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Allison Kipta's Library tagged web2.0   View Popular

List of collaborative software - Wikipedia, the free encyclopedia

"This is a list of collaborative software (or list of groupware) applications. Wiki software is on a list of wiki software."

en.wikipedia.org/...List_of_collaborative_software - Preview

social-media web2.0

Collaborative software - Wikipedia, the free encyclopedia

"Collaborative software (also referred to as groupware,workgroup support systems or simply group support systems) is software designed to help people involved in a common task achieve their goals. Collaborative software is a concept that greatly overlaps with computer supported cooperative work (CSCW). Some authors argue they are equivalent. According to Carstensen and Scmidt (1999) [1] groupware is part of Computer Supported Cooperative Work, since CSCW addresses "how collaborative activities and their coordination can be supported by means of computer systems." Such software systems as email, calendaring, text chat, wiki, and bookmarking belong to this category. It has been suggested that Metcalfe's law — the more people who use something, the more valuable it becomes — applies to such software."

en.wikipedia.org/...Collaborative_software - Preview

social-media web2.0

30 Nov 09

Social Software Building Blocks / nForm / Customer Insight, Strategy, Design and Development

"There are lots of definitions of social software out there, ranging from the clinical ("software that enables people to connect through computer-mediated communication") to the pragmatic ("stuff that gets spammed").

While doing research for a recent workshop, I came across a useful list of seven social software elements. These seven building blocks--identity, presence, relationships, conversations, groups, reputation and sharing--provide a good functional definition for social software. They're also a solid foundation for thinking about how social software works.

The original list was assembled by Matt Webb (who was expanding on a list created by Stewart Butterfield). Here's a brief definition of each element:

* Identity - a way of uniquely identifying people in the system
* Presence - a way of knowing who is online, available or otherwise nearby
* Relationships - a way of describing how two users in the system are related (e.g. in Flickr, people can be contacts, friends of family)
* Conversations - a way of talking to other people through the system
* Groups - a way of forming communities of interest
* Reputation - a way of knowing the status of other people in the system (who's a good citizen? who can be trusted?)
* Sharing - a way of sharing things that are meaningful to participants (like photos or videos)"

nform.ca/...social-software-building-block - Preview

social-media web2.0 model

Ross Mayfield's Weblog: Social Software is Real

"Its one thing to say that Social Software, like all technologies, could be skewed for malicious ends. But its another thing to say that technologies that enable conversations to build social capital erode democracy and political participation. And its is just plain ignorant to say that increased conversations between citizens enable coercive control by a state. In fact, it is just the opposite, a society without social capital between its citizens fosters totalitarianism.

In the most unclueful populist hyperbole I have read, Social Software - get real, Martyn Perks the IT columnist of Sp!iked, derides social software and the role of social capital in democracy. He should be credited for calling into question the political implications of technology. As designers and implementers we need to consider the consequences of our technologies. But the article centers on the BBC Online's iCan project -- a social software project to build social capital in local communities to foster democratic participation -- and claims its means and ends are misguided with flawed logic."

radio.weblogs.com/...22.html - Preview

social-media web2.0

sylloge

"So, what is social software? By me, it is software that people use to interact with other people, employing some combination of the following five devices:

* Identity
* Presence
* Relationships
* Conversations
* Groups

Conversations can be real-time or asynchronous. Relationships can be as simple as “contacts” or can be more subtle. There's been relatively little group stuff (yet)."

www.sylloge.com/...2003_03_01_s.html - Preview

social-media web2.0

27 Nov 09

apophenia: Why Web2.0 Matters, Round Two

"This week, SIMS students came together to discuss Web2.0 - what is it and is it relevant to us? In the process, i found myself expanding my own understanding of what's going on and i wanted to share my thought process here, mostly to get push-back. Some of this is repetitive of others and my own thoughts, but i needed to write it all down for sanity sake."

www.zephoria.org/...why_web20_matte_1.html - Preview

boyd.danah web2.0

apophenia: Why Web2.0 Matters: Preparing for Glocalization

"Recently, i found myself needing to explain Web2.0. Unfortunately, here's a term that has been hyped up in all sorts of ways with no collectively understood definition. The Web2.0 conference talks about the web as a platform, a business-y concept that i find awfully fuzzy. Technologists and designers have differing views focused on either the technology and standards or the experience. Even Wikipedia seems confused and cumulative definitions are not inclusive. Buzzwords associated with Web2.0 include: remix, tagging, hackability, social networks, open APIs, microcontent, personalization. People discuss how the web is moving from a read-only system to a read/write system and they focus on technologies like GreaseMonkey, Ajax, RSS/Atom, Ruby on Rails. Of course, others talk about the paradoxical relationship between openness and control. The reality is that when people talk about Web2.0, they're talking about a political affiliation with The Next Cool Thing, even if no one has a clue what it is yet. Personally, i don't find comfort in any of the business, technological or experiential explanations. Yet, i do believe that a shift is occurring and i find myself emotionally invested in it. So then i had to ask myself: what is Web2.0 and why does it matter? The answer is glocalization."

www.zephoria.org/...why_web20_matte.html - Preview

boyd.danah web2.0

Crowdsourcing - Wikipedia, the free encyclopedia

"Crowdsourcing is a neologism for the act of taking tasks traditionally performed by an employee or contractor, and outsourcing them to a group (crowd) of people or community in the form of an open call. For example, the public may be invited to develop a new technology, carry out a design task (also known as community-based design[1] and distributed participatory design), refine or carry out the steps of an algorithm (see Human-based computation), or help capture, systematize or analyze large amounts of data (see also citizen science)."

en.wikipedia.org/...Crowdsourcing - Preview

crowdsourcing wisdom-of-crowds web2.0

Wired 13.08: We Are the Web

"Not only did we fail to imagine what the Web would become, we still don't see it today! We are blind to the miracle it has blossomed into. And as a result of ignoring what the Web really is, we are likely to miss what it will grow into over the next 10 years. Any hope of discerning the state of the Web in 2015 requires that we own up to how wrong we were 10 years ago."

www.wired.com/...tech.html - Preview

kelly.kevin web2.0 history web

  • Not only did we fail to imagine what the Web would become, we still don't see it today! We are blind to the miracle it has blossomed into. And as a result of ignoring what the Web really is, we are likely to miss what it will grow into over the next 10 years. Any hope of discerning the state of the Web in 2015 requires that we own up to how wrong we were 10 years ago.

The End of Corporate Computing - The Magazine - MIT Sloan Management Review

"Something happened in the first years of the 20th century that would have seemed unthinkable just a few decades earlier: Manufacturers began to shut down and dismantle their water wheels, steam engines and electric generators. Since the beginning of the Industrial Age, power generation had been a seemingly intrinsic part of doing business, and mills and factories had had no choice but to maintain private power plants to run their machinery. As the new century dawned, however, an alternative started to emerge. Dozens of fledgling electricity producers began to erect central generating stations and use a network of wires to distribute their power to distant customers. Manufacturers no longer had to run their own dynamos; they could simply buy the electricity they needed, as needed, from the new suppliers. Power generation was being transformed from a corporate function to a utility. Almost exactly a century later, history is repeating itself. The most important commercial development of the last 50 years — information technology — is undergoing a similar transformation. It, too, is beginning an inexorable shift from being an asset that companies own in the form of computers, software and myriad related components to being a service that they purchase from utility providers. Few in the business world have contemplated the full magnitude of this change or its far-reaching consequences."

sloanreview.mit.edu/...the-end-of-corporate-computing - Preview

carr.nicholas web2.0 computing

20 Oct 08

Main Articles: 'New Schemas for Mapping Pedagogies and Technologies', Ariadne Issue 56

In this article I want to reflect on the rhetoric of ‘Web 2.0’ and its potential versus actual impact. I want to suggest that we need to do more than look at how social networking technologies are being used generally as an indicator of their potential im

www.ariadne.ac.uk/conole - Preview

web2.0 e-learning technology cck08 connectivism pedagogy constructivism learning teaching

07 Jul 08

edtechpost » PLE Diagrams

As preparation for a workshop I am giving this fall I thought it would be interesting to collect together all the diagrams of PLEs I could find, as a compare and contrast sort of exercise. If you have others, I'd love to know about them.

edtechpost.wikispaces.com/PLE+Diagrams - Preview

diagrams personal-learning-environments visualizations research

12 Jul 08

The Ed Techie: Learning design as aspirin for the web 2.0 headache

The whole web 2.0 thing represents something of a problem, or headache if you will, for higher ed. On the one hand we can see how enthusiastic people are for it, and how it genuinely creates user participation, community, and quality content. All things w

nogoodreason.typepad.co.uk/...learning-design.html - Preview

web2.0 technology weller.martin

08 Jul 08

Matthew Inman - Marketing & Design

About Matthew: I am a 25 year old web designer, developer, and online marketer. In early 2007 I gained notoriety by building a full-featured online dating website, from concept to launch, in only 66.5 hours. The end result was Mingle2, and within six mon

0at.org - Preview

articles design illustration marketing technology web-design web2.0 inman.matthew

06 Jul 08

Weblogg-ed » Student Books on Lulu

  • George Mayo, who has been doing great work over the past couple of years with his seventh graders in Virginia, and who attended that workshop, has helped his kids put together a book that is now for sale at Lulu. It’s a set of personal narratives titled “Stories from the Past.”

    The book is a compilation of narrative essays, written by my seventh grade students, telling the stories of their grandparents, parents and other relatives. These essays show the amazing diversity we have at Silver Spring International Middle School. The stories range from a guerilla war in Ecuador, to WW II and the Great Depression, to two survival stories from the Holocaust, escaping Vietnam during the war, and many more.

    It’s a free download, and it costs about $12 to get the paperback version. As George writes “The students are amazed that they are actually published.” In a few weeks, the book will be available on Amazon, Borders, and Barnes and Noble. And, I’m sure, it will have a place in his school library.

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