February 12-13, 2003 in San Jose, CA
Global Organizations, Small Worlds, and Social Software
Tuesday, February 11, 2003
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• Information architecture
and understanding
• Advanced and extreme interfaces
• The expression business
• Product design and appeal
• Industrial and interactive design
• Entertainment and experiences
• Concepts of look and feel
Much as an animator brings
a character to life, a talented designer makes experiences
truly accessible
and engaging. Interestingly, with the exception of
consumer industries like apparel or automotive production,
design has played a relatively minor role in business
to date. Seldom central or integrative in the development
of business, "design" is often outsourced
after the fact, as if sending a product to finishing
school.
Design itself is being redesigned,
as are our attitudes toward it. Equipment manufacturers
now see
competitive
advantage in the "look and feel" of products.
Systems and service providers know that customers
truly value ease-of-use and understanding, and they
are taking
a design approach to their corporate/consumer interfaces.
Computer developments have focused attention on the
quality of interaction. The multimedia nature of
the Web has raised the importance of previously abstruse
bodies of knowledge, such as typography, animation
and music. Design of sensible and smart interfaces
is being driven into the business arena.
Today, design
is accepted but rarely sought after.
It is welcomed, but not required. As businesses
discover its value and learn to embrace creative
design as
a crucial core asset, new talents will be needed
and
new questions will arise. We'll introduce advanced
concepts and leading thinkers in design to find
out what new elements produce marketable (and profitable)
results. Just a few years ago, designers would
have
been considered icing. Tomorrow they will be the
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Ms. Rebecca Allen, Professor
of Design | Media Arts, University of California, Los
Angeles
Mr. Steven Bathiche, Research
and Development Program Manager, Microsoft Hardware
Mr. Joe Chung, Chief Technology
Officer and Co-founder, Art Technology Group
Mr. Nigel Holmes, Information
Architect, Explanation Graphics
Mr. David Kelley, Founder
and CEO, IDEO
Dr. John Maeda, Associate
Professor of Design and Computation, MIT
Mr. Michael Naimark, Media
Artist
Dr. Don Norman, Co-founder,
Nielsen Norman Group and Professor of Computer Science,
Northwestern University
Mr. Max Oshman, Partner, pLot
Multimedia Developers
Mr. Ralph Osterhout, Founder,
Osterhout Design Group and CEO, Inter-4
Mr. Lars Perkins, CEO, Lifescape
Solutions, Inc.
Mr. Gary Rydstrom, Director
of Creative Operations, Skywalker Sound
Ms. Tiffany Shlain, Founder
and Creative Director, The Webby Awards
Mr. Richard Saul Wurman, Architect
and Founder, TED
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Clay Shirky, Internet Consultant and Writer
The launch of the Internet created something genuinely
new: social software. Social software such as mailing
lists, weblogs, wikis and IM provides a way to have
group conversations without regard to geographic distance,
and without being limited to broadcast (one-to-many
and one-way, such as television) or point-to-point
communications (one-to-one and two-way, such as the
telephone).
By removing the technological barriers
to group conversation, the Internet has exposed many
previously
hidden social
limitations. Though a thousand-person discussion group
is technically possible, the tradeoffs human groups
face between size and focus make such interaction socially
impossible.
Humans work most productively in groups
of four to six, according to Harvard psychologist Richard
Hackman.
Primatologist
Roland Dunbar suggests that we can only keep reasonable
track of groups of up to 150 but no more, a thesis
given a popular airing as "The Rule of 150" in
Malcolm Gladwell's book The Tipping Point. The limits
we face
on group communication now have more to do with the
wiring of the human mind than the wiring of our networks.
So
we solved one problem, only to run into another.
Many businesses and organizations have thousands or
even tens
of thousands of employees. If each of those employees
would work best in a group of half a dozen, within
a division of no more than 150, is it possible to structure
large organizations with anything other than a rigid
hierarchy?
One possible answer is "Small World" networks.
These networks operate on two scales -- a local, highly
clustered scale, and a global and more loosely woven
one. This two-scale organization allows a large number
of people to gather in small clusters, while keeping
the degrees of separation between people low. The desirable
characteristics of Small World don't show up in networks
that are either too rigidly structured or too chaotic,
nor do they show up in networks with geographic limits,
where the likelihood that two nodes will be able to
connect falls with distance.
The message of Small World
networks is that there is
no "one size fits all model" for arranging
a network. Intimacy and reciprocity of local arrangements
don't scale up, while the looser organizing principles
of global arrangements don't provide enough structure
to be applicable at smaller scales.
In this workshop, we'll explore developments in social
software, by looking at tools like IM, weblogs, wikis,
and Groove, with an emphasis on how these tools shape
or support group interaction. We'll also examine
such questions as:
• What are the implications of
Small World networks for organizations as business
becomes increasingly global?
• Can we find ways to create large dynamic organizations
that nevertheless enjoy the benefits of strong
local context?
• What sorts of social software environments and tools
support Small Worlds networks?
• What tradeoffs do organizations face when choosing to
implement such software?
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