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
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
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)
4
Q
Social Software Definition
A
Utilizing Web 2.0 for enabling, supporting and presenting interpersonal interaction (Coexistence, Communication, Coordination, Cooperation)
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)
6
Q
Social software: Use cases
A
internal vs. external e.g.
- marketing
- customer support
- product development
- knowledge management
- project management
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
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