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Designing
                                 Social In
using principles, patterns and anti-patterns
to create meaningful social user experiences
a workshop
erin malone & christian crumlish:: 05.03.10
A little about us: erin malone
                                 @emalone
A little about us: christian crumlish
                                  @mediajunkie
What does “social” really mean?


                    Community, Living Web, Live Web,
                    Read-Write Web, Two-Way Web
                    Human, Humane, Humanized
   Social Network
   Social Graph
   Social Media
   Social Object
New social media : still awkward
People are unpredictable
User = singular, Social = plural

  Solitary activities:
  user interfaces
  reading headlines displayed on a website
  relatively easy to measure
User = singular, Social = plural

  Solitary activities:
  user interfaces
  reading headlines displayed on a website
  relatively easy to measure




                       Social activities:
                       social interactions
                       engaging with other people through a web application
                       most effectively mediated by social objects
Designing social requires different thinking

  Organic
        vs Static

  Emotional
        vs Data

  Relationships
        vs Transactions

  Continuum
     vs One Grand Gesture




~ Deb Shultz, Altimeter Group         photo © erin malone
The two leading reasons people
contribute content to social [shopping]
         sites are the need to
  feel part of a community(31%) and
    recognition from peers (28%).
        ~IBM Institute for Business Value, August 2007
Defining the
foundation
The Ecosystem




                 Social
                Objects
The Social
Object, in a
nutshell, is
the reason
two people
are talking to
each other,
as opposed
to talking to
somebody
else.
Social Networks form
around Social Objects,
not the other way around.
       ~ Hugh MacLeod
         GapingVoid.com
Make sure there is a “there” there. What’s your social object?




                                                photos © erin malone
Context


 The end delivery of your product changes
  the types of interactions to develop and
    speci c features to take advantage of
For the people, by the people




            photo from ickr by Shermeee




                                                                            photo from ickr by sandesigns one of a kind



                                           Who you target can and will affect
                                           the features you choose to develop
                                          photo from ickr by ssebastien.b
Fundamental
 Principles
Pave the cowpaths
Dogster started as a photosharing service. Shifted
focus to pets once company saw people were primarily
          uploading pics and talking about their dogs.
Talk like a person
Do you want to talk to your
customers like this?




Or like this?
Talk like a person




  Conversational Voice
  Self-Deprecating Error Messages
  Ask Questions
  Your vs. My
  No Joking Around
Enter textPlay well with others.
Be open. here
Embrace open standards
Share data outside of the bounds of your application
Accept external data within the sphere of your application
Support two-way interoperability
Learn from games
Learn from games




                   What are Game
                   Mechanics?

                   The systems and
                   features that make
                   games fun, compelling
                   and addictive.
                     ~Amy Jo Kim
Learn from games

                   Game Mechanics
                   Collecting
                   gives bragging rights,
                   encourages completion

                   Points
                   game points by systems,
                   social points by others,
                   drives loyalty, drives behavior
                   unlock new powers or access

                   Feedback
                   social feedback drives engagement
                   accelerates mastery and adds fun

                   Exchanges
                   structured social interactions
                   explicit or implicit

                   Customization
                   character or interface
Respect the ethical dimension
Respect the ethical dimension




                     Some of the forces that must be
                     balanced, to apply many of these
                     patterns, involve ethical dilemmas
Exercise 1
Define your socal object, target audience and delivery method.
Which principles are relevant?
Do all five principles apply?
Make sure you have a stack of Social cards - or share with a neighbor.
  Review cards with neighbors
  Consider how these items go together
Choose an Object Card
  Think about the principles we have discussed so far. How might they play out?

  What type of community do you want to foster?
  Discuss with your neighbors, make suggestions to each other
Just what are
  patterns?
Origins




Solution to
a problem
in context
History of Patterns: The Spread

                                  •       1995, Applied to software design,
                                          known as
                                          Gang of four
                                      •   1997, Tidwell’s Common Ground
                                          collection presented at CHI
                                      •   Martin Van Welie’s pattern site
History of Patterns: The Spread

                                  •   2002, Douglas K. van Duyne,
                                      Design
                                      of Sites book
                                  •   2004, Internal Yahoo! library
History of Patterns: The Spread

                                  •   2005, Jenifer Tidwell, Designing
                                      Interfaces book
                                  •   2006, Open Pattern Library from Yahoo!
                                  •   2008, Bill Scott and Theresa Neil,
                                      Designing Web Interfaces book
                                  •   2008, Dan Saffer, Designing Gestural
                                      Interfaces Book
                                  •   2009, Designing Social Interfaces
Pattern Definition for Interaction Design

 Patterns are optimal solutions to common problems in a context.

     Interaction Design Example:


                                        Problem
                                        Large amounts of data. User
                                        needs to see details but
                                        wants context of overview
                                        data

                                        Solution
                                        Overview panel
                                        Detail pane
5 parts of a design pattern

  WHAT
  What does the user want?
  Examples
  An archetypal example of the solution
  USE WHEN
  When to use it
  HOW
  How to meet the user’s needs
  WHY
  Why is this a good solution?
5 parts of a design pattern

  WHAT
  Examples
  USE WHEN
  HOW
  WHY
Content
                                          Front End Code
                                          Interaction Specs
                                          Interaction Patterns
                                          Visual Design
                                          Infrastructure / Platforms



“The fast parts learn, propose, and absorb shocks; the slow
parts remember, integrate, and constrain. The fast parts get
all the attention. The slow parts have all the power.”
Steward Brand, The Long Now Foundation
Patterns vs. Specs

 Patterns                                  Specs
 •   a generalized set of considerations   •   detailed instructions that de ne the
                                               solution
 •   can be interpreted multiple ways
 •   have a slow rate of change
                                           •   the ONE way you are going to
                                               implement
 •   technology agnostic
                                           •   may change frequently depending on
                                               change in technology
                                           •   generally taking advantage of a
                                               technology (i.e. ash or ajax or java)
Enter text here

    Not the last word




             But are a great place to start
Practices
or the social patterns
      in context
or a brief tour through 96 patterns
High level buckets
High level buckets

Representations of the Self
   self-expression, identity, presence                  Self


                  Activities involving social objects
  Activities          one to one, one to many, many to many


                                                      Community

  Community as expressed by
      relationships, location and model citizenship
Self
Welcome people to the party


Registration
Sign In
Welcome Area
Invitations
Private Beta
Reengagement
Authorize




                              http://www. ickr.com/photos/pasotraspaso/1408057351/
The Usage Lifecycle




                           Support activity your users
                           are already doing around
diagram Joshua Porter
                           your social object
Designing the Social Web
bokardo.com
Sign In
 What
 User wants to access their personalized information or an
 application that is stored on the host site.

 Use When
 • Use when personal data needs to be stored or when
   there is customization or personalization unique to the
   particular user.
 • Use when the site is a repository for user generated
   content and the submissions or les need to be
   identi ed and/or managed by the author.
 • Use when there are security or privacy concerns and
   the user's data needs to be protected.
Welcome Area
 What
 A user registers for a new service
 and needs to have a sense of what
 can be done at the site and how to
 get started.

 Use When
 • Use this pattern when a new user
     rst accesses the site.
 • Use this pattern to acquaint the
   user with important or useful
   features.
Authorize
 What
 The user wants to participate on a site by
 bringing their data and les over from
 another site.

 Use When
 • Use this pattern when features on your
   site are enhanced by accessing data
   and les from another site (Site A).
 • Use this pattern when user generated
   content or data on your site has the
   potential to enhance or enable other
   sites that your users may be
   participating in (Site B).
Give people a way to be identified
Give people a way to be identified & to identify themselves
Give people a way to be identified & to identify themselves




                                        Attribution
                                        User Cards
                                        Avatar
                                        Re ectors
                                        Pro le
                                        Pro le Decorating
                                        Testimonial
                                        Personal Dashboard
                                        Testimonials
Attribution
 What
 A content consumer needs to understand
 the source of a contribution and the
 source of a contribution needs to receive
 proper credit for his post. A user needs to
 assign her public identity when
 contributing content or joining an online
 community.


 Use When
 • Use when contributing content, joining
   a community, or editing a public
   pro le.
                                               Identity doesn’t alway have to manifest itself
                                               in a complicated or robust pro le.
                                               Be appropriate for your context.
User Cards
 What
 A person needs more information
 about another person in an online
 community without interrupting his or
 her current task.


 Use When
 • Use an identity card wherever a
   user's display image or display name
   is shown.
 • Use when additional information
   about the participants is desired (in
   context) without adding clutter to
   the screen.
                                           Identity doesn’t alway have to manifest itself
                                           in a complicated or robust pro le.
                                           Be appropriate for your context.
Avatars
 What
 A user wants to have a visual
 representation of themselves as part of
 their online identity.


 Use When
 • Use this pattern when the user wants to
   have a visual associated with their
   identity.




                                             Identity doesn’t alway have to manifest itself
                                             in a complicated or robust pro le.
                                             Be appropriate for your context.
Profile
 What
 The user wants a central, public location to display all
 the relevant content and information about themselves
 to others – both those they know and those they don’t.

 Use When
 • Use this pattern when your site encourages a lot of
   user-generated content and you want one place to
   show a speci c user’s contribution.
 • Use this pattern when you want to allow users to look
   up another user to learn more about them.
 • Use this pattern when you want to allow users to
   express their personality.
 • Use this pattern to allow users to share information
   about themselves to others.
Personal Dashboard
 What
 The user wants to check in and see status
 updates from her friends, see current activity
 from her network, comments from friend on
 recent posts and other happenings from
 across her network.

 Use When
 • Use this pattern when the experience of the
   site revolves around the activities of people
   and their networks whether the activity
   takes place on the network or not.
 • Use this pattern as a companion to the
   public pro le.
 • You want to encourage repeat usage.
Exercise 2
Consider your social object and your target audience
What techniques might be appropriate for engaging your users?
What kind of identity will be “just enough”?
Review the patterns we have discussed so far with your neighbors.
Look at the Engagement and Identity cards.
  What options are you considering?
  What is enough? What’s too much? Not enough?
  Discuss with your neighbors, make suggestions to each other
  How do the principles discussed earlier affect your decisions?
Is there anybody out there?
Availability
Mood
Environment
Buddy List
Statuscasting
Microblogging
Updates Opt-in
Signs of Life
User Gallery
Who’s Here Now
Ambient Intimacy
MicroBlogging
 What
 Microblogging allows users to create short
 posts. These are often aggregated into a
 stream (a.k.a. Activity Streams) and can
 consist of text, pictures or video.

 Use When
 • Use as a light alternative to blogging.
 • Use when you want to allow conversations
   and real time updates but don’t need
   synchronous conversations like Instant
   Messaging.
Signs of Life
 What
 A person wants to have some indication of
 who else frequents the site she is visiting and
 the she isn’t alone.


 Use When
 • Use this pattern to signal the transient
   presence of other visitors.
 • Use this pattern to give the current visitor a
   sense that she has company while reading
   the blog, especially if she recognizes some
   of the faces or names.
Buddy List
 What
 The user wants a distinct list of people she
 knows (friends, coworkers, family) to
 communicate with in real time.

 Use When
 Use this pattern when offering just-in-time
 communications, such
 as instant messaging.


 Buddy list utilizes concepts like Who’s Here
 Now and Ambient Intimacy
“Your reputation is
equal to the sum of
  your past actions
within a community.”
  ~ Bryce Glass, co-author Building Web Reputation Systems
Levels
What
Participants in a community need some way to
gauge their own personal development within
that community. Additionally, these same
measures can be used to compare members, to
understand who has more or less experience in
the community.

Use When
• You want to enable consumers to discover and
  identify high-quality contributors.
• The community is competitive, but not highly
  competitive.
• You want to enable your users to track their
  individual growth in the community, and suggest
  ways that they may attain the next level in the
  hierarchy.
Collectible Achievements
 What
 Some participants in communities respond to
 opportunities to earn or win awards that can be
 collected and displayed to other community
 members.

 Use When
 • You want to leverage users' compulsive natures.
   They may seem silly or trivial, but Collectible
   Achievements can have an addictive quality when
   done right, and may compel your users to
   explore parts of your offering that otherwise
   might not appeal to them.
 • You want to encourage the community to try out
   all aspects of your offering.
Points
What
Participants want a tangible measurement of their
accomplishments for personal satisfaction and to make
comparisons with other competitors.

Use When
• Use this pattern when the community is highly
  competitive, and the activities that users engage in are
  competitive in nature, such as fantasy sports or games.
• Speci cally, don't use this pattern when
        • The activities that users engage in are not
           competitive in nature (e.g., writing recipes, or
           sharing photos).
        • The awarding of points might demean or devalue
           the activity that they're meant to reward. By
           pinning an arbitrary incentive value to an activity,
           you may unintentionally replace a user's
           satisfying intrinsic motivation with a petty
           extrinsic one.
Leaderboard
What
In highly competitive communities using a ranking
system, users may want to know who are the very
best performers in a category or overall.

Use When
• The community is highly competitive, and the
  activities that users engage in are competitive in
  nature (e.g., player-vs-player contests, or coaching
  a fantasy football team.)
• You want to enable player-to-player comparisons,
  or permit users to de nitively settle "Who is
  better?" arguments.
        • Don't use this pattern when the activities
           that users engage in are not competitive
           in nature (e.g., writing recipes, or sharing
           photos).
Exercise 3
Consider your social object and your target audience
Are presence features appropriate?
What type of reputation would work for your social product? Why?

Review the patterns we have discussed so far with your neighbors.
Look at the Presence and Reputation cards.
  What options are you considering?
  Are any of the presence features appropriate?
  What type of reputation are you considering? Why?
  Discuss with your neighbors, make suggestions to each other
  How do the principles discussed earlier affect your decisions?
Give people something to do
Activities involving objects
It’s a continuum
It’s a continuum

          Collecting One
            Sharing One to one
    Broadcasting & One to many
         Publishing
          Feedback One to one, One to an object
    Communicating One to one, One to many, Many to many
      Collaboration Many to many
      Social Media Ecosystem
Collecting: Saving
    What
    A user wants to save an item for later
    viewing, sharing, or discussion.

 Use When
• Use this pattern to enable people to save
  web sites, pages, clippings, photos, videos
  or other items in an online environment.

•    Use this pattern to allow people to show
     off, share or collaborate around a
     collection of online items.
Collecting: Tag an Object
 What
 A user wants to attach their own keyword or set
 of keywords to an object for organization and
 later retrieval.

 Use When
 • Use this pattern when a user is collecting a
   large amount of unstructured data, like photos.
 • Use this pattern when a user wants to manage a
   large collection of items, like books.
 • Use this pattern to blend user generated labels
   and keywords with structured metadata.
Broadcasting: Blogs
What
A user wants to consume commentary, events,
images and videos on a regular basis by a
speci c person.

Use When
• Use this pattern to bring a more casual level of
  commentary to readers as a complement to
  more formal editorial content.

•   Combine this pattern with Comments, Sharing
    and Tags to encourage reader participation and
    conversations.
Publishing: Licensing
Licensing can have a profound effect on the
sorts of collaborations that can ensue. If
people are unsure about their legal rights     •   Public Domain - the most liberal, some content
or worried about losing their rights or            will eventually enter the public domain even
(worse yet) being charged with infringing on
the rights of others, ordinary risk-aversion
                                                   when originally given a tighter license
will tend to decrease the amount of
participation.                                 •   Creative Commons - a nuanced range of choices
There are ethical implications for any             designed to give options encouraging reuse
system of licenses but the considerations
are many.                                      •   Copyleft - an un-copyright regime invented by
                                                   hackers

                                               •   Copyright - traditional government-enforced
                                                   copyright
Broadcasting: Lifecycle
 What
 A person wants to know when something
 happened.

 Use When
 • Use to give users an indication of when an
   item, a thought or a conversation was
   added to the site.
 • Use to distinguish a ow between two
   people.
 • Use to indicate the freshness of an item,
   especially if highlighted.
Sharing: Share This
What
User wants to share an object with
one or more people.

Use When
• Enable people to spontaneously share content or
  objects.
• Provide the minimal interface needed to facilitate
  rapid sending or posting, such as a ubiquitous
  Share This widget.
• Offer autocomplete selection from an address
  book or set of contacts if possible.
  Don't break email.
• Consider including a text eld for adding a
  personal note.
• Offer the user a checkbox option for receiving a
  copy of the message.
Feedback: Reviews
What
User wants to share her opinion with others
about an object (place, person, thing) in
greater detail than a simple rating or
comment.

Use When
• User wants to write a review of an object.
• You want to supplement the content of a
  product/website with user generated
  reviews.
• You are also using Rating an Object.
  Combined they will help to obtain better
  review feedback.
• You are also using reputation rankings (for
  encouraging quality user generated
  content.)
Feedback: Ratings
What
A user wants to quickly leave
their opinion on an object, with
minimal interruption to any other task ow
they are
involved in.

Use When
• A user wants to leave an opinion quickly.
• Use in combination with reviews for richer
  experience.
• Use to quickly tap into the existing
  "community" of a product.
• Ratings are collected together to present an
  average rating of an object from the collective
  user set.
Communicating: Public Conversation
What
People want to have a conversation in a public
environment.

Use When
• Use this pattern to create a framework for
  public conversations.
• Use this pattern to differentiate from private
  conversations.
Collaboration: Collaborative Editing
 What
 People like to be able to work together on
 documents, encyclopedias, and software
 codebases.


 Use When
 • Use this pattern when you wish to enable your
   site members to work together to curate their
   collective wisdom or document their shared
   knowledge.
Social Media: Recommendations
What
In the search for relevancy and quality, people
have a dif cult time zeroing in on satisfactory
content.


Use When
Offer recommendations when you have a
suf cient body of data about your user's self-
declared and implied interests as well as a
rich enough social graph to be able to identify
similarities and make helpful guesses about
likely interesting content.
Social Media: Social Search
 What
 People sometimes want information or advice
 that can't be found in a neutral, objective
 reference guide and would ask another human
 being directly if they could nd someone
 interested in or knowledgeable about the topic
 of their question.


 Use When
 Use this pattern when you wish to foster
 communication and cooperation among the
 people using your social application.
Combine activities for richer experiences




Books: ratings, reviews, search




                                  Band: Public conversation, microblogging
Combine activities for richer experiences




                             Photos: collecting, sharing, comments,
                             favoriting, groups, broadcasting
Combine activities for richer experiences


                                         Restaurants: Labels, ratings, reviews, levels
Shopping: Collecting, Ratings, Reviews




                      Photos: Tagging

                                                News Articles: Sharing
Exercise 4
Consider your social object and your target audience
What activities make sense for your product?
Review the patterns we have discussed so far with your neighbors.
Look at the Activities cards.
    Consider starting light and adding features over time.
    What’s your growth path?
    What features / patterns will you build first?
    How do these ideas work with the Identity and Reputation features?
    Discuss with your neighbors, make suggestions to each other.
    How do the principles discussed earlier affect your decisions?
Enable a bridge to real life
Bridging Real Life
Location: Face-to-face meeting
What
The user wants to meet of ine with people
from their network, in a nearby location.


Use When
Use this pattern to help facilitate face-to-face
meetings between people.
Location: Neighborhood
What
A user wants to know what’s going on
around their neighborhood.

Use When
Use this pattern when pulling together
geographic or place speci c content.
Location: Mobile: Gatherings
What
A group of users want to meet up
spontaneously.

Use When
Use this to enable groups of people to
meet up in either a planned way or
spontaneously based on location.
Taking it offline




            Mobile - Geo
            Mobile - Gatherings




                                  Party, Calendaring, Reminding,
                                  Geo, Face-to-face meeting
And then back again




                      After the Party
                      Face-to-face meeting
                      Calendaring
Let the community elevate people & content they value




                                      Gently moderate
Connections and Community
Connections: Find People
What
The user wants to nd people she knows to
connect and interact with on a site or social
web service.

Use When
• Use when you want to help users nd people
  they care about who may already be using this
  site.
• Use this pattern to expand user’s circles of
  connections beyond friends and family.
• Use this pattern to encourage connections
  throughout the lifecycle of a person’s
  engagement.
Connections: Adding Friends
What
A user has found people she knows on a social
site and wants to add them to her circle of
connections.

Use When
• Use when user connections are a core part of
  the site’s experience.
• Use when relationships will be con rmed
  providing a two-way reciprocal relationship.
• Use when allowing following, where one user
  to follow another participant without
  reciprocity.
• Use when ignoring a connection request is
  allowed.
Connections: Circles of Connections
What
A user wants to indicate nuances in their
relationships with other people.

Use When
• Use to distinguish levels of participation in a
  person’s network.
• Use to set permissions for shared activity and
  content.
• Use to disambiguate real-life versus online,
  strong versus weak ties.
• Use this pattern to help users lter which
  content to consume.
Community: Collaborative Filtering
What
People need help nding the best
contributions to online community.

Use When
Use when you've got a large base of
contributors and a wide range of quality
across the content.
Community: Norms
A principle of community management is
to establish and communicate social
norms to the participants in your
community

While this may be done with interface
copy, help text, support forums, newbie
tutorials and so forth, it’s best
communicated directly from member to
member.

Founders and community managers can
play the role of Model Citizen to
demonstrate desirable behavior.
Community: Report Abuse
What
People need a way to report abuse in a way
that isn't too inconvenient and doesn't require
them to type in or restate information that can
be gleaned from context.

Use When
Use this pattern to allow your users the ability
to self-moderate content that is contributed by
the community.
Exercise 5
Consider your social object and your target audience
What kind of relationships make sense for your product?
What kind of Model Citizen are you going to be?
Thinking about the product you are building:
   How might you allow your community to move of ine and back again?
   What safety and privacy measures might need to be considered?

   Consider the relationship model you are thinking about.
   How might this decision affect the dynamics of the community?

   What behavior do you want to encourage and discourage?
   How can you set a good example for the community?

   What principles might you want to consider at this point?
   Discuss with your neighbors.
What’s an
Anti-Pattern?
Anti-Patterns

 Two Variants as de ned by Andrew Koenig (Gang of 4):
 Those that describe a bad solution to a problem which resulted in a bad
 situation
 Those that describe how to get out of a bad situation and how to proceed
 from there to a good solution.



 For our purposes,
 anti-patterns are common mistakes or a bad
 solution to a common problem.
5 Anti-Patterns
Cargo Cult
Cargo Cult
Cargo Cult
Don’t Break Email
Don’t Break Email




Facebook breaks email since you can’t reply to
messages that arrive in the inbox.
Basecamp allows people to reply as they are
accustomed to and the message goes back into the
stream on the site.
The Password Anti-Pattern
The Password Anti-Pattern




iLike


                            Plaxo
The Password Anti-pattern




                            yelp
Ex-Boyfriend Bug
Potemkin Village
Instead of building a Potemkin Village,
the architects of the relaunched
dead.net site started with a judicious
few groups and then let the
community spawn the rest.
Exercise 6
Consider your social object and your target audience
What anti-patterns would you be tempted to use to get the
product out the door? Why?
Discuss the anti-patterns with your neighbors in relation to
your product.

   Which one(s) might be implemented despite the less than desirable consequences?
   What are the ethical considerations to balance in making this decision?
   What could you do to avoid the anti-pattern?
   What features might you implement instead?
The Ecosystem - it’s balance with tradeoffs
Thanks
erin
@emalone
erin@tangible-ux.com

xian
@mediajunkie           available now!
xian@mediajunkie.com   http://www.designingsocialinterfaces.com

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Designing The Social In

  • 1. Designing Social In using principles, patterns and anti-patterns to create meaningful social user experiences a workshop erin malone & christian crumlish:: 05.03.10
  • 2. A little about us: erin malone @emalone
  • 3. A little about us: christian crumlish @mediajunkie
  • 4. What does “social” really mean? Community, Living Web, Live Web, Read-Write Web, Two-Way Web Human, Humane, Humanized Social Network Social Graph Social Media Social Object
  • 5. New social media : still awkward
  • 7. User = singular, Social = plural Solitary activities: user interfaces reading headlines displayed on a website relatively easy to measure
  • 8. User = singular, Social = plural Solitary activities: user interfaces reading headlines displayed on a website relatively easy to measure Social activities: social interactions engaging with other people through a web application most effectively mediated by social objects
  • 9. Designing social requires different thinking Organic vs Static Emotional vs Data Relationships vs Transactions Continuum vs One Grand Gesture ~ Deb Shultz, Altimeter Group photo © erin malone
  • 10. The two leading reasons people contribute content to social [shopping] sites are the need to feel part of a community(31%) and recognition from peers (28%). ~IBM Institute for Business Value, August 2007
  • 12. The Ecosystem Social Objects
  • 13. The Social Object, in a nutshell, is the reason two people are talking to each other, as opposed to talking to somebody else.
  • 14. Social Networks form around Social Objects, not the other way around. ~ Hugh MacLeod GapingVoid.com
  • 15. Make sure there is a “there” there. What’s your social object? photos © erin malone
  • 16. Context The end delivery of your product changes the types of interactions to develop and speci c features to take advantage of
  • 17. For the people, by the people photo from ickr by Shermeee photo from ickr by sandesigns one of a kind Who you target can and will affect the features you choose to develop photo from ickr by ssebastien.b
  • 20. Dogster started as a photosharing service. Shifted focus to pets once company saw people were primarily uploading pics and talking about their dogs.
  • 21. Talk like a person
  • 22. Do you want to talk to your customers like this? Or like this?
  • 23. Talk like a person Conversational Voice Self-Deprecating Error Messages Ask Questions Your vs. My No Joking Around
  • 24. Enter textPlay well with others. Be open. here
  • 25. Embrace open standards Share data outside of the bounds of your application Accept external data within the sphere of your application Support two-way interoperability
  • 27. Learn from games What are Game Mechanics? The systems and features that make games fun, compelling and addictive. ~Amy Jo Kim
  • 28. Learn from games Game Mechanics Collecting gives bragging rights, encourages completion Points game points by systems, social points by others, drives loyalty, drives behavior unlock new powers or access Feedback social feedback drives engagement accelerates mastery and adds fun Exchanges structured social interactions explicit or implicit Customization character or interface
  • 29. Respect the ethical dimension
  • 30. Respect the ethical dimension Some of the forces that must be balanced, to apply many of these patterns, involve ethical dilemmas
  • 31. Exercise 1 Define your socal object, target audience and delivery method. Which principles are relevant? Do all five principles apply? Make sure you have a stack of Social cards - or share with a neighbor. Review cards with neighbors Consider how these items go together Choose an Object Card Think about the principles we have discussed so far. How might they play out? What type of community do you want to foster? Discuss with your neighbors, make suggestions to each other
  • 32. Just what are patterns?
  • 34. History of Patterns: The Spread • 1995, Applied to software design, known as Gang of four • 1997, Tidwell’s Common Ground collection presented at CHI • Martin Van Welie’s pattern site
  • 35. History of Patterns: The Spread • 2002, Douglas K. van Duyne, Design of Sites book • 2004, Internal Yahoo! library
  • 36. History of Patterns: The Spread • 2005, Jenifer Tidwell, Designing Interfaces book • 2006, Open Pattern Library from Yahoo! • 2008, Bill Scott and Theresa Neil, Designing Web Interfaces book • 2008, Dan Saffer, Designing Gestural Interfaces Book • 2009, Designing Social Interfaces
  • 37. Pattern Definition for Interaction Design Patterns are optimal solutions to common problems in a context. Interaction Design Example: Problem Large amounts of data. User needs to see details but wants context of overview data Solution Overview panel Detail pane
  • 38. 5 parts of a design pattern WHAT What does the user want? Examples An archetypal example of the solution USE WHEN When to use it HOW How to meet the user’s needs WHY Why is this a good solution?
  • 39. 5 parts of a design pattern WHAT Examples USE WHEN HOW WHY
  • 40. Content Front End Code Interaction Specs Interaction Patterns Visual Design Infrastructure / Platforms “The fast parts learn, propose, and absorb shocks; the slow parts remember, integrate, and constrain. The fast parts get all the attention. The slow parts have all the power.” Steward Brand, The Long Now Foundation
  • 41. Patterns vs. Specs Patterns Specs • a generalized set of considerations • detailed instructions that de ne the solution • can be interpreted multiple ways • have a slow rate of change • the ONE way you are going to implement • technology agnostic • may change frequently depending on change in technology • generally taking advantage of a technology (i.e. ash or ajax or java)
  • 42. Enter text here Not the last word But are a great place to start
  • 43. Practices or the social patterns in context or a brief tour through 96 patterns
  • 45. High level buckets Representations of the Self self-expression, identity, presence Self Activities involving social objects Activities one to one, one to many, many to many Community Community as expressed by relationships, location and model citizenship
  • 46. Self
  • 47. Welcome people to the party Registration Sign In Welcome Area Invitations Private Beta Reengagement Authorize http://www. ickr.com/photos/pasotraspaso/1408057351/
  • 48. The Usage Lifecycle Support activity your users are already doing around diagram Joshua Porter your social object Designing the Social Web bokardo.com
  • 49. Sign In What User wants to access their personalized information or an application that is stored on the host site. Use When • Use when personal data needs to be stored or when there is customization or personalization unique to the particular user. • Use when the site is a repository for user generated content and the submissions or les need to be identi ed and/or managed by the author. • Use when there are security or privacy concerns and the user's data needs to be protected.
  • 50. Welcome Area What A user registers for a new service and needs to have a sense of what can be done at the site and how to get started. Use When • Use this pattern when a new user rst accesses the site. • Use this pattern to acquaint the user with important or useful features.
  • 51. Authorize What The user wants to participate on a site by bringing their data and les over from another site. Use When • Use this pattern when features on your site are enhanced by accessing data and les from another site (Site A). • Use this pattern when user generated content or data on your site has the potential to enhance or enable other sites that your users may be participating in (Site B).
  • 52. Give people a way to be identified
  • 53. Give people a way to be identified & to identify themselves
  • 54. Give people a way to be identified & to identify themselves Attribution User Cards Avatar Re ectors Pro le Pro le Decorating Testimonial Personal Dashboard Testimonials
  • 55. Attribution What A content consumer needs to understand the source of a contribution and the source of a contribution needs to receive proper credit for his post. A user needs to assign her public identity when contributing content or joining an online community. Use When • Use when contributing content, joining a community, or editing a public pro le. Identity doesn’t alway have to manifest itself in a complicated or robust pro le. Be appropriate for your context.
  • 56. User Cards What A person needs more information about another person in an online community without interrupting his or her current task. Use When • Use an identity card wherever a user's display image or display name is shown. • Use when additional information about the participants is desired (in context) without adding clutter to the screen. Identity doesn’t alway have to manifest itself in a complicated or robust pro le. Be appropriate for your context.
  • 57. Avatars What A user wants to have a visual representation of themselves as part of their online identity. Use When • Use this pattern when the user wants to have a visual associated with their identity. Identity doesn’t alway have to manifest itself in a complicated or robust pro le. Be appropriate for your context.
  • 58. Profile What The user wants a central, public location to display all the relevant content and information about themselves to others – both those they know and those they don’t. Use When • Use this pattern when your site encourages a lot of user-generated content and you want one place to show a speci c user’s contribution. • Use this pattern when you want to allow users to look up another user to learn more about them. • Use this pattern when you want to allow users to express their personality. • Use this pattern to allow users to share information about themselves to others.
  • 59. Personal Dashboard What The user wants to check in and see status updates from her friends, see current activity from her network, comments from friend on recent posts and other happenings from across her network. Use When • Use this pattern when the experience of the site revolves around the activities of people and their networks whether the activity takes place on the network or not. • Use this pattern as a companion to the public pro le. • You want to encourage repeat usage.
  • 60. Exercise 2 Consider your social object and your target audience What techniques might be appropriate for engaging your users? What kind of identity will be “just enough”? Review the patterns we have discussed so far with your neighbors. Look at the Engagement and Identity cards. What options are you considering? What is enough? What’s too much? Not enough? Discuss with your neighbors, make suggestions to each other How do the principles discussed earlier affect your decisions?
  • 61. Is there anybody out there? Availability Mood Environment Buddy List Statuscasting Microblogging Updates Opt-in Signs of Life User Gallery Who’s Here Now Ambient Intimacy
  • 62. MicroBlogging What Microblogging allows users to create short posts. These are often aggregated into a stream (a.k.a. Activity Streams) and can consist of text, pictures or video. Use When • Use as a light alternative to blogging. • Use when you want to allow conversations and real time updates but don’t need synchronous conversations like Instant Messaging.
  • 63. Signs of Life What A person wants to have some indication of who else frequents the site she is visiting and the she isn’t alone. Use When • Use this pattern to signal the transient presence of other visitors. • Use this pattern to give the current visitor a sense that she has company while reading the blog, especially if she recognizes some of the faces or names.
  • 64. Buddy List What The user wants a distinct list of people she knows (friends, coworkers, family) to communicate with in real time. Use When Use this pattern when offering just-in-time communications, such as instant messaging. Buddy list utilizes concepts like Who’s Here Now and Ambient Intimacy
  • 65. “Your reputation is equal to the sum of your past actions within a community.” ~ Bryce Glass, co-author Building Web Reputation Systems
  • 66. Levels What Participants in a community need some way to gauge their own personal development within that community. Additionally, these same measures can be used to compare members, to understand who has more or less experience in the community. Use When • You want to enable consumers to discover and identify high-quality contributors. • The community is competitive, but not highly competitive. • You want to enable your users to track their individual growth in the community, and suggest ways that they may attain the next level in the hierarchy.
  • 67. Collectible Achievements What Some participants in communities respond to opportunities to earn or win awards that can be collected and displayed to other community members. Use When • You want to leverage users' compulsive natures. They may seem silly or trivial, but Collectible Achievements can have an addictive quality when done right, and may compel your users to explore parts of your offering that otherwise might not appeal to them. • You want to encourage the community to try out all aspects of your offering.
  • 68. Points What Participants want a tangible measurement of their accomplishments for personal satisfaction and to make comparisons with other competitors. Use When • Use this pattern when the community is highly competitive, and the activities that users engage in are competitive in nature, such as fantasy sports or games. • Speci cally, don't use this pattern when • The activities that users engage in are not competitive in nature (e.g., writing recipes, or sharing photos). • The awarding of points might demean or devalue the activity that they're meant to reward. By pinning an arbitrary incentive value to an activity, you may unintentionally replace a user's satisfying intrinsic motivation with a petty extrinsic one.
  • 69. Leaderboard What In highly competitive communities using a ranking system, users may want to know who are the very best performers in a category or overall. Use When • The community is highly competitive, and the activities that users engage in are competitive in nature (e.g., player-vs-player contests, or coaching a fantasy football team.) • You want to enable player-to-player comparisons, or permit users to de nitively settle "Who is better?" arguments. • Don't use this pattern when the activities that users engage in are not competitive in nature (e.g., writing recipes, or sharing photos).
  • 70. Exercise 3 Consider your social object and your target audience Are presence features appropriate? What type of reputation would work for your social product? Why? Review the patterns we have discussed so far with your neighbors. Look at the Presence and Reputation cards. What options are you considering? Are any of the presence features appropriate? What type of reputation are you considering? Why? Discuss with your neighbors, make suggestions to each other How do the principles discussed earlier affect your decisions?
  • 74. It’s a continuum Collecting One Sharing One to one Broadcasting & One to many Publishing Feedback One to one, One to an object Communicating One to one, One to many, Many to many Collaboration Many to many Social Media Ecosystem
  • 75. Collecting: Saving What A user wants to save an item for later viewing, sharing, or discussion. Use When • Use this pattern to enable people to save web sites, pages, clippings, photos, videos or other items in an online environment. • Use this pattern to allow people to show off, share or collaborate around a collection of online items.
  • 76. Collecting: Tag an Object What A user wants to attach their own keyword or set of keywords to an object for organization and later retrieval. Use When • Use this pattern when a user is collecting a large amount of unstructured data, like photos. • Use this pattern when a user wants to manage a large collection of items, like books. • Use this pattern to blend user generated labels and keywords with structured metadata.
  • 77. Broadcasting: Blogs What A user wants to consume commentary, events, images and videos on a regular basis by a speci c person. Use When • Use this pattern to bring a more casual level of commentary to readers as a complement to more formal editorial content. • Combine this pattern with Comments, Sharing and Tags to encourage reader participation and conversations.
  • 78. Publishing: Licensing Licensing can have a profound effect on the sorts of collaborations that can ensue. If people are unsure about their legal rights • Public Domain - the most liberal, some content or worried about losing their rights or will eventually enter the public domain even (worse yet) being charged with infringing on the rights of others, ordinary risk-aversion when originally given a tighter license will tend to decrease the amount of participation. • Creative Commons - a nuanced range of choices There are ethical implications for any designed to give options encouraging reuse system of licenses but the considerations are many. • Copyleft - an un-copyright regime invented by hackers • Copyright - traditional government-enforced copyright
  • 79. Broadcasting: Lifecycle What A person wants to know when something happened. Use When • Use to give users an indication of when an item, a thought or a conversation was added to the site. • Use to distinguish a ow between two people. • Use to indicate the freshness of an item, especially if highlighted.
  • 80. Sharing: Share This What User wants to share an object with one or more people. Use When • Enable people to spontaneously share content or objects. • Provide the minimal interface needed to facilitate rapid sending or posting, such as a ubiquitous Share This widget. • Offer autocomplete selection from an address book or set of contacts if possible. Don't break email. • Consider including a text eld for adding a personal note. • Offer the user a checkbox option for receiving a copy of the message.
  • 81. Feedback: Reviews What User wants to share her opinion with others about an object (place, person, thing) in greater detail than a simple rating or comment. Use When • User wants to write a review of an object. • You want to supplement the content of a product/website with user generated reviews. • You are also using Rating an Object. Combined they will help to obtain better review feedback. • You are also using reputation rankings (for encouraging quality user generated content.)
  • 82. Feedback: Ratings What A user wants to quickly leave their opinion on an object, with minimal interruption to any other task ow they are involved in. Use When • A user wants to leave an opinion quickly. • Use in combination with reviews for richer experience. • Use to quickly tap into the existing "community" of a product. • Ratings are collected together to present an average rating of an object from the collective user set.
  • 83. Communicating: Public Conversation What People want to have a conversation in a public environment. Use When • Use this pattern to create a framework for public conversations. • Use this pattern to differentiate from private conversations.
  • 84. Collaboration: Collaborative Editing What People like to be able to work together on documents, encyclopedias, and software codebases. Use When • Use this pattern when you wish to enable your site members to work together to curate their collective wisdom or document their shared knowledge.
  • 85. Social Media: Recommendations What In the search for relevancy and quality, people have a dif cult time zeroing in on satisfactory content. Use When Offer recommendations when you have a suf cient body of data about your user's self- declared and implied interests as well as a rich enough social graph to be able to identify similarities and make helpful guesses about likely interesting content.
  • 86. Social Media: Social Search What People sometimes want information or advice that can't be found in a neutral, objective reference guide and would ask another human being directly if they could nd someone interested in or knowledgeable about the topic of their question. Use When Use this pattern when you wish to foster communication and cooperation among the people using your social application.
  • 87. Combine activities for richer experiences Books: ratings, reviews, search Band: Public conversation, microblogging
  • 88. Combine activities for richer experiences Photos: collecting, sharing, comments, favoriting, groups, broadcasting
  • 89. Combine activities for richer experiences Restaurants: Labels, ratings, reviews, levels Shopping: Collecting, Ratings, Reviews Photos: Tagging News Articles: Sharing
  • 90. Exercise 4 Consider your social object and your target audience What activities make sense for your product? Review the patterns we have discussed so far with your neighbors. Look at the Activities cards. Consider starting light and adding features over time. What’s your growth path? What features / patterns will you build first? How do these ideas work with the Identity and Reputation features? Discuss with your neighbors, make suggestions to each other. How do the principles discussed earlier affect your decisions?
  • 91. Enable a bridge to real life
  • 93. Location: Face-to-face meeting What The user wants to meet of ine with people from their network, in a nearby location. Use When Use this pattern to help facilitate face-to-face meetings between people.
  • 94. Location: Neighborhood What A user wants to know what’s going on around their neighborhood. Use When Use this pattern when pulling together geographic or place speci c content.
  • 95. Location: Mobile: Gatherings What A group of users want to meet up spontaneously. Use When Use this to enable groups of people to meet up in either a planned way or spontaneously based on location.
  • 96. Taking it offline Mobile - Geo Mobile - Gatherings Party, Calendaring, Reminding, Geo, Face-to-face meeting
  • 97. And then back again After the Party Face-to-face meeting Calendaring
  • 98. Let the community elevate people & content they value Gently moderate
  • 100. Connections: Find People What The user wants to nd people she knows to connect and interact with on a site or social web service. Use When • Use when you want to help users nd people they care about who may already be using this site. • Use this pattern to expand user’s circles of connections beyond friends and family. • Use this pattern to encourage connections throughout the lifecycle of a person’s engagement.
  • 101. Connections: Adding Friends What A user has found people she knows on a social site and wants to add them to her circle of connections. Use When • Use when user connections are a core part of the site’s experience. • Use when relationships will be con rmed providing a two-way reciprocal relationship. • Use when allowing following, where one user to follow another participant without reciprocity. • Use when ignoring a connection request is allowed.
  • 102. Connections: Circles of Connections What A user wants to indicate nuances in their relationships with other people. Use When • Use to distinguish levels of participation in a person’s network. • Use to set permissions for shared activity and content. • Use to disambiguate real-life versus online, strong versus weak ties. • Use this pattern to help users lter which content to consume.
  • 103. Community: Collaborative Filtering What People need help nding the best contributions to online community. Use When Use when you've got a large base of contributors and a wide range of quality across the content.
  • 104. Community: Norms A principle of community management is to establish and communicate social norms to the participants in your community While this may be done with interface copy, help text, support forums, newbie tutorials and so forth, it’s best communicated directly from member to member. Founders and community managers can play the role of Model Citizen to demonstrate desirable behavior.
  • 105. Community: Report Abuse What People need a way to report abuse in a way that isn't too inconvenient and doesn't require them to type in or restate information that can be gleaned from context. Use When Use this pattern to allow your users the ability to self-moderate content that is contributed by the community.
  • 106. Exercise 5 Consider your social object and your target audience What kind of relationships make sense for your product? What kind of Model Citizen are you going to be? Thinking about the product you are building: How might you allow your community to move of ine and back again? What safety and privacy measures might need to be considered? Consider the relationship model you are thinking about. How might this decision affect the dynamics of the community? What behavior do you want to encourage and discourage? How can you set a good example for the community? What principles might you want to consider at this point? Discuss with your neighbors.
  • 108. Anti-Patterns Two Variants as de ned by Andrew Koenig (Gang of 4): Those that describe a bad solution to a problem which resulted in a bad situation Those that describe how to get out of a bad situation and how to proceed from there to a good solution. For our purposes, anti-patterns are common mistakes or a bad solution to a common problem.
  • 114. Don’t Break Email Facebook breaks email since you can’t reply to messages that arrive in the inbox. Basecamp allows people to reply as they are accustomed to and the message goes back into the stream on the site.
  • 120. Instead of building a Potemkin Village, the architects of the relaunched dead.net site started with a judicious few groups and then let the community spawn the rest.
  • 121. Exercise 6 Consider your social object and your target audience What anti-patterns would you be tempted to use to get the product out the door? Why? Discuss the anti-patterns with your neighbors in relation to your product. Which one(s) might be implemented despite the less than desirable consequences? What are the ethical considerations to balance in making this decision? What could you do to avoid the anti-pattern? What features might you implement instead?
  • 122. The Ecosystem - it’s balance with tradeoffs
  • 123. Thanks erin @emalone erin@tangible-ux.com xian @mediajunkie available now! xian@mediajunkie.com http://www.designingsocialinterfaces.com

Editor's Notes

  1. interaction designer photographer author
  2. interaction designer ukulele player author
  3. Designing social is hard - It’s different - It’s new -It’s everywhere Old - computer - person New - computer - person - another person Humans are complicated Interfaces can’t predict and shouldn’t predict their behavior Designing frameworks and generative environments Agenda - 5 steps, 5 principles and 5 anti-patterns
  4. Term Social Objects coined by Jyri Engstrom The term “social networking” makes little sense if we leave out the objects that mediate the ties between people. Think about the object as the reason why people affiliate with each specific other and not just anyone.
  5. Friendster and the fakesters Make sure there is a “there” there. Give users a reason to rally. Why would someone come to your site? What’s your social object?
  6. Pave the Cowpaths A motto often heard from supporters of microformats is “Pave the cowpaths,” which means, essentially, look where the paths are already being formed by behavior and then formalize them, rather than creating some sort of idealized path structure that ignores history and tradition and human nature and geometry and ergonomics and common sense. This principle is sometimes applied on campuses, and sometimes a rear-guard “keep off the grass” action is fought instead, to no avail.
  7. Dogster Started a photo sharing product, noticed customers putting pics of pets up - niche not being served, so ended up building SN for pets Flickr started as game neverending and switched focus when they saw that their photosharing feature was more popular than the game.
  8. Talk Like a Person Conversational Voice - Self-Deprecating Error Messages - Ask Questions Your vs. My - No Joking Around Be Authentic - to the community you are trying to build and to your brand Model your tone and personality to your audience
  9. Be Open Play Well With Others
  10. Learn from Games
  11. Respect the Ethical Dimension Are you willing to keep people safe? Are you allowing people to own their own content? Are you respecting their privacy? Are you willing to bend ethical rules to work around the cold start issues? Know the issues and know where you stand.
  12. Tagged.com is a social networking site founded in 2004. Tagged is the subject of numerous customer complaints for sending deceptive bulk mail and is regarded as a phishing and spamming site and an 'E-mail scam' by consumer anti-fraud advocates. A TIME magazine article called Tagged 'The World's Most Annoying Website'. Tagged asks users for their email username and password, checks their email address books for contacts and repeatedly sends email invitations to people who are not yet on Tagged, stating that they have been 'added as a friend' or that the inviter had sent them photos on Tagged. These emails were discussed as possible spam by Black Web 2.0. The resemblance to a virus has often been mentioned, including by urban legend site Snopes.com. The New York Times referred to the practice as 'contact scraping'
  13. A Pattern Language, Christopher Alexander, 1977 Dissatisfied with sterile, impersonal design Defined it as: Solution to a problem in context Captured Situation Competing constraints Canonical solution
  14. Christopher Alexander’s book - Patterns first spotted in architecture - Applied to object oriented programming - Applied to interaction design
  15. Give people a way to identify themselves and be identified. Personas - erin malone - sports star, writer, singer, IA/UX person
  16. Personas Project - by Aaron Zinman as a project at MIT PHILOSOPHY In a world where fortunes are sought through data-mining vast information repositories, the computer is our indispensable but far from infallible assistant. Personas demonstrates the computer's uncanny insights and its inadvertent errors, such as the mischaracterizations caused by the inability to separate data from multiple owners of the same name. It is meant for the viewer to reflect on our current and future world, where digital histories are as important if not more important than oral histories, and computational methods of condensing our digital traces are opaque and socially ignorant. Purposely shows the inability to disambiguate between people based on name alone Clearly shows that you need multiple pieces of data to make a clear distinction.
  17. Personas - erin malone - sports star, writer, singer, IA/UX person TRACK STARHigh Hurdles First in District Second in State AUTHOR Edited by Random House Editor Reader at Open Books Seatle SPA WORKER
  18. Give people something to do Activities - participation ladder building blocks
  19. Forrester’s model of participation showing the different levels of participation and types of activities.
  20. Power Law of Participation from Ross Mayfield. Showing the continuum of engagement in relation to various social features.
  21. Collecting - passive Sharing - one to one Broadcasting - one to many Feedback - commenting on objects Communicating - conversations Collaboration - making together Social Media - the full ecosystem
  22. Enable a bridge to real life Let’s put on a show = spontaneous gatherings, broadcasting of gatherings - enable, embrace location and mobile tools - and the crossover Hey Kids - Let’s put on a show. The classic Andy Rooney / Judy Garland movies from 1939 involved gathering their group of friends together for a spontaneous show to raise money for something or other and then they would announce the show to everyone in town. The social tools that create a bridge to real life allow you to gather friends together, broadcast to friends, broadcast to others (public forum), plan real life meetups, and then capture the event and archive it for later viewing back online.
  23. Gently Moderate Let the Community elevate people and content they value - of the people, by the people with some gentle oversight Reputation, recommendations gentle moderation Flickr - interestingness - views, comments, favorites plus some gentle algorythm to elevate the objects the community values * Views, internal and external to Flickr, of the photo * Number of comments on the photo, and also who comments on the photo * Tags applied to the photo * Flickr discussion groups in which the photo appears * Favorites, a.k.a Flickr bookmarking, of the photo * Time varying behavior of the above factors
  24. Community Moderation - flickr interestingness for example Flickr - interestingness - views, comments, favorites plus some gentle algorythm to elevate the objects the community values * Views, internal and external to Flickr, of the photo * Number of comments on the photo, and also who comments on the photo * Tags applied to the photo * Flickr discussion groups in which the photo appears * Favorites, a.k.a Flickr bookmarking, of the photo * Time varying behavior of the above factors
  25. Wikipedia definition: any group of people who imitate the superficial exterior of a process or system without having any understanding of the underlying substance. The error of logic made by the islanders consisted of mistaking a necessary condition (i.e., building airstrips, control towers, etc.) for cargo to come flying in, for a sufficient condition for cargo to come flying in, thereby reversing the causation. On a lower level, they repeated the same error by e.g. mistaking the necessary condition (i.e. build something that looks like a control tower) for building a control tower, for a sufficient condition for building a control tower. Zoomr, flickr e out of name, tagline, source code AOL homepage - copy Yahoo including source code iPhone - Pre, Etc - other phones Patterns - used blindly without understanding context and need
  26. If you are piggybacking on already established conventions and technologies, don’t break the accepted and understood behavior. Twitter DMs to email versus Basecamp replies to posts announced via email
  27. The Password Anti-Pattern Teach a man to be phished Just what is the password anti-pattern? And why is this an issue? On many social sites, to combat the cold-start situation where a user joins and has no friends, the site might ask a person to find his friends on the site by comparing known data pulled in from another service (such as the user’s online address book). The site may ask the user to open up access to all his various online address books so that it can match names and email addresses to current customers and then offer the new user a list of friends on the service for the purposes of making connections. The password anti-pattern teaches users to give their login credentials away to a stranger and sets them up to be more easily phished across the Internet. People get used to the practice and eventually don’t think twice about giving this information to a new site in exchange for some cool new promise.
  28. More about the password anti-pattern: http://www.designingsocialinterfaces.com/patterns.wiki/index.php?title=The_Password_Anti-Pattern
  29. Ex-Boyfriend Bug The boyfriend anti-pattern (also known as the ex-girlfriend bug) exists when the social system makes suggestions for connecting, based on friends-of-friends inference, to people who are not desired, such as an ex-boyfriend or ex-girlfriend. The anti-pattern also presents itself when systems without connections grouping or filtering rely on location awareness and alert a user’s network about where the user is or announces an event to her whole network, regardless of whether the user wanted that to happen.
  30. Potemkin Village Fake settlements erected at the direction of Russian minister Grigory Potemkin to fool Empress Catherine II during her visit to Crimea in 1787. According to the story, Potemkin had hollow facades of villages constructed along the desolate banks of the Drieper River in order to impress the monarch and her travel party. His goal was to demonstrate that this vast region was already practically civilized.