designing social software

[From Many-to-Many]

I had the awesome privilege of attending the Intimate (Ubiquitous) Computing workshop at Ubicomp this year. The attendees grappled with issues of intimacy, the relationship between people and the impact of technology on intimacy. These issues are so relevant to social software, but so rarely addressed. For example, what is the impact of social software on intimacy? How does it affect our mechanisms of relating to people?

It’s so easy as social software developers to think about people’s hypothetical needs and design towards them, without really processing what impact we’ve had. Yet, the structures we create fundamentally affect how people interact, both offline and online. How are we changing people’s ability to engage offline because of their digital presence? How are we changing our understandings of the public sphere?

Ubicomp made me reflect on how easily we slip into a technocentric point of view. It’s so easy to assume that there is a perfect set of technologies, that they will solve all of the world’s problems and that they will produce nothing but good.

My take-away from the whole thing was to remember that we must think about the domains that we impact. We as social software developers/designers have the opportunity to dramatically impact social behavior. But we must approach this cautiously because if we fail to consider our impact, we could cause more harm than good.

[Remember: guns don’t kill people; people kill people. But they *use* guns and those guns were designed by people, and designed to kill.]

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