The Null Device

Posts matching tags 'social software'

2011/11/10

Writing in the Pinboard blog, Maciej Ceglowski tears apart the concept "social graph", saying that it is neither social nor a graph, but a sort of pseudoscience invented by socially-challenged geeks and now peddled by hucksters out to monetise you and your relationships:

Last week Forbes even went to the extent of calling the social graph an exploitable resource comprarable to crude oil, with riches to those who figure out how to mine it and refine it. I think this is a fascinating metaphor. If the social graph is crude oil, doesn't that make our friends and colleagues the little animals that get crushed and buried underground?
The first part of his argument has to do with the inadequacy of the "social graph" model for representing all the nuances of human social relationships in the real world; the many gradations of friendship and acquaintance, the ways relationships change and evolve, making a mockery of nailed-down static representations; the way that describing a relationship can change it in some cases, and various issues of privacy and multi-faceted identity, things which exist trivially in the real world, even if they're in violation of the Zuckerberg Doctrine.
One big sticking point is privacy. Do I really want to find out that my pastor and I share the same dominatrix? If not, then who is going to be in charge of maintaining all the access control lists for every node and edge so that some information is not shared? You can either have a decentralized, communally owned social graph (like Fitzpatrick envisioned) or good privacy controls, but not the two together.
This obsession with modeling has led us into a social version of the Uncanny Valley, that weird phenomenon from computer graphics where the more faithfully you try to represent something human, the creepier it becomes. As the model becomes more expressive, we really start to notice the places where it fails.
You might almost think that the whole scheme had been cooked up by a bunch of hyperintelligent but hopelessly socially naive people, and you would not be wrong. Asking computer nerds to design social software is a little bit like hiring a Mormon bartender. Our industry abounds in people for whom social interaction has always been more of a puzzle to be reverse-engineered than a good time to be had, and the result is these vaguely Martian protocols.
Of course, whilst the idea of the social graph may not be good for modelling real-life social interactions with naturalistic fidelity, it has been a boon for targeting advertising; the illusion of social fulfilment is enough to keep people clicking and volunteering information about themselves. From the advertisers' point of view, the fish not only jump right into the boat, they fillet themselves in mid-air and bring their own wedges of lemon:
Imagine the U.S. Census as conducted by direct marketers - that's the social graph. Social networks exist to sell you crap. The icky feeling you get when your friend starts to talk to you about Amway, or when you spot someone passing out business cards at a birthday party, is the entire driving force behind a site like Facebook.
There is some good news, though: while general-purpose social web sites with the ambition of mediating (and monetising) the entirety of human social interaction may fail creepily as they approach their goal, special-purpose online communities can thrive in their niches:
The funny thing is, no one's really hiding the secret of how to make awesome online communities. Give people something cool to do and a way to talk to each other, moderate a little bit, and your job is done. Games like Eve Online or WoW have developed entire economies on top of what's basically a message board. MetaFilter, Reddit, LiveJournal and SA all started with a couple of buttons and a textfield and have produced some fascinating subcultures. And maybe the purest (!) example is 4chan, a Lord of the Flies community that invents all the stuff you end up sharing elsewhere: image macros, copypasta, rage comics, the lolrus. The data model for 4chan is three fields long - image, timestamp, text. Now tell me one bit of original culture that's ever come out of Facebook.
I wonder whether there is a dichotomy there between sites and networks; would a special-interest site that used, say, Facebook's social graph as a means of identifying users (rather than having its own system of accounts, usernames, profiles, and optionally friendship/trust edges) be infected by the Zuckerbergian malaise?

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2011/7/16

Google+ technical lead Joseph Smarr answers questions about Google's new social site, its development, and planned features:

Will users be able to create hierarchies of circles (circles made from multiple circles)?
There are definitely good use cases for this, but we worry about the complexity it would introduce. This might be a great "power-user" feature to build using our APIs (once they're ready, heh).
What were the most difficult specific technical challenges you faced?
Trading off consistency vs. availability is always challenging, and even more so in social applications where your actions affect other users, often in other data centers. For instance, adding/removing someone from a circle impacts (among other things): which posts they can see, the counts of people on your (and their) profile, suggestions (for potentially many people), and so on. Clearly some of these changes need to happen immediately/ASAP, whereas others could be a bit stale and that's ok. Picking the right trade-offs so our systems are fast and robust but users rarely notice any problems was (and continues to be) challenging, and in some cases required some very clever tricks in the backends.

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2011/2/20

There may be (vast multitudes of) zombies among us online: leaked emails from US defense contractor HB Gary have revealed the existence of a system for managing large numbers of fake identities across social networks; the identities are created en masse with realistic pseudonyms and plausible character profiles and kept on life support with an automated or mostly automated system; the software has them retweet others' posts, or perhaps even uses natural-language processing to have them chime in minimally to comment threads ("I agree!"). Then, when they're needed, these zombie profiles can be pressed into service, flash-mobbing a forum with a dissenting view coming from a large number of real-looking people with authentic-looking histories, befriending real users on social networks for intelligence-gathering purposes, or similar; the operators have access to the record on the particular profile they're using, in order to avoid embarrassing faux pas:

To build this capability we will create a set of personas on twitter,‭ ‬blogs,‭ ‬forums,‭ ‬buzz,‭ ‬and myspace under created names that fit the profile‭ (‬satellitejockey,‭ ‬hack3rman,‭ ‬etc‭)‬.‭ ‬These accounts are maintained and updated automatically through RSS feeds,‭ ‬retweets,‭ ‬and linking together social media commenting between platforms.‭ ‬With a pool of these accounts to choose from,‭ ‬once you have a real name persona you create a Facebook and LinkedIn account using the given name,‭ ‬lock those accounts down and link these accounts to a selected‭ ‬#‭ ‬of previously created social media accounts,‭ ‬automatically pre-aging the real accounts.
Using the assigned social media accounts we can automate the posting of content that is relevant to the persona. In this case there are specific social media strategy website RSS feeds we can subscribe to and then repost content on twitter with the appropriate hashtags. In fact using hashtags and gaming some location based check-in services we can make it appear as if a persona was actually at a conference and introduce himself/herself to key individuals as part of the exercise, as one example. There are a variety of social media tricks we can use to add a level of realness to all fictitious personas
HB Gary has been selling these to the US Government, presumably to intelligence and law-enforcement agencies; its imagined uses could range from allowing agents to infiltrate distributed protest groups for intelligence-gathering purposes to COINTELPRO-style disruption operations and psychological warfare. However, it's not unlikely that some version of this or similar software (either from them or another company) would end up in the hands of private corporations or other interests. Recently, HB Gary and two other defense contractors did recently pitch their services to the Bank of America, proposing disinformation attacks against WikiLeaks and its supporters. It could be argued quite robustly that collusion between the US intelligence establishment and corporations is a long-established tradition, dating back to ITT's involvement in the Chilean coup and the United Fruit Company's involvement in establishing the Guatemalan junta, so to imagine such tools in the hands of, say oil companies or agribusiness, being used to disrupt popular opposition, disrupt the organisation of trade unions, or even manufacture Tea Party-style pseudo-oppositional groups which support deregulation, is not a huge stretch. In the wild, it becomes just another tool to discreetly keep labour and environmental costs down. And then there's what happens when this filters down to the marketing departments. Or some guys in Russia make a clone of this and start selling it to scammers.

What about on the internet? Once the cat's out of the bag, people are going to be less trusting of strangers online. Until now, identifying a sockpuppet had been easy: if someone just joined a site, made no comments or a few content-free comments and then weighed in about why, let's say, smoking doesn't cause cancer or Silvio Berlusconi is the only honest man in Italian politics and the victim of a conspiracy, they were obviously a tentacle of some ham-fisted propaganda operation. Now, such a tentacle may have accounts on all major news sites, social networks and other services going back years, and a history of bland, neutral interactions with the online world. A retweet here, a few holiday photos (cropped/reedited from somebody else's Flickr pool, or a pool of content contributed by contractor employees) there, perhaps a few opinions about football or video games or mobile phones scattered around forums. Detailed conversation would be light, unless the operators pay humans (bound by oaths of secrecy more stringent than Amazon's Mechanical Turk service) to ride these zombies and have them form low-intensity relationships with actual random humans. (More high-intensity relationships could be risky, though given the recent revelations that Britain's secret police agents formed long-term romantic relationships with members of left-wing groups they were infiltrating, perhaps long-distance romances between zombie handlers in fluorescent-lit bunkers under Virginia or Alabama and lonely, emotionally volatile people around the internet could occur; perhaps these could even be exploited for operational uses, in the way Nigerian 419 scammers have done.) But the rest of us would be asking ourselves: what percentage of the people we interact with online—on newspaper forums, music discussion boards, dating sites, or of our Facebook friend circle—are actually real?

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2011/1/29

Positivity considered harmful (2): A new study suggests that social software such as Facebook may be making its users unhappy, by causing them to overestimate how contented their peers are with their lives (unlike themselves). The theory goes that, as these sites are self-curated experiences where users present generally positive images of themselves, other users don't get well-rounded views of how an online acquaintance's life is going, but have a cognitive bias to thinking that they do. Consequently, we overestimate our online acquaintances' life satisfaction, compare it to our own, and feel unhappy:

The human habit of overestimating other people's happiness is nothing new, of course. Jordan points to a quote by Montesquieu: "If we only wanted to be happy it would be easy; but we want to be happier than other people, which is almost always difficult, since we think them happier than they are." But social networking may be making this tendency worse. Jordan's research doesn't look at Facebook explicitly, but if his conclusions are correct, it follows that the site would have a special power to make us sadder and lonelier. By showcasing the most witty, joyful, bullet-pointed versions of people's lives, and inviting constant comparisons in which we tend to see ourselves as the losers, Facebook appears to exploit an Achilles' heel of human nature. And women—an especially unhappy bunch of late—may be especially vulnerable to keeping up with what they imagine is the happiness of the Joneses.
Which makes sense, assuming that one buys the assumption that social software strongly discourages expressions of negativity or unhappiness. This is clearly not the case on all social sites; witness, for example, the (somewhat old) stereotype of the LiveJournal Angstpuppy, characterised by demonstrative levels of self-pity, often encoded into musical and/or sartorial preferences. Granted, that was in an earlier, weirder internet, and might get one unfriended or laughed at in today's more mainstream networks, though one does see a fair amount of kvetching on Facebook. Perhaps the best solution for the collective mental health is to encourage a culture of moderate self-pity and commiseration?

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2010/12/16

Data visualisation of the day: if you draw lines between the locations of people connected to each other on Facebook, you get this map of connections:

A few interesting observations:

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2010/11/16

Tomorrow is apparently National UnFriend Day: a day for purging your Facebook friend list of people who aren't actual real-world friends (you know, that guy you met at a party two years ago who's in marketing or publishing or something and really into snowboarding, or was it Korean cinema?) without the devastating anxiety non-sociopathic people feel when cutting off contact with another blameless human being, or something.

“NUD is the international day when all Facebook users shall protect the sacred nature of friendship by cutting out any ‘friend fat’ on their pages occupied by people who are not truly their friends,” according to the show’s website.
Meanwhile, the latest new social network's key feature is that you only get 50 friends, who are meant to be your closest friends and family.

While there is something to be said for periodically deleting non-relationships from social sites (i.e., anybody whom you can't remember who they are), the premise of both of these—that social software friend lists should be only for people we consider to be actual friends in real life—goes against the use cases of social software site; one of the things that makes sites like Facebook useful is because they're good at managing weak links; of keeping up with people whom one isn't sufficiently close to to individually spend time with. There is probably less call for a site that is limited to one's 50 nearest and dearest (not to mention the drama it may engender, akin to MySpace's "Top 8" ("You added him but not me; what am I: chopped liver?")) than for one for keeping up with various spheres of acquaintances, buddies, contacts and other weak links, and compartmentalising one's public identity and profile between them appropriately.

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2010/10/23

A journalist from the Daily Beast performs an experiment to determine how Facebook determines what updates appear in people's feeds. Facebook has a secret algorithm which determines the status of posts and users, and which ones are deemed interesting enough to push to their friends' feeds; like Google, it keeps its algorithm secret. An experiment, involving a team of volunteers interacting in a directed way, has cast some light on some of the factors which determine whether Facebook thinks you're too boring for your friends to possibly be interested in what you say:

2. Facebook's Catch-22: To get exposure on Facebook, you need friends to interact with your updates in certain ways (more on that below). But you aren't likely to have friends interacting with your updates if you don't have exposure in the first place. (Memo to Facebook newcomers: Try to get a few friends to click like crazy on your items.)
5. "Stalking" Your Friends Won't Get You Noticed.
6. Having Friends Who Stalk You WILL Help Your Popularity.
7. Links Trump Status Updates.
8. Photos and Videos Trump Links.
9. The Power of Comments. If items you post attract comments from a few friends, it clearly raises your visibility overall. When our selected volunteers began stalking Phil, he finally appeared to many users for whom he had been a no-show. But when we stopped the stalking and moved on to the next phase of our trial, directing a different group of users to not only look in on Phil but also repeatedly add comments to his items, he surfaced on the feeds of still more friends.
10. Why Facebook Really is Like High School: After weeks of testing and trying everything from having Phil post videos to getting some of his friends to flood him with comments, by the end of our experiment, a few of our volunteers had still literally never seen Phil appear in their feeds, either Top News or Most Recent. These were the "popular kids"—users of Facebook with 600 or more friends. (Conversely, those with only 100 to 200 friends were among the first to spot Phil.) So the key, as you build your coterie of friends, is making sure to include some without huge networks.

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2010/10/10

A Graphic Guide To Facebook Portraits:

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2010/10/4

Facebook has just upgraded its photo sharing feature, increasing the maximum dimension along either axis from a miserly 720 pixels to 2,048 pixels, improving tagging and adding a lightbox interface. Some are saying that the upgrade poises Facebook to challenge Flickr as a serious photo sharing site (Facebook already hosts more than three times as many photos as Flickr does); however, the fact remains that photographs on Facebook still have a distinctive "Facebook style":

A few days ago I ran into one of my nieces whom I hadn't seen for a while. She's a lively, sociable young woman and had recently returned from spending an enjoyable summer in Cape Cod. I asked if she had any photographs. "Sure," she said, launching her Facebook page, where there was an album of 150 images, which on inspection turned out to be a succession of more or less identical images of young men and women wearing silly grins and making faces at the camera.

Two things struck me about this album. The first was that it contained not a single image of Cape Cod. The other was how her photographs reminded me of those which appear on the Facebook pages of my own teenage children – which leads one to conjecture that there is now a "Facebook style" of photography, as distinctive in its way as that of the passport or wedding photograph.

(The Facebook Style is not to be confused with the MySpace Angle, though it's presumably possible for a photograph to meet the definitions of both.)

Among Facebook's 15bn photographs there are, no doubt, some memorable and beautiful images, but to date I haven't seen any. That's not true of Flickr, which continues to be one of the wonders of the world and hosts hundreds of thousands of terrific pictures. More significantly, an increasing proportion of them are published under a Creative Commons licence, which means that they can be freely used for non-commercial purposes.

In any case, while Facebook's photo sharing tools may be improved, it is unlikely to become a Flickr-killing platform for strikingly beautiful photographs, for reasons of culture and function. Facebook is, after all, primarily a social site; its strengths come from the ability to share things meaningful to one's friends, which would be tediously mundane or irrelevant to anybody else. Few people are interested in identical mugshots of strangers gurning at the camera in pubs or backyards, though the family members and chums of the gurners in question probably are.

Flickr, meanwhile, is a site for publishing photographs, where the photographs are the primary focus. It has social features (users can favourite or comment on photos with their pseudonymous Flickr account IDs, and add other information about themselves), but they are secondary to the application of showing photographs. To wit, Flickr not only has keyword tags but also groups, with themes such as "sunsets", "wide-angle photos", "things which are red", or "Paris", where users can send their photos, making them available for viewing by strangers who share an interest in their theme. This is not something Facebook is good at. (Mind you, it goes both ways; Flickr recently added the ability to tag other Flickr users in photos, though that doesn't seem as useful as Facebook's person-tagging feature; unless one hangs out only with keen photographers, one's friends are unlikely to be on Flickr.) I don't think Facebook is going to eat Flickr's lunch any time soon. (Nor, for that matter, is Google's Picasa, nor any of the Flickr-alikes like Zooomr or Ipernity.)

And while we're on the subject of beautiful photos on Flickr, Ffffl*ckr is a new web-based tool which, given access to your Flickr account, will find other photos you are likely to like, by looking at photos your favourited and seeing what their takers favourited.

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2010/9/24

Design consultancy IDEO have posted a video presenting three concepts for the future of electronic books. The concepts are: "Nelson", a critical reader intended for politically and culturally influential books, which charts the influence of points within books, links to debates and discussions arising from them presents links validating or repudiating supporting facts and presents books mentioning and mentioned by a book; "Coupland", an enterprise-oriented social reader, which allows books to be recommended within an enterprise, and "Alice", an entertainment-oriented reader which relies on ebooks branching out from the stream-of-linear-text model that they inherited from paper books; by participating in various games, you can unlock hidden chapters of a book.

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2010/8/26

danah boyd has a new blog post on social steganography, or ways of encoding double meanings in messages one knows will be overheard.

Social steganography is one privacy tactic teens take when engaging in semi-public forums like Facebook. While adults have worked diligently to exclude people through privacy settings, many teenagers have been unable to exclude certain classes of adults – namely their parents – for quite some time. For this reason, they’ve had to develop new techniques to speak to their friends fully aware that their parents are overhearing. Social steganography is one of the most common techniques that teens employ. They do this because they care about privacy, they care about misinterpretation, they care about segmented communications strategies. And they know that technical tools for restricting access don’t trump parental demands to gain access. So they find new ways of getting around limitations. And, in doing so, reconstruct age-old practices.
Often these techniques depend on shared cultural references; the fact that one's peers (typically within one's generation) have a shared vocabulary of song/movie/videogame/TV/&c. references has the convenient side-effect of providing a cryptolect that is all but parent-proof. (Which is why teens, i.e. those living in the totalitarian surveillance state of being a minor, are into ostensibly lame stuff like Justin Bieber and Fall Out Boy; few 'rents, even (or especially) those hip enough to know all about Joy Division and the Velvet Underground and krautrock and britpop and whatever, are going to study up on the latest godawful racket the kids these days are listening to just to be able to decode chatter most of which is going to be fairly inconsequential social administrivia. From which it might follow to say that when nostalgic adults listen to music from their adolescence, they are, knowingly or otherwise, revisiting the paraphernalia of strategies for mitigating a lack of freedom.) Anyway, boyd cites an example:
When Carmen broke up with her boyfriend, she “wasn’t in the happiest state.” The breakup happened while she was on a school trip and her mother was already nervous. Initially, Carmen was going to mark the breakup with lyrics from a song that she had been listening to, but then she realized that the lyrics were quite depressing and worried that if her mom read them, she’d “have a heart attack and think that something is wrong.” She decided not to post the lyrics. Instead, she posted lyrics from Monty Python’s “Always Look on the Bright Side of Life.” This strategy was effective. Her mother wrote her a note saying that she seemed happy which made her laugh. But her closest friends knew that this song appears in the movie when the characters are about to be killed. They reached out to her immediately to see how she was really feeling.
It's debatable whether Monty Python counts as a parent-proof youth-culture reference. I'm guessing that the example story happened somewhere in the US, where Monty Python still has an aura of counterculture about it, and is likely to not be picked up by one's straight-laced 'rents. (Perhaps it happened in a devoutly Christian community, where The Life Of Brian would be virtually punk rock?)

Of course, nowadays Carmen could just have posted the update to Facebook under a filter, excluding her mother from seeing it, and her mother would have been none the wiser. (Unless Facebook has mechanisms preventing minors from hiding content from their parents, which I hadn't heard of.)

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2010/8/15

Huffington Post co-founder Johan Peretti has posted a presentation, titled "Mormons, Mullets and Maniacs", on what makes online content "viral", i.e., likely to be passed along by bored people:

One key point: content that goes viral tends to appeal to people's personality disorders, or at least gives them an opportunity to score points, laugh at/put down those they disagree with, or express their obsessions, self-identification or narcissistic attention-seeking tendencies:

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2010/7/17

Until now, Google and social software haven't been ideas that went together naturally. The famously engineering-focussed company had experimented with social, though mostly in engineers' 20% time, and with mixed results. Orkut became spectacularly successful in Brazil, but largely bobbed along in the wake of Friendster elsewhere until the vastly technically inferior MySpace came along and seized the market, Google Friend Connect got its lunch eaten by Facebook Connect, and other forays into social made the mistake of being a bit too clever and automatically inferring the user's social graph from their online activity, crossing the line between nifty and disturbing.

Now, however, this is likely to change. There are rumours afoot that Google have made social software a strategic priority, establishing teams to work on the problem of social as part of their regular 80% job, and that a social platform, possibly named Google Me, is in the works. Of course, as far as social platforms go, Facebook have the area sewn up, with a pretty sophisticated API, leaving little space for newcomers (or even Google) to expand into, unless they find and solve problems in the way Facebook does it.

Which brings us to this slide presentation from Google user-experience researcher Paul Adams. The presentation rigorously examines the social uses of software, and the natures of social connections (Adams mentions strong ties and weak ties, and adds a third category, temporary ties, or pairs of people involved in once-off interactions; think someone you buy something from on eBay) and pinpoints possible shortcomings of simple models such as Facebook's (the fact that people have different social circles and needs to expose different facets of their identities to different circles, and that tools such as Facebook's privacy filters have a high overhead to use satisfactorily in this way), not to mention unresolved mismatches between the way human beings intuitively perceive social interaction working and the way it does in the age of social software (for example, we are not intuitively prepared for the idea of our conversations being recorded and made searchable). All in all, it looks like a pretty rigorous survey of social software, condensed down to 216 slides. (An expanded version may be the contents of a book, Social Circles, which comes out in August.)

If Google, who have not given much weight to social software in the past, are investing in this level of research into it, they may well have a Facebook-beating social platform in the works. Though (assuming that it exists, of course) only time will tell whether Google have finally grasped social enough to pull it off.

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2010/4/22

A Facebook intern and PhD student in human-computer interaction has used Facebook to measure the relationship between sharing and wellbeing. Moira Burke's findings, gained by measuring the interactions between Facebook users who filled in surveys, has found, unsurprisingly, that active sharing (such as posting content and sending messages) is more correlated with wellbeing than passive consumption.

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2010/3/23

Gay marriage: the database engineering perspective, or how different definitions of the institution of marriage would be reflected in different (relational) database schemas. Not surprisingly, the strictly traditionalist schemas do hideously inelegant things like have different tables for men and women, or mark one gender as subordinate to the other (i.e., have the males table contain a wife_id column), while the most elegant ones reduce marriage to a type of edge in generalised social networking, leaving policy (can you marry yourself for tax reasons? can more than two people be married?) outside of the schema.

I wouldn't be surprised if, at some point, some technically ignorant legislator in some conservative backwater proposed a law requiring databases to have separate tables for men and women or something similarly brain-damaged.

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2010/3/11

If you've ever found yourself compelled to keep playing a video game, despite realising that you're not actually enjoying it, you may have been a victim of the Behaviourist conditioning techniques game designers use to get people hooked. Video game designers are applying Skinnerian techniques of behaviour reinforcement to compel players to keep playing, to get hooked early, and to invest more time (and often money) into levelling up. (And playing a game does not necessarily equal enjoying it; the stimulus of getting unpredictable rewards, and the fear of losing one's carefully built-up progress, are sufficient to compel one, even if they might otherwise have preferred to do something else.)

His theories are based around the work of BF Skinner, who discovered you could control behavior by training subjects with simple stimulus and reward. He invented the "Skinner Box," a cage containing a small animal that, for instance, presses a lever to get food pellets. Now, I'm not saying this guy at Microsoft sees gamers as a bunch of rats in a Skinner box. I'm just saying that he illustrates his theory of game design using pictures of rats in a Skinner box. This sort of thing caused games researcher Nick Yee to once call Everquest a "Virtual Skinner Box."
First, set up the "pellets" so that they come fast at first, and then slower and slower as time goes on. This is why they make it very easy to earn rewards (or level up) in the beginning of an MMO, but then the time and effort between levels increases exponentially. Once the gamer has experienced the rush of leveling up early, the delayed gratification actually increases the pleasure of the later levels. That video game behavior expert at Microsoft found that gamers play more and more frantically as they approach a new level.
Behaviourist game design techniques are becoming more prevalent in the age of online games, where the maker's revenue comes not from once-off purchases but from time (and money) spent in the course of playing the game; hence, game designers have to get their players hooked before the other guy comes along and milks them. And milking is perhaps an apt metaphor, given that one of the leading examples of this sort of game design is the Facebook game FarmVille, which, by all accounts is more of a socially conditioned obligation than a ludic activity:
Farmville is not a good game. While Caillois tells us that games offer a break from responsibility and routine, Farmville is defined by responsibility and routine. Users advance through the game by harvesting crops at scheduled intervals; if you plant a field of pumpkins at noon, for example, you must return to harvest at eight o’clock that evening or risk losing the crop. Each pumpkin costs thirty coins and occupies one square of your farm, so if you own a fourteen by fourteen farm a field of pumpkins costs nearly six thousand coins to plant. Planting requires the user to click on each square three times: once to harvest the previous crop, once to re-plow the square of land, and once to plant the new seeds. This means that a fourteen by fourteen plot of land—which is relatively small for Farmville—takes almost six hundred mouse-clicks to farm, and obligates you to return in a few hours to do it again. This doesn’t sound like much fun, Mr. Caillois. Why would anyone do this?
The secret to Farmville’s popularity is neither gameplay nor aesthetics. Farmville is popular because in entangles users in a web of social obligations. When users log into Facebook, they are reminded that their neighbors have sent them gifts, posted bonuses on their walls, and helped with each others’ farms. In turn, they are obligated to return the courtesies. As the French sociologist Marcel Mauss tells us, gifts are never free: they bind the giver and receiver in a loop of reciprocity. It is rude to refuse a gift, and ruder still to not return the kindness.[11] We play Farmville, then, because we are trying to be good to one another. We play Farmville because we are polite, cultivated people.
Here's more about FarmVille's use of the Cialdini reciprocity principle, as beloved of grifters. Meanwhile, other gaming companies are using other techniques to keep the marks coming back, like taking advantage of players' loss aversion ("your account is now flagged to have your characters below level 20 deleted as part of maintenance. Please re-activate your account now to ensure that your characters progress and names stay intact").

On a tangent, there is a blog titled The Psychology of Games; some of its content has to do with psychological manipulation techniques to control and monetise gamers, though it also covers examples of game theory (in the Prisoner's Dilemma sense) in games, psychoeconomics, the enjoyment of gaming as an activity, and, indeed, a wealth of psychological phenomena as illustrated through video gaming.

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2010/2/19

Please Rob Me is a web site which aggregates Foursquare location data shared by Twitter users and presents it as "new opportunities" and announcements of users having "left home", to demonstrate the risks of sharing location data with strangers.

While Please Rob Me is a proof of concept, and not particularly useful to burglars (you'd have to map Twitter IDs to names and addresses, and also work out whether there was anybody else living at the premises), there is speculation that social web sites offer a wealth of information to burglars, from users' locations to party photos set inside homes and showing off stealable goods. Of course, these days, the dominant web site is Facebook, which, by default, hides users' posts from people outside of their friend list; however, a significant proportion of Facebook users will gladly friend people they don't actually know, undermining this common-sense measure. (Intuitively, the risk of being burgled or spammed must seem insubstantial to them next to the promise of meeting hot chicks or getting invited to cool parties.) An even larger proportion use Windows PCs which are susceptible to viruses. There is already malware which spams Facebook with phishing links; malware which harvests useful information about all of a user's contacts (real names/identifying details, addresses, links to other social sites, &c.) and uploads them to a criminal-owned server could be just as plausible.

Of course, this makes little economic sense if one imagines one team of burglars going to all this effort to identify easily reachable places likely to house unattended PlayStations or plasma screens. However, if one follows the advice of Adam Smith and introduces division of labour (a practice seen in other criminal enterprises, such as phishing gangs and Nigerian 419 scam operations), it becomes more plausible.

Imagine, if you will, a criminal business intelligence service, much like the ones serving marketers, only specialising in selling leads on potential targets to burglars. This business would have a server somewhere with lax law enforcement, algorithms for harvesting and unifying information from a range of sources (possibly supplemented by human intelligence) and a site for offering bundles of this information to prospective burglars, searchable by geographic location, likely richness of pickings (determinable from the target's employment information, credit ratings and such) and likelihood of them being out of town. The algorithms would pick through a number of public sites, such as Twitter, Foursquare and others (photo sharing sites could be useful; if someone's address is in New York and they just uploaded a fresh photo geotagged in Gran Canaria, they're probably not home), and use them to pick out the likelihood of a target matching various criteria. (The algorithms could be fairly advanced, but as we have seen from the botnet arms race, there's no shortage of ingeniously talented coders of, shall we say, above-average moral flexibility.)

Of course, the real rich pickings are in walled gardens such as Facebook, where people have a sense of security and post their real names, locations and photos; while this is not public, a criminal site could harvest it by using malware (in which case, it'd get not just the details of the owner of the infected PC, but of all their friends), rogue viral Facebook apps or by hiring humans to set up profiles and, using a specially modified browser, friend random strangers ("MAKE MONEY AT HOME SURFING THE WEB!", the recruitment ads could read). The data would go into the criminals' data centre and would come out the other end as searchable packages offered for sale ("Your search of current vacationers making $50k+ near ___ has yielded 37 results, for $100 each. How many would you like to buy?")

Given precedents both in computer crime (credit-card fraud is a big one, having both black-market web sites and highly specialised economies with divisions of labour) and social software, I would be surprised if nobody tries setting something like this up.

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2010/2/9

Google have just announced their latest bite at the social-software cherry: it's called Google Buzz, is integrated into Gmail (with mobile web-based clients for iPhones and Android phones), and, from the video on the site, appears to be a way of sharing status updates, with optional embedded images, videos or links, to your Gmail contact list; it seems much like Facebook's Publisher, in other words. There seems to be a location-based component, with the mobile clients inferring where you are and optionally sharing that information, and also the ability to see posts from people located geographically nearby. Buzz seems to attempt to identify the actual building or establishment one is in, which could lead to Foursquare-like location-based functionality. It also has some means of interacting with other sites, such as Twitter and Flickr (though, obviously, not Facebook).

Buzz is rolling out to Gmail users over the next few days (much in the way that the new Facebook layout took the best part of a week to reach everybody), but from the video and blog announcements, it looks quite nicely designed. Of course, Google haven't had a huge amount of luck with social platforms yet (there was Orkut, which was somewhat of an odd fit for the rest of Google's line, and the OpenSocial/Friend Connect APIs, whose lunch Facebook Connect seems to have eaten), and it remains to be seen whether this time will be any different.

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2010/2/3

Life imitates New Waver lyrics yet again: A psychological study at Leeds University has found a connection between depression and heavy internet use:

The authors found that a small number of users had developed a compulsive internet habit, replacing real life social interaction with online chat rooms and social networking sites.
They classed 18 respondents - 1.2% of the total - as "internet addicts". This group spent proportionately more time on sex, gambling and online community websites... The internet addicts were significantly more depressed than the non-addicted group, with a depression score five times higher.
Of course, the whole concept of "internet addiction" is a dubious one, and often tinged with tabloid-style moral panic, so there's a danger that the advocates of the "internet addiction" industry will wave this around as proof, ignoring the fact that the addictive behaviours there are more usefully described as gambling and/or pornography addiction.

The report does not put forward any causal links between heavy internet use and depression. Do specific patterns of internet use weaken social contacts, contributing to depression, or do depressed people use the internet to self-medicate?

Also, the inclusion of online community websites along with sex and gambling websites seems somewhat dubious; while the latter are masturbatory replacements for natural stimuli, especially those one leading an impoverished life may lack, can one really imply that social community sites substitute for and weaken social ties rather than facilitating them? I recall a study from a few years ago which showed that users of social web sites actually have stronger social connections, and improved wellbeing as a result of those. Though it is always possible that various characteristics of particular social websites (which may be influenced by their design and/or emergent from organic patterns of use) influence their ability to facilitate psychologically useful social ties.

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2010/1/21

The boffins at OKCupid have posted another statistical tour of the mysteries of human sexual attraction, this time looking at profile pictures, and what makes them work (or fail). Some of the findings: the "MySpace shot", cheesy as it may sound, does work for women (though only if they're looking for something other than interesting conversation), and if you're male, you're advised to get your shirt off:

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2009/10/8

A number of social software systems give their users reputation/trust scores, which can be voted on by other users. This, however, is not without problems: when carelessly designed, the ability of users to vote down other users' reputations can lead to extortion rackets:

It didn't take long for a group calling itself the Sims Mafia to figure out how to use this mechanic to shake down new users when they arrived in the game. The dialog would go something like this:
"Hi! I see from your hub that you're new to the area. Give me all your Simoleans or my friends and I will make it impossible to rent a house.”
"What are you talking about?"
"I'm a member of the Sims Mafia, and we will all mark you as untrustworthy, turning your hub solid red (with no more room for green), and no one will play with you. You have five minutes to comply. If you think I'm kidding, look at your hub-three of us have already marked you red. Don't worry, we'll turn it green when you pay…"
The solution to this is to keep positive and negative feedback separate, and have the latter go through moderators (who, presumably, will spot any shenanigans) before making it public.

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2009/8/9

Yahoo!'s Christian Crumlish posits the five principles of good social software design:

  • Pave the Cowpaths
  • Talk Like a Person
  • Play Well with Others
  • Learn from Games
  • Respect the Ethical Dimension
He also puts forward five anti-patterns, or ways in which sites get it wrong:
Briefly, the Cargo Cult means imitating superficial features of successful websites and applications without really understanding what makes them work. Don't Break Email warns against the practice of using email as a one-way notification or broadcast medium while disabling your users' ability to hit reply as a normal response. The Password Anti-Pattern is the pernicious practice of asking users to give you their passwords on other systems so that you can import their data for them, thus training them to be loose and insecure with their private information. The Ex-Boyfriend Bug crops up when you try to leverage a user's social graph without realizing that some of the gaps in a person's network may be deliberate and not an up-sell opportunity. Lastly, a Potemkin Village is an overly elaborated set of empty community discussion areas or other collaborative spaces, created in anticipation of a thriving population rather than grown organically in response to their needs (see also Pave the Cowpaths).

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2009/6/26

One of the major problems with Facebook, in the past, has been its one-size-fits-all privacy settings. You could decide, once and for all, who sees your status updates, but could not do so on a post-by-post basis. Which is fine and dandy when all your friends there know you in the same context, but becomes a problem once you have people from different spheres. You might not want to bore your generalist friends with detailed discussion of your more specialised interests, or share your personal life with your coworkers, so the only option is to self-censor down to the lowest common denominator, and hope that those who want more can be bothered with LiveJournal.

Not for much longer, though, because Facebook are soon rolling out post-by-post privacy options, which will let you decide, with each status update who sees it.

The options will include "everyone" (i.e., anyone who goes to your public Facebook page), friends, friends and friends thereof, or, most usefully, custom groups of friends. The devil is, of course, in the details, but it looks like it will make Facebook a lot more useful as a fine-grained social communications tool.

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2009/5/17

A website named Double X, which seems to be a broadly feminist publication run by the Newsweek people, has a piece examining the phenomenon of women using photographs of their children as their Facebook profile photos, and what it says about their identity and social position:

These Facebook photos signal a larger and more ominous self-effacement, a narrowing of our worlds. Think of a dinner party you just attended, and your friend, who wrote her senior thesis in college on Proust, who used to stay out drinking till five in the morning in her twenties, a brilliant and accomplished woman. Think about how throughout the entire dinner party, from olives to chocolate mousse, she talks about nothing but her kids. You waited, and because you love this woman, you want her to talk about…what?…a book? A movie? A news story? True, her talk about her children is very detailed, very impressive in the rigor and analytical depth she brings to the subject; she could, you couldn’t help but think, be writing an entire dissertation on the precise effect of a certain teacher’s pedagogical style on her 4-year-old. But still. You notice at another, livelier corner of the table that the men are not talking about models of strollers. This could in fact be a 19th-century novel where the men have retired to a different room to drink brandy and talk about news and politics. You turn back to the conversation and the woman is talking about what she packs for lunch for her child. Are we all sometimes that woman? A little kid talk is fine, of course, but wasn’t there a time when we were interested, also, in something else?
Facebook, of course, traffics in exhibitionism: It is a way of presenting your life, at least those sides of it you cherry pick for the outside world, for show. One’s children are of course an important achievement, and arguably one’s most important achievement, but that doesn’t mean that they are who you are. It could, of course, be argued that the vanity of a younger generation, with their status postings on what kind of tea they are drinking, is a worse kind of narcissism. But this particular form of narcissism, these cherubs trotted out to create a picture of self is to me more disturbing for the truth it tells. The subliminal equation is clear: I am my children. And perhaps for their health and yours and ours, you should be other things as well.

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2009/5/2

Today, we increasingly live in a world of software-mediated social interaction, and at this moment, Facebook is one of the largest such systems. As more people join Facebook, and it becomes an increasingly indispensible utility for connecting people, and the range of people one is connected to becomes much broader. Whereas once one's Facebook friends tended to be college buddies and close friends, they now include coworkers, family members, old schoolmates, neighbours and others.

Facebook's privacy options, however, haven't kept up with this change. When you post to your Facebook profile, there is no way to make posts visible by only a subset of your Facebook friends. So you're faced with the choice of self-censoring your posts to a level suitable for all users. You might not want your parents or employers to see photos of you partying, or might not want to bore your non-technical friends with talk about specialised subjects a subset of your friends would be interested in. So the end result is that Facebook is reduced to the lowest common denominator of subjects suitable for all audiences; things that won't shock or bore anyone. This leaves no suitable space for a large set of discussions: in-jokes between closely-knit groups of friends; specialist banter about C++ or football or archaeology; or even personal discussions you wouldn't necessarily want to share with your coworkers or casual acquaintances.

There are better ways to do this. The photo sharing site Flickr allows users to tag certain friends as "Family" or "Friends", and make some photos only visible to those groups. The LiveJournal system goes further, allowing users to define arbitrary numbers of friend groups and control who can see each post individually.

Facebook needs something like this if it's going to scale. It need not be an intrusive feature; a checkbox to the right of the "What's on your mind?" box, opening a "Show this post to: Everyone / All my friends / (groups)" drop-down, would suffice quite elegantly. (Something similar, of course, should be added for photos, notes and such, and made available to application developers.) This would make Facebook much more broadly useful as a tool for connecting people across the wide spectrum of social relationships they have in their lives.

Anyway, to wit, I have done the obvious thing about this deficiency and created a Facebook group about it. Perhaps if enough people join, the Facebook developers will listen.

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2009/1/25

Some interesting notes from a talk about the scalability of social software delivered at the Web 2.0 Expo last September by Joshua Schachter of del.icio.us:

There are 3 Kinds of scale: technological, social, and personal. We’re going to briefly go through the technical stuff... Common access pattern is to have a screen, make a modification, requery the data, and then resend the results. We’re building a lot of these systems to be synchronous which is a huge performance hit. What you need is a queue not a database for processing messages asynchronously. Decouple interactive performance from the rest of the system. Huge win for Delicious. Now that we’ve got technical stuff out of the way…
Don’t go too far and expose too much information. A long time ago you could see how many friends you had and how many followers you had and compare who it was that was following but not a friend. The system allowed me to get angry at two people. People got freaked out by people ‘follow’ing them on delicious.
Wanted delicious to be a harmonious system. That’s why there were no conversations. Didn’t want people to come in and have religious wars. You have to be willing to deal with abuse, spam, porn, etc. His last year this got really bad.
Pretty urls are important. It’s prime advertising space. People will copy paste and link.

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2009/1/7

LiveJournal sacks almost its entire US workforce, including all US-based engineers, leaving only a few financial and support staff. Panic ensues, with perverts worldwide stocking up on emergency supplies of Harry Potter slash fiction in case it disappears.

Chances are, the obligatory jokes about disturbing online subcultures aside, LiveJournal won't disappear overnight. For one, the cuts are in the US office, and LiveJournal is now Russian-owned, and is much bigger in Russia (in America, the typical LiveJournal user is a thirtysomething goth-scene veteran with an IT job, whereas in Russia, it's a mainstream media site). Given that most of the money and ad revenue come from the Russian operation, it presumably won't cost them much to keep running an English-localised rump site on the same servers.

In any case, I hope LiveJournal survives, because it has one thing none of the other sites have: no, not Harry Potter slash fiction; fine-grained social-network-based access control, i.e., the means to specify that posts are not just friends-only but only accessible to a subset of friends. Which might sound like a symptom of some kind of geek social neurosis, but is actually useful. (Consider, for example, a Facebook friends list, containing everyone from coworkers to family members to people you met at a party or festival; as on Facebook, you can't control who can read a posted item (it's all your friends or no-one), there are a lot of things you cannot or should not post; from boasting about faking illness to planning surprise parties for contacts, to discussing personal situations, so your Facebook stream becomes a stream of lowest-common-denominator banalities.) Something with Facebook-level usability and LiveJournal-level access control would actually be useful; maybe once the world emerges from the New Depression, someone will write something like that?

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2008/6/20

And Freemasonry's fightback from the brink of extinction continues; the Masons now have jumped on the social networking bandwagon with a "cool new website" named Masonic Planet. Though, curiously enough, the site itself doesn't seem to have any Masonic-specific profile features; there seems to be no entry for lodge affiliation in profiles (though it does have a "Looking for: [] Male [] Female" section; presumably they hadn't had time to customise the ex-dating-site software yet), let alone making information visible only to people above a certain degree or what have you. And, indeed, anyone can make an account without any introduction or invitation, or any proof of Masonic affiliation.

It does have some kind of "profile music" Flash applet. Perhaps this site wasn't actually created for or by Freemasons, but rather by someone who read about punks, hipsters and other members of prime youth demographics getting into Freemasonry and decided to get a piece of the action?

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2008/5/17

The Untold History of Toontown's SpeedChat, or an account of what happened when some pioneering virtual-community software developers accepted a commission from Disney to build an online community site—one compliant with Disney's values, so that "there could be no swearing, no sex, no innuendo, and nothing that would allow one child (or adult pretending to be a child) to upset another ... No kid will be harassed, even if they don't know they are being harassed.".

"We spent several weeks building a UI that used pop-downs to construct sentences, and only had completely harmless words - the standard parts of grammar and safe nouns like cars, animals, and objects in the world."

"We thought it was the perfect solution, until we set our first 14-year old boy down in front of it. Within minutes he'd created the following sentence:

I want to stick my long-necked Giraffe up your fluffy white bunny.

They added a method to allow direct chat between users that involves the exchange of secret codes that are generated for each user (with parental permission). The idea is that kids would print them out and give them to each other on the playground. This was a great way for Disney to end-run the standard - since Speed Chat was an effective method of preventing the exchange of these codes, and theoretically the codes had to be given "in-person", making the recipient not-a-stranger. Sure, some folks post them on message boards, but presumably those are folks who 1) are adults, or 2) know each other, right? In any case, as long as no one could pass secret codes within Toontown itself, Disney feels safe.
The author, Randall Farmer, coined from this the SpeedChat Corollary: "By hook, or by crook, customers will always find a way to connect with each other."

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2008/3/12

The Napsterization blog (which is not about craptacular DRM-shackled music-rental services but about the social and economic implications of disruptive technologies) has a piece on the lengths Facebook application authors go to get people to install their applications, such as doing sleazy things like not only requiring users to install their application to see messages from friends, but wilfully misleading them into believing that if they don't forward a message (of a pornographic tone) to some friends, they won't get to see it. As a result, the maker of the app gets a juicy boost to their installation figures, whilst pissing all over people's social relationships and making your user experience that much crappier.

In this case, the culprit was Slide, with their popular FunWall application, though neither Slide nor Facebook will accept the blame for this:

Facebook pointed the finger at Slide (the app maker in this case), and said, "There is nothing we can do. We have no control over the apps people make or the stuff they send." Oh, and if I wanted Facebook to change the rules for apps makers? I'd have to get say, 80k of my closest Facebook friends to sign on a petition or group, and then they might look at the way they have allowed porn spam to trick people into forwarding, but until then, there would be no feature review.
Slide said that they thought Facebook was the problem, because as the "governing" body, Facebook makes the rules and "Slide wouldn't be competitive if they changed what they do, and their competitors weren't forced to as well." In other words, Slides competitors use the same features to get more users (or trick more users as the case may be) and Slide didn't want to lose out on getting more users with similar features, regardless of the effect the features have on us and our relationships.
And things aren't likely to change by much. Human psychology being what it is, people are willing to put up with a lot of annoyance in software as long as it provides a social function. (How else could you explain MySpace, with its spammy, craptacular user experience, going from strength to strength and maintaining its position as the dominant social software site?) Some people may generally amused by every piece of spam that comes in, or believe that, like billboard advertising, it brightens up people's otherwise dull lives. Others may put up with it due to the peer pressure to not seem cranky and antisocial; after all, the argument would go, that's what they do here, and if you don't like it, why did you join? (The corollary to this argument is, of course, the attrition rate as people who get sick of having three wall applications and being awash in a sea of silly surveys and chain letters stop logging in one day.)

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