Thursday, August 2, 2007

embedding in enterprise 2.0

One big trend in Web 2.0 is embedding. Embedding means showing a piece of content from another site. An example is showing your librarything items or your delicious tags on your blog. Every web 2.0 site is offering badges, embedding HTML, icons and other stuff to put somewhere else, or at least they should! Most people use them on their blogs but of course they can be used on all sorts of places as long it is HTML. A nice example is the blog of euan semple, showing all kinds of stuff from other sites!
 
Embedding is not entirely new and looks a lot like portalfunctionality. Portals have been around for sometime. Embedding, I think, has more future because of its simple nature. Embedding does not require the showing site to have any functionality at all. Portals and portlets do require functionality on the showing site.
 
In enterprise 2.0 people will want to embed functionality and content from inside the firewall and outside the firewall on one spot. This is consistent with the vague-ing border between personal- and worklife. The other thing is that is useless to develop some functionality inside the enterprise that is for free on the outside! Unless there are some security issues of course. Why develop your one video sharing functionality while you can embed a youtube video on your internal wiki? 
 
Embedding is a perfect example of innovation in assembly. A concept introduced by Dion Hinchcliff. Another example is open API what facebook is dooing right now.

Monday, July 30, 2007

Youth & Digital Technology

Last week the results came out of an extensive study by Microsoft, MTV and Nickelodeon about the use of technology by kids. They surveyed 18,000 kids (age 8 to 24) in 16 countries (including Holland). You can find an extensive press release about the results here (I haven't been able to track down the full report yet).

The results of the study challenge some of the commonly held beliefs about kids and technology. I will not repeat all the findings here, but the quote that sums it all up for me is: young people are not geeks. They don't use iPods, camera phones and MySpace because they're gadget freaks, but because all their friends use it. It is an integral part of their lives. Globally, only 20% is interested in "technology". That number is even lower in countries like Holland and Denmark.

Friday, July 13, 2007

adding metadata, the difference between personal and corporate life

During my vacation I read the book everything is miscellaneous by david weinberger. I think the book is great in describing the third order of order and giving 4 new principles in ordering information. If your interested please read the book, it is excellent. In personal life some people tag a lot and the tools doing so are very good. But in corporate life tagging is not very wide spread. At the moment tagging is one of the best ways to show the miscellaneousness of information. In, lets say, delicious the use of tagging gets clear fast and results are instant. Because tagging and search go hand in hand. In corporate applications this is not the case. Workers mostly hate to add metadata because it is of no use to them and the benefits are unclear (i.e. search is not working properly). Tagging and search have to be synchronised in order for workers to instantly see the benefits. Why do sites like delicious got this working and a document repository not?

Sunday, July 1, 2007

Looking back on Communities & Technologies 2007

photo by Ed Schipul

The Communities & Technologies conference ended today, so it is time to share some of my personal highlights with you. It was certainly a very worthwhile conference with Charles (Chip) Steinfeld (pictured above) as an excellent host.

The first keynote on Thursday night was by Marc Smith of Microsoft Research, who shared some of his insights based on the analysis of newsgroups. What I found most striking was the fact that only 2% of that community supplies all the answers (what he calls the "answer persons") and 66% only posts once. So a very small group of people actually defines such a community.

The keynote on Friday was a hilarious presentation by Rob Malda and Jeff Bates, the founders of Slashdot. The quote I take away from their story is: give people a number, and they will try to maximize it. In their case, this relates to a reputation score, but this principle was a recurring theme in many of the other presentations: a lot of things can (and will) be treated as a game.

Another thread that ran through the conference was that of social network analysis. One impressive visualization followed the other, often involving enormous data sets. A much needed word of caution was presented by Marleen Huysman and her colleagues. We have left a period behind us where we thought we could store and transfer knowledge by means of information technology. The danger is that we will now use that same instrumental approach for social networks: managers trying to create and optimize networks for knowledge sharing that are not properly embedded in the work practices.

The keynote this morning was by Judith Donath of MIT Media Lab, who gave an interesting talk about signaling. In biology, signals are a way to indicate qualities that are not directly observable. However, humans are able to manipulate these signals. I can rent an expensive sports car for a day to signal that I am rich, even though in reality I am not. In a computer-mediated context, this becomes an even bigger issue. I can create a very desirable avatar in Second Life that has very little to do with what I really look like. One of the keys here seems to be cost: an avatar in Second Life takes maybe fifteen minutes to create, a level-70 character in World of Warcraft takes months. The latter signal is therefore much more reliable.

Saturday, June 30, 2007

Presentation at Conference on Communities & Technologies



Here is the presentation I gave yesterday during the workshop on Communities of Practice in Highly Computerized Work Settings, as part of the Third International Conference on Communities & Technologies at Michigan State University. Volker Wulf and Aditya Johri were able to assemble a diverse group of people for the workshop, which led to many interesting avenues of discussion throughout the day.

With regards to my presentation, I was happy to receive a lot of positive feedback on my research perspective. The timeliness and relevance of studying virtual worlds as a test bed for possible new ways of working in organizations was acknowledged. The theoretical foundation seems to be fairly solid, as well. But as before in Finland, the group struggled with the tension between work and play (as do I).

The most interesting element of that discussion was a contribution by Karsten Wolf (who also presented a paper on his own World of Warcraft research during this conference). He argued that perhaps the tasks that are being performed in a virtual world (he used "killing a dragon" as an example) are much simpler than the tasks performed in a work context. Maybe simpler is not the right word, but at least they are not ambiguous or polluted by politics, which makes collaboration easier.

We also discussed possible reasons for the fact that these virtual world communities thrive without face-to-face contact (as do many open source communities) and came up with a "technology expectancy" theory: if you expect to be able to communicate face to face at some point, you will see computer-mediated communication as a hindrance. If you do not anticipate to communicate face-to-face, you will see the same technology as an enabler.

I will post some more comments about the conference tomorrow.

Sunday, June 24, 2007

Leadership in virtual worlds


The results of a very interesting study came out this past week. Led by Byron Reeves of Stanford (and Seriosity) and Thomas Malone of MIT (with important contributions from Nick Yee and others), the study looked at how leadership in virtual worlds relates to traditional leadership models. You can find the full report here.

I was very encouraged by this study, since it starts from a perspective that I wholeheartedly support: there are practices taking place in virtual worlds that foreshadow new ways of working in enterprises. Reeves and Malone focus on leadership, applying the Sloan Leadership Model to online games, but they acknowledge that it applies more broadly to the areas of collaboration, innovation and business processes.

The most interesting conclusion from the study is that it is the environment that makes leadership easier in virtual worlds. Specifically, they say it’s the virtual economies, the transparency of metrics, and the connection methods for inter-group communication. The implication may be that changing the “game” may be as important as selecting and training the players. What they are basically saying is that enterprises should try to mimic certain aspects of virtual worlds, so as to make new ways of leadership (and collaboration, and knowledge sharing, etc.) possible. That is a very encouraging perspective, as far as I'm concerned. Let's see what I can contribute to the discussion.

This coming week, I’ll be off to Michigan State University to participate in the Communities & Technologies Conference. I’m looking forward to a stimulating discussion in the workshop I’ll be part of, and to interesting exchanges with other researchers in the field. I’ll post the presentation I’ll be giving and some impressions of the conference in the course of next week.

Friday, June 22, 2007

davenport vs mcafee: the movie

In an earlier post I mentioned the enterprise 2.0 conference. I was particularly interested in the discussion between both gentlemen. This link is the video registration of the discussion! Have fun! I will come back on this later and on the new book of David Weinberger. I am going to read it during my vacation.