Usability & sociability in online communities: A framework for research & practice Jenny Preece Prof. & Chair of Information Systems UMBC, Baltimore, MD 21250, USA preece@umbc.edu www.ifsm.umbc.edu/onlinecommunities Overview • Definitions • Sociability & usability • Research example • Conclusions & future research Definitions of online community • Technologists • Sociologists and anthropologists • Business entrepreneurs (e-commerce) • Any virtual space where people come together to get or give information or support, to learn, to discuss, to be with others online. • Online communities support communication between patients, professionals, students, citizens and nations • Small or large, local, national, or international, virtual or physi-virtual. My definition (Preece, 2000) • People –make the community. Group dynamics, needs and roles shape the community. • Purposes – people come together for a purpose(s). • Policies – behavior is governed by group norms, rules and sometimes formal policies. Software – supports and influences community activity. Some numbers (10/2001) • • • • • • • 52m US Internet users, 55% check health sites 230m unique MSN users per month 29m AOL users, 1 million more per month Over 104m ICQ users, millions now ‘texting’ Over 91,500 UseNet groups 50,000 IBM employees, World Jam, June ‘01 100 -150 immersive CAVE environments Overview • Definitions • Sociability & usability • Research example • Conclusions & future research Sociability and Usability • Sociability is concerned with social interaction. Communities with good sociability have unambiguous, supportive, social structures. • Usability is concerned with human-computer interaction. Systems with good usability are consistent, controllable and predictable. Sociability • Purpose – provide a clear statement of purpose, brand name, symbol • People – support different types of participants and participation, show presence when appropriate, keep participants interested • Policies – guide behavior by providing and encouraging conventions, moderate with policies, support trust and security Usability Dialog & social interaction support –provide support for communication – icons, reduce typing, visualizations Information design – distinguish between new & old content, different types of content Navigation – support moving around the community, searching messages, moving between modules Access – consider speed of connection, not everyone has most recent technology Pillars of participatory communitycentered development Sociability Purpose People Policies Usability Dialog & social interaction support Information design Navigation Access Support sociability, design usability • Should there be a registration policy? - Who can join? - What effect will it have on membership? • Write message, design form - Interaction design - Layout - e.g. position & size of boxes etc. - Relationship with database Community Framework People Communication: 2 Community Purpose i.e. Type of activity How much By whom Satisfaction i.e. goals Policies KEY (Lewin, 1930s) i.e. Authoritarian Democratic Laissez-faire Anarchic 1-3 scaffolds suggested Signals termination Many CSCW issues (Bales, 1950s) i.e. Informational Social-emotional Operations: 3 Sociability i.e. On-topic Functions i.e. roles Identity 1 (McGrath, 1984) i.e. Generate Choose Negotiate Execute Norms & rules Policies S c a f f o l d S Community Reciprocity Empathy Trust Identifiability Com. ground Privacy i.e. Type Stage Size Culture Infrastructure 3 type i.e. Media Network capacity Computer capacity Usability: Individual Software i.e. Navigation Community Information Usability: Community i.e. Conviviality Efficiency Effectiveness Scaffolds Examples 1 People - roles Visibility: individuals, groups, community Search: people with certain characteristics. Tools to support different roles. Babble social translucent (Erickson et al.) Donath (2002) flower gardens. Pictures, caricatures, icons, web pages to support identity. 2 Purposes – communication – Informational, social-emotional Meaningful name & description Identify: topics, expertise, communication type, who speaks & to whom. Support: dictionary, thesaurus, translation, etiquette, FAQs, common ground, empathy & trust support, to reduce typing. Sack social network diagrams (2000). Phrases to support common ground (Zimmer). Palette of communicative symbols. Tools and spaces for conflict resolution. 3 Policies – authoritarian, democratic, laissezfaire, anarchic – norm/rules, policies Make explicit: norms & rules Support: facilitation, moderating Decision making: discussion support, voting Scaling: large groups, private discussion Some large systems such as Delphi, voting software (e.g. id-book.com) and governance (e.g. in Diversity University). Tools for moderators. Overview • Definitions • Sociability & usability • Research example • Conclusions & future research Research: Silent participants or lurkers (Blair Nonnecke, 2000) 12 indepth interviews - Reasons for not posting • • • • • • • • Uncomfortable in public Learning about the group Building identify Fear of persistent messages Information overload Not necessary to post Personal characteristics (e.g., shyness) Group influences Lurkers often feel part of a community From a lurker ... “Maybe it's a sign of my own mild discomfort around being a lurker, but I found it reassuring to recognize myself and my behavior within the continuum you describe, and to see lurking treated seriously, with both acceptance and respect. As a lurker, I'm used to observing from the sidelines and participating vicariously, and it's strangely gratifying to read an article that speaks directly to that experience. It's almost like suddenly feeling part of an (until-now) invisible community of lurkers.” Lurking online – data logging • • • • • 12 weeks Started with 135 original subscriptions Ended with 109 DLs Health 77, software 21 147,946 messages were transcribed into records and imported into an SQL database. • 60,000 members • 19,000 posters. (Nonnecke, 2000; Nonnecke & Preece, Chi’2000) Lurking in 77 health and 21 software support lists Lurking (% of membership) 100 80 60 40 20 0 health software DL type Variation of lurking levels for cumulative posts over 3 months Mean lurkers (% of membership) 100 90 80 70 60 50 software DLs health 40 DLs 30 0 1 2 3 Posting levels (cumulative posts in 12 weeks) % lurking in health & software groups Software Health Low lurking when: - lists are small - traffic is high - messages are short - few single posters - ‘stars’ are present All 90 80 70 60 50 40 30 20 10 0 (Nonnecke, 2000) (Nonnecke & Preece, 2000) Question Result from logging study P3 How many lurkers are there? Fewer than expected: still high with an average of over 55% for all DLs (when defined as 0 posts in 3 months). R3a Does lurking in health and software-support DLs differ? Yes: health-support groups have lower levels of lurking (45% vs. 82%). R3b If lurking is defined as no posting, what happens to lurking levels when the definition is broadened to include minimal levels of posting, e.g., 1 post/month? Lurking increases rapidly and then levels off as definition is broadened. Healthsupport groups maintain their lower levels of lurking (75% vs. 97% for software when lurking is defined as 3 or fewer posts/3 months). R3c Is there a relationship between lurking and the number of members in the DL? Yes: smaller DLs have fewer lurkers. R3d Is there a relationship between lurking and the traffic level of the DL? Yes: higher traffic means lower lurking. R3e If posting is concentrated with a few posters, how does that affect lurking levels? The greater the concentration, the less the lurking. R3f Are short messages related to lower levels of lurking? Yes: short messages are related to lower levels of lurking. R3g If clumpiness is an indication of interaction, does it necessarily follow that increased clump size is related to decreased lurking? Yes: larger clumps are related to lower levels of lurking. R3h Is there a relationship between the number of singleton posters and level of lurking? Yes: as the number of singleton posters rises (and those who do not receive a response), so does the lurking. Table 6.2: Overview of results ordered by question (From Blair Nonnecke’s thesis, 2000, SBU London) Social presence in Babble (Erickson et al., Chi’99) Criteria for success Sociability No. participants No. messages Reciprocity On-topic discussion Empathy Trust Social satisfaction Lurking Uncivil behavior Usability Speed of learning Productivity User satisfaction Retention Errors Overview • Definitions • Sociability & usability • Research example • Conclusions & future research Research • Community dynamics and the role of an online patient support community in everyday life (Diane Maloney-Krichmar) • Lurking and participation in 1000 online communities (Dorine Andrews, Blair Nonnecke, Greg Morton) • Communicating trust using mobile devices – empathy & predicability (Heidi Feng, Jonathan Lazar) • What makes online communities successful? Evaluation heuristics and metrics (Chadia Abras) • Framework for online community development (Clarisse S. de Souza) • Supporting lightweight communication in health support communities (Clarisse S. de Souza) ‘We shape our buildings, and afterwards our buildings shape us’ Winston Churchill ‘My experience of the world is that things left to themselves don’t get right’ T. H. Huxley Web sites www.ifsm.umbc.edu/onlinecommunities “Online Communities: Desinging Usability, supporting sociability”(2000) Jenny Preece, John Wiley &Sons www.id-book.com “Interaction Design: Beyond HCI”(2002) J. Preece, Y. Rogers, H. Sharp, John Wiley & Sons www.ifsm.umbc.edu/~preece www.ifsm.umbc.edu/onlinecommunities Id-book.com Publications • • • • • • • • • Andrews, D. & Preece, J. (2001) A conceptual framework for demographic groups resistant to online community interaction. Proc. HICSS-34 IEEE Computer Society, Maui, Hawaii. Preece, J. & Ghozati, K. (2000) Experiencing empathy online. In R. Rice & J. Katz, The Internet and Health communication: experience and expectations. Thousand Oaks: Sage Nonnecke, B. & Preece, J. (2000) Counting the silent. ACM CHI’2000, Hague, 73-80. Brown, J., van Dam, A., Earnshaw, R., Encarnacao, J., Guedj, R., Preece, J., Shneiderman, B. & Vince, J. (1999). Human-centered computing, online communities and virtual environments. ACM Interactions, 6 (5). Lazar, J., Tsoa, R., & Preece, J. (1999). One foot in cyberspace and the other on the ground: A case study of analysis and design issues in a hybrid virtual and physical community. WebNet Journal: Internet Technologies, Applications and Issues, 1(3), 49-57. Nonnecke, B., & Preece., J. (2000). Persistence and lurkers: A pilot study. Proc. HICSS-33 IEEE Computer Society, Maui, Hawaii. Preece, J. (1998). Empathic communities: Reaching out across the Web. ACM Interactions 5 (2), 32-43. Preece, J. (1999). Empathic communities: Balancing emotional and factual communication. Interacting with Computers, 12, 63-77. Preece, J., & Ghozati, K. (1998). In search of empathy online: A review of 100 online communities. Proc. 1998 Association for Information Systems, Americas Conference, Baltimore, USA. Additional material if time Community Framework – Sociability Community type Stage Size Culture i.e. local, national Sociability: i.e. On-topic Reciprocity Empathy Trust Identifiability Common ground Privacy Community Framework – Usability Community context Conviviality Efficiency Effectiveness Individual context Infrastructure Media type Network capacity Computer capacity Software Navigation design Community design Information design Consistent Controllable Predictable Universal usability Trustworthiness • Is evidence of trustworthiness needed? What are the implications for: - social interaction? - privacy and security? • How can trust be assessed & communicated? - what are the usability issues? Social capital ‘A society characterized by general reciprocity is more efficient than a distrustful society …’ Robert D. Putnam, Bowling Alone, 2000. P.21 Evaluating & measuring sociability Purpose Number of messages Amount of on-topic discussion Level of interactivity Degree of reciprocity Quality of contribution Satisfaction with social interactions People Number of participants Number different types Policies Flaming and uncivil behavior Level of trustworthiness Degree of empathy Cyber-balkanization ‘Internet enables us to confine our communication to precisely those people who share our interests and are like us. … Fragmentation and group polarization, are significant risks.’ Cass Sunstein, republic.com, 2001, p. 192 Research: Empathy ‘Knowing what another person is feeling, feeling what another person is feeling and responding compassionately to another person’ Levenson & Reuf, 1992 Analysis of 500 messages 45 40 35 30 25 20 15 10 5 0 Other Narrative Empathy Factual Evaluating & measuring usability Dialog & social interaction Information design Navigation Access Time to learn to read or send, move, etc. Number of messages. Time to do a task Satisfaction with dialog & interaction Amount remembered. Number of errors Time to read & understand. Satisfaction with information design. Amount of information remembered. Number of misunderstandings Time to learn to navigate application. Time to complete navigation task. Satisfaction with navigation. Amount remembered. Wrong paths, errors Can the software be run/down loaded? Time to download. Response time. Satisfaction with access