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Community Design
PATTERNS
COMMUNITY SUPPORT




            http://flickr.com/photos/kgoldenchild/2223459035/
http://flickr.com/photos/iamilk/289596862/




QUICK REGISTRATION
ease up the process of becoming a new member,
but still manage to protect the community of
strangers;
Online Communities Design Patterns
Online Communities Design Patterns
Online Communities Design Patterns
QUICK REGISTRATION

WHEN TO USE:

   - resistance to reveal personal information
   - community open for growth
   - users start registration (full) process and drop out in the middle

PROBLEMS:

    - users fear for high commitment because they haven't yet
established trust about the community (safety net)
    - BOTS (use defensive mechanisms like captchas)
http://flickr.com/photos/formalfallacy/2057169454/




LOGIN

force users to identify themselves
before using/entering the community
LOGIN

WHEN TO USE:

   - users need/want to distinguish themselves
   - granular access / secure assets
   - user annoyed with anonymous interactions/accesses
   - long time interaction
   - multiple location access

PROBLEMS:

   - forgotten passwords (include recover mechanisms);
http://flickr.com/photos/eole/292917043/




WELCOME AREA
List new members of a community and present them to other
members, ensuring that new members won't go unnoticed.
WELCOME AREA

WHEN TO USE:

   - long-time members share a large collective history
   - smaller subgroups forming inside the larger community
   - resistance to entrance of new members

PROBLEMS:

    - group members internal focus miss out new members and ignore
their possible contributions
    - veterans need to 'pay' attention to the newcomers
    - newcomers might not want to quot;attractquot; such attention so early.
USER PROFILE

create a virtual representation of the users 'self'
that it's seen and shared across interactions

                                     http://flickr.com/photos/thomashawk/170691672/
The user PROFILE as a virtual identity,
as a personality and skills aggregator.
the bridge between the real and the
virtual individual representing the user
across all his interactions within the
community
Online Communities Design Patterns
Online Communities Design Patterns
Online Communities Design Patterns
Avatars
Online Communities Design Patterns
Online Communities Design Patterns
USERS GALLERY
reveal who's using the community

                                   http://flickr.com/photos/ikoanmild/2220545728/
USER GALLERY

WHEN TO USE:

    - hesitation on first contacts
    - hard to remember who's member of a community
    - you know their names, but want to know more about them

PROBLEMS:

    - must be searchable
    - carefully balance the amount of quot;publicquot; information without further
involvement or identification (user levels => information levels)
BUDDY LISTs
show only a selected group of users

                                      http://flickr.com/photos/thomashawk/170691672/
Online Communities Design Patterns
Contacts / Friends
Friends list is the new center of the universe!

“Through others I define myself”
Portuguese saying:
“Tell me who you go out with, and I’ll tell you who
you are!”
Online Communities Design Patterns
Online Communities Design Patterns
GROUP SUPPORT




                http://flickr.com/photos/7378438@N06/1894731004/
GROUPS
allow users to create and maintain groups within
the community and interact with them the same
as a 'regular, single user'
                                     http://flickr.com/photos/nordicteem/1896362866/
GROUPS

WHEN TO USE:

   - send out multiple artifacts to same users multiple times
   - select multiple users before interactions
   - users don't clearly know who they interact with

PROBLEMS:

   - by interacting with groups of users, one might not develop group
awareness
   - additional workload for users
   - group create strong borders within the community
   - group moderation
INVITATIONS
allow users to plan interaction with others




                                     http://flickr.com/photos/nordicteem/1896362866/
SHARED EDITING
allow users to edit simultaneously sets of data/
artifacts




                                   http://flickr.com/photos/nordicteem/1896362866/
SHARED EDITING

WHEN TO USE:

    - need for collaborative editing
    - missing out the group quot;collaborationquot; with isolated user actions

PROBLEMS:

    - single-user applications don't help collaborative environments
    - WYSIWIS - what you see is what I see not always possible
(software/hardware restrictions/different among users)
REPUTATION
because not all users are equal!




                           http://flickr.com/photos/27471299@N00/1405020031/
Online Communities Design Patterns
VOTING
quickly test group’s view on specific matters
                                       http://flickr.com/photos/jubilo/386243713/
VOTING

WHEN TO USE:

   - users are unsure of appropriate strategies for community actions
   - decisions made within the community are discussed controversially or
shown to be wrong after they been applied

PROBLEMS:

   - it’s hard to work out the distribution of opinions across the group/
community
COMMUNICATION
                http://flickr.com/photos/hchalkley/92120879/
The conversation flows within
communities, however the community
itself only facilitates the conversation
thru its interfaces it should never try to
control the conversation!
MESSAGING
provide means for users to communicate within
the community platform
                                 http://flickr.com/photos/elliotwestacott/1885320923/
Online Communities Design Patterns
Online Communities Design Patterns
Online Communities Design Patterns
CHAT
allow users to communicate synchronously




                              http://flickr.com/photos/fotolandia/470693740/
COMMENTS
provide means of sharing comments on specific
artifacts
                                  http://flickr.com/photos/molly_merrick/89437884/
Online Communities Design Patterns
Online Communities Design Patterns
FORUMS / BLOGS
provide means for persistent, asynchronous
conversations
                                    http://flickr.com/photos/kidisland/483667514/
Online Communities Design Patterns
Online Communities Design Patterns
AWARENESS


            http://flickr.com/photos/trademarkrain/1833112035/
Online Communities Design Patterns
NEIGHBORS
create neighbor awareness by providing
information about users interacting or using
semantically similar artifacts
                                      http://flickr.com/photos/tgallery/1825278793/
Online Communities Design Patterns
Online Communities Design Patterns
Online Communities Design Patterns
Online Communities Design Patterns
“FoF - Friends of Friends”
http://flickr.com/photos/minebilder/98391540/




INTERACTIVE USER INFO
make information about other users clickable
and connect it with means of communication
ACTIVITY LOGs
record information about users actions in a such
a way that it provides a history log about their
actions and artifacts interaction
                                      http://flickr.com/photos/infomaniac/238261399/
Online Communities Design Patterns
ACTIVITY LOG
PROBLEMS:

   - merging past and present activities it's hard
   - scale: ensure that many users can update logs at the same time
   - ensure that users know which and of their actions are trackable
   - users need to feel that there's a value in being tracked
   - cleanup logs: not everything is required for ever!

WHEN TO USE:

   - users notice changes but can't figure out what has changed
   - need to track incorrect changes back to the user who committed
them
TIMELINE
show who's been active
at specific points in time
                             http://flickr.com/photos/criminalintent/1676704746/
Online Communities Design Patterns
Online Communities Design Patterns
PERIODIC REPORTS
inform users at regular intervals of relevant
changes/actions
Conversational Design
PERIODIC REPORTS

PROBLEMS:

   - reports can be considered spam
   - make sure reports are well organized
   - avoid empty reports

WHEN TO USE:

   - users collaborate asynchronously over shared objects
ALIVENESS INDICATOR
show an indicator on the virtual environment that
reflects user's activity levels.




                                       http://flickr.com/photos/ukaaa/1150380003/
Conversational Design
ALIVENESS INDICATOR

PROBLEMS:

   - hard to experience the group life without it
   - pretended participation just to keep the indicator alive

WHEN TO USE:

   - users working asynchronously not always work on the collaborative
workspace, only some part of the actions take place in that environment.
   - users complain about poor participation
   - users don't know who's participating or not

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Online Communities Design Patterns

  • 2. COMMUNITY SUPPORT http://flickr.com/photos/kgoldenchild/2223459035/
  • 3. http://flickr.com/photos/iamilk/289596862/ QUICK REGISTRATION ease up the process of becoming a new member, but still manage to protect the community of strangers;
  • 7. QUICK REGISTRATION WHEN TO USE: - resistance to reveal personal information - community open for growth - users start registration (full) process and drop out in the middle PROBLEMS: - users fear for high commitment because they haven't yet established trust about the community (safety net) - BOTS (use defensive mechanisms like captchas)
  • 8. http://flickr.com/photos/formalfallacy/2057169454/ LOGIN force users to identify themselves before using/entering the community
  • 9. LOGIN WHEN TO USE: - users need/want to distinguish themselves - granular access / secure assets - user annoyed with anonymous interactions/accesses - long time interaction - multiple location access PROBLEMS: - forgotten passwords (include recover mechanisms);
  • 10. http://flickr.com/photos/eole/292917043/ WELCOME AREA List new members of a community and present them to other members, ensuring that new members won't go unnoticed.
  • 11. WELCOME AREA WHEN TO USE: - long-time members share a large collective history - smaller subgroups forming inside the larger community - resistance to entrance of new members PROBLEMS: - group members internal focus miss out new members and ignore their possible contributions - veterans need to 'pay' attention to the newcomers - newcomers might not want to quot;attractquot; such attention so early.
  • 12. USER PROFILE create a virtual representation of the users 'self' that it's seen and shared across interactions http://flickr.com/photos/thomashawk/170691672/
  • 13. The user PROFILE as a virtual identity, as a personality and skills aggregator. the bridge between the real and the virtual individual representing the user across all his interactions within the community
  • 20. USERS GALLERY reveal who's using the community http://flickr.com/photos/ikoanmild/2220545728/
  • 21. USER GALLERY WHEN TO USE: - hesitation on first contacts - hard to remember who's member of a community - you know their names, but want to know more about them PROBLEMS: - must be searchable - carefully balance the amount of quot;publicquot; information without further involvement or identification (user levels => information levels)
  • 22. BUDDY LISTs show only a selected group of users http://flickr.com/photos/thomashawk/170691672/
  • 24. Contacts / Friends Friends list is the new center of the universe! “Through others I define myself” Portuguese saying: “Tell me who you go out with, and I’ll tell you who you are!”
  • 27. GROUP SUPPORT http://flickr.com/photos/7378438@N06/1894731004/
  • 28. GROUPS allow users to create and maintain groups within the community and interact with them the same as a 'regular, single user' http://flickr.com/photos/nordicteem/1896362866/
  • 29. GROUPS WHEN TO USE: - send out multiple artifacts to same users multiple times - select multiple users before interactions - users don't clearly know who they interact with PROBLEMS: - by interacting with groups of users, one might not develop group awareness - additional workload for users - group create strong borders within the community - group moderation
  • 30. INVITATIONS allow users to plan interaction with others http://flickr.com/photos/nordicteem/1896362866/
  • 31. SHARED EDITING allow users to edit simultaneously sets of data/ artifacts http://flickr.com/photos/nordicteem/1896362866/
  • 32. SHARED EDITING WHEN TO USE: - need for collaborative editing - missing out the group quot;collaborationquot; with isolated user actions PROBLEMS: - single-user applications don't help collaborative environments - WYSIWIS - what you see is what I see not always possible (software/hardware restrictions/different among users)
  • 33. REPUTATION because not all users are equal! http://flickr.com/photos/27471299@N00/1405020031/
  • 35. VOTING quickly test group’s view on specific matters http://flickr.com/photos/jubilo/386243713/
  • 36. VOTING WHEN TO USE: - users are unsure of appropriate strategies for community actions - decisions made within the community are discussed controversially or shown to be wrong after they been applied PROBLEMS: - it’s hard to work out the distribution of opinions across the group/ community
  • 37. COMMUNICATION http://flickr.com/photos/hchalkley/92120879/
  • 38. The conversation flows within communities, however the community itself only facilitates the conversation thru its interfaces it should never try to control the conversation!
  • 39. MESSAGING provide means for users to communicate within the community platform http://flickr.com/photos/elliotwestacott/1885320923/
  • 43. CHAT allow users to communicate synchronously http://flickr.com/photos/fotolandia/470693740/
  • 44. COMMENTS provide means of sharing comments on specific artifacts http://flickr.com/photos/molly_merrick/89437884/
  • 47. FORUMS / BLOGS provide means for persistent, asynchronous conversations http://flickr.com/photos/kidisland/483667514/
  • 50. AWARENESS http://flickr.com/photos/trademarkrain/1833112035/
  • 52. NEIGHBORS create neighbor awareness by providing information about users interacting or using semantically similar artifacts http://flickr.com/photos/tgallery/1825278793/
  • 57. “FoF - Friends of Friends”
  • 58. http://flickr.com/photos/minebilder/98391540/ INTERACTIVE USER INFO make information about other users clickable and connect it with means of communication
  • 59. ACTIVITY LOGs record information about users actions in a such a way that it provides a history log about their actions and artifacts interaction http://flickr.com/photos/infomaniac/238261399/
  • 61. ACTIVITY LOG PROBLEMS: - merging past and present activities it's hard - scale: ensure that many users can update logs at the same time - ensure that users know which and of their actions are trackable - users need to feel that there's a value in being tracked - cleanup logs: not everything is required for ever! WHEN TO USE: - users notice changes but can't figure out what has changed - need to track incorrect changes back to the user who committed them
  • 62. TIMELINE show who's been active at specific points in time http://flickr.com/photos/criminalintent/1676704746/
  • 65. PERIODIC REPORTS inform users at regular intervals of relevant changes/actions
  • 66. Conversational Design PERIODIC REPORTS PROBLEMS: - reports can be considered spam - make sure reports are well organized - avoid empty reports WHEN TO USE: - users collaborate asynchronously over shared objects
  • 67. ALIVENESS INDICATOR show an indicator on the virtual environment that reflects user's activity levels. http://flickr.com/photos/ukaaa/1150380003/
  • 68. Conversational Design ALIVENESS INDICATOR PROBLEMS: - hard to experience the group life without it - pretended participation just to keep the indicator alive WHEN TO USE: - users working asynchronously not always work on the collaborative workspace, only some part of the actions take place in that environment. - users complain about poor participation - users don't know who's participating or not