I'm annoyed with facebook today, for obvious reasons. I started writing this blog entry a few times but kept coming back to a paper I wrote in grad school in 2003. Honestly.
It's my best response. facebook take note, this is how we should be building communities.
The Extraordinary CommunityThe intent for my final project was to gain an understanding of how community is experienced by users in virtual spaces, as well as to propose alternatives for their development. In exploring this topic, I first examined how community experience occurs in both physical and virtual spaces. I then looked for alternatives that would enable virtual spaces to realize deeper possibilities. This process was quite useful, in that it provided a framework in which to process these concepts, as well as a jumping off point for new ideas.
The first concept I explored was that of trace, in relation to the writings of Elizabeth Grosz. Pondering how individual and group trace occurs in both physical and virtual space, I discovered that trace in the virtual world is more dependent on emotion and thought than trace in the physical world. These virtual traces are entities of their own, not reliant on a specific physical space.
This led to the study of sense in relation to the writings of Brian Massumi. I proposed that way-finding and relationship-making in virtual communities was based more on a sixth sense or a shared interest than on a common physical presence. Unlike geographically based communities, virtual communities are Interest Locations, or spaces of thought commonality. Enabled and facilitated by virtual networks, Interest Locations occur at the points where thoughts and minds meet (Massumi, p.186).
Finally, I examined the concept of the everyday in virtual communities in relation to the writings of Dell Upton. I concluded that while the structure for the habitus, or the “nexus of spaces and times that repeatedly trigger bodily habits and cultural memories” is supported in virtual communities, there is a lack of support for “the art of inventing” (Upton, p.719-720). Therefore, most virtual communities support a very limited form of the extraordinary. What I mean by this is that virtual communities are extremely good at helping participants to share thoughts and discussion and even to organize action, however, their lack of participant ownership and design limit creativity and the potential for change.
This last point is the crux of my final recommendation for alternative virtual community development. Before getting into this concept further, it is important to examine a number of virtual communities in an attempt to identify where the art of inventing is possible and where it is limited.
There appears to be three types of functions, or invention potential, generally allowed in online communities. These are the functions of responding, connecting, and organizing.
The function of responding exists in sites such as Google, Slashdot and Epinions. In these sites, a user’s main contribution is their response, usually in the form of a recommendation or vote. An example of this function can be experienced in the search engine Google. This engine uses a technology called PageRank, which relies on the “democratic nature of the web by using its vast link structure as an indicator of an individual page's value” (http://www.google.com/technology/index.html). Votes are calculated not only by a link from page A to page B but also by a system that analyzes a linking page’s importance. In this way, participants, whether intending to or not, play a role in the site’s content design.
Similarly, on sites such as Slashdot, much of the content is generated by users, allowing the virtual community to partially design site content. Still, published content is chosen by Slashdot staff. Other sites, such as Epinions, eBay and Amazon, allow users to vote on products, services or other users, providing participants with the ability to respond to a number of situations.
Another function that is commonly possible is that of connecting. Virtual communities enabling connection with others who share common interests include Friendster, Craig’s List and Classmates. Users may be allowed to have their own page within the virtual community, enabling a level of ownership where presence can be established and from which a connection can be made. In addition, users can connect with the physical world. An example can be seen on Craig’s List, where users may connect with jobs or apartments in their geographic communities.
Finally, the function of organizing is enabled on sites such as Evite and MeetUp, as well as FlashMob websites, where users can organize events and invite others to either attend or to even participate in the process of organization. This has been a strong characteristic of the Internet, and one that has arguably changed the ways in which community organization may occur.
In the functions of responding, connecting and organizing, virtual communities provide a space of habitus, however, due to the structure of these communities, the potential of invention is limited. These virtual communities require a user to go to a specific virtual location that is owned by and designed by a specific entity, thereby innately limiting agency. These spaces, even with their limitations, are still quite important and useful. However, it is vital to question how virtual communities can create extraordinary experiences that support agency and change, beyond the level commonly available. The answer lies in examining practices that allow for the art of inventing and then pondering how these practices can be applied to virtual communities and everyday life.
Two examples that appear to enable the art of inventing at a deeper level can be seen in the development of Linux and as well in distributed computing practices.
Linux is an operating system developed in 1991 by Linus Torvalds, who at the time was a student and hacker in Helsinki. The code of the program is available and free to all. Anyone can change it, and in fact, the program’s success is due to the fact that programmers from around the world have continued to develop the code. While programmers are allowed to develop their own, propriety version of Linux, historically, they have shared code with each other. In this way, everyone owns the code. It is not reliant on its founder, the way most virtual communities are on theirs. If Torvalds stops working on Linux, development will continue (Linux International). This lack of ownership and the ability for every participant to change the rules aligns with the Hacker's Code of Ethics, which believes in access, freedom and decentralization of information, as well as the ability to “create art and beauty on a computer” (Levy, p, 458).
Another example where the extraordinary can be experienced in virtual space is in distributed computing, which allows users to process data on their personal computer as part of a larger project. SETI, or the Search for Extraterrestrial Intelligence, is the largest of these projects and allows anyone with a computer and an Internet connection to participate (SETI@home). Participants not only share a common interest in extraterrestrial life, but they also share in the creation of knowledge. As of June 1, 2002, users working separately yet together, had completed more than 1 million CPU years of computation (SETI@home).
In the distributed computing project Folding@home, where participants used their computers to simulate part of the complex folding process of a protein molecule, findings were confirmed in the laboratory and the results were published in a scientific journal (Stanford News Service).
“The implications of this ‘public computing’ paradigm are social as well as scientific” (Anderson). Dr. David Anderson, who is working on a new platform for the SETI project, writes the following:
“Not only does it provide a basis for global communities centered around common interests and goals, but it gives the public more direct control over the directions of science progress … because computer owners can contribute to whatever project they choose, the control over resource allocation for science will be shifted away from government funding agencies (with the myriad factors that control their policies) and towards the public. This has its risks: the public may be easier to deceive than a peer-review panel. But it offers a very direct and democratic mechanism for deciding research policy.”
Here, we are no longer simply speaking of participation, but of agency and change. These peer-to-peer networks are owned and designed by everyone. They do not require participants to visit a structured website owned by an outside entity, but rather provide a true space for invention. In these cases, the virtual community visits the participant and the creation happens in multiple spaces at multiple times.
Participants, specifically in the case of Linux development, define their participation. In addition to responding, connecting and organizing, community computing practices create, and they often create collective good (Rheingold, p. 71).
In allowing every participant to own and design the virtual community, these spaces enable the art of invention.
In conclusion, I propose that the alternative development of virtual communities enable participant ownership and design, as well as decentralization. There must be a way to combine the methods of Linux development and distributed computing with structured virtual communities. As more mobile devices are Internet enabled, the potential to integrate these abilities in the everyday appear to be possible. What will it look like when distributed computing is applied to affordable housing challenges; or when the trade of goods enabled through virtual networks reduce the amount of garbage discarded; or when car pooling is empowered via trusted, mobile networks? When communities, whether defined by interest or geography, are empowered to truly work together to make decisions, take actions, and solve common problems, then the truly extraordinary may occur.
ReferencesAnderson, Sr. David P. Public Computing: Reconnecting People to Science. Presented at the Conference on Shared Knowledge and the Web, Residencia de Estudiantes, Madrid, Spain, Nov. 17-19 2003. Available at: http://boinc.berkeley.edu/talks/madrid_03/madrid.htmlc.
Grosz, Elizabeth. (2002). Architecture from the Outside: Essays on Virtual and Real Space. Cambridge, Mass: The MIT Press.
Levy, Steven. (1984). Hackers: Heroes of the Computer Revolution. Garden City, NY: Anchor Press/Doubleday.
Linux International website, available at http://www.li.org.
Massumi, Brian. (2002). Parables of the Virtual: Movement, Affect, Sensation. Durham, N.C.: Duke University Press.
Rheingold, Howard. (2003). Smart Mobs: The Next Social Revolution. Cambridge, Mass.: Perseus Publishing.
Upton, Dell. (2002). Architecture in Everyday Life. New Literary Horizons: (2002) 33:707-723.
SETI@home website, available at http://setiathome.berkeley.edu/learnmore.html.
Stanford News Services, available at: http://www.stanford.edu/dept/news/pr/02/folding1023.html.