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A Group Is Its Own Worst Enemy (Clay Shirky)

geert lovink

Oct 01, 2003 18:50 PDT 

(this essay might be interesting for our context)
http://shirky.com/writings/group_enemy.html
Clay Shirky: A Group Is Its Own Worst Enemy
This is a lightly edited version of the keynote I gave on Social Software at
the O'Reilly Emerging Technology conference in Santa Clara on April 24, 2003
Good morning, everybody. I want to talk this morning about social software
...there's a surprise. I want to talk about a pattern I've seen over and
over again in social software that supports large and long-lived groups. And
that pattern is the pattern described in the title of this talk: "A Group Is
Its Own Worst Enemy."
In particular, I want to talk about what I now think is one of the core
challenges for designing large-scale social software. Let me offer a
definition of social software, because it's a term that's still fairly
amorphous. My definition is fairly simple: It's software that supports group
interaction. I also want to emphasize, although that's a fairly simple
definition, how radical that pattern is. The Internet supports lots of
communications patterns, principally point-to-point and two-way, one-to-many
outbound, and many-to-many two-way.
Prior to the Internet, we had lots of patterns that supported point-to-point
two-way. We had telephones, we had the telegraph. We were familiar with
technological mediation of those kinds of conversations. Prior to the
Internet, we had lots of patterns that supported one-way outbound. I could
put something on television or the radio, I could publish a newspaper. We
had the printing press. So although the Internet does good things for those
patterns, they're patterns we knew from before.
Prior to the Internet, the last technology that had any real effect on the
way people sat down and talked together was the table. There was no
technological mediation for group conversations. The closest we got was the
conference call, which never really worked right -- "Hello? Do I push this
button now? Oh, shoot, I just hung up." It's not easy to set up a conference
call, but it's very easy to email five of your friends and say "Hey, where
are we going for pizza?" So ridiculously easy group forming is really news.
We've had social software for 40 years at most, dated from the Plato BBS
system, and we've only had 10 years or so of widespread availability, so
we're just finding out what works. We're still learning how to make these
kinds of things.
Now, software that supports group interaction is a fundamentally
unsatisfying definition in many ways, because it doesn't point to a specific
class of technology. If you look at email, it obviously supports social
patterns, but it can also support a broadcast pattern. If I'm a spammer, I'm
going to mail things out to a million people, but they're not going to be
talking to one another, and I'm not going to be talking to them -- spam is
email, but it isn't social. If I'm mailing you, and you're mailing me back,
we're having point-to-point and two-way conversation, but not one that
creates group dynamics.
So email doesn't necessarily support social patterns, group patterns,
although it can. Ditto a weblog. If I'm Glenn Reynolds, and I'm publishing
something with Comments Off and reaching a million users a month, that's
really broadcast. It's interesting that I can do it as a single individual,
but the pattern is closer to MSNBC than it is to a conversation. If it's a
cluster of half a dozen LiveJournal users, on the other hand, talking about
their lives with one another, that's social. So, again, weblogs are not
necessarily social, although they can support social patterns.
Nevertheless, I think that definition is the right one, because it
recognizes the fundamentally social nature of the problem. Groups are a
run-time effect. You cannot specify in advance what the group will do, and
so you can't substantiate in software everything you expect to have happen.
Now, there's a large body of literature saying "We built this software, a
group came and used it, and they began to exhibit behaviors that surprised
us enormously, so we've gone and documented these behaviors." Over and over
and over again this pattern comes up. (I hear Stewart [Brand, of the WELL]
laughing.) The WELL is one of those places where this pattern came up over
and over again.
This talk is in three parts. The best explanation I have found for the kinds
of things that happen when groups of humans interact is psychological
research that predates the Internet, so the first part is going to be about
W.R. Bion's research, which I will talk about in a moment, research that I
believe explains how and why a group is its own worst enemy.
The second part is: Why now? What's going on now that makes this worth
thinking about? I think we're seeing a revolution in social software in the
current environment that's really interesting.
And third, I want to identify some things, about half a dozen things, in
fact, that I think are core to any software that supports larger, long-lived
groups.
Part One: How is a group its own worst enemy?
So, Part One. The best explanation I have found for the ways in which this
pattern establishes itself, the group is its own worst enemy, comes from a
book by W.R. Bion called "Experiences in Groups," written in the middle of
the last century.
Bion was a psychologist who was doing group therapy with groups of
neurotics. (Drawing parallels between that and the Internet is left as an
exercise for the reader.) The thing that Bion discovered was that the
neurotics in his care were, as a group, conspiring to defeat therapy.
There was no overt communication or coordination. But he could see that
whenever he would try to do anything that was meant to have an effect, the
group would somehow quash it. And he was driving himself crazy, in the
colloquial sense of the term, trying to figure out whether or not he should
be looking at the situation as: Are these individuals taking action on their
own? Or is this a coordinated group?
He could never resolve the question, and so he decided that the
unresolvability of the question was the answer. To the question: Do you view
groups of people as aggregations of individuals or as a cohesive group, his
answer was: "Hopelessly committed to both."
He said that humans are fundamentally individual, and also fundamentally
social. Every one of us has a kind of rational decision-making mind where we
can assess what's going on and make decisions and act on them. And we are
all also able to enter viscerally into emotional bonds with other groups of
people that transcend the intellectual aspects of the individual.
In fact, Bion was so convinced that this was the right answer that the image
he put on the front cover of his book was a Necker cube, one of those cubes
that you can look at and make resolve in one of two ways, but you can never
see both views of the cube at the same time. So groups can be analyzed both
as collections of individuals and having this kind of emotive group
experience.
Now, it's pretty easy to see how groups of people who have formal
memberships, groups that have been labeled and named like "I am a member of
such-and-such a guild in a massively multi-player online role-playing game,"
it's easy to see how you would have some kind of group cohesion there. But
Bion's thesis is that this effect is much, much deeper, and kicks in much,
much sooner than many of us expect. So I want to illustrate this with a
story, and to illustrate the illustration, I'll use a story from your life.
Because even if I don't know you, I know what I'm about to describe has
happened to you.
You are at a party, and you get bored. You say "This isn't doing it for me
anymore. I'd rather be someplace else. I'd rather be home asleep. The people
I wanted to talk to aren't here." Whatever. The party fails to meet some
threshold of interest. And then a really remarkable thing happens: You don't
leave. You make a decision "I don't like this." If you were in a bookstore
and you said "I'm done," you'd walk out. If you were in a coffee shop and
said "This is boring," you'd walk out.
You're sitting at a party, you decide "I don't like this; I don't want to be
here." And then you don't leave. That kind of social stickiness is what Bion
is talking about.
And then, another really remarkable thing happens. Twenty minutes later, one
person stands up and gets their coat, and what happens? Suddenly everyone is
getting their coats on, all at the same time. Which means that everyone had
decided that the party was not for them, and no one had done anything about
it, until finally this triggering event let the air out of the group, and
everyone kind of felt okay about leaving.
This effect is so steady it's sometimes called the paradox of groups. It's
obvious that there are no groups without members. But what's less obvious is
that there are no members without a group. Because what would you be a
member of?
So there's this very complicated moment of a group coming together, where
enough individuals, for whatever reason, sort of agree that something
worthwhile is happening, and the decision they make at that moment is: This
is good and must be protected. And at that moment, even if it's
subconscious, you start getting group effects. And the effects that we've
seen come up over and over and over again in online communities.
Now, Bion decided that what he was watching with the neurotics was the group
defending itself against his attempts to make the group do what they said
they were supposed to do. The group was convened to get better, this group
of people was in therapy to get better. But they were defeating that. And he
said, there are some very specific patterns that they're entering into to
defeat the ostensible purpose of the group meeting together. And he detailed
three patterns.
The first is sex talk, what he called, in his mid-century prose, "A group
met for pairing off." And what that means is, the group conceives of its
purpose as the hosting of flirtatious or salacious talk or emotions passing
between pairs of members.
You go on IRC and you scan the channel list, and you say "Oh, I know what
that group is about, because I see the channel label." And you go into the
group, you will also almost invariably find that it's about sex talk as
well. Not necessarily overt. But that is always in scope in human
conversations, according to Bion. That is one basic pattern that groups can
always devolve into, away from the sophisticated purpose and towards one of
these basic purposes.
The second basic pattern that Bion detailed: The identification and
vilification of external enemies. This is a very common pattern. Anyone who
was around the Open Source movement in the mid-Nineties could see this all
the time. If you cared about Linux on the desktop, there was a big list of
jobs to do. But you could always instead get a conversation going about
Microsoft and Bill Gates. And people would start bleeding from their ears,
they would get so mad.
If you want to make it better, there's a list of things to do. It's Open
Source, right? Just fix it. "No, no, Microsoft and Bill Gates grrrrr ...",
the froth would start coming out. The external enemy -- nothing causes a
group to galvanize like an external enemy.
So even if someone isn't really your enemy, identifying them as an enemy can
cause a pleasant sense of group cohesion. And groups often gravitate towards
members who are the most paranoid and make them leaders, because those are
the people who are best at identifying external enemies.
The third pattern Bion identified: Religious veneration. The nomination and
worship of a religious icon or a set of religious tenets. The religious
pattern is, essentially, we have nominated something that's beyond critique.
You can see this pattern on the Internet any day you like. Go onto a Tolkein
newsgroup or discussion forum, and try saying "You know, The Two Towers is a
little dull. I mean loooong. We didn't need that much description about the
forest, because it's pretty much the same forest all the way."
Try having that discussion. On the door of the group it will say: "This is
for discussing the works of Tolkein." Go in and try and have that
discussion.
Now, in some places people say "Yes, but it needed to, because it had to
convey the sense of lassitude," or whatever. But in most places you'll
simply be flamed to high heaven, because you're interfering with the
religious text.
So these are human patterns that have shown up on the Internet, not because
of the software, but because it's being used by humans. Bion has identified
this possibility of groups sandbagging their sophisticated goals with these
basic urges. And what he finally came to, in analyzing this tension, is that
group structure is necessary. Robert's Rules of Order are necessary.
Constitutions are necessary. Norms, rituals, laws, the whole list of ways
that we say, out of the universe of possible behaviors, we're going to draw
a relatively small circle around the acceptable ones.
He said the group structure is necessary to defend the group from itself.
Group structure exists to keep a group on target, on track, on message, on
charter, whatever. To keep a group focused on its own sophisticated goals
and to keep a group from sliding into these basic patterns. Group structure
defends the group from the action of its own members.
In the Seventies -- this is a pattern that's shown up on the network over
and over again -- in the Seventies, a BBS called Communitree launched, one
of the very early dial-up BBSes. This was launched when people didn't own
computers, institutions owned computers.
Communitree was founded on the principles of open access and free dialogue.
"Communitree" -- the name just says "California in the Seventies." And the
notion was, effectively, throw off structure and new and beautiful patterns
will arise.
And, indeed, as anyone who has put discussion software into groups that were
previously disconnected has seen, that does happen. Incredible things
happen. The early days of Echo, the early days of usenet, the early days of
Lucasfilms Habitat, over and over again, you see all this incredible
upwelling of people who suddenly are connected in ways they weren't before.
And then, as time sets in, difficulties emerge. In this case, one of the
difficulties was occasioned by the fact that one of the institutions that
got hold of some modems was a high school. And who, in 1978, was hanging out
in the room with the computer and the modems in it, but the boys of that
high school. And the boys weren't terribly interested in sophisticated adult
conversation. They were interested in fart jokes. They were interested in
salacious talk. They were interested in running amok and posting four-letter
words and nyah-nyah-nyah, all over the bulletin board.
And the adults who had set up Communitree were horrified, and overrun by
these students. The place that was founded on open access had too much open
access, too much openness. They couldn't defend themselves against their own
users. The place that was founded on free speech had too much freedom. They
had no way of saying "No, that's not the kind of free speech we meant."
But that was a requirement. In order to defend themselves against being
overrun, that was something that they needed to have that they didn't have,
and as a result, they simply shut the site down.
Now you could ask whether or not the founders' inability to defend
themselves from this onslaught, from being overrun, was a technical or a
social problem. Did the software not allow the problem to be solved? Or was
it the social configuration of the group that founded it, where they simply
couldn't stomach the idea of adding censorship to protect their system. But
in a way, it doesn't matter, because technical and social issues are deeply
intertwined. There's no way to completely separate them.
What matters is, a group designed this and then was unable, in the context
they'd set up, partly a technical and partly a social context, to save it
from this attack from within. And attack from within is what matters.
Communitree wasn't shut down by people trying to crash or syn-flood the
server. It was shut down by people logging in and posting, which is what the
system was designed to allow. The technological pattern of normal use and
attack were identical at the machine level, so there was no way to specify
technologically what should and shouldn't happen. Some of the users wanted
the system to continue to exist and to provide a forum for discussion. And
other of the users, the high school boys, either didn't care or were
actively inimical. And the system provided no way for the former group to
defend itself from the latter.
Now, this story has been written many times. It's actually frustrating to
see how many times it's been written. You'd hope that at some point that
someone would write it down, and they often do, but what then doesn't happen
is other people don't read it.
The most charitable description of this repeated pattern is "learning from
experience." But learning from experience is the worst possible way to learn
something. Learning from experience is one up from remembering. That's not
great. The best way to learn something is when someone else figures it out
and tells you: "Don't go in that swamp. There are alligators in there."
Learning from experience about the alligators is lousy, compared to learning
from reading, say. There hasn't been, unfortunately, in this arena, a lot of
learning from reading. And so, lessons from Lucasfilms' Habitat, written in
1990, reads a lot like Rose Stone's description of Communitree from 1978.
This pattern has happened over and over and over again. Someone built the
system, they assumed certain user behaviors. The users came on and exhibited
different behaviors. And the people running the system discovered to their
horror that the technological and social issues could not in fact be
decoupled.
There's a great document called "LambdaMOO Takes a New Direction," which is
about the wizards of LambdaMOO, Pavel Curtis's Xerox PARC experiment in
building a MUD world. And one day the wizards of LambdaMOO announced "We've
gotten this system up and running, and all these interesting social effects
are happening. Henceforth we wizards will only be involved in technological
issues. We're not going to get involved in any of that social stuff."
And then, I think about 18 months later -- I don't remember the exact gap of
time -- they come back. The wizards come back, extremely cranky. And they
say: "What we have learned from you whining users is that we can't do what
we said we would do. We cannot separate the technological aspects from the
social aspects of running a virtual world.
"So we're back, and we're taking wizardly fiat back, and we're going to do
things to run the system. We are effectively setting ourselves up as a
government, because this place needs a government, because without us, the
place was falling apart."
People who work on social software are closer in spirit to economists and
political scientists than they are to people making compilers. They both
look like programming, but when you're dealing with groups of people as one
of your run-time phenomena, that is an incredibly different practice. In the
political realm, we would call these kinds of crises a constitutional
crisis. It's what happens when the tension between the individual and the
group, and the rights and responsibilities of individuals and groups, gets
so serious that something has to be done.
And the worst crisis is the first crisis, because it's not just "We need to
have some rules." It's also "We need to have some rules for making some
rules." And this is what we see over and over again in large and long-lived
social software systems. Constitutions are a necessary component of large,
long-lived, heterogenous groups.
Geoff Cohen has a great observation about this. He said "The likelihood that
any unmoderated group will eventually get into a flame-war about whether or
not to have a moderator approaches one as time increases." As a group
commits to its existence as a group, and begins to think that the group is
good or important, the chance that they will begin to call for additional
structure, in order to defend themselves from themselves, gets very, very
high.
Part Two: Why now?
If these things I'm saying have happened so often before, have been
happening and been documented and we've got psychological literature that
predates the Internet, what's going on now that makes this important?
I can't tell you precisely why, but observationally there is a revolution in
social software going on. The number of people writing tools to support or
enhance group collaboration or communication is astonishing.
The web turned us all into size queens for six or eight years there. It was
loosely coupled, it was stateless, it scaled like crazy, and everything
became about How big can you get? "How many users does Yahoo have? How many
customers does Amazon have? How many readers does MSNBC have?" And the
answer could be "Really a lot!" But it could only be really a lot if you
didn't require MSNBC to be answering those readers, and you didn't require
those readers to be talking to one another.
The downside of going for size and scale above all else is that the dense,
interconnected pattern that drives group conversation and collaboration
isn't supportable at any large scale. Less is different -- small groups of
people can engage in kinds of interaction that large groups can't. And so we
blew past that interesting scale of small groups. Larger than a dozen,
smaller than a few hundred, where people can actually have these
conversational forms that can't be supported when you're talking about tens
of thousands or millions of users, at least in a single group.
We've had things like mailing lists and BBSes for a long time, and more
recently we've had IM, we've had these various patterns. And now, all of a
sudden, these things are popping up. We've gotten weblogs and wikis, and I
think, even more importantly, we're getting platform stuff. We're getting
RSS. We're getting shared Flash objects. We're getting ways to quickly build
on top of some infrastructure we can take for granted, that lets us try new
things very rapidly.
I was talking to Stewart Butterfield about the chat application they're
trying here. I said "Hey, how's that going?" He said: "Well, we only had the
idea for it two weeks ago. So this is the launch." When you can go from
"Hey, I've got an idea" to "Let's launch this in front of a few hundred
serious geeks and see how it works," that suggests that there's a platform
there that is letting people do some really interesting things really
quickly. It's not that you couldn't have built a similar application a
couple of years ago, but the cost would have been much higher. And when you
lower costs, interesting new kinds of things happen.
So the first answer to Why Now? is simply "Because it's time." I can't tell
you why it took as long for weblogs to happen as it did, except to say it
had absolutely nothing to do with technology. We had every bit of technology
we needed to do weblogs the day Mosaic launched the first forms-capable
browser. Every single piece of it was right there. Instead, we got
Geocities. Why did we get Geocities and not weblogs? We didn't know what we
were doing.
One was a bad idea, the other turns out to be a really good idea. It took a
long time to figure out that people talking to one another, instead of
simply uploading badly-scanned photos of their cats, would be a useful
pattern.
We got the weblog pattern in around '96 with Drudge. We got weblog platforms
starting in '98. The thing really was taking off in 2000. By last year,
everyone realized: Omigod, this thing is going mainstream, and it's going to
change everything.
The vertigo moment for me was when Phil Gyford launched the Pepys weblog,
Samuel Pepys' diaries of the 1660's turned into a weblog form, with a new
post every day from Pepys' diary. What that said to me was: Phil was
asserting, and I now believe, that weblogs will be around for at least 10
years, because that's how long Pepys kept a diary. And that was this moment
of projecting into the future: This is now infrastructure we can take for
granted.
Why was there an eight-year gap between a forms-capable browser and the
Pepys diaries? I don't know. It just takes a while for people to get used to
these ideas.
So, first of all, this is a revolution in part because it is a revolution.
We've internalized the ideas and people are now working with them. Second,
the things that people are now building are web-native.
When you got social software on the web in the mid-Nineties, a lot of it
was: "This is the Giant Lotus Dreadnought, now with New Lightweight Web
Interface!" It never felt like the web. It felt like this hulking thing with
a little, you know, "Here's some icons. Don't look behind the curtain."
A weblog is web-native. It's the web all the way in. A wiki is a web-native
way of hosting collaboration. It's lightweight, it's loosely coupled, it's
easy to extend, it's easy to break down. And it's not just the surface, like
oh, you can just do things in a form. It assumes http is transport. It
assumes markup in the coding. RSS is a web-native way of doing syndication.
So we're taking all of these tools and we're extending them in a way that
lets us build new things really quickly.
Third, in David Weinberger's felicitous phrase, we can now start to have a
Small Pieces Loosely Joined pattern. It's really worthwhile to look into
what Joi Ito is doing with the Emergent Democracy movement, even if you're
not interested in the themes of emerging democracy. This started because a
conversation was going on, and Ito said "I am frustrated. I'm sitting here
in Japan, and I know all of these people are having these conversations in
real-time with one another. I want to have a group conversation, too. I'll
start a conference call.
"But since conference calls are so lousy on their own, I'm going to bring up
a chat window at the same time." And then, in the first meeting, I think it
was Pete Kaminski said "Well, I've also opened up a wiki, and here's the
URL." And he posted it in the chat window. And people can start annotating
things. People can start adding bookmarks; here are the lists.
So, suddenly you've got this meeting, which is going on in three separate
modes at the same time, two in real-time and one annotated. So you can have
the conference call going on, and you know how conference calls are. Either
one or two people dominate it, or everyone's like "Oh, can I -- no, but --",
everyone interrupting and cutting each other off.
It's very difficult to coordinate a conference call, because people can't
see one another, which makes it hard to manage the interrupt logic. In Joi's
conference call, the interrupt logic got moved to the chat room. People
would type "Hand," and the moderator of the conference call will then type
"You're speaking next," in the chat. So the conference call flowed
incredibly smoothly.
Meanwhile, in the chat, people are annotating what people are saying. "Oh,
that reminds me of So-and-so's work." Or "You should look at this URL...you
should look at that ISBN number." In a conference call, to read out a URL,
you have to spell it out -- "No, no, no, it's w w w dot net dash..." In a
chat window, you get it and you can click on it right there. You can say, in
the conference call or the chat: "Go over to the wiki and look at this."
This is a broadband conference call, but it isn't a giant thing. It's just
three little pieces of software laid next to each other and held together
with a little bit of social glue. This is an incredibly powerful pattern.
It's different from: Let's take the Lotus juggernaut and add a web
front-end.
And finally, and this is the thing that I think is the real freakout, is
ubiquity. The web has been growing for a long, long time. And so some people
had web access, and then lots of people had web access, and then most people
had web access.
But something different is happening now. In many situations, all people
have access to the network. And "all" is a different kind of amount than
"most." "All" lets you start taking things for granted.
Now, the Internet isn't everywhere in the world. It isn't even everywhere in
the developed world. But for some groups of people -- students, people in
high-tech offices, knowledge workers -- everyone they work with is online.
Everyone they're friends with is online. Everyone in their family is online.
And this pattern of ubiquity lets you start taking this for granted. Bill
Joy once said "My method is to look at something that seems like a good idea
and assume it's true." We're starting to see software that simply assumes
that all offline groups will have an online component, no matter what.
It is now possible for every grouping, from a Girl Scout troop on up, to
have an online component, and for it to be lightweight and easy to manage.
And that's a different kind of thing than the old pattern of "online
community." I have this image of two hula hoops, the old two-hula hoop
world, where my real life is over here, and my online life is over there,
and there wasn't much overlap between them. If the hula hoops are swung
together, and everyone who's offline is also online, at least from my point
of view, that's a different kind of pattern.
There's a second kind of ubiquity, which is the kind we're enjoying here
thanks to Wifi. If you assume whenever a group of people are gathered
together, that they can be both face to face and online at the same time,
you can start to do different kinds of things. I now don't run a meeting
without either having a chat room or a wiki up and running. Three weeks ago
I ran a meeting for the Library of Congress. We had a wiki, set up by
Socialtext, to capture a large and very dense amount of technical
information on long-term digital preservation.
The people who organized the meeting had never used a wiki before, and now
the Library of Congress is talking as if they always had a wiki for their
meetings, and are assuming it's going to be at the next meeting as well --
the wiki went from novel to normal in a couple of days.
It really quickly becomes an assumption that a group can do things like "Oh,
I took my PowerPoint slides, I showed them, and then I dumped them into the
wiki. So now you can get at them." It becomes a sort of shared repository
for group memory. This is new. These kinds of ubiquity, both everyone is
online, and everyone who's in a room can be online together at the same
time, can lead to new patterns.
Part Three: What can we take for granted?
If these assumptions are right, one that a group is its own worst enemy, and
two, we're seeing this explosion of social software, what should we do? Is
there anything we can say with any certainty about building social software,
at least for large and long-lived groups?
I think there is. A little over 10 years ago, I quit my day job, because
Usenet was so interesting, I thought: This is really going to be big. And I
actually wrote a book about net culture at the time: Usenet, the Well, Echo,
IRC and so forth. It launched in April of '95, just as that world was being
washed away by the web. But it was my original interest, so I've been
looking at this problem in one way or another for 10 years, and I've been
looking at it pretty hard for the a year and a half or so.
So there's this question "What is required to make a large, long-lived
online group successful?" and I think I can now answer with some confidence:
"It depends." I'm hoping to flesh that answer out a little bit in the next
ten years.
But I can at least say some of the things it depends on. The Calvinists had
a doctrine of natural grace and supernatural grace. Natural grace was "You
have to do all the right things in the world to get to heaven..." and
supernatural grace was "...and God has to anoint you." And you never knew if
you had supernatural grace or not. This was their way of getting around the
fact that the Book of Revelations put an upper limit on the number of people
who were going to heaven.
Social software is like that. You can find the same piece of code running in
many, many environments. And sometimes it works and sometimes it doesn't. So
there is something supernatural about groups being a run-time experience.
The normal experience of social software is failure. If you go into Yahoo
groups and you map out the subscriptions, it is, unsurprisingly, a power
law. There's a small number of highly populated groups, a moderate number of
moderately populated groups, and this long, flat tail of failure. And the
failure is inevitably more than 50% of the total mailing lists in any
category. So it's not like a cake recipe. There's nothing you can do to make
it come out right every time.
There are, however, I think, about half a dozen things that are broadly true
of all the groups I've looked at and all the online constitutions I've read
for software that supports large and long-lived groups. And I'd break that
list in half. I'd say, if you are going to create a piece of social software
designed to support large groups, you have to accept three things, and
design for four things.
Three Things to Accept
1.) Of the things you have to accept, the first is that you cannot
completely separate technical and social issues. There are two attractive
patterns. One says, we'll handle technology over `here, we'll do social
issues there. We'll have separate mailing lists with separate discussion
groups, or we'll have one track here and one track there. This doesn't work.
It's never been stated more clearly than in the pair of documents called
"LambdaMOO Takes a New Direction." I can do no better than to point you to
those documents.
But recently we've had this experience where there was a social software
discussion list, and someone said "I know, let's set up a second mailing
list for technical issues." And no one moved from the first list, because no
one could fork the conversation between social and technical issues, because
the conversation can't be forked.
The other pattern that's very, very attractive -- anybody who looks at this
stuff has the same epiphany, which is: "Omigod, this software is determining
what people do!" And that is true, up to a point. But you cannot completely
program social issues either. So you can't separate the two things, and you
also can't specify all social issues in technology. The group is going to
assert its rights somehow, and you're going to get this mix of social and
technological effects.
So the group is real. It will exhibit emergent effects. It can't be ignored,
and it can't be programmed, which means you have an ongoing issue. And the
best pattern, or at least the pattern that's worked the most often, is to
put into the hands of the group itself the responsibility for defining what
value is, and defending that value, rather than trying to ascribe those
things in the software upfront.
2.) The second thing you have to accept: Members are different than users. A
pattern will arise in which there is some group of users that cares more
than average about the integrity and success of the group as a whole. And
that becomes your core group, Art Kleiner's phrase for "the group within the
group that matters most."
The core group on Communitree was undifferentiated from the group of random
users that came in. They were separate in their own minds, because they knew
what they wanted to do, but they couldn't defend themselves against the
other users. But in all successful online communities that I've looked at, a
core group arises that cares about and gardens effectively. Gardens the
environment, to keep it growing, to keep it healthy.
Now, the software does not always allow the core group to express itself,
which is why I say you have to accept this. Because if the software doesn't
allow the core group to express itself, it will invent new ways of doing so.
On alt.folklore.urban , the discussion group about urban folklore on Usenet,
there was a group of people who hung out there and got to be friends. And
they came to care about the existence of AFU, to the point where, because
Usenet made no distinction between members in good standing and drive-by
users, they set up a mailing list called The Old Hats. The mailing list was
for meta-discussion, discussion about AFU, so they could coordinate efforts
formally if they were going to troll someone or flame someone or ignore
someone, on the mailing list.Addendum, July 2, 2003: A longtime a.f.u participant says that the Old Hat
list was created to allow the Silicon Valley-dwelling members to plan a
barbecue, so that they could add a face-to-face dimension to their virtual
interaction. The use of the list as a backstage area for discussing the
public newsgroup arose after the fact.
Then, as Usenet kept growing, many newcomers came along and seemed to like
the environment, because it was well-run. In order to defend themselves from
the scaling issues that come from of adding a lot of new members to the Old
Hats list, they said "We're starting a second list, called the Young Hats."
So they created this three-tier system, not dissimilar to the tiers of
anonymous cowards, logged-in users, and people with high karma on Slashdot.
But because Usenet didn't let them do it in the software, they brought in
other pieces of software, these mailing lists, that they needed to build the
structure. So you don't get the program users, the members in good standing
will find one another and be recognized to one another.
3.) The third thing you need to accept: The core group has rights that trump
individual rights in some situations. This pulls against the libertarian
view that's quite common on the network, and it absolutely pulls against the
one person/one vote notion. But you can see examples of how bad an idea
voting is when citizenship is the same as ability to log in.
In the early Nineties, a proposal went out to create a Usenet news group for
discussing Tibetan culture, called soc.culture.tibet. And it was voted down,
in large part because a number of Chinese students who had Internet access
voted it down, on the logic that Tibet wasn't a country; it was a region of
China. And in their view, since Tibet wasn't a country, there oughtn't be
any place to discuss its culture, because that was oxymoronic.
Now, everyone could see that this was the wrong answer. The people who
wanted a place to discuss Tibetan culture should have it. That was the core
group. But because the one person/one vote model on Usenet said "Anyone
who's on Usenet gets to vote on any group," sufficiently contentious groups
could simply be voted away.
Imagine today if, in the United States, Internet users had to be polled
before any anti-war group could be created. Or French users had to be polled
before any pro-war group could be created. The people who want to have those
discussions are the people who matter. And absolute citizenship, with the
idea that if you can log in, you are a citizen, is a harmful pattern,
because it is the tyranny of the majority.
So the core group needs ways to defend itself -- both in getting started and
because of the effects I talked about earlier -- the core group needs to
defend itself so that it can stay on its sophisticated goals and away from
its basic instincts.
The Wikipedia has a similar system today, with a volunteer fire department,
a group of people who care to an unusual degree about the success of the
Wikipedia. And they have enough leverage, because of the way wikis work,
they can always roll back graffiti and so forth, that that thing has stayed
up despite repeated attacks. So leveraging the core group is a really
powerful system.
Now, when I say these are three things you have to accept, I mean you have
to accept them. Because if you don't accept them upfront, they'll happen to
you anyway. And then you'll end up writing one of those documents that says
"Oh, we launched this and we tried it, and then the users came along and did
all these weird things. And now we're documenting it so future ages won't
make this mistake." Even though you didn't read the thing that was written
in 1978.
All groups of any integrity have a constitution. The constitution is always
partly formal and partly informal. At the very least, the formal part is
what's substantiated in code -- "the software works this way."
The informal part is the sense of "how we do it around here." And no matter
how is substantiated in code or written in charter, whatever, there will
always be an informal part as well. You can't separate the two.
Four Things to Design For
1.) If you were going to build a piece of social software to support large
and long-lived groups, what would you design for? The first thing you would
design for is handles the user can invest in.
Now, I say "handles," because I don't want to say "identity," because
identity has suddenly become one of those ideas where, when you pull on the
little thread you want, this big bag of stuff comes along with it. Identity
is such a hot-button issue now, but for the lightweight stuff required for
social software, its really just a handle that matters.
It's pretty widely understood that anonymity doesn't work well in group
settings, because "who said what when" is the minimum requirement for having
a conversation. What's less well understood is that weak pseudonymity
doesn't work well, either. Because I need to associate who's saying
something to me now with previous conversations.
The world's best reputation management system is right here, in the brain.
And actually, it's right here, in the back, in the emotional part of the
brain. Almost all the work being done on reputation systems today is either
trivial or useless or both, because reputations aren't linearizable, and
they're not portable.
There are people who cheat on their spouse but not at cards, and vice versa,
and both and neither. Reputation is not necessarily portable from one
situation to another, and it's not easily expressed.
eBay has done us all an enormous disservice, because eBay works in
non-iterated atomic transactions, which are the opposite of social
situations. eBay's reputation system works incredibly well, because it
starts with a linearizable transaction -- "How much money for how many
Smurfs?" -- and turns that into a metric that's equally linear.
That doesn't work well in social situations. If you want a good reputation
system, just let me remember who you are. And if you do me a favor, I'll
remember it. And I won't store it in the front of my brain, I'll store it
here, in the back. I'll just get a good feeling next time I get email from
you; I won't even remember why. And if you do me a disservice and I get
email from you, my temples will start to throb, and I won't even remember
why. If you give users a way of remembering one another, reputation will
happen, and that requires nothing more than simple and somewhat persistent
handles.
Users have to be able to identify themselves and there has to be a penalty
for switching handles. The penalty for switching doesn't have to be total.
But if I change my handle on the system, I have to lose some kind of
reputation or some kind of context. This keeps the system functioning.
Now, this pulls against the sense that we've had since the early
psychological writings about the Internet. "Oh, on the Internet we're all
going to be changing identities and genders like we change our socks."
And you see things like the Kaycee Nicole story, where a woman in Kansas
pretended to be a high school student, and then because the invented high
school student's friends got so emotionally involved, she then tried to kill
the Kaycee Nicole persona off. "Oh, she's got cancer and she's dying and
it's all very tragic." And of course, everyone wanted to fly to meet her. So
then she sort of panicked and vanished. And a bunch of places on the
Internet, particularly the MetaFilter community, rose up to find out what
was going on, and uncovered the hoax. It was sort of a distributed detective
movement.
Now a number of people point to this and say "See, I told you about that
identity thing!" But the Kaycee Nicole story is this: changing your identity
is really weird. And when the community understands that you've been doing
it and you're faking, that is seen as a huge and violent transgression. And
they will expend an astonishing amount of energy to find you and punish you.
So identity is much less slippery than the early literature would lead us to
believe.
2.) Second, you have to design a way for there to be members in good
standing. Have to design some way in which good works get recognized. The
minimal way is, posts appear with identity. You can do more sophisticated
things like having formal karma or "member since."
I'm on the fence about whether or not this is a design or accepting. Because
in a way I think members in good standing will rise. But more and more of
the systems I'm seeing launching these days are having some kind of
additional accretion so you can tell how much involvement members have with
the system.
There's an interesting pattern I'm seeing among the music-sharing group that
operates between Tokyo and Hong Kong. They operate on a mailing list, which
they set up for themselves. But when they're trading music, what they're
doing is, they're FedExing one another 180-gig hard-drives. So you're
getting .wav files and not MP3s, and you're getting them in bulk.
Now, you can imagine that such a system might be a target for organizations
that would frown on this activity. So when you join that group, your user
name is appended with the user name of the person who is your sponsor. You
can't get in without your name being linked to someone else. You can see
immediately the reputational effects going on there, just from linking two
handles.
So in that system, you become a member in good standing when your sponsor
link goes away and you're there on your own report. If, on the other hand,
you defect, not only are you booted, but your sponsor is booted. There are
lots and lots of lightweight ways to accept and work with the idea of member
in good standing.
3.) Three, you need barriers to participation. This is one of the things
that killed Usenet. You have to have some cost to either join or
participate, if not at the lowest level, then at higher levels. There needs
to be some kind of segmentation of capabilities.
Now, the segmentation can be total -- you're in or you're out, as with the
music group I just listed. Or it can be partial -- anyone can read Slashdot,
anonymous cowards can post, non-anonymous cowards can post with a higher
rating. But to moderate, you really have to have been around for a while.
It has to be hard to do at least some things on the system for some users,
or the core group will not have the tools that they need to defend
themselves.
Now, this pulls against the cardinal virtue of ease of use. But ease of use
is wrong. Ease of use is the wrong way to look at the situation, because
you've got the Necker cube flipped in the wrong direction. The user of
social software is the group, not the individual.
I think we've all been to meetings where everyone had a really good time,
we're all talking to one another and telling jokes and laughing, and it was
a great meeting, except we got nothing done. Everyone was amusing themselves
so much that the group's goal was defeated by the individual interventions.
The user of social software is the group, and ease of use should be for the
group. If the ease of use is only calculated from the user's point of view,
it will be difficult to defend the group from the "group is its own worst
enemy" style attacks from within.
4.) And, finally, you have to find a way to spare the group from scale.
Scale alone kills conversations, because conversations require dense two-way
conversations. In conversational contexts, Metcalfe's law is a drag. The
fact that the amount of two-way connections you have to support goes up with
the square of the users means that the density of conversation falls off
very fast as the system scales even a little bit. You have to have some way
to let users hang onto the less is more pattern, in order to keep associated
with one another.
This is an inverse value to scale question. Think about your Rolodex. A
thousand contacts, maybe 150 people you can call friends, 30 people you can
call close friends, two or three people you'd donate a kidney to. The value
is inverse to the size of the group. And you have to find some way to
protect the group within the context of those effects.
Sometimes you can do soft forking. Live Journal does the best soft forking
of any software I've ever seen, where the concepts of "you" and "your group"
are pretty much intertwingled. The average size of a Live Journal group is
about a dozen people. And the median size is around five.
But each user is a little bit connected to other such clusters, through
their friends, and so while the clusters are real, they're not completely
bounded -- there's a soft overlap which means that though most users
participate in small groups, most of the half-million LiveJournal users are
connected to one another through some short chain.
IRC channels and mailing lists are self-moderating with scale, because as
the signal to noise ratio gets worse, people start to drop off, until it
gets better, so people join, and so it gets worse. You get these sort of
oscillating patterns. But it's self-correcting.
And then my favorite pattern is from MetaFilter, which is: When we start
seeing effects of scale, we shut off the new user page. "Someone mentions us
in the press and how great we are? Bye!" That's a way of raising the bar,
that's creating a threshold of participation. And anyone who bookmarks that
page and says "You know, I really want to be in there; maybe I'll go back
later," that's the kind of user MeFi wants to have.
You have to find some way to protect your own users from scale. This doesn't
mean the scale of the whole system can't grow. But you can't try to make the
system large by taking individual conversations and blowing them up like a
balloon; human interaction, many to many interaction, doesn't blow up like a
balloon. It either dissipates, or turns into broadcast, or collapses. So
plan for dealing with scale in advance, because it's going to happen anyway.
Conclusion
Now, those four things are of course necessary but not sufficient
conditions. I propose them more as a platform for building the interesting
differences off. There are lots and lots and lots of other effects that make
different bits of software interesting enough that you would want to keep
more than one kind of pattern around. But those are commonalities I'm seeing
across a range of social software for large and long-lived groups.
In addition, you can do all sorts of things with explicit clustering,
whether it's guilds in massively multi-player games, or communities on Live
Journal or what have you. You can do things with conversational artifacts,
where the group participation leaves behind some record. The Wikipedia right
now, the group collaborated online encyclopedia is the most interesting
conversational artifact I know of, where product is a result of process.
Rather than "We're specifically going to get together and create this
presentation" it's just "What's left is a record of what we said."
There are all these things, and of course they differ platform to platform.
But there is this, I believe, common core of things that will happen whether
you plan for them or not, and things you should plan for, that I think are
invariant across large communal software.
Writing social software is hard. And, as I said, the act of writing social
software is more like the work of an economist or a political scientist. And
the act of hosting social software, the relationship of someone who hosts it
is more like a relationship of landlords to tenants than owners to boxes in
a warehouse.
The people using your software, even if you own it and pay for it, have
rights and will behave as if they have rights. And if you abrogate those
rights, you'll hear about it very quickly.
That's part of the problem that the John Hegel theory of community --
community leads to content, which leads to commerce -- never worked. Because
lo and behold, no matter who came onto the Clairol chat boards, they
sometimes wanted to talk about things that weren't Clairol products.
"But we paid for this! This is the Clairol site!" Doesn't matter. The users
are there for one another. They may be there on hardware and software paid
for by you, but the users are there for one another.
The patterns here, I am suggesting, both the things to accept and the things
to design for, are givens. Assume these as a kind of social platform, and
then you can start going out and building on top of that the interesting
stuff that I think is going to be the real result of this period of
experimentation with social software.
Thank you very much.
Published June 30, 2003 on the "Networks, Economics, and Culture" mailing
list.

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