Special affordance of SM (Treem/Leonardi)
editability
Visibility
Persistence
Association
Cialdinis 6 ways to persuade with design
Resiprocation
Commitment and consistency
Social proof
Authority
Liking
Scarcity
affordance of SM (O’Riordan)
Content Affordance:
Discovery
Sharing
Aggregation
Social Affordance:
Connectivity
Interactivity
Profile management
CMC effects - Cheney
Enhances speed
- Asynchronous
Different locations
Two-way interaction
Media richness theory
effective communication happens if mediarichnes fits to the vagueness of the task
carry large volume of data, and
convey meaning
change human understanding,
overcome different conceptual frames of reference, or
clarify ambiguous issues in a timely manner
Social information processing theory - Walter
Relationships grow because all parties want to gain information about each other
Hyperpersonal communikation theory - Walter
CMC can resolut in stronger ties
Group theories
The Pressure to conform
Groupthink -> Gruppenzusammenhalt behalten
Social Impact Theory
Pluralistic ignorance
In vs. out-group
in-Group bias
Hostile media phenomenon
Out-group homogeneity
Making decisions
Group polarization Phenomenon
Attributing cause
Actor-Observer difference
Expecting certain behaviors
False consensus effect
reciprocity norm -> favors
Online community definition
Online communities are
groups of people
common interests
Communicate regularly
some duration
organized way
over the internet
Teams vs Communities
Team
Community
Relationships
assigned
free formed
Reporting
predetermined
Mcraths circumplex model of group tasks
Benefits of communities
Flexible access to a wide variety of members
Build better social ties
support others
create groups and topics
edit responses carefully
access to documents
Design principles for cops
Communities of practice
Actuate purpose transparency
Provide flexible gathering places
assure meaningful member profiles
design for different roles
responsibilities
clear communication ground rules
celebrate milestones & rituals
Core components of a community
Consciousness of kind -> shared knowledge of belonging
Rituals and traditions
Sens of moral responsibility -> obligation to the community
2 Types of identity (Tajfel & Turmer)
Collective self / social identity
Individual self / Individual identity
Measuring Sociability and usability (Preec)
Usability
number of errors
productivity
satisfaction
Sociability
purpose -> thread breath, depth, cross posting
people -> numbers, share of Lurkers
policy -> rating of trust, security, flaming
Sociality Bouman
Basic drivers
Maslow
Self-Actualization
Self-Esteem
Belongness
Safety
Physiological needs
Decin / Ryan
Autonomy
Competenc
Relatedness
Why contribute to wikis
Why Lurk (NONMECKE & PREECE
Lurking fulfills most needs
Socially preferred
Partisipation requires trust (Ridings)
Generally trusting + responsive others + exposing private info
-> Skill confidence + helpfulness + fairness
-> participation
Reputation mechanisms
Missions, badges, statistics, followers …
Heinomen Motication-Participation Matrix
Consumption
Participation
Production
Entertainment
Escaping
Inspiration
Self-expresion
Social connection
survaillance
bellonging/bonding
social network
information
(lerning)
reviews
x
4C Model
Basis Communication
information ->no acquaintance
coordination -> some acquaintance
collaboration -> working relationship
cooperation -> common goals
3C Model
Technological challenges in groupware
Mutual awareness
Synchronization and consistency
resource access control
media richness
adaptability / flexibility
control over visibility of communications
reliability
CSCW
Computer supported cooperative work studies the use of groupware
Theoretical CSCW concepts
E2.0
Enterprise 2.0
Describes how software is being used, not developed
Game design for Information types
fact knowledge
Embed information in storeis
sorting data
Matching data
frequent replays
Procedural knowledge
Step by step explanations
Explain the Why
Flow
Bartles player types
Killer
Socializer
Achiever
Explorer
Gamification project procedure
Define Business objectives
Define Player Types
Define Target activities
Design activities
Design Prototypes
Evaluate
Influences on disclosure
Privacy calculus
ESM characteristics
CRM to social CRM
THE PROCESS OF SOCIAL MEDIA ANALYTICS (FAN & GORDON, 2014)
Capture
Understand
Present
Categories of social media tools from a business perspective
Social Presens (Han et. al.)
Affective Responses:
Self-Disclosure
Use of humor
Cohesive Resonses:
Vocatives
Use of inclusive prononse
Interactive respnses:
Continuing a thread
Quoting other players
Last changed2 years ago