01 Web 2.0 + Social software Flashcards

1
Q

Web 2.0 Definition

A
  • move to Internet as a platform
  • rules for success based on platform
  • Applications harness network effects
  • mutually maximize collective intelligence and added value for each participant
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2
Q

Web 2.0 Design Patterns + Principles

A
  • entire web as focus
  • data-driven platforms
  • user-added valuie
  • network effects
  • hackability and remixability
  • perpetual data
  • lightweighjt architectures and interfaces
  • device independet
  • rich GUI
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3
Q

Web 2.0 Utilizing the User

A
  • user generated data (youtube, flickr, Wikipedia)
  • user generated metadata (tags, ratings, relations)
  • user generated comments (product / topic comments)
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4
Q

Social Software Definition

A

Utilizing Web 2.0 for enabling, supporting and presenting interpersonal interaction (Coexistence, Communication, Coordination, Cooperation)

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5
Q

Social Software: 3 target dimensions

A
  • Publication and distribution of information
  • Communication between participants
  • Creation and administration of relations

Separation between focus on communication (messaging) and focus on content (communities)

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6
Q

Social software: Use cases

A

internal vs. external e.g.

  • marketing
  • customer support
  • product development
  • knowledge management
  • project management
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7
Q

Social software: benefits for enterprises

A

Additional benefit for currenct processes:

  • focus on supporting communication
  • usability of solutions
  • increased user satisfaction
  • decreased amount of emails

Ability to analyse (or govern) employee culture:

  • concept of technology and data lock-in
  • secret agents influencing opinions
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8
Q

Social software: measuring success

A

Different dimensions in context of each possible actions:

  • usage (frequency)
  • business value (ROI analysis etc.)

Different measurement approaches

  • logfile analysis (usage)
  • process analysis (throughput time)
  • content analysis
  • user interviews and surveys
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