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Ning - Create your own Social Websites! A Group Is Its Own Worst Enemy. A Group Is Its Own Worst Enemy A speech at ETech, April, 2003 Published July 1, 2003 on the "Networks, Economics, and Culture" mailing list. Subscribe to the mailing list. This is a lightly edited version of the keynote I gave on Social Software at the O'Reilly Emerging Technology conference in Santa Clara on April 24, 2003 Good morning, everybody. I want to talk this morning about social software ...there's a surprise. In particular, I want to talk about what I now think is one of the core challenges for designing large-scale social software. Prior to the Internet, we had lots of patterns that supported point-to-point two-way.

Prior to the Internet, the last technology that had any real effect on the way people sat down and talked together was the table. We've had social software for 40 years at most, dated from the Plato BBS system, and we've only had 10 years or so of widespread availability, so we're just finding out what works. This talk is in three parts. So, Part One. 1.) 2.) 3.) Social Networking Globally 6.5 B do. The "Community Story" has become a passion for Alan and me. We've been weaving elements of the story on this blog but since our book we haven't taken another wholistic look at the state of the industry on a whole. Last week Alan and I presented at the first university course on Social Networking for Mobile, at Oxford University, and we had to do a lot of re-visiting the individual trends and threads and sub-plots in the story.

So I think its about time to review our industry a bit. I've been trying to put the pieces together from various sources such as Informa and eMarketer and put the TomiAhonen Consulting analytics to the numbers, and have arrived at the end-of-year 2006 annual numbers for the global social networking industry. It totals 6.47 B dollars, almost 6.5 Billion. This includes all subscription and content revenues of the various social networking sites from Linked In to Skype and Second Life to Flirtomatic. But mobile? But yes.

Marketing & Strategy Innovation Blog: 7 Building Blocks Of T. » SaaS in 2007: reaching out to offline users | Software as serv. Just a few months ago, I got flamed by several usually friendly bloggers for pointing out Why Office 2.0 will never go wholly online. Timed a few days before the Office 2.0 conference, my posting was lambasted as "wrong and naive" by Stefan Topfler, while Dennis Howlett said I was both "ignoring reality" and "deny[ing] history"! Yet by the time the conference had wrapped up, quite a few attendees seemed to have come around to embracing some kind of hybrid model for on-demand applications. Now, as we approach the end of the year, two of the best-known vendors associated with the Office 2.0 movement have announced new versions of their applications that support disconnected working.

Thinkfree, one of the longest-established Web-based productivity suite vendors, yesterday announced that users will be able to buy a paid version of its application that allows them to work on documents while offline. This is the first of three articles in which I'll be making predictions for SaaS in 2007. Open source social software. Many-to-Many: Solution Watch - Your descriptive source o. Apophenia: The Significance of "Social Sof. This is an abstract of a paper that i would like to eventually write (although i don’t know for where). In the meantime, i thought i’d throw it up here for critique. In 2002, Clay Shirky (re)claimed the term “social software” to encompass “all uses of software that supported interacting groups, even if the interaction was offline, e.g. Meetup, nTag, etc.” (Allen). His choice was intentional, because he felt older terms such as “groupware” were either polluted or a bad fit to address certain new technologies.

Shirky crafted the term while organizing an event – the “Social Software Summit” – intended to gather like minds to talk about this kind of technology. Although Shirky’s definition can encompass a wide array of technologies, those invited to the Summit were invested in the development of new genres of social technologies.

Although social software events include only limited technologies, people continue to define the term broadly. Allen, Christopher. 2004, October 13. Social software - Wikipedia, the free ency. Type of software Social software, also known as social apps or social platform, include communications and interactive tools that are often based on the Internet. Communication tools typically handle the capturing, storing and presentation of communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users.

They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk.[1] Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. Types[edit] Instant messaging[edit] Text chat[edit] Collaborative software[edit] Collaborative software - Wikipedia, the fr.

Collaborative software or groupware is an application software designed to help people involved in a common task to achieve goals. One of the earliest definitions of collaborative software is 'intentional group processes plus software to support them.'[1] The design information technology, seems to have several definitions. Understanding the differences in human interactions is necessary to ensure that appropriate technologies are employed to meet interaction needs. Collaborative software is a broad concept that overlaps considerably with Computer-supported cooperative work (CSCW). The use of collaborative software in the work space creates a collaborative working environment (CWE). Origins[edit] Online collaborative gaming software began between early networked computer users. Parallel to development of MUDs were applications for online chat, video sharing and voice over IP.

Philosophical underpinnings[edit] Technology has long been used to bring people together. Groupware[edit] Wikis. Amp; Econ &038; Social Software. While composing the preso for a talk about Crowdsourcing that I presented last Sunday at Stanford Business School, I thought of a catchy way to describe the Community Manager’s job. Community Manager = Chief Thank You Officer – the person that makes sure that everyone who deserves to be “thanked” in a community is thanked. From my experience at both Yahoo! Answers and at FixYa, I came up with a theory that Crowd-sourced communities can best be described as a marketplace between providers of content (sellers) and consumers of content (buyers). The currency that makes most of the free content generation possible is “thank you’s”. The key ingredient to making this work is that most providers of content need nothing more than an authentic “Thank You” for them to feel that their contribution (whether its an answer to a question, a video, or photograph) is appreciated, and worth the trouble of posting.

The Social Software Weblog. Social software&8230;what?!!! & Luckyday&8. Social software…what?!!! September 29, 2006 at 1:10 am (four criteria) Today, I would like to revise my understanding about Social software or free softwares and then I will place a multitude of Social software for my colleagues using them whenever you want. Social software is free software which enables people to rendezvous, connect or collaborate through computer-mediated communication and to form online communities. Some people recommend that the term of social software does not mean the use of simgle software, whereas users can use two or more the software to communicate with each other. According to Wikipedia : “In this view, people form online communities by combining one-to-one (e.g., email and instant messaging), one-to-many (Web pages and blogs), and many-to-many (wikis) communication modes.” viewed 2006 -09-29 (ISO8601).

These is the list of Social software. Blogs Instant messaging Internet forums Internet relay chat eLearning Nuvvo Massively multiplayer online games Media sharing Wikis. List of social software - Wikipedia, the f. This is a list of notable social software: selected examples of social software products and services that facilitate a variety of forms of social human contact. Blogs[edit] Clipping[edit] Instant messaging[edit] Internet forums[edit] Comparison of Internet forum software Internet Relay Chat (IRC)[edit] Internet Relay Chat[2][3] eLearning[edit] Massively multiplayer online games[edit] Media sharing[edit] Media cataloging[edit] Online dating[edit] Web directories[edit] Social bookmarking[edit] Pligg[5] Web widgets[edit] Websites[edit] Enterprise software[edit] Social cataloging[edit] Social citations[edit] Social evolutionary computation[edit] Social login[edit] Janrain Social networks[edit] Social search[edit] Virtual worlds[edit] Wikis[edit] References[edit] Jump up ^ Rettberg, Jill Walker (2008).

2006 September « Luckyday’s Blog. Quality not Quantity. Social software is ripe for a major wake-up call. Right now, just like in the early days of the portal wars, everyone is focused on traffic and page views (the much maligned eyeballs). MySpace has XX users! Facebook has XXX pageviews/user! YouTube is growing at XX% per month! While the economic and business model are not clear for these social networking sites, there is a lot of excitement and money flowing into these companies based on pure traffic numbers. But ultimately, just as Google figured it out with PageRank, GoTo figured out with auction-based keyword advertising, quality has the potential to beat quantity, and in a sustainable way. But as early as 1999, epinions.com used the “popularity” of a product review to bubble up & down content, and was quickly overtaken by organized spammers who formed log-rolling circles who voted each other highly with little regard for the true quality of reviews.

A Whole Features: Social Software ideas. Life With Alacrity: Tracing the Evolution of Social Software. The term 'social software', which is now used to define software that supports group interaction, has only become relatively popular within the last two or more years. However, the core ideas of social software itself enjoy a much longer history, running back to Vannevar Bush's ideas about 'memex' in 1945, and traveling through terms such as Augmentation, Groupware, and CSCW in the 1960s, 70s, 80s, and 90s. By examining the many terms used to describe today's 'social software' we can also explore the origins of social software itself, and see how there exists a very real life cycle concerning the use of technical terminology. 1940s — Memex The earliest reference that I can find to people using computers to collaborate with one another is from the 1940s.

Near the end of World War II, in 1945, Vannevar Bush wrote a seminal article on the future of computing in As We May Think. In it, he conceived of a device he called the 'memex', which today we might call the personal computer: Social Software Timeline - Many-to-Many Space. Douglas Engelbart writes Augmenting Human Intellect paper J.C.R. Licklider & W. Clark, MIT: On-Line Man Computer Communication Ray Tomlinson invents email program Doug Brown writes the Talkomatic group chat program for the PLATO system. David Woolley writes PLATO Notes, an online forum/message board system. Steve Walker creates the first ARPANET mailing list, MsgGroup. Robert Parnes writes the computer conferencing system CONFER for the Michigan Terminal System. Roy Trubshaw writes the very first Multi-User Dungeon (MUD) wrong. Sorry, this is right, and widely documented. And elsewhere the reference to Plato is probably to 'Avatar', a Dungeons and Dragons style game, one of several that inhabited the Plato system - however the development of Avatar appears to have come after the development of MUD1 - -- Stephen March - Yahoo!

July - Pitas launches.