Thursday, September 11, 2008

Weekend Assignment

It is my personal opinion that the "community" model posed by McMillan and Chavis is very difficult to fit to today's online "communities." For more elaboration, visit here.

Their criteria:

-Influence (the drive for the individual to influence the group, and the group to influence the individual)
-Membership (boundaries, personal investment, common symbols, feeling of openness)
-Fulfillment of "needs" (not directly attached to the symbols of membership - it's not the horse, it's the outdoors)
-Shared emotional connection

With your "pardner," come up with an appropriate model, either by manipulating the McMillan and Chavis model, or create your own. What are the criteria for online interaction? And, is there room for collaboration toward a shared goal?

Post your ideas by the start of class on Tuesday. Please do not post 5 minutes before class. It only shows that you didn't sleep on it.
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12 comments:

monina and jessica said...

Our model for online interaction is:

USER> CONTENT> INTERACTION> SATISFACTION

You need all of these things for online interaction to be successful. The CONTENT, or database of information on the internet draws the USER to INTERACT online. The SATISFACTION of interacting with the other users and the content gives the user a reason to stay involved with the online community and motivates them to keep sharing and receiving information with other members.

We think that collaboration exists within online communities. An example of this would be Wikipedia. With this database of information, the users of the community are the ones creating and receiving the content. Without their collaborative effort to define the content, wikipedia will not be as successful as it is today.

Kristy said...

Kristy and Emily
Solution Diagram

bryan nathaniel said...

KNOTTS AND SCHULTE


INTERCONNECTION > CONTRIBUTION > COMMUNICATION > GRATIFICATION

The main priority of an individual's desire to join an "online community" is to gain interconnections with other users. In order to connect with the other users, individuals must contribute, whether it be informational or media content. This worthy contribution is a form of communication, one of the strongest aspects of "online interaction". However, one must communicate in order to contribute. Without communication, the bonds of individual connections would be lost. Following the contributions, gratification would develop. Pride in one's self and the community as a whole, will ultimately maintain stability.

The importance of online collaboration is very simple. Yes it does exist and there will always be room for it. Without it, people would lose that contribution of communication and interaction. And the internet as we know it (WEB2.0) would cease to exist.

View diagrams of our system here

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Anonymous said...

The basis for all online community is common ground. This is why individuals tend to congrigate with like minded people with similar interests. Music, sports, games, these are all reasons people feel the need to interact with one another. In many situations its more a forum for discussion, and tips. People could get gaming tips, or home remedies, However this sort of interaction can only take the community so far. Eventually the group will get split into smaller communities and talk amongst themselves. There will always be someone who has the most influence over the group and takes charge of organizing and contributing the most. And of course there are the people who do not contribute anything except their membership only. This is where the breakdown begins. Those who take charge or are responsible for starting the community begin to set higher standards for membership. Much like in a real life situation people who do not contribute will be weeded out.

Anonymous said...

Collette & Vivian TEAM WORK YO!


Online Interaction Diagram

a.budd said...

we believe mcmillan and chavis' model is relevant as a basis for the prototype of a system that didn't exist at that time. in respect to the terms of an internet community, however, we feel that like any prototype as it evolves, additions need to be made.

basing mcmillan and chavis' model on internet forums, where like minded individuals can communicate and exchange ideas freely, all four categories apply. for instance, one may be influenced on a forum due to "question and answer" sessions. membership is the reason that users join and what brings them there in the first place. fulfillment is achieved through general conversation between users. shared emotional connection has ties to membership through continuing relationships established in the real world, and creating new relationships in the virtual world.

in addtion those criteria, we also believe that our criteria being GUIDELINES, ETIQUETTE, and IDENTITY, are also important factors in the community of an online group. guldelines refers to a predefined system of rules, designed to create moderation and eliminate or at least keep to a minimum, the trolling on the web. etiquette is the translation of type into real world communication; i.e. using all capitals means that a person is yelling. identity is the defining factor of a user to where a person can create distinction of oneself; i.e. using symbols and indices an avatar.

bueno.

Adam Tramposh said...

P H A S E I - The nascent stage of an online community is characterized by a dual-citizenship or "separateness" between the physical and digital realms. Avatars are projected as a simulacrum of the individual into the digital realm. Here the avatars facilitate interaction between other individuals as mediators. The ultimate motivation for mediated interaction is the minimal exertion of effort and reduced degree of intrusion from outside variables (element of chance). In this model, the online "village" is still very much an expression of a localized group of individuals.

P H A S E II - The individual and their avatar are fully integrated as the individual's investment in the digital realm becomes inextricable from his/her identity. Greater participation has grown the sphere of influence beyond the initial localized group of participants ("village") to encompass a "global" online community at large. The initial motivation (to facilitate interaction between individuals) is supplanted, as the users' relative remoteness from one another encourages interaction between avatars more exclusively. As online avatars have greater implications for our identities, a psychological "world-shrinking" occurs. Individuals have greater access to the affairs of individuals geographically far removed from them via their avatars. This fundamental shift in the paradigm of "identity" is a critical component of what Mcluhan termed "the global village." As technology advances and access to the digital realm becomes habitual and more gracefully integrated into our physical existence, the digital realm achieves ambience or total immersion. Indeed, the "global village" entails a completely reconciled existence within the realm of bits and bytes and the world of flesh and atoms.


visual clarification

Matt said...

USER ROLE > CONTENT > COMMUNITY

See Diagram.

In constructing the "living" organism of an online community, Curtis & I found an infinite model that thrives entirely off of the allocation of user roles within the community. In this model, the user interacts with the content via contribution/access. Gratification associated with this user action appears once the larger interaction with the community occurs, which establishes the ruleset of both individual contribution AND associated access; Therefore allocation of user roles are derived from the content that is approved and contributed from the user.

Kelly Flaherty said...

PEOPLE > PLATFORM > INTERACTION > POTENTIAL

The idea is that people come with an idea of what they want to contribute and take from the collective. They do so on a common platform. The amount and depth of interaction is up to the needs of both the single person and the collective whole. The potential of the community expands when previous ideals are accomplished, ways people interact grow, and the needs of the people change within it.

Chris said...

TEAM OWEN/SEMBOWER

{world rock paper scissor society sanctioned tournament}


we feel that the mcmillan chavis model applies to some extent for our community, but it needs editing.

our model is as follows:

FELLOWSHIP> sense of inclusion or belonging, in that everyone has a common knowledge of the game which is outside the norm of typical sports and mainstream competition
NEED FULFILLMENT> participants need for social interaction is fulfilled because it is key to participation in the activity, members share a common understanding and sense of humor about the lighthearted nature of their "sport"
INFLUENCE> individual players can influence the group by introducing new improved strategies and competitive tactics, but the group has a strong influence on the individual players because there is an agreed upon set of strategies in place that all players know and use and must learn to be included
COMPETITION> the desire to compete drives the tournaments, players want to individually achieve and receive accolades from their peers


for online interaction, there would be a method publicize the events, and a forum or communication tool for participants to interact, or share anything from strategies to photos, or comment on tournaments after they take place. merchandise could be sold online, tickets to events, or online registration to compete could be made available.

There is room for collaboration for a shared goal. It takes multiple people to organize an event like this, so some form of group participation is necessary. furthermore, in terms of a broader goal, smaller tournaments provide the opportunity to expand the WRPSS community, and provide knowledge and experience needed to educate newer members, or push veteran members to a higher competitive level.

Vahn said...
This comment has been removed by the author.
Vahn said...

Rebecca & Vahn >.<
Online Community Diagram

Online Social Networking Community:

Boundaries within the community:
• Emotional safety
• Personal investment
• Community is Bi-directional

Our community online & internet Shopping mall is a Central platform for find and comparing resources for high quality items and services, starts with the platform for the user that generates content/features everyday finds gifts and business services. With in the feature groups they are also sub groups that are conformed for a closer connection between each networks. In these categories its also provides informed updates of the latest trend in the big circle and tracking of the their related interest to better cater to the users.