Intranet is getting social, sort of.
"Employee collaboration and open communication are now business drivers in many companies, but social enterprise features are often poorly integrated with the rest of the intranet."
Computational predictability: the algorithmic perspective on human behavior. A kind of Ellerdale project.
"The advent of social media has established a symbiotic relationship between social media and online news. This relationship can be leveraged for tracking news content, and predicting behavior with tangible real-world applications, e.g., online reputation management, ad pricing, news ranking, and media analysis. In this thesis, we focus on tracking news content in social media, and predicting user behavior."
Creating Socionas: Building creative understanding of people's experiences in the early stages of new product development
Personas going social. Next up: Mobinas.
"Creating Socionas seeks to address two questions: What do design teams need to understand about the social to develop products and services that delight users? And how can they build this understanding under the constraints of new product development practice?"
Network replaces hierarchy, everywhere.
"We always lived in a connected world, except we were not so much aware of it. We were aware of it down the line, that we're not independent from our environment, that we're not independent of the people around us. We are not independent of the many economic and other forces. But for decades we never perceived connectedness as being quantifiable, as being something that we can describe, that we can measure, that we have ways of quantifying the process. That has changed drastically in the last decade, at many, many different levels."
(A Conversation with Albert-László Barabási ~ EDGE)
Ecosystem thinking relates more to biology than design. Orchestrated growth.
"Today, the Web and the digital landscape looks dramatically different compared to the Internet's frontier years."
Sounds like cross-channel design for UX.
"(...) social media is very much our concern. That is because social media is firmly a part of the user's experience, and we are user experience designers. The user experience does not occur within a single channel (such as a website or Facebook page). Users move between multiple channels and so all of these channels need to be designed as one consistent user experience."
Interesting European initiative.
"Back in 2008 we started working with some projects involving interaction design for large networks of connected products and services. Not Internet of Things-ish stuff, but in that direction. The challenge was to come up with a graphical user interface which was both scalable and very easy to understand. Or that was what we thought the challenge was to begin with."
The Company has a lot to learn and adapt to.
"(...) social media now seems to be touching everything within our organizations. Everything is going social. Whether it's merely the addition of sharing buttons on content within an existing app, or if it's a fundamental reworking of a customer support system to be powered by mass community participation instead of trouble tickets, social is infusing our work environment in ways too numerous to count. I now hear from our clients on a regular basis that they are starting to feel 'surrounded by social.' Many of them want to regain intellectual control of the changes taking place. They want to know what all the moving parts are and how they are connected. This done, they can then reason and plan about their future social landscape and better support the changes required."
A great piece of work on social computing.
"As humans we are fundamentally social creatures. For most people an ordinary day is filled with social interaction. We converse with our family and friends. We talk with our co-workers as we carry out our work. We engage in routine exchanges with familiar strangers at the bus stop and in the grocery store. This social interaction is not just talk: we make eye contact, nod our heads, wave our hands, and adjust our positions. Not only are we busy interacting, we are also remarkably sensitive to the behaviors of those around us. Our world is filled with social cues that provide grist for inferences, planning and action. We grow curious about a crowd that has gathered down the street. We decide not to stop at the store because the parking lot is jammed. We join in a standing ovation even though we didn't enjoy the performance that much. Social interactions like these contribute to the meaning, interest and richness of our daily life."
After the Age of Aquarius (source: Hair, the musical), we're now entering the Age of User Experience.
"(...) as pervasive and unstoppable as its progress may seem, the web can still be lost if we don't temper ideological extremisms that preach 'the one web' above all else, including pragmatism and user experience. In this (no doubt rather controversial) session, Aral Balkan will outline the essential role of user experience in our age and demonstrate how the web must embrace user experience if it is to compete with native. Flawed 'native is laserdisc' analogies will be shattered as Aral demonstrates how, in the Age of User Experience, the only possible future is a native one where focused, optimised, and expertly-crafted experiences empower, delight, and thrill users."
So, the next internet is approaching rapidly. I hope people can handle it.
"In the end what I am describing here is not the Internet of Things, or ubiquitous computing, but it is the innovation ecosystem that will lead to the Internet of Things."
The company as part of markets, which are conversations since the Cluetrain Manifesto.
"We can't look back at historical data. We can't search for patterns in the data. We can't build predictive models. All because we just don't have the data. And until we have consistent, reliable data, these things just aren't going to happen. If only we had the data. Well now we do."
The impact of G+ is noticed on the social web and beyond.
"The tools that weave themselves deepest into the way humans communicate, do so with our help. The designer releases their invention into the world with a few bold statements, and then it's up to us to tell them what the significance of the tool is, and how best to use it. Google+ is no exception: it's a relatively compact first release of just a few core concepts. Like many, I look forward to watching millions of people build on these concepts with improvised hacks, shorthand and other homemade enhancements, to complete a product story started by what may have been just a few dozen in Mountain View. When taking a look at some of the decisions Google made, I found five ideas worth keeping in mind when designing any new service."
G+ is a great example of the importance of UX in social.
"(...) a new economic paradigm in which the act of producing and consuming are one and the same, and he believes it's upon us right now. I subscribe to this theory, and I believe its most fascinating expression takes the form of social software, in which there is no consumption unless its users produce, and there is no production unless its users consume. The secret sauce that starts this virtuous cycle is not just technology, but also user experience design."
"As tech companies try to build social applications that click, the business world at large is struggling to figure out where and how social networks fit into their overall marketing and customer relations strategies."
"The internet is becoming a sort of operating system, providing networked services to applications; online social networks are evolving into communications and identity platforms; and boundaries between the virtual world and the physical world are increasingly blurred. These changes are not independent; they are connected and mutually reinforcing. Service, social, and physical are converging."
"Great products and services depend on their users having great experiences. But it's not about what users do or how they do it, but rather why. Why they do what they do, why they keep coming back, and why they tell their friends. And social design aims to explain the why behind great experiences." (Eric Fisher ~ UXmagazine)
"Via this article, I would like to give you the big picture introduction to the theory behind social interaction design. Many of my articles on this topic are anchored in social theory but don't make explicit reference to it, so I thought an overview might be in order." (Adrian Chan ~ Johnny Holland Magazine)
"In a world where every piece of information can, with a single tap on a pocket-sized glass screen, lead to more and more information, our ideas need to move faster, people need to share ideas and bounce them off of each other more spontaneously than ever, anytime, anywhere. Public speaking technology has not kept pace with the technology of everything else." (Christopher Fahey and Timothy Meaney ~ A List Apart)
"Content Curation is a term that describes the act of finding, grouping, organizing or sharing the best and most relevant content on a specific issue. It is such a powerful idea because curation does NOT focus on adding more content/noise to the chaotic information overload of social media, and instead focuses on helping any one of us to make sense of this information by bringing together what is most important." (Rohit Bhargava ~ IMB)
"(...) inspired by the idea that social relationships play a key role in our everyday lives. They are responsible for our well-being, for a productive working atmosphere, and for feeling part of our various communities. Today, as we are often working and living separated from our relatives, friends and co-workers, it is more important than ever to develop methods to stay connected in a global word. It is the goal of SISSI to seek for such methods in order to achieve a feeling of togetherness, presence and closeness between spatially separated professional or private social groups and individuals. Research on social interaction in spatially separated environments is an active and emerging field of studies." (SISSI 2010)
"A fundamental premise of tagging systems is that regular users can organize large collections for browsing and other tasks using uncontrolled vocabularies. Until now, that premise has remained relatively unexamined. Using library data, we test the tagging approach to organizing a collection. We find that tagging systems have three major large scale organizational features: consistency, quality, and completeness. In addition to testing these features, we present results suggesting that users produce tags similar to the topics designed by experts, that paid tagging can effectively supplement tags in a tagging system, and that information integration may be possible across tagging systems." (Paul Heymann ~ Videolectures.net WSDM 2010)
"In this paper, I argue that commercial social networks are much less about circulating knowledge than they are about connecting users ('eyeballs') with advertisers; it is not the autonomous individual learner, but collective corporate interests that occupy the centre of these networks. Looking first at Facebook, Twitter, Digg and similar services, I argue their business model restricts their information design in ways that detract from learner control and educational use. I also argue more generally that the predominant 'culture' and corresponding types of content on services like those provided Google similarly privileges advertising interests at the expense of users. Just as commercialism has rendered television beyond the reach of education, commercial pressures threaten to seriously limit the potential of the social Web for education and learning." (Norm Friesen ~ First Monday 15.12)
"The explosion of communication technologies has made long-range interactions between individuals increasingly easy. Paradoxically this 'virtual' shrinking of the world, through constant access to contacts across the globe, often isolates us from those in our immediate vicinity. However, as mobile phone evolve to break computing free of the desktop and firmly roots itself in daily life, we have an opportunity to mediate, mine, and now even augment our current social reality. We are beginning to see advances in communication technology that will enable face-to-face connections between strangers and make a profound impact on our society." (MIT Reality Mining)
"And we never fully understand our technology. We may understand the technical aspect of it, but we never fully understand the social implications of it. Lots of people point out that every technology is a double-edged sword; for every positive thing that it does, there's a negative effect that it has. What we do is try to balance those. As designers, I think the role is to try to understand as much as possible about that, given the time, budget, and knowledge constraints that we have, in order to be able to make decisions to try to mitigate the negative aspects while amplifying the positive aspects of technology." (David Bevans ~ Morgan Kaufmann Publishers)
"Everything is social. Scale is the game changer. Tasks aren’t what you think they are. User satisfaction may be about control. Users are continuously designing your UI. I invite you to work with me on rethinking how we’re doing user research and usability testing for what’s really happening in the world: fluid, context-dependent, relationships mediated by technology. (...) The nature of online is social." (Dana Chisnell ~ Usability Testing)
"The challenge ahead of us will be to innovate social tools in ways that continue to capture and expand audience and uses. Somebody, somewhere, will always have to take a risk — with technology, design, functionality, and social practices. It's my hope that we can mitigate these risks with smarter thinking about what works for people and why, supplementing our design choices with educated guesswork, relying less on market forces and business-minded entrepreneurship." (Adrian Chan ~ Johnny Holland Magazine)
"Digital objects are marked by a limited set of variable yet generic attributes such as editability, interactivity, openness and distributedness. As digital objects diffuse throughout the institutional fabric, these attributes and the information–based operations and procedures out of which they are sustained install themselves at the heart of social practice. The entities and processes that constitute the stuff of social practice are thereby rendered increasingly unstable and transfigurable, producing a context of experience in which the certainties of recurring and recognizable objects are on the wane. These claims are supported with reference to 1) the elusive identity of digital documents and the problems of authentication/preservation of records such an identity posits and 2) the operations of search engines and the effects digital search has on the content of the documents it retrieves." (Jannis Kallinikos, Aleksi Aaltonen, and Attila Marton ~ First Monday Volume 15, Number 6)
"Computer networks are social networks. Social affordances of computer supported social networks--broader bandwidth, wireless portability, globalized connectivity, personalization--are fostering the movement from door-to-door and place-to-place communities to person-to-person and role-to-role communities. People connect in social networks rather than in communal groups. In-person and computer-mediated communication are integrated in communities characterized by personalized networking." (Barry Wellman 2001)
"And what does Mary Meeker see in her crystal ball this year? Two overwhelming trends that will affect consumers, the hardware/infrastructure industry and the commercial potential of the web: mobile and social networking." (Mathew Ingram - GigaCom)
"User resistance can be a big contributor to IT project failure and a lot of this comes down to a poor user experience of dated, clunky user interfaces. In order to get people using business applications, you have to make interacting and engaging with them more satisfying." (Daily Mirror)
"The purpose of this document is to present a straw man overview of emerging trends on the next generation web. We encourage participation and conversation about these proposals so that we, as participants in this ecosystem, can come to a communal understanding our current and emerging opportunities for the web." (Khris Loux, Eric Blantz, and Chris Saad) - courtesy of ruurdpriester
"It is my pleasure to report on the 3rd Annual Workshop on Search in Social Media, a gathering of information retrieval and social media researchers and practitioners in an area that has captured the interest of computer scientists, social scientists, and even the broader public." (Daniel Tunkelang)
"In this contest, you are invited to explain information architecture. What is it? Why is it important? What does it mean to you? Some folks may offer a definition in 140 characters or less, while others will use this opportunity to tell a story (using text, pictures, audio, and/or video) about their relationship to IA." (Peter Morville)
"Life online is not solitary. It's social. When I tag and bookmark a Website, a video, an image, I make my decisions visible to others. I take advantage of similar knowledge curation undertaken by others when I start learning a topic by exploring bookmarks, find an image to communicate an idea by searching for a tag. Knowledge sharing and collective action involve collaborative literacies." (Howard Rheingold - EDGE)
"What is Web 2.0 storytelling? As the phrase suggests, it is the telling of stories using Web 2.0 tools, technologies, and strategies. Since the name is fairly recent (and not yet widely used), it may not bear out as the best term for this trend. Another name may emerge, one better suited to describing this narrative domain. However, the term seems to have met with quiet acknowledgment to date, so it may serve as a useful one going forward. To further define the term, we should begin by explaining what we mean by its first part: Web 2.0. Tim O'Reilly coined Web 2.0 in 2004,1 but the label remains difficult to acceptably define. For our present discussion, we will identify two essential features that are useful in distinguishing Web 2.0 projects and platforms from the rest of the web: microcontent and social media." (Bryan Alexander and Alan Levine - EDUCAUSE) - courtesy of wolfnoeding
"The constraints that recessions impose; on budgets and on time can help us focus more sharply on what matters most, and sharpen our methods and skills to make us more competitive and better at what we do." (Erin Malone - Boxes and Arrows)
"I would like to draw attention to the scientific models of the Belgian information pioneer Paul Otlet who albeit that they are standing in positivist and Modernist tradition can still be relevant for mechanical and manual modelling of science within the Semantic Web and Web 2.0." (Charles van den Heuvel - Modelling Science)
"As of late, we've been talking a lot about content streams, streams of information. This metaphor is powerful. The idea is that you're living inside the stream: adding to it, consuming it, redirecting it. The stream metaphor is about reaching flow. It's also about restructuring the ways in which information flows in modern society. (...) If we're not careful, we're going to develop the psychological equivalent of obesity." (Danah Boyd)
"Working together in a group to produce a creative outcome is difficult - don't let anyone tell you it's not. Let me share a memory with you - from my Performance Theatre and Community class." (Traci Lepore - UXmatters)
"IDEA2009 had the world’s foremost thinkers and practitioners converge on Toronto’s MaRS Convention Center to share the big ideas that inspire, along with practical solutions for the ways people’s lives and systems are converging to affect society. Listen and learn from experts in a variety of fields as we all continue the exploration of Social Experience Design." (Jeff Parks - Boxes and Arrows) - courtesy of jjursa
"Co-creation is not just the next new thing in marketing. It is an alternative way of seeing and being in the world. Existing and thriving in the emerging co-creative landscapes will require the creation and application of new tools, methods and methodologies for connecting, innovating, making, telling and sharing. These generative tools must be useful and usable for all types of people. Generative design thinking provides a design language for all of us, designers as well as non-designers, to use in provoking the imagination, stimulating ideation, stirring the emotions, discovering unmet needs and facilitating embodiments of future possibilities. Examples of this generative design language in action, from projects ranging from consumer product and service development to the planning and architecture of new healthcare campuses, will be shared." (Elizabeth B.-N. Sanders - IASDR09)
By Christian Crumlish and Erin Malone - "This book presents a family of social web design principles and interaction patterns that we have observed and codified, thus capturing user-experience best practices and emerging social web customs for web 2.0 practitioners." (About the authors)
"Over the past several years, we’ve watched as a very wide variety of objects and surfaces familiar from everyday life have been reimagined as networked information-gathering, -processing, -storage and -display resources. Why should cities be any different? What happens to urban form and metropolitan experience under such circumstances? What are the implications for us, as designers, consumers and as citizens?" (Adam Greenfield - dConstruct)
"This past year social media, and social network sites in particular, have reached new heights of popularity and adoption. It is no longer unusual for clients to request that designers “add Facebook” to their respective sites, mainly for the purpose of increased engagement and community building for their brand as a part of a greater social marketing strategy." (Alla Zollers - Johnny Holland Magazine)
Integrating the Agile and Experience Design Practices - "Our goal is to explore, evolve, and empower the emergent discipline that fuses Agile Software Development with User Experience Design." - courtesy of puttingpeoplefirst
"In this presentation we share a family of social web design principles and interaction patterns to help user experience designers and strategists grapple with the social dimensions of their products and services. The family of patterns, principles, and practices provides a framework and starting point for the conceptual modeling of any interactive digital social experience." (Erin Malone & Christian Crumlish)
"As I've read more about the history of PD it seems to be focused almost exclusively on the development of digital computing systems. I suppose that shouldn’t be surprising given the time period; in some ways it seems more akin to HCI than service design. But while the techniques don't always seem to be a match for the problems service designers encounter many of the principles still seem to resonate." (Design for Service)
"UX professionals must now take up a new design challenge. We must address the changing needs for social media and facilitate users’ taking better advantage of everything social media has to offer." (Junaid Asad - UXmatters)
"Here is the slide deck from a talk I gave last week at Delve, a two-day masterclass held in Brooklyn, NY. The talk is in three parts, with each part focusing on a specific problem in software. Each problem is a major hurdle in what I call the usage lifecycle, or the stages people go through as they use and adopt software over time. These three hurdles come directly out of the work I do with clients…I’ve been focusing almost exclusively on these specific problems…I hope the slides help you focus on them as well." (Joshua Porter - Bokardo)
"If Web 2.0 was about creating data (user generated content, to use the most familiar term for this), then the next generation of the Web is all about using that data. Wolfram|Alpha is premised on using and computing data." (Richard MacManus - ReadWriteWeb)
"The emergence and rise of social media  have been nothing less than phenomenal. In the perennial battle between patterns of intellect and patterns of society, the rapidly spreading influence of social media has initiated the most significant shift toward dominance of intellect  in recent times. A groundswell  has unmistakably occurred. Social media’s rise has induced a paradigm shift and changed the way the common man perceives the Internet immensely. Social networking is now the number one reason people get online.  Getting the world out of the socioeconomic rut it was in required something of this magnitude to come along." (Junaid Asad - UXmatters)
"The growth in social media can become a major drain on the economy unless people learn how to be in control of their time instead of allowing external updates to be in the driver's seat." - (Rebecca Reisner - BusinessWeek) courtesy of usabilitynews
"A defining element of any WOC system is that the more participants it has, the better it gets. Discussion systems and chat rooms fall apart when too many voices get involved. If your community feature gets worse the more people use it, it's not a WOC system." - (Derek Powazek - A List Apart 283)
"The personal weblog is a continuously evolving genre of online communication in which bloggers and readers create diverse social spaces for conversation and self–expression. This article addresses a conceptual gap in the literature, namely how to distinguish the personal weblog from other types of weblogs. The author develops a typological framework for classification of weblogs in three dimensions: content, directionality, and style, and uses the typological space to propose a working definition of the personal weblog and discuss it as a distinct sub–genre." - (Stine Lomborg - FirstMonday 14.5)
"Today's social experience is disjointed because consumers have separate identities in each social network they visit. A simple set of technologies that enable a portable identity will soon empower consumers to bring their identities with them — transforming marketing, eCommerce, CRM, and advertising. IDs are just the beginning of this transformation, in which the Web will evolve step by step from separate social sites into a shared social experience. Consumers will rely on their peers as they make online decisions, whether or not brands choose to participate. Socially connected consumers will strengthen communities and shift power away from brands and CRM systems; eventually this will result in empowered communities defining the next generation of products." - (Jeremiah Owyang)
Tim Berners-Lee on TED 2009 - "Twenty years ago, Tim Berners-Lee invented the World Wide Web. For his next project, he's building a web for open, linked data that could do for numbers what the Web did for words, pictures, video: unlock our data and reframe the way we use it together." - (TED Blog)
"My talk today is about social media. I'm going to begin by dissecting this silly term and then we'll get down and dirty with how social media is being used." - (Danah Boyd)
"Technologies known collectively as Web 2.0 have spread widely among consumers over the past five years. Social-networking Web sites, such as Facebook and MySpace, now attract more than 100 million visitors a month. As the popularity of Web 2.0 has grown, companies have noted the intense consumer engagement and creativity surrounding these technologies. Many organizations, keen to harness Web 2.0 internally, are experimenting with the tools or deploying them on a trial basis." - (Michael Chui, Andy Miller, and Roger P. Roberts - The McKinsey Quaterly) - courtesy of shuggie
"In a world changing faster than at any other time in human history, a dynamic and critical analysis of what is 'good' design could not be more urgently required. Whilst new communication technologies are offering revolutionary platforms for mass collaboration and opportunities to democratically converse within a global community (1), simultaneously the world faces unprecedented environmental, social, and economic crises (2). Are designers really capitalising on social media platforms and collaborative opportunities? What do these democratic shifts and global challenges mean, and what future role do they offer to the designer, writer and critic?" (Kate Andrews - on Social Design)
"As social network sites like MySpace and Facebook emerged, American teenagers began adopting them as spaces to mark identity and socialize with peers. Teens leveraged these sites for a wide array of everyday social practices - gossiping, flirting, joking around, sharing information, and simply hanging out. While social network sites were predominantly used by teens as a peer-based social outlet, the unchartered nature of these sites generated fear among adults. This dissertation documents my 2.5-year ethnographic study of American teens' engagement with social network sites and the ways in which their participation supported and complicated three practices - self-presentation, peer sociality, and negotiating adult society." (Danah Boyd - apophenia)
"Web 2.0 is a buzzword introduced in 2003–04 which is commonly used to encompass various novel phenomena on the World Wide Web. Although largely a marketing term, some of the key attributes associated with Web 2.0 include the growth of social networks, bi–directional communication, various 'glue' technologies, and significant diversity in content types. We are not aware of a technical comparison between Web 1.0 and 2.0. While most of Web 2.0 runs on the same substrate as 1.0, there are some key differences. We capture those differences and their implications for technical work in this paper. Our goal is to identify the primary differences leading to the properties of interest in 2.0 to be characterized. We identify novel challenges due to the different structures of Web 2.0 sites, richer methods of user interaction, new technologies, and fundamentally different philosophy. Although a significant amount of past work can be reapplied, some critical thinking is needed for the networking community to analyze the challenges of this new and rapidly evolving environment." (Graham Cormode and Balachander Krishnamurthy - First Monday 13.6)
"Designers have been moving increasingly closer to the future users of what they design and the next new thing in the changing landscape of design research has become co-designing with your users. But co-designing is actually not new at all, having taken distinctly different paths in the US and in Europe. The evolution in design research from a user-centered approach to co-designing is changing the roles of the designer, the researcher and the person formerly known as the 'user'. The implications of this shift for the education of designers and researchers are enormous. The evolution in design research from a user-centered approach to co-designing is changing the landscape of design practice as well, creating new domains of collective creativity. It is hoped that this evolution will support a transformation toward more sustainable ways of living in the future." (Elizabeth Sanders and Pieter Jan Stappers)
CHI 2008 Awarded Best Paper - "History repeatedly demonstrates that rural communities have unique technological needs. Yet, we know little about how rural communities use modern technologies, so we lack knowledge on how to design for them. To address this gap, our empirical paper investigates behavioral differences between more than 3,000 rural and urban social media users. Using a dataset collected from a broadly popular social network site, we analyze users’ profiles, 340,000 online friendships and 200,000 interpersonal messages. Using social capital theory, we predict differences between rural and urban users and find strong evidence supporting our hypotheses. Namely, rural people articulate far fewer friends online, and those friends live much closer to home. Our results also indicate that the groups have substantially different gender distributions and use privacy features differently. We conclude by discussing design implications drawn from our findings; most importantly, designers should reconsider the binary friend-or-not model to allow for incremental trust-building." (Eric Gilbert et al.)
"Web 2.0 technology and design patterns have been a large success in the World Wide Web - but will they also work in the environment of a large enterprise? Large Enterprises are jumping on the hype, announcing their own implementation projects. Alexander Wilms looks in-depth at some issues and challenges corporations might face." (Alexander Wilms - Boxes and Arrows)
"(...) when people engage with technology, amazing things happen. The magic isn't the technology. It's the stories and connections, the sharing and ideas. It's the way these technologies serve people's lives. More importantly, it's the way technologies serve the lives of 'everyday people', not just technologists." (Danah Boyd - O'Reilly ETech 2007)
"(...) we're going to start talking about the redesign process here on the blog. We think it might be fun and educational to share the decision making and get some feedback too. Here's a presentation that should tell you a lot about the current state of the wiki. It describes the wiki in detail and includes screenshots and usage numbers. Let us know what you think needs changing the most." (The Workplace)
"Humans suffer from information overload; there's much more information on any given subject than a person is able to access. As a result, people are forced to depend upon each other for knowledge. Know-who information rather than know-what, know-how or know-why information has become most crucial. It involves knowing who has the needed information and being able to reach that person." (Shiv Singh - Boxes and Arrows)
"This wonderful slide deck explains what enterprise 2.0 is. It's useful for the executive who's trying to understand these new trends. " (The Workplace Blog)
"2collab is a social bookmarking site where you can store and organize your favorite internet resources – such as blogs, websites, research articles, and more. Then, in private or public groups you can decide to share your bookmarks with others – stimulating debate and discussion. Members of groups can evaluate these resources (by rating bookmarks, tagging and adding comments), or add their own bookmarks. You can browse public groups and bookmarks, but must register (your name and email address) to access the full functionality – such as creating groups, adding comments, and adding bookmarks." (Elsevier)
"To truly do Web 2.0, you must do something that absolutely can not be done without the Web. It's as simple as that." (Sean Carton - clickz) - courtesy of usabilitynews
"The ECSCW conference proceedings are published by Springer (until 2003 Kluwer Academic Publishers), with the exception of ECSCW'89. All past proceedings are made available on-line, free of charge." (About ECSCW)
"It's a mistake to think Web 2.0 is all about the technology, but it's also a mistake to dismiss the technology. The architecture of participation is baked into the architecture of the software." (Shiv Singh - Boxes and Arrows)
"The symposium proceedings also include abstracts for the keynote talks, panels, workshops, and demonstrations to provide a record of the whole of the symposium as well as an interview with Angela Beesley, the opening keynoter, on the topic of her talk." (WikiSym 2006)
"To date, one of the main aims of the World Wide Web has been to provide users with information. In addition to private homepages, large professional information providers, including news services, companies, and other organisations have set up web-sites. With the development and advance of recent technologies such as wikis, blogs, podcasting and file sharing this model is challenged and community-driven services are gaining influence rapidly. These new paradigms obliterate the clear distinction between information providers and consumers." (Josef Kolbitsch and Hermann Maurer - Journal of Universal Computer Science 12.2)
"This article presents an interview with Angela Beesley, Elisabeth Bauer, and Kizu Naoko. All three are leading Wikipedia practitioners in the English, German, and Japanese Wikipedias and related projects. The interview focuses on how Wikipedia works and why these three practitioners believe it will keep working." (Dirk Riehle)
"The 2005 International Symposium on Wikis brings together wiki researchers, implementers, and users for the first time. The goal of the symposium is to find a voice for the community. The symposium has a rigorously reviewed research paper track as well as plenty of space for practitioner reports, demonstrations, and discussions" (WikiSym 2005)