Innovation Trends: Web 2.0
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Transcript of Innovation Trends: Web 2.0
UNIVERSITÀ CATTOLICA DEL SACRO CUORE
Sede di Milano
Facoltà di Economia
Corso di Laurea Specialistica in Management per l’impresa
Innovation Trends: Web 2.0
Relatore:
Chiar.mo Prof. Federico Rajola
Tesi di Laurea di:
Jari Ognibeni
Matricola n. 3406067
Anno Accademico 2006/2007
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To my always loved father Nello
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Contents
Chapter 1
WEB 2.0: The truth about the internet
second revolution…………………………………………….17
1.1 What is Web 2.0…………………………………………………………………...17
1.1.1 Web as a platform…………..………………………………………......21
1.1.2 Collaboration, Network and collective intelligence.......................…21
1.1.3 Participation and Technology……..…………………………………..21
1.2 Web 2.0 Structure and definitions ……………………………………..……….22
1.2.1 Web as a platform. …………………………………………...………...23
1.2.2 The open web……………………………………………...……………25
1.2.3 The Enterprise 2.0…………………………………………...………….25
1.3 The Web 2.0 structure………………………………………………….………...26
1.3.1 The User and the Net Generation………………………….………….28
1.3.2 Input………………………………………………………………….......31
1.3.3 Technology………………………………………………………………32
1.3.4 Specific Tools: web application and widgets…………………..…….34
1.4 Three dynamics for the Web 2.0……………………………………..………….38
1.4.1 First Dynamic: Openness Standard……………………….…………..38
1.4.1.1 Open Source……………………………………..…………….40
1.4.1.2 Google APIs…………………………………….……………..42
1.4.1.3 Perpetual Beta…………………………………..……………..46
1.4.1.4 Creative Commons…………………………………….……..47
1.4.2 Second Dynamic: Decentralized Participation……………………....50
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1.4.2.1 Blogosphere……………………………………………..……..51
1.4.2.2 Social Networks………………………………………..……...54
1.4.2.3 Platform for participation……………………………………59
1.4.2.4 The Long Tail…………………………………………..……...62
1.4.2.5 But what is a wiki?....................................................................64
1.4.2.6 Hyperlinks: knowledge management in Wikis……………73
1.4.2.7 Trust…………………………………………………………...73
1.4.3 Third Dynamic: User data control……………………………………74
1.4.3.1 Control the content…………………………………………..75
1.4.3.2 Identity………………………………………………………...76
1.4.3.3 Open ID………………………………………………………..78
1.4.3.4 The Next Intel Inside…………………………………………80
Chapter 2
SOCIAL NETWORKS: How people decide to live
other lives on-line…………………………………………...85
2.1 From Virtual Community to Social Network………………………………….86
2.2 A brief history of Social Networks……………………………………………...91
2.3 Two pattern of analysis…………………………………………………………..94
2.3.1 First pattern: What people want to do in Social Networks?..............94
2.3.1.1 Leisure and entertainment…………………………………...95
2.3.1.2 The “F” factor of (in)success………………………………..100
2.3.1.3 Social Shopping……………………………………………...103
2.3.1.4 Professional Networking……………………………………106
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2.3.1.5 Media and UGC Sharing……………………………………109
2.3.1.6 Virtual Meeting Place………………………………………..110
2.3.1.7 Specialized niche…………………………………………….115
2.3.1.8 Save time, manage information flow……………………...115
2.3.2 Second pattern: What people do on the SN Sites….………………116
2.3.2.1 Entrance……………………………………………………...117
2.3.2.2 Profiling……………………………………………………...118
2.3.2.3 Friends………………………………………………………..120
2.3.2.4 Social Matching……………………………………………...123
2.3.3 Trust……………………………………………………………………128
Chapter 3
SOCIAL NETWORK: goes mobile…………………….…133
3.1 Mobile Social Networks………………………………………………………...134
3.1.1 Synchronous and asynchronous interaction………………………..134
3.1.2 Mobile applications of existing SNSs or Stand alone
services……………………………………………...…………………135
3.1.2.1 Existing Platforms…………………………………………...136
3.1.2.2 Stand Alone Mobile Services……………………………….137
3.2 Mobile Social Network: a perspective………………………………………...138
3.2.1 Status Upload………………………………………………………….139
3.2.1.1 Dodgeball…………………………………………………….139
3.2.1.2 Friendstribe…………………………………………………..140
3.2.1.3 Jaiku…………………………………………………………..142
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3.2.1.4 Partysync……………………………………………………..143
3.2.1.5 Twitter………………………………………………………...143
3.2.2 Geolocalization & Social annotation………………………………...144
3.2.2.1 Loopt………………………………………………………….144
3.2.2.2 Socialight……………………………………………………..145
3.2.3 Content Upload on-the-go……………………………………………146
3.2.3.1 Groovr………………………………………………………...146
3.2.3.2 Kyte…………………………………………………………...147
3.2.3.3 Radar………………………………………………………….147
3.2.3.4 3Guppies……………………………………………………..148
3.2.3.5 Rabble………………………………………………………...148
3.2.3.6 Vipera…………………………………………………………149
3.2.3.7 Sms.ac…………………………………………………………150
3.2.4 Download Content……………………………………………………151
3.2.4.1 Gotzapp………………………………………………………151
3.2.4.2 Mobango…………………………………….………………..152
3.2.4.3 Mozes…………………………………………………………152
3.2.4.4 mklix………………………………………………………….153
3.2.5 Mobile Social Network Providers…………………………………....154
3.2.5.1 Morf…………………………………………………………...154
3.2.5.2 Mobilemo…………………………………………………….155
3.2.5.3 AirG…………………………………………………………..156
3.2.5.4 Jumbuck………………………………………………………156
3.3 Social coordination matters…………………………………………………….157
3.3.1 Three simple questions about freedom……………………………..158
3.4 Understand the Mobile Social Network environment………………………160
3.4.1 Usability………………………………………………………………..161
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3.4.1.1 Design………………………………………………………...162
3.4.1.2 Infrastructure………………………………………………...163
3.4.1.3 Users’ use of the platform…………………………………..165
3.4.1.4 Privacy………………………………………………………..166
3.4.2 Sociability………………………………………………………………168
3.4.2.1 Connected Sociability……………………………………….169
3.5 Online community Framework………………………………………………..170
3.5.1 Policies………………………………………………………………….172
3.5.2 Purposes………………………………………………………………..172
3.5.3 Actions………………………………………………………………….173
3.6 Object and Benefit……………………………………………………………….174
Chapter 4
DON’T CALL IT: “ just a phone!”………………………..177
4.1 It’s all about mobility………………………………...…………………………177
4.1.1 Ubiquitous devices…...……………………………………………….178
4.2 Connectivity……………………………………………………….…………….181
4.3 Multimedia………………………………………………………………………183
4.4 Communication…………………………………………………………………186
4.5 Mobility Concept………………………………………………………………..187
4.5.1 Three dimensions of mobility………………………………………..188
4.5.1.1 Spatial Mobility……………………………………………...189
4.5.1.2 Temporal Mobility…………………………………………..191
4.5.1.3 Contextual Mobility…………………………………………193
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4.5.2 Fluid Environment…………………………………………………….194
Chapter 5
ENTERPRISE 2.0:
Innovation trends behind companies’ firewalls………..199
5.1 Origin of the term “Enterprise 2.0”………………………..…………………..200
5.2 From “Web 1.0” to “Web 2.0 “ Era…………………………………………….204
5.3 Enterprise 2.0: forces and components………………………………………..209
5.3.1 Forces for adoption……………………………………………………210
5.3.2 Enterprise 2.0 components…………………………………………...213
5.3.3 Benefit and future issues to address………………………………...225
5.4 A survey and “what’s next” for Web 2.0 in 2008…………………………….228
Conclusions ……………………………………..…………………………………..233
Bibliography………………...………………………………………………………237
List of Figures……………………………………………………………………….247
Appendix…………………………………………………………………………….248
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Acknowledgements With these few words I want to thank most of the people who let this work, this
important journey possible.
First of all I want to deeply thank Professor Rajola which with his hints,
opinions and encouragement has let me approach such a wonderful subject.
Going on I have to thank Paolo Marenco for the opportunity to visit for the first
time the Silicon Valley and the chance he gave me to meet the smartest people
in the world. At these people working there many thanks for time and the
many question they answered. Thank Michele, Marco, Flavio, Ettore, Vittorio,
Professor Foster, Raffaele.
The warmest thanks go to my family, my mother Paola, my brother Jgor and
my always loved father Nello, who have always been pushing me forward,
encouraging me in keep going and believe in the things I was doing; their
support and humanity in these months will last forever, as my love for theme.
And you, dear Sonia I thank you for all your kindness and love even the my
mistakes has separated us.
Last, but not least, all the bunch of my great friends and let me thank
particularly Nicolò for all the hospitality and support in my days passed in
Milan and the Trentinnovation co-founder Andrea.
Before ending, I don’t want to cite famous people or famous words, but a
simple sentence one days before starting this work, I saw printed on a student
t-shirt:
“ The thesis is not the destination, it is a journey. It’s not essential where you will
arrive, but how you will arrive there “
This idea has been my companion for this beautiful journey.
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Introduction In the last decade, people have known what will be most important invention of
the 21st century: the Web. This incredible platform continued its evolution since
arrive today in all its power and possibilities, directly in the hand of common
people. The web has become a platform to entertain people with a bounce of
functionalities, information, content which let people stay on the platform and
shape their daily life around it.
Today this platform became more accessible to people thanks to technological
innovation such as laptops, broadband wireless connections and advanced
protocols but also because people understood that in this platform the have
power, to create, share and explore. People are at the centre of the platform as
the main player and they can count on open and accessible technologies, on
participative tools and on a broad control on data and information they create,
share and manage.
This power coming from the web platform and individuals need, give people
the chance to contact and organize their life around groups of people.
In this way Social Networks represent the quintessential form of human
aggregation and community building, putting together people from all around
the world with different languages and culture but linked by the desire they
have to “Say something”. People merge together because the desire to find
someone similar or only some people with same interests, hobbies or
characteristic which attract theme. Social Network are biggest Agora of the
history, a continuum 24/7 creation, share and use of information, data and off
course connections.
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Social Networks and the consequent forms of social media, enlarge the
attention form the individuals to his/her relations, to the connection the
individuals have with other people, friends, acquaintances.
Ever more people argue the importance of their connections and the constant
need to cultivate these precious links with others; specially this issue is crucial
in the way people are becoming more nomads, in the meaning that their
relations, their knowledge and also their life is mobile.
Individuals are facing this mobilization of their relations by using advanced
ubiquitous hardware: guess what? The mobile phone. Mobile devices are
becoming an extension of our activities in the web platform, letting us bring
where we want our network of people, our interests and knowledge . In our
hands we have incredibly powerful devices which are transforming our daily
life. It’s from these changes that the biggest issues for individuals and off course
for business take off; we need to embrace this evolution, this change. Probably
because it is too late to jump off the train or because this revolution let us enjoy
our way to live our life and other lives along the pervasive presence of the
network. Chances are in our hands, tools are ready and off course potentialities
of this live connected are only waiting our choice.
My choice is “Yes”, I want to live connected with this beautiful world.
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Summary
The thesis dissertation is structured in the following way: in the chapter
number 1 will be analyzed what is the meaning of the Web 2.0; will be
considered all the components and dynamics forming it. The three dynamics
will regard the open standards, the decentralized participation and at the end
the user’s data control. All the critical components of the Web 2.0 will
approached giving examples and precious data about theme.
The chapter number 2 is dedicated to the Social Networks phenomenon and it
will enter in deep into the framework the first chapter has delineated about
Web 2.0. In this part after a brief digression about the evolution from Virtual
Communities to Social Networks, a large space will be give to all the different
typologies of Social Networks, their characteristics and what users act on such
great platforms. The chapter number 3 will bring Social Networks on mobile
phones. Here will be cited the main realities of Mobile Social Network present
around the world, their characteristics. The mobility concept will be addressed
with a particular analysis which will consider two crucial variables like
“Usability” and “Sociability”. Chapter number 4 complete the work of the
previous chapter three, going deeper in the mobility concept and dimensions,
specially for what concern mobile phone ubiquitous functionalities.
In the end the chapter number 5 will approach the Enterprise 2.0 concept,
describing the evolution form a “2.0 to a 1.0 era” and the resulting components.
The role of the enterprise inside the Web 2.0 revolution will be illustrated
according to forces, benefits, issues to address; a dedicated survey on the
Enterprise 2.0 concept will help to better understand future innovative trends in
this scenario.
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Chapter 1
WEB 2.0: The truth about the
internet second revolution
In this chapter we will understand the meaning of the term “Web 2.0” and all
the components that compose it. The analysis will follow three main direction
in the way to highlight the main structural characteristic of the concept: web as
platform, collaboration, network and collective intelligence and at the end
participation and technology.
The purpose is to represent the complete Web 2.0 enviroment, a reality
composed by three main areas ( Openness standards, Decentralized
Participation and Used Data control ) with, at the centre of the framework, four
inhabitants which are the User, the Input, the Technology and the Web
application.
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1.1 What is Web 2.0
What about this new word rocketing the entire web community?
Where did it come from and why?
We can say that everything became more public and explicit during a
conference in which Tim O’Reilly talked the first time about the new word:
“Web 2.0”.1 Thanks also to the book of Dale Dougherty, from that day anything
would be the same: thinking at this word like some promotional strategy is not
all wrong, but the key point is that now everyone use this word to talk at the
new things happening everyday in the internet world. With this new word, Tim
O’Reilly tried for the first time to give a sense using a simple and “eye
catching” definition, to the entire growing revolution the web was experiencing
after the bubble of the year 2000. But first read a few citation of important
players of the web about this new technology and social revolution; than taking
out some key word, we will continue to analyze the web 2.0 landscape in all its
shapes.
“ The business revolution in the computer industry caused by the move of the internet
as a platform and an attempt to understand the rules of success on that new platform.
Chief among those rules is this: build application that harness network effects to get
better the more people use them” Tim O’Reilly2
“ An emerging network-centric platform to support distributed, collaborative and
cumulative creation by its users” John Hagel3
1 oreilly.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
2 radar.oreilly.com/archives/2006/12/web_20_compact.html
3 edgeperspectives.typepad.com/edge_perspectives/2005/09/what_is_web_20.html
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“ All of the action is in services. Web 2.0 is where the action is “ Marc Benioff, CEO
Salesforce.com4
“The participatory Web” Brad Decrem5
“ Distributed technologies built to integrate, that collectively transform mass
participation into valuable emergent outcomes” Ross Dawson, Future Exploration
Network6
“A collection of technologies that leverage the power of always on, high speed
connections and treat broadband as a platform and not just as a pipe” Om Malik7
“The new Web is about verbs, not nouns” Ross Mayfield, Socialtext founder8
"eTech is where the seeds of new and interesting technologies are first discovered,
whilst Web 2.0 is where they take root in the soil of business." John Battelle9 (talking
about upcoming conferences)
"...a Point of Presence on the Web for exposing of invoking Web Services and/or
Syndicating or Subscribing to XML based content." Kingsley Idehen10
4 networks.silicon.com/webwatch/0,39024667,39161662,00.htm
5 blog.web2fordev.net/2007/09/25/is-the-participatory-web-really-in-parallel-with-participatory-
development/
6 h20325.www2.hp.com/blogs/garfield/archive/2007/06/06/3601.html
7 gigaom.com/2005/09/28/what-is-web-20/
8 businessweek.com/magazine/content/05_39/b3952401.htm
9 battellemedia.com/archives/001220.php
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"According to the experts, Web 2.0 is on its way to the workplace soon – it's an
infrastructure that's decentralized and more open than that which exists today."
Wirearchy11
"Don't think of the Web as a client-server system that simply delivers web pages to web
servers. Think of it as a distributed services architecture, with the URL as a first
generation "API" for calling those services." Jon Udell12 (as quoted in a classic
essay by Tim O'Reilly13)
"The conference will debut with the theme of 'The Web as Platform,' exploring how the
Web has developed into a robust platform for innovation across many media and devices
- from mobile to television, telephone to search." The World 2 Come14
"The next generation of web applications will leverage the shared infrastructure of the
web 1.0 companies like EBay, Paypal, Google, Amazon, and Yahoo, not just the "bare
bones transit" infrastructure that was there when we started"Deep Green Crystals15
"web 2.0...is about making the Internet useful for computers." Jeff Bezos16
"Yesterday’s challenge of producing elegant and database-driven Web sites is being
replaced by the need to create Web 2.0 'points of presence'" computeruser.com17
10 openlinksw.com/blog/%7Ekidehen/index.vspx?id=373
11 blog.wirearchy.com/blog/_archives/2005/1/27/286582.html
12 weblog.infoworld.com/udell/
13 oreillynet.com/lpt/a/251
14 divedi.blogspot.com/2004/10/web-20.html
15 martinandalex.com/blog/archives/2004/10/initial_thought.html
16 readwriteweb.com/gems/jeff_bezos_web2.txt
17 computeruser.com/articles/daily/8,10,1,1011,04.html
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"They don't see that the power of Weblications is that "simplicity and flexibility beat
optimization and power in a world where connectivity is key", as Adam Bosworth put
it." Adam Rifkin18
"The web browser and the infrastructure of the World Wide Web is on the cusp of
bettering its aging cousin, the desktop-based graphical user interface for common PC
applications." Mitch Kapor19
These are only a few definitions about the Web 2.0 but if we pay attention we
can look at some important key word in the way to understand better the new
Web:
∗ Web as a platform
∗ Collaborative network of collective intelligence
∗ Participation
∗ Technology innovation
From this citations we underline some key words which will be very important
in the next steps of the work.
18 ifindkarma.typepad.com/relax/2004/12/weblications.html
19 blogs.osafoundation.org/mitch/000812.html
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1.1.1 Web as a platform
In the Web 2.0 the web is no more considered as only a broadband pipe20 in
which flow all the bits and contents from a user to a server and back. Internet is
a new place, is a new level and dimension in which people can live their lives
and companies can do their business. This new dimension led people to build
networks with other people in which share their pieces of life was it music,
images, videos or writings.
1.1.2 Collaboration, Network and collective intelligence
In this platform people live sharing their life and interests with other users.
Internet now is a plain platform where there is no limitation and obstacles to
file transferring; we can throw a ball from one side to the other of the platform
and we are sure it will hit the other side in a millisecond: the time to digit on the
keyword the enter button. People put their life on the table and start play cards
with it. The desire to contact people with our same interest and hobbies is
bigger and now people have the tool to do it.
1.1.3 Participation and Technology
In the web platform people can communicate with everyone only pushing a few
buttons. People also can produce their content and information using images,
videos, text thanks to simple tools ever more based on internet platform
20 gigaom.com/2005/09/28/what-is-web-20/
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accessible 24/7. The emergence of platform for blogging, Social Networks and
free video and images uploading allowed extremely easy content creation and
sharing by anyone.
Summarizing all the key words in a single definitions of “Web 2.0” will be a
hard work because this web has many aspects and it’s changing every day,
every second, every user’s click. These key words will help us to trace the road
to understand the Web 2.0 and all its main aspects. To begin we can say that:
“ The Web 2.0 delineates the internet as a platform in which users, linked together by
networks and collaborative experiences, participate in the production of contents and
information thanks to new technologies and new tools ” I said.
The work will describe the Web 2.0 as a mutating world defined by its
dynamics and forces; by its citizens and the effect of their living, content
production and evolution of their relationships.
1.2 Web 2.0 Structure and definitions
Now we will describe the structure and framework of the Web 2.0 approaching
this new world from its basis, dynamics and forces moving then to the centre to
understand what is the fulcrum of the new web.
The Web 2.0 description will start considering the web as a platform.21 As we
sad before with the evolution to the Web 2.0 the broadband and the internet
21 readwriteweb.com/archives/web_20_definiti.php
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environment is considered as a platform where users, companies and web
applications coexist in a multiple evolution.
1.2.1 Web as a platform
Internet in the last 5 years became a platform for innovation across many media
and devices22. Web is not more considered as the service itself but as a place
where all services and products became commodities23 spreading over million
of users. To understand the raise of the web as platform we will do a
comparison of two company and their positioning: Netscape and Google24. If
Netscape was a standard bearer for the “old Web” from now called Web 1.025,
Google on the other side is most certainly the standard bearer for Web 2.0. But
let start from the past.
Netscape framed “ the web as platform” in term of the old software paradigm:
their flagship product was the web browser, a desktop application and their
strategy was to use their dominance in the browser market to establish a market
for high-priced server products. Control over standards for displaying content
and applications in the browser would in theory give Netscape the kind of
market power enjoyed by Microsoft in the PC market. Summarizing Netscape
promoted a “webtop”26 to replace the desktop and planned to populate that
22 divedi.blogspot.com/2004/10/web-20.html post by Dimitar Vesselinov
23 oreilly.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
24 oreilly.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
25 digital-web.com/articles/web_2_for_designers/
26 wp.netscape.com/newsref/pr/newsrelease385.html
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webtop with information updates and applets pushed to the webtop by
information providers who would purchase Netscape servers. At the end both
web browser and web servers turned out to be commodities and value moved
up to services delivered over the web platform. And here start the most recent
story of Goggle success.27 Google started as a native web application, never sold
or packaged but delivered as a service, with customers paying directly or
indirectly for the use of that service. No one of the old software trappings are
present: continuous improvement, no licensing or sale but just usage. No
porting to different platforms so that customers can run the software on their
own machines and equipment, just a massively scalable collection of
commodity PCs running open source operating systems plus home-grown
applications and utilities that no one outside the company ever gets to see.
Google isn’t just a collection of software tools, it’s a specialized database. And
this is the difference from Netscape: Google requires database management,
something Netscape never needed. Without data, the tools are useless; without
the software the data are unmanageable. Now software licensing is irrelevant
because the software never need be distributed but performed, and because
without the ability to collect and manage the data, the software if of little use. In
fact the value of the software is proportional to the scale and dynamism of the
data it helps to manage.
Google’s service is not a server and nor a browser. It happens in the space
between browser and search engine and destination content server, as an
enabler/middleman between the user and his or her online experience.
Both Netscape and Google could be described as software companies where the
first belong to the same revolutionary software world of the 80’s28 as Lotus,
27 Vise, D. and Malseed, M. The Google Story EGEA 2005, pp. 33-45
28 electronics.howstuffworks.com/80s-tech.htm
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Oracle, Microsoft, SAP while Google stay closer to other internet applications as
eBay, Amazon, Napster.
We understand that in today internet, the platform is the battle camp where
companies, web applications and user enter in contact and build their web
experience. Going deeper in the framework we are developing, we see that the
web platform is divided into two important parts: the open web and the
enterprise 2.0.
1.2.2 The open web29
For open web we mean the entire space of the World Wide Web open to anyone
to access and participate. The open web has been the initial domain in which
Web 2.0 technologies, applications, attitudes have developed. That’s why it is so
important: the open web represent our knowledge of what is internet, and what
we can do in and with it. In opposite at this free-access area where all has been
developed, we found the second part.
1.2.3 The Enterprise 2.030
There’s a piece of the entire open web that we can find in relation with
enterprises: this is the space inside the firewalls of organizations and their
partners. The power and efficacy of Web 2.0 technologies, originally developed
29 rossdawsonblog.com/weblog/archives/2007/05/launching_the_w.html
30 rossdawsonblog.com/weblog/archives/2007/03/post_12.html
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on the open web, are now being applied within enterprise to enhance
performance and achieve business outcomes. They take inside and led
profitable what was outside and was “only” functional. This term linked
together the word “enterprise” with the 2.0 number to underscore the
connection between the business world and the amount of creative application
and services of the open web.31
1.3 The Web 2.0 structure
Figure 1: The Web 2.0 Structure
Until now we have put the basis of what is the environment in which the web
(re)evolution take off. Summarizing we sad there’s the web as a platform in
31 theobvious.typepad.com/blog/2007/03/the_100_guarant.html
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which companies, web applications and users enter in contact and build their
web experience. Than going deeper we have described the open web where
Web 2.0 technologies, applications, attitudes have developed. We approach the
Web 2.0 configuration by building a simple structure composed by three areas
converging to a central core. This three parts are representative of the main
forces and dynamics of the Web 2.0:
∗ Openness standards
∗ Decentralized Participation
∗ User data control
These three parts are the flavor of the actors at the centre of the Web 2.0
configuration: user, input, technology and web application. The Openness
standards, the Decentralized Participation and User data control are the
expression of user’s interactions with information across web platforms and
dedicated applications.
At the centre of this structure defined by the three parts above, we find the core
of all the web: the user which interact with inputs thanks to technology and
web applications. In this core we have 4 inhabitants all connected with each
other by logical processes of interaction and information management. Let start
discover this 4 players: User, Input, Technology, Web Application
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1.3.1 The User and the Net Generation
Let start by the user, his/her behavior in front of new tools of communication,
production and collaboration. The user we want to describe is defined by his or
her interaction with friends and people, by the desire to emerge, of being part of
a mass, community of people like him or her. Thinking about the Web 2.0 user
we have heard many words like: big consumer, voyeur, producer, specific
interested, tastemaker, trend-maker. But the one word which describe at the
best the new shape of the Web 2.0 user is: Prosumer.32 What’s the meaning of
this word?33 This word represent the essence in which a user could be called
observing his or her “Web Life”. 34 The word “Prosumer” has been used the first
time by Don in his book of 1996 called “ The digital Economy “.35 He introduced
the term “prosumer” to describe how the gap between producers and
consumers was blurring. So could we accept this answer? From our point of
view it is satisfying.
This word embrace the evolution started at the end of the ‘90s36 in which the
internet permitted to people to communicate better and faster, share
experiences an emotions using the emails; where the bits and the information
started run fast across the globe and where the boundaries didn’t means
anything more. So with this term the object is to underscore that there are
fewer differences between consumer and producer and that this two kind of
people are colliding in a new thrilling and powerful entity: the prosumer.
32 worldwidewords.org/turnsofphrase/tp-pro4.htm
33 techcrunch.com/2007/06/15/the-rise-of-the-prosumer/
34 boston.com/business/globe/articles/2005/06/13/are_you_a_prosumer
35 newparadigm.com/default.asp?action=category&ID=88
36 corante.com/amateur/articles/20030211-3564.html
30
Figure 2: Typology of content different user categories access Source: Robert Peck, Bear Stearns Internet analyst What should Yahoo! do regarding Social Networks? Bear Stearns Report August 2007
However a new generation of youngsters has grown up online, and they are
bringing a new ethic of openness, participation and interactivity in workplaces,
communities and markets. They are the demographic engine of collaboration
and their power will gather force and efficacy as they mature. Demographers
call them the “ baby boom-echo “37, but I prefer the Net Generation38, as Don
Tapscott dubbed them in his 1997 book “ Growing Up Digital “. This
generation, born between 1977 and 1996, is bigger than the baby boom itself.
Internationally the Net Generation is huge, numbering over two billion people.
This is the first generation to grow up in the digital age and that makes them a
force that will dominate the 21st century. Is amazing how they are growing
bathed in bits. In America 90% of teenagers say they use the Net. The same is
true in a growing number of countries around the world specially in the
developing and emerging ones. For example there are more youngsters in this
37 msnbc.msn.com/id/9929332/site/newsweek/
38 riverdeep.net/current/2000/10/100400_netgen.jhtml
31
age group who use the Net in China than there are in the United States. This is
the collaboration generation for one main reason: unlike their parents in the
United States who watched passively twenty-four hours of television per week,
these youngsters are growing up interacting. They spend time searching,
reading, scrutinizing, authenticating, collaborating and organizing. They are
not passive receiver of mass consumer culture. While their parents were passive
consumer of media, youth today are active creators of media content and
hungry for interaction. They are also a generation of scrutinizers because they
are more skeptical of authority as they sift through information at high speed
by themselves or by their network of peers. They have greater self confidence
and they are nevertheless worried about their futures.
Research shows that this generation also tends to value individual rights,
including the right to privacy and the right to have and express their own
views.39 Throughout adolescence and later in life, they tend to oppose
censorship by governments and by parents. They also want to be treated fairly
because they have a strong sense of common good and of collective social and
civic responsibility.
But after all this reasoning, there is one thing that emerges which need our
attention. This is the first time in human history when children ( Net Gen ) are
authorities on something really important. Young people are authorities on the
digital revolution that is changing every institution in society. This means that
what this generation create, think, share, remix and reject are the key factor that
will rewrite the rules of communities, markets and workplaces. And now we
miss only to understand how people use the web to do all this kind of
“magical” things. How this user interact with the web and the technology to
39 educause.edu/FirstStepsTowardUnderstandingtheNetGeneration/6058
32
arrive to communicate his or her being, his or her message? We introduce the
input.
Our user or better Prosumer, is related with the web by these elements: his or
her inputs permitted by a supporting technology and specific tools behind the
scene.
1.3.2 Input
The user generates, in his or her interaction with technology and the web
platform, different kind of inputs. We can divide the user’s input in two types:
active and passive inputs. For active inputs we mean all the kind of active
interaction a user could have also called user generated contents. The user
generated contents are contents created directly by the user and published
online using specific web applications.40 In the list of user generated contents
we find:
∗ Text ( messages or all the written things a user could write and post )
∗ Image ( huge amount came from digital cameras )
∗ Video ( mostly self-produced and shared with platform like YouTube )
∗ Interactive media ( all creation which involved a cut and copy of
different media sources are these image or video or text )
∗ Virtual architecture ( all content created for virtual environment ) 41
40 en.wikipedia.org/wiki/User-generated_content
41 secondlifeblog.it/index.php/2006/11/19/virtual-architecture-intervista-con-mario-gerosa/
33
The UGC are the heart of the Web 2.0 because these contents express all the
power of the Prosumer, of his or her connections and interests. Let have a look
to the passive inputs that are the complementing part of the total user’s inputs.
The passive inputs are essentially the so called opinions which are the normal
answer of the user to active inputs of other users. The opinions are:
∗ Links (establishing an hyperlink from an item to another item/page of
interest)
∗ Clicks (opening content and exploring throughout links and pages)
∗ Tagging (attaching descriptions to information or content)
∗ Rating (giving a rate in a common scale to a content or information)
∗ Social connection (connections built by surfing pages, clicks, links with
users)
We created a circle built by active and passive inputs which alternate each other
in a positive dynamic of collaborative and participative creation of information
and connection between people. Here is the turn for technology which allow
inputs collide and create networks, structures and information. Technology is
the skeleton of the entire web platform specially because in the last five years
emerged innovations, implementations and new technology approaches which
today permit to the Web 2.0 to explode in all its stunning features.
1.3.3 Technology
With the Web 2.0 revolution we are living a huge growth of pop-up
technologies, usually remixed by older ones and oriented to develop new way
34
of creation of content and interaction between human and chips. To all this new
kind of technologies we will give a brief description and in the following of the
work we will give example of their real use in services and products.
Here are the most important technologies42 involved in the structure and life of
the Web 2.0 with a brief description:
∗ Ruby on Rails: an open source web application framework that is
frequently used in Web 2.0 website development
∗ AJAX: Asynchronous Javascript and XML, a combination of technologies
that enables highly interactive web applications
∗ XML: eXtensible Markup Language, an open standard for describing
data, which enables easy exchange of information between applications
and organizations
∗ API: Application programming Interface, a defined interface to a
computer application or database that allows access by other
applications
∗ Mashups: combination of different types of content or data, usually from
different sources, to create something new
∗ Remixing: extracting and combining samples of content to create an new
output
∗ Aggregation: bringing multiple content sources together into one
interface or application
∗ Embedding: integrating content or an application into a web page, while
the original format is maintained
∗ Folksonomy: rich categorization of information that is collectively
created by users, through tagging and other actions ( ex. Taxonomy )
42 oreilly.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
35
∗ Tag Cloud: a visual description of tags that have been used to describe a
piece of content, with higher frequency tags emphasized to assist content
comprehension and navigation
∗ Virtual architecture: the creation of avatars – alternative representation
of people, buildings, objects and other artifacts inside virtual spaces.
∗ RSS: Really Simple Syndication, a group of format to publish-syndicate-
content on the internet so that users or applications automatically receive
any updates
∗ Tagging: attaching descriptions to information or content
∗ Widget: small and portable web application that can be embedded into
any webpage
1.3.4 Specific Tools: web application and widgets
Technology is the energy and the Web application is the human-friendly
interface machine. This machine is formed by three parts which permit all
together to drive and enrich the user web experience. Web applications are the
conclusion – or the beginning - of the interaction cycle we described before: a
cycle starting from the user which communicate with active and passive inputs
thanks to a skeleton and invisible technology concretized in user-friendly
applications.
In software engineering, a Web application or webapp is an application that is
accessed via web over a network such as the Internet or an intranet43. Web
applications are popular due to the ubiquity of a client, sometimes called a thin
43 en.wikipedia.org/wiki/Web_application
36
client. The ability to update and maintain Web applications without
distributing and installing software on potentially thousands of client
computers is a key reason for their popularity. Web applications are used to
implement Webmail, online retail sales, online auctions, wikis, discussion
boards, Weblogs, MMORPGs - Massive(ly) multiplayer online role-playing
game (MMORPG) is a genre of online role-playing video games (RPGs) in
which a large number of players interact with one another in a virtual world -
and many other functions. Web applications dynamically generate a series of
Web documents in a standard format supported by common browsers such as
HTML/XHTML. Client-side scripting in a standard language such as JavaScript
is commonly included to add dynamic elements to the user interface like in
your Gmail account. Generally, each individual Web page is delivered to the
client as a static document, but the sequence of pages can provide an interactive
experience, as user input is returned through Web form elements embedded in
the page mark-up. During the session, the Web browser interprets and displays
the pages, and acts as the universal client for any Web application. The Web
interface places very few limits on client functionality. Through Java, JavaScript,
DHTML, Flash and other technologies, application-specific methods such as
drawing on the screen, playing audio, and access to the keyboard and mouse
are all possible. General purpose techniques such as drag and drop are also
supported by these technologies. Web developers often use client-side scripting
to add functionality, especially to create an interactive experience that does not
require page reloading (which many users find disruptive). Ajax, a web
development technique using a combination of various technologies, is an
example of technology which creates a more interactive experience. Though
many variations are possible, a Web application is commonly structured as a
three-tiered application. In its most common form, a Web browser is the first
37
tier, an engine using some dynamic Web content technology (such as ASP,
ASP.NET, CGI, ColdFusion, JSP/Java, PHP, Python, or Ruby On Rails) is the
middle tier, and a database is the third tier. The Web browser sends requests to
the middle tier, which services them by making queries and updates against the
database and generates a user interface44. The Web application is the three-tires
car which allow the user to live his or her web experience. In this landscape
widgets are emerging marking their importance when we talk about Web 2.0
and web applications in particular. A widget is an interface element that a
computer user interacts with, such as a window or a text box.45 Widgets are
sometimes qualified as virtual to distinguish them from their physical
counterparts, for example virtual buttons that can be clicked with a mouse
cursor, vs. physical buttons that can be pressed with a finger. Widgets are often
packaged together in widget toolkits. Programmers use widgets to build
graphical user interfaces also known as GUIs.46 A graphical user interface is a
type of user interface which allows people to interact with a computer and
computer-controlled devices which employ graphical icons, visual indicators or
special graphical elements called “widgets”, along with text labels or text
navigation to represent the information and actions available to a user. The
actions are usually performed through direct manipulation of the graphical
elements. Widgets could be part of Web application like small windows which
operates different task, receive update directly from internet, give specific tools
at users. Widget are the portable expression of the bigger and more complete
Web applications.
44 en.wikipedia.org/wiki/Wui
45 apple.com/downloads/dashboard/
46 en.wikipedia.org/wiki/Graphical_user_interface
38
So this three-tires car has in plus some optional we called widgets. When we are
talking about Web application/widget the first word coming out in mind should
be: freedom and customization. Web application and specially widgets birth in
the so called world of “Open source” which is a set of principles and practices
that promote access to the design and production of goods and knowledge.47
The term was initially and is most commonly applied to the source code of
software that is available to the general public with relaxed or non-existent
intellectual property restrictions. This allows users to create software content
through incremental individual effort or through collaboration. Open source
culture is one where collective decisions or fixations are shared during
development and made generally available in the public domain, as made in
the successful example of Wikipedia. Some consider open source as one of
various possible design approaches, while others consider it a critical strategic
element of their operations. Before the term open source became popular,
developers and producers used various phrases to describe the concept; the
term gained popularity with the rise of the Internet which enabled diverse
production models, communication paths and interactive communities. Later,
open source software became the most prominent face of open source practices.
With this term we introduce the three main dynamics which characterize the
Web 2.0 and we need to analyze to understand at all the structure of the today
and future internet.
47 firstmonday.org/issues/issue3_3/raymond/
39
1.4 Three dynamics for the Web 2.0
The Web 2.0 framework I built is characterized by the presence of three main
areas, which represent the three main dynamics of the Web 2.0. Here the
following paragraphs will introduce each of the three part: Openness standards,
Decentralized participation and User Data control.
We can say that the dynamics are the main trends pervading the Web 2.0
environment of tools, technologies and processes.
1.4.1 First Dynamic: Openness Standard
Web 2.0 era writes a breakthrough page in the history of innovation and
software development. There is one word you have to keep in mind: openness.
In the Web 2.0 structure we are describing, openness is the first of three major
dynamics which influences the entire world of the web today. This openness is
characterized also by aspects which describe its potential and importance:
standards and modularity.
For standards we mean that this openness is based on standards that provide an
essential platform for Web 2.0. Common interfaces for accessing content and
applications are the glue that allow integration across many elements of the
emergent web48. For modularity we underscore the fact that Web 2.0 is the
antithesis of the monolithic. We have many components and modules that are
designed to link and integrate with others, together building a whole that is
48 rossdawsonblog.com/weblog/archives/2007/04/the_state_of_so.html
40
greater than the sum of its parts. In this open process of creation and
development, standards and component’s modularity are the key factor for the
Web 2.0 success. 49
The openness is considered the first dimension of this web revolution because it
allows every user, every developer, everyone to enter in the developing process
of a product or a service. During the last years this openness became more and
more wide and viral. Normal users became co-developer simply with their
normal and daily use of the service, the software or the product. Companies
start harnessing collective intelligence releasing no completed version of the
software or of the web application and led people using it reporting bugs and
errors.50
The father of this “popular” openness is the open source which is a set of
principles and practices that promote access to the design and production of
goods and knowledge.51 This word is associated most commonly with the
source code of software that is available to the general public with few or
nothing property restrictions. This allow users to create software content
through incremental, collaborative and peering efforts with other users. The
open source culture reside in the fact that collective decisions or fixations are
shared during development and made generally available in the public
domain, as done in the famous Wikipedia or Weblogs. Blogs are another
significant platform for open source culture: they make the “open sourcing”
even more uncontrollable since it allows a larger part of the population to
replicate material more quickly in the public sphere.
49 webmonkey.com/webmonkey/06/12/index4a_page8.html
davidcrow.ca/article/708/web-20-as-modularity
50 Eric S. Raymond, The Cathedral & the Bazaar O’Reilly, 2001
51 Steven Weber, The Success of Open Source Harvard University Press, 2004
41
This culture is the creative practice of appropriation and free sharing of found
and created content. Participants in the culture can modify those products and
redistribute them back into the community or other organizations.
There are three rules of the open source: nobody owns it, everybody use it, and
anybody can improve it. They are simple ones but with an impressive power of
innovation.
“Cooperate on standards, compete on solution”. That is the IBM motto to
underscore the importance of being open and permit the “hackability” of their
codes, services and products. Companies understand the power coming from
merging together different users, developers and people inside company’s
products.
The open source’s dynamic points to use the workforce for realizing the
company mission, which more and more identifies with individual’s dreams
awareness52. Take a step forward and see from where does the word “open
source” come from.
1.4.1.1 Open Source
The term “open source” had a big boost at an event organized in April 1998 by
technology publisher Tim O’Reilly which name was originally “Freeware
Summit” but later known as the “Open Source Summit”. The event brought
together leaders of the most important open source projects, including Linus
Torvalds, Larry Wall, Brian Behlendorf, Jamie Zawinski of Netscape and Eric
Raymond. In the personality of Linus Torvalds, founder of Linux, we found the
essence of the openness. Linus Torvalds’ style of development stand for
52 Ballard, J. G. Millennium People Feltrinelli Editore, 2004, pp. 215
42
diffusing releases fast and frequently, delegating to others all the possible and
being open at the maximum level. Linus didn’t invent the Linux kernel, but he
ideated the development model of Linux characterized by the words above. The
magic key Linus Torvalds owned was to bring into play users as co-developers
in the most efficiency way: Linus endorsed every co-developer for his or her job
to give them the sensation of being part of the result and success of the entire
group.
Establishing a wide base of testers and co-developers, every problem will be
defined fast and someone will find the right solution53. This is the so called by
Eric Raymond, author of “The Cathedral and the Bazaar”, the “Linus law”. Eric
in his book highlight the difference between: a “Cathedral” style, characteristic
of companies which build complex structures of developments in term of
processes, rights management and profits, in which the problem’s visualization
of bugs, programming, development represent complex and insidious events.
From here the long period of time between one release and the other, and also
the consequently delusions when the so long attended software versions
revealed all their malfunctions.
On the other side we have the “Bazaar” style, where users and developers
exchange their creations with the common object to do something great and
useful for people: different and innovative approaches embedded in a creative
disorder similar to a bazaar. The bazaar is the stage in which users and
developers became the main character, contributing at company success. Barr
from Amazon sad: “the more data we put in the hand of developers, the more
interesting tools, sites, applications will be built, and the more of those that
exist, the greater the return to Amazon”54. Not only Amazon beneficiates by the
53 De Marco, Lister Peopleware: Productive Projects and Teams New York; Dorset House, 1987
54 Tapscott,D. and Williams, A.D. Wikinomics Portfolio Penguin 2006 pp.196
43
contributes of users which produce all the product reviews so important to
drive customers purchases; eBay is another example with all the comment of
users which generate reputation and trust between sellers and buyers. Another
giant like Google opened to developers and users its most popular services
allowing people to mash-up, use and spread applications like Google Maps or
Google Calendar. In all, Google currently offers more than two dozen APIs,
which can be found on the Google Code site. Much like the Facebook platform
or the APIs offered from widely-used startups like Flickr and Twitter, Google’s
APIs provide developers with an “in” to millions of potential users through
Google’s vast reach. In turn, creating applications that are both useful and
provide smooth integration with an existing Google service is an effective way
to spread your product through technology instead of relying solely advertising
or viral marketing. At the same time, as Google continues to add new APIs and
expand on existing ones, the company further expands its reach as the
developer community builds new products tailored to Google products and
services.
1.4.1.2 Google APIs
Here’s a list the Google APIs opened to people55:
Google Toolbar API - The Google Toolbar is widely-used and comes standard
with Firefox. The Toolbar API allows developers to create buttons for Google
Toolbar, thus creating a way for you to add data from your web site to the
user’s web browser. For example, the Fox News – Latest Headlines button will
55 Ostrow,A. A guide to Google’s APIs on mashable.com/2007/08/09/google-apis/
44
display all of the latest news from the Fox News site and let you click to the
story. In addition to the more than 100 apps featured in the Google Toolbar
Gallery from mainstream names like CNN and YouTube, dozens of
independently developed applications and mashups have also been created.
For example, the Twitter Google Toolbar Button allows you to input Twitter
feeds and receive updates in your toolbar.
Google Gadgets API - Perhaps the most important of the Google APIs for those
looking to take advantage of Google’s massive user base, the Google Gadgets
API allows developers to create applications that run on iGoogle (formerly
Google Personalized Home), Google Desktop, Google Page Creator, and the
“Google Gadgets for Your Web Page” directory. For example, the CNN TV
gadget streams live news, while Outlook Tasks imports your task list from
Microsoft Outlook. Assuming you are able to get your application into Google’s
official directory, the Gadgets API is a great way to gain exposure for your
company’s product.
Google Base API - Google Base is Google’s service for listing things online –
essentially a classifieds service integrated with the company’s other products
like search and Google Checkout.
The Google Base API allows developers to both search the Google Base
database and input new listings. Thus, shopping sites, classifieds aggregators,
and others are building applications that either expand their own listings or
allow sellers to submit items to multiple sites at once. vFlyer is a service that
enables you to post to Google Base, Craigslist, and eBay, among others. For real
estate listings, BaseEstate integrates Google Base listings into their service,
which displays properties on a mashup of the Google Maps API.
45
Google Calendar API - The Google Calendar API allows developers to build
applications that let users create, manage, and delete events from their
calendars. Online task manager Remember The Milk has utilized the Google
Calendar API to enable their users to sync their task list with their Google
Calendar. For business users, there is a mashup on Salesforce.com that allows
you to merge your events from salesforce.com with your Google Calendar. If
you want to sync your Google Calendar with your mobile phone, open source
project GCALSYNC allows you to do so. With dozens of startups focused on
finding and managing events, expect more mash ups with Google Calendar in
the future.
Google Docs & Spreadsheets APIs - As announced earlier this week, the
Google Documents List Data API allows developers to build applications that
can upload documents to Google Docs, request a list of a user’s documents, or
search content within a document. The Google Spreadsheets API performs
similar functions, allowing external applications to access and edit data within
the company’s spreadsheet program. A good example of these relatively new
APIs in action is Swivel, where data can be pulled in from Google Spreadsheets
and then utilize Swivel’s community tools for analyzing and discussing data.
Google Maps API - One of the most popular (and longest running) Google
API’s is that of Google Maps. The API allows developers to built applications
that plot their own data on top of Google Maps. We recently took a look at 13
Must-See Google Maps Mashups, but there are hundreds (if not thousands) of
applications using the API, ranging from Frappr’s social maps to Trulia’s real
46
estate search. In addition to the API, Google also recently introduced Maplets,
essentially allowing developers to place Google Gadgets on Maps.
Google Desktop SDK - The Google Desktop SDK (Software Developer Kit)
allows developers to build plugins that extend the functionality of Google’s
popular desktop search software. Some plugins add capabilities to Google
Desktop, while others are essentially widgets for other programs that you can
place in your Desktop sidebar. An excellent example of an application that adds
capabilities is the Google Desktop Search Plugin for Windows Explorer which
links the “Search” icon that can be found throughout Windows to Google
Desktop instead of the default Windows search tool. On the widget side of
things, any Google Gadget can be quickly and easily added to your Desktop
sidebar, thus making Gadgets an attractive method for developers to reach new
users.
Openness is present mainly in the software development, that’s why we talk
about “Open source software” because all the operations and developments are
in this area. So the software and the related web applications are at the centre of
many developers’ action with the object to improve them participating at their
market and user success. In the Web 2.0 momentum, companies harness
collective intelligence in development of the software and in plus the massive
use of applications by users permit to innovate and improve features in less and
less time.
47
1.4.1.3 Perpetual Beta
We are accustomed to see in a huge number (and growing) of web application
the word “Beta” or “Beta version” beside the logo application. This means that,
that application is in a still development phase in which users collaborate with
their normal use to get better and improve. The developing software progress
mark two different levels: the alpha version and the common beta version. For
alpha version we mean a product’s version which satisfy all the software
requirements. This level can be considered approximately 35% complete and
usually includes temporary material and multiple product-breaking issues. In
this phase the testers are the main players - not more the programmers –
usually people internal to the organization or community which develop the
software.
Than we have the most visible beta version which is the next steps in term of
quality, stability and richness of the software. A beta version is the first version
released outside the organization that developed the software, for the purpose
of real-world evaluation by users-testers. This process is called “Beta Release”
where the software is between 60-70% of completeness, generally including all
features, but also issues and bugs of a less serious variety. In this phase people
who use the software are called “Beta Testers” and they are usually customers
or potential ones. Beta versions test the supportability of the product, the
launch on the market, the manufacturability of the product and the overall
channel flow or channel reach. Beta versions are not ready for a complete
release in fact they are considered as preview stage or technical preview (TP).
Beta versions stand at an intermediate step in the full development cycle.
Developers release either a closed beta or an open beta; closed betas versions are
released to a select group of individuals for a user test, while open betas are to a
48
larger community group, usually the general public. The testers report any
bugs that they found and sometimes minor features they would like to see in
the final version. An example of a major public beta test was when Microsoft
started releasing regular Windows Vista Community Technology Previews
(CTP) to beta testers starting in January 2005. Exploring new software and web
applications in the web, it seems that many of these versions maintain the Beta
stage longer than usual. For example Gmail and Google News, for example, had
been in beta for a long period of time and were not expected to drop the beta
status despite the fact that they were widely used; however, Google News did
leave beta in January 2006. This technique may also allow a developer to delay
offering full support and/or responsibility for remaining issues. In the context of
Web 2.0, people even talk of perpetual betas to signify that some software is
meant to stay in beta state.
In the “Openness” dynamic we have observed a complete freedom in creation,
share, use of software and web applications without talking anytime about
copyrights or “some” rights of producer, developers and programmers. Here I
want to introduce the breakthrough energy of the complex world of copyrights
and licences: creative commons.
1.4.1.4 Creative Commons56
CC is a non-profit organization founded by Lawrence Lessig and launched in
200157, devoted to expanding the range of creative work available for others
56 Lessig, L. Free Culture New York: Penguin Press 2004 chapter 8
49
legally to build upon and share. CC has released several copyright licenses
known as “CC Licenses” which restrict only certain rights of the work or none,
depending on the one chosen by the creator. These licenses allow you to protect
your copyright ownership while allowing other to make derivative works, and
stipulating whether you only want to non-commercial or commercial use
among many other options. For example if you have an audio track you’d like
to let other people post freely or sample, just affix a CC license and the world is
now free to use it58.
The diffusion of this flexible and hassle-free option counter the effects of what
CC consider to be a dominant and increasingly restrictive permission culture; as
CC founder Lawrence Lessig sad: ”…a culture in which creators get to create only
with the permission of the powerful, or of creators of the past ”. Lessig maintains that
modern culture is dominated by traditional content distributors in order to
maintain and strengthen their monopolies on cultural products as cinema or
popular music, and that CC can provides alternatives to these restrictions.
The CC licenses’ intention is to avoid the problems current copyright laws
create for the sharing of information; for this CC provides first several free
licenses that copyright owners can use when releasing their works on the web
and for second the organization makes available a “Founder Copyright”
contract intended to re-create the effects of the original U.S. Copyright created
by the founders of the U.S. Constitution.
Nowadays several millions pages of web content use CC licences and here a
few examples:
57 Lessig, L. Creative Commons and the Remix Culture (mp3). Talking with Talis Retrieved, 7 April
2007
58 ccmixter.org/
50
∗ Portals, aggregation, and archives: Flickr, Internet Archive, Wikimedia
Commons, Ourmedia, deviantART, ccMixter
∗ Formal publications: Public Library of Science, Proceedings of Science,
Sino-Platonic Papers
∗ Instructional materials: MIT OpenCourseWare, Clinical Skills Online,
MIMA Music, Second Life Open SLedware
∗ Collaborative content: Wikinews, Wikitravel, Memory Alpha,
Uncyclopedia, Jurispedia, Microsoft Developer Network, Open
Architecture Network and many other wikis
∗ Blogs, Videoblogs, and Podcasts: Groklaw, This Week in Tech, :
Rocketboom, Jet Set Show, newspaperindex
∗ Journalism: 20 minutes newspaper, Blast Magazine, lifestyle magazine
∗ Cartography: OpenStreetMap
∗ Progressive culture: Jamendo, BeatPick, Revver, GarageBand.com,
blip.tv
∗ Counterculture: Star Wreck
∗ Movies: Elephants Dream, Bumper stickers, Bumperactive
∗ Photos and images: Everystockphoto.com - Search engine and member
bookmarking for Creative Commons Photo, Open Clip Art Library
∗ Porn: The Good Girl
∗ Record labels: BeatPick, Comfort Stand Recordings, Jamendo, Kahvi
Collective, Krayola Records, LOCA Records, Magnatune, OnClassical,
Opsound, Small Brain Records, Quote Unquote Records,
Thinner/Autoplate, Vosotros Music
Beside CC Licenses, the organization has spawn a new mash up platform called
“ccmixter.org” where participants can remix CC-licensed content and share it
with the community. The site offers the access at different content and this is
51
effectively creating a possibility for a kind of creativity that otherwise would
just not have been allowed.
Many not-just amateur band are getting involved such as Beastie Boys, Nine
inch Nails and many others. These bands see fan-created remixes as a way to
connect with their audience encouraging mash ups and new creations. This is
only a little step in the direction to led people being co-producers of the content
created and it is significantly important because the direction point to the
democratization of content and production tools. An example are the Beastie
Boys that on October 2004 they decided to get their fans involved to help
making a documentary film and upcoming concert. The group recruited fifty
fans selected by internet, equipped with Hi8 video cameras and set them loose
in Madison Square Garden with the instruction to film all the concert from the
beginning until it was over. The resulting product was an amazing collage of
amateur videos - called “Awesome: I fucking shot that!” – produced using more
than one hundred hours of footage. That was the “democratization of
filmmaking”: led people free to engage, interact and remix content thanks to
easy to access productive tools such as a video camera. The Beastie Boys
example introduces the second dynamic which studies the power of
participation, of sharing content and use of participative productive tools; in
few words we introduce the “power to people” paragraph.
1.4.2 Second Dynamic: Decentralized Participation
DP is one of the three main forces of the Web 2.0 ( in add at web applications
and user identity/data ) and in my opinion is the most important. Every aspect
of Web 2.0 is driven by participation. The transition and evolution to Web 2.0
52
was enabled by the emergence of web platforms such as blogging social
networks, free image and video uploading that collectively allowed extremely
easy content creation and sharing by anyone. But this participation is
decentralized. Web 2.0 is decentralized in its usage, participation and
architecture. From distributing applications and content over many computers
and systems emerges power and flexibility. This potential come from
maintaining them not on centralized systems59.
Talking about participation the first aspect of this powerful dynamic is the huge
amount of inputs ( active and passive ) the user share between each others. The
share is the connection between active and passive inputs. Imagine when you
upload a video for example on YouTube there are many people who watch
your creation and give a rate or a comment on it: this is the perfect “share cycle”
in which there is an active inputs which is followed by an opposite passive
input. This connection between two inputs is possible thanks to the share
platform in which the UGC is placed. Sharing is the glue of the inputs
infrastructure of participation. The perfect example of this share of content,
information, profiles comes from two creation of Web 2.0: blogs and Social
Networks.
1.4.2.1 Blogosphere
A skyrocketing example of this sharing experience between users and their
inputs is made by the blogosphere: a self organized network of over 50 million
personal commentary sites that are updated every second of the day60. Blogging
59 rossdawsonblog.com/weblog/archives/2007/05/launching_the_w.html
60 technorati.com/pop/blogs/
53
makes easy to people to build their personal website in which they could talk
about whatever they want, to whomever they want in the outside world61. It
needs only ten minutes a day to publish contents and information. At a high
level we can say that blogs represent a simple publication system by which an
individual or small group can rapidly and regularly distribute content via the
internet with little oversight62. Today the blogging phenomenon points the way
to the most profound changes the new web will wreak on the economy. Blogs
have been described as the biggest coffeehouse of the earth. In their simplicity
they capture a moment-to-moment picture of people’s thoughts and feelings
about things happening right now, turning the web from a collection of static
documents in to a running conversation. This “face to face” structure interest a
lot enterprises which are building their own company-blog talking about
insight news or products releases. Firms use blogs as focus groups “listening
in” on what people are saying about their company or products. Only some
numbers: 50 million blogs registered, 1.5 million blog posts daily and a new
blog created every second. Though the majority of blogs are not yet of a quality
to compete with commercial media, they point to the increasing ease with
which end users can create their own news and entertainment and bypass
established sources. Hundreds of communities of interest are forming where
people engage in lively exchange of information and views around everything
from knitting to nanotechnology. The potential for blogs to become richer and
more engaging will only grow as people build audio and video into their posts.
Blogs and recently other forms of media, are aggregated using a technology
called RSS. This turns the web into something programmable like TiVo – a
61 Greg Reinacker, Founder and CTO of NewsGator Technologies
62 Axup, J. Methods of Understanding and Designing for Mobile Communities Information
Technology and Electrical Engineering Ph.D. Thesis July 2006
54
flowing stream of entertainment and news choices that individual users have
asked for, perhaps stripped of commercial messages. With RSS the information
come directly to you usually in an aggregator called RSS Aggregator like
Netvibes or Mozilla Thunderbird: no lose of time surfing dozens of websites to
read and catch the last news, but a single web application which aggregate fast
and all the updates of your interests. To have an idea here will be mentioned
the top ten most viewed Italian non-commercial blogs and in the second figure
the top ten most viewed blogs worldwide63:
1. Pandemia ( Pandemia.info )
2. Blog di Beppe Grillo ( beppegrillo.it )
3. Manteblog ( mantellini.it )
4. Macchianera ( macchianera.net )
5. Andrea Beggi ( andreabeggi.net )
6. Wittgenstein ( Wittgenstein.it )
7. Edit
8. Sw4n ( sw4n.net )
9. Daveblog ( daveblog.net )
10. Blog Italia Blog ( blogitalia.it )
Figure 3: Top 10 most viewed Italian Blog Source : Technorati on August 2007
1. Engadget - technology, gadgets and electronic
2. Boing Boing - weblog of cultural curiosities and interesting
technologies. It's the most popular blog in the world, as ranked by
Technorati.com, and won the Lifetime Achievement and Best Group
Blog awards at the 2006 Bloggies ceremony
3. Gizmodo - the gadget guide
4. Techcrunch
5. Breaking News and Opinion on The Huffington Post
6. Lifehacker - tips and downloads to get things done
7. Ars Technica the Art of Technology - News, analysis, and in depth
coverage of technology
63 technorati.com/pop/blogs/ August 2007
55
8. Daily Kos: State of the Nation
9. PostSecret - PostSecret is an ongoing community art project where
people mail in their secrets on one side of a homemade postcard
10. Tmz.com
Figure 4: Top 10 most viewed Blog Worldwide
Source : Technorati on August 2007
1.4.2.2 Social Networks
The second amazing example of how people create content and share it thanks
to the web platform are the Social Networks.
A list of the major social network websites in the world here divided according
to name, description of the main purpose, members and registration policies64
give us the idea that we are “not alone”.
For Social Networking we mean different abilities to manage and use
participative tools the web is offering, building community in which people
meet each others, share profiles, interest, contents, images and videos. Is clear
that in Social Networks people manage a lot of information, tools and contents;
they share their inputs and build connections with friends and people with
same hobbies or interests. The first thing you have to do entering a social
network is creating your public profile. In this section you build the “image”
the other users will have of you inside the network. Than when you are inside,
a world of actions will open in front of you. You can:
∗ Invite or be invited at seminars, meetings and parties
∗ Manage a lot of online relationships with people from all over the world
∗ Find information about people, events and data from the web world 64 en.wikipedia.org/wiki/List_of_social_networking_websites - Remixed
56
∗ Share UGC – specially images, video, text and all the things you find
interesting when surfing the web
∗ Meet new friends and get in touch with people you didn’t now directly
∗ Doing business and start collaborations
What’s the object of being part of a social network? First receive endorsement
by other users and friends; cross profiling; enlarge personal knowledge and
being upload of what is happening; exchange opinions and contents; influence
different audiences. Phenomena like MySpace, Facebook, flickr, 43 Things,
Technorati, and del.icio.us aren’t just web sites, they are dynamic online
communities where sprawling and vibrant web of interaction are forming. Now
this generation of youthful users is bringing the same interactive ethos into
everyday life, including work, education, and consumption65.
Social Networks are growing much faster than the traditional “portals” such as
Yahoo! for example. A good question here is nice to answer is if the Social
Networks will became the new portals: this is known as the portal paradigm. In
the portal paradigm we underscore the difference between “company
generated content” – the portal - and “user generated content” – the social
network.
Majority of youngster users are spending more domestic time ( 51% ) on user-
generated sites vs. traditional sites; users with age between 25 and 41 spend
35% of their time on UGC sites; last users between 42-60 spend 27% of their
time. ( appendix 3 )
Sometimes people thinks, Social Network as phenomenon for kids or young
web users, but the data and studies demonstrate that the largest user group of
65 See note 54 pp. 36
57
Social Networking is older with an age between 35-54 years66. (appendix 2 )
This segment of internet user count for an astonishing 38.9% of the entire
internet traffic on the top 5 Social Network sites. In MySpace for example on the
huge number of more than 70 millions unique visitors, the 42.3% of theme are
people pertaining at this middle age category. Until now we have understand
that Social Network phenomenon is not only a “Kid affair” but it is a global and
cross ageing revolution: but how big is this social revolution? Starting to
consider the total internet users in the world: we arrive at the number of 772 M
which recognizes a YoY growth of 9%. In this total number of internet surfers,
the Social Network traffic attracts 454 M users (59% of the total). To do a
comparison, in US on a total number of more than 170 M domestic internet
users, the 64% ( 115 M users ) use and be on SN sites. Also Social Network
environment growth in a tremendous way; here the year 2006-2007 growth
registered from the first and most important Social Networking sites:
∗ Facebook 47M users – 235% of growth
∗ Bebo.com 17.2M users – 181% of growth
∗ Flickr 26.8M users – 102% of growth
∗ MySpace 109.5M users – 78% of growth
∗ Orkut 23M users – 77% of growth
∗ Hi5 28.5M users – 37% of growth
∗ Friendster 24.7M users – 74% of growth
To underscore the amazing growth of the SN sites, if we consider the
geographical shift of mix happened to realities such as Facebook’s and
66 Robert Peck, Bear Stearns Internet analyst What should Yahoo! do regarding Social Networks?
Bear Stearns Report August 2007
58
MySpace’s users, we understand the global impact and diffusion of SN
dynamics. In 2006 Facebook had the 99,8% of users coming from the US; now in
2007 this percentage decrease to a 56,45% for domestic traffic and a 43,55% of
outside US traffic. The same speech denote MySpace’s users composition: in
2006 MySpace users were divided for a 83,46% on US and a small 16,54%
outside US; now in 2007 MySpace counts a 62,94% of US users and a 37,06% of
outside US users. According of comScore June 2007 report about SN, we can
provide the visualization of the region in which each SN is going better or
worst, among internet users with an age of 15+.
Figure 5: Domestic vs. International traffic on MySpace and Facebook
Source : Robert Peck, Bear Stearns Internet analyst What should Yahoo! do regarding Social
Networks? Bear Stearns Report August 2007
For each Worldwide region we see a different structure of percentage and SN
users.
∗ North America: there’s a strong battle between MySpace (62.1%) and
Facebook (68.4%) for the dominium of the US SN market; than follow
Tagged an Bebo with percentage close to 20% each.
59
∗ Latin America: here dominate the Google employee’s creation named
Orkut with 48.9% of reached users; than follow Hi5 with a 24.1% and the
other SN players with miserable percentages under 5%.
∗ Europe: here comes the truth; in Europe the market is fractioned in
percentage from the 62.5% of Bebo, 31% of Hi5, 24.7% of MySpace, 23.4%
of Tagged and 16.8% of Facebook.
∗ Middle East – Africa: here the market is not so crowded caused to the
lower internet access capabilities of these countries and the low level of
GDP; the underscore the 10% of Tagged, 8.7% of Hi5 and the 5.7% of
Facebook.
∗ Asia Pacific: Friendster is dominant with 88.7% of SN users followed by
Orkut with 43%, Tagged with 29.2%, Hi5 20.8% and Bebo with 13.9%. In
this region the two stronger player of SN challenge are positioned on
percentage respectively of 8.1% for MySpace and 7.1% for Facebook.
Another important data to consider when we talk about SN, are the “Page
Views” - PVs. The PVs represent the number of pages visited and surfed by
users in a defined period of time; also this “value” could be translated into the
appeal of the site, the interest and fun generated into users, the time spent by
users: in few words the PVs indicate how the level of interest, use and share of
SN site’s contents. At May 2007 the total number of page viewed were close to 2
BN ( 1.944.666.000 ) PVs, signing a YoY growth of the 6%; the total number of
page views in SN site were 222 M. But let see more in specific the PVs in each
SN site at May 2007 with the relative growth from the year 2006:
∗ MySpace 50.6 M ( 76% )
∗ Orkut 34.5 M ( 70% )
60
∗ Facebook 29.88 ( 355% )
∗ Bebo.com 11.2 M ( 415% )
∗ Friendster 8.99M ( 311% )
∗ Hi5 7.2 M ( 51% )
1.4.2.3 Platform for participation
Web 2.0, in particular the second dynamic of “Decentralized participation”
underscore the importance of a platform. With these platforms, people have a
destination and a “common” place where “hang out” to find their friends, talk,
share and spend a good time. Having a good place to go in the Web is the
perfect recipe to allow people to enjoy in deep their time, interact and create
value like content, posts, video. UGC contribute to the single satisfaction but
also, considering a higher level, to people Web shared experience. Considering
the term “Peer Production”67 in its purest form, it is a way of producing goods
and services that relies entirely on self-organizing, egalitarian communities of
individuals who come together voluntarily to produce a shared outcome68. This
is the peer-oriented approach coming from the academia, of researchers and
universities and it is spreading to the Web 2.0 and its inhabitants. Users and
people living in the web platform create, produce and share their own
production without imagine the final structure that all the user’s contributions
will draw. In this new era every act of consumption ( watching a video or
sharing a picture, bookmarking a webpage or comment a post in a blog ) is
67 Yochai Benkler, Linux and the nature of the firm Yale Law Journal vol.112, 2003
68 See note 54 pp.67
61
becoming an act of creation69: all users have private benefits but also they create
collective benefits as well. These collective benefits yield a richer Web
experience and enhance “the wisdom of crowds”70. Platforms like Google,
Technorati, Flickr or del.icio.us merely borrow this power to create value from
the single to all the users71.
Don Tapscott was the first Web analyst to call it “collective intelligence” with
the following meaning: “…the aggregate knowledge that emerges from the
decentralized choices and judgements of groups of independent participants” 72.
As the author James Surowiecki says: “The ability to pool the knowledge of millions
( if not billions ) of users in a self organizing fashion demonstrates how mass
collaboration is turning the Web in something not completely unlike a global brain”.73
A perfect example could be the one of Amazon that harnesses the collective
intelligence to provide better services and increase its revenues. When you shop
on Amazon you don’t benefit only from the distributed rating system that
enable customers to review books but also from a sophisticated system that
searches for similarities among the purchases of all Amazon customers in order
to suggest books that probably you’ll like to discover and read. To give another
simple example, think about tags: as Wired cofounder Kevin Kelly describes as
a “public annotation”. Tags allow people to classify and organize the Web
content, simply affixing descriptive labels or keywords on content. This is what
in Web 2.0 dictionary is called “metadata”, or data about data. Collecting all the
69 See note 54 pp. 208
70 Surowiecki, J. The Wisdom of Crowds: Why the Many Are Smarter than the Few and How Collective
Wisdom Shapes Business, Economies, Societies and Nations Doubleday 2004
71 Jarvis, J. Who owns the wisdom of crowd? Buzzmachine.com, 26 October 2006
72 Don Tapscott, The digital economy: promise and peril in the age of networked intelligence NY:
McGraw Hill, 1996
73 See note 70
62
people action and tagging, systems like YouTube could organize all the content,
del.icio.us organize my bookmarks or platform like Flickr allow my mom to
easily find pictures about interior design.
People participate with great results to other’s success and satisfaction in their
web experience. We saw that participation is feasible thanks to the easy-to-
access productive tools and the presence, upon all the stuff, of a platform which
manage user’s interaction and permit applications to run. In this environment
there’s no physical limitation although the time. Information and content are
available 24/7, with infinite shades and typologies. Every user can contribute to
generate, share and assimilate information thanks to a platform which allows
people to match their interests, passions and curiosity. Thanks to this, people
are not fragmented, disconnected: but they are linked together in different
dimensions; these dimensions can be infinite and people can merge in multiple
category of interests. The Web 2.0 era is characterized by the idea of “The Long
Tail”74, a culture not filtered by the economic scarcity. We talked that people re-
organize in different dimensions, with information available and always
sharable; with Web 2.0 we have to forget the idea of Mass Market, and embrace
the revolutionary theme of a market made by a mass of niches. A person can
built his or her niche of interests because there’s better, faster and more efficient
access to sources of information, sharing and creation of content. Users follow
their interest segmenting by themselves the market and giving up the idea that
in the web platform one size product fits all.75
This theory is confirmed by the same Web 2.0 environment, formed by small
site-companies which make up the bulk of the internet content and traffic. In
the figure we can appreciate the idea that the web platform has small citizens,
74 Anderson, C. La coda lunga Codice Edizioni, 2007
75 See note 74 pp. 31
63
but all with great product and niche solutions.76The crazy and most exciting
thing is that all of these narrow niches constitute the volume of internet’s
possible applications.77
Figure 6: Web 2.0 Landscape and categories of different 2.0 Companies
Source : Ross Dawson, Future Exploration Network
1.4.2.4 The Long Tail
Before Web 2.0 “revolution”, people couldn’t follow and share at all their
interest, but also they couldn’t find a solution to their problems or needs. Now
with all the people connected together in the same platform, with the easy-to-
access productive tools, thanks to small companies and useful web applications,
76 rossdawsonblog.com/weblog/archives/2007/05/launching_the_w.html
77 oreilly.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
64
the horizon is incredibly potential. To give an example of the power of the Long
Tail, we start from the big ones:
∗ Amazon and eBay: think about their huge products availability
∗ Last.fm: this peering system let available all the music the members have
in their pc; from top chart songs to the most unknown and alternative
ones.
∗ Flickr: let members to show their photos and share interest on world of
photography.
∗ YouTube: a “Flickr version” but for video; anyone can edit their home-
made video receiving comments and find members interested in theirs
creations.
The idea behind the Long Tail concept, is that if you want something, you will
have it. Imagine that there’s a blank search box dedicated to every interest or
passion you have: video, photo, information, news, blog post and also
knowledge.
The best example of long tail’s effect comes from Wikipedia78: an on-line
encyclopedia implemented as a Wiki, where collective intelligence is directed to
allow user to have better access to organized information, knowledge and
content. Wikipedia was formally launched on 15 January 2001 by Jimmy Wales.
Initially it was created as a complement and “feeder” to the expert-written
encyclopedia project “Nupedia” in order to provide an additional source of
draft articles and ideas. It quickly overtook Nupedia, growing to become a large
global project, and originating a wide range of additional reference projects. As
of 2007, Wikipedia includes several million freely-usable articles and pages in
78 coe.sdsu.edu/eet/articles/wikis/index.htm
65
hundreds of languages worldwide, and content from millions of contributors. It
is one of the most popular web sites and extensively used reference sites
worldwide79.
Wikipedia is off course important for its content and popularity, but most for
the platform - the wiki- that allows millions of people to get free access to a
open and collective knowledge. The Wiki structure, functionality, and
application - as in the Wikipedia - offer several supporting arguments. Wiki
technology enables collaboration of people similar to open source software
development, while at the same time minimizing the effort of content
publication80.
1.4.2.5 But what is a wiki?
A Wiki is a set of linked web pages, created through the incremental
development by a group of collaborating users81 and the software used to
manage the set of web pages. The first Wiki was developed by Ward
Cunningham in 1995, as the Portland Pattern Repository, to communicate
specifications for software design. The term Wiki (from the Hawaiian Wikiwiki
meaning “fast”) gives reference to the speed with which content can be created
with a Wiki. Wikis are among the newest of several conversational
79 en.wikipedia.org/wiki/Origin
80 Wagner, C. Wiki: Technology for Conversational Knowledge Management and Group Collaboration
Communications of AIS, Vol. 13, 19
81 Leuf, B. and Cunningham, W. The Wiki Way - Quick Collaboration on the Web Boston, MA,
Addison-Wesley 2001
66
technologies with an impact as knowledge management tools82. Wiki key
characteristics are83:
Figure 7: Wiki Design Principles
Source: Arreguin, C. (2004). Wikis. In B. Hoffman (Ed.), Encyclopedia of Educational
Technology Retrieved October 5, 2007, from coe.sdsu.edu/eet/articles/wikis/start.htm
∗ It enables web documents to be authored collectively
∗ It uses a simple markup scheme version of HTML
∗ Wiki content is not reviewed by any editor or coordinating body
prior to its publication
∗ New web pages are created when users create a hyperlink that points
nowhere (usually simply by writing a term in CamelCase,
concatenating two or more words and capitalizing them)
82 Pearson, Ian Wikipedia and the new dark age btinternet.com, December 2005
83 Koblas, Jane Oltre Wikipedia Sperling & Kupfer Editori 2007
67
A Wiki is described as a set of linked web pages (and the application enabling
its development), created through the incremental development by a group of
collaborating users. The Wiki’s uniqueness lies both in its software and in the
use of the software by collaborating members84. The term wiki is applied to a
diverse set of systems, features, approaches, and projects which have in
common the fact that: multiple contributors can edit, change and delete
anything; the use of simplified HTML; freely accessible information; any wiki
page is never being finished and always in the process of editing. Wikis are
based on 4 elements:
∗ Content - created by users and contributors and kept on a server
∗ Template – define the wiki page structure including information of
formatting
∗ Wiki Engine – is the software, write on programming language such as
Java, PHP, Pearl, which manage all the logic operation of the wiki. Is the
heart of the wiki
∗ Wiki Page – created by the wiki engine using the template’s content,
when a user want to visualize the page in the web browser
It seems a simple structure, anyone can use and share, but behind this
simplicity and open access design there are several problems to consider.
The main problem a Wiki structure is facing is about security: anyone can enter
in a wikipage, modify it or delete it. To help resolving this issue, community
members represent the best surveillance. We talk about “SoftSecurity”, which
relies on the community, rather than technology, to enforce order and security.
84 See note 82
68
As described on the MeatballWiki85: “…SoftSecurity is like water. It bends under
attack, only to rush in from all directions to fill the gaps. It's strong over time yet
adaptable to any shape. It seeks to influence and encourage, not control and enforce".
Whereas “hard security” functions by restricting access or hiding pages, wikis
save copies of successively edited versions; thus, work that has been deleted or
defaced can be recovered with a couple clicks of the mouse. Changes are readily
detected (e-mail or RSS alerts can announce page edits), and deleting flames or
unconstructive contributions is usually easier than creating them.
It’s undeniably true that determined vandals can make real pests of themselves.
But an open environment also encourages participation and a strong sense of
common purpose, so the proportion of fixers to breakers tends to be high, and a
wiki will generally have little difficulty remaining stable - assuming that people
see value in its existence and have a genuine interest in keeping things in order.
"SoftSecurity" is not the only way to protect contributions to a wiki space.
There’s nothing about the software that prevents it from being hosted behind a
firewall, for instance. Many wiki systems employ more structured architectures
than Cunningham’s WikiWikiWeb and feature password protection, private
spaces, IP banning, and other "hard security" measures.
Coming back in specific to the Wikipedia structure, another obvious weakness86
of this model is that anybody can claim to be an expert on any subject. This is a
problem of access and quality of contributions. Anybody couldn’t know at all
who was in front at the pc and wrote these things: the authority of a contributor
could be debatable. A this point will be interesting to read the contribution
85 usemod.com/cgi-bin/mb.pl?SoftSecurity MeatballWiki
86 See note 54 pp. 74
69
about the “Wiki debate” of Ian Pearson - BT futurologist - of December 2005
called “Wikipedia darge age”.87
“We may expect that the quality of articles will grow for a time as the resource becomes
more useful, therefore attracting more interest in quality contributions and reviewing.
In fact, it could well become a serious threat to ‘professional’ information companies. If
high quality information is available for free, why pay for it?”. Than Pearson
continues talking about the quality of the information uploaded in the Wiki.
“The quality of professional information might continue to improve, but the price that
can be charged for it might well decline as Wikipedia becomes a viable alternative.
However, Wikipedia tends to get anonymous contributions, so the personal incentive to
contribute is reduced. Sadly, there is little correlation between altruism and ability, and
potentially a reverse correlation between free time and ability. Adding or improving
Wikipedia articles normally requires a degree of both time and altruism. The result
could well be that after a few years of initial enthusiasm, the knowledge on Wikipedia
starts to stagnate and degrade”.
Pearson argue that there’s a double danger. “…the Wiki danger is twofold. One
danger is the decreasing signal to noise ratio as it includes more information on
alternative knowledge alongside facts and scientific knowledge. The other is the
tendency towards natural monopolies on the net for this sort of application. In much the
same way as Google account for a very large proportion of net searches, we might expect
that an on-line encyclopaedia is a natural monopoly too. Decreasing the signal to noise
ratio in the primary reference point is much more dangerous than if it is just one source
among many”.
The author talk than at facing issues and challenges among players in the Wiki-
Market. “…of course, even though Wikipedia itself is (at least so far) a fairly high
quality reference that is mostly well reviewed, there is no certainty that other, more
87 See note 82
70
popularly oriented, encyclopaedias won’t take over as the primary web reference. If the
future primary reference is web equivalent to the downmarket tabloid rather than the
quality broadsheet, then the dark age will accelerate. Finally, Wikipedia is being echoed
in many niche encyclopaedias that act as knowledge sharing platforms of companies and
organisations. These niche resources are likely to reflect any existing prejudices in the
owning community, and even reinforce the prejudices by providing increased exposure
to other inputs that are similarly aligned”.
After the Ian highlight, results simpler to understand forces and weakness of a
system such as Wikipedia. Focusing on the structure and problems this model
is encoring, we need to highlight a comparison between wikis and webpages.
It’s interesting to see how and by which characteristics a wiki differs from a
web page. The chart highlight the idea a wiki is something ever mutable, never
finished at all and always in process. In wikis, users have the same roles and
not a hierarchical structure as for web pages; the limited known authorship of
web pages differs from the multiple, anonymous autorhsip of wikis. The
seriousness and high quality of the entries of a wiki emphasise the main
strength of Wikis: a depth born of multiple authors working together to hone
material. This contrasts with the blog88, which shines in its ability to offer one
person's view across a vast spectrum of subjects.
All the rumors about blogs as the future knowledge platform outline several
limitations. Weblogs basically are an individual user technology, enabling users
to quickly and easily publish their content on the web. We can say that blogs
are an individual broadcasting technology89, operating in one-to-many mode.
88 news.netcraft.com/archives/2004/03/26/of_blogs_and_wikis.html 89 Wagner, C. WIKI: a technology for conversational knowledge management and group Department
of Information Systems City University of Hong Kong, Communication of IAS, 2004, Vol.13, pp.
256 -289
71
Also a growing interest lives in the idea that blogs and wikis one day will
merge in a single platform for knowledge creation and sharing. Wikis are far
from being recognized as a serious knowledge management technology
whereas, over the last few years, weblogs made significant in-roads and are
now targeted as the next great conversational knowledge management
technology90 .
With this communication design, they are well suited for a single expert who
wishes to share his or her knowledge with a community, a network, but less so
for communal knowledge creation. Newer weblog technology permits multiple
users and teams, as well as reader comments attached to weblog articles.
Figure 8: Wiki vs. Conventional Web Pages
Source: Koblas, Jane Oltre Wikipedia Sperling & Kupfer Editori 2007, pp. XXX
90 O’Shea, William New Economy; The online journals known as Web logs are finding favor as an
efficient way to communicate within the workplace New York Times, Published: 7 July 2003
Wikis Conventional Web Pages
Open editing Limited editing
Simple text formatting language Conventional HTML
Earlier versions stored in online database Earlier versions not automatically stored
Easy to create new pages Harder to create new pages
Low security High security
Equal user roles Hierarchical user roles
Multiple anonymous authorship Limited known authorship
Communal, collaborative Individual
Pages considered always in process Pages considered finished
72
However, weblog traffic is distributed in log-normal fashion, with a few highly
popular sites drawing a lot of traffic, while the majority barely rises above
Internet noise.91 Weblogs, being diaries, are organized chronologically. Newest
posts usually come first, and older posts disappear in archives. This format is
useful for news broadcasting, but not necessarily the best format to
communicate knowledge.
Especially in a multi-user setting, weblogs have several limitations compared to
Wikis and few comparable strengths. Furthermore, the way in which these
weaknesses are addressed with newer weblog technology, results in weblog
implementations that more and more remind you of Wikis. Blogs and wikis in a
future will probably merge into a single technology, differentiating by different
authoring rights and indexing methods. The key benefits will come up once this
merged technology take advantage, of shared community knowledge and the
commune ability of users to correct problems and errors and not only from
individual knowledge and skills. Before this prospected merging between the
two model, we can only ascertain that Wikipedia is a perfect story of success.
91 Shirky, C. Power Laws, Weblogs, and Inequality on Networks, Economics, and Culture published
February 8, 2003
73
Figure 9: Article Growth on Wikipedia according to different languages period 2001-2007
Source: Wagner, C. Wiki: Technology for Conversational Knowledge Management and Group
Collaboration Communications of AIS, Volume 13, Article 19, 33
Looking at the number of articles ( in English – red line ) we see the amazing
growth in term of popularity, interest and importance the “ King of wikis” has
known: April 2003 - 125,000 articles; April 2004 - 250,000 articles; March 2005 -
500,000 articles; March 2006 - 1,000,000 articles; September 2007 - 2,000,000
articles. With this analysis, we want to underscore two aspect which are
standing up in the Wikipedia platform: hyperlink and trust power.
74
1.4.2.6 Hyperlinks: knowledge management in Wikis
The use of hyperlinks is a fundamental aspect of knowledge management with
Wikis. Hyperlinks connect topics and create context (Principle: Open). Wiki
design makes hyperlinking easy. Users do not have to create and use URLs.
Instead they use CamelCase (multiple words capitalized and concatenated) to
create a link. The Wiki also automatically creates reverse links (backlinks) from
destination pages to all pages that refer to them. This convention enables bi-
directional Wiki navigation without the browser’s BACK button. Users
therefore can always explore the entire Wiki web, independent of their entry
point into the Wiki. Hyperlinks connect concepts to other concepts, thereby
creating context. Aside from the obvious advantage of allowing readers to make
connections and to drill down into detail knowledge, hyperlinks are also a
potential quality assurance mechanism and relevance indicator. Pages with
many links to them indicate a highly useful page.
1.4.2.7 Trust
Trust is the quintessence of the peering collaboration. People trust on each other
creation and valuation of the content published: “user trust similar users”.
People are moved and characterized from the same interest of having a
complete, ordered and valuable platform designed for sharing collective
knowledge. Off course exist vandalism and imperfections, but the most are
quickly identified by the community and resolved. People trust in the other
members ( peering trust ); members trust in the intrinsic power of the wiki-
platform which allows the common and collective knowledge to be organized
75
and accessible. Simply we could say that: What Wiki does is to open the Web to
those who might not contribute elsewhere.92The Wikipedia example of
collaboration, publication, peer review and exchange of precompetitive
information are now becoming keys to success in the knowledge based
economy.
Platforms for participation represent an exciting new kind of business that
thrives in mass collaboration and embodies all the wiki-principles Don Tapscott
mentions in his book: openness, peering, sharing and acting globally93.
1.4.3 Third Dynamic: User data control
Web 2.0 framework is completed with this third part, which consider the user’s
power to control, manage and access to data and content; also we highlight the
strategic importance of all this data for companies.
A key direction to Web 2.0 is for user, first to control the content they create, the
data captured and stored during their web activities; second their identity.
92 c2.com/cgi/wiki?WikiHistory
93 See note 54 pp. 212
76
1.4.3.1 Control the content
Users now have better and more power control on their web activities, thanks
to web application, a higher level of interaction and involvement of platform
such as blogs and social networks. We have a tight control of user generated
content, because we can create a post, or a wikipage; we can track the path of
diffusion of our creation in the web thanks to hyperlink and tags. The user can
create, share, publish, mashing up al kind of data, is it personally created or
find it in the web. This control allow the explosion of blogs, socialnetworks,
sites of video and pictures uploading or simply the massive use of feed reader;
people feel free to accept or ignore an information, a content, a interaction: this
is called control. A pretty good example about user’s control across web
activities could find in the social bookmarking site del.icio.us. 94 The site permit
to user to attach to bookmarks, words or phrases: these are called tags.95 The
lesson of del.icio.us is that personal value and data precedes the network value;
people find value in saving their personal bookmarks first, manage it across the
web and than share it later. Bookmarking may looks like a simple activities in
our day by day, surfing across web pages, articles, posts but it’s evolution is
important to underscore how users now have control of what they see in the
web. Control means to get track of information ( web page and tagging ), to
share it with a dedicated and everywhere accessible platform, to know other
user’s bookmarking’s choices.
94 bokardo.com/archives/the-delicious-lesson/
95 rashmisinha.com/archives/05_09/tagging-cognitive.html
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1.4.3.2 Identity
Identity is a critical ingredient of Web 2.0 and also it represent the future of the
entire web.96 Nowadays we can choose to represent our identity wherever we
like, across interactions, in virtual worlds and social networks. Our identity is
become, and will become moreover a critical element in our future interactions
in the web arena; probably identity will became the more important and
valuable good on the internet. Identity let us to have access, for example to our
email accounts thanks to a username and a password: username and password
represent the simplest identity translation in the world wide web of our real
ego. This is the beginning to start imagine the development of identity in the
web and the related system of identification. We start to consider the identity
topics from the place we use it most: social networks.
Beside the power and popularity of Facebook, a stream of critics became to
emerge underscoring the “Island design” of Facebook and other SN family’s
members like MyBlogLog or Twitter: they are cool platforms but with closed
walls. On your SN life, for example on Facebook, you create your profile,
upload your video and pictures, write messages to friends, but all this content is
not open and accessible to people who are not logged in. The SN platforms
work like independent and closed island in the Open Web: you couldn’t link
friends from Facebook to MySpace and Bebo97 for example. All these SN
platforms work like aggregators of people: they keep you on their own platform
for as long as possible, rather than giving you freedom to take your identity and
content wherever you like. Right now it’s hard to make money without owning
the user’s identity and content in some way: user lock-in remains the strongest
96 opensocialweb.org/2007/09/05/bill-of-rights/
97 wired.com/software/webservices/news/2007/08/open_social_net
78
business model98. Some recent news suggest that finally, after many years of
highly competitive play, there is the potential for more open social networking
systems.
The first key news is Plaxo’s release of a new social network: namely, Pulse. It
was clear their ultimate business model was going to be something quite
different, building on the extraordinary database of members and contact
information they were acquiring. With the recent surge in popularity in
Facebook – which means that now a far broader segment of the population is
familiar with social networks – Plaxo has decided the time is right to make their
move. What distinguishes Plaxo’s new offering is that it is more open and
offers more user control than Facebook. On one hand Facebook is a poster-child
for openness, in that it has opened up the platform so any developers can create
applications that complement the system. Yet in many other ways Facebook is a
highly closed system, only allowing users to access profiles and content. Plaxo
will allow its users to aggregate feeds and contents from any location, and to
take that content and use that anywhere else. In addition, it allows a far greater
degree of control on who can and can’t see particular information or content on
your profile, allowing you to present different faces to professional and social
audiences, for example.
The other key announcement is that Netvibes is allowing users to view their
Facebook friends and notifications within Netvibes. This means that Netvibes
users can access everything they need, including news and feeds as well as their
Facebook information in the one page. However Netvibes is still not able to
access Facebook news. In this case the underlying functionality of Facebook is
not being replaced, but it means that the play to be the primary aggregator, or
98 blog.broadbandmechanics.com/2007/08/the-chess-game-of-social-networking
79
space where people access their online information and activities, is definitely
still in play99.
1.4.3.3 Open ID
With Plaxo the powerful trend to openness is being illustrated in practice, and it
call attention to open standards on sharing social network information where
the data standard FOAF ( friend of a friend ) represent the perfect example. This
standards could be find on the foaf-project.org100 website and it belong to the
mainstream of interest for creating an open standard or OpenID101 and
“Universal” data profiling which people could use to be identified in the web
and in the different SN they frequent, but also to make their relationships
portable. Mashable, they popular tech news site, supports the open friend
format or FOAF, citing another time the important example Plaxo is giving in
this way. As Anshu Sharma explains in article: “…many of us are getting sick and
tired of creating multiple user id's, checking messages on multiple inboxes and
accepting the same 75 friends on 10 different social networks. For now here is my
personal solution to the social networking problem - if you have my gmail address and
my blog address, that is all that you need to reach me, read about me, see my pictures,
date me, send me fan letters and/or harass me”.102
99 rossdawsonblog.com/weblog/archives/2007/08/openness_networ.html
100 foaf-project.org/
101 alexbarnett.net/blog/archive/2007/08/17/closed-is-still-the-old-closed.aspx and 2007/09/06/my-
data-let-me-use-as-i-choose.aspx
102 anshublog.com/2007/08/identity-crisis-in-land-of-social.html
80
We are facing an identity problem, which will be a juggernaut in next years for
SN structure and design. “Would be so much easier for users”, continue
Ansha,” to leverage multiple services without worrying about whether they are
built by Facebook,LinkedIn or MySpace”. Another voice against SN walled
gardens, come from Scott Gilbertson of Wired who praises Plaxo’s break in this
contest where companies serve their business interests but not the wider
interests of consumers. Companies like Microsoft, Yahoo and AOL want their
own proprietary IM systems: they are all good but they would work better
together103.
The iPhone would be better if it could be used with other carriers, or Facebook
would be better if you could link to friends’ pages in MySpace and Orkut.
What is the most common open standards we use every day? The email. Every
one, from every platform could send a readable and standard based message:
an email. Scott continue saying: “ It’s possible to replicate most of the
Facebook’s features without getting into its black hole, but the single most
important element is missing. At this point, "friend" relationships remain
unique to the social networks. The web still lacks a generalized way to convey
relationships between people's identities on the internet. The absence of this
secret sauce - an underlying framework that connects "friends" and establishes
trust relationships between peers - is what gave rise to social networks in the
first place. While we've largely outgrown the limitations of closed platforms
(take e-mail or the web itself), no one has stepped forward with an open
solution to managing your friends on the internet at large.”
Managing relations and “personal networks” need a new framework based on
“open standards”. Think of it as a structure that links individual sites and
makes explicit social relationships, a way of defining micro social networks
103 wired.com/software/webservices/news/2007/08/open_social_net
81
within the larger network of the web”, Scott says and continue “ Such a
"micronetwork" standard may sound daunting or even impossible, but nearly
all the tools we've mentioned so far started small.104 Blogging grew from a few
people trying to easily publish web content on a daily basis. Del.icio.us started
with one person looking for a way to manage his bookmarks from any machine.
Even Facebook started with a few college friends looking for a better way to
plan their social lives”.
1.4.3.4 The Next Intel Inside
Data is the next intel inside.105Here’s what we mean for the data created,
managed by users and the related one stored by companies. Database
management is a core competency of Web 2.0 companies and the question we
may argue is: who owns the data? If on user’s side, data control means user’s
power to use and interact with applications, to decide what identity use in a
determined environment; otherwise companies’ side reflect more problems
about copyrights, use and storage of the data. Currently we are in a early stage
of the future development of database management because in also nowadays
the amount of UGC, identities across multiple SN and Virtual hangouts is
increasing brutally. A future point on which users, companies and legislators
need to focus will be the one about data control, ownership and database
104 microformats.org/wiki/social-network-portability
105 radar.oreilly.com/archives/2007/02/data_is_the_int.html
82
management; specially in a moment of new web and virtual environment
growth.106
There are some example of this “new” movement in defence of user data like
opensocialweb.org, which will try to begin a discussion with a sample of “Bill
of rights” for users of social web. The post regarding the bill has in its author
people like Joseph Smarr, Marc Canter, Robert Scoble, and Michael Arrington.
On the post of early September 2007 first they assert that “all users of the social
web are entitled to certain fundamental rights” 107, specifically:
∗ Ownership of their own personal information, including: their own
profile data, the list of people they are connected to, the activity
stream of content they create
∗ Control of whether and how such personal information is shared
with others
∗ Freedom to grant persistent access to their personal information to
trusted external sites
Going on authors, they give advices to sites which will support this petition.
The interest is growing and also people and user’s sensibility and
understanding of the importance of this subject will mark the next step of the
Web 2.0.
106 blog.plaxo.com/archives/2007/09/there_is_now_a_1.html
107 opensocialweb.org/2007/09/05/bill-of-rights/
83
Conclusion
The first chapter helped us to better understand structure and components of
the main Web 2.0 framework. Things can be simple at a first view, but deeply
every aspect of the Web 2.0 structure keep a complex arrangements of different
actors, technologies and approaches.
With the three main dynamics is clear that Web 2.0 is about openness of
software development processes and approach to collaboration; is decentralized
and diffused throughout the world network created by the web, and in this
network the active participation of people to create, use and share content have
incredible consequences on our daily life; also the third dynamic remember us
that in all this flood of openness and participation, an issue to be addressed and
which require attention is the identity, how people manage it and how the web
is ready to host new form of identity management and security.
The framework so created doesn’t know end, in the sense that everyday
something change; Web 2.0 introduce more variability in every aspect and
components of the structure. This changes are always increasing in number and
for complexity and a future issue will be the one develop advanced models to
manage this change: for us, simple consumer, and also for company
management.
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85
Chapter 2
SOCIAL NETWORKS: How people
decide to live other lives on-line
In the previous chapter we underscored the importance and the growing power
of collaboration dynamics between users across digital platform of such as web
sites, communities and blogs. Today on the web, people create content, share
knowledge and interests, building step by step a new way to live their lives. At
the end of the part about the Web 2.0, the focus was on two main topics:
platform for participation and democratization of the productive tools. In this
scenario we will now embrace the most disruptive and influencing formula of
the Web 2.0: Social Networks that now for ease of use we will call SNSs.
The beginning of Social Networks, could be placed in the needs and possibility
to people to get more and more connection by each other as soon as the
technology developed more “user friendly”. Basically people are born to get
connected, to get in touch with other similar, to exchange their experience and
get some value from these relations; with the evolution of technology, people
desires of being connected come true and go more the expectations. If years ago
our relations with others, were limited to our neighborhood or to our daily
routines; now the chances to be connected with people from all around the
world are a commune thing. We can say that thanks to technology and linking
86
dynamics, our off line life is enriched by on line living where we build
connections, exchange experiences and share content.
2.1 From Virtual Community to Social Network
This evolution is marked by the creation of the so called virtual
communities.108In the web, most of the Virtual Communities are classified as
relational communities109, because their members are not physically linked
together and these communities are defined by the social relationships built on
the web through repeated contacts into a specific and limited web-
environment.110
But doing a step backward, according to Blanchard and Horan is important to
distinguish between on-line or off-line originated communities. 111
Most of on-line originated Virtual Communities, are based on common interests
and the computer based technology reinforced connections.112 Example of on-
108 Koh, J. and Kim., Y.G Sense of Virtual Community: a conceptual framework and empirical validation
International Journal of Electronic Commerce, Winter 2003-4, Vol. 8, No. 2, pp 75-93
109 Wellman, B. and Gulia, M. Virtual Communities as communities: net surfers don’t ride alone In
M.A. Smith and P. Kollok (eds.), Communities in Cyberspace. London: Routledge, 1999, pp.167-
194
110 Fernback, J. and Thompson, B. Virtual Communities: abort, retry, failure? Computer Mediated
Communication and the American Collectivity. May 1995
www.rheingold.com/texts/techpolitix/VCcivil.html
111 Blanchard, A.L. and Horan, T. Virtual Communities and Social Capital Social Science Computer
Review, 16, 3 (1998), pp.293-307
87
line originated Virtual Communities, are newsgroups, game sites, e-commerce
sites which started without a prior relationships or possible interactions
between members. In this case, relations, influence and ties between members
are low specially in the beginning. In opposite, off-line originated Virtual
Communities tend to be strong thanks to prior off-line experiences or shared
situations. Example of off-line originated Virtual Communities are class forums
in the university and all the intra/inter organizational communities of practice
whose members set a series of direct and physical interactions before the
creation of the Virtual Community.113 We observe that people use the web, off
course, to connect by each other, but also to continue a previous connection
originated in an off-line experience.
Let enter in the different components of a Virtual Community. According to
Balasubramanian and Mahajan a Virtual Community is: “…any entity that
exhibit all of the following characteristics: an aggregation of people, rational members,
interaction in cyberspace without physical collocation, a process of social exchange, an
objective, property identity, or interest shared by members”. Continuing in this
classification of Virtual Community’s components, Preece argued that: “… a
Virtual Community has four components: people, shared purpose, policies and computer
systems”.114
In the following part of the work, we will focus in particular on Virtual
Communities, but defining them as “a group of people with common goals or
112 Balasubramanian, S. and Mahajan, V. The Economic leverage of the virtual community
International Journal of Electronic Commerce, 5, 3, (spring 2001), pp. 103-138
113 Blumstein, P. and Kollok, P. Personal Relationships Annual Review of Sociology, 14 (1998), pp.
467-490
114 Preece, J. Online Communities: designing communities, supporting sociability New York: Wiley
2001
88
interests, interacting predominantly in a web environment”.115 This for
simplicity but also to embrace the importance of web platform as a space for
people to meet, share content, information, and create relations. With this
definition of Virtual Community we want define the merging process of on-line
and off-line activities in a unique solution do to social and technological
dynamics. Until some years ago at the centre of a Virtual Community was
considered the community itself and the interest by which people joined the
group; now Virtual Communities put at the centre the member him/herself in
the meaning of the number, the type, the quality of connection this member
establish in the cyberspace. We argue that Virtual Communities evolved from a
community based approach to a user based approach: if some years ago the
glue in a common newsgroup was the “belonging to the newsgroup itself and
the interests shares there”; now the attention is switched to user’s personal
interests and also to connections and friendship to people this user translate in
the on-line life and activities. This switch in term of considering the idea of
Virtual Communities, is related with the emerging needs of the society to
manage and get access to communication, rather than information116; this shift
involves a different thinking particularly in term of networks and interaction
between users117. Communications is the category of expenditure which known
highest expenditures over the last few years indicating a huge growth in
consumption 118. Internet with its vast networking possibilities has been a
powerful means of expanding social relations and possibilities. In add, the
115 See note 108
116 Silverstone, R. and Sorensen, K. Towards the communication society In: R. Silverstone (editor)
Media, technology, and everyday life in Europe: from information to communication London: Ashgate,
pp.213-222
117 Castells, M. 1996-1998 The information age Oxford: Blackwell
118 OECD, Communication Outlook Paris: OECD 2005
89
diffusion of user-friendly interfaces and platforms has provided novel modes of
interaction and new ways of communication. As Castell argue: “…we are shifting
from group based societies to networked societies”.119
In recent years the union between growing dynamics of communication needs,
technology and user-friendly interfaces evolution, the focus shifts from groups
to network and the social scenario will introduce a new meaning of Virtual
Community: the Social Networks Sites.
This word has grown impressively in the last years and it refers to a set of
people, organizations or other social entities connected by a set of social
relations, such as friendship, co-working or information exchange.120These
relations could be strong, weak, long, short, uni- or bi-directional, and occur
over short or long period of time. Following this definition, a social network
could be viewed as a graph and a set of connection which represent people
relationships.121
In this work we will use the term “social network sites” ( SNSs ) to refer to
services that allow people to build a public or semi-public profile within a
bounded platform/system that displays a list of their relationships with other
members of the platform.122According to Boyd, a distinction is needed; we are
talking about Social Network Sites, but another common term used is “social
networking sites”. This last term refers to any site that allows people to
communicate with people they don’t know, including dating sites, chatrooms,
community sites and bulletin boards: it emphasizes networking. But what
119 Castells, M. The rise of network society Malden MA: Blackwell 1996
120 Garton, L. and Haythornthwaite, C. and Wellman B., Studying online social networks In S. Jones
(ed.) Doing internet research 1999, pp. 75-105 London: Sage Publications
121 Wasserman, S. and Faust, K. Social Network Analysis Cambridge University Press 1994
122 Boyd, D. and Ellison, N. "Social Network Sites: Definition, History, and Scholarship." Journal of
Computer-Mediated Communication, October 2007
90
makes “Social Network Sites” unique is the ability to manage, articulate and
make visible the user social network, the people connected to him or her,
relationships. SNS targets users who communicate with people they already
know, who are already part of their life, their social network, from close friends,
family to acquaintances. SNSs provide an online private space for individuals
and tools for interacting with other people in the internet.123Let try to enter in a
more clear classification of SNS.
SNSs have two functionalities which characterized them in a unique way:
advanced tools for sharing content and digital objects – text, pictures, video,
tags, bookmarks; advanced tools for communication and socialization between
members.124 These SNSs have the capacity to increase social ties and interaction
between people.125People engage in social interaction with others, establishing
their identity in a public profiles, building social relationships, exploring others
identities and sharing information. Users express themselves in social
interactions across social platforms, following common rules and policies. The
glue which holds together this amount of connections and relationships is the
“network/social capital”. Robert Putman asserts that social capital encourages
collaboration and cooperation between members of groups and communities
for their mutual benefit.126Interaction and exchanges between members and in
123 Yong Yeol Ahn, Seungyeop Han, Haewoon Kwak, Sue Moon and Hawoong Jeong Analysis of
topological Characteristics of Huge online Social Networking Services,– WWW Conference 2007, May
18-22
124 Cachia, R. Compano, R. and Da Costa, O. Grasping the potential of online social networks for
foresight European Commission, Joint Research Centre - Technological forecasting and social
change, 74 Elsevier 2007
125 Wellman, B. Boase, J. and Chen, J. The networked nature of community: online and offline It and
Society, vol. 1, No. 1, 2002 pp. 151-165
126 Putnam, R.D. Bowling Alone: the collapse and revival of American Community New York: Simon
& Schuster 2000
91
general across the network ties, generate network capital127: which is the social
capital embedded in interpersonal relations that can offer resources for the
community sustainability, life and growth.
2.2 A brief history of Social Networks
To find the first social network site we have to walk backward in 1997:
SixDegrees.com is the first one recognizable, and it allowed members to create
profiles, list friends and surf the network. SixDegrees.com was the first to
merge into its platform all these characteristics; even before these features were
available separated in different services on the web. For example dating and
community sites allow to post your own profile; in instant messaging system
you have to list your friends into the buddy-list but the others couldn’t get
access to your network; classmates and campus communities consent to people
to connect with their high school, college or institutions and navigate the
network looking for others affiliated.128
We can say that SixDegrees.com was the first platform to offer all these
functionalities in one single layout. The service was born and promoted itself as
a tool by which people could get connection with others and communicate with
them; but the time was too early and people didn’t have yet an extended on-line
127 Plickert, R. Cotè, R. and Wellman, B. It’s not who you know, it’s how you know them: Who
exchanges what with whom Gabriel – Elsevier 2007
128 See note 122
92
network of friends through the web. SixDegrees.com failed to become
sustainable and in 2000 the service was closed.129
In the same lifetime of SixDegrees.com, other actors enter the web scene
supporting the growing trend of creating profiles and public friends’ list. Two
good example of the network stream pervading these years, are LiveJournal (
people marked others as friends to follow their journals, not because they were
“just friends” )130 in 1999 and Friendster in 2002; but also others like MiGente,
BlackPlanet or Asian Avenue spread out in that period. SNSs originally spread
out and grow into small boundaries, small group of people linked together by,
for example, common interests or cultural origin. Friendster gained attention
among three groups in the beginning of its life: bloggers, attendees of the
Burning Man festival and gay men.131 The site knew a giant growth in the early
2002 and its objective was the one to let people to link and meet friends of
friends, going over the typical two/three degrees of separation: the idea was
that more friends you could have, better it was.
In 2003 a new protagonist quaked the land of SNSs: it was MySpace. The west
coast site, growing fast supporting indie-rock bands of Los Angeles region,
began to attract alienating users of Friendster who were not satisfied of the
service and policies the site was running in the last month of 2002, specially the
one against the most active and linked members.
MySpace registered the highest growth on subscription in 2004 and three main
groups of members emerged: bands/musicians, teenagers, urban on the age
20/30-something.132 MySpace knew a proliferating media coverage in the
129 Weinrich, A. Personal Communication 11 Jul 2007
130 Fitzpatrick, B. Personal Communication 15 June 2007
131 Boyd, D. Friendster and Publicly Articulated Social Networks Conference on Human Factors and
Computing Systems (CHI 2004), Vienna: ACM, April 24-29, 2004.
132 See note 122
93
following time, and its popularity exploded when in July 2005, Rupert Murdoch
with his News Corporation bought the site for $580 million.
We can say that MySpace opened a new era, from that moment other big
players started to populate the SNSs world. Friendster re-emerged and took its
domain in Singapore, Malaysia, Philippines and Indonesia; Orkut launched by
Google in 2004 became the premier social network in Brazil before continuing
its growth in India133; Mixi dominated Japan; Lunarstorm in Sweden; Hyves
embraced Holland; Grono tied Poland; Bebo became extremely popular in the
United Kingdom, New Zeland and Australia. Other platform started
implementing their structure with SNS features. For example QQ, Chinese
Instant messaging service, implemented SNS tools; or Cyworld did the same in
the Korean market; in France we can mention Skyblog which started as a
blogging platform; and to conclude Windows Live Spaces dominates numerous
markets worldwide including Italy, Mexico and Spain.
Many SNSs started from small group, serving their needs and interest and after
became giant platform attracting million of people. Now we are assisting to a
proliferation of thousands of smaller SNSs, which connect people through
shared interests, geographical areas, language, sports, race, identity and foucs
on niche of passionate users. Facebook is an example: it began as a site for
college students and arrived to compete seriously with MySpace. We have
already talked about Facebook fortune in the previous chapter, but its example
underscores the growing dynamics and trends among the web: people want to
be linked to friends, communicate, share experiences and content, cultivate
interests and add tangible value to their on-line and off-line life. What is
happening focuses our attention to the idea that SNSs are primarly organized
around people, their network and not, as the community of intertest, around
133 Kopytoff, V. Social Networks on sfgate.com, 16 June 2004
94
interests. This shift is incredibly important: social network sites are structured
as egocentric networks with the individual at the centre of the scene and their
own community.134This will be analyzed when we will talk about profiling and
identity building process inside SNSs in the part of the second pattern of
analysis.
2.3 Two pattern of analysis
SNS will be analyzed with two different but complementary patterns: the first
will consider the object of the social network or better what people will go to do
on the platform, why do they choose that one and not the other one; the second
pattern will approach the level of interaction that determine what people can do
on the platform, which actions, personalization and freedom.
2.3.1 First pattern: What people want to do in Social Networks?
The first pattern of analysis could be simply described answering the following
question: “ What people want to do in a SNS?” Everyone can identify
immediately that the first framework to use to analyze the SNSs is the address
of these sites in term of what people want to do on the platforms. We can divide
the SN global landscape by indicate four main trends:
134 See note 122
95
1. Leisure and entertainment - where people could communicate and
entertain with free access with million of users around the world
2. Professional Networking - sites focused on business networking
3. Media and UGC Sharing - distribution and consumption of user-
generated media content, such as video, photos, blog posts.
4. Virtual Meeting Place - 3D virtual world built and owned by its resident /
users
2.3.1.1 Leisure and entertainment
This sort of SN are places in which people share their profiles and can choose,
by specific tools, with which kind of people enter in contact. The user of this
type of SN is heterogeneous: from teenager to generation Y and older people.
Certain type of user are aggregated in specific kind of SN. From a research135
emerges that 78% of users participate in SN to meet new people, the 47% to
have fun, the 38% to learn new things and the 23% to change other’s opinions.
Net generation works in networking. Young people dominate the many of the
huge, online communities we saw before, where millions of youth socialize
collaborate to do everything from evaluating companies’ products and services
to providing entertainment and services of their own. Danah Boyd136, a
University of Berkeley-based social scientist, provides some insights into SN.
For Boyd, today’s teens spending time on places like Facebook or MySpace is
about reclaiming private space. Adults control their home, the school and other
activities. Frequently the same home is not consider by teens as their private
135 competeinc.com/news_events/pressReleases/168/
136 See note 54 pp. 48-49
96
space. So the new private spaces are frequently found online in places like
MySpace, Facebook. Here people meet in mass, network with peers, and make
shared space of their own. It’s like a bedroom with closed doors. Expect that in
MySpace they can invite one thousand friends in. Virtual spaces like this, are
becoming more vital and appealing also because young people have less and
less access to public spaces outside their home in the neighborhood. In virtual
spaces teens are increasingly free (and safe) to manage their interactions, build
networks, and shape their own identities. This network landscape is divided
into few main players, everyone with different characteristics, target, structure
and off course number of users. comScore137 has released the results of a study
regarding the global reach of major social networks, indicating that these
networks have had substantial growth in the past year.
Figure 10: Social Networks Platform worldwide diffusion in countries
Source : valleywag.com/tech/data-junkie/the-world-map-of-social-networks-273201.php
137 Comscore Social Network Worldwide Research on mashable.com July 2007
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Visitation to Selected Social Network Sites by Worldwide Region
June 2007
Total Worldwide Home/Work Locations Among Internet Users
Age 15+
Share (%) of Unique Visitors 138
North
America
Latin
America Europe
Middle
East-Africa Asia Pacific
MySpace 62,10% 3,80% 24,70% 1,30% 8,10%
Facebook 68,40% 2,00% 16,80% 5,70% 7,10%
Hi5 15,30% 24,10% 31,00% 8,70% 20,80%
Friendster 7,70% 0,40% 2,50% 0,80% 88,70%
Orkut 2,90% 48,90% 4,60% 0,60% 43,00%
Bebo 21,80% 0,50% 62,50% 1,30% 13,90%
Tagged 22,70% 14,60% 23,40% 10,00% 29,20%
Figure 11: Social Networks Platforms popularity per continent
Source : comScore World Metrix 31 July 2007
138 See note 137
98
Figure 12: Social Networks Total Unique Visitors June 2006 – June 2007
Source : comScore Wordl Metrix 31 July 2007
MySpace tops the charts with over 114 million global visitors age 15+ in June,
2007. This is a 72% increase from last year. Facebook had more growth than
MySpace, with a 270% increase, going up to 52.2 million visitors. Bebo is up
172% reaching 18.2 million while Tagged has seen the highest growth factor, up
774%, gaining 13.2 million visitors. comScore notes that this global growth
means that online social networking is not a fad, but a larger expression of
global Internet culture that’s becoming more integrated every year. The report
also highlights the trend of Bebo, dominating in Europe while MySpace and
Facebook hold the top spots in North America. Also noted in this report is the
trend that major social networks appeal to certain groups, allowing them to
become popular in different regions. This shows, on a geographical scale, the
correlation between physical communities and online networks139.
139 See note 137
99
Its heart is the personalized profile. Members fill them with interests, tastes,
values supplemented by music, photos, video clips that make their profile more
appealing. Even top-drawer music and movie stars have profiles and fans can
“friend” them as well. Every user can personalize his or her homepage adding
new friends, send IM or adding images of your last trip into your profile. In
MySpace there are over 114 million registered users and 79.7% of market share;
230.000 new users every month. MySpace is strong in Australia, Greece,
Croatia, Italy, Mexico, USA, Venezuela and its market value arrived at 12 billion
dollars. The power of MySpace reside in its personalization and popularity
born in July 2003, year in which was created.
Founded by a Google employee Orkut Büyükkökten, the SN counts 47 million
users.
Is the new actor in the world of SN and it’s doing a good job. Facebook count 20
million users and the number is growing at high rates.
Considered one of the top-line SN until 2004 when it was overtaken in term of
pages view by the emerging MySpace. Friendster counts 40 millions users.
100
But in this battle for being the ultimate SN on the ring we have two contenders:
the “Golia” MySpace and the “David” Facebook. It is incredible how the
dynamics of positioning change with time and user trends’ evolution. MySpace
is seeing every day user switching SN platform in favour of the youngster
Facebook. It’s a fresh news that in the month of September 2007 according to
Alexa chart, Facebook passed MSN.com for daily pageviews moving to close to
the 2% level. 140
Figure 13: Msn vs. Facebook Daily Pageviews (Percent)
Source : Alexa.com on December 2007
2.3.1.2 The “F” factor of (in)success
Founded in 2004 by the Harvard programmer Mark Zunckenberg, Facebook
represent a turning point in the world of SN. With its 27 millions active users,
140 alexa.com
101
Facebook ranks in 16th position according to Alexa Ranking of June 2007141. A
50% of these active users return to the site daily; 100,000 new users join per day;
45 billion page views per month. 50 million users and lot more page view
predicted by the end of 2007. As say Marc Andreessen: ”…the Facebook platform
is a dramatic leap forward for the internet industry…”.142 He is right because
Facebook introduces a new way to use and develop a SN platform. The crucial
aspect of Facebook’s success came from its platform’s structure.
Essentially for platform we mean a system that can be reprogrammed and
therefore customized by outside developers/users and in that way, adapted to
countless needs and niches that the platform’s original developers could not
have possibly contemplated. In contrast we have the application as a system
that cannot be reprogrammed by outside developers. It is a closed environment
that does only what their original developers intended it to do, nothing more.
On May 24 of 2007 Facebook started to write a new story in the SN landscape: it
launched the new version of the Facebook Platform, a set of application
programming interfaces (APIs) and services that allow outside developers to
inject new features and content into the Facebook user experience. Veterans of
the software developing industry say that platform will always win in a fight
against an application. This is the breakthrough in the world of SN: giving
people a platform which users could upload in which share and use different
applications developed by other users in parallel with all the normal life of a SN
( share profiles, music, video, images…). The Facebook API enables outside
web developers to inject new features and content into the Facebook
environment. As we talked before the real power of the Web 2.0 era, exist in
141 Il Sole 24 Ore, Nova 5 July 2007
142 Andreessen, M. Analyzing the Facebook Platform, three weeks in 12 June 2007 on
blog.pmarca.com
102
“open environment” where everyone could enter and collaborate for the
success of the user-experience and not of only a limited number of walled
shareholders. In Facebook after signing up, the developer writes the web
application and hosts it on his own servers. The developer than registers his
application with Facebook and than users can add that application to their
Facebook page. Facebook is doing something more sophisticated than
embedding web application inside its structure: it is providing a complete suit
of APIs that allow third party application to integrate tightly with the Facebook
user experience and database of user and activity information. In addition of
this complete APIs tool, Facebook provides a viral engine to spread the new
and most useful web application. You as a user, are notified if your friends are
using a new application and you can start using with a simple click. After using
the application you can inform also your friends and the cycle continue and the
result is that a useful and successful application can grow to a million users
within a couple of weeks of creation. Looking at the business part another
evolution of Facebook Platform is that third party applications could run ads
and sell goods and services to their heart’s content. In June 2007, Mark
Zuckerberg in a interview with Fortune, told that Facebook is a technology
company and not a media one.143 Today SN is fragmented; there are networks
for dating, pet owners, golfers, for parents. Each has its own ways for member
to register, describe themselves, communicate and interact. Facebook aims to
make much of that unnecessary. It will provide the underlying services – a
platform – and offer access to its pre-recruited pool of members. Facebook is
providing the ease and user attraction of MySpace-style embedding, coupled
with the kind of integration you see with Firefox extensions plus automated
viral engine to spread new applications. Facebook platform embrace a winning
143 Kirkpatrick, D. Facebook's plan to hook up the world on Fortune Magazine 29 May 2007
103
strategy because everything routes through Facebook’s servers. This is known
as “proxy model”: you interact with a third party Facebook application by
interacting with Facebook servers which turn interact with the application’s
servers. With this system Facebook retains tighter control of the overall user
experience, and of course of all the web traffic. Applications must conform to
Facebook guidelines for appearance and content or they are disallowed. Beside
all this characteristics there are three aspects of being a platform in the web era
that Facebook does not embrace. First is that Facebook itself is not
reprogrammable so anyone outside company could change the Facebook
system itself in any way; second is that all third party code that uses the
Facebook APIs has to run on third party servers; third is that you cannot create
your own world, your own social network using the Facebook platform. You
couldn’t built another Facebook with it.
2.3.1.3 Social Shopping
Sites like MySpace, Orkut, Facebook are only the emerged part of the leisure’s
iceberg of SN. If we go deeper analyzing the SN environment we could find
different categories; everyone differentiating by the other, for target user,
functional capabilities and design. Looking at the chart we understand the huge
amount of categories in which the SN are divided. We have SN for photo
sharing, Anime and games, for Open Source developers, Music, for University
students, business. But the one I’d like to talk about before ending this first
group of SN is the Social Shopping site. Mashable tech news website draw up a
list of the 18 most popular social shopping websites144. The object of these
144 mashable.com/2007/08/08/social-shopping-2
104
platform is to provide a continuum of the shopping experience, before, during
and after the purchases. People want to share their emotions, their wishes in a
new way, with people from all over the world, with different styles and tastes.
Social shopping145 sites give users: help to find what they are looking for,
comments on reviewed products, a wish list the members can build, pictures
and video uploads, products recommendation, price information and the
flexibility of a web platform could provide. Here are some example of how
shopping can be transformed in a social object and lifestyle.
Allows you to easily create product wish-lists and share them with the
community. Wishpot allows you to add items to your list by performing either
an internal site search or using the browser clipping utility. The internal site-
search also happens to be powered by shopping.com, which allows for many
more advanced search features, including search by price or category. Wishpot
also features mobile integration which enables you to add items to your list
from your cell phone, or take a snapshot of an item and add it that way, also
from your mobile phone. Another features that adds value to the service is
inclusion of user information for better results and recommendations.
Share product recommendations with the community and discover new stuff
from users with similar tastes and styles. When you see something you’re
145 Corcoran, C. Shopping Online Now More Social WWD: Women's Wear Daily 01495380, May
2007, Vol. 193, Issue 104
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interested in buying, just click the bookmarklet and it’ll fetch all of the
necessary info; you can also browse what the community’s been bookmarking
and comment on their bookmarklets.
Is a women’s social-network based on shopping. Features include personalized
product suggestions and other elements of social shopping. While the service
hasn’t officially launched, you can still sign up and be notified when it actually
does.
The more high-end of these services, ShopStyle features an active designer
marketplace. Overall, a well-integrated one-stop-shop for all your designer
fashions.
Is another community based, very “web 2.0-ish” wiki, all about products. It’s a
good resource for quick background and price information on a wide-range of
items.
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2.3.1.4 Professional Networking
According to comScore Inc., SN sites attracted more than 110 million unique
monthly U.S. visitors in July 2007, up more than 40% from the previous July.146
Social networking is blooming into the business world enabling, as written in a
research of the WSJ, professionals from different industries and countries to rub
virtual elbows with colleagues147.
There are two aspect that contributed to slow down professionals to embrace
social networks platforms: first, for many reasons, social networking has been
slower to take off in the business world because employees are wary of
disclosing too much information to potential competitors, and loose-lipped
executives can easily embarrass themselves and their companies online; second,
business users typically have less time to devote to socializing online and are
willing to do so only if they believe they are getting a unique benefit from the
site.
In this section of SN we analyze the two kind of SN frequented by professionals
we can encounter on social network platforms and in the web: one “company-
driven” and the other “employee-driven”.
Company driven - The first kind of SN, is the one created by the company
itself, which enables employees, partners or client to communicate and interact
in a SN environment as happened in the more popular platforms like Facebook
or MySpace. In this category a good example could be Reuters which this fall
will open a SN service named “Reuters Space” for fund managers, traders and
146 See note 137
147 Vascellaro, J. Social Networking goes professional on
online.wsj.com/article/SB118825239984310205.html - 28 August 2007
107
analysts. For a fee, not disclosed, they will be able to log on and create profiles
with industry relevant information, check financial news feed and interact with
personal blogs. Reuters Space will be open also to employees of Reuter’s
customer company. Having employees in a controlled and walled environment
would be easier for a company, but we know that people don’t like chains,
specially when they are doing things considered for leisure such as interact and
communicate.
Employee driven - Another kind of SN, and the most powerful, is the one we
call “employee-driven” because is created by users/employee outside the
company firewalls and databases. Here we find SN built inside existing
platforms such as Facebook, Bebo or SN created around brand new and
dedicated platform such as INmobile.org. The common thing the two SN have
is the idea to create an alternative, efficient, casual and powerful platform in
which users/employees could interact and communicate. A company like
CISCO has to manage a employees SN in Facebook which arrived to count 5,450
users; or the Steve Jobs’ Apple has a Facebook SN of 4,898 users. This what I
mean for people-power: the ability to connect each other outside the company
rules and firewalls; and companies are in front of an important revolution in the
way how employees interact and in the way the company will do business in
the future. These SN have features such as profile pages showing professional
credentials and experience, personal blogs, links to friends online, invitation
tools to real or online events, IM. Here we have a list of the most interesting
“outside company” SN:
Online career community with 250,000 users.
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For 730 Wireless and related industry high level executives, users can arrange
conference calls and virtual meeting on popular discussion topics; members can
choose to pay 2,000$ a year to list promotions and ads in a special marketplace
section.
More than 14 million registered users, spanning 150 industries and more than
400 economic regions.
For new entrepreneurs with over 250,000 members in 200 countries, with over
1,000 external organizations hosting sub-networks on the site.
25,000 licensed physicians interact about topics from dermatology to
psychiatry.
Named openBC/Open Business Club until November 17th, 2006 is a social
software platform for enabling a small-world network for professionals. 4
million members from over 190 countries.
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2.3.1.5 Media and UGC Sharing
Often these types of SN are associated to blogs and wikis. These sites represent
the media platform from which users post text, video or image directly to their
spaces. In this category we find famous user friendly application like YouTube
for video, Flickr for images, Typepad or Wordpress for blog creation and
maintenance, Socialtext for the wiki. All these SN are structured in the way to
let you upload easily and fast your content, are they text, video or images; to
tag information with personal descriptions; to share all these information with
friends and users; to discover new enthusiast users of your creations and
interests. Only some numbers to target our attention:
∗ YouTube has 20 million users
∗ Flickr 7,2 millions
∗ Socialtext 2000 companies registered
∗ Wordpress more than 1 million blogs under management
This can be what Don Gillmore call the world of “We the media”. A world in
which “the former audience”, not a few people in a back room, decide what’s
important.148 We have to think that these SN are communities focused around
interests like video, images or posting a blog and people registered spend time
and passion around uploading material or giving comment to friends
productions. People create, share the content and receive endorsement by
comments or links at their work: this is the secret which explain the success of
these SN. People need people who like what they do; so simple. And these SN
are the tool which permit to people to receive this kind of precious prize. Beside
148 See note 108
110
this normal exchange of material, comments and endorsement, there is a world
which is more close to money. There are SN which permit to earn money
managing all these kind of information uploaded, are they images, video or
text. Example like Flixya, Bebo, Mingle-Now are perfect. Flixya offer to users
the chance to earn small amount of money with a simple business model: word
of mouth. On Flixya you choose a video and share it with your friends; you will
receive half the money generated by Google Adsense advertisings. You can
share and tag videos coming and uploaded on 33 different platforms like
YouTube or MySpace. Another example of this business model we can find it in
Bebo. It si the first English SN which permit to users to sell music from their
profile and share what they get. Warner Bros and Mercury Music provide
music catalog and if until now the number of band available was limited the
number will grow fast in next months. To get back in States, Mingle-Now to
invert tendencies of young-mature US people which prefer at beer, super-
alcoholic the Beer Producer Association financed Mingle-Now. In this SN users
upload images and video representing club-moment in which the beer is
protagonist. User when they upload images, share it with friends or invite them
to see them, they earn point. When points arrive at the number of 40, the user
receive an invitation as a “Vip member” which permit to get access to exclusive
“Mingle-Now parties” in the most trendy clubs of the West Coast.
2.3.1.6 Virtual Meeting Place
In the above categories of SN, people engage ever a computer-user dialogue;
users stand in front of a monitor and manage their networked life, sharing
content with friends and enlarging their range of acquaintance. The so called
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also “Casual Immersive Worlds” or “Virtual Hangouts”, are virtual platforms
where people can engage others using imaginary characters in imaginary
environments149. At this point is important to distinguish between online
worlds where people hang out such as ones we will talk about and worlds
called MMORPG ( Massively multiplayer online role-playing game ) where
people play role playing games such as World of Warcraft, Guild Wars and
Entropia Universe. In this category of platforms where people hang out, things
going different from other SN in the sense that users are represented in the
network/virtual world not only by a profile, some pictures and a brief
description of themselves, but with a user generated avatar, a kind of virtual
representation/incarnation of users in the Virtual World. We will see that an
avatar may have real-life characteristics of the user or only an imaginary profile;
it depends on user’s choice and platform policy. Virtual hangouts have been
around and popular in Europe and Asia for years, but they gained traction in
USA as of late. Virtual Hangouts attract a big interest by people but also ever
more by companies which plan to develop new line of business in the virtual
marketplace. Taking a closer look to the Virtual Hangouts market, we ascertain
the presence of various platforms: from the most famous Second Life from the
Linden Labs, to the childish Club Penguin and the miniaturized Habbo Hotel.
In the figure you can find a complete list of the 18 most common and
frequented Casual Immersive Worlds on the web.
Virtual Worlds are characterized and differentiated by some variables like:
∗ target audience: we have general, children, teenagers targets
∗ main premise: is the experience object the user is living
149 techcrunch.com/2007/08/05/virtual-world-hangouts-so-many-to-choose-from
112
∗ immersion level: how deep and complete is the virtual experience,
depending on graphics, users’ interaction, personalization, activities
∗ graphic: 3D or 2D objects, HTML or Flash graphics, bird’s eye view or
side view, 1st / 3rd person or trailing view
∗ number of online visitors and total unique visitors: the traffic of the VW
depending on the number of online visitors during the research and the
total of unique users who visited the site at least once during the month
scanned ( June 2007 )
∗ revenue sources: it’s the business model which generate revenue for the
VW; premium subscriptions and avatar’s upgrades, virtual purchases,
ads
Currently Virtual Hangouts differentiate themselves by targeting particular
audiences and providing certain types of immersive experiences. Platforms
such as Club Penguin and Barbie Girls cater to children and pre-teenagers with
their simple interfaces, basic games, and cartoon graphic. Worlds meant for
children are designed in concern for the security and safety of their users.
For example, Webkinz only lets users chat with a preselected set of phrases so
anyone can say anything inappropriate or share personal information.
Other immersive worlds such as Second Life and Habbo Hotel are directed to a
broader audience by providing more advanced chat capabilities, more realistic
simulations of reality and tools to design objects and surrounding’s
components.
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Figure 14: Virtual Hangouts Platforms with relative characteristics
Source : techcrunch.com/wp-content/casual_immersive_worlds.html
Also in add for a mature adult public ( user must be 18 years old ) there’s Red
Light Center which provide more explicit breed of entertainment and behavior.
Let analyze the other variable: the level of immersion the VW provide. Some
platform such as Second Life and Active Worlds, put you in a 3D-rendered
environments with first person point of view in an attempt to replicate virtual
reality. Others, such as Gaia, the world’s fastest growing online world hangout
for teens, and Club Penguin use sprites which provides a bird’s-eye view of
characters moving around in largely static environments. Other worlds, such as
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Cyworld and Neopets are produced simply using HTML images and Flash
animations.
We mentioned before at one of the most cited Virtual Hangouts which is
Second Life, the perfect example of a “Metaverse”150 that is a metaphysical
universe. The Linden Lab’s creation currently in this precise moment has 36,858
residents online151; 9 million registered residents but the 85% of theme has been
entered once before leaving forever. According to official data at June 2007 the
world has 3,151,881 total unique visitors but rumors say that the “official”
active users are circa 300,000152. This little populations generated last year 2006 a
total amount of 64 millions dollars in transactions of goods, services and lands.
Part of the success of Second Life comes from the fact that it is so 2.0: the
platform permits people to enjoy an advanced experience, focused on UGC.
According to Jaron Leiner, which pioneered the “concept of virtual reality” in
the 1980s and is now “science adviser” at Linden Lab, “the act of creation is the
act of being social”. The popularity of Second Life reside in the chance for users
to interact with the platform’s architecture in the way to create his or her
profile, avatar, buy an island or sell goods. Second Life outlines the power of
UGC and projects it in Virtual Hangouts worlds opening new doors to the
study of users power and creations in the real or virtual web environment.
To conclude we have minor category of Social Network which consider other
variables and resolve other problems like: personalization/customization and
lack of time.
150 economist.com/surveys/displaystory.cfm?story_id=6794220 - September 2006
151 FocusMagazine, Second Life June 2007 - Related data of April 2007
152 Gerosa, M. Second Life Ed. Melteni, 2006
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2.3.1.7 Specialized niche
Along all the stand-alone SN we found before, there’s a new vertical approach
at the community’s world. We have some vertical environment like Ning,
itLinkz and Vox in which people participate with specific and common
interests. A platform like Ning allows users to create their own SN and
personalized it as they like. Also they could participate in multiple SN, for
example, each for every interest or passion they want to share and cultivate.
Ning has been found by a veteran of the Silicon Valley, Marc Andreessen,
Netscape founder. Ning gives to user all the “administrator” tools which permit
to personalize the structure, access, accounts, interface and contents. In the
same shoes there’s itLinkz Corporation, owned by Medical Technology and
Innovation Inc., has announced that it will develop 500 new SN in next years
starting from a number of 13 SN estimated for the 2007. Their business model
will be focused on advertising according to a recent research which underscore
the users’ availability to accept contextual advertising in the SN or in their
account. This means a great chance to media and ads company to enter in the
walled gardens of SN.
2.3.1.8 Save time, manage information flow
In this category the word is: save time. A lot of information impact in our daily
life and the time to manage it is fewer. People start more and more to pay less
attention to all the information flow and this could be danger because may
crucial or important contents could be lost in the frenetic shunting of data,
mails, posts, comment or opinions. Thanks god in this section of SNl, we talk
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about the tools which permit user to save time and manage in same cases the
incumbent overflow of information. Here we have aggregators of time and
activities like Netvibes, Google Reader or PeopleAggregator. They allow to re-
organize information sources into a unique and handy interface. In add these
applications permit to synchronize and upload profile information, in different
SN. Aggregator’s environments are becoming more and more important in
popularity and effectiveness because the growth of information the web need
we manage and elaborate. Netvibes offers in a single interface all the
information you need to update your daily information flow. In your account
you can import your feed or create new ones. The RSS aggregator works great
and you could customize and personalize your interface as your needs. In plus
are present different widgets which provides different kind of services: from
weather forecast in your city, the last football news to the most viewed and
commented blogs.
Blogosphere and Social Networks are the essence of the Web 2.0. They
represent the highest level of expression and power of people ever: people
create, share information easily, enjoy other people with same interest or
passions, participate in the creation of a new way people interact with each
others.
2.3.2 Second pattern: What people do on the Social Network
The second pattern of analysis will approach the level of interaction and
socialization offered by the SNSs and we can do a modular classification of
them into four categories; the following category will hold the characteristics of
the previous one and grow in term of level of interaction.
117
The first category we consider offers simple access to online recorded shared
network information (ex: Google Trend, Zeitgeits, Yahoo!Answers ); the second
allows participants to share and exchange digital content and contribute to a
community of interest ( ex: Wikipedia, YouTube, del.icio.us, digg ). The third
allows users to contribute with profiling and advanced networking tools ( ex:
MySpace, Orkut, Facebook, Flickr, LinkedIn ). The last category introduce the
idea of using avatars or virtual characters in a full 3D environment ( ex: Second
Life ). 153Using this modular approach we classified SNSs by the level of
interaction, participation and profiling they allow. According to us, the most
important category we have to focus on is the third: here we find SNSs which
aggregate and entertain million of people per day. Here is the place where the
most interesting dynamics and trends emerge.
This useful model could be used to analyze different moment of a SNS
member’s life: first approach and entrance in the SNS, profiling, identity
building, upload friends and content. The following framework will freeze
every step of the evolution of a SNS member, from the beginning to the
complete involvement in the service: Entrance, Profiling, Adding Friends and
Social matching.
2.3.2.1 Entrance
The first approach people have with SNS is the idea to login and create an
account; people can enter in different ways into a SNS: just for curiosity, to meet
some friends who are already in the network or mostly after an invitation by
153 See note 124
118
friends or someone. This last approach is the most frequent reason why people
enter in a SNS and build there their profile and friends network. It happened
that someone enter into a site and first thing he/she does is to upload a list of
emails and contacts correspondent to their buddy list; here a series of email
arrive to friends inbox inviting theme to enjoy the same network/SNS. With this
system as soon as you enter in social network you will be no longer alone
because your friends will probably enjoy or follow you.
Let assume that you received an invitation by a friend and decide to accept it
and enter in the SNS your friend is inviting to. The first task you will face
entering the SNS is the profile’s building, that allow you to create your identity
on the web. You need to let people find you, interact with you and for this
reason you need to have a projected identity in the social network.
2.3.2.2 Profiling
The backbone of SNSs are the profiles: unique pages where users can “write
themselves into being”.154Individuals entering into a SNS are required to fill out
some questions which will go to build his/her profile on the network. All the
answers will shape the identity of the user, including descriptors such as sex,
birthday, age, location, phone contacts, interests, hobbies, favorite music and
movies and also a couple of blank boxes where describe freely their own
character. In the most part of social networks, the user can also personalize
154 Sundén, J. Material Virtualities: Approaching Online Textual Embodiment New York: Peter Lang
2003
119
his/her profile by adding some pictures, multimedia content and modifying
profile’s design and look.
A key aspect of the profile creation by an individual, is that all these
information could be controlled and filtered by the user’s discretion and
choices. The visibility of a profile varies by site or by user’s choices, but it’s
possible to limit the access to one’s profile by selecting some options in the
profile pages. A profile, for example, could be let accessible only by friends, or
by people inside user’s network; or it could be open and visible to all web user
even in the search engine results; or it could limited only to specific individuals
or particular situations.
The landscape about accessibility of profile across SNSs is characterized by
different approach to this issue. By default profiles on Friendster are visible by a
search engine, regardless an individual has an account in the social network.
LinkedIn makes only a portion of user’s profile visible by internet and search
engines, another part for registered members of the network and the complete
profile to members with a paid account. MySpace give to users the choice to let
their profile access available or limited only to “ friends”. Facebook has a
different approach in the sense that every user who is already in the network of
friends, has access to see the profile of every friends, unless the user did a
specific request to refuse to network’s members this permission. It’s common
that SNS’s members disclose without problems a lot of personal information,
just because they desire to re-create their identity in the web as precise and
complete as in the real world. A study about disclosing personal data and in e-
commerce sites demonstrate this optimism along digital profiling.155
155 Ackerman, M.S. Cranor, L.F. and Reagle, J. Privacy in e-commerce: examining user scenario and
privacy preferences ACM Conference of Electronic Commerce 1999, 1-8
120
This study is interesting because demonstrate that across 400 internet user
interviewed, only the 17% of theme were considered “privacy fundamentalist”;
the rest 83% of internet users act specific strategies to approach their concerns
but they didn’t feel worries about their identity in the most of the time
circumstances. During the profiling phase, the individual upload content and
other personal information which will help others members, friends or
acquaintances. Next to some pictures, users upload multimedia content, such as
video about themselves or some one interesting they want just share, links to
exciting pages or blogs talking about their interest and hobbies. This is only half
the way a user need to cover to express digitally him/herself. The other missing,
and most critical part of the profiling a user fill in the next process, is the one
about the creation of the friends’ network.
2.3.2.3 Friends
Now the user is ready to add real value to his/her SNS uploading a list of
friends. Imagine that these people could be seen as the main features SNSs offer
to members. “Friends” are the connection between users and allow theme to
maintain an online network.156 The first invitation an individual could receive
was the one to enter in a determined SNS; the second invitation a member
could receive ( and also sent ) is the one of a user that invites you to be one’s
friend. If the invited user accept the invitation, between the two members
would be created and established a friend relationship. Now the user has more
than just a profile, but also a friend list. Most social networks require a double
156 See note 123
121
or bi-directional confirmation by the two individuals before accepting and
creating the friend-connection. The so created connection, after a confirmation
is called “friendship”; but there are other sites that don’t require such a kind of
confirmation and they create connection regardless of whether or not the link is
reciprocated. In this case with one-directional connection, we use to talk about
“Fans” or “Followers”, however many mix these terms - mistakenly - inside the
single term “Friends”. The best example for describing the one-directional
connection, are Fakesters and in a second time “groups”. The Fakester
phenomenon started from Friendster platform because the policies of the social
network restricted users to view profiles of people who were more than four
degrees away ( friend of friends-of friends-of friends ).157 People, to bypass this
limitation started adding acquaintances, strangers and all the people were
asking for a connection, with the only objective to expand their network as
much as possible to get more access to others’ profiles.
In this way growth in popularity and friends’ connections, some Fakester like
“Burning Man” or “Ali G” count more than 10,000 friends each. These so called
“Gateway friends” because their functionality was to go around the limitation
of the initial four degrees, allowing people to get more and more connections as
possible initially. These Fakesters include characters, celebrities, objects,
institutions, companies, ideas and their ability to catalyze individuals was and
is also today pretty high. Fakesters support networking and connect people
with shared interest, hobbies, ideas; even if the trend was stopped by Friendster
by deleting all the fakester’s accounts, the phenomenon evolved in what today
we call “groups”. Many platform such as MySpace and Orkut increase their
popularity consenting to individuals to built and aggregate to fakester-
evolution friendships labeled as groups.
157 See note 122
122
We underscore the importance of friends and buddy lists: people can receive
invitation of being one’s friends, but also they can send as many invitation as
the number of their friends or the email they have got in their address book;
and if someone accept an invitation, a link is created.
Into a user’s profile, could be shown also the network of friends he/she has and
this is the breakthrough feature which distinguish the significance of SNSs.
Adding friends means that the user complete his/her profile status showing to
other members with whom he/she is connected with.
Users represent the network in which they are involved, showing friends, most
of the time signaling the level of friendship and the dimension of his/her
capacity of being friend of others. Uploading a series of email and contacts of
people, the user is placed at the centre of the next network he/she is creating. I
add my email contacts, my friends and, taking a word from the network
analysis, I’m the first node: I’m the beginning of the following connections. We
argue that SNSs encourage firstly the ego-centric building of networks,
supporting people to establish their “small-world” on the social platform.
Talking about ego-centric network, according to Tarveen and McDonald “…we
mean one that represent data about the relationship of a single person, the ego”.158
Analyzing the development from Virtual Communities to Social Networks, the
awareness of people shift from interest to people in the sense that before SNSs
individuals need to choose interest first and second people to connect with;
now individuals with the “friending” process, choose people first and interests
second.
People shape and design their community and network ego-centrically: this is
the new approach we have to keep in mind analyzing such SNSs.
158 Tarveen, L. and McDonald, D.W. Social Matching: a framework and research agenda ACM
Transactions on Computer-Human Interaction, Vol. 12, No. 3, September 2005, pp. 401-434
123
The list of friends define three things: context and audience, profile. Friends
define the context in which an individual exist, in the sense that friends’
characteristics are the signal of user interests. Buddy list defines the context and
the potential situation in which a user want to interact or add new friends, or in
opposite, represent for external users, an indirect signal that he/she don’t want
to be disturbed. SNSs are not only a place where put your friends and interact
with theme, but it is a public space where the scope of interaction and the
consequent social boundaries are defined by friends. After defined the context
is natural that in this context will enter or will assist individuals which
understand and matched their interest in that context. So the audience, the
people who follow your posts or see your profiles or agree to enter in your
network are influenced to do this because your friends, your list and network
by which you are linked. Concluding, friendship serves as a substitute for the
inadequate structural definition of situation.159 We can going on saying that
friends define context, audience and in conclusion they help to complete the
user’s profile.
2.3.2.4 Social Matching
It may sounds too simple but: “ we are the friends we have”. The connections
one’s has in the profile really say something about who he/she is. Friend’s list
could be imagine as a bookmark that everybody can see and that can be used to
better define and complete the profile; this bookmark stand for the link to
somebody which could be also seen as the link to a common interest or
characteristic which pools the two friends. We can use the word
159 See note 154
124
“Hyperfriending”160 to better delineate this dynamic to link friends into the
personal homepage or profile on the SNS. As the user’s main page in a SNS
may display the user’s friends network, this list could be seen as the same
functionalities of hyperlinking such as in blogs or webpages: friends link other
friends. So it’s possible that viewers, if they have permission, surf the network
graph of somebody from friend to friend simply using friends list.
This activity of link friends and surf on acquaintances profiles in search of
interesting connections, may be called “Social Matching”.
This amount of activity could be divided in two steps: one user-driven and one
machine-driven. Social browsing and social searching161 are all actions user-
driven, in the sense that are all based on a simple user input that decide to act.
Old friend searching or just a friends of friends profile browsing, are all
activities of the human being of connections and relations with other related
individuals.
At this point a question could emerge: are SNS members using the site to make
new online friends, or to follow and control already offline connections?162
Every user has a social life related to offline activities and experience, and most
of the time some connections are created and in a second moment cultivated
directly online thanks to social network platform, simply by adding new offline
friends to the buddy list. The study of Lampe, Ellison and Steinfield consider
the university students’ activity on Facebook and they argue that this platform,
but also other similar, foster connections building by permitting to users to
control and follow activities, evolutions and beliefs of groups and network to
160 Reynes Goldie, K. and Fono, D. Hyperfriendship and beyond: friendship and social norms on
LiveJournal Association of Internet Research ( AOIR-6) Chicago 2005
161 Lampe, C. Ellison, N. and Steinfield, C. A Face(book) in the crowd: Social searching Vs Social
browsing CSCW ’06, November 4-8, 2006, Banff, Alberta Canada
162 See note 161
125
which they belong.163 This “peripheral awareness” function characterize the
activities along SNS and it increases offline connections and builds social
capital.164 These activities of surveillance may be classified by the intention and
goals of the user in: social searching and social browsing.
With social searching we mean that a user investigate specific profiles and
people with they already share an existing offline connection or experience, to
know more about theme. In this search is popular to surf profiles of targeted
individuals but also to check related friends’ list, trying to absorb as more
information as possible. The offline connection between two people need and
find more support into the online activities of a social network; searching for
profiles, buddy list and virtual description boost the strength of an existing,
even thin, connection such as attending the same class at the university.
Social browsing is an activity which diverge from the social searching in the
way that people didn’t already have the chance of an offline connection.
Popular views, paint SNS as the way by which people date others and start
online connections to meet for real and offline the person: social browsing. The
previous study we cited, reports that social searching is incredibly most
popular and used than social browsing which is unlikely use by the survey
respondents.165 At interviewed was asked about the purpose for which they
used Facebook; a 5-point scale highlight the idea that users were more likely to
use social searching than social browsing. The ranking express the following
results: first purpose ( 4.63 ) is to keep in touch with and old friend or someone
user knew from high school; second ( 4.51 ) is to checkout user profile of
163 Shoemaker, P.J. Hardwired for news: Using biological and cultural evolution to explain the
surveillance function Journal of Communication, 46 (3), 1996
164 Resnik, P. Beyond Bowling Together: Socio technical capital in Caroll J., ed. HCI in the New
Millenium. Addison-Wesley, 2001
165 See note 162, pp. 169
126
someone meet socially; third ( 4.00 ) is to get information of people who lived in
the same dorm, fraternity or sorority; fourth ( 3.65 ) is to get information about
people attending common classes. At the bottom of the ranking with a score
minor to 2.5, we find what is related with social browsing. With 2.41 points
people who want a face to face encounter with people met online and with 1.99
points people who want to find people to date.
The result emphasizes the purpose of being into a social network: search for
more information about people already meet in offline social activities; only a
small part of activities are related to arrange offline meetings with strangers.
We saw how people and their activities of social searching/browsing led to
match new connections and links among groups and friends, but also
technology come to help people match their needs of being connected.
We talk about the machine-driven phase, in which friendships can be pushed
by automatic social matching systems. These systems are complex software
which, according to different parameters try to match individuals with similar
interest, ideas, hobbies or just with similar habits. Systems like this could be
find simply by searching for a book in Amazon, or a used laptop in Ebay. The
object of such a social matching system is to facilitate the process of joining and
participate in online communities and ever more in social networks, with zero-
effort interfaces.166
In Amazon for example, when we search a book of Thailand cuisine, the system
will show in the bottom part of the results page a list of books that people also
searched, related with the one we were looking for. This social matching system
is based on the idea that people which do similar choices could be similar
individuals. Ebay is doing the same innovative step, by adding social-shopping
166 Lieberman, H. Fry, C. and Weitzman, L. Exploring the web with reconnaissance agents
Communication ACM 44, 8, 2001, pp. 69-75
127
features to its pages: the site will show people that already bought, or simply
rated the same product you are interest in now. But the web is full of examples
of this rocketing feature; think at YouTube with its system that show you in the
right top side, during watching a video, all other users which in that precise
moment are watching the same one. This mechanism will boost the innovation
and the facility by which user could match more and more their interest and
being with other individuals. Social matching systems’ goal consists in other
two consequences: these innovations could facilitate people who didn’t know
each other but have shared interests, to introduce to each others; or these
systems can enhance for example people who work in the same company, to
collaborate specifically about share interest or a particular event or conference.
In conclusion social matching systems work as recommenders, filtering from a
huge network the potential matching profiles in which an individual is
interested to communicate or simply connect. 167
At this point emerges a key aspect which characterize the majority of the social
network: even if their capacity and functionalities increase our living and social
exchange online, SNSs are yet embedded into offline social life. In a deep
mediated society, people constantly moved from mediated and non-mediated
social interactions; online networks support also social life offline.168
What makes friendship in online networks so tricky is that it’s connected in the
profound to members’ offline social life. Each social choice an individual makes
in online environment, such as add or not a friend’s invitation, has the power to
increase, complicate or demolish relationships with friends. SNSs are not digital
worlds disconnected from the society and the real values; SNSs could be
167 See note 158
168 Wellman, B. Hogan, B. with Berg, K. Boase, J. Carrasco, A. Cot, R. Kayahara, J. Kennedy,
T.L.M. and Tran, P. Connected lives: the project In: P.A. Purcell (editor). Networked
Neighbourhoods: the connected community in context London: Springer, chapter 8, pp. 161-216
128
described as participants’ social world which is constantly evaluated and
checked in other social contexts such as offline activities.169
2.3.3 Trust
This evaluation and constantly mixing between online and offline worlds,
highlight the role of aspects of reputation and in particular the trust between
individuals.
Using a catching definition we can say that: “ [ Trust ] is the willingness of a party
to be vulnerable to the actions of another party based on the expectation that the other
party will perform a particular action important to the trustor, irrespective of the ability
to monitor or control that other party”.170 In this way Meyer and Davis explained
what trust is. Also trust could be seen as a common or individual belief among
a group of people that other individuals or group makes good-faith-effort to
behave in accordance with implicit and explicit promise, follow honest
negotiations and don’t take excessive advantage from a situation even the
opportunity is available.171
169 Boyd, D. Friend, Friendsters and top 8: writing community into being on social network sites First
Monday, Vol. 11, No. 12, (December 2006)
170 Mayer, R.C. Davis, J.H. and Schoorman, H.D. An integrative model of organizational trust
Academy of Management Review pp.712, 20, 3, 1995, pp. 709-734
171 Cummings, L.L. and Bromiley, P. The organizational trust inventory (OTI): Development and
Validation pp.303 In M.R. Kramer and T.R.Taylor (editions), Trust in organizations: Frontiers of
Theory and Research Thousand Oaks, CA: Sage 1996, pp. 302-330
129
Trust grows and develops as individuals learn what to expect from each
others.172 When the starting point is a past of good experiences and interactions,
expectations to achieve new successful interactions boost trust. Here come
interesting to look back at what we said about profile surfing and the custom of
individuals to take a look at profiles and buddy list of people they met offline.
All this contributes to enlarge trust and in particular the expectations of future
good interactions: as much as you know of a friend or acquaintances, much you
trust him or her.
This discussion exalt the strong relation between offline activities, trust,
embeddedness and relationship-building in communities and off course in
social networks.173 Emerges continually this link from online and offline
individuals’ worlds, that enhances members to recognize, trust and better know
easily other members; online ties can be reinforced by face-to-face meetings.174
Trust is like a glue that fasten collaborators and members of a social network,
fostering faith that both parties will contribute and not behave in a
172 Preece, J. Supporting community and building social capital Special Edition of the ACM, 45, 4,
pp. 37-39
173 Rothaermael, F.T. and Sugiyama, S. Virtual Internet communities and commercial success:
Individual and community-level theory grounded in the atypical case of Timezone.com Journal of
Management, 27, 3, 2001, pp. 297-312
174 Andrei, D. Preece, J. and Turoff, M. A conceptual framework for demographic groups resistant to
on-line community interaction International Journal of Electronic Commerce, 6, 3 ( spring 2002),
pp. 9-24
Hummel, J. Lechner, U. Social profiles of Virtual communities. In R.H. Sprague Jr. (ed.),
Proceedings of the Thirty-fifth Annual Hawaii Int. Conference on System Sciences. Maui: IEEE
Computer Society Press 2002
See note 109
130
opportunistic way.175 This idea of collaborating openly getting access to
information and resolve personal needs, could be find in the famous article of
Mark Granovetter, “The strength of the weak ties” of the 1973.176 The study opened
a huge research field about how trust is conveyed through third parties and
consequently enabling individuals to gain access to specific information and
resources. All this is based on the principle of the “trusted third parties”: in an
online environment such as a social network, imagine Adam and Caroline
know each other Bob; but Adam and Caroline don’t know each others. They
only express a similarity to Bob for example about horror movies; is this
expressed affinity that allow Adam and Caroline to manage and conduct
autonomous operations, even if they don’t know directly.
These events can be observed in virtual teams and collaborations, where trust
emerged as a three-based component depending on: social characteristics of the
members, outcomes of interaction processes, social norms and policies.177 In
add, the explanation of trust made by Mayer before, where the term could be
synthesize as the “…willingness to be vulnerable to the action of another party…” is
based in the idea that the latter party is competent, open, concerned, reliable.178
In the beginning, trust between parties is not based on any kind of experience
175 Jarvenpaa, J.S. Knoll, K. and Leidner, D.E. Is anybody out there? Antecedents of trust in global
virtual teams Journal of Management Information Systems, 14, 4 (Spring 1998), pp. 29-64
176 Granovetter, M.S. The strength of the weak ties American Journal of Sociology, Vol.78, 1973, pp.
1360-1390
177 Gefen, D. Karahanna, E. and Straub, D.W. Trust and TAM in online shopping: and integrated
model MIS Quarterly, 27, 1 (2003), pp. 51-90
Zucker, L.G. Production of Trust: institutional sources of economic structure, 1840-1920. In N.B.
Staw and L.L. Cummings (eds.), Research in Organizational Behaviour. Greenwich, CT:JAI Press,
1986, pp. 53-111
178 Mishra, A.K. Organizational responses to crises In R.M. Kramer and T.R. Tyler (eds.) Trust in
organizations: Frontiers of Theory and research. London:Sage, 1996, pp.261-287
131
and contact with the other party; instead it is based on the personal and
individual’s temperament to trust another without firsthand knowledge.179
Trust, according to Rotter, could be seen as a stable intra-individual
characteristic that influenced interpersonal interactions with others.180
Conclusion
Social Networks can be considered for sure “The Trend” on the Web 2.0
internet landscape; their impact on users’ activities and purposes on the net is
huge. Social Networks starting from be the place where people meet and share
a couple of hours of their day with friends, now are evolving fast into the
direction of being also a place where people go there and satisfy their needs and
act under the idea of common purposes with other members. Social Networks
will go in the direction to select and better define their audience, their members
more around objects and specific concepts: more around a new way to stay
together for people, create content, value and for sure work.
From the big platforms like MySpace and Facebook, a new way of innovation is
pervading the small realities in which the potential to built something around
specific concept or object reside. Here in these niche, specific and well done
platforms we will assist at the most interesting services in the web.
179 McKnight, D.H. Cummings, L.L. and Chervany, N.L. Initial trust formation in new
organizational relationships. pp. 474 Academy of Management Review, 23, 3 (1998), pp. 473-490
180 Rotter, J.B. A new scale for the measurement of interpersonal trust Journal of Personality, 35, 4
(1967), pp. 651-665
132
133
Chapter 3
SOCIAL NETWORK: goes mobile
In the previous chapter we studied what makes big and extraordinary the social
networks revolution. We outlined the different kind of SNSs and how people
interact with such a different typologies offered. All our attention has been
spent on the usual structure of SNSs we all know and use every day by posting
on our blog, uploading pictures on Flickr or simply checking what’s going on
about our friends in MySpace or Facebook.
In this chapter we want to enter in the evolutionary path SNSs will follow in the
next years: mobile. We will study purposes and situations why people will use
their mobile phone and application to enlarge their experience into SNSs and
personal life.
134
3.1 Mobile Social Networks
Starting simply by defining and categorising the different kind of interaction
like synchronous and a-sychronous, our attention will be shifted on the fact that
there are two models of mobile social network: the first we have simple mobile
extension for the existing Social Networks; the second represented by the
variegated environment of the stand-alone Mobile Social Networks where our
efforts has been spent.
3.1.1 Synchronous and asynchronous interaction
Imagine you are at the bus stop and waiting to go back home; you’ve been at
school with your friends and you couldn’t wait to check out the new pictures
your friend posted on MySpace about the yesterday night’s party. Normally
you have to wait until you arrive at home, turn on your pc and enter in your
MySpace account to check the uploads and news of your friends. This could be
the worst situation in a era where being connected seems to be the “must”, but
it’s useful to describe how we manage synchronous and asynchronous
interaction.181
In this example the boy at the bus stop need to wait until home to establish a
connection with other individuals such as the friend who posted the pictures;
this is called asynchronous communication in the sense we have a time delay
between exchanges: the two characters of the interactions communicated in two
phases, one face to face and one delayed in front of the respective computers.
181 Sorensen, C. Instant mobile connections as a way of teenage life The Mobile Life Youth Report
2006
135
All the length of the communication and interaction is deployed in a time line
and not in a spot, not immediate. To close the communication circle we need to
search and get in front of the information we need ( such as pictures) and are
not the information which follow us. This is a simple example to focalize the
idea of not-being mobile. A research revealed that there are currently 45 million
people using mobile social network services worldwide, and the number will
increase reaching 175 million in 2012.182 Already in the USA, according to
M:Metrics mobile consultancy, 33.2% of 18-24 –year-old Americans, post photos
to web sites via mobile phones. The outlook considers that in next years the
availability of bandwidth and the readiness of handsets available will increase.
3.1.2 Mobile applications of existing SNSs or Stand alone services
Now it’s the turn to explain how we can be mobile and interact in mobility with
our friends, interest and information. We will describe almost 20 platforms we
can call “Mobile Social Networks” ( MSNSs ) better defined by the sociologist
Berry Wellman as: “…networks of interpersonal ties that provides sociability,
support, information, a sense of belonging, social identity, and which always connects
its members regardless of where they go”.183 In the scenario of MSNSs we have to
distinguish between two genre of services: stand alone or mobile applications of
existing SNSs.
182 Wireless Federation Research Mobile Social Communities March 2007
183 Wellman, B. Physical Place and Cyberplace: The Rise of Personalized
Networking. International Journal of Urban and Regional Research, 2001, 25(2), pp.227-252
136
3.1.2.1 Existing Platforms
The first one, considers mobile applications, such as services for pictures
uploading or text messaging, of existing SNSs platforms. In this category the
mobile service is an extension of minor importance in term of value and
number of users of services presented by the platform, by the way it trace an
important mark for the future evolution of the existing platforms. It’s clear that
our life and in particular the one of people addicted to such social networking
activities is not strictly constraint in their room and in front of a computer. Life
is outside and people love to let friends know about what they are living and
learning; our constant companion is ever more the cell phone rather than the
personal computer.
The “big ones” platforms for social network, have embraced the mobile option
time ago, sure that it could shake their members. For big-ones we mean
Facebook and MySpace for example only to cite the most active in the social
network scene. Facebook mobile functionalities allows users to get Facebook
messages, wall posts, and notifications sent to the phone as text messages
(SMS).184 Sending a message to the number FBOOK – 32665, you can upload
your status or look up profile info. On the mobile upload functions, you upload
photos and videos directly from your phone to your profile in Facebook
sending an MMS to [email protected].
The same we can say for MySpace: mobile functionalities for status upload,
messaging and notification represent a growing piece in the business but it’s
ever related to issues of data plan and costs. Something is moving in this way
because already in 2006, MySpace structured a partnership with Cingular, the
184 Facebook.com
137
largest US mobile-phone service provider185 and with Helio. Other partnership
are established with other wireless network carriers such as Vodafone in
Europe, which offers to its customers access to MySpace services.
I think the most activities and dynamism will be concentred on stand-alone
services which build networks around new objects, interests and experiences
going fragmenting the mobile services offer into many different and various
solutions. In this segment of market we assist to new realities growing up every
day and aggregating million of users in a relative short period. The pervasive
presence of mobile devices, PDA and cell-phone can only boost even more this
process of creation and service providing.
3.1.2.2 Stand Alone Mobile Services
The second category regards to services that are not linked directly to other
mass-attractive SNSs such as Facebook or MySpace, but they provide a service
by itself, on their independent platform, with their policies and structure.
Although they provide a stand-alone service, some of the mobile social
softwares analyzed allow the user to upload different and well known
platforms of social network, blogging and photos. Here we will find the most
disruptive and innovative ways to approach the process of social networks.
Here they are the platforms we have find out in the web which can respond to
the name of independent or stand-alone Mobile Social Networks.
All the services have the mobile purpose to provide a service on the go; than
they are differentiated in categories according to the service they offer. We have
185 Kharif Olga businessweek.com/technology/content/may2006/tc20060530_170086.htm
138
simple services about text messaging and status–upload, media sharing
applications or geo-localization information.
We can divide the landscape of Mobile Social Networks in categories answering
the question “ What can you do on that platform”, in other term, what is the
main needs people satisfy thanks to the mobile service.
3.2 Mobile Social Network: a perspective
Figure 15 : Mobile Social Network Categories
139
Here are represented the five main category of the “stand alone social
networks” in which they can be divided according to which service they
provide and which kind of activities they allow on their platform: Status
upload; Social annotation; Content Upload and Download; service providers.
One thing is in common: the innovative use of the mobile as a new and
disruptive personal social media device.
3.2.1 Status Upload
In this category there are services which allow users to simply upload their
status by sending an SMS or simply connecting to the service by their mobile;
user’s friends will be automataically updated on what is going on and on what
people is doing or want to do in precise moments.
3.2.1.1 Dodgeball186
What: service available in 22 cities in the USA; the platform provides five
different levels of service. First you can send to your friends messages about
where you are so you can meet up; second the service allows you to enter in
contact, by messages, with friends of friends, also called people who are at more
than two level of friendship from you; third, Dodgeball is also a dating site in
186 Dodgeball.com
140
the sense that it consent to you to receive uploads about crushes nearby a
distance of ten blocks from you; fourth you can have venue information and
direction to find a bar address; and last the fifth functionality permit to you to
send a message to all your friends for example to announce you are back in
town.
How: create an account and insert your mobile phone; than send a SMS to the
number “DODGE” = 36343; in automatic all your friends receive the text
messaging indicating where you are.
Role of mobile: mobile phone is used in its simplest functionality: receive and
send SMS. The nice improvement is the one you can receive information about
place’s address.
3.2.1.2 Friendstribe187
What: the service works around text messaging. You send a text message to the
short code 87130 with one keywords ( AT, BLAST, GROUP…). The keywords
tell the service what you want and it then contact your friends for you and let
you know what your friends are up to. Here’s a quick list of the keywords
accepted in Friendstribe:
∗ AT (venue) - Send your location to all your friends and any friends of
friends that are nearby; example: "AT Onda"
187 Friendstribe.com
141
∗ BLAST (message) - Send a message to all your friends.
∗ (venue) BLAST (message) - Send a message to all your friends and
friends of friends that are near a venue; examples: "BLAST Who
wants to go to the movies" or "Onda BLAST Anyone want to play
pool?"
∗ GROUP (group name) (message) - Send a message to a group of your
friends.
∗ FIND (venue) - Returns the location of a venue or a list of matching
venues.
∗ (attribute) FIND (venue) - Returns a list of venues with an attribute
near a venue. If you leave the venue off we'll use your home zip code.
examples: "FIND Onda" or "Pizza FIND Onda"
∗ BLOG (message) - Adds a message to the Out There section of
friendstribe.
∗ GET - Get the location of all your friends that have checked in with
the AT keyword in the past two hours.
∗ ZIP (zip code) - Changes your zip code for search and radius
purposes.
∗ RSVP (number) (Yes/No/Maybe) - RSVP to an event after you receive
an invitation.
∗ ON/OFF - Temporally turn Friendstribe on or off.
∗ HELP Friendstribe - Find out where to get help with Friendstribe.
∗ KEYWORD - Returns a list of keywords.
Then the service allows you to search for friends, venues and locations, events,
see pictures snapped on the go by users, check mobile calendaring about
happenings.
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How: create an account online and then interact with the service by sending
SMS to the short code and than browse content and information by your laptop.
Role of mobile: your mobile works like a copy machine for the reality around
you and consent to people to get access to all the information and content by
traditional browsing on laptop. Here the mobile is used for text messaging but
in plus for capturing video and pictures.
3.2.1.3 Jaiku188
What: create your activity stream, by add icons to your post, customize the
background, adding web feeds, setting your location. You can also find your
friends, checking what they are up to, adding comments to their status-
uploading posts. You can set your status so nearby user with Jaiku can see if
you are busy or free to chat. In Jaiku you can create “channels”, a sort of group
in which interact and share information such as calendar, location…
How: Jaiku works in a double way, from your laptop or downloading the
software to your phone. In the case you download to your mobile, it will use
the SMS technology to let you post update of your activities, and send them to
friends.
Role of mobile: here is used the SMS and GPRS/3G connection to send and
upload information of your friends.
188 Jaiku.com
143
3.2.1.4 Partysync189
What: sign up in the website and create a first list of friends providing name
and cellphone numbers; invite text messages are sent to your friends. You can
send text or photos to the group and the message is forwarded by the service
for free; any member can reply back and chat to the whole group of friends.
Users have a web account in which they can chat and send free text/picture
messages to other users.
How: sending an SMS or MMS if you want to add pictures to Partysync group
and than the service will forward the message to people.
Role of mobile: works as a tool to contact, interact and chat with groups of
selected friends using the SMS/MMS technology.
3.2.1.5 Twitter190
What: using it when you want to let your friends, family and co-workers what
you are doing. The simple interface and the length limitation at 140 letters let
users to express quick, easily and frequent about they daily life and humour.
How: you register online, create your account and profile; than you can search
abut people you are interested to follow what they are doing. Also people can
do the same with you adding you to their friends’ list. Also twitter could be
integrated with SMS and IM technology and platforms so you can upload your
status every time you want, even if you are out.
189 Partysync.com
190 Twitter.com
144
Role of mobile: mobile phone is used as an uploading tool to communicate
what’s up to you, using SMS technology and data wireless network to support
IM service.
3.2.2 Geolocalization & Social annotation
Social mapping si the evolutionary trend coming form the booming us if people
if map services online. In this category we have services which leverage the
power of maps, to let users customize and use theme as a giant billboard where
people can access, put their landmark and let others to use theme. All the
information members pickup simply by walking in the street merge to these
kind of services: information and geo-localization, there’ s the secret.
3.2.2.1 Loopt191
What: the service connects people and places; you can connect with friends and
get alert when they are nearby, you can share your location, status, photos with
a few or all friends. Also you can explore places and events recommended by
friends and get a complete control of all the information you want to share (or
not).
191 Loopt.com
145
How: you can access the service by web or your mobile as you wish. On the
mobile the service works by SMS and data. The service will deliver soon a 2.99
$/month fee subscription.
Role of mobile: mobile is complementary to web accounts extending the
potentiality of being on the go.
3.2.2.2 Socialight192
What: is a guide book written by people, about nice places people have been;
you can add, share and get access to advices and experiences of your friends.
These information are geolocated and you can visualize theme in a Google map;
also you can create your own “sticky” to post on places you have been and you
want to share with other people. The service integrate functionalities to upload
content to the main social network sites such as Facebook, MySpace, Bebo and
blogging platforms.
How: you download to your mobile the application, create your profile and just
walk around receiving advices of places nearby matching your interests. Also
on the go you can upload new places, localizing theme on the map and also
including an audio file to describe better what it is.
Role of mobile: mobile works as a GPS for places people like and want to talk
about; also the mobile works as an agent that provide to user push information
and advices. The service works downloading data from the wireless network.
192 Socialight.com
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3.2.3 Content Upload on-the-go
In this category services allow users to get access to tools which let theme
upload every kind of content they have in their mobile, is it a picture or a video
or a text message. These services let their members to feel ever connected and to
let theme share on-the.go content with friends at home or other users of the
mobile service.
3.2.3.1 Groovr193
What: the service lets you tell the world where you are and what you're up to;
you can snap and send pictures or video, send text messaging to friends list.
The service works as a mailing list deliver, forwarding in automatic all the
information you want your friends receive by email.
How: the system works with email, this implicate you can interact with Groovr
service by home or mobile.
Role of mobile: here the service involved the email technology and this needs
your phone to be able to set up an email account to receive forwarded
messages.
193 Groovr.com
147
3.2.3.2 Kyte194
What: the service allows you to create multimedia content and shows, share
theme instantly across web and mobile. In add you can create live content with
chat if you couldn’t wait people see you.
How: you create content via web or mobile, you share it immediately across
social networks such as Facebook, MySpace or on blogging platforms such as
Wordpress and Blogger. On your video creation you can get ever the control in
the way to interact live with video-audio-.text chat with viewers and your
audience.
Role of mobile: imagine to have in your hands a video camera connected to the
web and your social applications which allows to upload instantly content
created by you.
3.2.3.3 Radar195
What: imagine you are able to do an instant picture conversation with favourite
people.
How: create an account and a profile and then download the application. You
can do pictures, send it to friends and let them share and comment it on the go.
Also every time you upload an image, Radar works for you sending it directly
194 Kyte.tv
195 Radar.com
148
to your account on the web, so you can find it later. The service is integrated
with Facebook.
Role of mobile: mobile phone works as an advanced, connected and handy
camera.
3.2.3.4 3Guppies196
What: capture the moment, is it a picture, a video or simply a text message and
post it directly to your profile and let other friends share it on their mobile. The
service is integrated with MySpace so you can send content directly to your
MySpace account, even away from your computer.
How: the service works on MMS technology that allow user to send to
[email protected] the content, and it will be uploaded in the personal moblog.
Role of mobile: here the integration with MySpace platform gives to 3Guppies
an astonishing market to approach. The mobile phone is used as an editor to
deliver moblog posts to your friends.
3.2.3.5 Rabble197
What: Rabble is a location based social networking application you download
to your mobile device; the service offers a wide fan of applications and
functionalities such as:
196 3Guppies.com
197 Rabble.com
149
∗ Blogging - Update your blog from anywhere.
∗ Messaging - Send and receive messages – it's free within Rabble.
∗ Social Networking - Create a profile and connect with others.
∗ Community - Get fans, join groups and share interests.
∗ Search - Find people, places, bands and more using Rabble's keyword
“SEARCH”.
∗ Share Pictures - Create and view galleries.
∗ Find Places - Discover cool new clubs, restaurants and stores.
∗ Web Integration - Instantly import content from your web based
blogs and update from the handset.
How: you register on the website, create your profile and download directly to
your mobile the software dedicated; create content on the go and share it on
your Rabble channel. Than you can search and connect to friends.
Role of mobile: mobile phone works as your extension on the web to get
information and being up to date about your friends’ blogs and new content
they post. The service leverage on SMS and data download.
3.2.3.6 Vipera198
What: as written in the website, the service let you publish the world, from your
mobile. The service is made by three components: Vipera mobile application, a
Java application you install on your phone; the web site; the mobile-optimized
site on WAP. With the service you can connect to thematic channels, where you
can create your own blogs and post multimedia entries.
198 Vipera.com
150
How: after you download the application from the website to your mobile, you
need to create a profile and than it’s time to upload content in a blog o simply in
your profile and share it with people.
Role of mobile: the phone is essentially a mobile browser for content centred
on media sharing and blog uploading.
3.2.3.7 Sms.ac199
What: the service allows users, previous registered to the website and after
created a profile to send and receive SMS using mobile or the dedicated area in
the website. The service is based on data plans with the major wireless network
careers around the world: you can choose two data plans, one “standard” and
one “complete”. There are limitations for the amount of messages you can
send/receive included in the data plan.
How: using your web account you create your category for video, pictures and
text and then add friends mobile number; the system allows members to send
and receive SMS notification to and from friends about what’s going on.
Role of mobile: the service use the SMS technology and monthly fees to deliver
content to users.
199 Sms.ac
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3.2.4 Download Content
As mentioned before in the previous category, mobile phone became ever more
a connecting device form the user and his/her world of friends, content,
information and knowledge. In this particular category people download
content from their mobile such as video, wallpapers, ringtones but ever the
interaction require a direct involvement of the members for pushing things on
their mobile and create content to share and let other to download.
3.2.4.1 Gotzapp200
What: send and receive combination of photos, graphics, audio and animations
to your friends mobile phones with a single download also called “Zapp”. The
content is characterized by user generated content such as pictures of
themselves or mash ups of celebrities and video clips taken on the web.
How: you have to create your profile on the web and then upload friends to let
them know you are using the service; than you have access to friends content
directly sent to your mobile and also to others “Zapp” available on the main
website of the service.
Role of mobile: is used as a browser device to sent, receive downloadable files
containing pictures, video, audio.
200 Gotzapp.com
152
3.2.4.2 Mobango201
What: the software to download to your phone allows the user to convert
content such as video, audio, pictures, ringtones, software, games on your
mobile and send them to your friends; also with this service you get access to
1GB space of storage and free mobile messaging with friends.
How: you need to download the content via GPRS/3G and for this is better to be
sure you have a data plan profile activated with your mobile carrier.
Role of mobile: the mobile phone works as a converter of content you can share
with everyone registered to Mobango. You use the mobile to generate content
and get access/enjoy content of others.
3.2.4.3 Mozes202
What: the service is focused on music and bands. You send a SMS with a
keyword to the 66937. This keyword could be the name of a band, an artist or
something you like. The system will provide to your account some content
related to the keyword you typed in. For example if you type the band name
“Oasis”, some content related to the band/keyword has been sent to your
dashboard. In the dashboard you can collect ringtones, wallpapers, pictures,
audio files; also people who are interested in the same keywords or content can
share files and communicate with each others building a “mob”. On the other
hand Mozes offers to business operator the chance to create their own
201 Mobango.com
202 Mozes.com
153
keywords and related content, as a new way of promotion. Social and business
purposes will merge in a single service.
How: to interact with the service you need to sent the keyword by SMS and
then all the content will follow like data to download.
Role of mobile: the phone is used as mail inbox to send to the user content of
his/her interest and let people merge into groups linked by the same
keywords=interest.
3.2.4.4 mklix203
What: the service offer via SMS, WAP and web the access to exclusive mobile
content and activities. Subscribers can download or share free mobile content,
make friends, form communities, create WAP sites. mklix offers to users to
embed in their content advertising and gain revenue for this. mklix offers on the
business side ( advertisers and producers ) the same features of selling their
products and services.
How: users create their account and space according to their interests, friends
connections and objectives. By SMS and keywords users get access to premium
content, chat with other users and friends; with mobile download users can
enjoy java applications, games and interesting content.
Role of mobile: the phone is a destination of most of the use a user do of the
service; receive content, download games. Only a small part is leaved for
community building and socializing.
203 Mklix.com
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3.2.5 Mobile Social Network Providers
You may ask you how all these thing are possible: thanks to such companies
that provide all the structure and organization to create ad-hoc mobile social
networks. Increasing demand in this market let players to enter the game and
becoming the referents for mobile social networks creation, management and
development.
3.2.5.1 Morf204
What: allows business or a brand to create and run an own social network. No
one software need to be installed on the users’ phone. The consumer of client’s
mobile community will enjoy the best of today's social networking features
optimized for their mobile phones. The community features include:
∗ Web and Mobile registration options
∗ Personal profile
∗ Friends by invite only
∗ Photo albums (optimized for the 3rd screen)
∗ Video albums
∗ Photo blog
∗ Mobile links
∗ Hookup messages ( one to one, and one to many )
204 Morfmobile.com
155
∗ Mobile phone preview
In add, Morf offers another type of service for mobile content only and
advertising pages; here also the package offered by the company includes
customization of text, logo, source code and content.
How: the service works with wireless data networks connected to the internet
where sites and content are specifically shaped for mobile use.
Role of mobile: the phone has the double function as tool to which deliver
content and by which user share and spread out the word.
3.2.5.2 Mobilemo205
What: the service is oriented to consumer and business/institutional clients
both. With the service you can create, customize, manage a mobile site with all
the advanced features such as messaging, guestbook for visitors, voting and
polling, sharing files and photos.
How: the service after logging in, offers a series of tools easy to use to create by
yourself, starting from templates and themes, personalized web pages which fit
perfectly with the mobile screen.
Role of mobile: mobile is at the end of the process; after the creation of your
own mobile site, the next step is the one to spread out the buzz and let people
use and share what you created.
205 Mobilemo.com
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3.2.5.3 AirG206
What: it says to turn audiences into communities. AirG offers a complete
service in term of creating, manage, monetize and sustain a mobile social
network.
How: The service has more than 20 million users and it has interconnection
with more than 100 mobile operators in over 40 countries. AirG offers a wide
and professional range of service: Mobile community, community content,
mobile video platform, integrated voice service, community marketing engine
to deliver targeted promotions, community patrol to monitor and filter all
content, community storefront of content service with 1,500 products, mobile
marketing solutions to keep going marketing campaigns.
Role of mobile: the mobile is the aggregator of all these features. The company
up in the value chain have a reference to deploy the best and most attractive
mobile solutions to their mobile customers.
3.2.5.4 Jumbuck207
What: the company provide mobile community services since 2000. Jumbuck
offers a variety of products including: fast flirting, power chat, live chat,
Jumbuck Island, chat del Mundo, Chat do Mundo, TXT n’Pic Chat, Moderation
on content and user activities, Jumbuck Blog
How: it has agreement with 80 supporting carriers and support a community in
excess of 15 million users. 206 Airg.com
207 Jumbuck.com
157
Role of mobile: mobile phones are their first customers; it runs different
applications all centred on chat systems and entertainment such as Jumbuck
Island.
3.3 Social coordination matters
From a first sight emerges that the platform analyzed respond for the majority
at the category of “status upload” also called of social mapping. People are
interested in keep connection with best friends, family or just acquaintances
during the daily activities and experiences; here comes the success of services
such as Jaiku or Twitter. Talking about social mapping what best example than
the urban areas as environment where users want to be connected. It’s in urban
areas that social mapping platforms underscore their success: people moving
and work but being uploaded about what’s going on with people they are
interested in and keep other informed about themselves. In this landscape we
can call this powerful system of uploading status and information flow pushed
to friends, as “social coordination”.208
With this term we want to describe how much is important to communicate in a
fast and simple way specially in urbanities where coordination is essential. This
coordination could be facilitated, or not in same cases, by the use of mobile
devices as PDA and cellphones. In coordinate daily meetings or simply a coffee
with friends is important to keep the interaction not too much pervasive in the
208 Humphreys, L. Out with my mobile – exploring social coordination in urban environments Receiver
Vodafone 2006
158
other activities and space of a day. Status upload services privilege push
systems where the information comes directly pushed to the user in the way to
keep a low level of pervasive interaction and information overload. The phone
role in this scenario, is to exchange information to concretize casual social
interactions ( “..I’m going downtown for launch, do you come ?...”). and to give
urbanities a useful tool for coordinate meeting with friends. But what makes the
phone a unique communication tool is that its capacity to deliver multiple
SMS/MMS messages to a list of people; this transforms the usual interpersonal
communication pattern, by voice and messages, between two people in a multi-
personal communication system where text messages can be broadcast from
one person to several/many people.209
3.3.1 Three simple questions about freedom
To coordinate activities and daily life in urbanities, some question need to be
answered: when, where, who:
∗ When: with this question is defined the duration of the activity, when it
start and finish; exactly in the moment I switch place I can send a
message “I’m @ the bar”, and the time switches to another location.
∗ Where: the most important question that define and geolocalizes the
place in where the actor is; the “where” part of the coordination is more
complex than just an address or a venue. Location doesn’t include only
spatial information and position, but also includes social information
according to people who will meet up.
209 See note 208
159
∗ Who: is another complex negotiation in casual social interaction. With
messages broadcasting people can see who is coordinating meeting up,
and who will be invited or not.
Managing social coordination means a constant negotiation by users referring
at their freedom and efforts’ functionality in coordinate meeting up. In this case,
for freedom we mean the ability of people to choose and decide without
constraints; in a era where our phone follow inevitably our life, the obvious
consequence is that the phone create a voluntary and involuntary connection
with people. Than managing this connection and continuous being linked to
people and decision, is not so easy: the problem is that we can be
everywhere/anywhere reachable by individuals. On the other side of freedom
we find that an intermediate communication via mobile phone is different than
a face to face meeting and talk with a friend; in this way people using a
mediated communication channel by phone are permeated by a sense of
freedom in the way they can choose to go out, looking for the next cool place to
go or just stay longer where they are. Thanks to this freedom to change
meetings or just think different from other people about where is cool to go or
be seen, it needs more communicative exchanges and an overload of wireless
interaction in order to meet up. In social coordination, emerges the figure of the
“coordinator” which tends to be highly conscious about what and how to
communicate with others. This kind of people are usually early adopters in
technology and also they are positioned ahead in the social curve, driving
activities and people; this attention to how manage people and broadcast
meeting, led a user to be branded by his/her choices and be seen as good by
others by the choices he/she made. This amount of information, in most cases
starting from a motivated and “early adopter” user, serves as a functional effort
160
in order to facilitate meet up and to prepare people about things to do for
incoming appointments ( dressing code, formalities, party..).
3.4 Understand the Mobile Social Network
environment
The previous overview of mobile social network, gave us the idea of what is the
market and landscape of the various mobile applications. Now is time to take a
deeper breath into these platform, starting analyze their structure according to a
simple but precise framework.210 This pattern is divided in two parts:
∗ Usability211 aspect of the social network, its design and infrastructure
and how these variables influence community’s efficiency and
effectiveness;
∗ Sociability212 and it means how people socialize, interact, create
connections, policies and purposes of the socialization;
210 De Souza, C. and Preece, J. A framework for analyzing and understanding online communities
Interacting with computers, The interdisciplinary Journal of Human-Computer Interaction,
2004
211 Preece, J. Thriving Online Communities: Usability and Sociability John Wiley & Sons, 2000
212 See note 211
161
3.4.1 Usability
This first category represents and defines the structure of the mososo; its design
and the impact of it on the users’ daily action on the platform. Usability is the
key ingredient for the success of software in even more of mobile social
software. A good usability supports people’s creativity, boost their productivity
and makes theme enjoy the time spent using the software. In opposite poor
usability frustrates people, make theme feel like wasting time, money and
energy. In the study of “user interface”, usability is seen as a system
characterized by three principles:213
∗ Consistent: sequences of actions concerning the use of the software
should follow the same format. This is worth for colour, typography and
terminology.
∗ Controllable: users want to keep control of their actions in the software so
they can do what they want, when they want and are not constrained in
any options by the software.
∗ Predictable: a software enables users to build experiences and using this
progress to build confidence and skills on this experience.
The usability is concerned mostly with what happens at the human-computer
interface, and it effect the mobile social network by impacting on three different
areas: design & infrastructure, users’ use of the platform, privacy.
213 Shneidermann, B. Designing the User Interface: strategies for effective Human-Computer
Interaction (Third Edition) Reading, M.A.: Addison – Wesley, 1999
162
3.4.1.1 Design
Talking about design means we are approaching the one to one moment when
the user is in front of the computer or the mobile device and is managing
activities and operations. Design may affect all the user’s experience on the
platform, transforming the time spent on the service in a good or in a bad
moment; but also influencing a future use and diffusion of the mobile service
itself.
The navigation structure could be represented by the click-stream of a user and
his/her working on different pages and links. This is a key variable for any
website and in particular for any mobile service, which need to be able to
provide what user wants and to allows a quick and easy navigation through
tools and different services.
In mososo navigation could be limited by missing hardware functionalities and
specifics such as screen size, qwerty keyboard and mouse, wireless connection.
All these specifics may change the user’s experience on navigating such
platforms. In this case is important to limit to the essential actions and
operation the use and navigation of the mobile service.
Users navigate into a structure which host information and in particular, and
ever more, it host other users’ information such as profiles uploads and user
generated content. Information presentation is crucial if you want that navigation
works properly: tagging, templates to fill in, advices on how to complete them
are key point to address. If navigation is limited to essential and basic
operations, information presentation need to follow this pattern of use, getting
the user uploading and share information using well known and usual
framework of action such as typing an SMS or simply snapping a picture. The
information presentation process follow operations and activities that a
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common user has already interiorize and in this way they don’t influenced and
limited the right and correct use of information.
All these activities are possible thanks to a good software with advanced features
that includes: search for friends and network members, send messages, files
and chat, communicate emotions and status upload. In mobile social networks,
basically the power is kept behind the scene, in the sense that the needs of a
smart, fast and natural navigation are supported by a software that works for
the user providing simple information and tools to achieve the best mobile
interaction. We need to keep in mind that someone who is walking around the
city, for example need to get access to more valuable information as possible
but with the minimum overload of interaction, which means a minimum level
of input and a satisfactory level of information received/output. Software with
good usability supports rapid learning, high skill retention, low error rates and
high productivity; translated in a more simple way, a good software makes
people enjoy and being entertained by the service.
3.4.1.2 Infrastructure
The infrastructure here works as the key actor providing the backbone in which
all operations may be concretized. The infrastructure usability is represented by
the media type which is used to carry messages and allows interactions. The
media type can be seen as the driver of all the communication and users’
exchanges, its characteristics and properties may influence the impact of the
messages and the evolution of the social network. In the mobile social networks
analyzed, the media which carry the interaction between people is the mobile
phone associated with a web platform which allows to better complete and
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enjoy the previous mobile interaction. In mobile social networks, the most used
media is the text messaging, thanks to its easy creation, sending and reading;
text message has a deep and long curve of use by the users and this makes it the
most useful media to carry a simple message such a status or an emotion
upload. Other media types follow in term of usefulness the SMS but precede it
in term of capacity to carry more complete and valuable information: here we
have the MMS and the data connection with the wireless network or mobile
browsing.
These two technologies allow users to exchange more complete and
sophisticated interactions, in term of information and richness of content
transferred. Here comes a first but important obstacles in the evolution path of
the use of these two last technologies: network capacity and individual capacity
to get access to such of technologies. The network is the highway where
information circulate and interaction happened; the slowest is the network
worst is the interaction and the gap between creation, sending and receiving of
the content or the message. Network access and in particular data connection
costs may be seen as a problem especially in countries like Italy where doesn’t
exist a unique tariff for unlimited mobile data connection. This network
inefficiency goes to influence individual capacity of being connected and get
access to the social network, with mobile devices but also with a “simple” home
wired connection. This topic needs particular attention where people don’t have
access to high bandwidth computing facilities.
Imagine thousands of people, or better million of users connecting in the same
time in the same social network; how is it possible to guarantee the same level
and standard of quality to the users? Here comes a key aspect of social software
design and infrastructure: scalability. This term refers first to the software
capacity to host multi-conversation and interaction in terms of interface and
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usability itself; second to the governance of the software represented in the
figure of human or “electronic” moderator which manage the information flow
and problematic issues; third the backbone network, and in the mososo the
wireless network should be ready to enlarge its range to a ever growing
number of potential users.
3.4.1.3 Users’ use of the platform
Usability design may impact and affect the community and the social network
in a series of aspects. When a user enter in the platform, actions follow one by
the other building what makes remarkable an experience from another. On the
user side, design and infrastructure of the service works on several variables:
∗ Conviviality: it refers to how people communicate inside the platform and
how this communication may do users behavioural reactions to each
other.
∗ Efficiency: how quickly and easily members of the social network reach
operational goals and communication tasks with others; this efficiency
may be seen as a prerogative to the success and the use of the platform.
∗ Effectiveness: how well people execute the previous goals and tasks and
how well the software support these activities.
∗ Belonging: satisfaction users feel in belonging to a specific community or
groups; belonging to a defined group makes people experience a
common sense in the purposes and goals the community follows and
realizes. This is a special glue which makes community lifetime longer
and stronger.
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In the social network creation is vital to understand and approach an analysis
following the categories shown before. Design and infrastructure represent the
backbone where all the experience and social life will act; characteristic as the
scalability of the software and efficiency aspects lead to a development of the
social network and the extension of its lifetime, power of aggregation and value
perceived by users.
3.4.1.4 Privacy
In the word “privacy” are included many other terms and meanings, but the
one that social networks ever associate with it is “security”: the major technical
issue for many social networks and communities. In this section two main areas
of concern will be approached: first the one about the conflict between
identification and privacy/anonymity; second the one about copyright
protection.
In a social network and also using a Mososo, the problem of how a user
represents him/herself inside the platform needs some reflections. When you
create an account in somewhere service on the web, you need to give some of
your personal information the system will use to create a “virtual image” of you
on the web; the choice on what kind of information and the use others may do
with it is extremely sensible in the existence and sustainability of a social
network. People don’t want that their personal information will be seen and
used by strangers or simply they don’t want show their real identity in the web.
The problem is approached inside the first chapter where the user control on
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personal data and identity in particular is a peculiar aspect of the Web 2.0 and
social network revolution.
How a user is represented in the web or simply in a social network is a power
that people want to carry and use as they wish; in this case a social network and
in particular a mobile social network allows users to create a kind of level of
privacy that only restricted friends, for example, can cross. The privacy, security
and identity issues are more critical in a MoSoSo where people are outside their
home and probably away from it, in an open environment and are exposed to a
different series of potential meetings and contexts. Imagine to use a
geolocalization service: if you inadvertently allow people to check your status
upload and geolocalization, this could be dangerous for example because you
send information about your status and precise position. This issue needs
particular attention in the case of people minor of 18 years old or for example
girls and teenagers; this, in many Mobile Social Networks is written and made
clear to the user during the service subscription, where is mentioned to pay
attention to whom and how give personal contact and positioning to others. A
symmetric privacy issue to address, is represented by the potential actions and
promotion that companies may do to customers and individuals using Mobile
Social Network and, for example geo-positioning systems. Here companies
need to reserve a particular attention and study on how approach the mobile
contact to the final users and potential customers. The promotional object may
be substitute or simply camouflaged by a service that allows individuals to rate
shops or simply discos and restaurants and than share these kind of
information; another example can be the one about a service that, giving a free
and high value perceived service to the final user, transfers advertising or
targeting information.
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3.4.2 Sociability
The term Sociability is related with social interactions happening inside online
community and social networks; in the term are included different aspects of
the social behaviour of people including policies, purposes of the interaction
and constraints to a good sociality.
In this part we will talk about sociability as the art of “living together”,214 in the
sense of all the modes of interaction with others, our interpersonal behaviour,
the temporal moments characterized by presence and absence, the rhythms of
actions, communication and comparison between individuals.215 Sociability is
basically composed by the interactions and exchanges people have and the ties
and connections created by these interaction: in other words we associate the
term Sociability to the exchange of information and content happening inside
social networks. Ever more thanks to development of mobile technologies and
products, these exchanges, communications and ties creation can happened on-
the-go, while your are long away from your home or simply from a computer.
This evolution lead to the creation and proliferation of different “technologies
of encounters”216 like mobile phones and PDA working with mobile social
networks; people are ever more connected with services, other individuals and
context of interaction.
214 Barthes, R. Commet vivre ensemble: cours et seminaires au College de France (1976-1977). Paris,
Suil (2002)
215 Licoppe, C. and Smoreda, Z. Are social networks technologically embedded?How networks are
changing today with changes in communication technology Social Networks 27 (2005) pp. 317-335
Elsevier
216 Thrift, N. Remembering the technological unconscious by foregrounding knowledges of position
Environment and Planning D: Society and Space 22 (1), pp. 175-190
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3.4.2.1 Connected Sociability
Here we can start talking about the “always connected sociability”217, a
condition in which people live ever more and its importance is growing going
to influence communication coordination and interactions. People are
connected with each others by text messages, phone calls or with social network
platform and, more important, via mobile social software and services. In this
pattern, absence from the communication or interaction, doesn’t means,
consequently silence. Development of technologies and softwares that enable
social coordination and interaction, switch and evolve the term “always
connected sociability” in the “always connected presence”. People are
constantly online, connected with the social stream of activities related to close
friends or acquaintances and in every moment they can enter in discussions or
decisions; but on the other side, this always-on presence means that people
around you want to count constantly on your words or support. “Connected”
presence realized in its most emotional and expressive register, underscore the
demand of people to have attention but in the same time allowing a deferred
response and answer. In this communication pattern emerges the non-dialogic
means of communicational purposes, where messages don’t require an
immediate response but permit a lack of time and interest in the answer. The
evolution of this reasoning will go in the direction of a reshaping of
interpersonal sociability, where presence is mediated and “connected” by the
use of non-intrusive message systems: this idea of pervasive presence seems
sufficient to be sure of being connected to others.
This overload of information to manage and interactions to accomplish may
cause to people the sense of not have control of their own spaces and time.
217 See note 216, pp. 322
170
These constraints are better described by sampling conditions in which
constraints materialize in, such as:218
∗ co-presence, perception of sharing similar physical environment
∗ visibility, members of the same social network can see each others
∗ audibility, members can listen to what someone is saying
In this scenario the evolution of system of auto-presence and auto-computing of
mobile devices will allow people to feel ever more connected but not
overloaded of actions and responses.
3.5 Online community Framework
People belonging to social networks, are they mobile or “classics”, or simply to
community based on internet follow a pattern of being connected that is formed
by three principal themes: policies in yellow, purposes in red and interaction in
blue.219
218 Clark, H. and Brennan, S. Grounding in communication In R.M. Baecker (Ed.), Groupware and
Computer-Supported Cooperative work, pp. 229 San Francisco, CA: Morgan
219 See note 210, pp 8
171
Figure 16: Online Community Framework - Policies, Purposes and Actions
Source : De Souza, C. and Preece, J. A framework for analyzing and understanding online
communities Interacting with computers, The interdisciplinary Journal of Human-Computer
Interaction, 2004
This framework freeze in a single shot the idea of what components enter in the
cycle of a community or a social network life. The framework above indicates
the existence of three main areas in which the games happened and where at
the centre are the individuals, members of the social network. People,
individuals and actions are entities and between them we have relations and
attributes of the two.
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3.5.1 Policies
People’s interactions are conditioned by policies which build the conditions to
sustain a community and in our case a social network too. One of the main
policy of online communities is represented by the privacy; we have already
talked about this important aspect when we described the usability pattern.
Policies are needed to guarantee that host operators, service providers and
maintainers are required to follow fundamental privacy rules. Also these social
policies need to be understandable, acceptable and practicable to ensure that
they be followed.220
Following the framework, policies are composed by norms and rules: a norm is
represented by the registration criteria in a social network and if this
registration is available for such a kind of user; a rule can be find in the
memberships circumstances available.
3.5.2 Purposes
Individuals interact and create connections of value and knowledge between
each other with the intention to achieve different objects. These kind of “social”
purposes are formed by goals and aspirations and, anyway they influence the
social life of individuals. These goals and aspirations are shared inside the
network and the platform where gravitate users in their daily online activities;
220 See note 211
173
sending a message, a picture or simply create a new connection with a friends
you didn’t see for a long time: all these things happened because there’s a
purpose, a goal to achieve and some personal value to create and keep from the
operation.
3.5.3 Actions
Following the framework, actions operate in both side of policies and purposes.
Actions foster goals and practical aspirations, but also they follow precise rules
and norms we have already described; operations and communication
composed the mix for individual’s actions.
Operations are related to task-oriented goals221 and can be divided in four broad
categories that contribute to achieve these tasks and goals: generate, choose,
negotiate and execute.222 Communications compose actions and are required by
operations to accomplish tasks; we also distinguish two kind of communication,
one oriented for interpersonal purposes and one for social-emotional
purposes.223 The first serves the users’ needs to create connection with people
they don’t know; the second serves as a tool to underscore status, emotions and
feelings with friends and close members of the network.
221 Wenger, E. Communities of Practice Cambridge: Cambridge University Press (1998)
222 McGrath, J.E. Groups: Interaction and Performance Engelwood Cliffs, NJ: Morgan Kaufmann
Publishers, Inc. (1984)
223 Bales, R.F. Task roles and Social roles in problem-solving groups In E.E. Maccoby & T.M.
Newcomb &E.L. Hartley (Eds.), Readings in Social psychology, pp. 437-459 New York: Holt,
Rinehart & Winston
174
3.6 Object and Benefit
Entering this topic we shift immediately to a related aspect of purposes: object
and benefit. About object, a growing idea about social network is that these
platforms are created to support relationships around objects: in this case an
object can be a video, a photo, a movie or simply posting in a blog. All the
activities related to creation, uploading and sharing of content are painless as
possible, boosting the success of these platforms. YouTube, Flickr, MySpace and
Facebook: they all move around objects. Their success reside in the way they
allow a simple and enjoyable social life on their platform. In the framework
above, is recognized such real-world dynamics and connections even if the
notion of “sociality” is limited to just people; the players are people, purposes
and policies.224
Try to think about Facebook: every time you add friends to your network, the
system ask you how did you know this person. It want to know if you worked
with them, if you went to school with them, or if you met them trough and
acquaintance. These items, the school, the job and the other friend, are the very
objects of sociality that make the relationship works and of course the social
network platforms. The idea of object of sociality in MoSoSo will be touched
later in the work because its importance and in the same time, lack of studies
and level of adoption along final users.
From purposes and objects came out benefit: it can be seen as a compensatory
economy. People in their attempt to maintain a connection and relations or
simply a tie in the network, they allocate scarce resources like availability,
224 Engstrom, J. Object of Sociality on Bokardo – Joshua Porter Blog 22 September 2007 (
bokardo.com )
175
presence, time, physical effort to find an equilibrium between interaction and
absence. Butler225 introduce the idea of social structure sustainability: social
structure, communities can be sustainable if their dynamics and purposes
provide benefits that outweigh the cost of membership. Is a simple reasoning,
but if a community or in our case a social network, don’t have resources, they
cannot provide benefits and without benefits new members are not attracted
and existing one are not retained.
Object, purposes and benefits are ingredient of sustainability and life of a social
network, and in general they contribute to the success of every aggregation of
people.
Conclusion
Mobile Social Network represent the exponential development of the existing
social platforms allowing people to achieve the ambitious state of ever-
connection. This means that people will be increasingly connected to the
network, with contact and information sources. This complete new way of
living is starting pervading our lives more and more thanks to hardware
development, bandwidth connection and new people habits to live their lives
on the social network platforms.
We understand that the mobility concept behind the social network evolution
regard a bounce of interesting but sometimes complex dynamics; studies in this
scenario are continuing and better result will come out, better solution and
products the market can be offer to users.
225 Butler, B.S. Membership Size, Communication Activity, and Sustainability: A Resource-Based Model
of Ondine Social Structures Information System Research, 12 (4), 2001 pp. 346
176
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Chapter 4
DON’T CALL IT: “ just a phone!”
4.1 It’s all about mobility
The mobile phone, is it a simple one or a fully-features-packaged PDA, is the
virtual and physical extension of a social network platform which every person
can carry out with. The mobile phone is ever more established as the switching
innovation from a “laptop social life” to a “real mobile” one.
This device is became during the last years the most interesting and precious
companion of our daily life; if we go out and we forget the phone at home, I’m
sure you go back to take it. People couldn’t live without their mobile phone; or
better they can, but with some important social limitations.
Mobile phones and in general all the media portable devices are penetrated
inside our daily routines and activities, and they are transforming everyday
cultural, social practices and also spaces of interaction.226
226 Mc Mullan, J. Richardson, I. The Mobile Phone: a hybrid multi-platform medium In Procedings of
the 3rd Australasian Conference on interactive Entertainment. ACM International Conference
Proceeding Series, vol. 207, 103-108.
178
The distinction between communication, content creation, face-to-face and
technology mediated interaction, and real or virtual environments has become
ever more thin and unclear. The pervasiveness and ubiquitous presence of these
portable technologies and in particular the one of mobile phones is increasing
every day adding to our activities advanced functionalities in terms of
connectivity, entertainment, media creation and computing portability.
4.1.1 Ubiquitous devices
The origin of the term ubiquitous come from Kleinrock which embrace the idea
of “anytime, anywhere computing”227 in relation with the “Nomadicity”, a term
used to underscore the nomadic arrangements that assume a convergence of
systems and a compatibility of services across devices and operating systems.228
The more interesting applications and ideas in the market of mobile application,
are spreading out from new start ups which understand the potential of mobile
phones and people needs related to social life and mobility. In this innovative
approach to problems, opportunities and solutions there are many aspects to
consider related to the overall mobile experience reached.
A mobile phone is becoming ever more a multi-platform medium that
aggregate functions, interfaces, physical features and content: all these things
227 Kleinrock, L. Inventor of the internet technology UCLA Computer Science Department (2003)
228 Kietzmann, J. Mobile Communities of Practice Department of Information Systems LSE London
(2005)
179
merge into a unique multimedia device for produce, play and share content, is
it voice, pictures, video or text messaging.
Being mobile means acting as in front of our laptop at home, adding at this
experience new features and let other ( the old ones ) evolve in different way of
living our life, our interests and social connections.
Different features seems to merge into a single device, or better into a single,
common and easy to use device: the mobile phone. On the technology debate
there’s the idea of the ubiquitous computing, where complex technologies
disappear in the single background of our life and activities.229 Technologies are
related increasingly to the social context in which they are used, the social
aspect is merging with the technical one. The simple action of sending a text
message or snapping a picture and send it to our blog by the mobile phone, go
over the approach to a technical action and reach directly the fact that we are
doing a social action. The most profound technologies are the one that
disappear230 and are mixed inside social, daily activities and uses at the point
that is difficult to distinguish one from the others. Technologies and in
particular the ones in the consumer electronic industry ( mobile phones ),
became more and more person-centric technologies.231 The person-centric era is
the evolution of the mainframe-era where many people were around one single
computer; than came the PC-era where were one person-one computer. Weiser
conclude with the last era, the one we are living today, where ubiquitous
229 Sorensen, C. and Gibson, D. Ubiquitous Vision and Opaque Realities: Professionals talking about
mobile technologies The Journal of Policy, Regulation and Strategy for Telecommunication,
Information and Media, vol.6, no.3, pp: 188-196
230 Weiser, M. The Computer of the 21st Century Scientific American Ubicomp Paper, September
1991
231 Kalakota, R. and Robinson, M. M Business: The Race to Mobility McGraw Hill (2002)
180
computing is characterized by one person-many computers.232 Another
distinction can be made on ubiquitous computing, distinguishing between the
degree of mobility of the technology and the degree of the embeddedness. 233
Figure 17: Computing categories according to variables of Mobility and Embeddedness
Source : Lyytinen, K. The Next Wave of the IS Research Design and Investigation of Ubiquitous
Computing in Panel presentation on “Mobile Interaction and Pervasive Social Technologies”
Panel at ECIS, Naples Italy (2003)
Ubiquitous computing is positioned in the upper right side of the chart,
characterized by a high degree of mobility and a high degree of embeddedness.
Imagine to be around walking with your PDA or mobile phone and chatting
with friends on the go, uploading some nice pictures on your blog, and
checking out the arrival time of your mom’s airplane in the afternoon. High
mobility and high degree of embeddedness, it doesn’t involve a variety of
232 Weiser, M. Ubiquitous Computing on ubiq.com/weiser
233 Lyytinen, K. The Next Wave of the IS Research Design and Investigation of Ubiquitous Computing
in Panel presentation on “Mobile Interaction and Pervasive Social Technologies” Panel at ECIS,
Naples Italy (2003)
181
complex actions or a long time to learn: technical aspect and technology itself
disappear into simple actions and daily social activities.
Starting with this ubiquitous view, we will analyze main mobile phones’
features highlighting potentials, weakness, and future development related to
the rocketing dynamics of social networks: connectivity, multimedia,
communication, physical features.
4.2 Connectivity
Mobile connectivity is composed by a wide fan of different protocols and
technologies which in a close future will probably merge, not in a unique
connectivity standards but better in a transparent and a high bandwidth mobile
connectivity.234
If the mobile phone is evolving in a multimedia device, the same process need
to be followed by the connectivity aspects transforming the mobile phone in a
every-connection available and ever-connected device. This evolution will
considers in its path advanced protocols and technologies to led devices being
connected and switch allowed to different connection technologies. Here are the
main connection technologies we can find in our mobile phones
The 3G is the third generation of mobile phones standards after the 2G ( GSM
and GPRS ). 3G technologies enable network operators to offer to users a wider
range of services, more advanced and completed and in the same way
234 See note 226
182
achieving greater network capacity and spectral efficiency. In this third
generation standards we find:
∗ UMTS or called 3GSM to underline the evolution of GSM technology
and the third generation of standards.
∗ HSDPA will represent the evolution of the 3GSM and it usually called
as 3.5GSM working with a downlink of 7.2 Mbit/s.
∗ WiMax is long-range system which will offer bandwidth access to a long
distance under the 802.16e standards. WiMax works on licensed
spectrum. The main purpose of the WiMax will the one to offer mobile
internet access with a 70Mbit/s connectivity. This in theory, but in a
range of 10 Km the connectivity will reach 10Mbit/s.
Figure 18: Comparison of connectivity technologies related to Speed and Mobility variables
Source : Finneran, Michael WiMax vs. WiFi: a Comparison of Technolgies, Markets and
Business Plans dBrn Associates Inc. ( June 2004 )
∗ WiFi is a short distance system that provide internet access commonly
used in final-user networks such as home or office and it don’t require a
licensed spectrum. WiFi compatibility allows mobile phones to connect
183
to local area network and experience a acceptable connectivity in a range
of several meters from the radio source. A typical example of WiFi areas
are the one in airport, hotel lounges or in an Internet Cafè.
∗ Bluetooth is the shorter range connectivity technology of a mobile
phone; it is used to connect peripherals and transfer mobile-to-mobile
data such as business cards. The connectivity is established until the
distance of several meters and now it’s embedded in every mobile phone
starting from entry products until high-end ones.
∗ GPS connectivity is a different technology because it involves the use of
satellite triangulation giving a geo-positioning related to maps if the
mobile phone is running a dedicated software such as Nokia Maps or
simply TomTom. An increase number of mobile phones ( specially in the
high-end segment ) are equipped with a built-in GPS antenna expanding
the chances of geo-positioning applications and features which will
surely expand the mobility concept of social network platforms.
4.3 Multimedia
The multifunctionality of mobile phones and the connectivity to high-speed
third generation and WiFi networks, means that the game is moving far beyond
predicted. Mobile phone carriers and handsets makers are moving beyond the
voice market and into that of digital content and data creation, aggregation and
sharing.
Mobile phones are becoming an amazing media platform to access, create and
share content, data and information. Let start to see how many features may
have our mobile companion:
184
∗ Built-in camera: is the main source by people record their experience
and daily life, is it in pictures or video. Cameras resolution vary from 2
to 5 megapixel depending from device model; by 2010 camera phones
are expected to account for 87% of all mobile phone handsets shipped.235
To boost this growth will participate improvements in imaging functions
( zoom, resolution and auto-focus ); dropping prices of mobile phones
with this functionality; higher speed wireless bandwidth; and easier-to-
use handsets, services, and peripherals. Mobile Social Network leverage
their success thanks to these factors and the outlook will see for the 2010
a total of 288 billion of images captured by camera phones in a market
value of $ 7.0 billion.236
Figure 19: Mobile Phone with camera/not growth during period 2004-2010
Source : InfoTrends Releases Camera Phones Account for 87% of Mobile Phone Shipments in 2010
Mobile Imaging Study Results, 18 January 2006
235 InfoTrends Releases Camera Phones Account for 87% of Mobile Phone Shipments in 2010 Mobile
Imaging Study Results, 18 January 2006
236 See note 235
185
∗ Multimedia Player: enjoy content on the go is becoming ever more
completed thanks to screen resolution and size, and media content
compatibility. On a mobile phone now you can watch videos, listen to
the music and watch your favourite pictures. The level of immersion in
such a kind of content enjoyed on mobile devices is still low, but things
started to change since the iPhone was introduced in the market in June
2007. Screen sizes and resolution can only increase the level of efficiency
and quality of mobile phones as multimedia platforms
∗ Web Browser: in this simple features probably reside the future of
mobile phones; surfing the web is becoming a better experience in term
of quality, speed and level of interaction and researchers will point the
idea that in next years the mobile phone will become the primary means
for internet access.237 From a M:Metrics Research emerges that in Europe
there are nearly 19 million unique browsing subscribers and in the US 23
million238 and the number is increasing year by year by double digit
percentages.
∗ Radio continue to be an essential features in a mobile phone and it is
ever appreciated by final users, in particular with the ones not so
friendly with uploading music to their phones.
∗ Audio Recorder a minor features but for some professional figures
essential ones, which allows to record phone calls or simply audio notes
to collect and send by attachment in MMS and emails.
237 Levinson, Paul. Cellphone: The Story of the World’s Most Mobile Medium and How It Has
Transformed Everything! Palgrave Macmillan, New York, 2004
238 Weather information is most popular among american mobile subscribers, while europeans prefer
browsing sports information on mobile web M:Metrics Press Release 24 July 2007
186
4.4 Communication
The mobile phone at the beginning of its introduction in our daily life, was a
mere extension of the land-line telephone; it was seen as a device to provide
voice communication, with a simple keypad and screen able to visualize only
numbers. From this prehistoric device the evolution was short and really fast:
now mobile phones continue maintaining a communication purposes only
adding “some” interesting features in term of connectivity, multimedia
technology and of course in term of communication options.
Beside voice communication a huge variety of methods and trends are
emerging supported by ever more sophisticated but user-friendly devices.
Here are the main communication system by which people can exchange a
mobile interaction:
∗ Voice: the downside trend of voice revenue of carrier company is
growing and becoming faster; phone calls are less than text messages
sent by a user.
∗ SMS: text messaging has penetrated all ages of mobile users and in the
US revenues coming from this communicative features touch the amount
of $ 34.3 billion in the first quarter 2007 with 620 billion messages sent in
the same period analyzed.239
∗ MMS: can be seen as the evolution of the SMS, in the sense that in a
MMS you can attach more data like pictures, audio files, small video; but
two aspects limit its diffusion and they are costs and devices
compatibility/carrier configuration.
239 Capobianco, F. Mobile data is not killing SMS Mobile Open Source Blog 18 July 2007
187
∗ Email: is a technology for asynchronous communication and it’s use is
increasing also for consumer users and not only for business people. In
most mobile phone users can set their email accounts information and
get direct access to their messages without connect to the website and
email client.
∗ IM: differs from emails, Instant Messaging stands for synchronous
communication and need people attention and virtual presence to
answer messages and get conversation alive. IM is called the SMS-killer
because its better features in terms of costs, interaction level and speed in
the conversation.
4.5 Mobility Concept The idea of being mobile, in recent years started to be far from the human
movement single concept, and is going straight in the direction of a
mobilization of the interactions themselves.240 People use an incredible and
amazing number of interaction technologies – such as the mobile phone,
internet, email, test messaging, IM – and all these technologies are more and
more interconnected.
We are mobile, our society is mobile and of course our interactions are mobile:
people can communicate, interact and share content, information without being
constrained by boundaries, space and time; a culture of mobility is emerging
240 Sorensen, C. Digital Nomads and Mobile Services available on receiver.vodafone.com (2002)
188
where movement is a regular part of life and the world is increasingly
interconnected and perceived small.241
The most incredible and innovative aspect of this mobile revolution is that we
are facing the mobilization of our inter-personal interaction. We are
experiencing every day the mobile concept, and in the same way an opposite
feeling of connection, ( virtually ) presence in others people’s or friends’ life.
“Being Mobile”242 is not just an issue of people traveling around but, the
meaning is far more associated to the interaction people do in their social lives,
using for example a mobile phone, a social network platform or another
interaction technology. The social environment is modified and many social
variables which are the base of interactions, now can be socially negotiated: it’s
similar to say that there are no ( or only few and not important ) limitations to
social interaction. Space and time for example don’t represent any more a
limitation, but they represent only a pair of negotiable variables between people
entering in the interaction. An example can be the one of the email, an
asynchronous interaction technology which sustains social interaction without
implicate remarkable limitations related to space and time factors.
4.5.1 Three dimensions of mobility
We here want to expand the concept of mobility, by looking at three different
dimensions of human interaction related with the mobilized social
241 Axup, J. Methods of Understanding and Designing for Mobile Communities Information
Technology and Electrical Engineering Ph.D. Thesis July 2006
242 Sorensen, C. Kakihara, M. Mobility: An Extended Perspective Proceedings of the Hawaii
International Conference on System Sciences, January 7-10, 2002, Big Island, Hawaii IEEE (2002)
189
environment. The three dimensions have been deeply mobilized by the use of
mobile technologies, in particular of mobile phones, in our social and working
lives. The three interrelated dimensions of human interaction are: spatial,
temporal and contextual mobility.
Dimensions of Mobility Aspects of Interaction
Extended Perspectives
Spatiality Where
Geographical movement of not just
people, but objects, symbols, images,
voice
Temporality When Clock time vs. Social Time
Monochronicity vs.Plychronicity
Contextuality
In What way
In what circumstances
Towards which actors
Multi modality of Interaction
- Unobtrusive vs. Obtrusive
Weakly / Strong tied Social Networks
Figure 20: Three dimensions of human interaction
Source : Sorensen, C. Kakihara, M. Mobility: An Extended Perspective Proceedings of the Hawaii
International Conference on System Sciences, January 7-10, 2002, Big Island, Hawaii IEEE (2002)
4.5.1.1 Spatial Mobility
Spatial mobility denotes immediately the most direct aspect of mobility in our
social lives, and is described by the increase in international tourism and
business travel. We can move everywhere we want (and can), and remain
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connected to what we were doing before, are they friends, working fellows or
simply interests. Moving into a physical world doesn’t necessary means to cut
virtual connections, we can be mobile and continue being connected into our
network. People changed their perception of space and mobile connectedness is
become more of a necessity; in this way we shifted our attention and
importance from location to a “socio-informatic space”243 where people can
collaborate, feel connected and share their experiences as they were at the same
table. It has been argued that people are becoming independent geographically,
nomads supported by the use of both old and new social media technologies.
The term nomadicity244 underscore the fact that people are ever more
autonomous without depending from a single location and defined space; this
dynamic is visible geographical movements such as tourism and business
travels, but also in work environments and in urban life. The same spatial
mobility, can be divided and analyzed in three different aspects depending on
what is mobilized in the space dimension. First, the mobility of objects. Objects
became ever more portable and can deploy their functions and task in mobility,
following the people who use theme. Think only at the Walkman-Sony245
arriving to the Apple iPod: they indicate the interplay between object and
corporeal travel/mobility.
Along the mobility of objects, we need to consider the mobility of symbols.
Global broadcasting television or the internet platform have become a place
where a huge amount of information, data, content, video, images and sounds
cross borders and reach simultaneously billions of people; symbols used in our
243 See note 228, pp.8
244 Makimoto, T. and Manners, D. Digital Nomad Chapter 4, Chicester: John Wiley & Sons, 1997
245 Du Gay, P. Hall, S. Janes, L. Mackay, H. and Negus, K. Doing cultural studies: The Story of the
Sony Walkman, London: Sage Publications, 1997
191
social and economic activities need to be exchanged because this continuum
mixing and filtering by billion of different people.
Third aspects regards the mobility of space itself; traveling in the internet our
interactions and communications are dematerialized and can be placed
everywhere there is a server or a computer connected. A bulk of several
computer connected to the web can create a spatial dimension by themselves
for example creating a virtual community or a social network: the boundary
between “here” and “there” dissolves. Some studies marked the idea that
there’s no “where” in these kind of cyberspace communities, and the
abstraction from a physical space is replaced by other types of values such as
knowledge, information, common beliefs and practices. For example in social
network, the notion of “space” is shifted and mobilized in relation with
members interests, similarities rather than geographical proximity.
The spatial mobility refers not only to the geographical increasing movement of
people, but it also means the physical flux of objects and the virtual one of
symbols and space, defining a complex and interesting pattern of the social
interaction among people. Spatial mobility is not the only one measure that can
describe the mobilizing dynamics of human interaction, and in help come other
two dimensions to describe the mobilization of our lives, namely, temporal and
contextual dimensions.
4.5.1.2 Temporal Mobility
With the introduction of such a high a different range of mobile ICTs, the
concept of a linear clock time remains but it perception by people has been
changed. To remain in the work environment, people with these technologies
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started to structure in a different way their workdays, accelerating the speed of
work and saving time. People workdays’ dynamics has been influenced by a
mix of asynchronous ( email ) and synchronous fast internet chatting and voice
communication patterns, which underscore the comparison between the usual
clock time and the social time. Coming back to the previous cited evolution and
restriction of a linear meaning of time only, we can argue that time is measured
ever more by social interaction time, phases and rounds. This idea is supported
by the studies of Barley, which describe temporality with the dichotomy:
monochronicity and polychronicity.246
The first term defines situations in which people allocate specific slots of time
for specific events or occurrences ( For example, one slot of time for planning a
trip, another one to answer at some emails and so on ). The second term, refers
to situations in which people accept divergences of structural and interpretative
features of temporal order; slots of time are used to achieve different,
consequent tasks and activities. Today because a continue and increasing
mobilization and instantaneity of time in the society, the polychronicity of
human activities seems to be the emerging trend characterizing the timing of
mobilized interactions.
246 Barley, S.R. On Technology, Time and Social Order: Technically Induced Change in the Temporal
Organization of Radiological Work in F.A. Dubinkas ed. Making Time: Ethnographies of High-
Technology Organizations, Philadelphia, PA: Temple University Press, 1988
Hall, E. The Hidden Dimension New York NY: Anchor Press, 1962
193
4.5.1.3 Contextual Mobility
Considering the various aspects of mobilization of social interaction helped by
technologies including mobile ones, another dimension need to be addressed:
contextuality. The term refers to interactional aspects such as “in what way”,
“what circumstance” or “toward which actors”247 actions are performed; these
characteristics can be defined as crucial in the full human interaction
framework. From the context perspective we extend our view to different
modality of interaction belonging to this dimension248:
∗ Unobtrusive vs. Obtrusive: an interaction can be more or less obtrusive
depending on how strictly it forces users/people to react, answer or
notice.249
∗ Ephemeral vs. Persistent: the first related to “unfolding activities” and
the second one “which define an interaction that leaves behind a trace for
further inspection and discussion”.250
All these types of interactions lead to understand the importance of connections
among people and the strength of the ties between theme. Technology and
computer mediated communication mobilize weakly tied social networks,
providing people a wider access to a wide number of weakly tied actors and a
247 See note 242
248 Schmidt, K. and Simone, C. Coordination Mechanism: An approach to CSCW Systems Design
Computer Supported Collaborative Work: An International Journal, vol.5, No. 2 & 3, 1996, pp.
155-200
249 Ljungberg, F. and Sorensen, C. Overload: From Transaction to Interaction in K. Braa, C. Sorensen
and B. Dahlbom eds., Planet Internet, Lund, Sweden: Studentlitteratur, 2000, pp. 125
250 See note 249
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broader number of contacts expanding communication and interaction beyond
contextual constraints.251 Context is became a changeable pattern in human
interaction, where technologies let people to be freed from contextual
constraints, interacting with people in different co-existing contexts.
Talking about mobility needs to approach mobilized environments of
interaction in particular contexts and relation of social lives.
4.5.2 Fluid Environment
Today our social “mobilized” environment can no longer being exemplified
and appreciated using static spatiality, linear clock time, or rigid contextuality.
A new way is required to appreciate the evolution and dynamics of social
environment and the human interaction happening inside it. To delineate the
evolution we are facing everyday in our sociality, and the social consequences
of mobilization of human interaction we use the idea of social topology, and a
fluid metaphor.252
Interaction among people, is increasingly mobilized by the diffusion and use of
interaction technologies and devices, switching from the pre-ICTs era where the
social environment of people may be limited by a local area or neighbors. These
new approaches in the way people interact, require new ways to understand
and analyze the social patterns of human interaction.
251 Haythornthwaite, C. Tie Strength and the Impact of New Media in Proceedings of The 34th
Hawaii International Conference on System Sciences ( HICSS 34 ), Maui, Hawaii, 2001, IEEE
252 Mol, A. and Law, J. Regions, Networks and Fluids: Anemia and Social Topology Social Studies of
Science, vol.24, 1994, pp. 641-671
195
In this idea of social topology, three different degree of social environment can
be explained. Mol and Law propose three metaphors coming from their studies
on the spatial properties of blood condition anemia in which there are few red
blood cells in the blood. The three metaphors are named regions, networks and
fluids.
The region is a topology where objects are aggregated together and boundaries
are drawn around specific or particular regional cluster. The region metaphor,
can be applied to the traditional and geographically clustered human
interaction in the pre-ICT era. All social interactions at that time were defined
and restricted into variables of geographical distance, linear clock time, and
rigid contexts.
Second, the network is a topology where relative distance defines the
relationship between nodes, the members of the network. All the relative
connections between people/nodes, create the network. This metaphor can
describe the modern life styles where interaction and communication among
people has been mobilized thanks t the telephone and the use of internet which
define mobile media networks. Networks walk beside the post-industrial
society and “…constitute the new social morphology of our societies” as argued by
Manuel Castells in his book.253
Looking at the diffusion, technology improvement and “domestication” of ICT
devices, technologies and applications like mobile phones, SMS, IM, email,
PDA, laptop, and wireless connections in our daily life a network definition
seems insufficient to approach and support present-day social dynamics.
Interaction among nodes/people of networks are acted with increasing spatial,
temporal and contextual mobility. Today people can access others “anytime
253 Castell, M. The Rise of the Network Society Malden, MA: Blackwell, 1996, pp. 469
196
and anywhere”254 using mobile devices and interaction technologies, and at this
point the relational disposition of human interaction among networks, is
becoming obsolete and transitory. We are moving to another, more advanced
and fitting dimension which consider the daily negotiating activities of people
managing interactions unchained from spatial, temporal and contextual
constraints. Here we introduce the fluid metaphor, supported by Mol and Law
definition which argue that a fluid world “…is a world of mixtures, variation
without boundaries and transformation without discontinuity”255.
In this pattern of fluid interaction, there’s no center and no peripheral; people
belong at the center of their clustered collection of relations, but at the same
time they belong to a unlimited number of potential connections which redefine
boundaries of potential interactions. In this way the centre and the peripheral
doesn’t no more exist; their borders are continually mixed and shook by the
continue flow of content, information, objects, images, video, blog posts,
communication and building relations an connections. This fluidization of
social interaction is boosted by the use of technologies as our fellow mobile
phone: fluid conversation and awareness of spaces, time and contexts are the
variables that will define the idea of mobile human interaction.
254 Klenirock, L. Nomadicity: Anytime, Anywehere in a Disconnected World Mobile Networks and
Applications, vol. 1, 1996, pp. 351-357
255 See note 252, pp. 658-660
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Conclusion
Mobile devices are becoming ever more ubiquitous, they allow people to
manage an increasing number of task and solve different needs, from taking a
nice picture or managing some spreadsheets or simply sending email.
The most interesting point is that mobile phone are becoming “the mobile
platform”: on the base of a mobile environment, considering interactions,
functionalities of the device, status of the user a huge fan of concept,
applications can be deployed easily in such platform.
A fluid environment is emerging around us and we with our mobile can be
protagonist of such a big revolution; no more boundaries will separate people
because pervasiveness of mobile devices and habits has already touch all of the
three main dimensions of “wireless life”.
Space, time and context mobilization are redefining how people interact: from a
wide perspective we are assisting at the mobilization of our interpersonal
interaction under all the three aspects
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Chapter 5
ENTERPRISE 2.0: Innovation trends
behind companies’ firewalls
In the last chapter we will describe how Web 2.0 processes and technologies
will affect future development of enterprise life and business models., in
particular we will focus on the well-before analyzed Social Networks Platforms
and in general on Social Media.
Previous chapters were mostly centred on the “user side” of the Web 2.0
landscape, our every day use of platforms, applications and solutions that led to
us live a better and “more-connected” life.
In this chapter will be analyzed all the main innovation trends that will impact
(or already have) the company-side of technology, the enterprise structure, its
organization and future development. In other terms we will embrace the
interesting and exploding concept of “Enterprise 2.0”.
After a brief description of the origin of the term, we will face the main
evolution from a 1.0 era to a – actual or better approaching – 2.0 era with the
typical dynamics, problems and opportunities of a evolution process. Than the
attention will be shifted forward to the core topic: Enterprise 2.0.
In the dedicated paragraph will be illustrated forces, trends and components of
the Enterprise 2.0 framework.
In doing this, a dedicated survey will be mentioned and relative results which
will help us better focus and understand this evolutionary stream of
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corporations. Concluding this chapter and the my entire work, I will describe
some future trends which companies need to pay attention for this year 2008.
5.1 Origin of the term “Enterprise 2.0”
At a first sight, the term “Enterprise 2.0” remember us something in common
with the Web 2.0 landscape, but going deeper we have something more to
discover. Enterprise side of the 2.0 era, take inspiration and influences from the
Web 2.0’s powerful ideas such as user generated content, peering, collaborative
production all lead into the workplace.
The term has been introduced in early 2006 from Professor Andrew McAfee of
Harvard business School and the concept has evolved until the generous and
visionary article titled: “Enterprise 2.0: The Dawn of Emergent
Collaboration”.256
Born initially as “..the use of emergent social software platforms within companies, or
between companies and their partners or customers”257, the term Enterprise 2.0 has
been expanded and re-shaped by press releases and the growing interest across
the corporate market. But the essential meaning remained the same: “...Social
applications that are optional to use, free of unnecessary structure, highly egalitarian,
and support many forms of data” 258.
256 McAfee, Andrew P. Enterprise 2.0: The Dawn of Emergent Collaboration Management of
Technology and Innovation, Reprint 47306, Spring 2006, Vol. 47, No. 3, pp. 21-28
257 See note 256 258 Hinchcliffe, Dion. Enterprise 2.0 Redux blogs.ZDNet.com ( 19 November 2006 )
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To continue the interesting McAfee reasoning, Enterprise 2.0 new wave of
processes and communication technologies, collectively allow better and
spontaneous collaboration around information and knowledge.
An interesting highlight emerges from the article, and it’s a concept-word
which embrace all the dynamics Professor McAfee thinks related to the
Enterprise 2.0 phenomenon. The paradigm used by the author is SLATES,
which refers to the leading characteristics of these new technologies. SLATES
stay for: search, links, authoring, tags, extensions, signals. Let talk quickly about
everyone of these components also referring to the previous chapters. Search
means the true discoverability of the information stored and present inside the
enterprise ecosystem, allowing to connect content with context where the
information/data are located. Links will be used to create connections between
enterprise content as it is happening today in common blog platforms; in this
way can be identified a “hyperlinking” concept which enable employees to
create ties across content and corporate elements. Authorship is already a critical
issue in the “consumer web” where a huge amount of content is created every
day, every hour easily; in the Enterprise 2.0, authorship stay for ensuring that
workers may have easy access to platforms and tools. This issue need particular
attention because evermore in next years people entering the enterprise as new
employee, bring their web 2.0 skills and customs; giving theme the chance to
have access and controlled freedom to engage in such tools and processes can
only boost collaboration and value creation across the entire corporate
structure. In the open web, or if you want to say outside companies, there is a
total availability of social software which allow people to easy create a blog or a
wiki page: outside in the web is full of accessible and open solutions to
collaborative and communicative tools. Tags are the essential Web 2.0 tools
which allow people to organize on-the-go every content and they manage on
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the web; a precise and contextualize use of tags will led to a more efficient
management of data and information inside the company. Extensions available
in software and common tools such as web browsers or IM platforms, will let a
better experience to user/employees but in the other side, allow enterprise to
better understand and promote employees daily work. Signals component stay
for the technologies and emerging trends in the way people, tools in particular
widgets and mash-up application manage their access to information and data;
switching from an old pull-view of content to a contemporary push-view of
content: simply the idea behind Signals word stays for “..tell me when
something is changed..” and adding the word “..immediately please”.
The article continue highlighting a series of prerequisites and issues which need
to be addressed in order to actuate “2.0 practices”, and the extension of these
issues will constitute the next analysis of Enterprise 2.0 dynamics.
Inspired by the words of Professor McAfee, four things are essentials to boost
new practices adoption and development: first a receptive culture which will
welcome the new practices and processes; second a common platform which
will allows collaboration and harness collective efforts; third an informal rollout
of technologies and tolls will be preferable to a more formal and rigid one in
order to taste humours, initial feelings and collect sincere feedback form users;
fourth managerial level support, supervision and leadership are of vital
importance. We don’t have to forget that every time new technologies and
practices appear, they are followed by positive changes and improvements but
also they hide the commitment to deal with new challenges.
These hidden challenges are well counterbalanced by the potentialities of using
Web 2.0 technologies and processes across and inside corporate firewalls
leading to a superior use and share of knowledge and data; using a simple
description we can say that Enterprise 2.0 is providing a way to open up the
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previously inaccessible corporate information and let people to discover,
navigate, use and share theme all inside a pattern inspired by Web 2.0 models
and web-based solutions.
Now is coming to my mind a simple and easy question: is Enterprise 2.0 a
merely Web 2.0 for business? I think no, and here I will explain you why.
Enterprise structure of computing and process is far more complex than final
user and personal computing. Enterprise means an amount of environments,
different and mostly mismatched data sources, variable numbers of users
around the globe and precise policies and regulation.
State of art today lack in a acceptable number of case studies, mature Enterprise
2.0 products and feedback and humours on the use of such new technologies.
The early stage and immature environment, limit most of times the discussion
of Enterprise 2.0 to blogs and wikis technologies. We have to affirm that blogs
and wikis inside companies mark a evolution in communication and
collaboration processes by enabling to capture information for a huge amount
of people and let all this mass of data be used as man times as needed. Imagine
only the information added daily in wikis and blog that can be reused and
reached simply from a search blank box; in opposite the old high effective
collaboration tools such as the phone, instant messaging, emails where
information couldn’t be leverage to create sharable, reusable value.
Enterprise 2.0 goes beyond a simple bunch of tools borrowed from the Web 2.0
and usual customers’ daily use of collaborative technologies; Enterprise 2.0
know an evolutionary process which is already started but that is not already
ended, or for some visionary people the evolutionary process is just begun.
Branding the corporate solution of the Web 2.0 only with images of blogs and
wikis is not an error, but it is a limited vision of the spectre of potential
applications and solutions represented by the name “Enterprise 2.o”. This fan of
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potentiality and changes can be visible highlighting the enterprise factor inside
the web evolution from the “1.0 era” to our “2.0 era”.
5.2 From “Web 1.0” to “Web 2.0 “ Era
In the evolutionary path of the web structure and models we are facing in these
last 5 years, the enterprise factor has known a huge shift, a upside down
shocking revolution. Old business models needed a review, the old competitive
advantages changed and the market overall move forward following new
dynamics of development and sustainability of respective business. In the chart
we describe visually the evolutionary path from a “Web 1.0” to a “Web 2.0”
status of the web. In this evolutionary curve enterprise’s structure is shifting
and moving up towards new vibrant market variables in term of products and
competition variety, where changes happens in a bottom up process and where
people/customers have more power, have better access to information and are
better aware about your company. The old web structure has move and
nowadays is still moving to a 2.0 recipe where the ingredients will be: people, a
pervasive two-way network, a no-stop activity on the web of close to 1 billion
users, products and services that leverage the previous three aspects to enter
and serve a market. After having draw the line where we will arrive in this web
evolution let start exploring the web development from the bottom of the
graph, from a web-configuration of approximately 5-7 years ago.
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Figure 22: From the “Web 1.0” to the “Web 2.0” for the Enterprise
In this “old” configuration of the web, we call it “Web 1.0” to easily follow after
the evolution of the term, all the production was centralized in the hand of
companies, few management teams which decide what people and market
needs and how they will get access to products and
services. “Web 1.0 “ era is described in the enterprise scenario with a “push “
business model, where people receive what others decide the people need to
receive; this is the era of the “bestsellers” of the WalMart shelves where all
tastes was pre-defined ( by WalMart off course ) and all the accessible products
were placed in the early part of the curve described well in the book of Chris
Anderson.259
In this scenario of “limited shelves space”, traditional media were dominant
such as television, magazines, papers and Hollywood’s movie industry; it was a
era of the “one-way” and “one-to-one” pattern of communication in the
customer relations but also in the business relationships of companies. The
network still couldn’t leverage the amount of power it would have released in
next years. In other words for companies the “first internet era” was
259 See note 74
206
characterized by centralized production, development and where the control
was strong in the hand of company boards members and stockholders, not to
people and customers.
It’s from this aspect of control that we enter in the next web era for the
enterprise: the Web 2.0 era. Control started to shift dramatically position,
moving from the board of companies to communities of people, to collaboration
network and in the end to final customers, internet users connected everybody
with the idea to create, get and obtain by using better products and services.
In this path of changing, “ Web 2.0” pattern take all the good aspects of the
previous web era but it add some new features and resolve some issues of vital
importance. In the “Web 2.0” era the business model changes moving from a
“push” to a “pull” business model, where people decide with their choices and
web activity what to get access, which information and data have to reach
theme and how these activities need to be accomplished: user now are at the
centre, not more products and off course revenues. In this shifting scenario of
characters, the open source software developing model come to the scene
giving to developers and companies which leverage the use of developers kits
and their support, to open up the soul of software products and services,
letting a huge amount of brains to take part at the evolution, improvement and
release of better products in the market. Following and inspired by the “open
source way”, the product development and the production shifted position to a
more collaborative environment, where usually the peer collaboration and
production between users, customers, members of communities and social
networks led people to put together common efforts participating at the
developing process of products and services. Released products and services
begin to be more user-friendly letting people to manage theme without a deep
technical knowledge, letting a self-service process in which people can do what
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before they were not able to do. People like to be together in this is shown by
the amazing development and growth of social networks platform, and in this
new amount of aggregating forces customers, for example people using all your
car or your flying company decide to create connection between theme. “Web
2.0” era is explicitly the time of communities and networks people which
connect with each others socially around interests, products or also around
companies. We have already mention in the previous chapters about social
networks inside and outside companies, and is this aspect that put a landmark
in the web evolution.
We can summarize all these social dynamics inside Web 2.0, calling theme
social media: patterns and processes of communication and value creation
which allow people to get a more social experience, sharing ideas, comments,
opinions and get connections with other users.
Companies increasingly observe their output to be the result of a variety of
actors and forces and where the unpredictability variable is ever more present
in their value chain. At this point a Forrester research highlight this pattern of
analysis, calling what is happening and what is happening: Social
Computing.260
The research define Social Computing “… (a) new social structure is emerging in
which technology puts power in communities, not institutions”.
Basically this definition can be found in three aspect: innovation moving from a
top-down to a bottom-up model; value is shifting from the idea of ownership to
experience a service, use it; power going from institutions to communities of
people, of users. This two-way network effect, where communities of users
260 Charron, C. Favier, J. and Li,C. Social Computing: How Networks Erode Institutional Power,
And What to Do About It Forrester Research of February 13, 2006
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have power and move the vision of companies and institutions, is changing the
existing social structure of organizations and market.
We continue now to enter in the “Web 2.0” era by highlighting some trends we
will analyze in deep in the next paragraph dedicated entirely to “Enterprise
2.0”.
The framework about “emerging-2.0ish” trends in the enterprise landscape,
will consider, first of all, the two main dimension of the situation: production
also where and how products and services are produced ( central or peer ), and
consumption also described by an internal or external to the company use of the
services ( employees or everybody ).
Let start from the bottom left part of the graph, defined by and internal use and
a centralized production of goods; here we find APIs, web services and
software releases produced and developed inside institutions and accessible to
an internal public. Moving up to the external use and consumption of product
developed and released by a centralized core, we find widgets, RSS pull
technologies, blogs and podcast. In this up-left area, the use is available to
external users and customers and the technologies and process leverage mainly
the below components ( open APIs, SOA, Mashups..).
Let have a look to the bottom-right part where dynamics move from a
centralized production to a peer production/collaboration; here things harness
collective efforts and developing solutions, and the first important trend we
find is Enterprise Wikis. This product exploit the collective intelligence to let
people edit, publish, enrich with content and share information and data in a
common and friendly interface such as a wiki page we all know. Moving to the
top, internal boundaries loose their strength letting to external influences and
audiences; here social networking platforms and peer-to-peer networking write
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a remarkable trend in the Enterprise 2.0 landscape of processes and
technologies.
We have figure out a smooth and simple scenario of Web 2.0 products,
applications and technologies mainly taken form the consumer web and
adapted or apparently adapted to the enterprise environment. Business are
structured differently that the consumer Web we all use everyday, and in this
gap of structure, culture and functionalities exist the main barriers. Examples of
limitations in the adoption of consumer customized web inside enterprises, are
the scarcity of optimized enterprise search, walled systems, facing problem of
security, of low integrated applications and divergences in system’s models and
standard protocols.
Introducing this early Enterprise 2.0 scenario, in next paragraphs present and
future of Web 2.0 inside companies’ firewalls will be examined.
5.3 Enterprise 2.0: forces and components
The previous introduction to the Enterprise 2.0 framework, will be here better
defined and traced; variables like internal/external use and central/peer
production will remain but in plus we will define another categorization about
the Enterprise 2.0 components about processes, technologies and tools which
can be of social or technical source.
First of all we enter in the environment of forces, dynamics which influence
growing introduction curve of such technologies of collaboration and
innovative production, with forces for adoption and impedance of the
adoption. Than will be the time to understand in deep the Enterprise 2.0
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framework, with all the components of the Web 2.0 environment behind
companies firewalls; in particular we spend few more words on the most
common application like company’s blogs and wikis .
At this point the result of a survey elaborated specifically for my work, will
describe with a real point of view problems, potential or already existing
benefits, level of knowledge of Web 2.0 tools and the state of the art of adoption
inside companies of 2.0 technologies. The survey has been taken on a base of
more than 100 people, mainly composed by employees (46%), entrepreneurs
(23%) and professor/researchers (14%).
The chapter will be closed with a final outlook on the future of the Enterprise
2.0 with a particular attention to the next trends for the year 2008 in term of
Web 2.0 tools and technologies adoption for companies.
5.3.1 Forces for adoption
As all the main changes happening in markets and different realities, there are
a lot of forces blowing in different direction and for different scopes that
influence continually purposes and potential results of changes.
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Figure 23: Forces Influencing Enterprise 2.0 adoption
Adoption problems and desires of adoption of Web 2.0 tools and processes, is
ever more present spreading virally inside heads of IT managers and CIOs and
boards members. Looking around, there is a limited number of case studies we
will mention later, and many people thin time is right for changes and
innovation in the direction of a Web 2.0 state of mind: but barriers and
obstacles remains. Forces for adoption and other in opposite of impedance are
fighting a strong, every one bringing a good and possible solution for do, or not
to do actions in the direction of a more collaborative, open and user-oriented
company.
The first couple of opposite forces coming out in the “Forces Framework” are in
one side, the push adoption because the easy to use characteristics of Web 2.0
tools and technologies; at the other side of the barricade, is the fact that such of
kind of tools are not adequate to the enterprise context, they lack in
contextuality aspect of customization for a business-acceptable internal, and of f
course external use and image.
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Than we arrive, in my opinion, at the most strong force against the adoption of
innovative way to work and doing business: control. We already know that
many of the 2.0 trends in work and everyday life environment are characterized
by a collaborative work, a peering production and a consequently loose of
control of institutions on many aspects starting from the product and service
development going until the business model of companies themselves. Is this
idea to loose control, a give a piece of it in the hand of people, users and
customers that represent the main obstacle. Loosing control to give to people
the freedom to enter inside your company plans and dynamics is the price to
pay for a more innovative product development, a better a more effective
market positioning and to give a more attractive product/service experience to
customers. The pro-adoption trend, in opposite leverage its idea to open up,
loose control in same key aspect of the company chain to the fact that in this
way a lot of hidden and unknown enterprise information can came up, can be
searchable and reachable by employees first and, in a limited part than also by
external people. To conclude, the last force we can mention is off course related
to people, user habits in the use of old, present and future tools specially on the
work place, in the office and in general in the business market. Habits in this
case are referred to a different fan of receivers: final users of company’s product
or service, business partners and not to forget employees which are the main
actor in this change directed to Web 2.0 technologies. Here companies
management need to concentrate its efforts and investments, because these new
series of tools and processes guarantee a higher level of productivity and a
incredible level of knowledge retention. Pull-models, personalization, better
access and share of information inside and outside company boundaries can
only boost the learning and productivity curve upwards.
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We have to admit that limits, barriers on one side and benefits or better forces
for adoption are on the same level and time, experiences will tell us what will
happen. About one thing we are pretty sure and it is that the opportunity to
catch the Enterprise 2.0 tools’ adoption is veritable and the market for
Enterprise 2.0 tools and business social software solution in 2007 top the level of
$ 1 billion and projections say that it will arrive to over $ 3 billion in 2011.261 The
opportunity is outside, for both providers and services and tools companies’
adopters, the only variable yet to be approached in deep by business market
and off course companies, is a conscious, strong, capable planning of specific
and new business models and a growing strategy.
5.3.2 Enterprise 2.0 components
Figure 24: FLATNESSES, stands for SLATES evolution Source : See note 263
Enterprise 2.0 technologists and developers are developing tools and services
that try not to impose to users, and off course companies employees how to
work, how things should be done, or processes structured.262 “2.0 tools” are
positioned in the way to let all these rules of knowledge be written directly by
261 radicati.com/enterprise2 ( July 2007 )
262 blog.hbs.edu/faculty/amcafee/
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the people; in this condition we can introduce an advanced solution coming
from the previous and famous McAfee’s “SLATES” model: we introduce the
“FLATNESSES” one.263 The funny word, is quite complete to let us understand
what are the main factor and characteristic of Enterprise 2.0, and here will
follow a brief introduction of the more important ones; some components we
have already found theme in the “SLATES” previous model, but there are some
added. In add, the “freeform” aspect come in the beginning of the word,
because its importance in the way to guarantee in the minimal upfront
interfaces with simple lists, tags at a first level, and later offers more structure
and options.
Than we have the “network oriented”, in the sense that a “2.0 tool” need to be
web based, 24/7 accessible form everywhere, reusable, and addressable; this is
the golden rule of SaaS, or better “Software as a Service”. In a network
configuration, software and all its information and setting is accessible from
any computer, from any workstation around the world and it is the most
productive software now available in the market. Don’t forget the emerging
and disrupting aspect of “Social software”, a configuration which harness
collective intelligence and efforts sustained by a pull-based system; all this in a
transparent and non-hierarchical structure: two undeletable words in the
developing path of the business social software.
In the paragraph 5.2 we started mention at the trends happening in the
Enterprise environment thanks to Web 2.0 influences and technologies
adoption. Continuing this pattern of analysis, a suggested key to describe all the
different components, involved two axes: one composed by internal or external
using/facing; another dividing between social and technical components. We
263 Hinchcliffe, Dion. Enable richer business outcomes: Free your intranet with Web 2.0 ZDNet (July
26th, 2006 )
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have to keep in mind that here are involved final solution ( tools, software,
interfaces…) but also technologies which constitute the backbone for tools and
processes. I want start by describing what I think are the four main “Enterprise
2.o Platforms”: Wikis, Blogs ( business & employees ones ), Mashups and Social
Networks.
Wikis nowadays start to be a presence in most of organization’s intranet; the
technology consists simply in web pages than everyone can edit, public and
share. Thanks to their easy of use they are the most used Enterprise 2.0 platform
adopted inside company; they are the field where let growth any user
generated content or architecture. A good example is the IBM platform called
“QEDWiki”264 which stands for “ Quick and Easily Done Wiki”. The “Big blue”
system is essentially three things in one: it is a Mashup maker which allows to
create canvas and in this way build situational application; it is also a Wiki
which aggregate all the well known wiki-characteristics; and at the end it is a
Browser in the way all content can be accessed achieving a rich user experience.
A wiki system is a self-controlled system and it looks like a continuum meeting
room where people enter and get out as they want, they leave in the room their
ideas and compare theme with other ones; if something wrong is committed or
if someone tell something incorrect, the system and in this case the other people
present in the room provide immediately to remove the wrong information and
replace it with one commonly accepted and verified.
Blogs are the most disruptive result of people need to communicate to as many
individuals as possible; “from me to everybody” may be the motto of this
diffused publishing and communicative technology. As in the users-web,
264 alphaworks.ibm.com/demo/flash/qedwiki (QEDWiki)
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enterprise use the blog to publish information and interesting syndicated
content in a structure which promote collaboration with comments, links and
trackbacks. Usually the corporate use of a blog consists in corporate
communication, reports on product releases or projects. Enterprise Blog today
are used in the following way inside the company:265
∗ Knowledge Management ( 44 % )
∗ Internal Information Dissemination & Project Collaboration ( 42 % )
∗ Customer Communication ( 28 % )
∗ Content Management ( 26 % )
∗ Marketing and Public Relations ( 25 % )
A final issue to be approached talking about blogs, regard the fact that also
employees want or can create their blog; this fact opens another problem in
term of control, of auditing of content crossing from inside and outside the
company boundaries, and finally of searchable and available information to
publish and use. The key point stay in the need to add some features to the
normal blogging activities and in particular to give an enterprise context to
theme. Solutions can consist in the introduction of a system for security and
identity so only employees or authorized people can publish and edit a blog
content; in add a preferably automated auditing process can guarantee previous
hypothesis even if all the services will be offered in a open environment for
creation and consumption.
265 gilbane.com/search_blog/2007/02/which_would_you_have_software.html (Gilbane Group
Research about blogs inside companies)
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Social Networks is “the Trend” in Web 2.0 era; the rise of this kind of social
media destroyed all the old pattern of communication, information sharing and
collaboration between people. Social Networks represent the big promise of
Web 2.0 stream of innovation: a two-way web where people have the power to
control theme and the information they bring inside the network. We have
already given a complete and satisfactory view of the consumer social
networks’ landscape, but also something is moving for business. Near popular
platforms such as Facebook or MySpace, other realties are emerging above the
name of social network providers for business: an example is for sure Visible
Path266, a company specialized in providing social network platforms for
business purposes in enterprise environments, which refers to these kind of
platforms calling theme RCM, or Relational Capital Management.
A primary issue to solve before we can see real social network in action, is to
minimize the personal aspects of corporate social networks, will ends up for
limiting their native usefulness. We know that social platforms work thanks to
affinities people can match in filling out interest or simply talking about
themselves: in other word the information which create the personal social
surface that other can access and see. The issue for social media companies like
Visible Path and others to success in this new market, will be the one to
guarantee an increasing personal social surface to employees, for example, but
without disturbing the business itself. All these tools mentioned above describe
the platform view of Enterprise 2.0 next potential applications and here we talk
about benefits and also issues of such a new kind of innovative trends. In the
benefit these social media applications offer, first there’s the more ad hoc and
contextual collaboration between employees; second a discoverable, usable and
more sharable business information; third capture and reuse institutional
266 VisiblePath.com
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knowledge thanks to innovative interactions and situational applications;
fourth a hyperlinked, tagged and syndicated structure where information can
be literally followed and used more efficiently inside and outside the company;
fifth a more productive and innovative environment, which was unthinkable
before.
Beside benefits, there are several issues to address in the way to guarantee a
smooth development and more aggressive introduction of such technologies
into daily business work. First there’s the productivity issue, because
employees using social media platforms may use these platforms for non-
productive tasks such as socialize; second a security and control issue, where
information, identities and actions inside company social platforms need to be
audited; third and essential issue is the one about trust, to solve there’s the way
how content, people and information can be trusted inside these platforms.
So go back and start exploring the missing components of the Enterprise 2.o
framework built above; the 4 main platforms mentioned before represented the
core where technologies, applications, efforts of technologists and users
experience will merge.
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Figure 26: Enterprise 2.0 Framework
But this core we don’t have to forget is made by different and various
components, that here in the graph are divided by their characteristics like
social/technical, and their main use destination like internal/external.
To continue in the are of social and internal tools, after wikis solutions we have:
Collaboration 2.0: it refers to tool more complicated than wikis and built around
workflow; SharePoint, ClearSpace provide structure where user generated
content can be accumulated and leveraged to achieve specific outcomes. All
collaboration 2.0 products have one thing in common: they are simple, because
complexity kills collaboration and people contribution; that’s way tools for
innovative collaboration use the wiki format.
Collective Intelligence and Prediction Markets: this component may merit the first
position in the Web 2.0 framework, because its importance and power. The
term refers to turning a mass o people into a collective intelligence driver,
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directed to built the best products or solution in the market. Companies started
to use this approach by using people daily use of software for example, the first
test base by which start to provide solutions, upgrades and better products on
the market.
Emergent backbone: the use of technologies such as tagging, hyperlinks,
syndication is creating a sub-structure which enable a better use, search and
discovering experience of information and data. Tagging is not nearly
appreciated inside companies but the time and potential returns in its
introduction will not wait to emerge.
Let’s continue to stay in the limited environment inside companies and look at
the technical components which let the social part exist and emerge.
Enterprise Mash-ups: these business applications built on the fly to satisfy
particular purposes or situation start to be called “situational software” and it’s
in this overlap that solutions like QEDWiki of IBM are positioned. Most
mashups are created just copy-and-paste components and desirable
applications inside personalized canvas; users can create real value simply
access the open web for applications using what satisfy their needs in a
particular moment.
Rich User Experience: the Web and in particular the browser held such important
position thanks to its ability to be adapted and enriched by let a ever more easy
and efficient use of it by users. When we talk about a rich user experience, we
can proof their existence inside web pages which allow interactivity and an
immersive time spent on theme; thanks to technologies such as AJAX or
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Silverlight, today users’ experience using web as a platform to run software,
application and updated tools represent an astonishing result.
Data Aggregation: companies are over flooded by data and information, many of
theme kept inside firewalls and segregating data warehouses, difficult to be
reached by employees. Following Web 2.0 stream, data need to be let be free,
used daily and that its value is used and leveraged by every product or service
exiting companies buildings.
Perpetual Beta: every application, every software and technology is in a
perpetual and continuum “BETA” phase, in the way that the product is
continually changed, adapted and co-evolved by the use and collaboration of
million of users: products seem to be never finished. Companies which are
branded in their logo with the word “Beta”, innovate faster and attract more
developers and community interest in keep things going, and better!
Syndication: content is ever more not located in a single place and thanks to this
technologies like RSS started to be introduces in a useful way. With all this
content around the world, warehouses, databases the most intelligent way to
get this content ever available but more important updated is to let the content
come straight to. RSS solve in an excellent way this process using feeds and
dedicated web software called “Feed-reader” to get a more easily and
everywhere access to content.
SaaS: say goodbye to the installed software era, typical to the ‘90s and early
2000. Now software is used simply like a product or better a service, it runs on
the network, it is available on the web and on your browser. This is known as
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“Software as a Service” ( SaaS ), a new model of doing software and also
business thanks to low costs of promotion, distribution and positioning.
SOA and WOA: service oriented architecture represent the top of a vision of an
integrated enterprise. SOA is largely based on web technologies, but the
supposed integration with the open web is already on working. We can say that
Web 2.0 applications and in general its approach to software and user
experience, put a face to SOA in the way to feed situational applications, assist
on-the-fly integration and in the end bring to the “People, Process,
Information”267 vision typical of the SOA.
Now we shift to the other side of the destination use of components and
technologies, going out company’s doors looking at what is accessible in same
cases or anyway that faces its life externally.
Customer Communities: often people passionate about some product or company
build their own community, and start to share ideas, opinions, comments on
company activities and news. This kind of dynamic will represent for company
a bridge for an innovative and powerful customer-company interaction.
Network effect: linked to the collaboration 2.0 and the collective intelligence, the
network effect is reflected in the fact that a “2.0 product” is better and has more
value as more people use it or have it. A more formal definition of the term is
“networked applications that explicitly leverage network effects”268
267 youtube.com/watch?v=63qIq9t9Gqs (QEDWiki Video Demo and introduction) 268 near-time.net/home/whitepaper (Neartime, the Enterprise Web 2.0 Engine)
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Push vs. Pull: also mentioned above in the chapter, a shift is happening; we are
moving form a top-down control and decision model where company “push”
down information, strategies, rules to a model where decisions, control and
value move from the bottom to the top: here the idea of a “pull” content,
information and leveraging people power are in the way.
Product development 2.0: companies are deploying ever more to people and users
the development of products and services. Company renounce to a bit of
control but receive back an incredible amount of information, tests, data and
customers opinions, comments all things vital to arrive in the market with a
successful product.
Architecture of participation: peer production and previous entry about product
development boost a richer and direct user participation in designing pattern
for enterprise success and products’ quality.
Also here in the external view of our Enterprise 2.0 framework we have
technical aspects to mention, and here they are.
Open APIs: open up data of a site or software and let other people access and
use theme. APIs transform a product into a platform, and giving a product
associated with its API can only let to a great business result.
Mashable Products: here reside the open APIs success, by allowing people cut-
copy-paste string of code simply dragging widgets and applications in existing
canvas such as blogs, wikis or a website. Google Gadgets is one good example
of the mashed content phenomenon and it can be proved by you simply look at
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how many Google Maps based application, software services exist outside. The
answer: a lot and everyone provide a useful and more complete service.
Ajax, Flash, Silverlight: a big battle is starting and contenders are the open-
standards based AJAX and the Adobe and Microsoft solutions. The run for the
last Rich Internet Application (RIA) started.
Office 2.0269: it is a new software category, completely web-based and an
evolution of the SaaS configuration. Office 2.0 leverage all the Web 2.0
characteristics starting form the collective intelligence, peer collaboration, real
time interaction arriving until the use of RIA interfaces.
Lightweight platforms: how many time we mention the term “simplicity”.
Keeping software and products simple, let enterprise to be focused on
productivity aspects of the solution and on the idea of innovate and continue
developing in a cheaper way.
Mobile: is ever more the “Mecca” for the software and in particular for the
majority of web applications; the opportunity to address a multibillion mobile
users market is not so simple as sending a SMS or an email. Going mobile
means the idea of being close to people 24 hours a day, close to customers and
social trends; companies are watching at the mobility trend and some are
working on the right direction, but the market is composed by many essential
and key players ( mobile producers, protocols, carriers, service providers,
limited bandwidth connection…) and also a common path of development will
keep things going for everyone in the right way.
269 itredux.com/blog/2006/01/25/rules-for-office-20/ (Ismael Ghalimi, January 25th 2006)
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5.3.3 Benefit and future issues to address
Managing such a great and complex mechanism particularly inside a company
is because there are remarkable benefits driving innovation deployment, but
also problems and issues to solve and address also need to be considered.
Let start form the good news, as usual. In the graph I highlight some of the
major benefit of the introduction of the Enterprise 2.0 platform, and with theme
the relative outcomes generable by their use. From the bottom to the top the
level of value and richness of both benefits and outcomes will increase.
Figure 27: Benefits and Outcomes of Web 2.0 processes and technologies
We find at the bottom the “Open communication”, which stand for the fact that
all conversation and communication patterns can be visible and accessible by
users in the way to gather interaction on the go simply entering relevant
conversation or simply be updated by theme. As outcome, transparency across
enterprise and awareness will spread around employees creating a positive
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feedback loop by which built interesting and usable analysis. Going up in the
value ladder, the “Shared knowledge” happening thanks to such technologies
let people create, mashingup and use content created by others; this point
underscore the collective intelligence consequence and the important
knowledge retention consequence. Now with this configuration, “Anyone can
participate” at the success of the wisdom of crowds; authorships increasing
level and democratization of communicative processes are the outcomes. Here
now we find one of the best valuable benefits that is the “Network effect”, a
extremely powerful dynamics which leverage the collective intelligence
configuration arguing that a product or a service is better as more people use it.
At the top of our graph, remains the dominion of blogs, wikis and mashups;
people are continually increasing their ability to work, manage and create
content with Web 2.0 tools and technologies. The continuous share of content
presents in blogs, wikis the awesomely use of applications and mashups all
around means definitely that a new era has begun: power came back to people’s
hands and enterprise needs to manage fast this shift.
From the technologies and processes analyzed before emerge the incredible
benefit which companies can leverage to enter in a new business era, where
dynamics and forces are completely changing business models, strategies,
internal and external assets.
We saw before how introducing these kind of innovations needs a strong and
unitary effort of every components of the company; form the employee daily
work until arriving to the top management strategic choices.
If we can suggest a potential path companies may follow, we surely start from
outlining main issue to solve before make things more complicated.
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State of mind – Enterprise 2.0 is more a state of mind, a way to think about
people, processes and solutions, than a product to purchase. From a Forrester
research emerges that CIOs would prefer to but a single-ready to use Web 2.0
solution, but also the better Enterprise 2.0 suite is still missing key
characteristics. The idea to buy a single or more ready to use solution and suites
is possible, but also inside company things need to start changing beginning
form a good enterprise search of information and data, platforms to create
situational applications and Mashups easily even by employees.
Control - The big problem for the future of the Enterprise 2.0 is represented by
the fear of the company to loose and give up some control to users; nowadays
the web is in the hand of user generated content and in the collaborative
peering work and activities of users. Companies can loose everything, but the
worst thing to leave is control and in particular the one related directly with the
so amused company brand. The message is clear: companies need to start
dealing with this issue because all the forces are driving in that direction.
ROI - Another issue which keep management wake up at night, is for sure ROI
on the innovation investment. With Web 2.0 technologies, lightweight software
platforms developed harnessing crowd intelligence and peering collaboration
will deliver better and regular results in term of ROI, but also in term of
productivity and efficiency of the solution they provide. BU give time to time.
Return on investment came form better and more efficient processes, and
processes cam from a better use of time, knowledge and organizational habits:
here things will take a time, not so long, to be formed because the processes
behind the simple introduction of a new collaborative tool involve actors and
aspects which need to be coordinate in the development.
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Educate employees – Companies will need in most of the cases to educate
workers about the use of new Web 2.0 tools and techniques. The big issue is not
to teach people how to entry a blog post or a comment in the social network,
but the significance, the meaning of such actions in term of internal and
potentially external impact on company brand and responsibility.
Keep what works – Enterprise 2.0 doesn’t mean to throw old PCs form he
window and old IT systems out of work. It seems strange but Enterprise 2.0
works better when it reside close to existing IT systems than alone and isolated.
Old IT infrastructure can provide connection between information and data
with Enterprise 2.0 tools, in synergic work and collaborative effort. Result can
be a blog post where financial data can be viewed, than the table of data can be
visualized also in a RSS feed and let everyone employee updated.
5.4 A survey and “what’s next” for Web 2.0 in 2008
Before conclude the Enterprise 2.0 chapter with an interesting outlook for 2008
innovation trends, I conducted a survey to test the perception among people
about Web 2.0 technology and processes. The survey was taken in the period
from the 1st until the 20 of January 2008, and it includes more than 70+
respondents; question screenshot can be seen on the appendix. The survey
purpose was to understand and highlight how Web 2.0 is perceived among
different typologies of players in the business market, from employees to
entrepreneurs; people were asked to answer using their point of view but also
to refer to their company’s strategies and feelings on the new 2.0 trends. The
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survey has bee taken using a free 2.0-ish web service for surveys management
called surveymonkey.com and the link where people can find and fill in the
survey has been sent to emails of direct acquaintances and friends of friends.
The result was interesting because the relevant topic but also because the
amount of email in add I received of people want to going deeper in the
discussion. The survey, as mentioned before, received more than 70 answers
with a complete percentage of 80% of the surveys; people interviewed age was
from 20 to more than 60 years old, because the idea to cover the more vast,
differentiated and generational spectrum. I followed a “Prediction Market”270
approach conducting the survey, in the way that if you want to catch the
wisdom of crowds you have to satisfy three simple conditions: diversification,
independence and decentralization of respondents; sending and inviting people
form around the world, of different ages and covering different work positions
to fill in the survey was the right way to follow.
Respondents profile: people answering the survey was aged from 20 to 60+ years
old and the position covered by these people vary from people working mainly
as analyst and employees (46,2%), entrepreneurs (23,1%), professor and
researchers (15 %) but also senior job position levels of with managers (8%).
Roles where differentiated and positions covered belong most to Marketing
and Sales (31%) followed by Finance and IT (15% each); other minor roles in
percentage mentioned were about customer service areas, strategy and business
development. Allocating the survey invites, I keep in mind the idea of being as
most as differentiated also in term of geographic position of respondents; most
of surveys where filled form people working in West Europe (35%), Easter
Europe (15%), Latin America (20%) and finally North America (30%).
270 See note 70
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The profile of respondents cover partially the purposes to achieve the “wisdom
of crowds” but the industry information part asked in the survey provide a
complete frame of differentiated respondents.
Company information: industries targeted with the survey belong mainly to IT
and Technologies (46%) and of Financial Services (30%) but series of small
people groups representatives work in other industries such as Manufacturing,
Energy and Natural Resources, Public Sector, Telecoms, Automotive and
Retailing. Now to understand the action area of industries involved in the
survey, organization’s global annual revenue in US dollars were so composed: a
big part of companies also because the percentage of entrepreneurs inside the
pool of respondents, gain less than $10 million (41,7%); than we have two main
target kinds of companies which are positioned in the are included between $10
and $500 million (25%), than in the area between $500 million and $1 billion
(8,3%) and finally a remarkable percentage in the are over $1 billion (25%).
Company frame gives back us a differentiated potential spectrum of what will
the meaning of Enterprise 2.0 and the impact of such technologies inside
company boundaries. We pass from the small startups, to the medium/small
cap company until the multinational giants; results will give us a general idea
of “what’s now and what’s next” condition of innovation Web 2.0 trends.
Results: first answer to underscore in the survey and in particular in this
dedicated part about Web 2.0 inside company’s boundaries, is the one about the
concept people associate most with Web 2.0 environment. People questioned to
select the at least three term which express at best the idea of Web 2.0, emerges
that social network is the most selected in addition with the RSS technology.
This verify the fact that Social Networks are “The trend” most known between
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business people; in addition the fact that RSS is the most associated technology
with the Web 2.0, probably refers to the fact that business people do a massive
use of blogs, wikis and news reader in the way of being ever informed and
updated, also because business people do a intense use of emails thanks with
PDAs and Blackberry devices. At the second place, respondents choose the
collaborative production linked with the resulting outcome of the user
generated content (UGC). The third concept is more than an idea but according
to me is a consequence of the previous two other concepts: web 2.0 dynamics
leverage the power of crowds, the collective intelligence which allows to
products and services to be developed better as more people use theme, for
only cite the famous network effect. Than the survey went deeper in the sense
to understand, after if people know or think are the concepts which characterize
most the Web 2.0, if such tools and technologies are used or not inside
companies and the results was interesting. Blogs, Wikis and online
communities are the main platforms to be used in companies: approximately
50% of companies under $10 million annual revenue already use these
platforms and the same scenario is observable in the second level of companies,
the ones which are in the level under $500 million. This observation is
interesting because can be interpreted with the fact that majority of
small/startups company leverage their success and sustainability from
innovative platforms of communication. In the multi billion company category
seems that the process to integrate employees’ work and management decision
with 2.0 platforms need a little more time because dimension, complexity and
variety of components in such giants.
The main functions will use most the Web 2.0 solutions, according to
respondents are represented in the Figure above are Marketing and Sales, IT
and Strategy which are and will be shortly the main recipients of Enterprise 2.0
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revolution. To conclude the brief survey, I wanted to taste people feeling on
future increased revenues and cutting cost thanks to Web 2.0 solutions
introduction. The most efficiencies were found in three main areas: reducing
costs of acquiring new customers and leveraging new technologies to increase
revenues determined by new customers acquisition; cutting costs in marketing,
advertising and customer service, summarizing the way how companies talk to
people is significantly changing in the way to leverage viral and more user
centred communicative patterns; increasing revenues in the online sales and
online services, thanks to more traffic to company website or related
distributors and most ability of people to harnessing collective intelligence in
the way to find the better solution at their needs.
Conclusions
It would be pretty challenging to finish this chapter by describing the coming
trend for Enterprise 2.0 in next year, because things change so fast and rapidly
that Web 2.0 can change our workdays in every single day, hour and minute.
Information production is huge and uncountable, near 1 billion people are
creating content daily by posting on their blogs or by tagging some pictures or
adding a comment to someone video on YouTube and the number is counting.
Managing such a great change like this is extremely difficult but at the same
time essential for the sustainability if companies, business models and the
whole market; here the first issue to address is the fact that Web 2.0 is
happening now, with or without you it will shake existing organizations and
233
structures, so be ready to change. The story of Enterprise 2.0 many think will
become in a close future (starting now) a standard, an adopted approach
common to all the companies to embrace innovation and driving trends among
organization rules, strategies and result achieving. Enterprise 2.0 will face
inevitably problems but also triumphant experiences, and will be in this peak of
opposite feelings that a standard and an adopted innovative way to think about
business model and at the company environment will emerge.
After this brief intro I want to introduce, really, six trends I expect for the
coming new year will characterize enterprise efforts.
One: Information and Search
The amount of information present nowadays inside companies and the other
amount coming in next periods, will increase monstrously so this will drive the
demand for solutions to manage, consolidate and organize this daily flood of
content and data. Mass of wiki pages, blog entries all for sure incorporating
precious information like products information, teams status, project progress
will continue to grow. The demand about information is related to the aspect of
get effective and off course to organize all this content. This under-leveraged
area of corporations composed by information warehoused somewhere, will
need to be covered by search engines inside companies and finally get all the
power of this aspect. Also an emerging trend in this way, will be the one
composed by applications of social media data mining which will try, for
companies which have been early adopters of Enterprise 2.0, to centralize,
normalize and aggregate social media information and content flow.
Two: Social Networks
234
In this year many intranets will enabled to get social networking capabilities in
the way to leverage and take the value back inside companies of employees’
connections; the number of company driven and employee driven social
networks will increase drastically in their number in 2008, thanks to integration
of existing consumer social networking platforms into mobile operators and
mobile devices. Mobile Business Social Network in this way are entering the
Enterprise 2.0 scene; their potential impact on sales force, travelling managers
and all activities requiring periods away form office and colleagues will be
massive.
Three: Security
Key aspect will addressed by companies will be the one about security and
identity verification tools and processes. People are intensively and all round
involved inside company strategies and key issues, so the chance to get an open
window where blogs and wikis can be transformed into gun pointed to the
heart of the organization. Saas and applications extend the surface of the
company, its opportunities and off course its frailties; more and more
employees will start self-servicing their need by importing inside companies
firewalls applications and mashups coming from the open web. Enterprise
information will be ever more visible and exchanged in the web, ever more the
frontier between data coming form inside and the one coming from outside
company will demand security solutions for next generation Enterprise 2.0
platforms.
Four: SOA and Mashups
235
SOA will represent in 2008, the core of IT departments thanks to its evolved
characteristics of being (finally) lightweight and web oriented.
Design principles will be addressed in the way to create new and more
effective solutions also to satisfy the increasing demand for ROI of companies in
their SOA investments. The same light approach will be followed, in particular
by early adopters, in the use of mashups inside companies; mashup building
will be slimmed down but for a complete or heavy use by a critical mass of
employees we need to wait. Situational applications this year will face their
evolution to become “personal business applications” and their road to change
people working’s habits.
Five: Collective Intelligence
Platforms which leverage collective intelligence and applications for
management decisions, will see important adoptions. For example the rocketing
“Prediction markets” will represent the first real Web 2.0 application
introduced in companies, because its capacity to harness collective intelligence
leveraging the power of the networks.
Concluding, Enterprise 2.0, but also in general Web 2.0 are not a merely product
or a ready-to-buy solution: they represent a continue evolution, a continue
innovative path in the way to give people more power, more tools and more
sense to let theme enjoy better their and others lives.
236
237
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List of Figures Figure 1: The Web 2.0 Structure 27
Figure 2: Typology of content different user categories access 30
Figure 3: Top 10 most viewed Italian Blog 54
Figure 4: Top 10 most viewed Blog Worldwide 55
Figure 5: Domestic vs. International traffic on MySpace and Facebook 58
Figure 6: Web 2.0 Landscape and categories of different 2.0 Companies 63
Figure 7: Wiki Design Principles 66
Figure 8: Wiki vs. Conventional Web Pages 71
Figure 9: Article Growth on Wikipedia according different languages period 01-07 73
Figure 10: Social Networks Platform worldwide diffusion in countries 96
Figure 11: Social Networks Platforms popularity per continent 97
Figure 12: Social Networks Total Unique Visitors June 2006 – June 2007 98
Figure 13: Msn vs. Facebook Daily Pageviews (Percent) 100
Figure 14: Virtual Hangouts Platforms with relative characteristics 113
Figure 15 : Mobile Social Network Categories 138
Figure 16: Online Community Framework - Policies, Purposes and Actions 171
Figure 17: Computing categories according to variables of Mobility 180
Figure 18: Comparison of connectivity technologies 182
Figure 19: Mobile Phone with camera/not growth during period 2004-2010 184
Figure 20: Three dimensions of human interaction 189
Figure 22: From the “Web 1.0” to the “Web 2.0” for the Enterprise 205
Figure 23: Forces Influencing Enterprise 2.0 adoption 211
Figure 24: FLATNESSES, stands for SLATES evolution 213
Figure 26: Enterprise 2.0 Framework 219
Figure 27: Benefits and Outcomes of Web 2.0 processes and technologies 225
248
Appendix 1
249
Appendix 2
Total
Internet MySpace.com Facebook.com Friendster.com Bebo.com HiS.com
Unique Visilors (000)
178,839 70,478 27,965 1,667 4,083 2,914
Total
Audience 100.0 100.0 100.0 100.0 100.0 100.0
Persons
12-17 10.1 6.6 15.2 6.8 27.2 11.1
Persons
18-24 12.0 18.0 26.9 11.2 9.7 16.1
Persons
25-34 16.0 19.4 11.5 21.2 13.6 21.1
Persons
35-54 38.9 42.3 34.4 44.8 34.8 37.9
Persons
55+ 14.8 10.0 6.6 10.7 7.1 8.2
250
Appendix 3
Name Description/Focus Registered
Users Registration
43 Things Tagging 1,007,433 Open
Advogato Open Free Software and
Open Source
developers
11,000
Amina - Chechen Republic Online Chechens 3,500+ Open
aSmallWorld European jet set and
social elite
150,000 Invite-only
Bebo Schools and colleges 34,000,000 Open
BlackPlanet.com African-Americans 16,000,000 Open
Blue Dot Link sharing 80,000 Open
Bolt General (music and
video)
4,000,000 Open
Broadcaster.com Video sharing and
webcam chat
26,000,000 Open
Buzznet Music and pop-culture 500,000+ Open
CarDomain Car enthusiasts 1,600,000 Open
Care2 Green living and
activism
7,151,375 Open
Classmates.com School, college, work 40,000,000 Open
251
and the military
Consumating "Consumeetings" 21,000 Open
Couchsurfing "Couchsurfing" 192,000 Open
Cyworld Young South Koreans 15,000,000 Open
Dandelife Collective narratives
or "shared
biographies"
Unknown Open
LiveJournal Blogging 490,310 invite or
payment
Dodgeball.com Mobile Status Upload Unknown Open
DontStayIn Clubbing (UK) 235,000+ Open
Doostang Careers 173,000 Invite-only
Ecademy Business 100,000 Open
eSPIN Teens 4,400,000 Open
Facebook Started for colleges,
then high schools, and
now everyone.
34,000,000 Open
Faceparty British teens and 20-
somethings
5,900,000 Open to
people 16 and
older.
Flickr Photo sharing 4,000,000 Open (Yahoo!
login)
Flirtomatic Flirting/Dating 265,000 Open to
people 18 and
older.
Fotki Photo sharing 1,000,000 Open
Friends Reunited School, college, work,
sport and streets
12,000,000 Open
Friendster General 29,100,000 Open
Frühstückstreff General 11,600 Open
Gaia Online Anime and Games 7,000,000 Open
Geni.com Families, genealogy 100,000 Open
252
GoPets Virtual pets 400,000 Open
Graduates.com School, college, and
work
650,000 Open
Grono.net Poland 1,000,000 Invite-only
Hi5 General 50,000,000 Open
Hyves General Dutch social
networking website.
3,266,581 Open
imeem IM Unknown Open
Infield Parking United States NASCAR fans 36,000 Open
IRC-Galleria Finland 400,000 Open
iWiW Hungary 1,500,000 Invite only
Joga Bonito Football (soccer) Unknown Open
Last.fm Music 15,000,000 Open
LibraryThing Book lovers 214,425 Open
LinkedIn Business 11,000,000 Open
LiveJournal Blogging 12,900,000 Open
(OpenID)
LunarStorm Sweden 1,200,000 Open
MEETin General 72,000 Open
Meetup.com General 2,000,000 Open
MiGente.com Latinos 3,600,000 Open
Mixi Japan 9,830,000 Invite-only
MOG Music Unknown Open
Multiply "Real world"
relationships
5,000,000 Open
My Opera Community General (blogs, photo
albums, forums,
groups, etc.)
834,753 Open
MySpace General 189,000,000 Open
myYearbook General 950,000 Open
Netlog EU young adults (14-
24) known as Facebox
18,000,000 Open
253
Nexopia Canada 1,019,372 Open
orkut Owned by Google 57,431,788 Open Google
ID
OUTeverywhere Gay Unknown Open
Passado General 4,700,000 Open
Piczo Teenagers, Canadians,
photo sharing
10,000,000 Open
Playahead Swedish teenagers 530,000 Open
ProfileHeaven British teens 100,000 Open
RateItAll Consumer ratings +
social networking
Unknown Open
Reunion.com Locating friends and
family, keeping in
touch
28,000,000 Open
Ryze Business 250,000 Open
Searchles Social Search + Social
Networking ( hybrid )
Unknown Open
Sconex American high schools 500,000 Open
Shelfari Online community for
book lovers
Unknown Open
SMS.ac Mobile users Unknown Open
Soundpedia Web 2.0 based music
community
1,500,000 Open
Sportsvite Recreational Sports 18,000 Open
Studivz University students,
mostly in the German-
speaking countries
Unknown Open
Stumbleupon Websurfing 2,750,000 Open
TagWorld General (tagging) 1,850,692 Open
TakingITGlobal Social action 145,000 Open
The Doll Palace Cartoon dolls and
dress up games
2,500,000 Open
254
The Student Center Teens and colleges 800,000 Open
Threadless Custom T-shirts 364,474 Open
TravBuddy.com Travel 420,000 Open
Travellerspoint Travel 90,000 Open
Tribe.net General 602,876 Open
Twitter Update friends with
your status (SMS, IM)
Unknown Open
Vampire Freaks Gothic industrial 1,020,500 Open
Vox Blogging Unknown Open
WAYN Travel & Lifestyle 8,000,000 18 and older
WebBiographies Genealogy &
Biography
Unknown Open
Windows Live Spaces Blogging (formerly
MSN Spaces)
120,000,000 Open
(Windows
Live ID)
Xanga Blogs and "metro"
areas
40,000,000 Open
XING Business 2,000,000 Open
Xuqa Colleges 1,000,000 Open
Yahoo! 360° Linked to Yahoo! IDs 4,700,000 Open to
people 18 and
older
(Yahoo! login)
Yelp United States adults Unknown Open
Zaadz Social consciousness 76,474 Open
Zooomr Universal Photo
Sharing
Unknown Open
(OpenID)
255