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Usability

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Jenny Preece. Prof. & Chair of Information Systems. UMBC, Baltimore, MD 21250, USA ... Babble social translucent (Erickson et al.) Donath (2002) flower gardens. ... – PowerPoint PPT presentation

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Title: Usability


1
  • Usability sociability in online communities A
    framework for research practice
  • Jenny Preece
  • Prof. Chair of Information Systems
  • UMBC, Baltimore, MD 21250, USA
  • preece_at_umbc.edu
  • www.ifsm.umbc.edu/onlinecommunities

2
Overview
  • Definitions
  • Sociability usability
  • Research example
  • Conclusions future research

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Definitions of online community
  • Technologists
  • Sociologists and anthropologists
  • Business entrepreneurs (e-commerce)
  • Any virtual space where people come together to
    get or give information or support, to learn, to
    discuss, to be with others online.
  • Online communities support communication between
    patients, professionals, students, citizens and
    nations
  • Small or large, local, national, or
    international, virtual or physi-virtual.

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My definition (Preece, 2000)
  • People make the community. Group dynamics, needs
    and roles shape the community.
  • Purposes people come together for a purpose(s).
  • Policies behavior is governed by group norms,
    rules and sometimes formal policies.
  • Software supports and influences community
    activity.

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Some numbers (10/2001)
  • 52m US Internet users, 55 check health sites
  • 230m unique MSN users per month
  • 29m AOL users, 1 million more per month
  • Over 104m ICQ users, millions now texting
  • Over 91,500 UseNet groups
  • 50,000 IBM employees, World Jam, June 01
  • 100 -150 immersive CAVE environments

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Overview
  • Definitions
  • Sociability usability
  • Research example
  • Conclusions future research

15
Sociability and Usability
  • Sociability is concerned with social interaction.
    Communities with good sociability have
    unambiguous, supportive, social structures.
  • Usability is concerned with human-computer
    interaction. Systems with good usability are
    consistent, controllable and predictable.

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Sociability
  • Purpose provide a clear statement of purpose,
    brand name, symbol
  • People support different types of participants
    and participation, show presence when
    appropriate, keep participants interested
  • Policies guide behavior by providing and
    encouraging conventions, moderate with policies,
    support trust and security

17
Usability
  • Dialog social interaction support provide
    support for communication icons, reduce typing,
    visualizations
  • Information design distinguish between new
    old content, different types of content
  • Navigation support moving around the community,
    searching messages, moving between modules
  • Access consider speed of connection, not
    everyone has most recent technology

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Pillars of participatory community-centered
development
  • Usability
  • Dialog social interaction support
  • Information design
  • Navigation
  • Access
  • Sociability
  • Purpose
  • People
  • Policies

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Support sociability, design usability
  • Should there be a registration policy?- Who can
    join? - What effect will it have on membership?
  • Write message, design form- Interaction design-
    Layout - e.g. position size of boxes etc.-
    Relationship with database

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Community Framework
Sociability i.e. On-topic Reciprocity
Empathy Trust Identifiability
Com. ground Privacy
Functionsi.e. roles Identity
1
Communityi.e. Type Stage Size
Culture
Scaffold S
People
Communication(Bales, 1950s) i.e. Informational
Social-emotional
2
Purposei.e. goals
Communityi.e. Type of activity How much
By whom Satisfaction
Infrastructure i.e. Media type Network
capacity Computer capacity
3
Operations (McGrath, 1984) i.e. Generate
Choose Negotiate Execute
Usability Individual
Software i.e. Navigation Community
Information
3
Policies (Lewin, 1930s) i.e. Authoritarian
Democratic Laissez-faire Anarchic
Norms rules Policies
Usability Community i.e. Conviviality
Efficiency Effectiveness
KEY
1-3 scaffolds suggested
Signals terminationMany CSCW issues
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Overview
  • Definitions
  • Sociability usability
  • Research example
  • Conclusions future research

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Research Silent participants or lurkers
(Blair Nonnecke, 2000)
  • 12 indepth interviews - Reasons for not posting
  • Uncomfortable in public
  • Learning about the group
  • Building identify
  • Fear of persistent messages
  • Information overload
  • Not necessary to post
  • Personal characteristics (e.g., shyness)
  • Group influences Lurkers often feel part of a
    community

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From a lurker ...
  • Maybe it's a sign of my own mild discomfort
    around being a lurker, but I found it reassuring
    to recognize myself and my behavior within the
    continuum you describe, and to see lurking
    treated seriously, with both acceptance and
    respect. As a lurker, I'm used to observing from
    the sidelines and participating vicariously, and
    it's strangely gratifying to read an article that
    speaks directly to that experience. It's almost
    like suddenly feeling part of an (until-now)
    invisible community of lurkers.

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Lurking online data logging
  • 12 weeks
  • Started with 135 original subscriptions
  • Ended with 109 DLs
  • Health 77, software 21
  • 147,946 messages were transcribed into records
    and imported into an SQL database.
  • 60,000 members
  • 19,000 posters.
  • (Nonnecke, 2000 Nonnecke Preece, Chi2000)

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Lurking in 77 health and 21 software support
lists
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Variation of lurking levels for cumulative posts
over 3 months
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lurking in health software groups
  • Low lurking when- lists are small- traffic is
    high- messages are short- few single posters-
    stars are present (Nonnecke, 2000) (Nonnecke
    Preece, 2000)

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Social presence in Babble(Erickson et al.,
Chi99)
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Criteria for success
  • UsabilitySpeed of learning
  • Productivity
  • User satisfaction
  • Retention
  • Errors
  • SociabilityNo. participants
  • No. messages
  • Reciprocity
  • On-topic discussion
  • Empathy
  • Trust Social satisfaction
  • Lurking
  • Uncivil behavior

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Overview
  • Definitions
  • Sociability usability
  • Research example
  • Conclusions future research

33
Research
  • Community dynamics and the role of an online
    patient support community in everyday life (Diane
    Maloney-Krichmar)
  • Lurking and participation in 1000 online
    communities (Dorine Andrews, Blair Nonnecke, Greg
    Morton)
  • Communicating trust using mobile devices
    empathy predicability (Heidi Feng, Jonathan
    Lazar)
  • What makes online communities successful?
    Evaluation heuristics and metrics (Chadia Abras)
  • Framework for online community development
    (Clarisse S. de Souza)
  • Supporting lightweight communication in health
    support communities (Clarisse S. de Souza)

34
We shape our buildings, and afterwards our
buildings shape us Winston Churchill
My experience of the world is that things left
to themselves dont get right T. H. Huxley
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Web sites
  • www.ifsm.umbc.edu/onlinecommunitiesOnline
    Communities Desinging Usability, supporting
    sociability(2000)Jenny Preece, John Wiley
    Sonswww.id-book.comInteraction Design
    Beyond HCI(2002) J. Preece, Y. Rogers, H. Sharp,
    John Wiley Sons www.ifsm.umbc.edu/preece

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www.ifsm.umbc.edu/onlinecommunities
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Id-book.com
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Publications
  • Andrews, D. Preece, J. (2001) A conceptual
    framework for demographic groups resistant to
    online community interaction. Proc. HICSS-34 IEEE
    Computer Society, Maui, Hawaii.
  • Preece, J. Ghozati, K. (2000) Experiencing
    empathy online. In R. Rice J. Katz, The
    Internet and Health communication experience and
    expectations. Thousand Oaks Sage
  • Nonnecke, B. Preece, J. (2000) Counting the
    silent. ACM CHI2000, Hague, 73-80.
  • Brown, J., van Dam, A., Earnshaw, R.,
    Encarnacao, J., Guedj, R., Preece, J.,
    Shneiderman, B. Vince, J. (1999).
    Human-centered computing, online communities and
    virtual environments. ACM Interactions, 6 (5).
  • Lazar, J., Tsoa, R., Preece, J. (1999). One
    foot in cyberspace and the other on the ground A
    case study of analysis and design issues in a
    hybrid virtual and physical community. WebNet
    Journal Internet Technologies, Applications and
    Issues, 1(3), 49-57.
  • Nonnecke, B., Preece., J. (2000). Persistence
    and lurkers A pilot study. Proc. HICSS-33 IEEE
    Computer Society, Maui, Hawaii.
  • Preece, J. (1998). Empathic communities Reaching
    out across the Web. ACM Interactions 5 (2),
    32-43.
  • Preece, J. (1999). Empathic communities
    Balancing emotional and factual communication.
    Interacting with Computers, 12, 63-77.
  • Preece, J., Ghozati, K. (1998). In search of
    empathy online A review of 100 online
    communities. Proc. 1998 Association for
    Information Systems, Americas Conference,
    Baltimore, USA.

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Additional material if time
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Community Framework Sociability
Community type
Stage
Size
Culturei.e. local, national
Sociabilityi.e. On-topic Reciprocity
Empathy Trust Identifiability
Common ground Privacy
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Community Framework Usability
Individual context
Community context
ConvivialityEfficiencyEffectiveness
Software
Infrastructure
Media type Network capacity Computer capacity
Navigation design Community design Information
design
Consistent Controllable Predictable Universal
usability
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Trustworthiness
  • Is evidence of trustworthiness needed?What are
    the implications for- social interaction?-
    privacy and security?
  • How can trust be assessed communicated?- what
    are the usability issues?

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Social capital
  • A society characterized by general reciprocity
    is more efficient than a distrustful society
  • Robert D. Putnam, Bowling Alone, 2000. P.21

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Evaluating measuring sociability
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Cyber-balkanization
  • Internet enables us to confine our communication
    to precisely those people who share our interests
    and are like us. Fragmentation and group
    polarization, are significant risks.
  • Cass Sunstein, republic.com,
    2001, p. 192

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Research Empathy
  • Knowing what another person is feeling, feeling
    what another person is feeling and responding
    compassionately to another person
  • Levenson Reuf, 1992

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Analysis of 500 messages
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Evaluating measuring usability
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