ASIS&T 2007: Social Computing as Co-Created Experience

Social Computing as Co-created Experience
Karine Barzilai-Nahon

Gatekeeping: information control. Lots of concepts throughout literature, concept dating back to the 1940s. Somewhat fragmented. Ways gatekeeping is defined — what’s the rationale for gatekeeping: protection, preservation of culture/social, linking, facilitator, editoiral, disseminator, change agent, access.
Barzilai-Nahon’s definition is Network Gatekeeping. Information control (not in negative sense) but in sense of channeling, facilitating, editing, adding, deleting information. Focus not on the gatekeeper, but on the “gated” — those whom gatekeepers act on. Four attributes of gated:
P Political power
I Information production
R Relationship — frequency, duration
A Alternatives — information society creates more autonomy because we have more alternatives.
Dynamism between gated and gatekeepr.
Research asked two questions: What kinds of message do we delete and why? They found about 8 reasons for deleting messages in forums. Main reason — if someone hurt the community. Then spam. Then off-topic messages.
Gatekeeping self-regulation mechanisms. For example — censorship, editorial, channeling, localization mechanisms. There are designated gatekeepers and informal gatekeepers. Designated — managers in a formal role — and informal — community members. All gatekeepers tried to keep homogeneity.
90% of “guest” users were, according to IP addresses, regular registered members who were entering anonymously. People often used guest account to make critical comments they didn’t want made under their real persona. These comments often got deleted.

The Four Attributes

Do gatekeepers have politial power in any context, online or otherwise?

Two Takes on Virtual Design: The Construction of Expertise and Embodied Design in Second Life Deisgn Teams
Kalpana Shankar

Collaborative Virtual Environments [CVE] (There, Active Worlds, Second Life). These are defined by collaborative design, mied reality, ecoerce, education, and enterprise. Not stricly games.
What’s in a metaverse? Builds — there’s nothing there when the first user goes in. Users build the world around them. Users can occupy space at the same time or at different times. Live chat and leaving a message. Live interaction via avatar.

Research questions

1. How does virtual collaboration affect and influence deisgn activities in Second Life?
2. How does the designer’s experience of embodiment shape emergent design practices?
3. How is design executed?
4. How does SL design become integrated in real world design?
Methodology. Learned about SL through interviews and SL’s “sandbox” — a place to learn the space. Then recruited two design teams to observe and interview. Interviewed in SL, via chat.
Then, once understood what they wanted to observe, did ethnographic observations — watched teams work, gathered chat logs, conducted follow-up interviews.
Embodiment: The bodily aspects of human subjectivity: the human body’s physical presence. There’s also the “experience of physicality” — how users see themselves and present themselves to others.
Presence: Each user has a unique graphical representation. There are rules — you can’t walk through walls, you can’t be invisible. Artifacts are similar. They can be given and received. Like in physical world.
Awareness: Understanding viewpoints and attention of team members is crtical in collaborative design activities. Gestures to point at things, verbal “over there”
Location: Space vs. place. SL users create spaces conducive to the activity they’re doing. Even though there’s no “need” for it in SL, people create elaborate spaces in SL.
View Manipulation: You can see youself on the screen, but can also look in other places. Avatar is not eyes.

Conclusions

Technical infrastructure and the notion of presence. People create a space in wich to work, and then build team identity. This requires management and knowledge of whom you are working with. Lots of uncertainty because you don’t know about the avatars the way you would abe real-world people.

Q&A

Q: How does perspective (first-person vs. over-the-shoulder) change interaction?
A: Some research done, but not much. But perspective needs a lot more work.
Q: What are benefits of social capital in online communities?
A: Social capital serves the individual — you get listened to more. For example, eBay’s new ad campaign (“Shope Victoriously”) — idea that it’s better to compete than to cooperate. Virtual social capital is not the same as real-world. But it does aid connectedness.
Q: What studies have there been to compare avatars with real world person, and why they choose the avatar?
A: Not really. Avatars are fairly limited — out-of-the-box you can’t change things a lot (with programming, you can).

ASIS&T 2007: Keynote — The Impact of Web 2.0

Anthea Stratigos is CEO/Co-founder of Outsell.
Impact of web 2.0 on publishers, libraries, information providers, etc.
We’re in business of marketing experiences — not information. Web 2.0 is happening because of a convergence of individual traits, social and technological forces. Cycle of disruptive technologies: online databases, CD-ROM (1982), web (1991), xml, Web services, RSS (2001), AJAX, Ruby on Rails, REST (2007).
Showed YouTube video: “Did you know? Shift Happens.” Web 2.0 is about being global, being “flat”. Shows famous “nobody knows you’re a dog” cartoon — web 1.0. Web was static. Not interactive. Now, web 2.0, everybody knows you’re a dog — and your likes, your activities, etc. Web 2.0 is interactive — anything is a consumable.
Web 2.0 manifests itself as social networks, mashups, user-generated content, community/sharing, networking, crowdsourcing. Communities for any and every slice of life.

Web 2.0 enterprise

Google is class example of this; other enterprises are catching up. Quick, agile, global. “Open”-minded (i.e., IBM & Linden Labs’ new avatar standard to enable avatars to move from world to world). Content without containers, play well with others, service-oriented, conversationalist.
Marketing — new tools enable new research (Facebook, Second Life, panels using cell phones). Notion of physical focus groups diminishing; observing live interactions is rising. Lego is doing product development with power users by showing designs on web and redesigning in response.

Users

31% still struggling with information retrieval — 31% doesn’t generate information users want. Users don’t want to pay for stuff. Want free content (60% of time); either free or fee if it serves my needs (36%).
Users wantto receive content by email alerts (85%), blogs (47%), intranet posting 41), podcasts (23%), RSS feeds (21%), videocasting (16%) (Source: Outsell’s information markets & users database).
Users are pulling together networks (MySpace, Facebook, LinkedIn, and enterprise networks). Enterprise networks: behind-the-firewall social networks. Visible Path is one such company.

Publshing & Information Provider

Information industry of yesteryear is flat or no growth. Google, Yahoo, Microsoft, AOL are exploding. Leads to new revenue models. Have choices: bundling, licensing, subscription, pay per view, advertising, syndication. Agility is rising — publishers are reacting faster. Also lots of online ad possibilities (for additional revenue). Publishers facing great pressures.
Innovation areas:

  • Pay per Answer (Gerso Lehrman, Nature Publishing Group, Sermo, Innocentive, Complinet, Corporate Executive Board).
  • Pay per View: O’Reilly (buy a chpater, buy a page, etc.). ScienceDirect Info. Scitopia.
  • Pay for Software and Tools: McGraw Hill Construction, Soucient, Visual Files. Mixing content and software and a particular user set to create a workflow solution.
  • “Freemium” — free basic services for all; premium paid services for those who want to buy them.

Library Environment

Library technology adoption is not keeping pace with real world. Libraries are slower to react. Denver Public library has a teen space “Zwinky”. It’s an environment to reach teen-agers where they are.
PennTags — users get to interact with content. Putting libraries in a mall — for example, Camden Public Library. in NJ. Libraries with spaces in SecondLife. Libraries of things, not books — library for designers of various kinds (Material ConneXion). Anyone can use; for pay, you get more access.

What Does It Mean

Some think next web will be more like SecondLife – 3D.
Quotes Yogi Berra: “the future ain’t what it used to be.”
Our industry is going through what other industries have. A new technology appears, it’s disruptive. Established industry must shift. Price pressure, ubiquity, accountability are results. Prices are pushed down, ubiquity increases, accountability — people expect better results from old system to match new. Result is commoditization. A permanent shift in customer habits.
Odd behaviors occur. LIke products are available. Two customer types emerge (lagger and leading edge). Customer focus emerges (industry pays attention to different kinds of users). Partners become competitors. Competitors become partners. Segments and business models fall apart. Old business models fail, new ones arise.
Move is from product-centric to market-centric. Compete on market needs and differentiation. Google and Yahoo are our Wal-Mart and Target.
Information as enterntainment, entertainment as information: Richard Saul Wurman.

Essential Actions

Become agile. Stay on top of trends, making sure you differentiate your service from “competitors”. If we’re in business of providing information, we need to be digital marketeers delivering digital experience.
Trendwatching: what is happening in the world. Follow the money — where consumers spend that’s where enterprises go. iPhone, green technologies, consumer spending habits. 2-3 year lag time between consumer web and information web. Think globally.

Q&A

Q: How do we reinstill or earn trust in products
A: Users are somewhat trusting automatically, but are highly aware of potential threats. User sophistication is rising. Increasingly jaded view of authority; but it’s going to come full circle.
Q: How have people changed their information seeking?
A: Time spent with information is going up ,but time spent finding it is too. Users starting to recognize value of their time in finding information and are looking for more efficient ways to find. Turning to portals, expert communities, etc., not open web. This should move ratio toward more time spent using information, from where it is now.
Q: What does “semantic web” hold for us?
A: Semantic web is coming. And coming quickly. As are other developments in the web; things will look radically different in a few years.
Q: Talk more about 3D world. Where is this happening?
A: Look at virtual worlds. SecondLife is prime example — it’s a platform for duplicating Earth.
Q: In world where simple technologies (IM, del.icio.us, facebook) are booming, how to complex technologies fit in?
A: 3D will become simpler — it’s the next thing. But whatever it is, it must be simple, it must be viral.
Q: Our generation is developing the current tools baased on our models. They’re successful. But what will be designed by the upcoming generation who think and interact with information and each other so differently?
A: It will be fascinating, whatever it is. But can’t predict.
Q: Have people really changed that much? Card catalog represents a lot of research and a fit with society.
A: Yes and no. Can’t throw out the old or reject the new — but the old informs our reaction and implementation of the new. History doesn’t dictate, but guides and informs.
Q: People want to be paid. What is upcoming for ways to pay each other on the ‘net?
A: Copyright is a mess — payment for use is failing. Technology to monitor content isn’t keeping up. We’ll see more digital fingerprinting — where you can track content as it moves around. Google is creating transactional technology — and they’re in a position to provide content and payent mechanisms.
Q: Can you comment on shift taking place in power dynamics between engineers who created technologies and individual users’ expression on these technologies.
A: Web empowers people; it’s a platform for conversation. Web empowers more people; everyone has a voice. Everyone decides which voice(s) to listen to. Users will need to decide how to structure their online life; we’ve been empowered, but responsibility roles and mores aren’t clear yet.

ASIS&T 2007: Live Usability Labs: Open Access Archives and Digital Repositories

A series of live usability tests, with volunteer repositories and testers from the audience.

1: dLIST (University of Arizona)

Not a single-institutional repository; it’s a cross-disciplinary cross-library repository. Typical user of dLIST looks for information. We’ll test 1) an author search; 2) browse for neural networks; 3) can the tester find usage stats for a specific article.

  1. Author search — no problem. Found works by specific author. Tester had a hard time finding the “search” button — it was screens down the advanced search page.
  2. Neural network. Had a hard time finding how to do phrase search. Search fields don’t specify a phrase, just keywords in any order or any keywords.
  3. Found the article and abstract/download stats handily.

Users tend to be “browsers” or “searchers” in Paul’s experience. Search box says “search titles, abstract, keywords — but doesn’t search authors. They aren’t a keyword (other searches showed that indexing sometimes includes authors, but not consistently. Also, on advanced search page — Paul Marty says “if you need a cancel search button, don’t make it bigger than the search button.”
Home page is very detailed.
Q: How much prompting of the user in a session?
A: It depends; in a purely exploratory session, you give none; in other cases, if you’re less concerned with how a task is completed than if it’s completed, you can give more.

2: Illionis Digital Environment for Access to Learning and Scholarship (IDEALS) (University of Illinois at Urbana-Champagne)

IR at UIUC. Concentration is on scholarly research and output at the university. Mostly ‘gray literature’ and content from departments that are publishing technical reports. Most people find IDEALS content through Google, etc. — roughly 10 times more access of full-text materials than through the IDEALS search interface.
Task: 1) Upload an article to the IR.
Then a page of legalese. Two volunteers — a “faculty member” and a “graduate student”. Submit an Item — not called “upload”. Then it asks for “choose collection”? What’s that? Collections don’t match expectations.
With two people, the give and take was very rich — since people don’t think aloud, having a situtation in which conversation is natural helps elicit conversation. Technique is called “constructive interactionism”.

3: Minds at UW (University of Wisconsin)

It’s a consortial collection — all 26 libraries in the Wisconsin system. This implementation is almost purely “out of the box” — DSpace is moving to a new platform soonish. Most uers come from Google direclty to an item page.
Tasks:

  1. You Googled your way to a particular work. You want to find other items by this author.
  2. Look for other examples of Urdu poetry.
  3. Look for other contributions from the same school (UW-Whitewater)

1) An author search (full-DSpace) pulls up many false hits. Browsed by author to get to him, found his works.
2) Look at record, look for subject heading — but no clickable links.
3) Went to communities list, then found UW-Whitewater, then searched.

ASIS&T 2007: Leading by Using Social Networks: Facebook and Second Life

Facebook
Pascal Calarco

Facebook started at Harvard, spread to U.S. higher education through 2006. Limited to higher education. Then opened to the world. Focus on connecting people. 47 million users; adding about 200,000 per day. Hosts applications — one of distinguishing characteristics of Facebook vs. MySpace.
Who uses in library-land? As of mid October. There’s now an ASIS&T group (created by Pascal Calarco).
Observations: Facebook is good at connecting and finding people. Good for sharing information, but Facebook is not good for discussion. Line between personal and professional can be fuzzy. User base’s fastest growing segment is in ages 25-44. Facebook applications are growing.
ASIS&T group has 172 members — of which 36 are paid members. 50 were planning to attend ASIS&T conference. 24 of the 36 ASIS&T members planned to attend the conference. Shows potential to a) expand membership and b) network people. But — social networking sites wax and wane, so to take advantage, ASIS&T needs to be aware of what the next new thing is going to be. But — opportunity for low-cost marketing and exposure. Not great for networking/job hunting.
Possible uses… Engage younger people (recent graduates). Create metagroups around topics, for discussion, sharing of knowledge, etc. SIG and chapter outreach tool. Event advertising and promotion (it’s free!). Attact new members.

Second Life
Allison Brueckner

Second Life [SL] offers potential for online meeting, collaboration, sharing.
SL is a 3-dimensional virtual world created and designed by its residents. Site is run by Linden Labs. Avatars buy “land” in SL from Linden Labs. Software is free; doing things in SL may not be. You can even buy an avatar. You can buy “linden dollars”.
Who’s in SL? Total — about 10 million. 450,000 have logged in during the last 7 days; 600,000 in the last 14 days. Not a lot of people return; the average life span of a resident is about 3 months. 46% of residents are from W. Europe, 30% from North America, 10% from South America, 8% from Asia.
What do you do in SL? Business, collaborate, education, entertainment, gaming, instruction, learning networking. There’s an SL knitting group; people get together, knit, and sell their knitting — all in SL.
What makes people stay? Investment — people put real dollars. People have real businesses there. Community and partnership building, sense of self (place to explore alternate personas), friendships, instruction and education.
Leadership challenges… Interoperability, platforms (SL doesn’t do Vista, yet), bandwidth, time zones, languages, culture, trust, currency (only US dollars and Euros are exchangable into linden dollars).
Leadership opportunities… business expansion, networking, communication & promotion, distance learning, global outreach, cost effectiveness, recruitment.
Average SL user is on 4-6 hours/day. Not for the faint of heart!
SL is way for ASIST to lead by example — embrace new technologies and adapt them to our needs.

ASIS&T 2007: Information-Related Behaviors

Modeling Task-based Information Behavior on the Web: Application of ISS Schema
Jeonghyun Kim

How do we understand, identify, or predict information seeking behavior (ISB)? Or, how do we analyze, measure, or categorize ISB?
Two classical modes of ISB: A) Classifications of behavior and B) Models of information behavior.
Different ways to describe ISB on the web
Belkin’s Information Seeking Strategies. Based on 4 dimensions:

  • method of searching,
  • mode of retrieval,
  • goal of retrieval,
  • and resources considered.

People often change from one strategy to another in the course of research.
What motivates ISB? Need, information problem, problem, goal, task. Researchers use different terms to seek the driving force between ISB. Kim focuses on “task” — ultimate goal is performing a task. Tasks require information. Satisfaction with search will depend on its assistance toward completing the task. This is not a novel approach; been around in literature since 1980s.
How can tasks be conceptualized?

  • As a process vs. as objective
  • A function
  • Task description as “an abstract construction”.

Kim focuses on task as objective.
Tasks have types: topical vs. factual; domain (in some fields — shopping and travel — people tend to spend more time exploring site and use directory); complexity.
Putting all these studies together, designed a conceptual framework.

Task Typology

Factual Task: Need to find a specific fact or piece of information.
Interpretive Task: Find general information on a particular topic, with “knowing more” as the goal.
Exploratory Task: You need to learn a lot about a broad subject, without a specific goal in mind.

Method

30 LIS students were in the study. They were observed as they carried out sample tasks. Interviewed at conclusion to see how difficult they felt the search was.

Results

Factual task — Most users type specific keyword, scroll results, try a page, go back, until they get the info they want. Very target-specific; people tried to find the word/phrase that would answer their question. Some users relied on the search results description, not title. They were in minority.
Interpretive Task — Goal-focused and selected. Went through Table of Contents and many sections. Scanned for a page on the target site.
Exploratory Task — Many people just stop when they found a page that had “lots of things”; defined enough as what they had, not by quality, necessarily.
Is there a pattern between strategies? Which ones are users likely to use in sequence? Certain strategies were used frequently by users.
Study shows a path to better building sites and tools to answer users’ questions. Information seeking research needs to be extended toward task. Information systems should be structured in ways that support tasks. Understanding probably tasks should lead to better site structure.

Information-Seeking Behaviors of Academic Researchers in the Internet Age: A User Study in the United States, China and Greece
Peiling Wang, Dimitris A. Dervos, Yan Zhang, Lei Wu

Why this study? Scholarly communication and information seeking is of great interest. Academic researchers are serious users of traditional (print) information systems. The internet has changed the research environment.
Two-dimensional framework:

A. Information Seeking Activities
A1 general — long-term research needs
A2. task-based — corresponding to project life-cycle)
B. Internet Information Communication Technology/Resources [IICT]

B1. Internet communication tools
B2 Internet-enabled information resources

Questions asked

  1. How do researchers engage in the two types of IS activities in today’s digital environment (A1 and A2)
  2. What IICTs do researchers use/not use for IS? (B1 and B2)
  3. Are there any differences in IS activities and the of IICTSs in different countries?

Results

Ended up with 82 respondents as follows: 28 U.S. (computer science, engineering); 19 Greek (higher education), 35 China
IICT usage:

  • Communication: Email, Web, FTP, Listserv used by more than 50% in at least one country (listserv by only 14% in China)
  • Blogs, Wiki, IM — mentioned by participants, not in original questionnaire. Most CS and Engineering researchers do not use these tools for research.
  • Digital library, ejournal, database, OPAC. All use at least one of the four. The most used is digital library, least is e-journal.

Perceived IICT importance — web, email, digital library, e-journal were the most important overall. Chinese respondents thought e-journals viewed this as more important than others; value peer-review process. U.S. & Greece — think are not-peer-reviewed, less trust. Greek participants thought digital library more important than others did; Greece established a national consortium of journals in 1998, called a “digital library”.
Other sources — conferences are an important informal channel of communication and information exchange. In CS and Engineering, some conferences are rated higher than journals in value and impact.
What percent of information need is satisfied digitally? 85% (Greece), 81% (US), 74% (China).
Why aren’t IICT’s used? Time / information overload; availability, convenience, nature of projects, etc.
Challenges to libraries and librarians: I don’t need the library anymore, thanks to the Internet; I only to the library to get coffee; libraries need to change.
Web makes it easier to monitor what’s going on. Managing is getting harder. Archiving is underutilized — institutional repositories are not frequently reported in Greece; China, on the other hand, has a more developed system based on universities.
Managing digital information — how to organize files into folders, keep multiple categories, or keep copies on multiple computers.
Implications: Active researchers should maintain up-to-date homepages. Librarians and libraries must find new roles — especially in institutional repository. New digital tools and resources must meet needs of users. Incorporate what users know and how they use info into the tools we provide. Revamp personal bibliographic database tools with new models that incorporate information needs and seeking behaviors.

Toward an Integrated Framework of Information and Communication Behavior: College Students’ Information Resources and Media Selection
Soo Young Rich, Brian Hilligoss, Jiyeon Yang

Given many choices of information resources, knowing where to start is hard. What are the consequential and multidimensional aspects of information behavior over longer time period? A series of information activities in everyday life information seeking context.
How do college students select information resource and media differently depending on their information seeking goals and tasks?
To what extent do they rely on online information for their important information problems?
Each day, for ten days, students picked an information problem that was most important to them and answered an online questionnaire. What they needed, why, and most important, what they did to solve the task.
Followed up with interviews, going over each of the daily reports. Asked about the search process, how they rated sites, how they knew they had answers, etc.
Had 245 information seeking episodes from 24 subjects.
Found that in problem solving tasks — human resources (when the student communicated directly with a known person) 52% of the time. In other information needs, web sites had the most use, followed by print materials.
Students preferred to use multiple resources when resolving tasks. But time ended up being the determining factor. Best information in quickest way. If they think going to a person is most efficient, they’ll do it. But they’ll go to the place that’s most efficient, not necessarily most trusted.
Students prefer computer-mediated communication to face-to-face interaction when they engage in intentional information seeking (even when person is physically proximate or available). Perhaps because there’s a record of the transaction? Or because they assume the other person is just as busy and doesn’t want to be interrupted?

Directory of Experimental Library Tools Sites

I’ve started compiling a list of “library labs” — web sites where libraries of all kinds publicize their experimental, “beta,” or trial services. The pages linked below offer a wealth of ideas and innovations.

The full list will be maintained as the Directory of Experimental Library Tools.
Please contribute your own library’s site if it’s not listed already.

Best Practices for Building RSS 2.0 Feeds

Like many standards, the RSS 2.0 Specification provides detailed instructions for what elements must or may be in an RSS feed and, in broad terms, how to format them. However, the specification does not — nor should it — provide detailed guidance on what to put in the various elements.
That’s where the Really Simple Syndication Best Practices Profile comes in. Published by the RSS Advisory Board, the group that has responsibility for maintaining the RSS Specification, the RSS Best Practices Profile offers guidelines on how to format an RSS document for the widest possible audience of aggregators, feed readers, and other tools. The Board tested feeds against a range of aggregators: Bloglines, BottomFeeder 4.4, FeedDemon 2.5 (2.5.0.10), Google Reader, Microsoft Internet Explorer 7, Mozilla Firefox 2.0 (2.0.9), My Yahoo, NewsGator Online and Opera 9 (9.22).
This document is aimed at developers more than at bloggers — the blog tools we all use already create RSS feeds — but when we build systems that generate RSS for our users, doing so in the format that has the best chance of providing users with the same experience, regardless of where they consume the feed, is a good idea. For each required or optional element in the RSS specification, this document says what the specification requires and how best to implement that requirement in practice. Some selected recommendations from the guide:

  1. Author: The Board suggests that, for individually authored blogs (where everything is written by the same person), the item’s author element be omitted in favor of the channel’s managingEditor or webMaster element.
  2. Category: The Board recommends that the category element provide the full hierarchy of the category term, not just the term itself. In other words, a category of “dogs” would be better as (and I’m making this up) “animals/canines/dogs”.
  3. Description: The Board makes the common-sense suggestion that, when there are links in an item’s description element to other pages on the same site as the blog that the links be fully qualified URLs (for example, http://www.rss4lib.com/index.html), not relative URLs (/index.html).

By taking some simple steps to generate RSS feeds so they will be read and understood by the most common feed readers and aggregators, you can broaden the audience for your content and help ensure that your readers have a uniform experience regardless of where they consume your RSS content.

Directory of College and University Feeds

New to me, perhaps not new to you: Peterson’s College and University Feed Directory. Broken down by kind (several examples: Libraries-General, Research Centers, and Schools and Programs) and searchable, it includes hundreds of feeds from academic institutions. Topics are available as OPML feeds.
It is not as comprehensive as I would like (for example, my library’s new books feeds and news feeds are not included), but this site does provide a decent overview of what is available in terms of academic feeds. There is an “Add URL function, to which I’ve submitted the aforementioned feeds.

[Via Vtech.]