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Design to thrive : creating social networks and online communities that last /

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 experienc...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Howard, Tharon W.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Burlington, MA : Morgan Kaufmann Publishers, �2010.
Colección:IT Pro.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • 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.