Randall Farmer
Thirty Years of Social Computing: Are we finally ready to scale?
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Contact Information
F. Randall (Randy) Farmer
Community Strategic Analyst
Yahoo!, Inc.
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Biography
For more than 30 years, I’ve been
connecting people with each other using computers as the mediating technology.
I co-created: one of the first forums, the first Trek MUD, the first graphical
MMOG with the first avatars, the first virtual MMOG currency, the first virtual
information marketplace, the first fully distributed virtual world platform,
the first no-plugin web session platform, Yahoo’s 360 project, and more. Now I’m
working on other far-reaching social computing projects for Yahoo! as the
Community Strategic Analyst.
Position Paper
Massive-scale articulated social systems create a completely
different of value propositions and risks than those that are faced by smaller
experimental/academic projects and start-ups. Indeed, as , there are some good
reasons for many social software applications (groups, wiki, calendars) to
‘stay small’ and limit the number and nature of contributors. None the less, we
need to address the social issues raised at much larger scale (thousands to
millions of users.) Applications like Search and eBay require a universal
aggregation points for managing user and corporate generated content.
Where reasonable, how do we make social software work at
this scale? When you involve so many, how does the application change?
Previously these questions were either ignored, or dismissed with statements
such as “we should be lucky enough to have such problems.” That has all
changed, with the large portals (Yahoo!, MSN, AOL, Google) entering the social
computing space with a vengeance as they move from content aggregation alone
to community editorial of aggregated professional and user published content.
Scale produces low-cost, high-value information markets
As social software gets adopted at scale, it generates information markets with
very real commercial value. At their best these markets match producers and
consumers efficiently. At worst, these systems bear a large burden of social
abuse for commercial gain: email brought us spam, blogs bring us
track-back/comment/referrer spam, and online markets battle fraud and
intellectual property abuse.
MMOGs blaze one trail: Virtual Economies & Intellectual Property
Games are driving a lot of the hard virtual-world/real-would
interaction questions faster than many ‘social computing’ folks may know. At a
recent conference, lawyers were already talking as if the secondary virtual
item market (eBay) for virtual goods implies real world value and that implies
that they are real world property and, by extension, subject to real world
property laws, such as estate liquidation. No kidding, a lawyer was actually
thinking that an Epic Mount in Worlds of Warcraft might be an estate asset if
his client dies!
Social Networking blazes another: Identity & Abuse
Early articulated social
networking software has demonstrated how rapidly a million-user community can
get grown via network-effects. Unfortunately, this very effect demonstrated a
weakness when the community scaled: Too much public information, too easy to
abuse, weakened social boundaries (friendster vs. friend), not enough services
to leverage your network, and not enough control over who can see which fields.
Though these problems were seen
fairly quickly, effective solutions were slow to arrive, are spotty at best,
and some proposals (like FOAF) don’t seem to help much at all.
How do we socially scale micropublishing to millions?
“A good name, like good will, is got by many actions and
lost by one”.
— Lord Jeffery
For social computing to scale to millions of users, we need
to hand control over disclosure to the users, but also put it in a context of
trust.
Consider the example of the evolution of web search.
Originally we all tagged our own pages with META keywords, following the
pattern of NetNews. Early search engines read these tags and used them to
produce search results. This information market had very real value as dotcom
start-ups competed for eyeballs. Next thing you know, every startup was
putting SEX in their keywords list. The solution was PageRank: don’t trust the
page owners, trust the anchor text used by the webmasters of referring
pages to describe the page content.
PageRank is the first massive social reputation system to deal with the first massive
scale information market. It is the first trust currency on the internet.
Clearly, we need to develop more reputation systems for applications other than search.
EBay, NetFlix, and SlashDot are just scratching the surface.
Of course, reputation systems produce their own information markets, ripe for
abuse. We still have a lot of work ahead of us.
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