Social Software / Fall 2004 / Mondays 12:30-3:00 / Tisch 441

Prof. Clay Shirky / http://www.shirky.com / clay@shirky.com
Version 1.01 / September 20, 2004

This is a class about groups. It is about supporting and extending group dynamics using software, and it is about making software in groups: you will spend most of the semester working with 2-3 other students to produce and refine a single project. Your group's goal will be to build software (and, if required, hardware) that supports small-group collaboration of the sort that often goes on at ITP -- brainstorming, decision making, group conversation, and annotation of ideas. (Part of the goal in collaborating on building collaborative tools is to allow you to test your projects in your own group.)

Your project does not necessarily need to support purely online collaboration; software that operates as an adjunct to physical work (e.g. using Wifi networks to tie users in the same room together) would fit the class goals as well.

The most important part of the course is the production work: designing and making social software, testing it with real users, and presenting the results of this work. In addition, you will present your work to a group of industry practitioners, once at midterm and again in the final class.

Though it is a production class, it is not a technique class, because there are so many technologies that can be brought ot bear on solving social dilemmas or imporving social communications. Instead, the focus in class will be on understanding existing social software and theories of social software and group dynamics, and presentation and critique of your projects.

The course will culminate in a presentation of the software to outside reviewers at the final. In addition to the production work, the class will include an overview of the history and current practice of social software generally, and readings in the literature of collaboration. Students will be expected to maintain project weblogs documenting their work throughout the semester.

A Note on Projects: Social software requires relatively shallow engineering, but deep commitment to putting working prototypes in the hands of live users. The means that the design/build/test/alter cycle is heavily weighted towards test and alter. Accordingly, projects that require large scale construction or long design cycles are not appropriate for this class -- our focus is going to be on getting something working into the hands of the users in the near term.

Likewise, because the class is in part about collaboration and group creativity, the project your group works on will be designed as part of the class itself. Though project ideas you may have prior to the start of the class will be useful as inputs in the brainstorming process, those ideas will inevitably be altered, probably beyond recognition, as your group works towards a shared goal.

Grades: Your overall grade will come from three places -- your individual class participation will make up 50% of the grade, your group's midterm presentation will make up 20%, and your group's final presentation will make up the final 30%.

SCHEDULE

September 13
Week 1: Introduction to Social Software
Examples of social software, drawn from both general use and ITP projects of previous years. A definition will be derived from the examples.
 - Reading: Joi Ito's Happenings / Discussion of the ITP list
 - Reading: Conceptual Blockbusting, Chapter 5 (Intellectual and Expressive Blocks) [Handout]

 - Assignment: A) Work in your groups to uncover something interesting about one (and only one) of the sites or tools listed at http://stage.itp.nyu.edu/~cs97/wiki/wiki.cgi?FirstAssignment
 - Assignment: B) Fill out your profile in the ITP Skillz database, http://social.itp.tsoa.nyu.edu/skills/index.php

September 20
Week 2: Definitions and Boundaries
Further examples of social software, with an emphasis on understanding different genres, and on finding new needs to address or new technical capabilities to exploit.
 - Reading: Matt Webb on Glancing / Joi Ito's Happenings (Repeat)
 - Reading: Conceptual Blockbusting, Chapter 6 (Alternate Thinking Languages) [Handout]

 - Assignment: A) Work in groups to propose at least three changes to one (and only one) of the sites or tools listed at http://stage.itp.nyu.edu/~cs97/wiki/wiki.cgi?SecondAssignment, in order to improve the collaborative effectiveness of the tool.
 - Assignment: B) Fill out your profile in the ITP Skillz database, http://social.itp.tsoa.nyu.edu/skills/index.php

September 27
Week 3: Social Software at ITP
In-class brainstorming of ideas for social software, followed by the creation of the production groups. These groups will last for the rest of the semester.
 - Reading: Lessons from Lucasfilm's Habitat
 - Reading: Conceptual Blockbusting [ISBN: 0-7382-0537-0], Chapter 7 (Kinds of Blockbusters) [Handout]

 - Assignment: As its first task your group should come up with 3 possible project ideas.
(From here on in, all assignments are group assignments.)

October 4
Week 4: Brainstorming
Your group presents ideas for social software you have developed during the previous week, followed by an in-class brainstorm.
 - Reading: Danny O'Brien on Public, Private, and Secret
 - Reading: A Dozen Things I Think I Know About Working In Groups

 - Assignment: Work on your project. Name your group.

October 11
Week 5: Presentation, and Discussion of Real World constraints
Your group presents the first version of the social software you have decided to build, and you critique other groups presentations. Followed by a discussion of real world constraints on social software projects, including scale, topology, interface, habit, and motivation.
 - Reading: Slashdot FAQ

 - Assignment: Work on your project. (By this point, you will know better than I how to advance the project you have chosen, so the assignment is simply to begin that work, and to be prepared to discuss it in week 6.)

October 18
Week 6: Real World Constraints II
Continuing discussion of real world constraints on social software projects, including scale, topology, interface, habit, and motivation.
 - Reading: Half-Life Development

 - Assignment: Work on your project

October 25
Week 7: Second Project Presentation - Guest reviewers
Your group will do an 8-10 minute presentation of your project to an invited group of professionals.
 - Reading:
 - Reading: Worse is Better

 - Assignment: Work on your project

November 1
Week 8: Reactions and Plans
Discuss project plans for the rest of the semester.

 - Assignment: Work on plans for getting user feedback.
 - Reading: Test With 5 Users
  - Reading: First Rule of Usability? Don't Listen to Users

November 8
Week 9: Strategies for Feedback
How to get user feedback from partial projects.
Readings TBD from here

November 15
Week 10: Group Lifecycle
A discussion of how groups form, change, and end.

 - Assignment: Get user feedback

November 22
Week 11: User Feedback
Present notes from the feedback you have received from your users.

 - Assignment: Work on your project; prepare for walkthrough with the class

November 29
Week 12: Walkthrough
Make a 10-12 minute walkthrough of your project with the class.

 - Assignment: Work on your project

December 6
Week 13: Future of Social Software
Social software is profoundly affected by changes in technological possibility. What new kinds of technology are now appearing that will have an effect on future social software?

 - Assignment: Finish your project, and prepare to present the results.

December 13
Week 14: Final presentation, Guest Critics
Your group will do an 8-10 minute presentation of your project to an invited group of professionals.

Links:
Class Wiki