Marion's CCTE Blog

Thursday, September 22, 2005

Individual Analysis:

In “Autistic Social Software,” which presents a portion of Danah Boyd’s talk at the 2004 Supernova Conference, Boyd argues that most “sociable media” is designed without consideration of the practices and needs of its intended users.

Boyd discusses how people feel the need to create multiple identities on the Internet in order to protect their privacy and conceal who they are. She criticizes those who encourage people to “fragment their identity,” and believes it results in an online version of multiple personality disorder. Boyd refers to this as “asinine” and asserts that “people aren’t fragmented.”

Only a portion of her larger talk is published here, so it’s possible that I’m taking her words out of context and misrepresenting her beliefs. However, it seems that Boyd is overlooking the advantages of the ability to create different identities using social software. In the anonymous setting, people are able to explore aspects of themselves that they feel they must conceal in the real world. Socially inhibited people can act boldly in virtual communities where they feel they belong; when private User Names are used in learning settings, timid students or students whose opinions differ from those of the mainstream may find a strong voice in class discussions. In cases like these, social software offers the opportunity for people to free themselves from the bounds imposed in real life. Over time, they may find ways to unite their “separate identities” and, in this way, redefine themselves in the “real world.”

Boyd presents three ways to make technology work in the context of peoples’ lives. Briefly, these entail 1) put a technology out there and demand that it fits into peoples’ lives; 2) put it out there and see what about it catches on, and use that information to understand users and how the software fits into their lives; 3) Understand the people and their needs and then develop a technology that complements their practices. Boyd believes that the second and third approaches are proper ways to design social technology. When it comes to using software in learning environments, I argue that only the third approach is acceptable. A formidable obstacle to technology integration is that people feel that technology will waste class time and fail to support relevant knowledge development. As responsible instructional designers, we cannot market social learning software (and we shouldn’t even attempt to develop it) until we have a thorough understanding of the perspectives and lives of target learners, their learning needs, and the learning objectives of their environment. If enough formative research is conducted throughout the planning process, social software that is developed for the classroom will be flexible enough to meet students’ diverse needs and goals. To postpone efforts to learn about users until the technology is already in the classroom seems like a waste of time, resources, and opportunity.

Did anybody interpret her words differently?

9 Comments:

  • Marion ...
    Your Blog entry caught my eye. When I was taking a class at TC last year, I remember that one of my classmates was doing a study on gender identity on the web and he was pretending in a virtual world to be a female. At the time, I was really taken aback but for that class I looked at online communication in relation to gender and it was really interesting. Researchers found that gender could only be hidden for so long and then certain words, tones and topics surfaced that revealed a person's true gender, personality, and character. I would venture to say that the web enables people to truly be who they are, multiple personalities and all!

    I read this article so I would understand your views and start a discussion. As an Instructional Designer working in Higher Ed, I would agree that "#3: Understand a group of people and their needs and then develop a technology that comfortably embeds itself within the practices of those people. Make technology ubiquitous." is the best way to go. In reality, where I work there is quite a bit of #2 but with some variations... "Make a technology, throw it out to the public and see what catches on. Follow the people who use it. Understand them ..." . Sometimes administration has taken a fancy to a technology and before we know it, we have it on campus and we have to make it "work" or "fit" somewhere. I am not agreeing with this practice but we have actually found some creative uses for technology we thought would never work. Then there are cases where the technology is on campus, whether we like it or not, (i.e. Instant Messenger in class, Facebook, MySpace) and we begin to study why it is so popular and if we can use it for educational purposes. Perhaps what I am trying to say is that there might be more than just the 3 scenarios that Dana suggests.

    I do agree with Dana that people use a technology because it fits into their life either professional or personal. Where the challenge can come in is where users don't have the choice to use the technology, such in school or a job. A habit and attitude shift is sometimes necessary.

    Thoughts?

    Heidi

    By Blogger Heidi Trotta, at 5:09 PM  

  • This post has been removed by a blog administrator.

    By Blogger Marion, at 2:09 PM  

  • Hi Heidi. I appreciate your comments. It is interesting to consider that, even from a distance and without the benefits of face-to-face social cues, our true identity (gender, character, ect.) may eventually emerge. I guess it goes to show that, while social software encourages self-exploration, people can never actually "leave" themselves. That said, it certainly does provide a means of self-discovery. If you remember who conducted the research, I'd love to read it.

    By Blogger Marion, at 2:12 PM  

  • Marion ...
    The researcher was Susan Herring who wrote a couple of articles and has spoken on the topic. Articles I read were ...

    Herring, S. (1994). Gender differences in computer-mediated communication: Bringing familiar baggage to the new frontier.” Paper presented at the American Library Association, Miami, June 27. http://www.vcn.bc.ca/sig/comm-nets/herring.txt

    Herring, S. (2001). Gender and power in online communication. Center for Social Informatics Working Papers, 01-05. http://www.slis.indiana.edu/csi/WP/WP01-05B.html

    It was very interesting!

    heidi

    By Blogger Heidi Trotta, at 10:25 PM  

  • Marion ... I came across Dana Boyd's blog ... here it is ...
    http://www.zephoria.org/

    heidi

    By Blogger Heidi Trotta, at 8:11 PM  

  • I think you will find Dourish's book interesting. He argues that we are moving from an era where the designer was seen as the one responsible for how technology was used (in other words, the affordances were 'hard-coded' into the technology) to an era where the user has the control over how technology is ultimately applied (in other words, the user is the one who actualizes the affordances). For instance, did the designers of Orkut predict that their social software would be used to deal drugs? Probably not!

    What implications does that have for our role as designers? What exactly are we designing? A tool, a process, an environment, a set of affordances...?

    By Blogger Ulises, at 2:27 PM  

  • Marion,
    I agree with you that the anonymity that the internet affords is a great place to explore different identities. I think exploring alternate identities is a healthy, natural process that shows a high level of developmental maturity. It’s the age-old “Who am I?” question. Just like you say, it’s only after trying on different identities that one can ultimately settle on the person they want to be. Unfortunately, I don’t think everyone goes through this soul-searching process because society seems pretty conservative when it comes to experimenting with identity. Perhaps the internet is providing a (safer?) way for more people to soul-search; a place for people to explore (from a distance) different personas until they ultimately find an identity that suits them best. This is a big leap, but I wonder if online identity exploration improves psychological health?

    Dan Hoffman (aka Hoffah!)

    By Blogger HoffaH, at 10:18 PM  

  • Everyone,
    Ulises raised some interesting questions with his comments on Marion’s analysis. Who is in control of how something is used, the designer or the user? I think that question in particular is relevant now like never before and quickly slides into some gray legal, ethical, and philosophical areas.

    The file-sharing community has based much of their legal defense on the idea that they cannot control how users use their software. If the users choose to distribute copyrighted material, can Limewire be held accountable?

    Another thought: isn’t the ideal consumer-product “hard-coded” by the designer to provide a customizable user-defined experience? I think we’re seeing signs of this trend in the emphasis on choice when purchasing: cars come with many buyer options and upgrades, computer configurations can be user-specified, etc… I think one of the reasons the MMOGs like World of Warcraft are so popular are their open-ended nature. Everyone buys the same retail product but how one plays in the virtual world is entirely individualized.

    By Blogger HoffaH, at 7:56 AM  

  • I think there are some contexts in which user choices have obvious benefits and unlikely drawbacks (such as when you're choosing from a menu of options when purchasing a car). In these contexts, the more choices and flexibily, the better. However, in educational settings where there are specific prescribed learning objectives (particularly in classrooms), I think instructional designers should run the show in terms of how a program will be used. That said, designers should seek feedback from users. When they discover untapped uses for an innovation, the designer should embrace those discoveries, consider their implications (positive and/or negatie), and adapt the innovation accordingly.

    By Blogger Marion, at 2:27 PM  

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