Tim,
 
Sounds like quite the project. I'm working on a class project that is 
challenging me in a similar way. Though it isn't a social networking site, I'm  
working on a site in which I want to add features that make the site more 
interactive (interaction between the reader and the site, and interaction 
between the readers... sans threads). I want this to be a digital history site 
unlike the standard set of dull static sites that are regularly encountered on 
the Web. Incidentally, I'm an historian (M.A.) who has gone down the technical 
communication (M.S. in progress) path... and that is leading to a desire to 
jump over to the Informatics/HCI path (PhD). That said, I'm really interested 
in getting an idea of how you plan to make the features that you mention a 
reality. Without taking up too much of your time, can you expand on some of the 
details?

Robert Moore



Patrick Grizzard <[EMAIL PROTECTED]> wrote: Timothy,

Have you read Clay Shirky's "Here Comes Everybody"? He has loads of  
both theoretically interesting and practically useful insights about  
social tools, but the last chapter in particular talks about the  
success of social tools as a function of three criteria: the Promise,  
the Tool and the Bargain. The Promise is "the why", it creates the  
basic desire to participate. Sometimes the implicit promise (the  
pleasure of like-minded peoples' company) actually matters more than  
any explicit one (discussing interaction design) in motivating people  
to participate.

The Tool is "the how", it defines the types of interactions that the  
group will rely on. To this extent, a good social tool is like a good  
woodworking tool, in that it "must be designed to fit the job being  
done, and it must help people do something they actually want to do."  
That latter part is critical - the ranks of ditch diggers won't swell  
overnight simply by designing a better shovel. Also, tools vary in  
the types of groups they are expected to support. Small groups are  
effective at creating and sustaining agreement and shared awareness,  
whereas larger, distributed groups can often generate better answers  
by pooling their knowledge or intuition without having to come to  
agreement (wisdom of crowds). By understanding the two basic  
constraints of group action – number of people and duration of  
interaction – any given tool can be analyzed for goodness of fit.

Finally, the Bargain defines the "rules of the road" and sets  
participants' expectations about what is expected of them and what  
they can expect from others. The Bargain is the most complex aspect  
of a functioning group, in part because it is the least explicit  
aspect and in part because it is the one that the users have the  
biggest hand in creating, which means it can’t be completely  
determined in advance.

So, the answers to your questions are in large part dependent upon  
these criteria. Is it a small, densely linked group or a larger,  
distributed community? How strong will the social bonds be among  
participants and will they persist over time, or will people come  
together intermittently for brief periods? Are you trying to  
facilitate sharing (imposes lowest cost to participate),  
collaboration (harder because it involves participants changing  
behavior to synchronize with one another) or collective action  
(requires a group of people to commit themselves to undertaking a  
particular effort together, and to do so in a way that makes the  
decision of the group binding on the individual members)?

If you have time, I would definitely recommend picking up a copy of  
"Here Comes Everybody" - the last chapter focusses on these ideas and  
also talks about tactical approaches to designing successful social  
tools (Make joining easy, create personal value for individual users  
- a la del.icio.us, etc.), some of which would seem to be no- 
brainers, but then you look at a lot of what's out there and...  
Anyway, good luck, keep us appraised of your progress.

Patrick


On May 9, 2008, at 2:47 PM, Timothy Makoid wrote:

> "Hey everyone,
>
> I am a student majoring in Information Systems with  a  
> concentration in HCI/ID/UX/HF. I'm working on my final project and  
> we are designing a small scale social networking site. Were trying  
> to come up with a sort of gaming system that encourages the users  
> to interact with each other and the site. There are a couple ways  
> to earn points: by taking quizzes based on stories, by sending  
> different forms of greetings to each other, and by setting up goals  
> for each other and achieving them.(Thats what we have currently).
>
> Were having a couple issues though. First of all, we are trying to  
> figure out what the logic should be for distributing the points. It  
> is my thought that since quizzes have the benefit of being a fun  
> task that engages the user, they should be worth the least amount  
> of points. (Maybe each correct answer is worth 1) While sending  
> messages, and making dedications to other users should be worth more.
>
> The second issue is what the points should be worth. We can not  
> make them worth anything of physical value, as the site is supposed  
> to be realistic and we could not feasibly afford sending out  
> rewards. My thought is that points could be redeemable for site  
> customization. Ex:
> a. New background images to choose from.
> b. New css color schemes.
> c. New videos or stories could be given.
> We have also toyed with the idea of making the points worth virtual  
> stuff for some sort of virtual world. (Perhaps a virtual garden and  
> with the points you can buy virtual seeds and watch flowers and  
> plants grow over an alloted amount of time, or a virtual house and  
> with the points you can buy virtual furniture to populate it).
>
> Finally Im thinking about allowing users to give away a certain  
> amount of points at the end of each month (each user gets an  
> allotted amount of “sharing points” that can be given to someone  
> who really helped them out in some way).
>
> Any and all advice would be extremely helpful.
>
> Thanks,
> Tim"
>
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