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Many-to-Many

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May 25, 2006

MySpace and Deleting Online Predators Act (with Henry Jenkins)

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Posted by danah boyd

Henry Jenkins (Co-Director of Comparative Media Studies at MIT) and i were interviewed by Sarah Wright of the MIT News Office about the proposed Deleting Online Predators Act (DOPA). Although they only used a fraction of our interview in the MIT Tech Talk, we decided to publish the extended version online. We feel as though our response provides valuable information for parents, legislators, journalists and technologists. It summarizes a lot of what both Henry and i have been trying to get across when interviewed by the media.

Discussion: MySpace and Deleting Online Predators Act

Please, feel free to share this. You are also welcome to re-publish this interview (or portions of this interview) with proper attribution.

Comments (18) + TrackBacks (0) | Category: social software

News of Wikipedia's Death Greatly Exaggerated

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Posted by Clay Shirky

Nicholas Carr has an odd piece up, reacting to the ongoing question of Wikipedia governance as if it is the death of Wikipedia. In Carr’s view
Where once we had a commitment to open democracy, we now have a commitment to “making sure things are not excessively semi-protected.” Where once we had a commune, we now have a gated community, “policed” by “good editors.” So let’s pause and shed a tear for the old Wikipedia, the true Wikipedia. Rest in peace, dear child. You are now beyond the reach of vandals.
Now this is odd because Carr has in the past cast entirely appropriate aspersions on pure openess as a goal, noting, among other things, that “The open source model is not a democratic model. It is the combination of community and hierarchy that makes it work. Community without hierarchy means mediocrity.”

Carr was right earlier, and he is wrong now. Carr would like Wikipedia to have committed itself to openess at all costs, so that changes in the model are failure conditions. That isn’t the case however; Wikipedia is committed to effectiveness, and one of the things it has found to be effective is openess, but where openess fails to provide the necessary defenses on it’s own, they’ll make changes to remain effective. The changes in Wikipedia do not represent the death of Wikipedia but adaptation, and more importantly, adaptation in exactly the direction Carr suggests will work.

We’ve said it here before: Openness allows for innovation. Innovation creates value. Value creates incentive. If that were all there was, it would be a virtuous circle, because the incentive would be to create more value. But incentive is value-neutral, so it also creates distortions — free riders, attempts to protect value by stifling competition, and so on. And distortions threaten openess.

As a result, successful open systems create the very conditions that require a threaten openess. Systems that handle this pressure effectively continue (Slashdot comments.) Systems that can’t or don’t find ways to balance openess and closedness — to become semi-protected — fail (Usenet.)

A huge number of our current systems are hanging in the balance, because the more valuable a system, the greater the incentive for free-riding. Our largest and most spontaneous sources of conversation and collaboration are busily being retrofit with filters and logins and distributed ID systems, in an attempt to save some of what is good about openess while defending against Wiki spam, email spam, comment spam, splogs, and other attempts at free-riding. Wikipedia falls into that category.

And this is the possibility that Carr doesn’t entertain, but is implicit in his earlier work — this isn’t happening because the Wikipedia model is a failure, it is happening because it is a success. Carr attempts to deflect this line of thought by using a lot of scare quotes around words like vandal, as if there were no distinction between contribution and vandalism, but this line of reasoning runs aground on the evidence of Wikipedia’s increasing utility. If no one cared about Wikipedia, semi-protection would be pointless, but with Wikipedia being used as reference material in the Economist and the NY Times, the incentive for distortion is huge, and behavior that can be sensibly described as vandalism, outside scare quotes, is obvious to anyone watching Wikipedia. The rise of governance models is a reaction to the success that creates incentives to vandalism and other forms of attack or distortion.

We’ve also noted before that governance is a certified Hard Problem. At the extremes, co-creation, openess, and scale are incompatible. Wikipedia’s principle advantage over other methods of putting together a body of knowledge is openess, and from the outside, it looks like Wikipedia’s guiding principle is “Be as open as you can be; close down only where there is evidence that openess causes more harm than good; when this happens, reduce openess in the smallest increment possible, and see if that fixes the problem.”

People who build or manage large-scale social software form the experimental wing of political philosophy — in the same way that the US Constitution is harder to change than local parking regulations, Wikipedia is moving towards a system where evidence of abuse generates anti-bodies, and those anti-bodies vary in form and rigidity depending on the nature and site of the threat. By responding to the threats caused by its growth, Wikipedia is moving the hierachy+community model that Carr favored earlier. His current stance — that this change is killing the model of pure openess he loved — is simply crocodile tears.

Comments (21) + TrackBacks (0) | Category: social software

May 22, 2006

Enterprise 2.0, SoA and the Freeform Advantage

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Posted by Ross Mayfield

Andrew McAfee, who first mentioned the term Enterprise 2.0 to me on December 1st 2005, provides a definition:

Now, since I was the first to write extensively about Enterprise 2.01 I feel I’m entitled to define it:

Enterprise 2.0 is the use of freeform social software within companies.

‘Freeform’ in this case means that the software is most or all of the following:

  • Optional
  • Free of up-front workflow
  • Egalitarian, or indifferent to formal organizational identities
  • Accepting of many types of data

‘Social’ means that there’s always a person on at least one end of the wire with Enterprise 2.0 technologies.  With wikis, prediction
markets, blogs, del.icio.us, and other Web 2.0 technologies with clear
enterprise applications people are doing all the interacting and
providing some or all of the content; the IT is just doing housekeeping
and/or bookkeeping.

I’m in agreement, and find it easier to be than naming debates of the past (and reminiscent at my first stab at naming: “Social Software adapts to its environment, instead of requiring its environment to adapt to software”).

If there is debate, it will be on two fonts: the role of organizational identities (Egalitarian) or an emaphasis on technology over social dynamics.  McAfee focuses on the second, that of Enterprise 2.0 vs. SoA:

Full post is on my blog…

Comments (0) + TrackBacks (0) | Category: social software

May 12, 2006

Social Science and Design Questions

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Posted by Ross Mayfield

Last week Liz organized the Microsoft Research Social Computing Symposium. I shared some raw notes here, and here is a good gaming summary, but most of the activity was in a private Socialtext wiki. Among other things, Clay and danah held a session on the lingering questions in our field. This should tease out what work is already done or in progress, but I thought they may be thought provoking at the least:

Social Science Questions

* How can we measure the success of different types of online communities, and their survival and prodictivity and various criteria?
* Coates: which community software is more successful in which environments?
* What are the boundry conditions for mobile and pervasive (social) computing systems?
* To what extend, in what ways, at what rate/time scal will mobile and/or pervasive systems change the way humans interact socially?
* Do natives of social media systems have a different notion of themselves as individuals and abour their relation to broader social groups?
* What are the mechanisms that cause people to act, mark up, buy or sell bits they care about online?
* What tips people to try something, what’s enough to bring value?
* Does the “regular public” want to connect with people othey do not know? (outside the context of dating)
* What level of visual representation of the body is necessary to trigger mirror neurons
* Are the online community members of tomorrow going to be more or less participatory than today’s? And why?
* What impact do computer/video games have on the everyday habits and routines of the gamers?
* Is society becoming more or less individualized?
* How can we use the computational ability of our machines to transform communication?
* How can we get access to behavioral (server logs) and attitudinal data (survey data) from large scale worlds?

Design Questions

* What elements of MMOG can be adapted to web applications?
* How can we build virtual worlds/spaces where we can operate parallel servers with slightly variable rulesets?
* … so that we can change one experimental condition and obverve the response by the inhabitants?
* What are the barriers to contributing to social group ointeraction (social bookmarking, wikis)?
* …What are the steps to mitigate the barriers?
* How do we make memories portable?
* How do we use social judgement to surfae what your peers care or are interested in? What the crowd is interested in?
* How can communities support veterans going off topic together an new commers seeking topical information and connections?

What lingering questions do you have for possible research?

Comments (2) + TrackBacks (0) | Category: social software

May 11, 2006

anti-social networks legislation

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Posted by danah boyd

Earlier, i spoke about how the MySpace panic was likely to cause legislation proposals. Today, Congressperson Fitzpatrick proposed legislation to amend the Communications Act of 1934 “to require recipients of universal service support for schools and libraries to protect minors from commercial social networking websites and chat rooms.” This legislation broadly defines social network sites as anything that includes a Profile plus an ability to communicate with strangers. It covers social networking sites, chatrooms, bulletin boards. Obviously, the target is MySpace but most of our industry would be affected. Blogger, Flickr, Odeo, LiveJournal, Xanga, MySpace, Facebook, AIM, Yahoo! Groups, MSN Spaces, YouTube, eBaumsworld, Slashdot. It would affect Wikipedia if there wasn’t a special clause for non-commercial sites. Because many news sites (NYTimes, CNN, the Post) allow people to login and create profiles and comment, it might affect them too.

Because it affects both libraries and schools, it will dramatically increase the digital divide. Poor youth only gain access to these sites through libraries and schools. With this ban, poor youth will have no access to the cultural artifacts of their day. Furthermore, because libraries won’t be able to maintain separate 18+ and minor computers, this legislation will affect everyone who uses libraries, including adults.

This legislation is horrifying and culturally damaging. Please, all of you invested in social technologies, do something to make this stop.

Comments (3) + TrackBacks (0) | Category: social software

May 3, 2006

innovating mobile social technologies (damn you helio)

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Posted by danah boyd

The next step in social technologies is mobile. Duh. Yet, a set of factors have made innovation in this space near impossible. First, carriers want to control everything. They control what goes on a handset, how much you pay for it and who else you can communicate with. Next, you have hella diverse handsets. Even if you can put an application on a phone, there’s no standard. Developers have to make a bazillion different versions of an app. To make matters worse, installing on a phone sucks and most users don’t want to do it. Plus, to make their lives easier, developers often go for Java apps and web apps which are atrociously slow and painful. All around, it’s a terrible experience for innovators, designers and users.

This headaches have a detrimental effect on the development of mobile social software. Successful social technologies requires cluster effects. Cluster effects require everyone within a particular social cluster to be able to play. If 20% of your friends can’t play because their phone/carrier won’t let them, the end result is often that NO ONE plays. Of course, there’s a tipping point where people buy a new phone or switch carriers, but that tipping point is hefty and right now, it’s for things like SMS not neuvo apps. Switching carriers is even uglier - it requires a huge drop in price.

Being able to get to basic cluster effects is the baseline for a mobile social app to succeed. This alone won’t make it work, but you need that to even begin. There are lots of other limitations, especially when the MoSoApp depends on geography. Take a look at something like Dodgeball. It was utterly brilliant at SXSW because 1) everyone was able to use it; 2) huge clusters were on it; 3) everyone was geographically proximate. There was a curve of use so that a fraction checked in all of the time, most checked in occasionally and a fraction never checked in. But that’s the ideal distribution for cluster effects. Still, because everyone could use it, it was used.

Over and over, i hear about cool technologies that involve multimedia sharing, GPS applications, graphical interfaces, etc. In theory, as research, these are great. Unfortunately, without clusters, you cannot even test the idea to see if it would make sense to a given population. :(

There are only three phones out there with cluster effects right now: Crackberry, Treo and Sidekick. Even still, the killer app for each of these (email or AIM) connects them not to each other but to a broader network because of non-mobile technology. Plus, each of these clusters has issues when it comes to developing for them. Crackberry appeals to the business world who is on leash to their boss. Productivity-centric apps could be helpful to this crowd, but it will not be fun and most of these ideas involve privacy destruction. The Treo is central around the business tech world but most of this population socializes with people who are trying out every new phone on the planet; this group is too finicky and besides, they want everything OPEN. Then there’s the Sidekick - it has penetrated the hearts and minds of urban street youth. Sadly, few designers are really interested in thinking about black urban culture. ::grumble::grumble::

When i heard that the Helio was going to launch with MySpace on board, i got super super excited. Like IM and email, MySpace is a perfect application to bridge web and mobile interactions. Sure, it only would include the communications messages and not really take advantage of the mobile issues with social networks, but it would be a good step, no? The target would inevitably be 16-30, an ideal target for dealing with mobile sociability. I was anxiously awaiting the launch, figuring that if anything could push youth to center around a technology, it would involve MySpace. From MySpace, you could actually start innovating with youth networks, location-based activities, image sharing, etc. Opportunity!

And then they launched. What marketing asshole chose the prices? $85 a month minimum on top of a $275 phone??? Has anyone not noticed that the target youth market is using the free generic phone and a $40 a month plan? You need to lure them away from their T-mobile/Sprint/Verizon plan and entice to come over. You need to do this en masse, with enthusiasm. You cannot do this for $85 a month on top of a $275 phone. ::sigh:: Opportunity lost.

There are two ways to get mobile social applications going:
1) A population needs to have access to a universal interaction platform which (except for SMS and dialing) means being on the same technology;
2) Carriers/handsets need to standardize and open up to development by outsiders.

The latter is the startup fantasy and i don’t see it happening any time soon (stupid carriers). The former is really hard because it means enticing people over away from their contracts. Plus, it means moving against gadget individuality, which is something that people have really bought into. The only way to do that is for it to be super accessible and super cool. This is unfortunately an oxymoron because cool in gadgets equals expensive which means inaccessible. While the trendsetters will all opt-in, you need the followers to come along too for cluster effects to work.

There is a third option: destroy the carriers. The possibility of WiFi phones (following blanketed WiFi) means that you just have to deal with multiple handset makers but, right now at least, they are better about openness. At least then, you’d just have one development roadblock. Unfortunately, this is probably a long way off because the telcos are in bed with legislators who are being extremely slow about universal WiFi and are all about protecting dying industries.

I hate when innovation is jammed up by bad politics and stupid forms of competition. One of the hugest challenges of convergence culture is that traditional competition doesn’t work. We’re not competing for who can create the coolest toothbrush design anymore. We’re now competing for who can build the biggest roadblocks in convergence. Today, innovation means figuring out how to best undermine the roadblocks without getting into legal trouble. Talk about a buzz kill.

So what should be done? Oh carriers, handset makers, innovators, venture capitalists, legal people… Is the goal to innovate or to control? What should be done to push past these roadblocks? (And for all of you in favor of control, remember that there are other markets besides the US/UK/Japan where innovation will occur and laws will not protect.)

Update: I want to clarify some things around youth purchasing. The youth market is 14-28. The 14-21s get their phones from their parents and are on their plans. The 21-28s get their own plans. The 14-21s are stuck with whatever free phone they get unless they can beg and plead for a cooler phone for their birthday. They also get shit plans, although many have been able to convince their parents to support SMS these days. This segment of the youth population is key because they are hyper active and this is when they are setting their norms for phone use these days. The way to get to them is to either make a phone that is so cool that they beg and beg for their birthday (and it fits into their parents’ plan) or to make a package so cheap that they can convince their parents to get them a separate plan because it’s economically viable. The 21-28s have more flexibility but they are still strapped for cash and are quite cautious with their plans, but if they’ve gotten used to SMS they don’t give it up. They are also more likely to take the free phone unless they are the trendsetters (because they now have to pay and begging doesn’t work). The exception to this is actually working class teens who tend to buy their own phone starting at 15/16 - they buy cooler phones but still have shit mobile plans. This is why the Sidekick worked so well in this demographic. (Note: these observations and this post are based on what i’ve seen hanging out in youth culture, not any interactions i’ve had with mobile or tech companies or any formal data i’ve collected for my dissertation. In other words, i may be very wrong.)

Also posted at apophenia

Comments (5) + TrackBacks (0) | Category: social software

May 1, 2006

Tag nation

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Posted by David Weinberger

Technorati reports that 47% of blog posts have a user-created category or tag associated with it, excluding default categories such as “diary” and “general.”

That’s a lot of tags.

Comments (4) + TrackBacks (0) | Category: social software