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Table of 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.
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.