TAG | social media
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Facebook Places and Serendipity
0 Comments | Posted by Freddie in Blogging, Debate, Education, Mobile, Usability, User generated
Most of you will be familiar with Foursquare, a site which allows its users to check-in at various places around town, and share favourite locations with their friends in real-time, while they’re already at the pub, the park or the gig. The point is to connect friends and places with one another – a bit of ‘planned serendipity’, the buzzwords so frequently tossed around by the architects of this and similar services.

Image source: www.guardian.co.uk
Facebook has decided to enter the location-sharing social media market. The company has unveiled a new feature it calls ‘Places’, which functions a little like Foursquare, but with more emphasis on sharing the quality and stories related to particular experiences, in particular places, with particular people, particularly. The first concern which normally emerges with applications like Foursquare and Facebook Places is, naturally, privacy: Is my every location being broadcast to complete strangers? Will I be digitally cased by prospective thieves who know when I’m home and when I am not? Or, rather than being held up at a late-night meeting in lieu of attending her exhibition opening, will my girlfriend accidentally find out that I’m in the pub with my mates through an automatic check-in notification? Don’t let the specificity of the last example mislead you – these are just a few hypotheticals to meditate on (but for the record, the late-night meeting DID take place).
Nevertheless, there’s no question that over-sharing in social media is the result of both the products and services themselves – and how they’re used. Shortly after Foursquare’s release, a campaign called ‘Please Rob Me’ launched. This site did nothing more than aggregate publicly shared check-ins upon its launch, but its name and the design of the website (for would-be robbers and thieves to see who isn’t home) illustratrated its real purpose: to educate people on some of the more dangerous effects of location-sharing.

Image source: www.cio.com
Point taken. But defenders of services like Foursquare and the newly-minted Facebook Places also are right to point out that the privacy risk is generally based on how these services are used – and the way users configure their privacy settings. Besides, is it any more dangerous than telling someone you have a 9-5 job in town? Or updating your Facebook status to let people know you’re on holiday in Spain? In some ways, no – although the ability for Facebook users to check their friends in without their permission is one issue centred on by critics.
While discussion of these location-sharing services is generally dominated by privacy and the dos-and-don’ts of trumpeting one’s every movement (bowel included), it was actually the words “planned serendipity” used briefly in the marketing video demonstration of Facebook Places which struck me. In fact, they bothered me. Why, beyond the fact of their wilfil self-contradiction, did they bother me? The short answer: because serendipity is fun as it is.
Serendipity is one of the things in life I tend to embrace. How often is it the case that the best people you meet, the most interesting facts, the most engaging events, the most enjoyable and fulfilling jobs you undertake, are happened upon by a seemingly random series of events? Serendipity has also served me well when it hasn’t produced the most satisfying or enjoyable outcomes. All the accidental wrong-turns and (so it seems at the time) dead-ends I’ve encountered in my life, figuratively and often literally, were enriching experiences because (I’d like to think) I’ve learned from them and grew as a result. Failure, which is almost never planned for, is one of the most enriching experiences one can have – even if it may not seem like that at the time.

Image source: www.goodlifezen.com
Colleagues and friends of mine claim they use Foursquare more often than not to see what places to avoid: a certain ex has checked in to the Starbucks down the street; a work colleague – to whom a report is owed – just checked in to the restaurant at which you were planning to eat; and so forth. The downside of being constantly aware of the location of your ‘friends’ (in Facebook parlance – not to be confused with actual friends, obviously) might be the impact this has on your choice to seek out or avoid certain spaces.
Contrary to the intent of its architects, Foursquare – when used like this – does exactly the opposite of what it originally set out to do: open the doors to all kinds of new experiences, and connect them through a variety of overlapping networks. Facebook Places attempts to emphasize the attachment of stories and experiences to various locations – like a running review of existence. The service hasn’t landed in the UK yet so it’s a bit early to tell whether or not it will be used in a more interesting way than comparable predecessors.
A close friend of mine who teaches adult education in Canada is trying to use Foursquare as a force for good, with fairly positive results. His students – all of whom have BlackBerrys, iPhones and Android devices – receive points each time they check in at a museum or art gallery around town, but they can only collect and exchange those points – largely in the form of Starbucks gift certificates – by volunteering a five to ten minute presentation on an exhibit or feature piece at one of these places. Many of his students do in fact visit these places – and use Foursquare to see if their friends are checking (in and) out (of) the same spots as well.
It’s not quite planned serendipity, but as a result of his little experiment the number of half-open bloodshot eyes visible during the early morning portion of his class has dropped by over half. Like myself, he hopes that someone will produce an application that brings serendipity back to location-sharing social media products – kind of like if stumbleupon, Facebook and Foursquare had a baby. Facebook Places is in the early stages of its conception – perhaps this is the child we’ve been looking for.
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Blog round-up 12
0 Comments | Posted by Freddie in Blogging, Debate, Gaming, Mobile, Web 2.0
More nuggets from the blogs…
Twitter to show photos and videos in the stream: Twitter experimenting with inline multimedia, but ‘Tweet Media’ setting was only an experiment. http://mashable.com/2010/07/26/tweet-media/
What do you get from participating?: Understanding the benefit of joining online communities. http://flux.futurelab.org.uk/2010/07/28/what-do-you-get-from-participating/
Infographic – The Social Landscape: A graphic showing each social website and how it is rated with marketing objectives. http://www.dontwasteyourtime.co.uk/social-network/infographic-the-social-landscape/
Spreading the message – Growth opportunities in text: Text messaging is still the universal lowest common denominator in communication using a phone other than voice. http://www.msearchgroove.com/2010/07/28/guest-column-spreading-the-message-why-the-major-growth-opportunities-are-still-in-text-messaging/
Hidden YouTube game: New ‘secret’ addition to YouTube allows users to play game while videos load. http://www.socialtimes.com/2010/07/youtube-easter-egg-play-snake-while-you-watch/
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Blog round-up 9
0 Comments | Posted by Freddie in Blogging, Debate, Development, Gaming, Mobile, Web 2.0
Live Underground map – complete with trains: Live tube map built using information from the London Datastore. http://blogs.telegraph.co.uk/technology/iandouglas/100005267/new-tube-map-now-with-trains/
ITV News to incorporate social media into news bulletins: ITV will let viewers chat with the journalists via social media. http://www.seotops.com/itv-plan-to-make-social-media-a-big-part-of-their-news-programmes_1429/
Global Radio aims to engage mobile users with app ads: The station uses success of their apps to interact with listeners. http://www.nma.co.uk/news/global-radio-aims-to-engage-mobile-users-with-app-ads/3014925.article
Losing the game: Excellent post on the scrapping of promised tax breaks for the games industry. http://www.bbc.co.uk/blogs/thereporters/rorycellanjones/2010/06/losing_the_game.html
Utah firing squad death announced on Twitter: Tweets from an Attorney General spread quickly around the world. http://www.deathandtaxesmagazine.com/utah-firing-squad-twitter-announcement/
· Live Underground map – complete with trains: Live tube map built using information from the London Datastore. http://blogs.telegraph.co.uk/technology/iandouglas/100005267/new-tube-map-now-with-trains/
- ITV News to incorporate social media into news bulletins: ITV will let viewers chat with the journalists via social media. http://www.seotops.com/itv-plan-to-make-social-media-a-big-part-of-their-news-programmes_1429/
· Global Radio aims to engage mobile users with app ads: the station uses success of their apps to interact with listeners. http://www.nma.co.uk/news/global-radio-aims-to-engage-mobile-users-with-app-ads/3014925.article
· Losing the game: Excellent post on the scrapping of promised tax breaks for the games industry. http://www.bbc.co.uk/blogs/thereporters/rorycellanjones/2010/06/losing_the_game.html
· Utah firing squad death announced on Twitter: the three tweets from an Attorney General spread quickly around the world. http://www.deathandtaxesmagazine.com/utah-firing-squad-twitter-announcement/
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Blog round-up 4
1 Comment | Posted by Freddie in Blogging, Charities, Culture, Debate, Education, Education Unbound, Gaming, Mobile
More juicy titbits…
Amnesty uses social media to fund protest ad: Amnesty International to raise funds using social media platforms for a protest ad targeted at Shell. http://www.nma.co.uk/news/amnesty-uses-social-media-to-fund-protest-ad/3013243.article
Sibblingz launches multi-platform game: Social multi-device game released to the public.
http://techcrunch.com/2010/05/12/sibblingz-launches-multi-platform-social-game-engine-to-the-masses/
Hootcourse – Take your class conversation online: Classroom application uses social media to create a conversation channel for your courses.
http://hootcourse.com/
Channel 4 targets teens via games consoles: Channel 4 Education is to harness games consoles as a core channel to reach teenagers in the next phase of its multi-million-pound online education strategy. http://www.nma.co.uk/news/channel-4-targets-teens-via-games-consoles/3013310.article
The 21st Century Classroom: An insight into modern teaching by Alfie Kohn.
http://www.openeducation.net/2010/05/03/the-21st-century-classroom-alfie-kohn/
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Contributions welcome
0 Comments | Posted by John in Culture, Debate, Design, Gaming, Rambles, Video gaming, Web 2.0
Creativity’s a funny thing. Not only is it often thought of as an intangible quality that is bestowed on a rare fortunate few , but we are somewhat used to thinking that those rare few work alone, or that they at the very least, call the shots. Creative agencies have people called ‘creatives’, whose job it is to be creative and direct other people who aren’t creative.
Now of course we have partnerships like Lennon and McCartney, Simon and Garfunkel, Morecambe and Wise, Adam and Joe, examples of people who were on the same wavelength to such an extent that they can produce things which are wonderfully more than the sum of their parts.

Courtesy of megamusicnews.com
But lately I’ve got thinking that creativity itself is starting to take a different turn. Permit me to take you on a tangential dive into one of my pet loves.
Those who know me will know that I go on about gaming a lot. Too much, perhaps. And not in a l33t speak, last-weekend-I-played-CoDMW2-til-my-eyes-bled kind of way, but in a way which acknowledges that gaming’s move into mainstream is an event of real cultural significance, and that entertainment and art may never be the same again.
I have also been, for some time, fairly convinced of the analogy between a game having a designer and a novel having a writer – great novels can be crafted into works of art because often they are written by people with singular visions, who have control over every line, word and punctuation point (to a degree – I realise this is a somewhat naive conception of the contemporary publishing world, at least).
As gaming and the means by which to create games became popularised over the last, say, 20 years, it has become more and more possible for the creators of computer games to exhibit an analogous level of control over their creations. Picture lone programmer/designers, hunched over their machines in the late hours, just as the penniless artist might at their desk furiously scribbling / painting / typing when in the throes of an idea on a dark night, until everything is Just. Right. I believed that if the trend continued, you would eventually get games which were just as honed, just as artful, as great novels.

Courtesy of maxenurse.wordpress.com
However, having worked at a digital agency for some time now, it hit me the other day that that vision is unlikely to be the future, for computer games. I’m not discounting the possibility that single individuals can produce captivating gaming experiences; people like Jason Rohrer and Daniel Benmergui. But the thing about games is that they can be so complex and so full of variables, and require so many different skills, that actually the creativity you need to produce a great game is of a very different kind. Some games like Aquaria are created by designer – programmer collaborations, so you get a kind of Lennon-McCartney partnership, more still are created by small teams, like a band jamming to thrash out a song, and others are created by vast studios, like an entire orchestra getting together and saying ‘hey guys, shall we write a concerto? Dave, you take violin.’
To give an example: Bioshock contains innumerable imperceptible touches contributing to the feel of the game as a whole – the way that desks are left open when they’re searched; the way that Houdini splicers teleport in a plume of blood red mist; the way that lone enemies talk to themselves in wrecked corridors as a manifestation of their insanity.
Now, although it’s entirely possible that the same person came up with all of these little ideas, is it really likely? Is it likely that all of these were dictated by the same person who came up with the Ayn-Rand inspired dystopia that is Bioshock’s setting? Is it even likely that whoever decided to set the game in a decrepit, dripping art deco labyrinthine city under the sea, is an individual, rather than a group of writers?
Or is it more plausible that all of these things fell out of when a group of people threw everything they had into a Magimix and pressed ‘On’? For the record, I don’t know who came up with those ideas. Perhaps not even the people who came up with them know. Or maybe it was in fact all one person with a savant-like ability to describe the minutiae of a nightmare they had after finishing Atlas Shrugged in a single sitting.

Courtesy of www.healthinlife.com/
To bring it back here, the point I’m making is that digital experiences are now so complex, so involved, that to rely on one person to call all of the creative shots would be a nightmare. I’ve produced websites with little touches which I couldn’t have foreseen and told a developer to implement – these decisions come out of discussions and collaboration, and that’s where creativity lies now. We’ve all heard about megalomaniacal directors or musicians dictating absolutely everything on the projects in which they’re involved – but that’s a very difficult thing to do with a digital experience, more so than anything else, I would venture.
And as digital experiences become increasingly common, and increasingly admired, perhaps that will change our conception of creativity. I’m not for a moment suggesting that there’s no room for an individual’s vision, or for the leadership of a creative team, but perhaps there will be less of an emphasis on “genius” as applied to an individual – perhaps what will be most important will be people’s capacity to interact with one another. If games (and digital experiences in general) will become significant contributions to culture, and many of those games are produced by teams, perhaps some of the most valuable contributions to culture in times to come will be put forth by groups, rather than lonely artists. Your thoughts, ladies and gents?
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Blog round-up 1
0 Comments | Posted by Freddie in Blogging, Design, Education, Mobile, Web 2.0
We at Open CC like to keep abreast of the latest developments in our sector – and one of the ways in which we do this is to keep a keen eye on some blogs that we like.
We have an internal newsletter which features the headlines from these blogs.
We thought it might be nice to share this newsletter with the readers of our own blog.
Simple as that. Enjoy!
Apple’s 4th-generation iPhone revealed: Gizmodo has revealed images of the new iPhone after one of Apple’s engineers left it in a pub. http://www.engadget.com/2010/04/19/apples-4th-generation-iphone-revealed/
LinkedIn makes new connections: Following Twitter’s announcement last week, LinkedIn announces new sponsored groups ad model. http://www.adweek.com/aw/content_display/news/client/e3i3a5406892176b1a13aebfc0791db3154
Ingenious: Free music if you talk about it on Facebook or Twitter: Tweet-for-Track and FBConnect-to-Track mean artists can encourage their fans to spread the word about them in exchange for free music. http://www.wired.com/epicenter/2010/04/ingenious-free-music-if-you-talk-about-it-on-facebook-or-twitter/#ixzz0leC1eEaY
Twitter’s @Anywhere service goes live: This service allows third-party websites to integrate Twitter functionality and content. http://www.nma.co.uk/news/twitter%E2%80%99s-@anywhere-service-goes-live/3012339.article
iPhone and iPod applications for schools: Useful applications for teachers and schools, ranging from an app for managing timetables to a curious ‘PhoneBook’. http://www.teachingnews.co.uk/2010/02/iphone-and-ipod-apps-for-schools/
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Chatroulette: What’s it good for?
0 Comments | Posted by Freddie in Blogging, Culture, Debate, Education, User generated, augmented reality
Even the most casual visitor to the blogosphere will by now have read about Chatroulette, the website which indiscriminately matches strangers with each other and allows them to conduct webcam-assisted conversations. Disconcertingly for anyone writing about Chatroulette, there is no consensus on its relationship with capitalisation and spacing (Chat Roulette? ChatRoulette? Chatroulette? I’ve gone with the latter (obviously)). Created and run by Andrey Ternovskiy, a 17-year-old Russian student from Moscow, the site was estimated to have had 30 million unique users worldwide in February.
Most of the media coverage of Chatroulette – and there has been a lot of media coverage – seems to have focused on what one blogger calls “the masturbatory aspect of Internet expressiveness”. And, sure enough, a cursory visit to the site can be an unsettling experience for those among us whose idea of entertainment is anything other than watching the graphic onanism of a faceless 19-year-old from Wisconsin.

But others have been using the site more creatively. A number of Chatroulette-based games have become popular – while Merton the improv pianist has become, in his own slightly arrogant words, “a cultural phenomenon”. Meanwhile the imaginatively-named Cat Man has used augmented reality to good effect (as one chat partner says, “IT’S VERY NICE”), and one mischievous user has been taking her partner’s video stream, mirroring it back to them and then recording their reaction. Head bopping is the most common response, apparently. Make of that what you will.
The word “random” is bandied around these days with a regularity that if not alarming is certainly irritating, but Chatroulette is a rare worthy recipient of the adjective. And this randomness is the site’s greatest asset and its greatest flaw. The ease with which users can switch from partner to partner and instantly connect to people on the other side of the world is what makes the site appealing. But it also makes it unsafe for children and faintly pointless for adults.
As Larry Magid has pointed out, Chatroulette – or the idea behind it – has great educational potential. Children can speak to people in Afghanistan about their experiences of the War on Terror – or to women in Iran about life there. Israelis can speak to Palestinians. Creatives experimenting with QR codes or iPad software can learn from people in Japan or the US about these technologies. All these things were possible on the web already, of course, but the introduction of a video element brings people closer together – and this is a powerful thing. The draconian authorities in China have yet to ban Chatroulette, so it is providing a rare opportunity for the inhabitants of the world’s most populous nation to speak openly with Westerners directly and in confidence from the comfort of their homes. But as long as the user has no control over their chat partner, such edifying Chatroulette encounters are the exception rather than the rule.

And this leads to the other significant characteristic of Chatroulette conversation: anonymity. If randomness is one pillar of the site, anonymity is the other. There are no logins, no registration process, no name display – and people love it. Nick Bilton believed the success of the site “signals a nascent desire for anonymity online”. I’m not sure Bilton is right to describe this desire for anonymity as nascent – the anonymity provided by online chat rooms has been attracting many users since their 1990s heyday. In this sense, Chatroulette is not the future of the internet, but its past.
Either way, as with its randomness, Chatroulette’s anonymity is a blessing and a curse. The site is unsafe for children and its anonymity means that users tend to behave in ways they might otherwise not – hence the unsavoury scenes from Wisconsin. As Sarita Yardi, a doctoral candidate at the Georgia Institute of Technology who studies the role of technology in teenagers’ lives, puts it, “Right now it’s kind of like an online Lord of the Flies.”
Magid suggests the introduction of channels so users can filter chat partners by things like subject matter, language and region. If these changes were implemented, it would no longer be Chatroulette, of course. If each participant in a game of Russian roulette knew which chamber contained the bullet, and chose whether to load that one or not, it would slightly defy the point. And in some ways, allowing users control over their partners would defy the point of Chatroulette. But the idea and the technology could certainly be used for educational purposes. With logins, channels, moderation and supervision, a video chat site could be a great resource to afford people an insight into the lives of others whom they would never encounter otherwise.
Some safeguards have already been put in place by Chatroulette spin-offs like Chatroulette Map, which ties users to their location. RandomDorm is Chatroulette for US college students, and requires them to log in using a verified college email address. But neither harnesses the educational potential of the medium. Until a site can get the security right and the user numbers up, Chatroulette and its various spin-offs will be like so many things on the web: nothing more than a fun way of wasting time. In the words of Cat Man’s chat buddy, it’s very nice – but that’s about it.
Courtesy of blogefl on flickr.com