in humans at a basic level, but we call it by a variety of other things like herd-instinct, mob behavior, market trends, crowd movement, flow, etc. There is a lot we can learn from this in SN: how folksonomies grow and change, how decision making happens in online groups, what causes idea propagation, etc.
In the iPhone Nano case, I can see several basic elements: recent excited activity, seed idea, association with recent activity, trusted parties doing research, publishing/syndication, amplification, individual and market reaction.
This trend is well known by successful spindoctors and public relations organizations, and there is a whole industry of job roles behind it. Again, it sounds Machiavellian and controlling, but it really is how information flows.
In terms of social networks, we need greater understanding of what actually works in an online social environment, which is a different setting and may have different behaviors than live groups of folks.
I was discussing with my enlightened other about fiction versus non-fiction books in particular business books versus fiction stories. The argument is that non-ficiton books have to be filled with facts to be of use, versus fiction which has to be entertaining. This means that fiction books take much more work to create because you have to think out a lot more of the plot in detail while a business book usually has a point and what you need is a proper series of facts to lead there. I beg to differ in that I feel that most business or technical books tend to achieve the "lower levels" of fact-filling but that doesn't necessarily make them a "good" or interesting book. The interesting ones are those that not only get the facts right but also have to tell a story in an interesting and appealing manner. To that regard, "good" non-fiction books of the like are in my view harder to do. The writer is hampered by details of facts, figures and sequence of events, which are, truth be told, sometimes as gripping as glossy paper covers the books come in.
Unfortunatley, I think this is lost among many business writers. I can consume probably about a 300-page business book in a week or less if it is really interesting, or a month if it not so, or even never if I find it just downright appalling. It seems like writing style is becoming even more significant these days with blogs, forms, and other social software. I'm not sure if anyone is teaching that beyond the do's an don'ts but I suspect is probably a new form of being an English major (not something I really know about).
That being said, I started working on my next book last week--I tend to have a "next" book in the works every other year--and already have about 55 pages in about 4 days; that's about 15% of the total page count that I feel a decent book should be. Now some people look at that as a sign of productivity, but I beg to caution folks that it matters more how useful that is versus how long it is. I'll probably end up with 2-3x the amount of pages than what I'll actually use.
Is there a point? Maybe what they say is true: more is not always better; better is always better.
After about 4-5 hours of sleep the previous night, I was still in reasonable shape to do my presentation at the 3rd Developer Relations Conference hosted by Evans Data Corp. This is a gathering of the folks who run developer programs at different technology companies, with speakers from Sun, Nokia, BEA Systems, Eclipse, Motorola, Yahoo!, HP Software, Intel, Borland, AMD, and many more (and of course ourselves from IBM). It seems an anachronism to have an event where all these companies that are competing for many of the same developers to share knowledge but I think it opens minds and views all the same.
My presentation was Extending your developer network with Web 2.0 communities, discussing what you need to know about communities to pick the right kind of Web 2.0 tools for yours. For all the organizations that may go headlong into setting up blogs, wikis, etc., and even multiple competing instances, without really understanding the communities they are trying to create, I hope this talk gives provides some food for thought. (The powerpoint works best in slideshow mode: F5).
I attended a few of the other sessions but the one I found refreshing was Chad Dickerson's talk about Hack Day at Yahoo! Chad's a Sr Director at Yahoo and responsible for organizing the internal Hack Days, and more importantly, the external Hack Day last June. I had missed this event entirely (busy with my then-8-month pregnant wife). They essentially opened up the Yahoo campus to 400 developers from all over who agreed to come and spend 24 hours developing new projects and mashups using Yahoo's many APIs. The format was what intrigued me:
It's interesting to see the evolution of reward mechanisms in MMORPGs. In multiplayer situations, it is often difficult to tell who completes a task when there are a number of steps involved. For example, in a raid on WoW against a single monster, who gets recognition for the kill when it takes 40-80 people working as a team to kill that beast? It's defined now in WoW but this same problem existed all the way back to the days of text MUDs.
In the first generation, essentially there was no thought involved in this. Whoever made the killing blow got the points for the kill. Very primitive and the cause of many an argument. The next few improvements--it came in several different ways--was to add a list on the create being attacked where it kept track of who the attackers were and distribute the points based on how many points of damage each person made on the creature, so the distribution of experience points for the kill was more even. WoW provides a newer version of this whereby each person engaged in the raid gets dollars per kill, which once the creature was dead, they could spend to buy the reward items.
However, this still raises a problem when there are items that several people want to share from the common pool of rewards. In the people-administrative way, the guild--there's usually a guild involved--makes a decision on who gets what. This is where it breaks down again: what happens when there is an item so unique that the top contendors or leaders will argue for it. As my friend Eric described, that is the death knell of many a guild.
If you think this is a situation limited to MMORPGs and games, you're mistaken. This same situation exists when you have a community that is working for a shared goal, and there is some reward that needs to be distributed across the membership. In team scenarios in corporate environment, that is not very different than negotiations for annual bonuses. The differentiating factor is that in MMORPGs as in other communities, the group of people are not part of a single formal organization with defined managers and advocates. Instead it is up to each person to argue their own case. In other words, it is even more difficult in communities.
I don't have any answer here, but it is important to recognize that the situations are similar here, and compare what methods of distribution or approaches people take.
I've finally had a chance to look at Many Eyes, a new project from the CUE lab in IBM. The service itself is running and you can try out the application on alphaWorks Services. Think of it as a charting and data visualization tool, similar conceptually to the chart tool in Excel, but much richer and available as an online application. The types of visualizations include: World & US maps, Line graphs, Stack graphs, Bar charts, Block histograms, Bubble charts, Scatterplot, Network diagrams, Pie chart, Treemaps, and more.
The Network diagrams example below is conceptually similar to CNet's The Big Picture portlet (provided by Liveplasma) on this example page. You create a spreadsheet of names or topics and list the relationshps between each entry, typically in a big matrix. CNet also does Treemaps under What's Hot.
I posted an example of a network diagram from Many Eyes below. This is only a thumbnail to go to the actual tool itself, but its a start. I really wish I could embed the actual applet in here somehow.
I've been looking into ways of staying mobile with less the burdens of hercules upon my back, a.k.a. my ThinkPad. I use the laptop often enough that I carry two 9-cell batteries plus a drive bay battery which I can drain in a single day. I don't like carrying the power connector because that is rarely possible to use where I go.
So the search has been around a smaller or lighter form factor that can still do all my work. As with the dreams of any child, I want it all: powerful enough to run ten applications, high-speed network access, usable keyboard and mouse/trackpoint, a good docking solution at my desktop, long running and replaceable batteries, and decent graphics/video quality.
I've been looking at the new category of Ultra-Mobile PCs (UMPCs), a smaller form factor for PCs that still run a full desktop system. These tend to be be about the size of a thick paperback book and range around 2 pounds. The screens are small by even the ultralight laptop category, but the idea is not for many hours of laptop use. Most of my research was easily facilitated by Dynamism.com, which sells any of these models and other mobile devices.
(Image: courtesy Sony.com)
The only one I have seen first hand is the Sony UX series,which are quite decent with a good video screen, which, from this imagefrom the Sony site. is certainly bigger than their PSP (probably 50-75%more screen at 4.5inches) yet still usable in two hand mode. Thekeyboard is below the slide out screen, with chiclet-like keys. It onlyhas Wifi/WLAN, and no WWAN options, a 1.2GHz Centrino processor. Thelarge capacity battery claims up to 9.5 hrs of life. It even has not one but two video cameras (0.5MP and 1.3MP).
The first new one I've read about is the Samsung Q1 just recently released which is a tablet UMPC only and requires a separate USB keyboard. There's a virtual keyboard. The larger 7" screen belies the fact that there is only a 900MHz Celeron M or a 1 GHz Pentium M in it and the graphics rez is lower.
(Image: courtesy Dynamism.com)
The real winner in my book is the newly announced OQO 02, from a relatively unknown company but a system that is relatively more powerful than the others. The 5" screen is partway between the two others, and while the screen rez is 800x480 (with zoom/pan up to 1200x720), what's really interesting is that it can output up to 1920x1200 over and external HDMI/DVI connection, even . This is awesome for a desktop replacement. The 1.5 GHz VIA C7M is a cpu I'm not familiar with but I'm guessing it is a variant on the Celeron. Like the others it can have 1GB of RAM but no separate video RAM. Max battery claim is 6hrs, which is good enough. Best of all it has an optional WWAN using Sprint's mobile broadband EVDO Rev A service, meaning access anywhere on the Sprint EVDO network (with the right unlimited plan of course at around $60) at 400-700Kbps. Of course, there's still Wifi and Ethernet too.
(Image: courtesy Dynamism.com)
I think the OQO trumps the others, but they are all fairly good. I don't know how useful the small keypads but I have managed to write an entire article over my Treo before. The question is if it is still practical on more regular mobile use: lots of email, make powerpoints, lots of reading (on the small screen); or would I still need a full USB keyboard to go with it, just to make it less burdensome.
The price for any of these is not cheap: ranging around $2k. For that price, I could get a well set up lightweight convertible/tablet PC with a larger 12" screen. This makes me wonder if the form factor is really that much of a saver. I certainly can't put it in my pants pocket, although a larger jacket pocket may work. I don't fly significantly but when I do travel for work, I do tend to have the laptop out (2+ hr flights); which is a real pain. What is heavy these days is carrying about 12lbs of laptop gear (at minimum) plus additional dead-tree material of 1-5 lbs, almost every other day, and walking a lot. (The walking is good exercise but carrying a heavy laptop bag is not for me or my back.)
Sometimes I wish I'd stuck to my old job as an independent product reviewer and writer, with the bennys of getting to take one of these for a spin (and getting paid for it). Oh well...
According to a recent New York Times article, Tim Berners-Lee is partnering with MIT and the Univ of Southampton (UK) to launch their Web Science Research Initiative. I don't have much more information than that but it sounds like a graduate level research space into a more modern version of social networking analysis. The key people are Berners-Lee, Wendy Hall (head of School of Electronics and CS at U of Southampton), Nigel Shadbot (prof of AI, Univ of Southampton), and Daniel Weitzner (principal research scientist at MIT).
Quote from the release:
Commenting on the new initiative, Tim Berners-Lee, inventor of theWorld Wide Web and a founding director of WSRI, said, "As the webcelebrates its first decade of widespread use, we still knowsurprisingly little about how it evolved, and we have only scratchedthe surface of what could be realized with deeper scientificinvestigation into its design, operation and impact on society.
"The Web Science Research Initiative will allow researchers to take theweb seriously as an object of scientific inquiry, with the goal ofhelping to foster the web's growth and fulfill its great potential as apowerful tool for humanity."
I'm pretty sure the web is already an object of serious scientific and even commercial inquiry, but more effort is always a good thing. In comparison, our undergraduate UAMIS class seems much less conceptual. I'm sure those ideas will eventually trickle down to us too. Social network analysis is a complex enough task, and not a simple topic; i.e., it'd need a full-blown semester to teach.
We talked about crowdsourcing as a particular community use-case. It definitely counts as a use-case because of the use of multiple community services, tools and need for potential CMs.
(I looked up Wikipedia but there's no entry right now, so perhaps I'll have to add one)
The concept itself is far from new but the delivery is. The core idea is that you pick a topic, invite a crowd to discuss or brainstorm on it, pick top ideas, let people vote on it. The way it's being applied in online communities is interesting. Take a look at a recent Businessweek story on this (and an earlier one from July).
The following is from our slide on this item that draws some from this:
There are plenty of other examples I'm sure that I left out.
I'm back from family leave. The baby and mom and doing great, and we have no end of pictures. We've even started a site on Kodakgallery.com just for the family and friends. It's a much simpler way of selectively sharing a large number of photos with a group of people, although not quite an open social site. It's more of a private portal per owner. I think this used to be Ofoto before Kodak reopened it under their brand name. Unlike Flickr, it doesn't openly share pictures with everyone, but each site has its use. In fact, the better way would be to have both visibilities (public and private) through proper access control mechanisms, and let the owner figure out what they'd like to share.
Anyway, I found this article on Tom's Networking on building a Bluetooth sniper rifle, where you can scan open bluetooth devices from hundreds even thousands of feet away, all built from common parts for a few hundred dollars. So, if you have bluetooth cell or laptop, please make sure you try to keep it secure.
Day 3 came and went quite quickly.
The interesting event of the day was Amazon's sessions on its Web services. Amazon Web Services is the software side of the company, sort of separate from the main sales/retail site that they are so well known for. The retail side uses some of these same Web services within the site, but they are also available to external customers as well. I listened to Jeff Barr from Amazon describe them some of which include:
and many more... You should go to aws.amazon.com to find out more.
In Second Life,the economy is based on Linden dollars (named after Linden Labs, thecompany that created it). This isn't unusual in itself, but thedifference here is that there is an actual exchange rate from Linden$to US dollars, about 300 to 1. Thus, if you sell something in the game,you can make money. Right now it's small change, but what is happeningis that there are enough players that are interested in there where youcould technically make real income from it.
The way it works is that every player by default earns a certain amounta week. A first basic level membership is free for anyone and gainsthem L$50 a week. A premium player paying US$9.95 a month getsL$500/wk. With this ingame dollars, you can buy things from otherplayers or the game itself. You can also create prims and sell those toothers for L$. It's market-driven based on what others really wouldbother to pay for your creation.
These creations really come from two types of labor: visual creation,and/or programming effort. The former is what the object looks likeusing the 3D basic shapes. There are some cute works of art, but itcould also be a house, a park, a toy, etc. The latter is what you cando with the object based on its programming. Most prims are somecombination of both. Even those that don't really do anything have somedefault code.
It takes time, effort and brainpower to build anything since the mostbasic shapes you have are cubes, spheres, pyramids, cones, and otherpolygons. You can grow, squeeze, extrude and combine multiple shapes tomake more complicated ones, then apply colors or textures to it. Usingsuch building blocks, you can make more and more complex objects. Thus,any developer working on a prim would need some level of drawing skilltoo. Any object you create is yours alone, but you could allow othersto copy it, or if you really want to risk it, edit it. More on thislater...
This is a pseudo-real currency (like the Reward points etc fromAmerican Express or other credit cards, or airline mileage cards)because of the tie to real-world currencies. You can extract some ofyour L$ to real currency via Paypal or credit cards, that Linden Labspays you. Thus, if you have earned L$3 million, you have just made$10,000. (Not that that's trivial to do). If the BusinessWeek articleis correct, some of the top players have made hundreds of thousands ofUS dollars from things they have created and sold in the game.
The economy is smart enough and the world is well-managed enough thatthings don't go awry easily. E.g., you can't kill anyone and take theirprims and/or money. It doesn't work that way, and in fact, just bumpingpeople can start raising eyebrows until you get banished.
First thing to note: Linden Labs gives you $50/wk or about $200 amonth. That's about US$1 a month that they have to put into the game(since that dollar could get extracted from the game by the player).That's quite trivial in real dollars but what it really does is incentyou to play the game. You can think of it as a customer-acquisitioncost which at just $1 is really low. A premium player gets more like$10/mo, which is about what they pay in real dollars for their accounteach month.
Technically with the ability to create and sell a prim, it is possibleto mint your own money. The practicality however is that with asufficient number of players, you have a large number of producers, andthe consumers have a lot of choice on what they want to spend theirmoney on. Also it takes time and effort, thus, nothing is really free.Still, the amount of currency in the game is based on two factors: howmany premium players are in the game and how many active basic playersexist. The total wealth increases every month in proportion to this.Not all players are active, and leave after a while (you have to appearon the game each week to gain your L$ stipend).
However, when it becomes really successful, and Linden has a millionactive basic players, they'd have to pay a million dollars into thegame each month, which can be quite expensive. However, the truth isthat more of the active players would likely go towards premiummembership.
So far, I haven't talked about how Linden Labs itself makes money.... in the meantime, you might want to read this article on Virtual Worlds, Virtual Economies.
I started out on the game Second Life justrecently to investigate how it works. It's not really a game per-se inthat it is not a goal-oriented activity like other 3D games. However,it can be pooled together with the other Massively multiplayer onlinerole-playing environments. It's free to try out, so I registered,downloaded the game, created a character and walked around. It's a 3Dworld like many others. However, the here the point is more that youcan create objects, buildings, vehicles, toys, clothing, etc. I'm stilllearning how to move my avatar around so I haven't taken any photos yet.
What struck me is the similarity to the concepts in LPMuds where Ispent some years playing away in. LPmuds had a C-like programminglanguage that (once you've been promoted to a wizard) you can use tocreate any kind of event-driven software objects. Essentially, the gamehandles much of the work for you and you define the behaviors of theobject. In SL you can also draw and visually create the object as well,starting from simple generic shapes.
For a developer, this is really a bit of virtual heaven. You can pretty much build any kind of object (a primor primitive) you can conceive of and utilize it. E.g., some peoplecreate clothing fashions for the characters, others create new actionsthe characters can do, yet others create houses, buildings, cars, toys,etc. In fact, when you first enter, you are on Help island, wherenewbies go. Here, you can experiement with your own prims or you cantry out some other prims that others have created. For example, thereis a Simon game (remember those), a Sudoku board, a mahjonggtile-matching game, and an arcade Space Invaders style game. These areprims that others have created that allow your avatar to manipulate toplay; so you are playing a game within a game.
For each prim, you have a scripting language that looks similar to C,Java or Python, familar control structures, a library of functions forstring manipulation, math, communication and lists, an event system,and system standard constants. A number of other functions areparticular to the 3D environment and geometry.
All that is not surprising to build into a game these days, but what issurprising is the economy and the impact of retail activities...(continued).
I came across this recently: ProjectSpaces, a hosted service offered by a company called Forum One Communications seems worth a look.
They actually charge for a hosted space that features, a contacts db,calendar and scheduler, tasks list, document library, and discussions,with each space allowed 1 GB of storage (sound familar Google?) andunlimited members. There's a pricing sheet starting around $129/mo perspace.
In a discussion with erik_k of help.com it seems apparent that tag-based communities are one of the premier forms of ad-hoc community building.
Rather than a formal process to start a community, people create tags around what they are working on or are interested in and it matches the folksonomy of others with the same tags, and what they collectively post about it.
This form of tag-based community isn't unique to help.com; there are other sites like 43 Things, del.icio.us, jeteye.com, etc. that all allow people to "bubble up" a community based on what they tag.
If people use the same keywords, they automatically become a collective or group of participants around the topic. With sites like Jeteye, you can create multiple types of content elements in each tag. Still others allow member of a shared tag to start a discussion area, etc.
This kind of ad-hoc process allows a population to rapidly organize and create communities around what they are working on. You can build quite a sizeable community this way if you have a general purpose site like help.com or del.icio.us.
The downside is that it can be chaotic and hard to track. Some tags get buried under others; there can be many, many tags that refer to the same thing but are disjoint, simply based on how you word the tag; there may not be a central or high-level navigation system. Finally, it's hard to "value" what one person creates over another.
The alternative is to have a formal community creation process and then build community tools around the created entity. This also has its weak points which primarily center around the fact that the process can become bureaucratic.
This isn't limited to just information, but also to other scenarios such as situational applications, where people get together to quickly prototype or build an application in a group setting. More on that later.
Laptops are the ubiquitous tool of Networked Man. It's also how you identify them in the wild.
I'm a very heavy laptop user. I take it with me almost every day when I leave the house. Hence, I need something that won't drag me down in terms of weight. I've been using one kind of Thinkpad or another for years, honestly, because this is what they provide me at work. It seems to do the job well and isn't too heavy (current one is about 5 lbs).
On the other hand,I really like the idea of convertible notebooks or Tablet PCs where you can flip the screen over
and lay it flat on the keyboard and then write on it. IBM's PC division (before Lenovo) had one for a brief time together with a notepad, but that went away. In fact most Tablet PCs were similar size (12" screens), which was a little too small for me.
The one I see out there now is Gateway's 14" widescreen version. However, they haven't made a good docking station for it, just a port replicator.
I'd like to a tablet PC with a docking station you can just plug into vertically to turn the unit into a sort of
all-in-one monitor-PC. There'd be a keyboard, mouse and cabling connected to the dock of course. But the core idea would be to have a dock that works like an adjustable monitor base (turning it, raising it, etc.)
When you're on the go, you could simply suspend, unlock and lift it off and put it into a locking hard case/shell rather than having to strap into a laptop bag.
Honestly, the five minutes it takes for me to hibernate my computer, undocking, and pack it; then do the reverse when at my location turns out to be about an hour a week I've lost. That's 40-50 hours a year; i.e., a whole week of work.
From the number of emails and calls I get on community each week, it's very clear to me that people have very different ideas when they talk about community. Some talk about blogs when they really mean a group discussion forum, others ask about forums, when they really mean a live chat system, and so on.
Even within a particular service type, such as a forum, there are many models of how teams make use of the service. For example, many teams think of a forum particularly as a product support area. Others thing of it as a way for community members to discuss ideas and new topics. Still others perceive forums as a social gathering/group blog-like atmosphere.
Take another example of a chat system: many have asked us for chats which are more like a presentation with a group of experts that others can submit questions to. Others ask for a free-form open chat room associated with a topic where anyone can ask any question. Still others, consider chats as a private meeting only for a specific group of people.
It's also not limited to a single service either. For example, some want a community service where it's mostly a free-form discussion forum, but occassionaly they can save some information to put into a FAQ. Others want a group document/wiki along with a chat room or forum to discuss some aspects of the document project they are working on. Still others want a blog where occassionally the blogger can have an open chat with people.
My point is that there are many use-cases of these services. Such community use-cases are often repeatable or reusable for different populations or teams. For our site, it's very handy to define such use-cases because the next time you use that model, you have a better understanding of what to expect. Also when people ask for features of the community they want to create, you have a list of use-cases that you may be able to pick from (or create a new one).
From a super-community (a community of communities) like our dW Community, it is even more helpful to have this because you can learn by experience what works and what does not. You can also record best practices on how to interact with the community if you are an outsider, or even within the community.
This kind of semi-formalized approach isn't always perfect or successful but like any kind of knowledge, applying some kind of structure can help in the long-term. This is especially good for the "wild wild west" for new innovative ideas like Web 2.0
The newly created IBM developerWorks Peer Advisors Network showcases technologies to the developer community. They are looking for developers who would like to be peer advisors for IBM Cloudscape V10.1, a commercially supported release of Apache Derby. Cloudscape v10.1 is a small footprint, pure Java relational-database engine. An earlier release of Cloudscape, Cloudscape 10.0, won the Developer.com 2005 DBMS of the Year Award.
Membership in the Peer Advisors Network doesn't cost anything and it does include rewards.
If you're interested in participating, sign up here:
Okay, this is my reason why and a sort of apology for not posting frequently...
We're moving house in Tucson, from our central neighborhood near the Univ. of Arizona to the west side of town, near the Tucson mountains. It has a nice view of the city and mountains, with little critters running around (chipmunks, bunnies, quail and scorpions). It's not too far out, only about 15 minutes in the other direction but in a place that isn't significantly urbanized yet.
Our house finally finished building after 2 years of work, only delayed by about 150% in time (15 months). Thank goodness for fixed price contracts.
The building delay, although they would not admit it, is by my guess, probably from haphazard project management. I had at least three builders/supervisors over that time, due to changes in the organization, the acquisition of our builder by Lennar Homes nationally, and changing building codes.
Mostly we lost a lot of time because the first project manager just didn't keep up with changing regulations by the city (resulting in 6 months in delay to catalog saguaro cactus). Then they didn't quite plan how to create a building pad (because of hillside development) appropriately. Finally, there was a nation-wide backlog in available concrete and building materials (another 2-3 months. Luckily for him, the builder/PM got promoted.
Even in the beginning, it seemed like the builder just did not have enough base support. E.g., they have a lot but limited set of options even for a semi-custom home, but they never really put much of the info about the options into their option planning & pricing software. This is just raw data input ($10/hr at worst) that could have saved them quite a bit of time researching.
When you consider that they were trying to do semi-custom homes alongside their regular subdivision homes (with more limited choices), it seemed more like an afterthought than proper planning.
But I'm beginning to understand why large homebuilders these days prefer to do subdivisions with limited options/ modifications, and why there are so many of these subdivisions around. A friend calls them unimaginative "pink ghettos".
I guess sacrificing some uniqueness for the sake of getting a home built quickly might have been a good idea.
I was talking to Bobby Woolf earlier today regarding the different generations of what we all call the Web. Bobby blogged on Web 2.0, the current conversation on a move from a focus on content to one around APIs. There are blog sites, conferences and other activities all around how services are present the great idea of how to work with the Web.
Bobby describes three generations:
I've tested the Web since 1990, starting with a very early
text-based browser that Berners-Lee first released that predated even Lynx. Then Mosaic, Mosaic 2.0, Netscape's alpha browsers, Netscape Navigator, Spyglass Mosaic, HotJava (Sun's original Java-based browser), Opera, Mozilla, and a few others. Over the years, I think there were probably a few other "generations" that came and went:
The benefit of the services Web is that it ties applications in more obvious and neutral ways that specific programming APIs, scripting languages and plug-ins. More significantly as Bobby indicated it brings a widely considered design pattern of the Model-View-Controller (the Observor-Observable pattern to be accurate); the separation of a presentation element from a communicating element and the execution elements of the design. Most programmers are familar with it and its benefits. The news now is that business people are beginning to take notice of its benefits too.
PS: Know any other trends in information presentation and interaction on the Web that came, went or stuck-around?