This is the ‘final’ version of the Architectures for Conversation talk. Hence the (ii) appended to the title.
Speakerdeck is struggling to work as an embed here, so I recommend grabbing the PDF.
This was a version that I presented at Philly CHI (Philadelphia chapter of the Computer-Human Interaction special interest group of ACM), at the U. Penn campus.
Most of it is the same thing I did at the IA Summit in Vegas a month ago, but there are some new slides and some more content, especially about how User-Experience Communities of Practice fit together, and what I mean by “Infospace.”
I recently did a presentation at the very excellent DigitalNow conference, in Orlando. It’s a conference for leaders of professional associations, who have a vested interest in virtual community building and keeping their constituents engaged, even in the splintered information-saturated “Web 2.0” world.
I combined a couple of previous years’ IASummit presentations and added a few new things to try and create an interesting picture that tries to re-frame the situation in several ways, hopefully adding some clarity and helping spark some new ideas for them.
The article I wrote for the August/September 2006 ASIS&T Bulletin is up. Thanks to Stacy Surla and the gang at the Bulletin for helping me get it into shape. I’m pleased to say it’s sharing space with a lot of really excellent writing.
It’s weird to read it now, in a way. It’s a snapshot of where my head was 2-3 months ago, and now I my thoughts about the topic have changed somewhat. Not drastically, but just natural drift (hopefully some evolution?). If I can get my wits about me I’ll write about it here.
If you download the presentation, could you leave me a comment HERE? Just to satisfy my curiosity. Thanks!
And, here’s the messy list of stuff I’ve been reading from:
Working “Bibliography” Links:
These are most of the sources for research I did when getting thoughts and ideas together for the presentation. I’ll finalize and categorize the list once the Summit is over.
From here to the CD-ROM list are new links I’m possibly referring to as I work further.
Another blog on MMOGs (one post in Oct questions Castranova’s Norrath GDP calculations — but it’s still a pretty high $450 or so)
This is the original one, which continues to be his casual blog http://www.walkering.com/walkerings/
This is the new “virtual worlds” focused one: http://3pointd.com/
Philip Bell Associate Professor of Cognition & Technology
“learning scientist” / teaching science in internet environments http://faculty.washington.edu/pbell/
his syllabus on “everyday technologies in youth culture”
A Testbed for Evaluating Human Interaction with Ubiquitous Computing
(looks at how Quake and other multiplayer environments tell us things about how people behave in ubiq. computing )
A Ludicrous Discipline?
“The information age has, under our noses, become the gaming age. It appears likely that gaming and its associated notion of play may become a master metaphor for a range of human social relations…” http://gac.sagepub.com/cgi/content/abstract/1/1/29
The Labor of Fun: How Video Games Blur the Boundaries of Work and Play / Nick Yee
“Using well-known behavior conditioning principles, video games are inherentlywork platforms that train us to become better gameworkers. And thework that is being performed in video games is increasingly similar to the work performed in business corporations. The microcosm of these online games may reveal larger social trends in the blurring boundaries between work and play.” http://gac.sagepub.com/cgi/content/abstract/1/1/68
Clues to the Future: What the users of tomorrow are teaching us today.
What might Wikipedia have in common with World of Warcraft? And how might that affect design and business strategy today?
According recent academic and business research, there is an enormous wave of people on its way to adulthood that may very well take us by surprise. And while many designers may be aware of this, we still face the challenge of making it clear to our clients and stake-holders.
Beyond the hype and more obvious implications of the “net generation” are key questions that affect how business and design plan for the future. For example: the shift from hierarchical to nodal paradigms; the rise of new kinds of literacy (and authority); the blurring boundaries between ‘virtual’ and ‘real’ economies; the splintering of identity; and users who, frankly, expect your web environment to be as well designed as the best games on their X-Boxes.
It’s important not to focus on the surface gadgetry, but to understand what is different about how these users think, how they solve problems and manage resources, how they socialize and organize, and how vastly different it may be from the assumed conventions of most business and design decision-makers (i.e. people born before 1985).
This presentation will:
1. Survey some of the current research and insights on the issue;
2. Explore some of the more challenging theoretical questions raised;
3. Discuss the practical business and design implications of those questions; and
4. Suggest how those implications might help make stronger cases for innovative design.