Uploaded by Albert Pan

1a-Introduction-Social Computing

Introduction
Winter 2024
COGS 123
Prof. Steven Dow
Prof. Steven Dow
Associate Professor, Cognitive Science
Af liated w/ Computer Science and Engineering
•
Research interests: HCI, social computing, and creativity
•
Associate Editor for the Journal of Social Computing
•
recent co-Chair of HCOMP 2017 (crowdsourcing conference)
•
recent co-Chair for C&C/DIS 2019 (creativity and design conferences)
•
upcoming Chair for Collective Intelligence 2025 conference
fi
•
Teaching team
TAs
Lu Sun PhD in Cognitive Science
Annapurna Vadaparty PhD in Cognitive Science
IAs:
Saleha Ahmedi
Allen Chen
Ryan Eang
Rawan Ghazouli
Joyce Hwieun Kim
Yi Lu
Frances Sy
Kimberly Wong
Social websites are popular
Social media applications are popular
TikTok has 1 Billion monthly active users (MAUs)
https://www.investisdigital.com/blog/technology/tiktok-most-visited-site-2021
Social media applications are popular
TikTok has 1 Billion monthly active users (MAUs)!
https://www.investisdigital.com/blog/technology/tiktok-most-visited-site-2021
Social media popularity over time
https://www.usatoday.com/story/tech/2021/09/06/livestreaming-tiktoktwitch-instagram-social-media-app-annie/5741302001/
Social aggregation of information
Social creativity
http://www.aaronkoblin.com/work/
thesheepmarket/
http://www.youtube.com/watch?v=1oU0I8APK-o
Social in uence
fl
https://en.wikipedia.org/wiki/List_of_most-liked_Instagram_posts
Social in uence
fl
https://en.wikipedia.org/wiki/List_of_most-liked_Instagram_posts
Social in uence
fl
https://en.wikipedia.org/wiki/List_of_most-liked_Instagram_posts
Social play
Minecraft
166M monthly active players
Fornite
236M monthly active players
https://www.demandsage.com/
Social play
Minecraft
166M monthly active players
Fornite
236M monthly active players
Among Us
163M monthly active players
https://www.demandsage.com/
Social commerce
Social gigs and services
Social news and politics
Social news and politics
Social matching
But also new social challenges…
But also new social challenges…
Opportunities for Social Computing
• Innovating new social computing experiences that
change how we work, play, learn, etc.
• Understanding the theory and underlying factors
that affect technology adoption and diffusions
fl
• Studying how technology affects trust, awareness,
privacy, well-being, coordination, con ict…
Challenges for Social Computing
• Prototyping new systems with groups (eg., anything more
than a few simultaneous users is really hard to prototype)
• Dealing with unprecedented dangers: predators,
cyberbullying, internet addiction, shrinking attentions spans,
decreased literacy, oversharing, threats to democracy
• Combating misinformation, disinformation, deep fakes
• Breaking out of echo chambers and polarization
A brief history of the WWW
Early days of the WWW (circa 1994)
Web 0.1: Memex
• Vannevar Bush: MIT academic, developer
of analog computer, science administrator
& presidential science advisor
• "As We May Think" Atlantic Monthly (1945)
• Problem: Info overload
•
Lots of information
•
Access through both indexing and clicking
•
Trails through the material
are storable
fi
fi
• Solution: Micro che-based system
to nd and link info
Web 0.1: Memex
fi
“Wholly new forms of encyclopedias will appear, ready made
with a mesh of associative trails running through them, ready to
be dropped into the memex and ampli ed.” —Bush, 1945
Web 0.2: Hypertext
• Ted Nelson: an American pioneer of
information technology, philosopher, and
sociologist.
• Idea of hypertext for computers (1965)
• Project Xanadu: goal of creating a computer
network with a simple user interface
•
June 1995 issue of Wired magazine called
Xanadu "the longest-running vaporware
project in the history of computing"
Web 1.0: Web is Born
• Tim Berners-Lee: English computer
scientist who “invented” the web
• For scientists to easily retrieve
documents from anywhere around world
• First website, CERN (Aug 6, 1991)
• “I just had to take the hypertext idea and
connect it to the TCP and DNS ideas and
ta-da! — the World Wide Web.”
• Finding and retrieving information built into
the DNA of the web
• Early sites were read-only (view source)
1992
1993
1994
1994
1995
1996
1997
1998
A typical
webpage
Even after the Web was invented…
• “Good design” not prevalent
• Collaboration not part of DNA of web (one-way info ow)
• Not enough people online (no broadband, slow computers)
• Unclear business models
fl
• ….
Even after the Web was invented…
World of Warcraft only
possible b/c of cheaper
computers, faster
broadband, scalable
servers, and enough
people online. Take
away one of these…
Even after the Web was invented…
Wikipedia
• Seems obvious in retrospect that it can work
• Wasn’t so obvious when rst created that it could work
Why would people volunteer to help?
•
Can you actually get thousands of people
working together, productively?
•
Quality control?
•
Can the servers and software scale up?
•
Why would people trust it over
printed encyclopedia?
fi
•
What is “Web 2.0”?
Web 1.0
vs.
Web 2.0
??
Web 1.0
vs.
Web 2.0
•
Static, not personalized
•
Everyone can make content
•
Primarily experts vs everybody
•
Oversharing (too much content)
•
Likely higher initial quality
•
More personalization / interactivity
•
Top-down organization
•
Integration of online identities
•
More two-way comm
•
Bigger privacy issues
•
More haters / trolls / bad actors
•
Lots more people on Internet
Web 2.0 Continues to Evolve
• It took the convergence, evolution, and adoption of MANY
innovations for us to get to Web 2.0
• What kind of social innovations were needed?
•
“Architectures of Participation” (Tim O’Reilly, 2003)
•
Ex. Hardware, Software, Incentives, Economics, etc
• New architectures of participation being created every day
• Still arguably in early stages of the social web
Web 3.0??
Web 3.0??
What is Social Computing?
Social Computing (de nitions)
• “Interactive and collaborative behavior between
computer users” (Techopedia)
• “digital systems that support useful functionality by
making socially produced information available to their
users” (Wikipedia)
fi
• “the study of technology-mediated human interaction,
encompassing all social activity from interpersonal
relationships, teams, communities, institutions, to society
at large.” (Amy Zhang, UW)
fi
The rst “killer app”?
Social Computing (early examples)
• Email
• Note taking
• Connected video spaces
• Instant messaging
• Telepresence
fi
CSCW draws on many elds of study
A brief history of the research eld
1986: rst CSCW conference (1989 rst European CSCW)
•
1992: CSCW journal
•
2010: CSCW hosted annually instead of every other year
•
2013: CSCW became know as “computer supported cooperative
work and social computing”
fi
•
fi
1984: Greif & Cashman organized a workshop and coined the
term “computer supported cooperative work” (CSCW)
fi
•
Key insights along the way
• 1984: Greif and Cashman workshop de ned CSCW as “a set
of concerns about supporting multiple individuals working
together with computer systems”
• Early approaches to supporting groups for “of ce automation”
had run out of steam
• Dif culty understanding systems requirements
fi
fi
fi
• Extending and integrating single user applications was not
adequate for groups
Key insights along the way
• Noted the “situated” nature of work… often work did not
occur as planned. (Suchman, 1987)
• Calls for supporting “articulation” work and making the
actions of others more transparent (Strauss, 1988)
• Awareness in real-time, distributed environments as
“the understanding of the activities of others, which provide a
context for our own activity” (Dourish and Bellotti, 1992)
• Need for in-depth study of work practice, in sites of actual
work—otherwise adoption usually failed.
Communicating through space and time
time
different
same
Ellis et al, 1991
same place
different places
space
Communicating through space and time
time
different
same
Ellis et al, 1991
asynchronous / co-located
asynchronous / remote
Project walls
Meeting room schedules
Post-It notes
Public displays
Digital Media Sharing
Groupware Calendars
Voting
MS Word Collaboration
Instant messaging
synchronous / co-located
synchronous / remote
Large displays / whiteboards
Tabletop interaction
Spectator interfaces
Networked gaming
Video conferencing
Instant messaging
same place
different places
space
Communicating through space and time
time
different
same
fi
Ellis et al, 1991
asynchronous / co-located
asynchronous / remote
Project walls
Meeting room schedules
Post-It notes
Public displays
Graf ti
Digital media sharing
Voting systems
Social media posts
Peer review systems
synchronous / co-located
synchronous / remote
Whiteboards
Large shared displays
Tabletop interaction
Spectator interfaces
Networked gaming
Video conferencing
Instant messaging
Collaboration spaces (Miro, GDocs)
same place
different places
space
New devices for 2024
Key insights along the way
• Beyond being there (Hollan and Stornetta, 1992)
•
The technological pursuit of face-to-face communication is often
inappropriate and destined to fail.
•
Value in supporting ephermality, anonymity, semi-synchrony…
• Distance matters (Olsen and Olsen, 2000)
•
establish common ground
•
plan loose coupling of work
•
prepare for collaboration readiness
•
learn collaboration technology
Key insights along the way
What’s different about social web (danah boyd, 2014)
persistence: the durability of online expressions and content
•
visibility: the potential audience who can bear witness
•
spreadability: the ease with which content can be shared
•
searchability: the ability to nd content
fi
•
What will we do in this course?
Course topics
•
Online collaboration, awareness, coordination
•
Social data mining, and online experiments
•
Identity, credibility, trust
•
Mobile web, urban computing
•
Political and civic computing
•
Games, virtual environments
•
Crowdsourcing/human computation
•
Distributed innovation
•
Citizen science, volunteerism
•
Privacy and security
•
Understand social, technical and business challenges social
computing applications must solve to be successful
•
Learn how to analyze, design, and build technologies for social
interaction
•
Understand the social impact of spending much of your lives online
•
Understand what impacts the spread of social artifacts and how to
measure impact
•
Find the right balance between generalizable principles and speci cs
of current social sites
fi
Course goals
Website
socialcomputing.ucsd.edu
• Logistics and grading policy
• Discussions
• Project
• Schedule (see course dashboard)
Summary of work this quarter
• Create an awesome nal project (teams of 4-5)
• Prepare for Monday paper discussions (present 4 per quarter)
• Weekly quizzes… starts this week!
fi
• Participate in person during lectures and Monday sections
Grading breakdown
• 32% Presenting papers (~4 times per quarter)
• 8% Quizzes about papers
• 10% Participation (in person or Slack)
• 50% Final project
Papers and discussions
• Lots of reading in this course!
• Skim all four papers per week by Monday’s section.
• Actively listen and discuss papers presented by peers.
• Present four papers throughout the quarter.
• Do the quiz on Fridays for each week of papers.
• Bring a charged laptop to Monday sections.
Discussion Roles: Presenters
• Four times per quarter: Read the paper in detail
• Create a Google slide deck with group members
• Present the key points and intellectual context: what
in uenced this paper and what did it in uence. Make it visual,
high-level, and short (~5 mins)
• Compose discussion questions, post them on Slack, and lead a
discussion in person and on Slack (~5 min)
fl
fl
• Self evaluate your presenting group (after each presentation)
Discussion Roles: Audience Members
• Skim all papers that you are NOT presenting
• Communicate verbally during section and lecture discussions
• Or, write replies to Slack posts about the papers
• Make substantive contributions, not super cial ones
fi
• Offer a few contributions per week (either verbal or written)
Quizzes
• On Thursdays after lecture (except week 8 and 10)
• Will cover all readings from that week
• Open book, open notes
• Open for ~24 hours, but once you start, must nish in 60 min
fi
• 1% of grade per quiz, so don’t stress out
Final project
Invent a novel social computing experience
• Choose your own team (4-5 people per team)
• Conduct research on a problem or opportunity
• Prototype a novel social computing experience (a live
demo that can be tested in class)
• Measure/observe how people interact with each other
fi
• Create a nal presentation and online portfolio
Typical week
•
(Weekend) Read / skim papers ahead time
•
(Monday morning) Meet presenting group and prepare slides
•
(Monday afternoon) Engage during Monday discussions
•
(Tues - Thurs) Attend lectures; respond to Slack; work on team project
•
(Thurs-Friday) Do the quiz; Read next assigned paper…
Course dashboard
Review the papers, nd your section (e.g, “3-4pm CSB 114”), and sign
up for 4 papers to present during Monday discussion sections:
fi
tinyurl.com/cogs123-w24
Quiz for this Thursday
• Everyone should read “It's Complicated” - Chapter 1, pages
29-53 (danah boyd, 2014)
• “Open book” quiz
• Starts after lecture on Thurs and open until Friday midnight
• 60 minutes to submit after starting
For any feedback to Prof. Dow, even anonymously:
https://tinyurl.com/dow-feedback-w24
Icebreaker time!
Break ice: 3 x 3 game
• groups of 3 people; 3 minutes per round; 3 rounds
• Introduce yourself
• Share something that helps others understand you better
• Pick a few questions to discuss (next slide)
Breaking ice - possible discussions:
• One thing you would like to change about social media?
• Something that you are looking forward to in this class?
• What’s one new service or app you wish already existed?
• What is your favorite social media platform? Why?
• What practical skills can you contribute to a team project?
• Any ideas for a team project?
Reminders
• Read “It's Complicated” chapter 1 for Thursday’s class
• Sign up for papers to present in your section
• By Thursday, connect with your rst Presenting Group
fi
• Prepare W2 video presentation by next Monday