TAG: Social Design

Design vs. Art Quotes

From the your-audience-knows-best department…

Last week I posted Design is not Art, Redux, another discussion about one of the principles I design by. The post ended up being the smartest thing I’ve posted in a long while, and it wasn’t because anything I said. My readers, Bokardoans, as I like to call them, shared some seriously deep insight into the issue. I’m reposting some of my favorite responses here…but the whole thread is interesting.

Mark Rodriguez asks:

“I think the conversation boils down to that design and art are totally judged by two different measurements of value. The purposes are different. Is the purpose of design to ‘touch the soul’ as most art aspires to do?”

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Common Pitfalls of Building Social Web Applications and How to Avoid Them, Part 2

This is part II of a series on Common Pitfalls of Building Social Web Applications. Read Part I

5) Not Appointing a Full-time Community Manager

No matter how prescient your designers and how well thought out your design strategy, there is no way to design a perfect social web site that doesn’t need ongoing management. Yet, some social start-ups fail to recognize this and launch their app without a designated caretaker. The result is a slow failure…the worst kind of failure because it’s not immediately apparent that it’s happening.

In any decent social app, use and users are always changing, always adapting and pushing the limits of your software. So as Matt Haughey, founder of Metafilter, says in his excellent Community Tips for 2007, “Moderation is a full-time job”.

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Design is Not Art, Redux

Leeanne Lowe pushes back hard on my claim that “design is not art”, one of the five principles I design by. She says:

“I have often thought that people who say ‘design is not art’ have no real idea what design is. If a designer were to say it to me I would seriously have to say that this person is not a designer at all, simply someone who is concerned with production and sees what they do as a job.”

Well, I don’t…

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Can Design Change the World?

That’s the question being asked (and answered) at DesignCanChange.org, a pro-bono site built by smashLAB, a Vancouver-based design firm. (via gong szeto)

Design Can Change

There’s a lot to like at this site. Not only do they provide excellent visuals that explain the concepts of climate change, but they also candidly address the impact that design has on the world. They also gives tips on how to take action.

Beautiful, inspired work.

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Two Great Videos in Plain English

Lee Lefever over at Common Craft has posted two nice videos about how and why to use new technology. Lee, who is also using the term “social design”, is obviously aware that not everybody is on the social media bandwagon yet. These videos are a great primer for folks who want an explanation of what RSS and Wikis actually are. They’re fun, too.

RSS in Plain English

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Common Pitfalls of Building Social Web Applications and How to Avoid Them

This is part I of a series on Common Pitfalls of Building Social Web Applications.

In the last several years we’ve seen the rise and fall of many social web applications. While most of our attention gets paid to the hugely successful ones like YouTube and Facebook, we can also learn a lot from those that have failed. Here are some of the common pitfalls that lead to failure when building social web applications.

1) Underestimating The Cold Start Problem

If you build and release your social web site and nobody uses it, you have the cold start problem. This problem affects most social sites, and directly results from designing for the network. The effect of the network is that nodes on the network (web sites) have attention momentum. We pay attention to certain nodes (sites) already, and so if you’re trying to add one to the network then you have to build your own attention momentum over time. This is not easy.

Too often, though, this hurdle is underestimated. The first step is to admit there’s a problem. Say “This is not working. Our early users are not using the site how we want them to”. You would be surprised at how often this doesn’t happen. Instead, what often happens is that more money is pushed into features or marketing, which is precisely the wrong move…

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Extending the Circles of Relationships

Several folks pushed back on my circles of relationships post last week. Most people thought Schneiderman’s diagram just wasn’t complex enough in describing social networks, arguing that most relationships are too dynamic to be represented in this way.

Ben Schneiderman's Circles of Relationships

Bokardoan Alex Mather wrote a thoughtful post suggesting an altered version of the diagram, adding some interesting twists. The most notable twist is that he has included a “people like us” ring that we ascribe nearly as much weight to as friends, and that these two groups are in a “protected” area, more important than the other groups.

Alex Mather's Circles of Relationships

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Facebook and Circles of Relationships

David Kirkpatrick’s has written a great piece on the new direction Facebook is going. His lead in says it all:

“Imagine that when you shopped online for a digital camera, you could see whether anyone you knew already owned it and ask them what they thought. Imagine that when you searched for a concert ticket you could learn if friends were headed to the same show. Or that you knew which sites – or what news stories – people you trust found useful and which they disliked. Or maybe you could find out where all your friends and relatives are, right now (at least those who want to be found).”

Notice how each one of the examples relates the person with what they’re trying to find out by way of Trust. In other words, information is important to people not just because of what it is, but because of what it means to the person and their future. Knowing what concerts are playing is nice…but knowing which one your friends are going to is what’s important.

Schneiderman’s Circles of Relationships

Ben Schneiderman came up with a nice graphic to illustrate this. He calls it the circles of relationships. It shows several concentric ovals (centering on the self) that illustrate how Trust dissipates outward. As we move away from people near to us, we trust them less.

Ben Schneiderman's Circles of Relationships

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How to Design for Word-of-Mouth

How designers can help spread the good word about a product or service.

The holy grail of design is to make something so wonderful and remarkable that people can’t imagine life without it. People are so happy with it that it sells itself. This idea was expounded on beautifully by Seth Godin in The Purple Cow, a new rendering of the age-old business ideas of differentiation and competitive advantage.

The big benefit of word-of-mouth is that your marketing budget goes toward zero, as your users become your marketers. If they’re so passionate about your design they’ll tell their friends about your service, and you won’t have to. And, most likely, what they say is more influential than what you can say anyway. Focusing on this value, and designing to enable it, is a big part of social design.

Word-of-mouth is complicated from a design standpoint because it’s not a monolithic activity. It’s several smaller steps that happen in order. On one hand this makes it harder to design for because there are many little problems to solve. On the other hand, it gives designers a clearer picture of what to focus and spend time on.

You can help enable word-of-mouth by designing your application to support it by giving your users tools to share their passion about your app or service. To actually make it work, however, you have to nail most of the following steps…

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Real world gamed?

Techmeme creator Gabe Rivera in an interview at Wired:

“The way I view it, Techmeme is gamed continuously because the real world is gamed continuously: Gamed in the sense that bloggers have always traded links and various other gestures of attention, sometimes through unspoken agreements, sometimes not. This was going on before my sites arrived, though these kinds of things can affect Techmeme. It’s hard to say how much.”

(my emphasis added)

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