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Shelly Farnham

 

Shelly Farnham

Contact Information
Researcher
Social Computing Group
Microsoft Research
http://www.research.microsoft.com/~shellyf

Biography
I am a Researcher in the Social Computing Group at Microsoft Research, where I study computer-mediated social interactions. I consider myself a social engineer, building and evaluating prototypes in order to help people achieve their social goals through technology. I am particularly interested in how to enhance users’ experiences of online identity, community, and communication, and how these experiences are best integrated into every day social practices. Recent prototyping projects include tools that help people find, share, and coordinate with each other using friend of a friend social networks. I earned my Ph.D. in Social Psychology at the University of Washington, where I studied the interplay between the self-concept, social environments, and behavior.

Position Paper
When designing social software, we must always take into consideration the users’ social goals. People’s social goals are largely affective in nature, relative to the more task-oriented goals of the knowledge worker. People have three primary social goals that should be addressed in social technologies:

Liking myself. The first primary social goal is that people generally want to feel good about themselves. They will avoid technologies that make them feel or appear bad, and seek out technologies that provide them with a sense of mastery or the opportunity to construct an attractive persona. It is important to note that technological features that are value-expressive, such as a custom avatar, or a personalized skin, will prove enjoyable to the user even in the absence of any observers. People find identity construction and expression inherently enjoyable tasks, and the mere presence of self is pleasing. We were particularly struck by this principle in observing reactions to the Personal Map [16], a visualization of people’s social networks. People found the user interface very attractive because the self was placed in the middle of the map, and all of the users’ contacts were placed around the user. Placing the user in the map was superfluous to its functionality, yet increased its appeal considerably.

Sharing affection. The second primary social goal is that people enjoy sharing and eliciting affection and approval from others. They will seek out technologies that provide them with opportunities to find new friends or dating partners, or to share with their existing family and friends. Again, even the mere awareness of the presence of others will generally bring a positive emotional response from users in a social system. We found in our Swarm application [25] (a group text messaging system), for example, that people enjoyed getting notifications of presence from their friends even if they never acted upon the notification. Online reputation systems take advantage of people’s desire to be liked and respected by providing numerical or visual representations of people’s social status. These reputation indicators are strong incentives for people to curry the favor of others within the system [11, 45].

Sense of belonging. The third primary social goal is the intrinsic joy people feel in experiencing similarity to others or in being a part of social groups. A social group is quite sticky once people develop an identification with the group. People favor their own social groups even if those groups are arbitrarily and minimally defined (e.g., group X versus group W, determined by coin toss) [73]. Thus people will seek out and use technologies that increase their awareness of and identification with their social groups. Technologies that list relationships or group affiliation will provide an affectively positive experience to the user even in the absence of any real functionality. It is remarkable, for example, how many Friendster users have taken the time to provide rich profiles and develop large lists of friends, or how many Tribe users have joined numerous groups, even though they often have no explicit reason for being in the system aside from developing their social affiliations.

That people will seek out and use technologies that enable them to accomplish their social goals might seem an obvious point to make. However, it is often the case that social software diverts the users’ attention away from achieving their social goals, towards the software itself. If our systems do not help people achieve their goals then they will not be successful, no matter how attractive they appear or how fast they run. While we might hope to delight the user upon introduction to a new system with a beautiful, usable design, ultimately the software should become invisible to the user, because they are thinking only about their desired outcome and not the system itself. For example, when people are sharing photos with their friends, they are not thinking primarily about the quality of the picture or the communication transport; they are expressing to their friends: I like you, I miss you, I hope you will enjoy sharing this experience with me.

When explicating social goals, it is important to take into consideration both users’ explicit and implicit goals. For example, in knowledge management systems in a corporate environment, people might explicitly seek out the highest quality answer to a particular question they are posing to the system. However, implicitly they might be hoping to develop friendly, collaborative relationships with others within the corporation. In a study of the use of social networks in a knowledge exchange situation, for example, we found social status (defined by the number of people reporting up to the person) was a strong predictor of whom people would ask for information, irrespective of expertise [15]. This suggests that people are sensitive to the social context of information, and a knowledge management system that simply provided answers to a question without indicating the answer’s author would not satisfy the users’ implicit social goals.

 

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