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Innovation in online communities - Towards
         community-centric design



1st International ICST Conference on User Centric Media - UCMedia 2009

                     Venice, 9-11 December 2009

                        Petter Bae Brandtzæg
           PhD candidate at SINTEF ICT & University of Oslo
                            pbb@sintef.no
                          Twitter @PetterBB
                                                                         1
Co-authors

 Asbjørn Følstad, SINTEF ICT
 Marianna Obrist, University of Salzburg
 David Geerts, University of Leuven
 Rüdiger Berg, NetColgone




                                           2
Lessons learned




(IST, FP6 www.ist-citizenmedia.org, 2006-2009)   (www.recordproject.org , 2006-2010)

   Both projects explore how people interact and create user-generated
   content in online communities

   Experiences from the user involvement of more than 10.000 people

   Challenges and opportunities involving online communities – and a shift
   from user centric–design towards community-centric design

                                                                                   3
“anything that changes the way groups get things
   done will affect society as a whole” (p. 23)




                                                   4
A new form of “group action” driven by new tools
             and a new usage pattern

         Web 1.0                                                                                 Web 2.0
Browsing                         Searching                                  Creating/sharing                 Socializing
  Passive information                The web got a lot of                      Blogging and diverse         Social networking gets
  consumption on the web.            information. The amount of                Web 2.0 services makes it    popular. User collaborate
  Activity was related to write in    information made                         easier for the non-          and co-create new virtual
  addresses to find information        it difficult for the users to find       professional                environments and content.
  made by professionals.              and retrieve web info.                     user to create and share   They share, tag and educate
  Newspapers on the web is           New search engines was                    digital content. YouTube     each other. Social networking
  typical examples.                  taking place. Google take off.            and Blogging take off.       as Facebook is a




Single use, passive consumption                                                Active and collaborative group action
                                                                                                                                            5
                                                                                          (Brandtzæg & Heim, 2008)
70%
Online communities reach nearly 70 percent of the
total global online audience, ranking as one of the
 most popular categories on the Web (Abraham,
                 ComScore, 2009).




                                                      6
Transparency
 Blogs

   Wikis
Sharing                    Participation
           Innovation


                               Mashups


             Co-creation                 7
A new i economy based on voluntary group activity in
                         communities
Increased transparency, sharing of knowledge, information, experiences, ideas,
                  through co-creation in online communities




                                                                                 8
Mass Collaboration
Wisdom of Crowds




                     9
Online communities are blurring the border between
               producer and users


  PARTICIPATION & SHARING:
  Involve non-professional community
  users to contribute with ideas

  TRANSPARANCY: Companies give
  away control (e.g. source code,
  professional content) to the
  community

  CO-CREATION: Enable community
  users to improve their product and
  extend their services thorough co-
  creation (and in that way also
  bridge the digital divide)
                                                 10
The key for the Future Internet is to bring together
 professional and non-professional media creators
            (Daras and Alvarez, 2009)




                                                                                                                                          11
Daras, P., Alvarez, F (2009). A future perspective on the 3D Media Internet. In: Tselentis, G.e.a. (ed.): Towards the Future Internet –
A European Perspective. IOS Press. 303-312
MyIdea4CA.com, an online community to harvest and evaluate
ideas (16 000 per 7.12.09) for the State of California




                                                         12
Dell IdeaStorm is a website
launched by Dell on February 16, 2007
to allow Dell "to gauge which ideas are most
 important and most relevant to" the public




                                               13
14
Facebook is even innovating for peace




                                        15
How to build successful online communities
          supporting innovation?


      Online community success




      Content
      sharing,                          Social capital
     co-creation




                    Challenges
      (e.g. social distrust, privacy, low usability, etc.)
                                                                                     16
                                                             Brandtzæg et al., submitted
New forms of digital divides emerge


Digital consumer divides;
ability to consume media
content.




Digital production divides;
ability to produce media
content.




                                      17
(Brandtzæg, 2007)
In large communities: 90-9-1 rule




                            (Nilsen, 2006)   18
1% contribute




                19
Wikipedia written by single men in the age 18-30 years

                                                                               1 out 10 are women




Source: Wikimedia/J.Wales (2009): http://upload.wikimedia.org/wikipedia/strategy/e/eb/State_of_the_Wiki.pdf
                                                                                                      20
Participation and user generated content is not for
                   the ”average user”


                                     "The average user is too busy"



                                     "They just want to get work
                                     done"




Jakob Nielsen, a Web design expert       BusinessWeek Online 2007
with consultant Nielsen Norman          26.Sept. ”It’s a whole new web”
Group
                                                                          21
In small communities: 50-30-20 rule


                  20%



                30%


              50%
             Lurkers

             (Brandtzæg & Heim, in press)   22
So…how to involve ”all” community-users in the
             innovation process?




                        Foto: michelhrv (Flickr, creative commons)

                                                                     23
Challenges


How to filter and analyze all
the contributions

How to identify the right kind
of communities and
participants?

Participation, yes! But what
about commitment in long
innovation processes?




                                   24
The Living Lab revival




http://www.openlivinglabs.eu/   25
What are Living Labs?

 Environments for innovation and development
      … where users are exposed to new solutions
      … in familiar contexts
      … as part of medium – or long term studies

 New term within the field of ICT
      Emerging concept
      Limited literature

 Innovation support
         Context research
                                        Main target of ENoLL Living Labs
         Discovery
                                        …even though Living Labs were not originally
         Co-creation                      thought of as arenas for co-creation and
Commercially                                         community action
         Evaluation
  available
         Technical testing
   product                                                                             26
Beyond the user-centric approach - Towards
        community-centric design




                                             27
Conclusion
 Still, community-centric methods are immature, and existing user-
 centric design methods need to be adapted in order to fit a new
 paradigm for innovation in online communities

 New approaches such as Living Labs are promising, but further
 development of associated methods and processes is needed

 A community-centric design approach is being recognized, as this
 will help companies to tap into the enormous potential co-creation
 with communities offer for creating new applications and services
 on the Future Media Internet




                                                                  28
Thank you ☺


This paper was supported by the Norwegian research
  council and EC, IST FP6

Presentation shared at: www.slideshare.net/PetterB


More information at:
    www.recordproject.org
    www.ist.citizenmedia.org



                                                     29
References
 Abraham, L. B/ComScore. (2009). Cracking the Code of Social Media
 Measurement: ComScore.
 Brandtzæg, P.B., & Heim, J. (Accepted September, 2009). Social Network
 Sites – A Typology of Users. International Journal of Web Based
 Communities (IJWBC)
 Brandtzæg, P.B., Lüders, M. , Skjetne (submitted). Social practices and
 privacy in social networking sites. Journal of Human Computer Interaction
 Brandtzæg, P.B.(2007). The Innovators in the New Media landscape. The
 Cost 298 Conference - The Good, the Bad and the Unexpected, Moscow,
 Russia.
 Daras, P., Alvarez, F (2009). A future perspective on the 3D Media
 Internet. In: Tselentis, G.e.a. (ed.): Towards the Future Internet - A
 European Perspective. IOS Press. 303-312
 Shirky, C.(2009). Here comes everybody. The power of organizing without
 organizations. Penguin books, New York
 Wikimedia/J.Wales (2009):
 http://upload.wikimedia.org/wikipedia/strategy/e/eb/State_of_the_Wiki.pd
 f

                                                                        30

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Innovation in Online Communities

  • 1. Innovation in online communities - Towards community-centric design 1st International ICST Conference on User Centric Media - UCMedia 2009 Venice, 9-11 December 2009 Petter Bae Brandtzæg PhD candidate at SINTEF ICT & University of Oslo pbb@sintef.no Twitter @PetterBB 1
  • 2. Co-authors Asbjørn Følstad, SINTEF ICT Marianna Obrist, University of Salzburg David Geerts, University of Leuven Rüdiger Berg, NetColgone 2
  • 3. Lessons learned (IST, FP6 www.ist-citizenmedia.org, 2006-2009) (www.recordproject.org , 2006-2010) Both projects explore how people interact and create user-generated content in online communities Experiences from the user involvement of more than 10.000 people Challenges and opportunities involving online communities – and a shift from user centric–design towards community-centric design 3
  • 4. “anything that changes the way groups get things done will affect society as a whole” (p. 23) 4
  • 5. A new form of “group action” driven by new tools and a new usage pattern Web 1.0 Web 2.0 Browsing Searching Creating/sharing Socializing Passive information The web got a lot of Blogging and diverse Social networking gets consumption on the web. information. The amount of Web 2.0 services makes it popular. User collaborate Activity was related to write in information made easier for the non- and co-create new virtual addresses to find information it difficult for the users to find professional environments and content. made by professionals. and retrieve web info. user to create and share They share, tag and educate Newspapers on the web is New search engines was digital content. YouTube each other. Social networking typical examples. taking place. Google take off. and Blogging take off. as Facebook is a Single use, passive consumption Active and collaborative group action 5 (Brandtzæg & Heim, 2008)
  • 6. 70% Online communities reach nearly 70 percent of the total global online audience, ranking as one of the most popular categories on the Web (Abraham, ComScore, 2009). 6
  • 7. Transparency Blogs Wikis Sharing Participation Innovation Mashups Co-creation 7
  • 8. A new i economy based on voluntary group activity in communities Increased transparency, sharing of knowledge, information, experiences, ideas, through co-creation in online communities 8
  • 10. Online communities are blurring the border between producer and users PARTICIPATION & SHARING: Involve non-professional community users to contribute with ideas TRANSPARANCY: Companies give away control (e.g. source code, professional content) to the community CO-CREATION: Enable community users to improve their product and extend their services thorough co- creation (and in that way also bridge the digital divide) 10
  • 11. The key for the Future Internet is to bring together professional and non-professional media creators (Daras and Alvarez, 2009) 11 Daras, P., Alvarez, F (2009). A future perspective on the 3D Media Internet. In: Tselentis, G.e.a. (ed.): Towards the Future Internet – A European Perspective. IOS Press. 303-312
  • 12. MyIdea4CA.com, an online community to harvest and evaluate ideas (16 000 per 7.12.09) for the State of California 12
  • 13. Dell IdeaStorm is a website launched by Dell on February 16, 2007 to allow Dell "to gauge which ideas are most important and most relevant to" the public 13
  • 14. 14
  • 15. Facebook is even innovating for peace 15
  • 16. How to build successful online communities supporting innovation? Online community success Content sharing, Social capital co-creation Challenges (e.g. social distrust, privacy, low usability, etc.) 16 Brandtzæg et al., submitted
  • 17. New forms of digital divides emerge Digital consumer divides; ability to consume media content. Digital production divides; ability to produce media content. 17 (Brandtzæg, 2007)
  • 18. In large communities: 90-9-1 rule (Nilsen, 2006) 18
  • 20. Wikipedia written by single men in the age 18-30 years 1 out 10 are women Source: Wikimedia/J.Wales (2009): http://upload.wikimedia.org/wikipedia/strategy/e/eb/State_of_the_Wiki.pdf 20
  • 21. Participation and user generated content is not for the ”average user” "The average user is too busy" "They just want to get work done" Jakob Nielsen, a Web design expert BusinessWeek Online 2007 with consultant Nielsen Norman 26.Sept. ”It’s a whole new web” Group 21
  • 22. In small communities: 50-30-20 rule 20% 30% 50% Lurkers (Brandtzæg & Heim, in press) 22
  • 23. So…how to involve ”all” community-users in the innovation process? Foto: michelhrv (Flickr, creative commons) 23
  • 24. Challenges How to filter and analyze all the contributions How to identify the right kind of communities and participants? Participation, yes! But what about commitment in long innovation processes? 24
  • 25. The Living Lab revival http://www.openlivinglabs.eu/ 25
  • 26. What are Living Labs? Environments for innovation and development … where users are exposed to new solutions … in familiar contexts … as part of medium – or long term studies New term within the field of ICT Emerging concept Limited literature Innovation support Context research Main target of ENoLL Living Labs Discovery …even though Living Labs were not originally Co-creation thought of as arenas for co-creation and Commercially community action Evaluation available Technical testing product 26
  • 27. Beyond the user-centric approach - Towards community-centric design 27
  • 28. Conclusion Still, community-centric methods are immature, and existing user- centric design methods need to be adapted in order to fit a new paradigm for innovation in online communities New approaches such as Living Labs are promising, but further development of associated methods and processes is needed A community-centric design approach is being recognized, as this will help companies to tap into the enormous potential co-creation with communities offer for creating new applications and services on the Future Media Internet 28
  • 29. Thank you ☺ This paper was supported by the Norwegian research council and EC, IST FP6 Presentation shared at: www.slideshare.net/PetterB More information at: www.recordproject.org www.ist.citizenmedia.org 29
  • 30. References Abraham, L. B/ComScore. (2009). Cracking the Code of Social Media Measurement: ComScore. Brandtzæg, P.B., & Heim, J. (Accepted September, 2009). Social Network Sites – A Typology of Users. International Journal of Web Based Communities (IJWBC) Brandtzæg, P.B., Lüders, M. , Skjetne (submitted). Social practices and privacy in social networking sites. Journal of Human Computer Interaction Brandtzæg, P.B.(2007). The Innovators in the New Media landscape. The Cost 298 Conference - The Good, the Bad and the Unexpected, Moscow, Russia. Daras, P., Alvarez, F (2009). A future perspective on the 3D Media Internet. In: Tselentis, G.e.a. (ed.): Towards the Future Internet - A European Perspective. IOS Press. 303-312 Shirky, C.(2009). Here comes everybody. The power of organizing without organizations. Penguin books, New York Wikimedia/J.Wales (2009): http://upload.wikimedia.org/wikipedia/strategy/e/eb/State_of_the_Wiki.pd f 30