There's social - and then there's bothersome

It's easy to pillory the excesses of the past.  We are, after all, "smarter THIS time."  Yeah, well ...

Story from a year ago: 

I'd been talking with a client who'd come to me with the request for advice for 'a simple web site.'  This person is involved with a mom-and-daughter candy and gift store in a touristy/summer-vacation kind of place within driving distance of Chicago.  Her idea was to have pictures of the shop, some of the gifts, a table with a pot of tea and scones set for a snack, maybe a shot of the Wisteria on the trellis outside the front door.

I listened patiently and started to wind up for my General Speech To The Unenlightened.  In words adjusted to those listening, my points run from (1) static information is just that - unchanging, (2) people have found that communities that surround products and services are compelling, (3) the tools to build and nurture this kind of Collective Some range from tagged blog entries and wikis, to slightly dumbed-down versions of Content Management Systems.  

I was just about to start when the owner smiled, looked me in the eye, and said "before you say anything, lemmie tell you a story."

And - sure enough - she did.  She told me that she and her daughter had been somewhat successful for the first few years (well, they paid the rent) and along the way a whole lot of people had asked for 'their card.'  The standard business card - shop name, phone, address.  Well, the shopkeeper had to admit - they'd never thought they needed one.  SO - off went a request for a 1000-cards-for-$21.95 deal ... and that was that.  

As far as she knew, no-one ever *used* that card - but they had one - because ...   because everyone had one.

And so it was with a fax number.  The little gift shop had one ... because ... well, because EVERYONE had one ...

I pointed out an internet presence was more like having a phone in the store than having a business card, and her reply was that 99% of all calls had to do with store hours or location.  Period.

So I modified my Standard Speech -- and half way through I said "look, this can go two ways.  I can help you create a site that could help create a whole lot of community buzz around this shop -- but it would it would be hard work , and probably time away from shop customers, to keep in interesting.  OR, we could have a site that was more like a brochure - simple facts, store hours, location and pictures."

Honestly, I was disappointed when she chose the static page.  

A year later, I get a call.

Business is up.  Sales up.  Profits are up.  The landlord signed a longer-term lease - locking in a good rate.  Her main supplier is offering discounts. Sooooo..... I kidded her about my urging her to go with the sexy social computing platform.

Oh Tom ... it isn't the site.  I have a good location.  Lots of foot traffic.  More people are staying close to home this year.  I have good prices and I truly enjoy talking with customers.  It's *just that simple*.

And sometimes it is.  We - those of us who pride ourselves on our wiki smarts, our collaborative venue experience, our ties with people doing very very leading edge stuff - we tend to forget a whole lot of business is straight forward.  

We would do well to be less technologically arrogant from time to time.

A question of style

Here's one of those little consultant-secrets:  clients come to you with what they believe to be problems unique to their companies, but, in fact, they're often one of a remarkably small set of things you hear about time after time.  

The one on my mind has to do with questions of style.  In this case, the styles of writing that seem to engender *more* writing, *more* interaction. (which is, after all, what you want ... isn't it?)

A story.  

Years ago I was responsible for steering the creation of an online conversational space at a big company -- big as in global in reach and, oh, 40-some thousand people.  There's no need to pick on the company by name, but, let it be known this was a culturally conservative place.  Having said that, they still invited me to join their ranks to help develop this conversational forum.  

All the mechanicals were in place, and after what people would now refer to as a 'soft launch' - people started visiting 'our' site.  And they started introducing themselves.  I remember one in particular:  "My name is Martin J., I've been with this company for 5 years.  During that time I've moved through the following areas. (a long list followed).  At those groups, reporting to A, B, C, D (he named the VPs he'd reported to), we accomplished x, y, and z.  Currently , I m working out of the Albany office, on the M project."

Now .. it just so happens I knew this guy pretty well.  He was a friend of a friend, and we'd chatted at a couple of company 'events,' and he'd been in groups of people I'd had dinner with.  Good guy.  And - anything but button-down. 

I phoned him and said "hey, M, what's the story here.  NO-one really cares which project you worked on - what they DO want to know is stuff about you  -- about your swim team, about the fact that you just bought a greystone in the city, about you Italian grandmother's incredible basil garden.  You know .... STUFF."  He laughed, said that was very *un-company-like* but that he'd re-do it.  

The style caught on.  People started introducing themselves in ways that often broke down stuffy boundaries.  We got to see each other as people with smart ideas (or, at least, passionate about certain ideas) and, over time, the entire forum benefited from that informality.

At one point the conversational space was described in a way that I'll forever be proud of.  It was described as "rabble-y and irreverent -- but NEVER irrelevant."

Our social computing spaces could do worse.


quarter-inch holes, not quarter-inch drills

quick summary: For whatever reason, online writing style is different - something between what we tap out in emails and what we expected in shopped-out 'print pieces.'  Using this persona and informal style makes what you're saying more accessible, to more people, and in ways that saves them time.

I've come pretty much full circle (well, maybe three-quarters of the circle) when it comes to wikis. 

And this marks an important point in this blog.

It wasn't that many years ago when I was grappling with understanding what wikis DID - purely from a functional perspective. "Oh, I see, anyone can scribble on them ... kinda like a chalkboard in a room." And when I finally *got* that, my next step was to see how these Wild Wild West environments would be useful to businesses.  And it was after that - that I decided that, yes indeed, wikis are important.

Time passes, the full blush of early enthusiasm wanes, and I find myself thinking, once again, that its what wikis do that's important -- not the fact that wikis exist as stand-alone technology tools.

So - truth is, I would like to be able to have threads of e-mail communications in a central place where senders, receivers, or invited passersby, could do 'wiki-ish' things.  I would like that same range of flexibility in my spreadsheets, in my presentation software, and in all that I produce in Word, Pages, or GoogleDocs. 

And I'd want more.  I'd want to be able to syndicate this stuff, to be able to tag it, to be able to sort it in many ways so that it could be more useful. 

In short, I want little, tiny bits of functionality that could be bundled or unbundled at will, and that would allow me to get on with my work without forcing me to be a closet geek. 

so?

I'll continue to write about wikis, but the scope of what I'll talk about has just increased.

Let's see where this takes us ...

What's a simple way to think about "all this 2-dot-oh stuff?"

Wikis and Department of Homeland Security

From a recent Homeland Security publication:

If national safety – the ability to respond to hurricanes, terrorist attacks, earthquakes – depends on the execution of explicit plans, on soldierly obedience, and on showy security drills, then a decentralized security scheme is useless. But if it depends on improvised reactions to unknown threats, that’s a different story.

A deeply textured, unmapped system is hard to bring down. A system that encourages improvisation is quick to recover. Ubiquitous networks of warning may constitute our own asymmetrical advantage,and, like the terrorist networks that occasionally carry out spectacular attacks, their power remains obscure until they're calledinto action.

Perhaps this is there where the power of social networking in general --- and wikis in particular -- meets deep pockets.

Many years ago I was involved with the Contingency Planning Group at a Wall Street bank -- Irving Trust. Our job was to think about and prepare for anything that could go wrong with the computing functions of the bank and to write detailed 'event/response' directions for how to make thing right. What would normally be a relatively minor event ( - say, a tape drive unit failed and the scheduler had to re-route the information) blossomed into if-this-then-that unless 'a' or 'b' or 'c' in which case... Well, you get the point.

And when you think of it, what we were doing is not all that different from the people who develop how do-everything-for-everyone proprietary software.

Just as with each successive release of some bloated office suite product, you just can't think of everything.

Which, in turn, is why Open Source development has shown itself to be so valuable.

Here's the rub. Command and control disaster containment 'cookbooks' rarely work. Our memories of this are clear as we think about images from the September 11th terrorist attack on New York, or from the cascading failures in rescuing Katrina victims.

In both cases, solutions -- smart ones -- arose spontaneously. People attached photos of their loved ones in hope that they'd been seen by anyone else in lower Manhattan that day. Mom and Pop groceries in that part of the city distributed bottled water to help the fleeing Trade Center workers wash the thick dust off their faces. In New Orleans, ad-hoc flotillas of small pleasure boats moved up and down flooded city streets to save people.

There are decentralized and self-organizing enabling communication tools that companies should talk about with people who need to say in contact during emergencies: mesh networks run on solar powered laptops, the use of SMS features on cell phones that work even when voice circuits are hopelessly overloaded, FRS-radios ('walkie talkies' with specific channels and increased range).

And yes, wikis and blogs will play an important role here.

Bet on it!

40 million monkeys, jumping on the bed

There's a fine line between a media buzz and runaway speculation and MediaWiki's effort -- apparently called WikiAsari-- to redefine how web searches are done.  At the moment, it's hard to tell which way this one is going.

The idea is classic distributed-smarts in origin.  When you or I go to a smart algorithmic seach engine to look up, say, "Steady-Cams for Super 8 cameras," we end up with lots and lots of stuff that's just, well... wrong. 

What if I could pluck out and tag certain big fat 'hit lists'  with search results that are useful (and red-line those that aren't) AND if those following in my search paths also had a chance to assess search results?  What would probably happen, or so goes the argument of the folks who've brought us Wikipedia, would ultimately be searches that more accurately reflect honest-to-god and flesh-and-blood querries. See:  http://business.timesonline.co.uk/article/0,,9075-2517026,00.html

Why is this important?

1.  If this works search results will be 'magically' closer to what we're really looking for ,

2.  The people who want to make this happen already know how to run Wikipedia (the web's 15th most popular site, by the way)  We should also point out that Amazon-dot-com is investing in the effort.

3.  We're talking about a market of - literally - billions of daily web searches.

an offering of wabi for this season of holidays

One of the fun things about writing a blog that has a readership that sometimes borders on edge-y is receiving your comments.  In today's mail came a pointer to an early Christmas gift. 

'tis amazing

and with that - for this season of holidays, all my best wishes - Tom Portante

Origami Boulder:  - an artist's interpretation of the Japanese concept of wabi

 

Origamiboulderjpg2

Wabi (rhymes with "Bobby") is the ancient Japanese counterpoint to Western sensibilities that associate beauty with symmetry, sleekness and technological perfection.

Wabi is often defined as the aesthetic distinctive flaws that forever distinguish the spirit of the moment in which an object is created from all other moments in eternity.   This origami boulder has wabi.

 

 

maybe the real story IS atoms - not bits

I spend the greater part of my time figuring out how particular variants of software or various genres of business procedures will make a difference to the way we live.

But here's the little secret: now and then, when all this becomes too 'intangible' I find enormous satisfaction with the world of atoms. I make stuff. I pound mixtures of flour, salt and water to make sourdough baguettes. I play the fiddle. I convert one of the bathrooms into a film developing darkroom where I extract fuzzy images from pinhole cameras.

Pinholemarina2 (like this, for example.   A pinhole photo of the Berkeley California marina.) 

There's a very strong part of me that remains convinced that *this* real world -- not the world of software algorithms -- is where most people find their greatest pleasures. To that end, I've been closely following the efforts to bring 'personal fabrication' to 'the masses.' A while back I wrote about the FAB book and since then, one of my regular online searches has to do with efforts to commercialize these ideas. 

One of the big drawbacks to FABs being as ubiquitous as, say, Starbucks, is that the machinery to perform desktop manufacturing is expensive and frustratingly delicate.

According to some researchers at Bath University, maybe that's changing. (see http://REPrap.org )

 

A recent Guardian article tells the story. 


Put your feet up, Santa, the Christmas machine has arrived

James Randerson, science correspondent
Saturday November 25, 2006

Guardian


 

It has been called the invention that will bring down global capitalism, start a second industrial revolution and save the environment - and it might just put Santa out of a job too.

The "self-replicating rapid prototyper", or RepRap for short, is a machine that literally prints 3D objects from a digital design. Its creators hope that in the future it will be a must-have mod con for every home. Instead of queueing for this year's equivalent of Buzz Lightyear, Robosapiens or TMX Elmo, parents will simply download the sought-after design off the internet and print it out.

BathUniversity"If people can make anything for themselves what's the point in going to the shops?" said Adrian Bowyer at  Bath University who started the project.  who started the project.

The Santa machine works like a printer, except that rather than shooting ink out of a moving nozzle it squirts molten plastic in layers. These build up to make 3D shapes. To date the machine has made a belt buckle, a scale architectural model and even one of its own components. Dr Bowyer said that soon it would be able to make items using other materials. "In principle it could make almost any item that people want," he said.

So-called rapid prototyping machines that manufacture objects from digital designs have been around since the 1980s, although they still cost upwards of £20,000 and mostly have specialised industrial applications.

The difference with RepRap, which is the size of a fridge, is that the ideas behind it are not owned by anyone. Dr Bowyer's vision is a machine that can be made, adapted and improved by its users. "I did not want an individual, company or country to make money from this," he said.

If Dr Bowyer's vision is realised there could be profound implications for the global economy. Instead of large companies manufacturing large numbers of consumer goods and distributing them to shops, consumers would buy or share designs on the internet, manufacturing items on their own replication machines.

"At this time of year, toy companies lose thousands by not being able to get toys to the market or having toys they can't sell... This way the product would always be available and you would be able to reuse materials afterwards perhaps in another product," said Professor David Wimpenny of De Montfort University, Leicester. "It would revolutionise Christmas."

Michael Hart, founder of Project Gutenberg, an online repository of more than 100,000 e-books, predicts that if RepRap takes off, vested interests in industry will fight the technology tooth and nail.

"In 30 years replicators are going to be able to make things out of all sorts of stuff," he said. "Somewhere along this line the intellectual property people are going to come in and say 'No we don't want you all printing out Ferraris and we don't want you printing out pizzas'."

Guardian Unlimited © Guardian News and Media Limited 2006

A community focused search engine

SWICKI is something clever you (you as in web site owners or blog- or wiki- writers) can offer your community. People visit your site because they're interested in what you offer. Makes sense. People go to a dance-shoe site because they're interested in the Tango or the 4-step Waltz. People go to a food catering site in Berkeley because -- chances are, they live in the neighborhood and want to have a fancy party. SO? Swiki takes this built-in bias and offers your site visitors a search engine that's SPECIFICALLY TWEAKED for your 'community's' interests. More than that -- and if the people who make swikik (Eurekster) have their way, your community's focused searches will be something other companies will be willing to pay you for. (check out a simple Swiki search engine thumbtacked to the side of one of my web pages:  http://simpletoolsgroup.com/tipstoolsideas.html

I'm back

Several months ago I had an idea for a new company. Through factors ranging from my own naïveté, serious mis-reading of colleague's integrity, and the fact that people get pretty odd when there's a potential for genuinely big money on the table -- my involvement with that venture has ended.  No-one likes sob stories but the highest level shine on this one is that it's been as much of an emotional wrenching as losing my  parents.

And so,,, 

I'm back at where my passion has been for over 18 years -- with the ideas surrounding my core belief that applying collective mental horsepower towards solving problems creates substantial value.   Wikis are one of the tools we can offer, blogs - another.  In days gone by we might've suggested conferencing tools.  As time moves on, we might find ourselves suggesting newer content management systems or any number of social computing environments.

The specific tools matter less than technologists would have us believe.  What does matter is the truth in the statement that everyone is smarter than any one.

It's good to be back.

Tom Portante    Sunday evening, 10 December 2006.

WetPaint - a wiki to watch

WetPaint (http://wetpaint.com ) might be the easiest to understand wiki I've run into. While it's still in beta testing, you can go to the site, try out some of the features (or sit through their own Flash-demo) or visit sites using WetPaint.

There's something pleasingly 'contained' feeling about this site -- no small accomplishment because wikis often give you a sense of being in the un-governable Wild West.  That rabble-y feeling is - regulary - exactly the reason most people either 'don't get' wikis or, worse, don't trust them for 'real work.'

Wet Paint may change that.

The future is here, it was twenty years ago

I was in a panel discussion last week (having to do with the future of online communities).  I was 'the wiki guy.' 

The broader focus of the colloquim was whether companies should 'back' efforts in blogging, or richly-featured Content Management Systems. I heard breathless boosterism for ideas that 'someday, in the future' (and the subtext of those messages was that we're still waiting for more powerful tools), online communities will be fairly close analogs to our daily existence.'

I was tempted to say bosh! -- but as an invited guest, I thought of a better tack.

I asked them to imagine the kind of online world we'd been talking about for two days...

Imagine an online world with upwards of several thousand people interacting at any one time.  Imagine an online world that has a working economy, that has good people doing good and bad people doing, well, shit.  Imagine that world with law enforcement standards and lawyers.  Imagine an online world where participants have not only a 'home page,' but a virtual home or office or store that they can design, construct and supply.  Imagine an online world that has several THOUSAND distinct 'regions' within its confines.

and then...

Imagine that to gain access to this phantasmagorical world, you needed only to have anything equal to (or more powerful than) a 20-something year old Commodore64 and a 300bps modem. 

This future world exists.  To be accurate, it existed over 20 years ago (the mid 1980's) and it was called Habitat.

Twenty-six years later and we're still talking about things Habitat did -- in the misty-eyed future tense.

If you have time for ONE article on building online communities.  If you have any interest in seeing why MySpace is such a rich destination and why almost every corporate site in the world isn't -- read the following article by Chip Morningstar and Randy Farmer.

I promise.  You'll like this.

---------------------------------------------------------------------------

The Lessons of Lucasfilm's Habitat

 

Chip Morningstar and F. Randall Farmer

 

This paper was presented at The First International Conference on Cyberspace held in May 1990 at the University of Texas at Austin. It was published in Cyberspace: First Steps, Michael Benedikt (ed.), 1991, MIT Press, Cambridge, Mass.

Introduction

Lucasfilm's Habitat was created by Lucasfilm Games, a division of LucasArts Entertainment Company, in association with Quantum Computer Services, Inc. It was arguably one of the first attempts to create a very large scale commercial multi-user virtual environment. A far cry from many laboratory research efforts based on sophisticated interface hardware and tens of thousands of dollars per user of dedicated compute power, Habitat is built on top of an ordinary commercial online service and uses an inexpensive -- some would say "toy" -- home computer to support user interaction. In spite of these somewhat plebeian underpinnings, Habitat is ambitious in its scope. The system we developed can support a population of thousands of users in a single shared cyberspace. Habitat presents its users with a real-time animated view into an online simulated world in which users can communicate, play games, go on adventures, fall in love, get married, get divorced, start businesses, found religions, wage wars, protest against them, and experiment with self-government.

The Habitat project proved to be a rich source of insights into the nitty-gritty reality of actually implementing a serious, commercially viable cyberspace environment. Our experiences developing the Habitat system, and managing the virtual world that resulted, offer a number of interesting and important lessons for prospective cyberspace architects. The purpose of this paper is to discuss some of these lessons. We hope that the next generation of builders of virtual worlds can benefit from our experiences and (especially) from our mistakes.

Due to space limitations, we won't be able to go into as much technical detail as we might like; this will have to be left to a future publication. Similarly, we will only be able to touch briefly upon some of the history of the project as a business venture, which is a fascinating subject of its own. Although we will conclude with a brief discussion of some of the future directions for this technology, a more detailed exposition on this topic will also have to wait for a future article.

The essential lesson that we have abstracted from our experiences with Habitat is that a cyberspace is defined more by the interactions among the actors within it than by the technology with which it is implemented. While we find much of the work presently being done on elaborate interface technologies -- DataGloves, head-mounted displays, special-purpose rendering engines, and so on -- both exciting and promising, the almost mystical euphoria that currently seems to surround all this hardware is, in our opinion, both excessive and somewhat misplaced. We can't help having a nagging sense that it's all a bit of a distraction from the really pressing issues. At the core of our vision is the idea that cyberspace is necessarily a multiple-participant environment. It seems to us that the things that are important to the inhabitants of such an environment are the capabilities available to them, the characteristics of the other people they encounter there, and the ways these various participants can affect one another. Beyond a foundation set of communications capabilities, the details of the technology used to present this environment to its participants, while sexy and interesting, are of relatively peripheral concern.

What is Habitat?

Habitat is a "multi-player online virtual environment" (its purpose is to be an entertainment medium; consequently, the users are called "players"). Each player uses his or her home computer as a frontend, communicating over a commercial packet-switching data network to a centralized backend system. The frontend provides the user interface, generating a real-time animated display of what is going on and translating input from the player into requests to the backend. The backend maintains the world model, enforcing the rules and keeping each player's frontend informed about the constantly changing state of the universe. The backend enables the players to interact not only with the world but with each other.

Habitat was inspired by a long tradition of "computer hacker science fiction", notably Vernor Vinge's novel, True Names (Vinge, 1981), as well as many fond childhood memories of games of make-believe, more recent memories of role-playing games and the like, and numerous other influences too thoroughly blended to pinpoint. To this we added a dash of silliness, a touch of cyberpunk (Gibson, 1984; Sterling, 1986), and a predilection for object-oriented programming (Sussman and Abelson, 1985).

The initial incarnation of Habitat uses a Commodore 64 for the frontend (see note 1). Figure 1 is a typical screen from this version of the system. The largest part of the screen is devoted to the graphics display. This is an animated view of the player's current location in the Habitat world. The scene consists of various objects arrayed on the screen, such as the houses and tree you see here. The players are represent by animated figures that we call "Avatars". Avatars are usually, though not exclusively, humanoid in appearance. In this scene you can see two of them, carrying on a conversation.

Avatars can move around, pick up, put down and manipulate objects, talk to each other, and gesture, each under the control of an individual player. Control is through the joystick, which enables the player to point at things and issue commands. Talking is accomplished by typing on the keyboard. The text that a player types is displayed over his or her Avatar's head in a cartoon-style "word balloon".

Figure 1 -- A typical Habitat scene (© 1986 LucasArts Entertainment Company).

The Habitat world is made up of a large number of discrete locations that we call "regions". In its prime, the prototype Habitat world consisted of around 20,000 of them. Each region can adjoin up to four other regions, which can be reached simply by walking your Avatar to one or another edge of the screen. Doorways and other passages can connect to additional regions. Each region contains a set of objects which define the things that an Avatar can do there and the scene that the player sees on the computer screen.

Some of the objects are structural, such as the ground or the sky. Many are just scenic, such as the tree or the mailbox. Most objects, however, have some function that they perform. For example, doors transport Avatars from one region to another and may be opened, closed, locked and unlocked. ATMs (Automatic Token Machines) enable access to an Avatar's bank account (see note 2). Vending machines dispense useful goods in exchange for Habitat money. Many objects are portable and may be carried around in an Avatar's hands or pockets. These include various kinds of containers, money, weapons, tools, and exotic magical implements. Table 1 lists some of the most important types of objects and their functions. The complete list of object types numbers in the hundreds.

Many objects are portable and may be carried around in an Avatar's hands or pockets. These include various kinds of containers, money, weapons, tools, and exotic magical implements. Listed here are some of the most important types of objects and their functions. The complete list of object types numbers in the hundreds.

 

Object Class Function
ATM Automatic Token Machine; access to an Avatar's bank account
Avatar Represents the player in the Habitat world
Bag, Box Containers in which things may be carried
Book Document for Avatars to read (e.g., the daily newspaper)
Bureaucrat-in-a-box    Communication with system operators
Change-o-matic Device to change Avatar gender
Chest, Safe Containers in which things can be stored
Club, Gun, Knife Various weapons
Compass Points direction to West Pole
Door Passage from one region to another; can be locked
Drugs Various types; changes Avatar body state, e.g., cure wounds
Elevator Transportation from one floor of a tall building to another
Flashlight Provides light in dark places
Fountain Scenic highlight; provides communication to system designers
Game piece Enables various board games: backgammon, checkers, chess, etc.
Garbage can Disposes of unwanted objects
Glue System building tool; attaches objects together
Ground, Sky The underpinnings of the world
Head An Avatar's head; comes in many styles; for customization
Key Unlocks doors and other containers
Knick-knack Generic inert object; for decorative purposes
Magic wand Various types, can do almost anything
Paper For writing notes, making maps, etc.; used in mail system
Pawn machine Buys back previously purchased objects
Plant, Rock, Tree Generic scenic objects
Region The foundation of reality
Sensor Various types, detects otherwise invisible conditions in the world
Sign Allows attachment of text to other objects
Stun gun Non-lethal weapon
Teleport booth Means of quick long-distance transport; analogous to phone booth
Tokens Habitat money
Vendroid Vending machine; sells things

 

Table 1 -- Some important object classes

 

Implementation

The following, along with several programmer-years of tedious and expensive detail that we won't cover here, is how the system works:

At the heart of the Habitat implementation is an object-oriented model of the universe.

The frontend consists of a system kernel and a collection of objects. The kernel handles memory management, display generation, disk I/O, telecommunications, and other "operating system" functions. The objects implement the semantics of the world itself. Each type of Habitat object has a definition consisting of a set of resources, including animation cels to drive the display, audio data, and executable code. An object's executable code implements a series of standard behaviors, each of which is invoked by a different player command or system event. The model is similar to that found in an object-oriented programming system such as Smalltalk (Goldberg and Robson, 1983), with its classes, methods and messages. These resources consume significant amounts of scarce frontend memory, so we can't keep them all in core at the same time. Fortunately, their definitions are invariant, so we simply swap them in from disk as we need them, discarding less recently used resources to make room.

When an object is instantiated, we allocate a block of memory to contain the object's state. The first several bytes of an object's state information take the same form in all objects, and include such things as the object's screen location and display attributes. This standard information is interpreted by the system kernel as it generates the display and manages the run-time environment. The remainder of the state information varies with the object type and is accessed only by the object's behavior code.

Object behaviors are invoked by the kernel in response to player input. Each object responds to a set of standard verbs that map directly onto the commands available to the player. Each behavior is simply a subroutine that executes the indicated action; to do this it may invoke the behaviors of other objects or send request messages to the backend. Besides the standard verb behaviors, objects may have additional behaviors which are invoked by messages that arrive asynchronously from the backend.

The backend also maintains an object-oriented representation of the world. As in the frontend, objects on the backend possess executable behaviors and in-memory state information. In addition, since the backend maintains a persistent global state for the entire Habitat world, the objects are also represented by database records that may be stored on disk when not "in use". Backend object behaviors are invoked by messages from the frontend. Each of these backend behaviors works in roughly the same way: a message is received from a player's frontend requesting some action; the action is taken and some state changes to the world result; the backend behavior sends a response message back to the frontend informing it of the results of its request and notification messages to the frontends of any other players who are in the same region, informing them of what has taken place.

 

The Lessons

In order to say as much as we can in the limited space available, we will describe what think we learned via a series of principles or assertions surrounded by supporting reasoning and illustrative anecdotes. A more formal and thorough exposition will have to come later in some other forum where we might have the space to present a more comprehensive and detailed model.

We mentioned our primary principle above:

 

• A multi-user environment is central to the idea of cyberspace.

It is our deep conviction that a definitive characteristic of a cyberspace system is that it represents a multi-user environment. This stems from the fact that what (in our opinion) people seek in such a system is richness, complexity and depth. Nobody knows how to produce an automaton that even approaches the complexity of a real human being, let alone a society. Our approach, then, is not even to attempt this, but instead to use the computational medium to augment the communications channels between real people.

If what we are constructing is a multi-user environment, it naturally follows that some sort of communications capability must be fundamental to our system. However, we must take into account an observation that is the second of our principles:

 

• Communications bandwidth is a scarce resource.

This point was driven home to us by one of Habitat's nastier, externally imposed design, constraints, namely that it provide a satisfactory experience to the player over a 300 baud serial telephone connection (one routed, moreover, through commercial packet-switching networks that impose an additional, uncontrollable latency of 100 to 5000 milliseconds on each packet transmitted).

Even in a more technically advanced network, however, bandwidth remains scarce in the sense that economists use the term: available carrying capacity is not unlimited. The law of supply and demand suggests that no matter how much capacity is available, you always want more. When communications technology advances to the point were we all have multi-gigabaud fiber optic connections into our homes, computational technology will have advanced to match. Our processors' expanding appetite for data will mean that the search for ever more sophisticated data compression techniques will still be a hot research area (though what we are compressing may at that point be high-resolution volumetric time-series or something even more esoteric) (Drexler, 1986).

Computer scientists tend to be reductionists who like to organize systems in terms of primitive elements that can be easily manipulated within the context of a simple formal model. Typically, you adopt a small variety of very simple primitives which are then used in large numbers. For a graphics-oriented cyberspace system, the temptation is to build upon bit-mapped images or polygons or some other graphic primitive. These sorts of representations, however, are invitations to disaster. They arise from an inappropriate fixation on display technology, rather than on the underlying purpose of the system.

However, the most significant part of what we wish to be communicating are human behaviors. These, fortunately, can be represented quite compactly, provided we adopt a relatively abstract, high-level description that deals with behavioral concepts directly. This leads to our third principle:

 

• An object-oriented data representation is essential.

Taken at its face value, this assertion is unlikely to be controversial, as object-oriented programming is currently the methodology of choice among the software engineering cognoscenti. However, what we mean here is not only that you should adopt an object-oriented approach, but that the basic objects from which you build the system should correspond more-or-less to the objects in the user's conceptual model of the virtual world, that is, people, places, and artifacts. You could, of course, use object-oriented programming techniques to build a system based on, say, polygons, but that would not help to cope with the fundamental problem.

The goal is to enable the communications between machines take place primarily at the behavioral level (what people and things are doing) rather than at the presentation level (how the scene is changing). The description of a place in the virtual would should be in terms of what is there rather than what it looks like. Interactions between objects should be described by functional models rather than by physical ones. The computation necessary to translate between these higher-level representations and the lower-level representations required for direct user interaction is an essentially local function. At the local processor, display-rendering techniques may be arbitrarily elaborate and physical models arbitrarily sophisticated. The data channel capacities required for such computations, however, need not and should not be squeezed into the limited bandwidth available between the local processor and remote ones. Attempting to do so just leads to disasters such as NAPLPS (ANSI, 1983; Alber, 1985) which couples dreadful performance with a display model firmly anchored in the technology of the 1970s.

Once we begin working at the conceptual rather than the presentation level, we are struck by the following observation:

 

• The implementation platform is relatively unimportant.

The presentation level and the conceptual level cannot (and should not) be totally isolated from each other. However, defining a virtual environment in terms of the configuration and behavior of objects, rather than their presentation, enables us to span a vast range of computational and display capabilities among the participants in a system. This range extends both upward and downward. As an extreme example, a typical scenic object, such as a tree, can be represented by a handful of parameter values. At the lowest conceivable end of things might be an ancient Altair 8800 with a 300 baud ASCII dumb terminal, where the interface is reduced to fragments of text and the user sees the humble string so familiar to the players of text adventure games, "There is a tree here." At the high end, you might have a powerful processor that generates the image of the tree by growing a fractal model and rendering it three dimensions at high resolution, the finest details ray-traced in real time, complete with branches waving in the breeze and the sound of wind in the leaves coming through your headphones in high-fidelity digital stereo. And these two users might be looking at the same tree in same the place in the same world and talking to each other as they do so. Both of these scenarios are implausible at the moment, the first because nobody would suffer with such a crude interface when better ones are so readily available, the second because the computational hardware does not yet exist. The point, however, is that this approach covers the ground between systems already obsolete and ones that are as yet gleams in their designers' eyes. Two consequences of this are significant. The first is that we can build effective cyberspace systems today. Habitat exists as ample proof of this principle. The second is that it is conceivable that with a modicum of cleverness and foresight you could start building a system with today's technology that could evolve smoothly as the tomorrow's technology develops. The availability of pathways for growth is important in the real world, especially if cyberspace is to become a significant communications medium (as we obviously think it should).

Given that we see cyberspace as fundamentally a communications medium rather than simply a user interface model, and given the style of object-oriented approach that we advocate, another point becomes clear:

 

• Data communications standards are vital.

However, our concerns about cyberspace data communications standards center less upon data transport protocols than upon the definition of the data being transported. The mechanisms required for reliably getting bits from point A to point B are not terribly interesting to us. This is not because these mechanisms are not essential (they obviously are) nor because they do not pose significant research and engineering challenges (they clearly do). It is because we are focused on the unique communications needs of an object-based cyberspace. We are concerned with the protocols for sending messages between objects, that is, for communicating behavior rather than presentation, and for communicating object definitions from one system to another.

Communicating object definitions seems to us to be an especially important problem, and one that we really didn't have an opportunity to address in Habitat. It will be necessary to address this problem if we are to have a dynamic system in the future. Once the size of the system's user base has grown modestly large, it becomes impractical to distribute a new release of the system software every time one wants to add a new class of object. However, we feel the ability to add new classes of objects over time is crucial if the system is to be able to evolve.

While we are on the subject of communications standards, we would like to make some remarks about the ISO Reference Model of Open System Interconnection (ISO, 1986). This 7-layer model has become a centerpiece of most discussions about data communications standards today. It is so firmly established in the data communications standards community that it is virtually impossible to find a serious contemporary publication on the subject that does not begin with some variation on Figure 2. Unfortunately, while the bottom 4 or 5 layers of this model provide a more or less sound framework for considering data transport issues, we feel that the model's Presentation and Application layers are not so helpful when considering cyberspace data communications.

Figure 2 -- The 7-layer ISO Reference Model of Open System Interconnection

We have two main quarrels with the ISO model: first, it partitions the general data communications problem in a way that is a poor match for the needs of a cyberspace system; second, and more importantly, we think that the model itself is an active source of confusion because it focuses the attention of system designers on the wrong set of issues and thus leads them to spend their time solving the wrong set of problems. We know because this happened to us. "Presentation" and "Application" are simply the wrong abstractions for the higher levels of a cyberspace communications protocol. A "Presentation" protocol presumes that at least some characteristics of the display are embedded in the protocol. The discussions above should give some indication why we think that such a presumption is both unnecessary and unwise. Certainly, an "Application" protocol presumes a degree of foreknowledge of the message environment that is incompatible with the sort of dynamically evolving object system we envision.

A better model would be to substitute a different pair of top layers (Figure 3): a Message layer, which defines the means by which objects can address one another and standard methods of encapsulating structured data and encoding low-level data types (e.g., numbers); and a Definition layer built on top of the Message layer, which defines a standard representation for object definitions so that object classes can migrate from machine to machine. One might argue that these are simply Presentation and Application with different labels. However, the differences are so easily reconciled. In particular, we think the ISO model has, however unintentionally, systematically deflected workers in the field from considering many of the issues that concern us.

Figure 3 -- A possible alternative protocol model

 

Socialtext offers wikis "to go"

One of the services my small consultancy offers is helping organizations figure out which online product would actually help them be more effective in their work.  This is a very different sales pitch from someone used to the breathless techno-boosterism of larger consulting partnerships.

Wikis are a hard sell.  It's something I spend a fair bit of time trying to figure out...

-One of the reasons, I suspect, is that there are so many other - competing - mechanisms for groups to share information. (email, shared documents and document systems, calendaring systems, blogs...) 
-'Publishing/vetting standards" of Wikipedia notwithstanding, another reason may be that wikis do best when the group is comfortable with shooting small -- and often half-baked -- ideas to and fro.' 

What if the comfort of your QWERTY keyboard was taken away and you had to do the best you could with pithy little exchanges? 

As in, say, handheld devices...

No-one's going to write a polished formal argument using their two thumbs.  And even if they did, they'd invoke the wrath of subsequent readers who tried to absorb their thoughts by way of a 2-square-inch display screen. 

So maybe, just maybe, one of the most likely to succeed environments for wiki use is the input/output-challenged world of hand-held devices.

Until now, no-one has laid claim to this possibility.

Until Socialtext, that is.

Socialtext has begun to offer a screen-and-command tweaked version of its wikis specifically for these small devices.

I'd wager this is a big deal.

Here's a piece from ZiffDavis Net.

-----------------------
http://blogs.zdnet.com/BTL/?p=2818

April 5, 2006

Socialtext's Miki mobile wiki

Posted by Dan Farber @ 6:59 am

Digg This!

 

 

I was chatting with Ross Mayfield, CEO of SocialText at Software 2006 yesterday, checking out his company's new Miki–what he calls the first mobile wiki–on his Nokia N90 phone. It's wikis 'to go,' optimized for any mobile Web browser and users collaborating on projects anytime, anywhere. Miki is included in any Socialtext edition, which include Personal (free for five users) to Professional ($95 for 20 users) to Enterprise (Appliance deployments start at $9,995). Ross thinks that the free Personal Miki edition could serve as a "private notepad" from the cloud to your pocket. Miki is part of a growing trend–increasingly, the full spectrum of social and collaborative software is becoming device agnostic, blurring the lines between fixed and mobile usage and personal and business use.

storage space is no longer an issue

A couple of weeks ago, Amazon announced S3  (Simple Storage Service).  For 15-cents/month you get a gigabyte of online storage.   OK, there's some sub-penny charges for moving data in and out of your private (or public) Giganto Hard Drive in Space -- but the truth is, most people will have incredibly tiny bills from the folks at Amazon. 

So what??

At the simplest - think of it as a 15-cents-a-gig online backup drive.

It could be a backend storage for your homebrew data warehouse offering your customers distributed, reliable access from anywhere and on demand.

ANY application with storage needs - and that's pretty much everything we do - can use something like s3.  (and you can *bet* Google will offer something similar)

check out some comments about the service:

http://weblog.infoworld.com/udell/2006/03/22.html

http://www.clickz.com/experts/brand/sense/article.php/3595581

is this one of the futures for wikis ?

This might be terribly important.  I ran across an article in the current NewsWeek - it was one of those breathless boosterism pieces on Web 2.0 ... but one of the companies pointed to intrigued me.    The company goes by the name of PLUM  ( http://www.plum.com )

As I write this (29 march 06), the product is still in private beta-testing .. Soooooooo, this is just what you can glean from various news sources:

The idea is simple.  Take all the stuff you collect on something you're working on, something you're interested in, something you've 'been meaning to do one of these days...'.  Web sites. Desktop or web-based pictures, images, music, documents of all flavors.  Collect them, allow others to see them and to add their own 'stuff.'

It SOUNDS like a lot (but not all) of what motivates people to adopt wikis.

I'll be fascinating to watch how Plum pulls this off. 

Go and sign up for a any-day-now public beta version!!

Ah - the Newsweek piece:
http://www.msnbc.msn.com/id/12011437/site/newsweek/

this is even simpler than a wiki !

An hour ago I was dropping off my daughter at school and my cell phone rang -- it was an old colleague in New York.  It was a very pleasant chat -- mostly catching up on how our respective lives have evolved and at the end of the call I remarked how clear the signal was  (for whatever reasons, signal strength in Berkeley CA, is an iffy kind of thing).  He said he was using JaJah from his cell phone...

JaJah?

I remember - months ago - hearing something about yet another VOIP entrant.  'decided to check it out.

JaJah may be the voice-over-internet approach that a LOT of people will enjoy.

It's pretty non-geeky.  You don't have to connect a headset to your computer. You don't need broadband access.  And, from what I can tell, you can use it with just about any browser/OS you can find. 

Go to jaJah.com    In a model of simplicity - you're given two little boxes to fill in and a button to press.  Assuming you're in grabbing range of either a regular or mobile phone - that's all there is.

From a JaJah fan's comments:

--

The idea is truly simple: see a number on your screen, call it, talk via your own phone, save money. Calls triggered through JAJAH WEB are phone-to-phone, you don't need a headset, a microphone or a special Internet phone to use it and you are not tied to your machine when talking to your friends. JAJAH WEB is as simple as searching a keyword in Google and JAJAH WEB is as comfortable as any regular phone call, but much cheaper. And last but not least you can use JAJAH WEB also with Mac or Linux operating systems."

Simple.  It doesn't require much technology.  And it saves you money.



wiki on a stick: TiddlyWiki

There's something intriguing here -- a simple tool (basically a single .html file you store on your computer and open with your browser) that creates the ability to organize small chunks of information you find useful.

Like many wiki-ish things, it seems to take pride in a funny name:  "TiddleWiki."

From Wikipedia:

TiddlyWiki From Wikipedia, the free encyclopedia

TiddlyWiki is a wiki-modeled client-side application written by Jeremy Ruston that is well suited for use as a personal notebook. It is a self-contained HTML file that includes CSS and JavaScript code. When it is downloaded to a user's PC, TiddlyWiki has the unusual ability, when brought up in some browsers, of being able to overwrite itself on the user's disk at the user's request. So following TiddlyWiki conventions, users can make a new entry, called a Tiddler, in their local copy of the TiddlyWiki file and save it for future reference by saving the TiddlyWiki file. Existing Tiddlers can also be modified or deleted in the same way.

TiddlyWiki is published by Osmosoft under a BSD open source license, which makes it freely available. Jeremy Ruston describes it as experimental, and in that spirit many people have used the original HTML file to create TiddlyWiki Adaptations. These fall under two general categories; those that retain the client-side write only feature, and those that add server-side file writing to make TiddlyWiki more like a true wiki. Links to both these kinds of Adaptations are put in the original TiddlyWiki file as they become known. TiddlyWiki Adaptations typically add features that were not originally envisioned by Ruston, and some of these features have been included in newer versions of TiddlyWiki.

A feature that sets TiddlyWiki apart from a standard wiki implementation is its content presentation.

Jeremy Ruston had this to say about it:    

A TiddlyWiki is like a blog because it's divided up into neat little chunks (tiddlers), but it encourages you to read it by hyperlinking rather than sequentially: if you like, a non-linear blog analogue that binds the individual microcontent items into a cohesive whole. I think that TiddlyWiki represents a novel medium for writing, and will promote its own distinctive WritingStyle. Although a TiddlyWiki is ideal for keeping notes, it can also be used as the foundation for a complete Web site. Its single file structure makes it easy to manage while providing an elegant Web experience. 


External links

TiddlyWiki homepage:
http://www.tiddlywiki.com/

TiddlyWiki Tutorial:
http://www.blogjones.com/TiddlyWikiTutorial.html

a (minor) grondswell in a travelogue wiki

I'm continuing to make a pitch to the local auto club (the California State Automobile Association - CSAA) that their members would enjoy a site where fellow travellers could add notes of especially interesting 'finds.' 

It would be inaccurate to say people are lining up to add comments...

Still - the unofficial CSAA wiki travelogue now has small pieces about (1) a vision for a whole new city being built in Arizona, (2) a set of cascading waterfalls in northwestern connecticut, (3) a second california article -- this one on the famous Big Sur Nepenthe/Phoenix restaurant (4) a college town north of Chicago (5) Crane Beach in Ipswitch MA and (6) a Grand Old Hotel in western massachusetts that boasts a block long hotel verandah  - with 50 or 60 rocking chairs that anyone can settle into to watch the world go by...

Anyone interested in contributing interesting places?

sloppy desks and clear thinking

ruminating about this ... more soon

I was invited to take part in an online conversation.  About 5 minutes into it I realised that what I needed to do was create links, add a picture, insert a diagram, link to a powerpoint slide AND add a comment (parenthetical) within an earlier posting.  Of course, the software allowed me to do almost none of that....  hmmmm

what do I do when I GET there?

To follow up on the idea (above) about offering a traveller-community created wiki for a large membership organization - the California State Auto Association. (the CSAA - this state's branding of the AAA)

I've spent some time talking with different CSAA offices - to learn what I suspected.  I'm told that a lot of people regard AAA as a store-front service .. you go in, get maps, booklets .. maybe some other services .. and drive off.  My pitch to them is that a 'wiki-travel'-ish addition to their site would bring a younger/more hip crowd than (what I suspect is)  the typical member demographic.

no nibbles - yet..

So - a related idea is to approach various online travel/booking services. Expedia/ Travelocity / Orbitz - the argument being that *their* customers - who are clearly web-comfortable - use their services to make/purchase all their travel plans.  And then they *fly* off.

WHAT IF these travel agencies could make their sites more of a destination rather than a site for transactions

.. what IF these companies could offer a kind of  fellow-traveller created "WHAT DO I DO WHEN I GET THERE" environment?   

And - my bias is showing here - what BETTER mechanism for self-created and group-edited material than wikis?

Anyone with solid contacts in any of these companies??

and how about adding a wiki to .. well, ANYWHERE

And if that isn't cool enough, check out what Seedwiki offers:

Just about anywhere you have enough control to insert a few lines of html code, you can insert a wiki.

In the case of my "architecture of information" stub of a blog at blogger  (http://ArchitectureOfInformation@blogspot.com), you get the blog AND you get a window into a fully functioning wiki.  (The wiki, by the way, associated with THIS blog:  wsSandbox.seedwiki.com )

This isn't just a VIEW into a wiki, it's actually the real thing -- you can log on, make comments, add images and edit text.

Suddenly, wikis and blogs may not be all that segregated...

Bravo WikiSpaces !

Two items here. 

Schools tend to love wikis -- they're (wikis) simple, thery're understandable, and they're sufficiently maleable to allow the creation of useful stuff.  And, far from least importantly, they're cheap.
To be *slightly* picky about last point - schools often choose low cost or free wiki hosting services and sometimes the price they pay for that service is sidebar advertisements.  From my own work delivering wikis to schools, occasionally there's a bit of push-back when I mention that the wikis that'll be used have ads that support the service. 

Well, WikiSpaces has heard this from teachers as well -- and they're doing something about it.
For schools - WikiSpaces is offering a hard combination to beat:  free and ad-free.

ah...

But there's more.

WikiSpaces is also doing something remarkably cool. 

It's allowing a kind of integration between one's wiki space AND one's typepad or blogger blog.

So?

This is important.  Blogs and wikis co-exist in the world but they serve very different ends.  'problem is, being forced to select one or the other kind of platform shortchanges our ability to take advantage of the one we didn't select.

Blogs give us voices.  They are the ethereal equivalent to the soapboxes at Speakers' Corner. 

Wikis give places for groups to rub ideas together.  They're often rabble-y and irreverant - but they are just as often the place where new ideas are sired. 

WikiSpaces is doing something valuable by offering us windows from one world to t'other.

Check out  WikiSpaces blog (http://blog.wikispaces.com) in general, the the following entry on this integration in particular.  http://blog.wikispaces.com/2005/11/wikispaces-integration-with-blogger.html



the 5000-th How-To on WikiHow

This is something of a milestone.  It's one thing for online zealots to froth about 'user created content' .. and have little more than verbiage to back them up.  It's a whole 'nother story when a small new site generates enough interest to pull in thousands of people.

WikiHow has just announced its 5000-th How-to-do-Something posting; "How to do a frontside 360 on a snowboard."

Lest we tut-tut this as the result of some narrow clique of 'friends of WikiHow' -- here's another statistic to be impressed with.

In January 2006 - alone - 886,510 different people read wikiHow.

This number makes it one of the most widely read wikis after the Wikipedia and related Wikimedia project sites.

Does the California Auto Club have WikiCities in its future?

It seems to me that among the 3+ million members of the California State Automobile Association (CSAA), there've got to be a  LOT  of people with travel insights. 

In my previous blog entry, I asked if anyone wanted to join me with a pilot project.  WikiCities offered a site on their server. 

Now, if I had any professional pride in the kind of site that I could whip together in a handful of hours, I'd NEVER give the following pointer.  Well...  as my erstwhile friends at the design firm IDEO are fond of saying, "fail frequently to succeed often." 

I've created a very (very) rough outline of what an Auto Club wiki might offer. 

It needs work.  It needs better design.  And perhaps most importantly, it needs YOUR contribution.

Check out the UNOFFICIAL CSAA site and imagine you're a club member with something to contribute to the 50-states worth of travel hints. 

add something -- anything...!

And with a more fully 'populated' place, I suspect we'll all be able to get some attention from the CSAA.

who wants to do this pilot project with me?

What if some of the ideas of wikiTravel and wikiHow were tapped by - say - a Great Big Membership association.

Since I've just renewed my AAA membership (The California State Automobile Association - 'CSAA' -  to be more precise), let me spin a story about that organization.

If you take a look at the CSAA site -- you see a place that gives its members an immense amount of useful information.  But the information flow is one way...  I think you could make an easy argument that what's missing is a way to more fully engage the membership by different _kinds_ of offerings. 

The argument could be:  CSAA may have a loyal readership -- what it doesn't have is a committed community.

Enter WikiTravel and WikiHow...

Both offer ideas that the Auto Club could learn from.  Using pretty much the same text as in the previous postings:  "Think about all reasons AAA members travel and about how members enjoy experiences in their travels that go beyond the hotel guides and the concierge's suggestions.  Then think about how many of us take great pride in little 'gems' that have come from our wanderings - be they delightful finds or hard-won lessons... etc "

And the sales hook?

And finally, "think about a way the CSAA could help these travelers share their discoveries in exchange for similar 'insider tips' from other travelers."

If done right - a CSAA memberWiki would be a broad-based venue for the exchange of ideas. As a community of over 3 million individuals, a CSAA 'forum' could be a place where practical expertise, in every informational category on the current CSAA online site, could be offered. 

Technologically easy...

Procedurally pretty easy...

Could be a nice little pilot project.





A Montrealer and a San Franciscan walk into a bar...

..and their discussion wends its way to a couple of premises:

Lots of people travel -- for lots of reasons.  Lots of people enjoy experiences in their travels that go beyond the hotel guides and the concierge's suggestions.  Lots of people take great pride in little 'gems' that've come from their wanderings - be they delightful finds or hard-won lessons.   

And the bet that these two make?

That lots of people would be willing to share their discoveries in exchange for similar 'insider tips' from other travellers.

And so began a Montreal-based wiki-centric company called WikiTravel

With no advertising and precious little blog-ish commentary, wikitravel has quickly accumulated the combined smarts of thousands of travellers who've written, edited and appended over six thousand travel 'discoveries.'

What WikiTravel IS:
http://wikitravel.org

And - intriguingly - a page about what it is NOT:
http://wikitravel.org/en/Wikitravel:Goals_and_non-goals


operations manuals as mediaevel flagellation

In days gone by, I was employed -- more than once -- as a procedures writer.  In one instance it had do to with recording, ordering and (re)presenting Things People Did in a major computer center.  In another, with the details of certain nursing and medical procedures. 

It's a profoundly thankless task.  You spend a lot of time learning what people claim they already know, and you inevitably get in their way as they're involved in doing Whatever It Is You're Supposed to Write About. And just as inevitably, you know no-one will read what you've written because (1) if you're good, it's already what they do and (2) and if you're not so good (more likely), you've gotten it wrong -- so why bother...

Such was the dilemma.

And for those of us involved in this ongoing textual self-flagellation, there never seemed any good way around this problem. 

Wikis may be a clever answer here.

There's an interesting new company (/service) Out There called WikiHow.

Basically, it's a place where anyone can contribute to the development of a set of 'how to's'.  WikiHow is an open community, Creative Commons kind of place.  People can write guides on anything from, oh, how to write one's own 'elevator pitch.' to how to find and evaluate a personal Life Coach. 

Less than 9 months old and with almost no effort spent on advertising, there are thousands of self-written and group-edited guides on WikiHow.

Ross Mayfield, founder and CEO of SocialText has commented on WikiHow in Corante. (.. http://www.corante.com/many/archives/2005/07/04/wikihow_to_open_content.php )

My interest is in how a WikiHow environment can be used in business settings to make sure that in-house guides are accurate, timely, and -- worth referring to. 

My hunch is that wikiHow is worth watching...

and by their works you shall know them...

A few days ago the front page of a wiki-hosting service (and company by the same name) changed its look. 

This isn't the first time SeedWiki has opted for a front page makeover.

A while back, the folks at that company decided that having a typical wiki service front page -- a listing of really good reasons why you should *use* these things -- didn't matter as much as most people assumed.  Their rationale was that by the time you _find_ various wiki providers, you already  have a fair idea that they'll be useful.  Reading boiler-plate marketing stuff just didn't cut it...
The result of this line of thinking was a front page with essays directed to people who already knew about wikis; people who've grown sick to death about Yet Another Story about Ward Cunningham and the wiki-wiki airport busses, or about distinctions between blogs and wikis.

Sometimes its difficult to leave well enough alone.

Something new came along - a clever bit of code that could reach into the daily traffic patterns at Seedwiki, discover which public wikis were getting changed, AND then list these active sites by way of a bit of nifty text-size manipulation.  REALLY SMALL wiki names were getting only a bit of attention (or, at least, as measured by changes being made).  In contrast,  BIG wiki names were clearly hotbeds of textual intervention. 

My first reaction was that this kind of breast-thumping geeky tour-de-force stuff took away from the calm essay mood of the previous front page.  (And - truth be told - I let my feelings be know to my friends at SeedWiki in a somewhat testy-toned note.)

I'm having second thoughts. 

I've just spent about 30 minutes browsing through today's 'hot list.'  It's a pretty remarkable collection of shared conversations.  By seeing where there's activity you get a unique opportunity to take a peek at places where people are doing real work with wikis.  I think SeedWiki should be proud of its decision to let the rest of the world know about how its software environment is being used by customers. 

Check out who's doing what where at http://seedwiki.com .

- - -
(That said, I'm still miffed that my well reasoned essays that had been posted on SW's front page  have been replaced by a software algorithm...)

untrue, irresponsible and malicious

Herein lies one of the great weaknesses of 'pure' wikis -- their susceptibility to casual vandalism.

Purist Wiki fans remind us that security comes in different forms.  One way is to lock our homes with mulitple dead bolts and house alarms.  The other is to live on a street full of people looking out for each other.

I live on such a street.  Across the street is a nice retired couple who spend no small amount of time in their garden or pruning their fruit trees.  On one side of my property is a lawyer who works out of her home office.  On the other side, a home appraiser also working out of a home office.  Two doors down is a IT executive looking for work.  Another house down is a realtor - with a home office.  A smidge up the street, another retired couple.  Up and across the street, three homes with stay-at-home moms. 

A week ago, in the middle of an afternoon, a burgler took a crowbar to a front door of one of these houses - got inside, and carried out about a thousand dollars of loot. 

There were a lot of us at home that day.  The streets were far from empty.  There are joggers and dog walkers, people getting home early from the TransBay busses, moms bringing their children home from schools or out to soccer practise.

Multiple eyes weren't enough for our neighbor's house.

Multiple eyes aren't enough for our collective wiki products either.

Security can - and must - come in different forms.  We need all those forms...

Wikipedia Tightens Submission Rules

By DAN GOODIN, Associated Press Writer Mon Dec 5,10:35 PM ET

SAN FRANCISCO -
Wikipedia, the online encyclopedia to which anyone can contribute, is tightening submission rules after a prominent journalist complained that an article falsely implicated him in the Kennedy assassinations.

Wikipedia will now require users to register before they can create articles, Jimmy Wales, founder of the St. Petersburg, Fla.-based Web site, said Monday. People who modify existing articles will still be able to do so without registering.

The change comes less than a week after John Seigenthaler, a one-time administrative assistant to Robert Kennedy, complained in an op-ed published in USA Today that a biography of him on Wikipedia claimed he had been suspected in the assassinations of the former attorney general and his brother, President John F. Kennedy.

Wikipedia, often cited as a prime example of the type of collective knowledge-pooling that the Internet enables, has some 850,000 articles in English as well as entries in at least eight other languages, including Italian, French, German and Portuguese.

Since it's launch in 2001, it has grown into a storehouse of information on topics ranging from medieval art to nanotechnology.

The volume is possible because the site relies on volunteers, including many experts in their fields, who submit entries and edit previously submitted articles.

Wales said he hopes the registration requirement will limit the number of articles being created.

While it would not prevent people from posting false information, the new process will make it easier, said Wales, for the site's 600 active volunteers to review and remove factual errors, defaming statements and other material that runs afoul of Wikipedia policy.

Wikipedia visitors will still be able to edit content already posted without registering. It takes 15 to 20 seconds to create an account on the Web site, and an e-mail address is not required.

"What we're hopeful to see is that by slowing that down to 1,500 a day from several thousand, the people who are monitoring this will have more ability to improve the quality," Wales said Monday. "In many cases the types of things we see going on are impulse vandalism."

The episode demonstrates the lack of accountability that often comes with articles posted by anonymous people over the Internet. Unlike content included in magazines, books and other traditional media, online material can be submitted by just about anyone, often without having to volunteer any identifying information.

"I sympathize with this person, but it's really not any different than a posting on an anonymous Web page," Eugene Volokh, a law professor specializing in the First Amendment, said, referring to Seigenthaler. Volokh added that Wikipedia provides casual readers with a valuable service but that he would never rely on it as a source for scholarly articles.

Seigenthaler, USA Today's founding editorial director and a former president of the American Society of Newspaper Editors, said that after the op-ed was published Wikipedia's biography of him was changed to remove the false accusations.

But Seigenthaler said an entry on Monday still got some facts wrong, apparently because volunteers are confusing him with his son, a journalist with NBC News.

Also disturbing is a section of his biography that tracks changes made to the article, Seigenthaler said. Entries in that history section label him a "Nazi" and say other "really vicious, venomous, salacious homophobic things about me," he said.

Wales said those comments would be removed.

For 132 days, Seigenthaler said, the biography of him falsely claimed that "for a brief time, he was thought to have been directly involved in the Kennedy assassinations of both John, and his brother, Bobby."

The biography also falsely stated that he had lived in the Soviet Union from 1971 to 1984.

Seigenthaler said he wasn't convinced the new registration requirement would stop the practice of vandals posting content that is slanderous or knowingly incorrect.

Wikipedia will either have to fix the problem or will lose whatever credibility it still has, he said.

"The marketplace of ideas ultimately will take care of the problem," Seigenthaler said. "In the meantime, what happens to people like me?"

___

and the New York Times article that prompted Wikipedia's response?

The New York Times
December 4, 2005
Rewriting History

Snared in the Web of a Wikipedia Liar


By KATHARINE Q. SEELYE

ACCORDING to Wikipedia, the online encyclopedia, John Seigenthaler Sr. is 78 years old and the former editor of The Tennessean in Nashville. But is that information, or anything else in Mr. Seigenthaler's biography, true?

The question arises because Mr. Seigenthaler recently read about himself on Wikipedia and was shocked to learn that he "was thought to have been directly involved in the Kennedy assassinations of both John and his brother Bobby."

"Nothing was ever proven," the biography added.

Mr. Seigenthaler discovered that the false information had been on the site for several months and that an unknown number of people had read it, and possibly posted it on or linked it to other sites.

If any assassination was going on, Mr. Seigenthaler (who is 78 and did edit The Tennessean) wrote last week in an op-ed article in USA Today, it was of his character.

The case triggered extensive debate on the Internet over the value and reliability of Wikipedia, and more broadly, over the nature of online information.

Wikipedia is a kind of collective brain, a repository of knowledge, maintained on servers in various countries and built by anyone in the world with a computer and an Internet connection who wants to share knowledge about a subject. Literally hundreds of thousands of people have written Wikipedia entries.

Mistakes are expected to be caught and corrected by later contributors and users.

The whole nonprofit enterprise began in January 2001, the brainchild of Jimmy Wales, 39, a former futures and options trader who lives in St. Petersburg, Fla. He said he had hoped to advance the promise of the Internet as a place for sharing information.

It has, by most measures, been a spectacular success. Wikipedia is now the biggest encyclopedia in the history of the world. As of Friday, it was receiving 2.5 billion page views a month, and offering at least 1,000 articles in 82 languages. The number of articles, already close to two million, is growing by 7 percent a month. And Mr. Wales said that traffic doubles every four months.

Still, the question of Wikipedia, as of so much of what you find online, is: Can you trust it?

And beyond reliability, there is the question of accountability. Mr. Seigenthaler, after discovering that he had been defamed, found that his "biographer" was anonymous. He learned that the writer was a customer of BellSouth Internet, but that federal privacy laws shield the identity of Internet customers, even if they disseminate defamatory material. And the laws protect online corporations from libel suits.

He could have filed a lawsuit against BellSouth, he wrote, but only a subpoena would compel BellSouth to reveal the name.

In the end, Mr. Seigenthaler decided against going to court, instead alerting the public, through his article, "that Wikipedia is a flawed and irresponsible research tool."

Mr. Wales said in an interview that he was troubled by the Seigenthaler episode, and noted that Wikipedia was essentially in the same boat. "We have constant problems where we have people who are trying to repeatedly abuse our sites," he said.

Still, he said, he was trying to make Wikipedia less vulnerable to tampering. He said he was starting a review mechanism by which readers and experts could rate the value of various articles. The reviews, which he said he expected to start in January, would show the site's strengths and weaknesses and perhaps reveal patterns to help them address the problems.

In addition, he said, Wikipedia may start blocking unregistered users from creating new pages, though they would still be able to edit them.

The real problem, he said, was the volume of new material coming in; it is so overwhelming that screeners cannot keep up with it.

All of this struck close to home for librarians and researchers. On an electronic mailing list for them, J. Stephen Bolhafner, a news researcher at The St. Louis Post-Dispatch, wrote, "The best defense of the Wikipedia, frankly, is to point out how much bad information is available from supposedly reliable sources."

Jessica Baumgart, a news researcher at Harvard University, wrote that there were librarians voluntarily working behind the scenes to check information on Wikipedia. "But, honestly," she added, "in some ways, we're just as fallible as everyone else in some areas because our own knowledge is limited and we can't possibly fact-check everything."

In an interview, she said that her rule of thumb was to double-check everything and to consider Wikipedia as only one source.

"Instead of figuring out how to 'fix' Wikipedia - something that cannot be done to our satisfaction," wrote Derek Willis, a research database manager at The Washington Post, who was speaking for himself and not The Post, "we should focus our energies on educating the Wikipedia users among our colleagues."

Some cyberexperts said Wikipedia already had a good system of checks and balances. Lawrence Lessig, a law professor at Stanford and an expert in the laws of cyberspace, said that contrary to popular belief, true defamation was easily pursued through the courts because almost everything on the Internet was traceable and subpoenas were not that hard to obtain. (For real anonymity, he advised, use a pay phone.)

"People will be defamed," he said. "But that's the way free speech is. Think about the gossip world. It spreads. There's no way to correct it, period. Wikipedia is not immune from that kind of maliciousness, but it is, relative to other