Community Building
by Heather Champ
It was a pleasure to take part earlier this week in the monthly gathering of
the World Wide Web Artist
Consortium's entitled
Interface and Design Salon, co-hosted by Emily Davidow and Chris McCarthy.
The theme of the meeting had been advertised as "Virtual Community
Building," with recommended reading of Metaphors
and the Net: Social Life and Net Gain:
Expanding Markets through Virtual Communities, by John Hagel III
and Arthur G. Armstrong, both of which are available online.
What defines a community? At its most basic, community can be
defined as a like-minded group of individuals with some common purpose.
Communication between the various parties, whether it be the users or the
hosts, is an absolute necessity as is, unfortunately, some element of
exclusivity. The very notion of exclusivity seems to be rather antithetical
to the "open" nature of the Web, and is distasteful to some. It seems the
more exclusive the community, the more people desire to be included.
Communities began forming on the Internet very early on and continued to
thrive despite the advent and evolution of the Web. Threaded dialogue within
Usenet groups, flame wars on mailing lists, with participants lobbing e-mail
back and forth at one another, and chat on AOL are all various forms of
community. While these forms of non-Web communities still survive and
thrive, the notion of Web communities is very much at the forefront of
current discussion and development.
Microsoft's Sidewalk
and America Online's
Digital City (to be unveiled later this month) are one
kind of "community" being developed. These sites are really more
representations of offline communities, but they seek to build bridges
between life both on- and offline.
Microsoft has unveiled the Seattle and New York versions with Boston, San Francisco, and the Twin
Cities to follow. Both sites are clean and surprisingly easy to read given
the amount of information represented. A user is given the option to
customize the content for a more useful user experience, and there is an
option to receive weekly site updates via e-mail.
Sidewalk and Digital City will eventually be going head to head in a number
of markets, and it will be interesting to see, given the resources
available, how the sites develop.
While these sites represent actual physical communities, other Web
communities are being developed that exist solely online. These communities
represent the interests of many different users, whether it be a site
developed by a company to extend customer relations as in Towne Square 2000,
launched late last year by U.S. Robotics, or GeoCities, one of the
earliest online communities that is home to some 600,000 registered users.
All of these sites share the basic tenet that users have the opportunity to
express their individuality, whether it be customization of content, or
information, or the actual creation and progression of the community. It
would be a mistake for any developer to preplan the complete structure of
any community. While there may be an intelligent infrastructure in the end,
a community's success or failure will be determined by the community
members' commitment.
Unlike a more traditional site, a community should be driven by user
participation. It's very important that the designers enter into an ongoing
dialogue with the users to ensure a continued success.