Social Design Strategies

  • Primary activity. Recognize the main social activity, but do not deny others.
  • Activity-related technology. Be aware of social dimensions of and reactions to the tools (offered to users) related to the main social activity.
  • Sites and satellites. Consider the possible "architectures" of main site(s) and "satellite sites" (incl. fan sites), even if the structure could not be simply constructed as such.
  • Organisational dynamics. Support and allow the birth of sub-communities, and their positive and negative relations: alliances, intrudings, collective insults etc. Recognize "sects" among more neutral sub-communities: believers who try to change the whole community in a sense.
  • Authenticity. Recognize the authenticity discussion when it appears and facilitate it by describing several alternative/simultaneous roots of the explicit start of the community. Allow and support also discussions on preferred future of the community.
  • Socialisation and outsiders. Enable easy individual movements from sub-communities/groups to another. Consider the pros and cons of transferring one's personal status untouched from one group to another. Consider also the attitudes of members toward outsiders, and the action patterns possible or offered to members.
  • Arena. Enable not just communication but also other common activities, such as possibilities to construct, or destroy, something "physical" together. Allow lurkers existence as a critical mass of (potentially active) audience.
  • Social movement and fashion. Be aware of the social movements in your branch and think how you can live with them successfully. Fashion you can try to handle: support several sub-arenas (such as fan sites) to comment fashion questions.