[NEC] 1.8: In-room Chat as a Social Tool
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NEC @ Shirky.com, a mailing list about Networks, Economics, and Culture
Published periodically / # 1.8 / December 30, 2002
Subscribe at http://shirky.com/nec.html
In this issue:
- Introduction
- Essay: In-room Chat as a Social Tool
(Also at http://www.openp2p.com/pub/a/p2p/2002/12/26/inroom_chat.html)
- Kazaa and the numbers
- Worth Reading
- EverQuest and Star Wars Galaxies essays
- Zooko and Gonze on FriendNet
- Open Questions:
- What is the most successful online community you know?
* Introduction =======================================================
Back to social software.
This issue's essay concerns an experiment I ran in November during a
two-day meeting on the subject of social software. During the two
days, we had a dedicated chat room open to the participants (most of
whom had Wifi-capable laptops). This created a fascinating two-channel
experience: a live conversation in the room, and a second real-time
text conversation in the chat room, running in parallel.
Though I am generally a member of the ASCII Liberation Front, this
essay is improved by the two images that show the set-up of the room,
so you may want to read it at its home on the Web:
http://www.openp2p.com/pub/a/p2p/2002/12/26/inroom_chat.html. (I'm
pleased to say that O'Reilly has agreed to publish this essay, and NEC
essays generally.)
Also, with this issue, NEC writings now appear with a Creative Commons
Attribution License:
The licensor permits others to copy, distribute, display, and perform
the work. In return, licensees must give the original author credit.
More on Creative Commons licenses at http://creativecommons.org/
Last NEC of the year. Thank you all for reading. See you in January.
-clay
* Essay ==============================================================
In-room Chat as a Social Tool
(http://www.openp2p.com/pub/a/p2p/2002/12/26/inroom_chat.html)
This fall, I hosted a two-day brainstorming session for 30 or so
people on the subject of social software. The event, sponsored by
Cap-Gemini's Center for Business Innovation and Nokia's Insight and
Foresight unit, took place in an open loft, and in addition to the
usual "sit around a big table and talk to each other" format, we set
up an in-room chat channel accessible over the WiFi network. We hosted
the chat using Greg Elin's modifications to Manuel Kiessling's lovely
ARSC (A Really Simple Chat) software.
http://manuel.kiessling.net/projects/software/arsc/
(Greg and I had used a similar setup in a somewhat different setting,
and we were determined to experiment further at the social software
event.)
The in-room chat created a two-channel experience -- a live conversation
in the room, and an overlapping real-time text conversation. The
experiment was a strong net positive for the group. Most social software
is designed as a replacement for face-to-face meetings, but the spread of
permanet (connectivity like air) provides opportunities for social
software to be used by groups who are already gathered in the same
location. For us, the chat served as a kind of social whiteboard. In this
note, I want to detail what worked and why, what the limitations and
downsides of in-room chat were, and point out possible future avenues for
exploration.
- The Setup
The setup was quite simple. We were working in a large open loft, seated
around a ring of tables, and we connected a WiFi hub to the room's cable
modem. Most of the participants had WiFi-capable laptops, and ARSC works
in a browser, so there were no client issues. We put a large plasma screen
at one end of the room.
We created a chat room for the event, and asked the participants using the
chat to log in using their first name. In addition, we created a special
username, Display, which we logged into a machine connected to the plasma
screen. The Display interface had no text-entry field, suppressed control
messages, and had its font set very large. This maximized screen real
estate for user-entered messages, and made them readable even by
participants sitting 10 meters away (though it minimized the amount of
scroll-back visible on the plasma screen.)
http://www.openp2p.com/p2p/2002/12/26/graphics/conference-room.jpg
Figure 1. The conference room.
http://www.openp2p.com/p2p/2002/12/26/graphics/arsc-screen.jpg
Figure 2. Private and public screens.
Photos courtesy http://www.heiferman.com
We made the participants aware of the chat room at the beginning of the
event, and set no other rules for its use (though at one point, we asked
that people only use the chat room, saying nothing out loud for half an
hour.) The chat room was available throughout the meeting. The first 10
minutes of the chat were the usual set of test messages, hellos, and other
"My hovercraft is full of eels" randomness, but once the meeting got
rolling, the chat room became an invaluable tool.
- The Advantages
The chat room created several advantages.
1. It changed interrupt logic
Group conversations are exercises in managing interruptions. When someone
is speaking, the listeners are often balancing the pressure to be polite
with a desire to interrupt, whether to add material, correct or contradict
the speaker, or introduce an entirely new theme. These interruptions are
often tangential, and can lead to still more interruptions or follow-up
comments by still other listeners. Furthermore, conversations that proceed
by interruption are governed by the people best at interrupting. People
who are shy, polite, or like to take a moment to compose their thoughts
before speaking are at a disadvantage.
Even with these downsides, however, the tangents can be quite valuable, so
if an absolute "no interrupt" rule were enforced, at least some material
of general interest would be lost, and the frustration level among the
participants consigned solely to passive listening would rise
considerably.
The chat room undid these effects, because participants could add to the
conversation without interrupting, and the group could pursue tangential
material in the chat room while listening in the real room. It was
remarkable how much easier it was for the speaker to finish a complex
thought without being cut off. And because chat participants had no way of
interrupting one another in the chat room, even people not given to
speaking out loud could participate. Indeed, one of our most active
participants contributed a considerable amount of high-quality observation
and annotation while saying almost nothing out loud for two days.
2. "Note to self" became "Note to world"
The more successful a meeting, the more "note to self" moments happen,
where a light goes off in someone's head, and they are moved to write the
insight down for later examination. The chat channel provided an
interesting alternative to personal note-taking, which was group
note-taking. By entering "notes to self" into the chat, participants could
both archive thoughts (the chat was logged) and to share those thoughts
with the rest of the room to see what reactions they might spark. This is
slightly different than simply altering interrupt logic, and more along
the lines of Cory Doctorow's "outboard brain" idea, because in this case,
the chat was capturing material that would not otherwise have been shared
with the group.
3. High-quality text annotation
What the spoken word has in emotive quality, it lacks in precision. Much
interesting material thrown out during the course of group conversations
is difficult to capture in an ideal form. When taking notes, it's easy to
misspell a name or mis-punctuate an URL, and things committed solely to
memory can be difficult to retrieve later ("Somebody said something about
a researcher in Oregon? Uraguay? The name began with a G ..."). Comments
in the chat log solved these problems -- if the attendees were talking
about Gerd Korteum's work, or the Kuro5hin website, the spelling and
punctuation were unambiguous.
There were two additional effects that improved the quality of the text
annotation. Because everyone was connected to the Web, not just the local
chat, the participants could Google for Web sites and quotes before they
posted. (At one point during the Friday session, a fierce rain started,
and someone pasted the US Weather service advisory for the area into the
chat.) And because ARSC turns URLs into links, the rest of the group could
click on a link in the chat window when it was added, so that new material
could be glanced at and bookmarked in context, rather than hours or days
later.
The annotation was also affected by the one-way relation between the real
world conversation and the chat. Though it's too early to know whether
this was a bug or a feature, themes from the real world conversation were
constantly reflected in the chat room, but almost never vice-versa. This
suggests that the participants regarded the chat as a place for ancillary
comments, rather than a separate but equal conversational space.
4. Less whispering, more \whispering
People whisper to one another during conferences, sometimes for good
reasons ("What does UDDI mean?") and sometimes for not-so-good ones ("So
this Estonian guy goes into a bar ..."). Like interrupting, however, a
blanket "No whispering" ban would throw the good out with the bad, and
would reduce the quality of the experience for the attendees. Furthermore,
even when there is a good reason to whisper to someone, the larger the
conference, the likelier it is you won't be seated next to them.
The \whisper command in ARSC means that, topologically, everyone is seated
next to everyone else. By typing "\whisper Rusty," a participant could
send a point-to-point message to Rusty without disrupting the meeting.
Though the whispers weren't logged, an informal poll at the end of the
second day showed that a large majority of chat room participants had used
\whisper at some point.
Ironically, the effectiveness of the \whisper command was somewhat limited
by the "split screen" focus between the room and the chat. Because
\whisper requests went to the invitee's laptop, if someone was looking
away from their screen for a few minutes, they would miss the invitation,
since \whisper requests didn't go to the plasma screen. One user suggested
the addition of a \pssst function of some sort to get someone's attention.
Another possibility would be making a second \whisper-only window, so that
\whisper conversations could be more asynchronous.
5. Alleviated boredom
Groups of people have diverse interests, so no matter how generally
scintillating a meeting overall, at some point someone is going to find
the subject at hand dull. The in-room chat helped alleviate this boredom,
while keeping the participants talking to one another about the subject at
hand.
This is the advantage hardest to understand in the abstract. When I talk
about the in-room chat, people often ask "But isn't that distracting?
Don't you want to make people pay attention to the speaker?" This is
similar to the question from the early days of the Web: "But why have any
outside links at all? Don't you want to make people stay on your site?"
Once you assume permanet, whether from Wifi, Richochet, or GPRS, this
logic crumbles. Anyone with a laptop or phone can, if they are bored, turn
to the Internet, and the question becomes "Given that attendees will be
using the network, would you rather have them talking to one another, or
reading Slashdot?" The people who gathered in NYC came to converse with
one another, and the in-room chat provided a way for them to meet that
goal even when they were not riveted by the main event.
- The Context
Chat as a meeting tool isn't a universally good idea, of course. Every
successful use of social software has environmental factors working in its
favor.
First and foremost, the attendees were tech-savvy people who travel with
WiFi-capable laptops and think about novel uses of social software, so
they were inclined to want to use something like ARSC, even if only as an
experiment. There was no resistance to trying something so odd and
unproven, as there might be in less-techie groups.
The group was also self-motivated. Because their attendance was optional,
they largely stayed on-topic. One can easily imagine that in a meeting
where attendance is passive and forced ("The boss wants everyone in the
conference room at 5:45") the contents of the chat would be much more
tangential (to say nothing of libelous). Since most parliamentary rules,
whether formal or informal, begin with the premise that only one person
can speak at once, and then arrange elaborate rules for determining who
can speak when, the presence of an alternate channel could severely
disrupt highly-structured meetings, such as client conferences or legal
negotiations. Whether this would be a bug or a feature depends on your
point of view.
The goals of the meeting were in synch with the experience the chat room
offered. We were not trying to forge a working group, get to consensus, or
even converge on a small set of ideas. Indeed, the goals of the meeting
were explicitly divergent, trying to uncover and share as much new
material as possible in a short period. The chat room aided this goal
admirably.
The scale of the meeting also worked in our favor. The group was large
enough that sitting around a table with a laptop open wasn't rude or
disruptive, but small enough that everyone could use a single chat room.
At one point during the Saturday session, we broke into small groups to
brainstorm around specific problems, and though there was no explicit
request to do so, every single member of the group shut their laptop
screens for two hours. Groups of six are small enough that all the members
can feel engaged with the group, and the chat would have been much less
useful and much more rude in that setting.
On the other hand, whenever things got really active on the chat channel
(we averaged about four posts a minute, but it sometimes spiked to 10 or
so), people complained about the lack of threading, suggesting that 30 was
at or near an upper limit for participation.
Meeting Structure
There were also some more technical or formal aspects of the meeting that
worked in our favor.
The plasma screen showing the Display view was surprisingly important. We
had not announced the WiFi network or chat channel in advance, and we had
no idea how many people would bring WiFi-capable laptops. (As it turned
out, most did.) The plasma screen was there to share the chat room's
contents with the disconnected members. However, the screen also added an
aspect of social control -- because anything said in the chat room was
displayed openly, it helped keep the conversation on-topic. Curiously,
this seemed to be true even though most of the room was reading the
contents of the chat on their laptop screens. The plasma screen created a
public feeling without actually exposing the contents to a "public"
different from the attendees.
During a brief post-mortem, several users reported using the plasma screen
for chunking, so that they could mainly pay attention to the speaker, but
flash their eyes to the screen occasionally to see what was in the chat
room, taking advantage of the fact that most people read much faster than
most speakers talk. (Viz. the horror of the speaker who puts up a
PowerPoint page, and then reads each point.)
There were two bits of organizational structure that also helped shape the
meeting. The first was our adoption of Jerry Michalski's marvelous "Red
Card/Green Card" system, where participants were given a set of colored
cards about 20 cm square in three colors, red, green, and gray. The cards
were used to make explicit but non-verbal commentary on what was being
said at the time. A green card indicates strong assent, red strong
dissent, and gray confusion.
In an earlier experiment with ARSC, Greg added virtual cards; users could
click on red or green icons and have those added to the chat. This proved
unsatisfying, and for this meeting we went back to the use of physical
cards. The use of the cards to indicate non-verbal and emotive reactions
seemed to provide a nice balance with the verbal and less emotive written
material. At one point, we spent half an hour in conversation with the
only rule being "No talking." The entire room was chatting for 30 minutes,
and even in that situation, people would physically wave green cards
whenever anyone posted anything particularly worthy in the chat room.
While the no-talking experiment was interesting, it was not particularly
useful. One of the participants whose work was being discussed in the chat
(he had just finished talking when we entered the no-talking period)
reported missing the actual verbal feedback from colleagues. The chat
comments made about his ideas, while cogent, lacked the emotional
resonance that makes face-to-face meetings work. By enforcing the
no-talking rule, we had re-created some of the disadvantages of virtual
meetings in a real room.
The other bit of organizational structure was borrowed from Elliott
Maxwell and the Aspen Institute, where participants wanting to speak would
turn their name cards vertically, thus putting comments in a queue. This
was frustrating for many of the participants, who had to wait several
minutes to react to something. This also severely altered interrupt logic.
(At several points, people gave up their turn to speak, saying "the moment
has passed.") Despite the frustration it caused, this system kept us
uncovering new material as opposed to going down rat holes, and it made
the chat room an attractive alternative for saying something immediate.
The Disadvantages
Though we found ARSC to be a useful addition to the meeting, there was an
unusually good fit between the tool and the environment. For every
favorable bit of context listed above, there is a situation where an
in-room chat channel would be inappropriate. Meetings where the attention
to the speaker needs to be more total would be problematic, as would
situations where a majority of the audience is either not connected or
uncomfortable with chat.
Even in this group, not everyone had a laptop, and for those people, the
chat contents were simply a second channel of information that they could
observe but not affect. Absolute ubiquity of the necessary hardware is
some way off for even tech-savvy groups, and several years away, at least,
for the average group. Any meeting wanting to implement a system like this
will have to take steps to make the chat optional, or to provide the
necessary hardware where it is lacking.
It may also be that increasing phone/PDA fusion will actually reduce the
number of laptops present at meetings. Using social tools at events where
phones are the personal device of choice will require significant
additional thought around the issues of small screens, thumb keyboards,
and other ergonomic issues.
In-room chat is unlikely to be useful for small groups (fewer than a
dozen, at a guess), and its usefulness for groups larger than 30 may also
be marginal (though in that case, ways of providing multiple chat rooms
may be helpful).
Given that the most profound effects of the chat were in changing
interrupt logic, many of the downsides came from the loss of interruption
as a tool. As annoying as interruptions may be, they help keep people
honest, by placing a premium on brevity, and on not spinning castles in
the air. Without interruption, the speaker loses an important feedback
mechanism, and may tend towards long-winded and unsupported claims. At the
very least, the use of in-room chat puts a premium on strong moderation of
some sort, to make up for the structural loss of interruption.
Perhaps most importantly, it will almost certainly be unhelpful for groups
that need to function as a team. Because the two-track structure
encourages a maximum number of new and tangential items being placed
together, it would probably be actively destructive for groups where
consensus was a goal. As Steven Johnson has noted about the event, the
chat room moved most of the humor from real world interjections to network
ones, which preserved the humor but suppressed the laughter. (Most of then
time when people write "lol," they aren't.) Though this helps on the
"interrupt logic" front, it also detracts from building group cohesion.
- Next Steps
This experiment was relatively small and short, having been applied to one
group over two days. It would be interesting to know what the effect would
be for groups meeting for longer periods. On the first day, we averaged
not quite three and a half posts a minute, occasionally spiking to nine or
10. On the second day, the average rose to just over four posts a minute,
but the spikes didn't change, suggesting that users were becoming more
accustomed to a steady pace of posting.
During the half-hour of chat only/no talking out loud, the average nearly
tripled, to over 11 posts a minute, and occasionally spiking to 18,
suggesting that during the normal sessions, users were paying what Linda
Stone calls "continuous partial attention" to both the chat room and the
real room, and with the structures of the real room artificially
suppressed, the chat room exploded. (The question of whether the change in
posting rate was uniform among all users is difficult to answer with the
small sample data.)
Several additional experiments suggest themselves:
* For conferences whose sessions average no more than 30 users, having
each room assigned its own chat channel could let users listening to the
same talk find one another with little effort. Likewise, finding ways of
forking large groups into multiple chats might be worthwhile, whether
using specific characteristics (UI designers in one, information
architects in another, and so on) or arbitrary ones (even or odd date of
birth) to keep the population of any one channel in the 12-25 range. (The
lack of plasma screen as a public mediating factor might be an issue.)
* ARSC translates URLs into clickable links. This suggests other
regular expressions that could be added. "A:" plus an author name or "T:"
plus a title could be turned into Amazon lookups. A QuoteBot might be very
useful, as several times during the two days someone asked "Who said 'Let
the wild rumpus start'?" A social network analysis bot might be
interesting, logging things like most and least frequent posters, and
social clustering, and reflecting those back to the group. (Cameron Marlow
of blogdex wrote a simple program during the meeting to display the number
of chat posts per user.)
* The social network angle, of course, is hampered by the lack of
threading in chat. This is obviously a hard problem, but several people
wondered whether there might be a lightweight way to indicate who you are
responding to, to create rudimentary threading. This may be a problem best
fixed socially. If we had asked people to adopt the general IRC convention
of posting with the name of the recipient first ("greg: interesting idea,
but almost certainly illegal"), we might have gotten much better implicit
threading. This in turn would have been greatly helped by tab-completion
of nicknames in ARSC.
* The \whisper function is secret, rather than private. In a real
meeting, seeing who is having a side conversation can allow the group as a
whole to feel the overall dynamic, so a private \whisper function might be
an interesting addition, entering lines into the chat like "Clay whispers
to Cameron," but providing no information about the content of those
conversations.
* Likewise, it might be useful to flag interesting or relevant posts
for later review. If someone says something particularly cogent, other
users could click a link next to the post labeled "Archive me," and in
addition to appearing in the general log, such posts would go to a second
"flagged comments only" log.
* Greg provided a polling function, but you had to click off the chat
page to get there, and it was only used once, as a test. Given this
failure, polling and voting functions may need to appear directly in the
chat room to be useful. Bots are an obvious interface to do this as well.
A PollingBot could ask questions in the chat room and accept answers by
\whisper.
* Given that meetings generally involve people looking at similar
issues from different backgrounds, DCC-like user-to-user file transfer
might be a valuable tool for sharing background materials among the
participants, by letting them send local files as well as URLs over the
chat interface.
* We got close to the edge of IRC-style chaos, where the chat scrolls
by too fast to read it. A buffering chat channel might solve this problem,
by having some maximum rate set on the order of 120-150 words a minute,
and then simply delaying posts that go over that limit into the next
minute, and so on. This congestion queuing would let everyone say what
they want to say without dampening the ability of other participants to
take it all in before reaction.
* Finally, ARSC is server-based. With Zeroconf networking, it might be
possible to set up ad hoc, peer-to-peer networks of laptops without
needing to coordinate anything in advance. Likewise, while DCC-ish file
transfer might be valuable for person-to-person file sharing, the ability
to post "I have a draft of my article on my hard drive at such and such a
local address" and have that material be as accessible as if it were on
the Web would make public sharing of background materials much easier.
- Conclusion
Real world groups are accustomed to having tools to help them get their
work done -- flipcharts, white boards, projectors, and so on. These tools
are typically used by only one person at a time. This experiment
demonstrated the possibility of social tools, tools that likewise aid a
real-world group, but that are equally accessible to all members at the
same time. There are a number of other experiments one can imagine, from
using the chat to accept input from remote locations to integrating
additional I/O devices such as cameras or projectors. The core
observation, though, is that under certain conditions, groups can find
value in participating in two simultaneous conversation spaces, one real
and one virtual.
* Kazaa and the Numbers ==================================================
Recently, I dug out an old Windows box for an experiment (I switched
to the Mac this spring), and while I had it running, I decided to see
what was going on on the Windows side of the P2P world. I went to
download the latest version of Kazaa, and what to my wondering eyes
should appear but the legend on download.com: 169,442,614 downloads,
more than 3 million of which were in the last 7 days.
Napster's strategy was to constantly call attention to its numbers, on
the theory that 70 million users can't be wrong. This, it turned out,
was like calling in their co-ordinates to enemy artillery. Kazaa has
pursued a different strategy, making little fuss about itself in
public, and has had a hundred million more downloads than Napster had
in its heyday. Its current rate of growth is something like 2 Napsters
a year.
The press has died down on file-sharing networks, but their adoption
is now stronger, not weaker, than before the RIAA put Napster out of
business.
* Worth Reading =========================================================
- EverQuest and Star Wars
Two interesting game articles, one on EverQuest, and one on Star Wars:
EverQuest as a Skinner Box, from an insider's perspective:
http://www.nickyee.com/eqt/skinner.html
"One important tenet of Operant Conditioning is that behaviors are
not inherently rewarding - they are made rewarding through
reinforcement. It is the shaping process in EverQuest that makes the
in-game "achievements" rewarding. It is the shaping process that
make "achievements" achievements. People who don't play EQ don't see
the appeal in clicking "COMBINE" in front of a forge for hours."
A Star Wars Galaxies post, by one of the developers, detailing why
players will be allowed only one character per game account. Though it
is written for a specific community, it is a fascinating description
of the effects of multiple personalities in immersive environments:
http://boards.station.sony.com/ubb/starwars/Forum3/HTML/088000.html
"Identifiability of a character goes a very long way towards
preventing misbehavior. People are less likely to grief when it is
their sole character at stake. People are more likely to trust
others when there's an established identity. Anonymity is the enemy
of community ties. It's as simple as that. This increases the link
between a person and their actions, creating greater accountability."
- Zooko and Gonze on FriendNet
Two brief and speculative essays on Friendnet, the overlay of human
topology on network topology:
Lucas Gonze:
http://www.oreillynet.com/pub/wlg/2428
"Unlike automated reputation systems like Advogato, the Slashdot
moderation system, eBay seller ratings, and MojoNation, reputation
management in a friendnet is a manual operation. This is a good
thing: humans are good at fuzzy reasoning and computers aren't."
Bryce "Zooko" Wilcox-O'Hearn:
http://zooko.com/log-2002-12.html (Scroll down to 2002-12-14)
"But it seems to me that the first thing we should do is go back and
reconsider step 1: the part where you forget everything you know
about your friends and family and treat messages received over the
Internet from strangers half-way around the world the same as
messages received over the Internet from your best friend. I think
that the emergent network designer should focus on the human
context, both because the human context is where our ultimate goals
and values are defined, and also because the human context is the
best source of a uniquely valuable network resource: trust."
* Open Questions =========================================================
A question I have been asking myself for a while now is "What works in
online community?" The answers are elusive, because the list of things
that are true of all successful groups is both short and self-evident.
The interesting stuff is the stuff that is true of specific
communities without being true in general. Trash talking and violence
characterize many online games, but can be highly destructive in
non-game environments. Programmers groups are often characterized by a
level of disagreement that average mailing list subscriber would flee
from. And so on.
So I've switched the question, and am asking myself "What's the most
successful online community I know?"
And now I'm asking you that question too.
* End ====================================================================
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2002, Clay Shirky