I was invited to give an online guest lecture on emerging web technology. I chose to build on the collective intelligence series I've been working on, so I'll be presenting this LIVE via Google Docs and Skype. This invitation came from an Information Systems instructor at the Robert H. Smith School of Business, University of Maryland College Park.
See full blog post about this presentation at http://theory.isthereason.com/?p=1982
8. What’s the big deal?
It’s like firing up all the light bulbs at once.
9. That “Web 2.0” idea
Web 1.0 = Browsing (passive)
Web 2.0 = Participating (active)
10. Collective Intelligence
“the capacity of a human community to evolve toward higher
order complexity thought, problem-solving and integration
through collaboration and innovation.” - George Por
17. Folksonomy
tagcloud of LibraryThing’s books
Source: http://www.librarything.com/tagcloud.php
18. Folksonomy
• Folksonomy = folk + taxonomy
• Open, democratic form of
organization
• Tags bridge structure and
meaning
• Tags reflect the social fabric
• “It’s like 90% of10 ‘proper’
a
taxonomy but times
simpler” (Butterfield, 2004)
22. The New PR / Wiki
public relations industry wiki
23. What is a Wiki?
• The first Wiki, WikiWikiWeb, was created by Ward
Cunningham in 1995
• Named after Hawaiian bus service,Wiki Wiki
• “The simplest online database that could possibly work”
- Ward
• Allows users to easily create and edit Web pages using
any Web browser
• Encourages democratic use of Web
• Source: http://wiki.org/wiki.cgi?WhatIsWiki
24. Wikipedia vs. Britannica
• Among 42 entries tested in both
encyclopedias, the difference in
accuracy was not great.
• On the topical area of science:
• Wikipedia had 4 inaccuracies
• Britannica had 3 inaccuracies
26. Wisdom of the Crowds
• Francisat a county fair accurately
Galton's surprise that the
crowd
guessed the weight of an ox
when their individual guesses
were averaged
• The average was closer to the
ox's true butchered weight than
the estimates of most crowd
members, and also closer than
any of the separate estimates
made by cattle experts
27. Wisdom of the Crowds
• Marketocracy.com’s community
of 60,000 online stock traders
tracks the decisions of its top
100 portfolios to set the
investment strategy for its
mutual fund.
• Its index in 11outperformed the
has
S&P 500 of the past 17
quarters.
28. Benefits of Participation
• collective intelligence - collaborative
• transparent - instant gratification
• non-hierarchical - democratic
• potential for passion - ownership
• open to public - reputation
• permanence - searchable resource
30. Motivations of
the Gift Economy
•
• Need
Reciprocity
One may produce and
The most anticipated factor that
contribute a public good for the
motivates people to give.
simple reason that a person or
the groups as a whole has a
• Reputation
need for it.
The willingness to help others can
all work to increase one's prestige
• Attachment
in a community.
The commitment one has to the
group, one’s utility.
• Sense of Efficacy
The feeling an individual has that
• Side-effect
makes them feel that they have
Private behavior makes cost of
some effect on the environment
sharing near zero.
around them.
31. Nature of Digital Goods
• In an online community, the setting is a
network of digital information.
• Possible to produce an infinite number of
perfect copies of a piece of information.
• Information is being produced in a deeply
interwoven network of actors.
32. Nature of Public Goods
• Indivisible
A person's consumption of the good does not reduce the
amount available to another. e.g. watching fireworks display
• Non-excludable
When it is difficult to exclude individuals from benefiting
from the good. e.g. national defense system
• In most cases a public good will exhibit these two qualities
to some degree only; pure public goods are the exception.
33. Digital + Public Goods
• Information or “digital goods” are uniquely
suited to be exchanged in a gift economy
• “Pure indivisibility” – my use of information
does not reduce your ability to use
• Information on the internet becomes a
“public good”
35. Using Game Mechanics
• “Applying Games Mechanics To
Functional Software” by Amy Jo
Kim, Creative Director of
ShuffleBrain
• Five Game Mechanics
1. Collecting
2. Earning Points
3. Feedback
4. Exchanges
5. Customization
36. On Ambient Intimacy
• Leisa Reichelt coined the term
“ambient intimacy”
• Describes the genreby Twitter,
of social
computing apps led
Jaiku, and Pownce.
• Refers to the constant sense of
closeness users feel with their
circle of friends through
technologies that informally
reveal us to each other.
37. On Walled Gardens
• A socialbuilding and verifying of
network service focuses
on the
online social networks for
communities of people who share
interests and activities
• Mostare “walled social networking
traditional
sites gardens”
(e.g. Facebook)
• Trap user content to derive
ad revenue
• Can’t leave? Loss of coordination.