
Some of the most compelling new online destinations are driven by a participatory model that invites users to create, manipulate, share, curate and distribute digital content. This model creates opportunities for all sorts of network effects, allows for more compelling content to emerge from a diverse population, and engenders a more proprietary feel (a sense of ownership and responsibility), not to mention community involvement.
All very interesting, but how do designers plan for and build online destinations that succeed in this model? Well, there’s clearly no formulaic way to guarantee results, and it would seem that success depends on a lot of intangibles and unknowns like market vagaries, priming, timeliness, confluent fads, etc.
At the same time, we can see that sites that have developed robust and productive communities boil down to an essentially intrinsic value proposition. In other words, they don’t depend on community at the outset. Sites like flickr and del.icio.us make it possible to easily access your stuff anywhere there’s a web connection; the community stuff is great once you get involved, but there’s a sort of prima facie reason for using these sites that helps get you started.
That’s all really high-level, pretty obvious stuff, but here’s something more tangible—I’ve noticed a few best practices in terms of mechanics for enabling user-contributed content:
Any others?
One thing I always get a kick out of on LinkedIn is the “profile completeness” meter. It’s like a game widget; it makes users feel like they’ve completed something and also gives them incentive to fill out one more past job description or to respond to another contact’s request for a recommendation.
Call it an “Incentive Meter”; because it’s more than just a progress meter. It gives a user something to aspire to.
Technorati has a feature like this as well. A blogger’s Technorati Rank illustrates how many links are coming their way from other bloggers. Personally, I don’t blog to see my Technorati Rank increase, but it is encouraging when I check-in, from time-to-time, and see that my ranking is higher; it provides a little bit of inspiration to know that your interestingness or influence is increasing within the community.
Scott
Yea, good call—we sent this article around the office the other day, which gets at that kind of stuff: http://www.oreillynet.com/conferences/blog/2006/03/how_game_mechanics_can_make_yo.html
5 mechanics they covered were: – collecting things – earning points – providing feedback – echanges – customization
Great link. Thanks for sharing that.
Just came across the accompanying presentation deck:
http://shufflebrain.com/etech06.htm
Slightly tangential – here’s an HBS Working Knowledge article from 2004 called, “Managing the Gamer Generation” where they ask the question, what kind of workers and managers will members of the “gamer generation” make?
http://hbswk.hbs.edu/archive/4429.html
Scott