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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Burlington, MA :
Morgan Kaufmann Publishers,
�2010.
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Colección: | IT Pro.
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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.