Slide 1

Slide 1 text

ONLINE COMMUNITY FOR INTERNET.

Slide 2

Slide 2 text

More personal interaction is mediated through the internet than ever.

Slide 3

Slide 3 text

Have we committed our interpersonal culture to big commercial middlemen?

Slide 4

Slide 4 text

No.

Slide 5

Slide 5 text

Plenty of people use the internet to connect small groups of friends and like-thinkers.

Slide 6

Slide 6 text

Some folks I know use the metaphor of the treehouse for these groups: the small private spaces where friends can gather and play.

Slide 7

Slide 7 text

These self-contained groups are the internet’s dark matter, missing from a view of “social media” that prizes broadcast reach.

Slide 8

Slide 8 text

But what makes treehouses so intimate? Why are they attractive to people looking to connect on the internet? Is it possible to make a better one?

Slide 9

Slide 9 text

But what makes treehouses so intimate? Why are they attractive to people looking to connect on the internet? Is it possible to make a better one? How do treehouses work?

Slide 10

Slide 10 text

Well, what tools are we talking about?

Slide 11

Slide 11 text

IRC

Slide 12

Slide 12 text

text MUDs

Slide 13

Slide 13 text

Second Life

Slide 14

Slide 14 text

multiplayer games

Slide 15

Slide 15 text

There are others on the web, of course – Twitter watercooler cliques, LiveJournal communities, some subReddits – but these are representative real-time treehouses.

Slide 16

Slide 16 text

What do we like about them?

Slide 17

Slide 17 text

IRC is something of the minimum viable treehouse: people talking and not much else.

Slide 18

Slide 18 text

Presence is ambient as people idle. It’s too simple to organize any way but flatly.

Slide 19

Slide 19 text

People do play (usually role-play) on IRC.

Slide 20

Slide 20 text

People use bots to provide some spatiality and game-ness – but people and their IRC clients still assume sequential chatting, so it’s not magic.

Slide 21

Slide 21 text

Ultimately IRC isn’t very accessible. GUI services attract more plain folks, and integrate better with the rich media internet.

Slide 22

Slide 22 text

MUDs are play-oriented at least. They have user- serviceable parts, and can grow new places as more people join.

Slide 23

Slide 23 text

They’re not perfect games: social features like text paging are convenient, but break game-ness.

Slide 24

Slide 24 text

Also the administrative metaphor is wrong.

Slide 25

Slide 25 text

Admin privileges are attached to game characters. The game ends up run by the friends of whoever set up the server, not the hosts of the best parties. Administrative meta-game drama can’t be separated from the game itself.

Slide 26

Slide 26 text

Without IRC’s ubiquity, MUDs are dying out as players choose graphical games.

Slide 27

Slide 27 text

That’s a shame as text-based MUDs are more accessible for creating. You are in an open field west of a big white house with a boarded front door. There is a small mailbox here. vs

Slide 28

Slide 28 text

Players still make the deeper graphical games their own, whether through guilds or real multiplayer building.

Slide 29

Slide 29 text

Minecraft is a clear darling, but my heart has a special spot for a different game: Animal Crossing.

Slide 30

Slide 30 text

Animal Crossing puts you in a tiny village where you can interact with the town, its simulated citizens (who are animals) and other human players.

Slide 31

Slide 31 text

The underlying rules of Animal Crossing comprise simple systems that reinforce the conceit of small town life.

Slide 32

Slide 32 text

Much of the activity in your town happens outdoors, in a simple simulated biome that feeds your innate biophilia.

Slide 33

Slide 33 text

The real-time clock gives your town an additional sense of place. Events happen, weather changes, holidays come and go even when the game is off.

Slide 34

Slide 34 text

An apparent problem with the game is the materialist value system it can seem to have.

Slide 35

Slide 35 text

But this is a misreading: though the monetary economy supports other aspects of the game, it’s in support of the other systems.

Slide 36

Slide 36 text

Tom Armitage game designer Compare [Tiny Tower] to Animal Crossing, which, while framed with a structure of repetition – performing chores to pay off a mortgage – emphasizes the intrinsic rewards of doing so. ... Returning the next day will yield new fish, new plants, new conversation from villagers pleased to see you. The motivation isn’t to return as a timer runs out; the motivation to return is simply to see your friends again.

Slide 37

Slide 37 text

The real problem with Animal Crossing is it doesn’t go far enough.

Slide 38

Slide 38 text

It’s multiplayer… but not enough.

Slide 39

Slide 39 text

You can personalize it… but not enough.

Slide 40

Slide 40 text

The world persists as a place… but not enough.

Slide 41

Slide 41 text

And the childish character design isn’t generic enough. It can be… creepy.

Slide 42

Slide 42 text

No content

Slide 43

Slide 43 text

No content

Slide 44

Slide 44 text

No content

Slide 45

Slide 45 text

Second Life is almost the best treehouse tool. At its worst, it shows how hard design is: its shortcomings are often really tradeoffs.

Slide 46

Slide 46 text

The world is persistent, but persistence is intertwingled with operators’ predominant business model.

Slide 47

Slide 47 text

It is fully buildable, but the difficulty of building means Sturgeon’s Law applies in spades: it is mostly badness.

Slide 48

Slide 48 text

The world is immersive but bad building, incomplete control of the avatar, and voice chat annihilate any suspension of disbelief.

Slide 49

Slide 49 text

Immersion is an additional problem in that the viewer application takes the sovereign posture.

Slide 50

Slide 50 text

Alan Cooper author, About Face: The Essentials of Interaction Design A product’s posture is its behavioral stance – the way it presents itself to users. Posture is a way of talking about how much attention a user will devote to interacting with the product.

Slide 51

Slide 51 text

Alan Cooper author, About Face: The Essentials of Interaction Design Programs that monopolize users’ attention for long periods of time are sovereign posture applications. A sovereign product dominates a user’s workflow as his primary tool.

Slide 52

Slide 52 text

While you can idle all day in IRC or MUD spaces, Second Life acts like a real full-screen, immersive game. You can only have ambient presence there if you have attention to waste.

Slide 53

Slide 53 text

It’s hard to integrate it with your existing social context when you’re either in Second Life or out of it.

Slide 54

Slide 54 text

What properties do treehouses share?

Slide 55

Slide 55 text

Place

Slide 56

Slide 56 text

The simulation tools provide a space that can be built. The group is empowered to change the appearance of their social context.

Slide 57

Slide 57 text

But even basic tools like IRC provide a sense that the group is limited, a context you put yourself in.

Slide 58

Slide 58 text

A good community is somewhere you are.

Slide 59

Slide 59 text

Transience

Slide 60

Slide 60 text

The ephemerality of speech in these tools better affords intimacy. It’s safe to speak in a personal tone when your words aren’t public and published for the internet’s later reference.

Slide 61

Slide 61 text

(This is a weak point of the asynchronous web services mentioned earlier. The web has a long memory.)

Slide 62

Slide 62 text

That speech is temporal also means someone can be absent, which makes presence meaningful. Availabot Schulze & Webb, 2006 availabot.com

Slide 63

Slide 63 text

Some services provide link sharing and quotes databases as forms of intransient group memory.

Slide 64

Slide 64 text

But that contrasts with the bulk of conversation, which isn’t captured at all.

Slide 65

Slide 65 text

Play

Slide 66

Slide 66 text

Play spaces are sometimes called “magic circles”. Entering them is ritualized, and once inside, disbelief is suspended and only the game’s rules apply.

Slide 67

Slide 67 text

Johan Huizinga Dutch historian and author, Homo Ludens: A Study of the Play- Element in Culture (1938) The arena, the card table, the magic circle, the temple… all in form and function play-grounds… within which special rules obtain.

Slide 68

Slide 68 text

All are temporary worlds within the ordinary world, dedicated to the performance of an act apart.” “

Slide 69

Slide 69 text

If the tool simulates a world, it has to work in the least surprising way to keep from breaking you out of the bounds of play.

Slide 70

Slide 70 text

Similarly, Richard Bartle describes the “physics” of MUD as helping players suspend disbelief by working the way the player would expect, wherever the rules could.

Slide 71

Slide 71 text

Play is also about adopting a character.

Slide 72

Slide 72 text

Cohesive community requires reputation built on strong identity, but identity in a “temporary world” of play is fluid. HELLO my name is

Slide 73

Slide 73 text

Conversation is an iterated game, so your pseudo can be a strong identity even if it isn’t your public commercial web face. HELLO my name is

Slide 74

Slide 74 text

Autonomy

Slide 75

Slide 75 text

Treehouse groups are decentralized by default, run bottom-up on the “do-ocratic” principles of some hackerspaces.

Slide 76

Slide 76 text

Don’t ask me what needs doing when there is so much to do.” “

Slide 77

Slide 77 text

This is also like the principles of Open Space Technology for unconferences.

Slide 78

Slide 78 text

No content

Slide 79

Slide 79 text

Open Space also features the Law of Two Feet: If at any time you are neither learning nor contributing, use your two feet to go someplace else.

Slide 80

Slide 80 text

Meanwhile we already have a model for a self-organized internet space.

Slide 81

Slide 81 text

Meanwhile we already have a model for a self-organized internet space. It’s a wiki.

Slide 82

Slide 82 text

Which goes to show that, like wikis need janitors, parties need hosts.

Slide 83

Slide 83 text

Heather Champ former Flickr community manager I can’t think of any successful online community where the nice, quiet, reasonable voices defeat the loud, angry ones on their own.

Slide 84

Slide 84 text

In practice, hosts are merely the first members of the group. They set the tone and create the mix of people through choosy inviting.

Slide 85

Slide 85 text

Hosts use soft power to influence. The group still governs itself. (It’s a fine line, especially for us nerdy types susceptible to the Geek Social Fallacies.) ⃠

Slide 86

Slide 86 text

So are these the necessary, atomic properties that create a treehouse style group?

Slide 87

Slide 87 text

Not really.

Slide 88

Slide 88 text

These properties correlate with the real thing these groups have in common: they’re private.

Slide 89

Slide 89 text

Danny O’Brien internet guy In the real world, we have conversations in public, in private, and in secret. All three are quite separate. … On the net, you have public, or you have secrets. The private intermediate sphere, with its careful buffering, is shattered.

Slide 90

Slide 90 text

The properties we’ve discussed afford privacy, especially in contrast to public web pages.

Slide 91

Slide 91 text

A private space is necessarily limited, creating a sense of place apart from other contexts.

Slide 92

Slide 92 text

A private space is necessarily run bottom-up by the people involved, with no third-party interests.

Slide 93

Slide 93 text

Play requires a delineated safe space for social experimentation.

Slide 94

Slide 94 text

Recording is corrosive to candid sharing, so a private internet space must be transient.

Slide 95

Slide 95 text

These properties support privacy, so a treehouse tool will provide them to some extent.

Slide 96

Slide 96 text

In that way these properties describe those independent internet communities we might call treehouses.

Slide 97

Slide 97 text

What will you do with them?

Slide 98

Slide 98 text

Thanks for the photos: Jason B http://flic.kr/p/Anqfv Victor R. Ruiz http://flic.kr/p/7scw6h Martino Sabia http://flic.kr/p/4z218 Rene Rivers http://flic.kr/p/6b9iSQ dvanzuijlekom http://flic.kr/p/9PNSwU deargdoom57 http://flic.kr/p/586AFK Tom Martin http://flic.kr/p/ipNPL Dock Drumming http://flic.kr/p/2sjs5x joe fakih gomez http://flic.kr/p/ae4QCC mammal http://flic.kr/p/kDcy3 Josh Wedin http://flic.kr/p/akBYdJ Raftwet Jewell http://flic.kr/p/5Bp57J Anna Conti http://flic.kr/p/5UaQ5q Jeremy Brooks http://flic.kr/p/QeRN7 D’Arcy Norman http://flic.kr/p/2NdJ Argonne Nat’l Lab http://flic.kr/p/7t5UhK sgrace http://flic.kr/p/4j5YpX Thomas Wagner http://flic.kr/p/8D6x2d msspider66 http://flic.kr/p/3pcoZ Mary Bliss http://flic.kr/p/3PbLdA chrisinplymouth http://flic.kr/p/6LaqNq Helene Valvatne Andås http://flic.kr/p/8uTNHj Dani Lurie http://flic.kr/p/dHzzU Steve Rhodes http://flic.kr/p/4CxEnJ

Slide 99

Slide 99 text

References • Tom Armitage, “The Game Design of Everyday Things: Everyday Gaming,” Kill Screen • Richard Bartle, “M.U.D.: Messrs Bartle and Trubshaw’s Astonishing Contrivance,” GDC Vault (photo gamasutra.com) • Chris Colin, “Nasty as they wanna be? Policing Flickr.com,” San Francisco Chronicle (Heather Champ photo by Serguei Mourachov) • Danny O’Brien, “The Register,” Oblomovka (photo by quinn norton)

Slide 100

Slide 100 text

Mark Paschal markpasc.org/mark/ Thanks!