5. ABOUT ME
Grew up in Australia
Bachelors of Computer Science, University of New South
Wales
6. ABOUT ME
Grew up in Australia
Bachelors of Computer Science, University of New South
Wales
Worked on Tabletop Computing, University of Sydney
7. ABOUT ME
Grew up in Australia
Bachelors of Computer Science, University of New South
Wales
Worked on Tabletop Computing, University of Sydney
PhD Candidate, University of Washington
8. ABOUT ME
Grew up in Australia
Bachelors of Computer Science, University of New South
Wales
Worked on Tabletop Computing, University of Sydney
PhD Candidate, University of Washington
Founder, Bumblebee Labs
9. ABOUT ME
Grew up in Australia
Bachelors of Computer Science, University of New South
Wales
Worked on Tabletop Computing, University of Sydney
PhD Candidate, University of Washington
Founder, Bumblebee Labs
Bay Area?
10.
11. Flame wars are not surprising; they are one of the most
reliable features of mailing list practice. If you assume a
piece of software is for what it does, rather than what its
designer's goals were, then mailing list software is a tool
for creating and sustaining heated argument.
12. You couldn't go through the code of Mailman and find the
comment that reads "The next subroutine ensures that
misunderstandings between users will be amplified,
leading to name-calling and vitriol." Yet the software will
frequently produce just that outcome.
13. In thirty years, the principal engineering work on mailing
lists has been on the administrative experience. Mailman
now offers administrator nearly a hundred configurable
options, many with multiple choices. However, the social
experience of a mailing list over those three decades has
hardly changed at all.
15. Social Software
Psychologists
Anthropologists
Teachers
Journalists
Understanding Transformative
Human Behavior Effects of Technology
16. Social Software
Psychologists Startups
Anthropologists Activists
Politicians
Teachers
Social Media
Journalists “Experts”
Understanding Transformative
Human Behavior Effects of Technology
17. Social Software
Psychologists Startups
Anthropologists Activists
Design? Politicians
Teachers
Social Media
Journalists “Experts”
Understanding Transformative
Human Behavior Effects of Technology
20. Is it considered rude to "ignore" a friend request?
Is it considered rude to un-friend a facebook friend?
What if its someone you never actually speak to? And
wish you had never friended? But you don't want to
seem like an asshole? Will everyone assume that there
was some "issue" or fight between us?
21. Is it considered rude to "ignore" a friend request?
Is it considered rude to un-friend a facebook friend?
What if its someone you never actually speak to? And
wish you had never friended? But you don't want to
seem like an asshole? Will everyone assume that there
was some "issue" or fight between us?
What about work related "friends," like a boss or
someone you want to maintain good relations with but
don't want seeing your party pictures?
22. Is it considered rude to "ignore" a friend request?
Is it considered rude to un-friend a facebook friend?
What if its someone you never actually speak to? And
wish you had never friended? But you don't want to
seem like an asshole? Will everyone assume that there
was some "issue" or fight between us?
What about work related "friends," like a boss or
someone you want to maintain good relations with but
don't want seeing your party pictures?
Is the point of facebook to acquire the most friends? Is
there a secret prize for accomplishing this?
23. WHAT IS THE RELATIONSHIP
BETWEEN DESIGN &
BEHAVIOR IN SOCIAL
SOFTWARE?
44. We must first recognize that what a town or building is, is
governed, above all, by what is happening there. [...]
Those of us who are concerned with buildings tend to
forget too easily that all the life and soul of a place, all of
our experiences there, depend not simply on the physical
environment, but on the patterns of events which we
experience there.
- Christopher Alexander, The Timeless Way of Building
50. OTHER EXAMPLES OF
NARRATIVES
I’m your friend
If you help me, I’ll owe you a favor
51. OTHER EXAMPLES OF
NARRATIVES
I’m your friend
If you help me, I’ll owe you a favor
I’d really rather not cook tonight but I don’t want you to think
I’m lazy
52. OTHER EXAMPLES OF
NARRATIVES
I’m your friend
If you help me, I’ll owe you a favor
I’d really rather not cook tonight but I don’t want you to think
I’m lazy
Note: A Narrative does not have to be true
53. Physical Virtual
Stuff Feature
Tool
Industrial Design Software as a Tool
Space Narrative
Space
Architecture Software as a Space
83. DESIGN ISSUES
What is the ideal granularity of a facet?
How lightweight should facet creation be?
84. DESIGN ISSUES
What is the ideal granularity of a facet?
How lightweight should facet creation be?
How can you communicate faceting to the reader?
85. DESIGN ISSUES
What is the ideal granularity of a facet?
How lightweight should facet creation be?
How can you communicate faceting to the reader?
How does faceting integrate with the rest of the web
ecosystem?
92. GROUPS SUCK
• Rude:
Blacklists are Cruel. Whitelists are Snobbish.
• Tedious:
Need to explicitly list & maintain everyone who should see a
photo?
93. GROUPS SUCK
• Rude:
Blacklists are Cruel. Whitelists are Snobbish.
• Tedious:
Need to explicitly list & maintain everyone who should see a
photo?
• Complicated:
Either inexpressive (flickr) or complicated (unix)
110. USER STUDY II
• Can strangers crack guard questions?
• 1680 Mechanical Turkers made 16,800 guesses at 168
questions
111. USER STUDY II
• Can strangers crack guard questions?
• 1680 Mechanical Turkers made 16,800 guesses at 168
questions
• 6% cracked in 3 guessed, 11% in 10
112. USER STUDY II
• Can strangers crack guard questions?
• 1680 Mechanical Turkers made 16,800 guesses at 168
questions
• 6% cracked in 3 guessed, 11% in 10
• Better than what users expected (14%)
114. USER STUDY III
• Mechanical Turkers
designed questions for friends that were
easy (<75%) or hard (>25%) to guess
115. USER STUDY III
• Mechanical Turkers
designed questions for friends that were
easy (<75%) or hard (>25%) to guess
• 83% of friends guessed the easy questions
116. USER STUDY III
• Mechanical Turkers
designed questions for friends that were
easy (<75%) or hard (>25%) to guess
• 83% of friends guessed the easy questions
• 27% of friends guessed the hard questions
122. WHAT’S NEXT?
• Advance the state of the art in Social Interaction Design
• Create a shareable methodology around Social Interaction
Design
123. WHAT’S NEXT?
• Advance the state of the art in Social Interaction Design
• Create a shareable methodology around Social Interaction
Design
• Developnew interface elements that can be used towards
more socially humane design
124. N
a
Features
Features
r
r
a
t
i
v
e
CONCLUSIONS
hang@bumblebeelabs.com
http://www.bumblebeelabs.com
Notas del editor
82,000 people sacrificed 230,000 friends in 10 days