CHI 97 Electronic Publications: Papers
Design For Network Communities
Elizabeth D. Mynatt
Xerox PARC
mynatt@parc.xerox.com
Annette Adler
Xerox Systems Architecture
adler@parc.xerox.com
Mizuko Ito
Stanford University &
Institute for Research on Learning
mito@portola.com
Vicki L. O'Day
Xerox PARC
oday@parc.xerox.com
ABSTRACT
Collaboration has long been of considerable interest in the
CHI community. This paper proposes and explores the
concept of network communities as a crucial part of this
discussion. Network communities are a form of technology-
mediated environment that foster a sense of community
among users. We consider several familiar systems and
describe the shared characteristics these systems have
developed to deal with critical concerns of collaboration.
Based on our own experience as designers and users of a
variety of network communities, we extend this initial design
space along three dimensions: the articulation of a persistent
sense of location, the boundary tensions between real and
virtual worlds, and the emergence and evolution of
community.
Keywords
media space, MUDs, network community, shared space, metaphor, identity, virtual world
© Copyright ACM 1997
INTRODUCTION
There has long been interest in the CHI community in
supporting groups of people collaborating, in particular, the
informal, awareness-rich, serendipitous, and robust practices
of long-term communities. In this paper, we will extend this
interest with a focus on systems designed to support this rich
sense of community over networks. Drawing on prior work
as well as our own experience, we will explore an initial set
of defining characteristics of technologically-mediated
communities and suggest design implications associated
with them.
Community as a social phenomenon deals with establishing and working
with meaningful connections between people. Technology has always
played an important role in this[7][10]. Historically, systems for linking and supporting
robust social connections between people, whether they are in close
proximity or distributed over longer distances, have included point to
point solutions (letters, the automobile, telephone)[18], task-focused or work-modeling solutions (memos, forms,
manuals)[22], and one-to-many broadcast solutions (radio,
TV, newspapers)[18][22]. More recently,
computationally-based systems have been designed to support various
aspects of collaboration, coordination and community: email,
newsgroups, bulletin boards, and shared task tools are just a few
examples. These systems have all been useful in collaboration and
further, supporting community, yet they also share similar limitations
that could be addressed by network-based community support:
-
Point to point connections tend to support individual interactions, not
multiple or connections within groups to establish shared context on an
ongoing basis.
-
Task-focused or work-modeled connections can be too narrowly
specialized to handle ad hoc and unanticipated group activities as well
as evolution over time.
-
Unbounded, uncertain connections or high turnover participation make it
difficult for groups to establish and maintain common awareness, group
coherence, shared experience, and trust.
Media spaces and MUDs [f1] have attempted to address
these concerns by creating persistent, predictable, multi-user
connections that support a wide range of user interaction and
collaborative activity. They have had some success but also some
interesting failings.
The promise of networked computational devices for
collaboration and community-building is compelling. This
paper qualitatively explores both the technical and social
features of this design space, drawing on our own
experiences in investigating, designing and using network
communities. [f2] This paper is an effort to
abstract a set of shared features and issues from several related
system designs. Our primary audience is designers, implementors and
members of network-based communities. We first introduce the concept of
network communities, using media spaces and MUDs as starting points,
describing the underlying constellation of characteristics that
constitutes their bare-bones technical infrastructure. We then explore
three major design dimensions: the unifying metaphor for locational and
social connections; the relationship between the real (physical) and
virtual (computational); and the evolution of community. Most
importantly, we stress that network communities emerge from the
intertwining of sociality and technology in ways that make it
difficult, if not impossible, to cleanly separate these individual
influences. Given this hybrid nature, we advocate exploring design
dimensions that require a balance between technological and social
elements.
WHAT ARE NETWORK COMMUNITIES?
In the introduction, we introduced network communities as
embodying a particular design direction in supporting
collaborative activity. In this section, we attempt to
characterize network communities in more detail.
We have chosen to use the term community rather than
collaboration to point toward a more long-term and multi-
layered relationality. Community has been defined variously
as being based on geographic area, social norms, or types of
social interaction. Without contesting the particularities of
these differences, we would like to point to the loose
consensus around community as referring to a multi-
dimensional, cohesive social grouping that includes, in
varying degrees: shared spatial relations, social conventions,
a sense of membership and boundaries, and an ongoing
rhythm of social interaction.
Our goal here is to consider network communities as one
type of emergent and viable design direction in supporting
community, and to explore some of the design considerations
particular to these systems. Network communities embody a
unique constellation of characteristics that distinguish them
from earlier forms of media, as well as from other types of
computational systems. These basic characteristics are:
-
Technologically Mediated: Here, we are pointing to the
role of technology in overcoming spatial distance to achieve
social cohesion. Historically, we might compare mass media
such as radio, television, and print media, as well as
transportation, messengers, telephone, or telegraph in
traversing these distances. Network communities, by
contrast, rely on relatively immediate computer network
communications to span these distances.
-
Persistent: Network communities are durable across
time, users, and particular uses, providing an ambient and
continuous context for activity. There may be levels of
persistence in a space: walls are more durable than objects,
and objects may be more persistent than particular avatars
(user representations). A metaphor of physical space may be
leveraged in order to provide this sense of enduring space,
like an office or a building that one enters, exits, and expects
to remain open for other users. This persistence contrasts
with communication channels that are mobilized for specific
uses.
-
Multiple Interaction Styles: In order to support a social
rhythm and density of interaction necessary for community-
building, network communities enable participants to
communicate in different ways. We do not necessarily mean
multiple media or even multiple channels, although these
spaces may indeed include both. Rather, we are pointing to
the ability to engage in many different kinds of interaction,
such as "face-to-face" conversation, "hallway" meetings and
greetings, or peripheral or ambient awareness of "distant"
noise or conversation. Interaction in network communities is
not tightly tied to a particular task or channel, but allows for
different kinds of participation: peripheral, informal, formal,
or serendipitous.
-
Capability for Realtime Interaction: While we expect
network communities to have more than one mode or
channel of communication, they are defined by a certain
sense of interactional immediacy. Network communities
embody at least one form of interactional modality that is
analogous to conversation or co-located peripheral
awareness (whether co-location based or not). While
distribution of mass print media, snail mail and most email
and newsgroups generally do not support this aspect of
network communities, the usage patterns of some
newsgroups or email lists approximate this immediacy.
-
Multi-User: Network communities also differ from
point-to-point and broadcast media in that they allow
multiple writers/readers or senders/receivers to flexibly
define engagements with each other. Generally, network
communities allow for both private, person-to-person
engagements, and semi-public communal presence, often
occurring at the same time. Multiple authorship and multiple
participants are basic features of network communities.
Design Dimensions of Network Communities
The characteristics outlined above constitute the minimal
technical parameters of these systems. We suggest a starting
list of three further issues that must be addressed to support
the evolution of network communities into socially cohesive
spaces.
First, network communities require some sort of articulation
of a persistent sense of location. This sense of proximity has
commonly been resolved through fairly literal spatial
metaphors of spatial proximity: virtual offices and meeting
rooms, or online fantasy worlds. As we explore this issue, we
delve into the notion of connected virtual spaces and the
management of these spaces.
Second, as users inhabit both "real" and "virtual" spaces,
network communities require a complicated management of
markers that link elements (i.e. people, environment, objects,
and actions) of these two spaces. This design dimension
stresses the need for coherence between "real" and "virtual"
worlds as well as the challenges of migrating social practices
from the "real" world to "virtual" worlds.
Our third and final issue returns us to the more general
problems of community and social cohesion. What, finally,
are some of the broader social factors that interact with and
contextualize technical features in sustaining, supporting, or
failing to support social activity? In this discussion, we stress
the need for flexible couplings between technical
mechanisms and social acts that can evolve over time.
We discuss each of these design dimensions in turn.
Design Examples
In these paper we refer to four systems: Pueblo, Jupiter, the
analog media space used at PARC and EuroPARC, and the
digital media space used at Georgia Tech.
Pueblo [19] is a cross-generation, school-centered, text-
based MUD. The community is open to Internet
participants, but it is grounded in several real-life
institutions that sponsor its development: Longview
Elementary School, a kindergarten through sixth grade
school in Phoenix, Arizona; Phoenix College, a community
college in Phoenix; and Xerox PARC. One of the authors is
a designer and participant in Pueblo.
Jupiter [5] is a hybrid MUD and media space, developed at
Xerox PARC and available to members of the Xerox
research and development community. Its MUD-like
features include connected places, shared objects, and text-
based communication mechanisms. Unlike traditional
MUDs, Jupiter also supports partitioned audio/video links
between participants' offices and graphical representations
of MUD objects. All of the authors have used and studied
Jupiter, with experience levels ranging from a few days to
several years.
The analog media space used at PARC and EuroPARC
supported point to point connections between participants,
including frequent office shares (persistent connections
between collaborators' offices). The digital media space at
Georgia Tech linked several physical locations into one
virtual bullpen via video and audio links. In both media
spaces, cameras and microphones were often pointed at
common areas in addition to individual offices. Each of
these media spaces has been used extensively by an author
of this paper.
SHARED SPACE
One of the design dimensions of network communities is
developing a sense of persistent, shared space - an
environment that frames the presence of multiple actors and
provides mutual awareness. The shared space of a network
community offers the potential for verbal and non-verbal
communication at all times, but the space does not exist only
when explicit communication is taking place. There is a
"there" there, even when participants are quiet or absent.
Spaces with Boundaries
Observation: Spatial boundaries support and define social
interactions and the development of social networks.
In a MUD, the organizing metaphor of the space is a virtual
geography, a spatial layout of connected places or "rooms".
At any moment, every person and object is located in one
particular place, with its own identifying features and
position in the geography. These distinct locations partition
the space into areas that support different social groupings,
since the mechanisms for communication and action are
sensitive to the room boundary. When a participant "says"
something, only those in the room "hear" what has been
said. The room also provides a boundary for sharing objects.
For example, when someone tosses a frisbee, others in the
same room see the action; in Jupiter, where objects can have
graphical presentations, a checkerboard can only be seen
and played with by people in the room with the
checkerboard. Places in a MUD acquire particular objects
and a history of particular inhabitants or activities, which are
cues for future interactions. As in the physical world,
boundaries make the social setting more comfortable.
Implication: Partition online spaces to provide levels of
interaction and awareness.
Using the room as a boundary for co-presence is intuitively
easy to understand; it makes sense that your comments can
be heard by people in this room, but not by people in other
rooms. However, strict adherence to the spatial metaphor is
limiting for designers and users. In MUDs, there is a
disjuncture between the constraining properties of the
physical world and the navigation and communication
possibilities in the MUD. The spatial metaphor is a good
starting point, but participants routinely go beyond it to
establish new and useful capabilities. For example, chat
channels permit spatially-scattered users to talk as if they
were in the same room together, and teleportation allows
instantaneous movement to a different place.
Communication channels are popular in Pueblo. Though it
may not be aesthetically satisfying to transcend the
geographic metaphor, channels provide a useful capability
that has been appropriated by participants of all ages. People
have created channels for conversational themes, social
groups, project groups, and on-line help episodes. However,
there is nothing about the spatial metaphor itself that leads
users to believe that a channel capability exists. Users have
to be taught about channels, and in the textual command
interface, people routinely have problems remembering
channel-related commands.
Spatial boundaries provide useful support for social
interactions and the development of social networks. But it is
also important to support extensions to, or even breakage of,
the spatial metaphors in network communities. However, the
disadvantage of metaphor supersets is that users may not
easily discover or learn the added functionality [17].
Implication: Pay extra care when adding features that
transcend spatial metaphors.
Space and Social Organization
Observation: Spatial layout can both reshape and reinforce
social groups and conventions.
In the version of Jupiter used at PARC, the theme for virtual
places reflects the workplace setting. Instead of treehouses,
castles, or beach shacks, rooms are typically designated as
offices and lab areas, which are clustered to reflect the
organizational groupings (labs and projects) at PARC.
Mynatt's virtual office in Jupiter is located in the Computer
Systems Lab area and O'Day's office is in the Systems and
Practices Lab area, just as their offices are in real life.
Jupiter's office metaphor is ambiguous about whether it is
intended to help people cross organizational boundaries or
work more effectively within them. Participants have found
the environment useful in providing awareness of distributed
team members, and a few have used group areas to provide
locations for storing shared resources or holding online
meetings. The Jupiter team members, whose offices are
scattered throughout the building, use Jupiter extensively for
collaborative work.
Some participants, however, reported uncertainty about the
proper etiquette of wandering around to different labs and
offices. The virtual Jupiter Lab was a hub of online activity,
since the Jupiter designers were usually present there. It
attracted visits from other participants, but some non-Jupiter
team members were not sure whether it was acceptable to
hang around or to take part in conversations there. A few
people left hints of their own social expectations to people
who might visit their own offices, such as a guest book or
whiteboard with an inviting message.
Almost no Jupiter users we have talked with reported holding
a conversation with someone they didn't already know. Since
Jupiter's metaphor was based on existing organizational
structure, its users adhered to that structure, refraining from
substantive interaction that would be the basis for reshaping
communities.
Implication: Design the online space (e.g. naming, contents,
ambience, and connectivity) to fit the social activity and
expectation of the user community.
Spatial Metaphors and Physical World Affordances
Observation: Media spaces reinterpret physical space
through the positioning of the audio and video elements.
Media spaces have been used to support conversation and awareness
across different physical locations, such as offices, coffee areas, and
meeting rooms[2][3][8]. While MUD places are purely virtual representations,
media spaces have been described as providing a new kind of hybrid
place with both virtual and physical elements[12]. In
these hybrid places, there are physical affordances of the media that
may or may not match the spatial metaphor maintained by the media
space.
A media space creates a common area for interaction among
media space participants, but the ambient properties of the
audio and video communication media have the effect of
including features of each local environment in media space
interactions as well[8]. At each access point, "extra" people
might come and go, and the views of who and what are
arranged around primary speakers are relevant. In a media
space that connects offices, sound may be projected or
picked up from beyond the boundaries of the office, or may
fail to be projected or picked up throughout the office.
It is useful for designers to conceptualize media space
boundaries to have the permeability and flexibility of the
physical spaces from which the media space is accessed.
Instead of labeling a video window as "Annette Adler," it
would be more appropriate for it to read "Annette's office."
Upon seeing Vicki in the video window, the reaction is now
"Vicki's in Annette's office" rather than "That's not
Annette." The community of the media space is broadened,
including people who regularly pass through these spaces. It
is also important that users be able to participate as authors
of the virtual environment by positioning cameras and
microphones to capture different portions of their physical
worlds. In [8], Dourish relates how Bellotti rearranged her
camera to allow Dourish a view into the hallway as well as
her office, so he could see other people who were part of her
local environment. In each local setting, different features of
the physical environment will be relevant, and these must be
expected to change over time as the social uses of both the
physical and hybrid environments change.
Implication: The varying boundaries of a/v elements (e.g.
sound and video) should work in tandem with the extended
media space (e.g. hallways, passersby and ambient sound).
MANAGING THE "REAL" AND THE "VIRTUAL"
Network communities are conglomerates of people,
practices, and places that are both computationally and
otherwise embodied. They are neither transparently virtual
nor physical, and a myriad of technical and social structures
and conventions are required to manage the linkages and
disjunctures between computational and "real" elements.
Some issues in managing these relationships are discussed
below: identity and representation of people and objects,
managing spatial relations, and reshaping activity.
Identity and Representation
Observation: Social acts in network communities grow out of
pre-existing social conventions.
One of the central problems in designing network
communities is managing references, representations, and
identity between "real" and "virtual" elements.
For example, recreational MUDs have traditionally relied on
a disjuncture between real life and virtual identities for
avatars, objects, and environments, in order to support a
robust fantasy role-playing situation. Much of the research
around these MUDs has focused on ways in which online
participation enables alternative and decentered identities
through mechanisms of anonymity, pseudonymity, and
alternative embodiment [1][14][21]. While these studies vary in the degree to which they
tie the formation of virtual identities into real life (RL)
contingencies, all describe ways in which online identities are at
least partially decentered from RL identities.
When turning to professional or educational settings,
however, different concerns arise around the issue of identity
and representation. While the fabric of the online
environment may still provide the space for different sorts of
identities or communication to occur, these identities will be
formulated around activity largely originating in RL, rather
than in an alternative (fantasy) activity setting. For example,
teachers, administrators, and students at Longview
Elementary School, where Pueblo is used, see Pueblo as an
extension of the school environment. People's RL roles
matter in some interaction contexts. Students, teachers,
senior-citizen mentors, researchers, and others have
expectations of one another based on their institutional roles.
It is helpful to know who you are talking to, yet character
creation and other identity play is still an enjoyable and
important aspect of life in the MUD. To address both needs,
Pueblo characters have both a description (in character) and
an "info" property, which by convention describes something
about this person in real life.
Implication: Provide identity markers (e.g. name, age,
profession) that draw on pre-existing social conventions
leveraged by the online community.
Systems such as media spaces and Jupiter have worked to
manage online identity by projecting video and audio from
the physical workplace into the virtual world, thereby
introducing relatively literal representations of users and
their environments into the virtual space. Identity is
"authored" by producing the desired visual and auditory
effect through the available AV channels and configuration
of real life situations. While not seamless, the relation
between real and virtual identities is relatively tight in
comparison to recreational MUDs.
Additionally, Jupiter, as a hybrid text and AV system, uses
multiple media for online representation. There is a lack of
accountability, however, between the text-based and video
representations, since both refer to the same real spaces and
people. The text-based office may be configured entirely
differently from the physical office represented by the video
stream, or the text-based virtual identity of a researcher
might be in a different room than the room occupied in real
life, and captured on video. In other words, when a single
real element is identified doubly in the virtual world
breakdowns can occur.
Implication: Minimize conflicts in identity representations.
Managing Spatial Relations
Observation: People inhabit both the online space and the
real world simultaneously.
In addition to effective representations of people and
objects, networked communities also require a management
of spatial relations to successfully integrate the real and
virtual.
For example, we need to consider the ways in which
awareness and social management of space has changed
with the introduction of media space systems. It is critical to
keep in mind the delegation of control, visibility, and hear-
ability to remote locales and technologies. Audio and video
can be projected at a remote site in ways that the person
being represented has no control over; private conversations
could be projected into hallways, or visitors to an office
might not be aware that their image was being captured on
camera. While feedback of one's own audio and video might
help mitigate these concerns, it seems likely that media
spaces require a strong sense of trust or cohesive social
conventions in order for them to be used effectively in
private or semi-private spaces[8].
In text-based MUDs, conversely, physical information about
a remote locale is systematically unavailable to online
participants, and can only be made accessible by explicit
acts of representation. For example, the fact that two users
are logging on from the same physical space is unknown to
other users of the system unless written by one of the co-
located users, and a RL conversation could be occurring
concurrent with an online one. MUD users face certain
problems due to the lack of spatially based information; one
might wonder at the silence of an online interlocutor as she
needs to answer the door or is not attending to the monitor.
Such situations have been resolved by some MUD users by
quickly typed indicators of real life activity, such as "brb"
(be right back) or "lol" (laughing out loud).
Implication: The online space and the real world may need
to share information about events occurring in their
respective space.
Reshaping Activity
Observation: Activities in one space do not translate
transparently to other spaces.
In addition to grappling with how to identify and describe
people, objects and places, network communities must also
deal with issues around managing social interaction and
activity across real and virtual domains. Mechanisms for
social interaction, such as indicating the presence of a new
conversational partner, may vary significantly across
domains. These issues are related to, but not isomorphic
with, the technical problems of representation and identity.
In text-based MUDs, interactional possibilities that are
modeled on other media of interaction must all be translated
into a text-based medium; most obviously, speech and
bodily movement are translated to typing, and all modalities
of vision are translated to reading. These translations enable
a robust fantasy environment and forms of activity that defy
the physical constraints of real life (i.e. easy construction of
space, teleporting, multiple private conversations, killing
monsters). Conversely, to overcome limitations in text-only
modalities, users might attempt to model embodied action in
pictoral forms. An example from Pueblo illustrates a
translation of this sort:
________________________________________________________________
A warm fuzzy feeling approaches you...
HugHugHugHugHugHugHugHugHugHugHugHug
HugHugHugHugHugHugHugHugHugHugHugHugHugHug
HugHugHugHug HugHugHugHug
HugHugHugHug Tinlizzie HugHugHugHug
HugHugHugHug HugHugHugHug
HugHugHugHugHugHugHugHugHugHugHugHugHugHug
HugHugHugHugHugHugHugHugHugHugHugHug
You've been enveloped in a warm hug by Hobbes.
________________________________________________________________
With media spaces, the translation of interaction and
practice across domains is both enabled and constrained by
the AV channel. The greater sensory richness of media
spaces creates a sense of transparency between the real and
the virtual, where online activity more closely reproduces
conventionally embodied action. Even here, however, users
must orient to the specific affordances of the medium which
are not isomorphic with real life[13]. If we were to take a
meeting as an exemplary workplace activity, the network
version would require new conventions for managing the
comings and goings of people in the physical office. A
visitor off camera might require acknowledgment for the
online participants, and conversely, a RL interlocutor needs
to be informed that one is in a meeting online and is not to
be disturbed lightly. Further, embodied conventions of
glancing, pointing, or gaze direction require translations to
be effective online; Jupiter users wanted an online pointer or
ways of indicating conversational addressees.
In terms of institutional practices and accountabilities, an
example from Pueblo is instructive of issues in translating
between the real and virtual activities. With Pueblo's
classroom orientation, it has also been natural to experiment
with translations of existing classroom practices and
artifacts in the new context of the MUD. For example, in
RL, Longview students routinely carry out a "plus-delta"
session at the end of certain activities, as a way of evaluating
how they turned out. Students are given yellow stickies on
which to write a "plus" (something that went well) or a
"delta" (something that should be changed next time). When
they have written their comments, they carry them to the
front of the room and place them in the appropriate column
of a sheet of poster paper.
Early in Pueblo's history, teachers requested online plus-
delta rooms. Though both plus-deltas are anonymous, in the
physical-world version students have to walk to the front of
the room to place their contributions. Students in Pueblo are
co-present while doing plus-delta, but the order and
attribution of contributions are not shown, though a list of
total contributors is available. Teachers have consistently
noticed a jump in the number of students who contributed in
the online version, especially including the shyer girls in
their classes. This example shows some of the subtleties of
the translation process. Designers have different levels of
anonymity and awareness available in the MUD, which
reshapes even activity modeled on RL.
Implication: When translating pre-existing activities into a
network community, focus on the social goals of the activity
in relation to the particular affordances of the online
environment.
EVOLVING COMMUNITIES
This section applies some social scientific insights to
network communities, providing a more global discussion of
necessary conditions to support community development. A
network community is a conglomerate of social, technical,
material, historic, and environmental factors, and technology
design must be understood as one ingredient within this field
of relationships. By invoking a notion of community, despite
the pitfalls of addressing such a diffuse concept, we have
tried to insist on attention to more than just technical factors.
We see technosociality, learning, and history/change as three
critical aspects of successful network communities.
Technosociality
Observation: Successful network communities allow for
flexible and complementary coupling between technical and
social elements.
Lessons from a variety of work in science and technology
studies indicate that networks evolve out of flexible
couplings between technical and social systems, to the
extent that the two become conceptually inseparable
[11][15]. We borrow this notion of technosociality, and
suggest that networked versions of community happen when
opportunities for change, repair, and relationality span and
integrate both technical and social domains. It is not just
possible to layer social conventions and policies around
technical mechanisms: it is necessary to do this in order to
develop a robust and socially cohesive environment. For
example, media space users developed ways of adjusting
camera placement to inform other users of availability for
interaction or wish for privacy. In MUDs, the same technical
capability of room building is often differentiated through
user-authored descriptions and conventions, which flag
private homes and public areas.
Design decisions and ongoing social interaction feed back
into one another continuously. For example, designing an
entry-point to the online space has consequences for
subsequent social interaction; entering into a public square
versus a private office has profound implications for the
development of social interactional conventions. Conversely,
social practices might develop which work around this
design element, as users navigate to and from public and
private spaces as locations to idle in. As network community
participants and designers gain experience with the
properties of their spaces, a more self-aware and
technosocial approach to design becomes more common.
This approach to design might rest crucially on the blurring
of the categories of designer and user; in every network
community we have participated in, the people with the most
control over technical innovation were also participants in
the community.
Implication: Unreflective and rigid linking of system
primitives should be avoided. Ongoing and changeable
design, which is as explicit and participatory as possible for
users, is a preferable model for development.
Learning Opportunities
Observation: Successful network communities provide both
technical mechanisms and social practices that allow for
learning.
In order to understand learning as a component of
community development, we borrow from Jean Lave and
Etienne Wenger's "community of practice" approach, which
locates learning as a mode of participation in a community
(in contrast to a purely cognitive process) [16]. The
sustainability of a robust network community rests on
opportunities for learning [16] that leverage both social
practices and technical mechanisms.
Technosocial practices for how to engage with newbies are
well-developed in robust network communities; MUDs will
often have "helpful person" markers for those willing to
teach; in combat MUDs, there might be a special "newbie
forest," toward which more experienced players will direct
newcomers, often with advice and a gift of some weapons
and armor. In Jupiter, while core members developed
effective social conventions for interaction, peripheral
members often lacked a sense of social norms and
opportunities for learning, leading to a sense of unease
around appropriate behavior. We believe that this disjuncture
was a result of both the existing social divisions in the
workplace (between, for example, computer scientists and
administrator groups), and a lack of technical mechanisms
that support social interaction between newcomers and
experienced members.
Implication: Systems should support spaces and
mechanisms for new players to feel welcome and so they are
able to interact with experienced members.
History and Change
Observation: Network communities are located in historical
trajectories of social practice and change; in particular,
shifts in membership population often require
reconfiguration of technosocial conventions.
History and change are crucial to network communities;
communities adapt and evolve in response to changes in
their ecology and changing spheres of activity. Network
communities arise out of and partially reshape existing and
historical sets of social practices. We have considered
workplace practices, recreation, and education. For example,
we discussed how users of media spaces reshaped their
space and activities after the introduction of the new system,
while still working to accomplish their ongoing work. In this
section we focus on changes to network communities
brought about by shifts in membership.
When a network community is new, the early participants
tend to get to know one another well and understand the
purposes for which the community has been formed. Larger
populations bring new, diverse agendas for participation and
more diffuse interrelationships across the community. The
case of LambdaMOO, where an online "rape" led to a
virtual (and technically implemented) death penalty and a
democratic process, is perhaps the most publicized account
of a network community grappling with growth and the need
for new technosocial conventions [6].
The response to population shifts can also draw from a
familiar model of an iterative design-use cycle. For example,
in Pueblo a large influx of new teachers helped the
community to understand the administrative capabilities
teachers needed in the environment; they needed to be able
to change students' passwords, increase a student's building
allowance, create new characters for incoming students, and
do other operations that had been privileged in the MUD
system to the wizard class of characters. A new teacher
utilities package was developed to give all teachers the
capabilities they needed.
Another response to a shift in population diversity and size
can be to reinterpret existing mechanisms in new ways. For
example, the wizard role mentioned above represents a set of
technical capabilities that reach deeply into the technical
substrate of the MUD. In many MUDs, wizards are also
associated with community leadership in social arenas; they
are naturally positioned as leaders through their extensive
participation and service. As part of the discussions that
spurred the development of the teacher utilities mentioned
above, the wizard role was articulated as an "admin" role,
providing a technical service to the community but not
holding final decision-making authority in areas of social
policy. Other network communities have gone through
similar redefinitions, e.g. [4].
Implication: Designers should anticipate the need for
redesign by paying attention to existing practices as well as
the changing demographics of the community.
Future Directions
We suggest further technosocial features that characterize
network communities, which we have not had the space to
address. These might be considered characteristics general to
community, which we believe are elements of successful
network communities:
-
Temporal continuity: Network communities require long-
term participation, opening up opportunities for learning,
adaptation and change.
-
Social and interactional rhythm: The livability of network
space requires the ability to pursue different but reliable
social rhythms for interaction. These include engaged
conversational rhythms as well as different degrees of
proximity and awareness.
-
Sense of membership and identity: Network communities
require an awareness of who is co-present, and what their
relational status is. One must be able to identify
membership categories such as newbies or guests,
whether they are explicitly represented or diffusely
understood.
-
Boundaries and conventions: Users must have access to
an understanding of boundaries, both in the sense of
control of and limits to objects and places, as well as
shared social parameters of action. This would include
various tacit knowledges, recognitions of appropriate and
inappropriate behavior, and a sense of trust and shared
frames in interaction and the deployment of technology.
CONCLUSIONS
As individual designers, each of us had our own experiences
with what we would come to call network communities. As
we tried to understand what MUDs and media spaces were
an instance of, we first focused on technology
characteristics, such as persistence and real time interaction.
These discussions led us to describing the experiences that
resulted from these technologies. By telling stories of living,
working and playing in MUDs and media spaces, we began
to appreciate the interdependence of community and
technology. What we discovered were the design dimensions
of network communities that we have discussed in this paper.
We do not insist that these are the only design dimensions of
network communities. On the contrary, our future efforts will
include exploring new dimensions. These dimensions,
however, were the most compelling for us to explore first.
As persistent environments, network communities require a
sense of shared space that is independent of the actions of
individual users and matches the intended social functions of
the space. The space needs to support flexible boundaries for
levels of interaction and awareness. The authoring of
boundaries also enables inhabitants to partition the space for
different uses. The space must be navigable across these
boundaries and must support breakages of spatial
metaphors.
The virtual space of a network community does not exist in
isolation from the physical world, and designers must
manage the interrelationship between these two spaces.
Social acts in network communities are based on pre-
existing social conventions. To facilitate interaction in the
virtual space, markers (such as identity, age, profession) key
to pre-existing practices must be available in the virtual
space. Since persistent spaces (real, virtual) intersect,
designers may need to make information about one space
(such as co-presence) available in another space. Finally,
designers will need to experiment with translating actions
from one space to another. In some cases, new practices will
replace the utility of actions from another space. (How does
someone clear their throat in a text-based MUD?) Likewise,
designers should not be surprised as practices evolve when
they are translated to a new space.
Network communities exist at the intersection of complex
technical and social systems. Neither technology or sociality
can supplant the need for the other, and the two are
conceptually inseparable. This interdependence requires a
flexible coupling between the two systems so that the same
mechanisms can be appropriated for different uses.
Likewise, the technical and social systems must be able to
evolve to meet the needs of a changing community. As
inhabitants author their network community, they will want
to modify technical and social elements in tandem as one,
loosely coupled system.
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ENDNOTES
[f1] Media spaces (whether analog or digital) are
multimedia environments connecting geographically dispersed spaces
[2][3][7][9]. MUDs are computationally-based environments that provide
access to a persistent, online "world." MUDs allow users to establish
and describe their worlds and interact or collaborate according to
preestablished themes such as combat, education or professional
activities. MUDs minimally offer a text-based command-line interface,
and in some cases a more graphical or animated display.
[f2] In particular, we draw on our experiences
with Pueblo [19], a text-based MUD for a K-6th grade
educational community; recreational MUDs [14];
Jupiter, a multimedia MUD at Xerox [5]; the analog
Media Space [2][3][8] used by Xerox PARC and EuroPARC; and the digital
media space [20] at Georgia Tech.
CHI 97 Electronic Publications: Papers