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Design to thrive
Title statement Design to thrive : creating social networks and online communities that last / Tharon W. Howard Personal name Howard, Tharon W. (author) Publication Burlington, MA : Morgan Kaufmann Publishers, [2010] Copyright notice date ©2010 Phys.des. 1 online zdroj (xiv, 234 stran) : ilustrace (některé barevně) ISBN 9780123749215 0123749212 9780080957203 (online ; pdf) 008095720X Edition IT Pro Internal Bibliographies/Indexes Note Obsahuje bibliografické odkazy a rejstřík Contents Chapter 1: Introduction -- I. Why are virtual communities and social networks so popular? -- II. History of virtual communities (spans 30 years -- what is fad and what is not) -- III. Business justification for implementing virtual communities -- IV. Differences between "adhocracy," a "forum," a "group," a "virtual team," a "social network," and a "virtual community"? People are often sloppy with their use of these terms, which creates problems for designers. -- Chapter 2: What are the factors needed for sustainable online communities? -- I. What is a "heuristic" and why do we need one? -- II. RIBS theory/process -- Chapter 3: Remuneration -- I. What is "remuneration"? -- II. Case studies / popular examples? -- III. What are some best practice strategies for ensuring remuneration is functioning? -- Chapter 4: Influence -- I. What is "influence"? -- II. Case studies / popular examples? -- III. Best practice strategies for ensuring influence is functioning? -- Chapter 5: Belonging -- I. What is "belonging"? -- II. Case studies / popular examples? -- III. Best practice strategies for ensuring remuneration is functioning? -- Chapter 6: Significance -- I. What is "significance"? -- II. Case studies / popular examples? -- III. Best practice strategies for ensuring significance is functioning? -- Chapter 7: Conclusion -- I. Summative discussion -- lessons learned and how to apply them to designers' work -- II. How RIBS can be used to think about designing for emerging media and delivery systems-particularly those involving mobile computing and video -- III. RIBS' potential for the future of virtual community and social interface design. Notes to Availability Přístup pouze pro oprávněné uživatele Note Způsob přístupu: World Wide Web Defekty eBooks on EBSCOhost Subj. Headings online systémy online systems * internetové sociální sítě Internet social networks * online informační systémy online information systems Form, Genre elektronické knihy electronic books Conspect 004.7 - Počítačové sítě UDC 004.738.5:316.472.4 , 004.031.4 , [007+004]:004.78 , (0.034.2:08) Country Massachusetts Language angličtina Document kind Electronic sources URL http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=320755
Social networks and online communities are reshaping the way people communicate, both in their personal and professional lives. What makes some succeed and others fail? What draws a user in? What makes them join? What keeps them coming back? Entrepreneurs and businesses are turning to user experience practitioners to figure this out. Though they are well-equipped to evaluate and create a variety of interfaces, social networks require a different set of design principles and ways of thinking about the user in order to be successful. Design to Thrive presents tried and tested design methodologies, based on the author's decades of research, to ensure successful and sustainable online communities -- whether a wiki for employees to share procedures and best practices or for the next Facebook. The book describes four criteria, called "RIBS," which are necessary to the design of a successful and sustainable online community. These concepts provide designers with the tools they need to generate informed creative and productive design ideas, to think proactively about the communities they are building or maintaining, and to design communities that encourage users to actively contribute. Provides essential tools to create thriving social networks, helping designers to avoid common pitfalls, avoid costly mistakes, and to ensure that communities meet client needs Contains real world stories from popular, well known communities to illustrate how the concepts work Features a companion online network that employs the techniques outlined in the book.
Chapter 1: Introduction -- I. Why are virtual communities and social networks so popular? -- II. History of virtual communities (spans 30 years -- what is fad and what is not) -- III. Business justification for implementing virtual communities -- IV. Differences between "adhocracy," a "forum," a "group," a "virtual team," a "social network," and a "virtual community"? People are often sloppy with their use of these terms, which creates problems for designers. -- Chapter 2: What are the factors needed for sustainable online communities? -- I. What is a "heuristic" and why do we need one? -- II. RIBS theory/process -- Chapter 3: Remuneration -- I. What is "remuneration"? -- II. Case studies / popular examples? -- III. What are some best practice strategies for ensuring remuneration is functioning? -- Chapter 4: Influence -- I. What is "influence"? -- II. Case studies / popular examples? -- III. Best practice strategies for ensuring influence is functioning? -- Chapter 5: Belonging -- I. What is "belonging"? -- II. Case studies / popular examples? -- III. Best practice strategies for ensuring remuneration is functioning? -- Chapter 6: Significance -- I. What is "significance"? -- II. Case studies / popular examples? -- III. Best practice strategies for ensuring significance is functioning? -- Chapter 7: Conclusion -- I. Summative discussion -- lessons learned and how to apply them to designers' work -- II. How RIBS can be used to think about designing for emerging media and delivery systems-particularly those involving mobile computing and video -- III. RIBS' potential for the future of virtual community and social interface design.
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