On the Roots of Social Computing

November 17, 2011

I recently received an invitation from Mads Soegaard, Editor-in-Chief at Interaction-Design.org to offer those who read this blog an early view of a new chapter on Social Computing in their encyclopedia. I’m a little late on this writing for you to get a pre-publication view of the chapter but I wanted to make sure and point it out for those who take topics like social computing seriously. Thomas Erickson wrote the chapter. To be candid, I didn’t really know much about Thomas until I read it. He seems like a very interesting person. Thomas’ chapter takes seriously the point of an early comment I made in a post here in 2008 on Social Software, Community, and Organization: Where Practice Meets Process, specifically my point that not enough of the influential discussion on the topic took seriously the roots of what it means to do social computing.

The distinctions involved are as old as the study of social interaction in organizations, especially the characteristics of routine work. However, we don’t need to go back to the 1950s when the distinction first emerged in the study of industrial organization to understand the significance of Ross’ point. Indeed, the early 1980s will do. Rob Kling discussed computing as social organization as early as 1982 in Marshall Yovits’ edited series on Advances In Computers. Drawing from the symbolic interactionist tradition, Rob distinguished between a line of work which, he contended, indicates what people actually do in computing work, compared to formal descriptions of that work, or what we might today refer to as business processes. Kling’s work was one precursor to the focus on computer supported collaborative work  (CSCW) in studies of group collaboration, most notably developed at Xerox PARC.

The social roots of social computing are important for influentials to keep in mind as they discuss current developments in Web 2.0 technologies, especially their use in the enterprise. The point is not a simple academic exercise of giving credit to what came before. Rather, it is to take note that the distinctions made explicit…regarding practice/process are as old as the modern, hierarchical organization and seem to survive regardless of the way communication technology is applied in it. Those who discuss tensions between social software and Enterprise 2.0, or learning management systems and eLearning 2.0, are pointing to persistent challenges in how organizations work.

Thomas’ chapter provides an excellent overview of the roots, history, and development of the concept of social computing as a concept that promises to stand the test of time regardless of the labels used to describe it, e.g. Web 2.0, Social Media, Social Business, Enterprise 2.0, etc. I recommend anyone involved in current discussions related to compound nouns like social media, social business, social “this” or “that” take a look at Thomas’ chapter as well as the Interaction-Design.org encyclopedia which offers in-depth analysis of such topics.


A Learnability and Experience Design Update

November 9, 2011

One of my earlier posts discussed the learnability of a service as a key challenge for experience design. Today I ran across this early video from Don Norman on learnability and product design. I thought I would share it.

 


Social Learning and Exception Handling

December 9, 2010

We know that most learning in the workplace is informal. Most observers put it at around 80%. Recently, John Hagel and John Seeley Brown contended that ”as much as two-thirds of headcount time in major enterprise functions like marketing, manufacturing and supply chain management is spent on exception handling.” Of course, that fact is a result of the successes of process automation over the past few decades. Yet, still, The Barely Repeatable Process (BRP) persists as an organizational challenge for business.

Earlier discussions here focused on the importance of exceptions, to business process and formal learning. I examined the implications of the Kirkpatrick Evaluation model to the use of social media in learning experience design, while addressing the challenges facing learning leaders. Leading the Business-Centered Learning Experience noted that evaluating formal learning is as much about organizational learning and change management as it is about individual learning, largely because much of the learning, and performance, that matters today occurs at the group level. Marc Rosenberg recently echoed the point in an article in Learning Solutions Magazine, The Special Sauce of Social Learning. Marc noted that social learning is largely a change management challenge for organizations.

 The most basic point to remember is that exceptions to formal business processes require efforts to design a scalable learning architecture that supports content co-creation needed to adapt to emergent challenges and manage the flow of that adaptation through an enterprise’s ecosystem. Whether judging an adaptation successful requires it to result in new formal learning content, i.e. content co-creation, or a new business process, i.e. organizational innovation, or both, remains an open question.

Echoing John Hagel, John Seeley Brown, and Lang Davison’s focus on The Big Shift, Tim Young recently noted the following about  social networking and exception handling,

When an exception happens, we have to step away from our PowerPoint, stop typing an email, or exit a meeting in order to take care of it. Routine work stops. And, our modern reliance on technology to find, aggregate, and alert us to these exceptions has made the task of managing them more burdensome than ever before. Systems that manage exceptions provide the enterprise with vast amounts of data points that have become overwhelming for employees to handle. The applications that we rely on for managing exceptions still rely on process owners to make decisions and respond to the issues. The result is a workforce that isn’t dealing with exceptions well at all. (my emphasis)

The importance of social networking to increasing the effective handling of exceptions is a major focus for those interested in social learning.

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Video Analysis for Experience Design: The Video Card Family Game

July 12, 2010

From "A Journey Round My Skull's" photostream on Flickr

 Digital ethnography is an increasingly feasible research technique as smartphones decrease in cost and more people carry them around. The photographic capability of smartphones is an important resource in making digital research ubiquitous, giving people the ability to capture images and record observations as they go about their everyday lives, and characterize those observations for ethnographers. 

Of course, taking photographs and sharing them online as part of a diary or journal for ethnographic research predates smartphones. Smartphones simply increase the likelihood that an everyday experience is recorded as a representation of the moment in which it occurs. Nevertheless, the video recording capabilities of smartphones afford collaborators an opportunity for representing experience in a manner previously unavailable to ethnographic research. 

I’ll discuss the range of implications for ethnography posed by the ubiquitous access to video recording capabilities by ordinary people in another post in the near future. For now, my discussion focuses on how to use video in ethnographic research to inform product/service design. 

Video of people using products or services is one of the most challenging data resources used in ethnographic research. Playing and replaying video segments for review is time-consuming and, depending on the number of people involved and the type of activity recorded, difficult to distil into agreed-upon insights. 

I recently read several chapters from Sarah Pink’s Visual Interventions: Applied Visual Anthropology, thoroughly enjoying all of them. One chapter in particular though, Video Ethnography Under Industrial Constraints, by Werner Sperschneider, really caught my attention. Werner spells out a technique (the Video Card Game) for analyzing video in design research that I remembered reading about several years ago but, at the time, didn’t really give a lot of thought to.   

The Video Card Game draws from the “Happy Families” childrens’ card game, a game in which players collect families of four cards as they ask one another in turn for cards of a particular archetype. The goal of “Happy Families” is to collect a family of four cards, forming a stack. Collecting the most stacks makes you the winner.  

Werner provides an overview of how researchers in user-centered design at the Danish industrial manufacturer, Danfoss A/S, initially created the Video Card Game as a method for combining ethnographic and visual research methods using video. Design researchers, Margot Brereton, Jared Donovan, Stephen Viller, at the University of Queensland, as well as Jacob Buur and Astrid Soendergaard, of  the University of Southern Denmark, and the University of Aarhus, respectively, also provide case studies of its use. 

Family Resemblance and the Video Card Game

The Video Card Game’s design provides a collaborative space of interaction for researchers, designers, and design collaborators to co-create insights for product and service design, using video as a primary source of insight. The rendition of the game offered here refers to it as the Video Card Family Game for the explicit purpose of making it clear that Ludwig Wittgenstein’s concept of family resemblance is a key criteria in the gaming process for deciding to which themes a video card belongs. Using the concept of family resemblance to analyze video enables design researchers to organize, prune, and interpret actions taken in their research with collaborators in the field, providing actionable ideation outcomes.  

When playing the Video Card Family Game the key is remembering that, even though the cards give the video a tangible mode of expression, the images remain on relatively small cards, whether on the surface of a table or attached to a poster on the wall. One can imagine an interactive wall display like Microsoft’s Surface that minimizes the legibility problem. Short of such a solution however it is important to keep in mind the spatial limitations imposed by rendering video representations of action onto tangible video cards arranged on tables or walls. 

Keep reading if you are curious about how the Video Card Family Game is played in the context of video analysis for design research. 

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Social Learning, Collaboration, and Team Identity

March 4, 2010

Harold Jarche recently offered a framework for social learning in the enterprise in which he draws from a range of colleagues (Jay Cross, Jane Hart, George Siemens, Charles Jennings, and Jon Husband, all members of the Internet Time Alliance) to outline how the concept of social learning relates to the large-scale changes facing organizations as they struggle to manage how people share and use knowledge.

Harold’s overall framework comes down to the following insight,

Individual learning in organizations is basically irrelevant because work is almost never done by one person. All organizational value is created by teams and networks. Furthermore, learning may be generated in teams but even this type of knowledge comes and goes. Learning really spreads through social networks. Social networks are the primary conduit for effective organizational performance…Social learning is how groups work and share knowledge to become better practitioners. Organizations should focus on enabling practitioners to produce results by supporting learning through social networks.

Indeed, Jay Cross suggests that the whole discussion needs framing in terms of collaboration, and I tend to agree. Yet, saying social learning occurs largely through collaboration means delving into the subtleties of how social networks relate to the organizing work of project teams as well as to their performance. After all, much of the work done in Enterprises involves multidisciplinary teams, often spread across departments, operating units, and locations.

One of my earlier posts posed the question Who’s on Your Team? to highlight the importance of social networking to establishing team identity and enhancing knowledge sharing across distributed, multidisciplinary teams. Its focus was on the importance of social software applications in the Enterprise to the ability of distributed project team members to recognize who is on their team at any point in time, and who isn’t. Organizational analysts refer to the challenge of establishing team identity as a boundary definition problem for teams, when members are spread across large distances whether geographic or cultural in nature.

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Thoughts on Cisco, Telepresence, and Reciprocity

November 18, 2009

While meeting for drinks and food at Llywelyn’s Pub a few weeks ago on a Sunday evening with two of my oldest friends, one of them mentioned recently using Cisco’s Telepresence video conferencing. I was keen to learn about the experience. Rocky said the experience was really immersive and described in vivid detail the sense of sitting around an oval table with video feeding into displays that curve with the shape of the table to present participants at distant locations.

My first question was whether the configuration provided a reciprocity display to reflect back to each location how local participants are seen by others at different places. He said that it didn’t. I said it didn’t surprise me at all, given the name of the service — telepresence. It really is a pretentious name if you stop and think about it. After all, presence is roughly the sense one gets from being in an environment, and telepresence is the extent to which one feels present in a mediated environment, rather than in the immediate physical environment.

I consider myself an early adopter of communication tools that provide unique opportunities to engage other people. At the same time, I recognize the fact that face-to-face communication adds interpersonal depth, and not just bandwidth, to relationships that is either missing in asynchronous communication (whether user-generated or marketing -driven), or takes much longer to develop.

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Using Social Network Analysis in Social Business Design

September 23, 2009

radical

My last post discussed the Open/Closed culture fallacy in social business design. I made the point that leaders of large corporations are typically unable to answer the key strategic questions posed by David Armano of the Dachis Group in a recent important post, Re-designing Your Business Culture. Among other questions, David asked:

Do we want real connections established between employees, customers, partners?
How can we reward those in our ecosystem who actively contribute?
Do we actually want to engage those who want to engage us? Can we?

As this post’s subject indicates, my interest here is to explain how social network analysis, applied to the ecosystems of organizations, helps apply social business design in a manner that avoids the fallacy of open/closed business cultures. We can’t know how open or closed a business culture is until we research, analyze, and understand both its formal and informal networks.

As I noted previously,

To paraphrase Valdis Krebs, a social network analyst, more connections are not necessarily betterValdis Krebs, and other social network analysts engaged in ONA (Rob Cross and Steve Borgatti, for example) contend that the most efficient and effective adaptation to emergent challenges lies in “the pattern of direct and indirect links” in the ecosystem. You can read a straightforward overview of ONA by Valdis.

This post continues David’s line of thinking by considering a combination of two of his strategic questions in light of the open/closed culture fallacy. I also take a stab at noting how to answer his last question.

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Empathy and Collaboration in Social Business Design

August 27, 2009
dachis_eco

Source: David Armano "Social Business by Design"

My first corporate position carried the title Methods Analyst, working for a large billing center serving a telephone company. One of my main tasks in that role involved learning how other employees performed their work and documenting it. On each project I typically spent several hours observing people work (what some today call rapid ethnography or guerilla ethnography) and then did in-depth interviews of the people I observed. Usually, at the end of my observation, I took responsibility for doing the work for a brief time under their watchful eye. In some sense you could say my work required me to continuously cross train in other people’s work, analyze the process, and write it up in a technical document.  The main insight I took away from that experience was an appreciation for the importance played by empathy in effective collaboration.

First off, collaboration isn’t just about people sharing information to achieve common goals. Collaboration is about people working with other people to achieve common goals and create value. Advocates of Enterprise 2.0 sometimes make the fundamental mistake of arguing that collaboration is really only about achieving business goals, leaving the implication that incorporating social software into the work flow of organizations is sufficient. Even though goal-orientation is a big part of collaborating, collaboration requires more to achieve goals effectively. It requires shared experience. As Dev Patnaik and Evan Rosen recently noted, empathy and collaboration go hand in hand.

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Informal Learning in Health Care 2.0

August 19, 2009

transform-masthead

Update:

The presentations from Transform are now available online. Take some time and listen to these videos if you are in the least interested in how to transform health care. 


Health care is increasingly gaining attention as an area in which innovation involves informal learning, and many of the other topics that go along with using Web 2.0 to engage people. The current debates at the national level about changing health insurance carry with them an underlying focus on innovation in the design and delivery of healthcare services, an area referred to for several years as Health Care 2.0. And the Mayo Clinic is always at the top of the list when innovation is discussed in healthcare. So, it isn’t a surprise that the Mayo Clinic is sponsoring a symposium in September focusing specifically on innovating health care experience and delivery.

The symposium includes a number of segments with intriguing topics. However, the two I find most interesting are the Redefining Roles and the Content, Community, Commerce, Care, & Choices segments. It looks like a promising experience for those fortunate enough to attend.

Redefining Roles
This segment will introduce the emerging roles of disruptive technology and business model innovations in making products and services in health care affordable and accessible. It will touch upon the evolution of health care delivery systems — particularly hospitals — from geographically-centered and costly entities to decentralized and more focused operations. Participants will be introduced to emerging business models in health care, including facilitated networks — online communities of people who help to teach one another about how to live with their diseases. This segment will also explore the notion that health care can be designed to minimize the degree to which it disturbs peoples’ lives.

Content, Community, Commerce, Care, & Choices
Communities of people are sharing health care-related content online. This has come to be called “Health 2.0.” Individuals and organizations have built business ventures around sharing content. But what does it take for these models to evolve into reliable facilitators of wellness? How can these communities link with existing bricks-and-mortar care delivery systems in ways that help people in their journey to wellness? What are “microchoices” and how might they be more powerful than all of health care?

My interest in using communities to enhance the service experience goes back several years. I had not considered their application to health care services until recently when an associate pointed me to several hospitals using social media to connect with patients. It looks like a promising area for innovation and highlights the relevance of informal learning to health care services. 

Thanks to Tim Brown at Design Thinking for the pointer to the Mayo symposium.

Posted by Larry R. Irons

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Shaping Social Business Ecosystems as Learnscapes

August 18, 2009

shapeThe emergence of social media provides people inside and outside organizations with a way to actively speak about, speak to, and engage the product and service offerings of enterprises. Currently, 25% of search results for the World’s Top 20 largest brands are links to user-generated content and 34% of bloggers post opinions about products & brands. Enterprises, on the other hand, listen to, engage, and act on insights gained from social media.

A recent study of social media engagement by Ben Elowitz and Charlene Li covered the 100 largest brands and, among other conclusions, noted that,

One recurring theme throughout these case studies is that engagement cannot remain the sole province of a few social media experts, but instead must be embraced by the entire organization.

Channels, policies, processes, touch points and transactions are increasingly viewed as parts of the social experience organizations use to encourage employees in collaboration (also known as — Enterprise 2.0), and engage customers in conversation (also known as — social media) for the purposes of innovation and transformation of the business. The common goal of the ongoing discussion involves transforming business practices to incorporate social relationships into the value proposition to customers and other stakeholders.

Integrating engagement into enterprises is crucial to strategic efforts to use social software throughout an ecosystem, inside and outside the formal organizational hierarchy, as social business design. My contention is that such integration is most likely to succeed with a focused approach to informal learning. In my last post, Scalable Learning and Learnscapes in Social Business Design, I offered the following point.

The concept of learnscape is a useful framework for thinking about the strategic challenge to the range of learning activities occurring as companies attempt to create feedback loops between their brand experience and the functional areas of their enterprise, especially in regard to the multidisciplinary collaboration needed to make these efforts successful.

The concept of a learnscape, initially outlined by Jay Cross, focuses our attention on designing ecosystems to heighten the innovation and performance of people. I lay out some thoughts about learnscapes and shaping ecosystems below, using key concepts from the Dachis Group’s framework, initially discussed in an earlier post on HP’s WaterCooler project. I don’t claim these insights provide proven techniques for shaping enterprise ecosystems. But, I do think they point in a useful direction for those thinking about Enterprise 2.0 and social media strategy to keep in mind. Read the rest of this entry »


Social Software, Community, and Organization: Where Practice Meets Process

September 18, 2008

Ross Mayfield of SocialText recently pointed to a longstanding issue involving the relationship of organizational practices and organizational processes. He offered a discussion of distributed collaboration and community, specifically on the question of which organizational stakeholder is the most effective leader of community (internal and external) initiatives. Ross suggests that even though we may see the emergence of a Chief Community Officer to align and coordinate internal and external communities, communities are more likely to arise around organizational processes as 360 degree process communities.

In my view, approaching distributed collaboration from the standpoint of community alone, especially communities internal to the enterprise, is overly restrictive. Collective understanding and collaborative understanding, as Thomas Vander Wahl makes clear, are different parts of what he refers to as the social sofware stack. Without getting overly picky, let me agree with Ross’ point that the development of internal communities in enterprises will most likely occur around the way process owners manage routine work and its exceptions. Nevertheless, the distinction Ross makes, following Mike Gotta, about the difference between processes (how work is supposed to get done) and practices (how work actually gets done) really indicates a need to keep in focus the range of connections and interactions that social software enables.

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futuremelbourne: Wikis in City Planning

July 16, 2008

Howard Rheingold provides an interesting video podcast of an interview with Mark Elliott regarding the use of wikis in city planning, particularly in Melbourne. The Melbourne wiki uses the tagline, “the city plan that anyone can edit.” Mark indicates there were 500 registered users and 7,000 visitors to futuremelbourne.

I’m not convinced by Mark’s concept of stigmergy, analogizing patterns of insect behavior — specifically ants — to the activity of participants in a wiki. However, his overall point about the benefits of using wikis for collaboration between public officials and the community in civic projects, such as the New Zealand police act wiki, is persuasive.

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Flowgrams: A New Way to Screencast

July 8, 2008

Screencasts are effective ways to share ideas, images, concepts, experiences, and a range of information for a variety of purposes including eLearning, collaborative problem solving, or just fun. I just ran across a new technique for doing screencasts called a Flowgram.  Eric Schonfeld over at TechCrunch describes it as,

…a full-screen player with what appears to be a screencast with a voiceover. Except that you can control the pages by scrolling up and down, watching any videos that might be on the page, or clicking on the live links (which takes you out of the Flowgram to that Website, but if you hit the back button it picks up where it left off). You can also add comments and share the Flowgram via a widget…It’s an interactive screencast, a way to synthesize the Web by pulling different pieces together The voiceover acts as the glue. It can be used for slide shows, travel guides, tutorials, sales pitches, or just to explain something to a friend.

I’ve signed up for the private beta access program so I can build a few Flowgrams of my own to get a better sense of how this tool compares to applications like Captivate or Camtasia. After briefly interacting with several of the Flowgrams available it looks quite promising. I like the ability to scroll pages as well as play videos embedded in pages presented in the Flowgram. I’m not sure why the developers decided to navigate out of the Flowgram when you click on a link that takes you to a page outside the Flowgram, rather than opening a window to view it, but when you click the back arrow the flow of the Flowgram seems to pick back up where you left it. Take a look at Flowgram for an overview.

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Collaborating with Twitter: More than social networking?

March 30, 2008

I’ve started using Twitter lately. Not because I just learned about it. I’ve known about it for some time, but didn’t need the added social networking juice it provides. For those of you who don’t know about Twitter though, you can see a good overview in Lee Lefever’s “Twitter in Plain English” (Thanks to SoulSoup2.0 for pointing out the video.)

Nancy White’s Twitter Collaboration Stories blog offers a range of possibilities for Twitter collaboration. However, the development of WordPress’s Prologue makes it increasingly possible that corporate enterprises can implement twitterlike collaboration behind the firewall. The implications for project management and performance improvement through dynamic eLearning are very promising.

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