Social Usability
Social Usability is a quality attribute that assesseshow easy social interactions are to make. The term“social usability” also refers to the methods for im-proving the ease of human-human interaction duringthe design process.
Social Usability is dened by four properties (RICE):— Interpersonal
Relations
: How easy is it to nd
other people and connect to them? How easy is itto keep those connections active? How relevant arethose connections?—
Identity
: How rich is one’s personal identity ex-pression? How much are interests and passions ex-pressed? How much are personal distinctive traitsshown? How much is privacy management de-tailed?—
Communication
: How fast can a message reachthe other person? How many messages can one
handle efciently? How easy is it to handle conversa
-tions (1-to-1, 1-to-some, 1-to-many)?— Group
Emergence
: How easy is it to creategroups, aggregate and talk around a common inter-est? How active are groups once established? Howlong do they last? How important is to be a part of thegroup? How long do they last? How much is it impor-tant to be part of a group?
Relational Motivations
Motivation is a dynamic factor of animal and humanbehavior that activates and directs toward an objec-tive. Relational Motivations are a dynamic factor ofhuman behavior that activate and direct towards ob- jectives that feed social networks.The motivations able to push a person are differ-ent and mixed. The Relational Motivations that we
identied are more effective catalysts to enable andinuence participation and/or collaboration in social
networks.With this narrowed scope we are able to concentrateour efforts inside socially-enabled context like socialnetwork. The four Relational Motivations are:1.
Competition
(Anger - Aggressivity System): theneed to impose oneself and/or his/hers beliefs, thesearch for a confrontation, the accumulation of ag-gressiveness.2.
Excellence
(Narcissism - Self): the need to con-
rm one’s skills and quality self-worth, the need for
approval and increase one’s self-esteem.3.
Curiosity
(Research - Play system): the need forknowledge, the need to satisfy one’s exploratory in-stinct.4.
Appartenence
(Affection - Care system): the needto share and be a part of a community of relationshipthat supports individual actions and thoughts, thatalso functions as a shelter to protect oneself.
PersonSocially-enabledsystem
CircadianActivityFlowSocialUsabilityRelationalMotivationsFunctionalNeeds
MotivationMotivational HooksUsability
Person
Relational MotivationRelational Mot. HooksSocial Usability
Socially-enabledsystem
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