What happens to a community review site when members of the community use it as a weapon against people they don't approve of? Sites like Yelp and Citysearch are finding out, as users target businesses that supported California's Proposition 8 (the state's recently-enacted gay marriage ban). The results so far are not pretty. They illustrate some of the weaknesses of online reviews, and the complexities of managing a community site.
It's a learning opportunity for any company that relies on online reviews or runs a website that allows user comments. I wrote about it over on the Rubicon site (link).
Showing posts with label community. Show all posts
Showing posts with label community. Show all posts
Everything you always wanted to know about web community, and then some
It's been a long time since I posted, and I apologize. In addition to doing a bunch of work for clients at Rubicon, I have been preoccupied with a big strategy project we just finished, on online community. We released the results today, and I think you might find them interesting, so here's a summary.
In our strategy work with tech companies, we're frequently asked about web communities -- how they operate, what they can and can't do, and how a company should work with them. The companies we deal with generally fall into three camps when it comes to community:
--Many companies are still learning about online community and don't know what to do or what to expect.
--Some companies have already tried some online community activity, but were disappointed -- often because they attracted only a few enthusiasts rather than the masses of end users they expected.
--And of course some companies run successful web communities, either as a sideline or as their core business. They're very hungry for information on how other communities operate, and insights on what they could do better.
To help deal with all of those questions, we conducted a study of online community in the US. We surveyed more than 3,000 US web users on their overall internet usage, and then dived deep on their use of online communities and what impact those communities have on their lives. I know some of you will be disappointed that the survey is US-only; we'd be delighted to repeat the research in other parts of the world if anyone wants to sponsor it ;-)
Meanwhile, here are some of the key things we learned:
--Small groups of enthusiasts dominate most online conversations, but that doesn't mean online communities matter only to a narrow segment of people. Most web users read community content rather than contributing to it, and are strongly influenced by the things they see there, especially product reviews and recommendations. Those reviews are now second only to word of mouth as a purchase influencer for web users.
--Because most web users are voyeurs more than contributors, if you're running an online discussion, you should think of it as theatre -- it's a performance in which the community leader(s) interact with a small group of contributors for the education and amusement of the rest of us. All the web's a stage, but we're not all players in it. At least not equal players.
--This means companies that turn away from web communities because they're populated mostly by enthusiasts are missing the point. They've mistaken their fellow actors for the audience. If you're running a community, you need to take care of the active participants in a community so that the rest of the audience will watch and learn.
--If a company needs more incentive to work with the Internet, it turns out that the web has also become the number two source of product support information for web users. After checking the manual, web users are more likely to check a company's website for information or search the web than they are to take traditional steps like calling the manufacturer or asking a dealer. That will be comforting to many companies that want to reduce their support costs, since phone support is very expensive. But how many of those companies have bothered to put detailed support information online, and make sure it's well indexed by the search engines?
--There are an enormous number of tidbits in the study regarding web use. A few items that stood out to me include:
A full report on the findings is available in PDF format here (link). I know many people don't like to read PDFs online, and besides you can't easily comment on them or link to sections in them. So we've also posted the report online, cut into several sections for easy reading:
Part one summarizes the report, and gives detailed information on the use of community online, and what that means for business (link). This is the section that gives information on community usage rates and the "most frequent contributors" who dominate online conversations.
Part two discusses the leading web destinations in the US, measured in several ways, and discusses the role of community in them (link). This is where you'll find learn about the remarkable membership rate of Classmates.com, the #3 social community site in the US when measured by profiles. We also answer questions like: "Is Facebook more popular than MySpace?" "What do web users value more, Wikipedia or NYTimes.com?" and "What are the top five most-visited types of website?"
Part three talks about the role of community sites in the social lives of Americans (link). This is where we compare Republicans and Democrats online, and look at how different age groups use the social networking sites. We answer questions like: "How many young people lie about their age to get access to websites?" and "How many web users create fake identities online?"
What does it mean to mobile?
I always get that question when I post something that's not directly related to the mobile industry. In part, my answer is that I think this information's useful to anyone who's interested in technology. You're soaking in the internet, and it's good to understand how it works.
But community users don't limit themselves to only PC access, so online community will have a big effect on the mobile industry. It's important to understand what's really happening in the wired internet so you can sort out which mobile web opportunities have the best prospects. For example, I saw a presentation by someone senior at a mobile company the other day, and he was touting the importance of Twitter as a driver for the mobile web. I almost laughed out loud, because I had just been working on our report, and I knew how tiny the Twitter audience is. It's a classic case of people in the tech industry assuming something they use a lot is also being adopted by the masses.
That's not to beat up on Twitter specifically; they have a great base of users. But mainstream they ain't.
The other thing mobile people should think about a lot is the huge role that young people play in the generation of online content. As a group they are vastly more active online than older people. We aren't sure exactly what the cause is. Some of it may be that high school and college students just have a lot more time on their hands, and they spend some of it posting to the web. But probably also some of it is generational. Whatever the cause, it's likely that young users will be some of the heaviest drivers of use of the mobile web, especially the uploading of content and comments.
Not that Apple needs another advantage, but that probably plays to the strengths of the iPhone, because Apple has such a good franchise with young people in the US. It also helps to explain why RIM is trying to reach out to young people. In Europe, I think Nokia and SonyEricsson have a better chance at those users, because their brands are strong with young people. But they'll need the right products as well, which is a subject for other posts...
In our strategy work with tech companies, we're frequently asked about web communities -- how they operate, what they can and can't do, and how a company should work with them. The companies we deal with generally fall into three camps when it comes to community:
--Many companies are still learning about online community and don't know what to do or what to expect.
--Some companies have already tried some online community activity, but were disappointed -- often because they attracted only a few enthusiasts rather than the masses of end users they expected.
--And of course some companies run successful web communities, either as a sideline or as their core business. They're very hungry for information on how other communities operate, and insights on what they could do better.
To help deal with all of those questions, we conducted a study of online community in the US. We surveyed more than 3,000 US web users on their overall internet usage, and then dived deep on their use of online communities and what impact those communities have on their lives. I know some of you will be disappointed that the survey is US-only; we'd be delighted to repeat the research in other parts of the world if anyone wants to sponsor it ;-)
Meanwhile, here are some of the key things we learned:
--Small groups of enthusiasts dominate most online conversations, but that doesn't mean online communities matter only to a narrow segment of people. Most web users read community content rather than contributing to it, and are strongly influenced by the things they see there, especially product reviews and recommendations. Those reviews are now second only to word of mouth as a purchase influencer for web users.
--Because most web users are voyeurs more than contributors, if you're running an online discussion, you should think of it as theatre -- it's a performance in which the community leader(s) interact with a small group of contributors for the education and amusement of the rest of us. All the web's a stage, but we're not all players in it. At least not equal players.
--This means companies that turn away from web communities because they're populated mostly by enthusiasts are missing the point. They've mistaken their fellow actors for the audience. If you're running a community, you need to take care of the active participants in a community so that the rest of the audience will watch and learn.
--If a company needs more incentive to work with the Internet, it turns out that the web has also become the number two source of product support information for web users. After checking the manual, web users are more likely to check a company's website for information or search the web than they are to take traditional steps like calling the manufacturer or asking a dealer. That will be comforting to many companies that want to reduce their support costs, since phone support is very expensive. But how many of those companies have bothered to put detailed support information online, and make sure it's well indexed by the search engines?
--There are an enormous number of tidbits in the study regarding web use. A few items that stood out to me include:
- -About a quarter of US web users say they have dated someone they first met online.
- -Although Twitter and SecondLife get a lot of press, their audiences are very narrow when you compare them to major social sites like MySpace, Facebook, and even LinkedIn.
- -Yahoo is the second most valued website in the minds of US web users, after Google. It's ahead of major web properties like YouTube and Facebook. All of the negative press about Yahoo sometimes makes people forget how strong its user base is.
- -The major social networks are much more satisfying and useful to teens than they are to adults. In fact, satisfaction with the social sites declines steadily after age 14.
- -Since we're coming up on an election in the US, it's interesting to look at political ties on the Internet. Democrats are more active online than Republicans, and say the web has a greater influence on their behavior, including voting.
- -Young people dominate online conversations, with people 22 and under producing about half of all user-generated content and comments. So if you sometimes feel like you're dealing with kids online, it may be because you are.
A full report on the findings is available in PDF format here (link). I know many people don't like to read PDFs online, and besides you can't easily comment on them or link to sections in them. So we've also posted the report online, cut into several sections for easy reading:
Part one summarizes the report, and gives detailed information on the use of community online, and what that means for business (link). This is the section that gives information on community usage rates and the "most frequent contributors" who dominate online conversations.
Part two discusses the leading web destinations in the US, measured in several ways, and discusses the role of community in them (link). This is where you'll find learn about the remarkable membership rate of Classmates.com, the #3 social community site in the US when measured by profiles. We also answer questions like: "Is Facebook more popular than MySpace?" "What do web users value more, Wikipedia or NYTimes.com?" and "What are the top five most-visited types of website?"
Part three talks about the role of community sites in the social lives of Americans (link). This is where we compare Republicans and Democrats online, and look at how different age groups use the social networking sites. We answer questions like: "How many young people lie about their age to get access to websites?" and "How many web users create fake identities online?"
What does it mean to mobile?
I always get that question when I post something that's not directly related to the mobile industry. In part, my answer is that I think this information's useful to anyone who's interested in technology. You're soaking in the internet, and it's good to understand how it works.
But community users don't limit themselves to only PC access, so online community will have a big effect on the mobile industry. It's important to understand what's really happening in the wired internet so you can sort out which mobile web opportunities have the best prospects. For example, I saw a presentation by someone senior at a mobile company the other day, and he was touting the importance of Twitter as a driver for the mobile web. I almost laughed out loud, because I had just been working on our report, and I knew how tiny the Twitter audience is. It's a classic case of people in the tech industry assuming something they use a lot is also being adopted by the masses.
That's not to beat up on Twitter specifically; they have a great base of users. But mainstream they ain't.
The other thing mobile people should think about a lot is the huge role that young people play in the generation of online content. As a group they are vastly more active online than older people. We aren't sure exactly what the cause is. Some of it may be that high school and college students just have a lot more time on their hands, and they spend some of it posting to the web. But probably also some of it is generational. Whatever the cause, it's likely that young users will be some of the heaviest drivers of use of the mobile web, especially the uploading of content and comments.
Not that Apple needs another advantage, but that probably plays to the strengths of the iPhone, because Apple has such a good franchise with young people in the US. It also helps to explain why RIM is trying to reach out to young people. In Europe, I think Nokia and SonyEricsson have a better chance at those users, because their brands are strong with young people. But they'll need the right products as well, which is a subject for other posts...
What we're learning from Web apps, part two: Community = shared obsession
I recently wrote that the argument over the viability of Web 2.0 applications misses the point -- most of the applications on any new computing platform die. What matters are the innovations and new business models that we learn from them.
One of the things we're clearly learning about from Web 2.0 is how to organize an online community.
There have been obsessive communities in society for thousands of years: dog breeders, fraternal societies, Amiga users, and so on. What the Web has done is make it much easier for those people to find each other and hang out together. Although most people will tell you that a good online community is motivated by passion or enthusiasm, I think it runs a little deeper than that. The best Web communities are about shared obsession. They're run by people who share the community's obsessions and celebrate them together.
Ted Rheingold, founder of dogster.com and catster.com, is one of the best explainers of the whole online community phenomenon. If you get a chance to see him talk, don't miss it (you can listen to an MP3 of one of his speeches here). He gives a lot of sensible rules on how to manage an online community, the most important of which (in my opinion) is to let the users lead, but always moderate the community to weed out antisocial people. If you want to see a great example of his philosophy at work, look at the company weblog to see how the obsession with pets permeates everything the company does.
Because community members are self-motivated, it's possible for groups to exist online solely through volunteer effort. The work they can do together is often very impressive. One example I've mentioned before is that a volunteer group called the Pacific Bulb Society is gradually using a wiki to create a very comprehensive reference work on species flower bulbs. (Yes, it's esoteric, but remember what I said about shared obsessions.)
Although volunteers are great, a community can do a lot more if there are full-time people working on it, and that means forming a company and bringing in revenue. Many online communities charge money for special services, but advertising can also play an important role because for almost every community there's usually a company that wants to market to them. This is another area where the Web 2.0 companies are learning a lot. The original assumption was that it'd be easy to advertise on a community site -- just put up a banner offering a product that's relevant to the community. As Rheingold points out, that doesn't work well. People reading a community site aren't there to buy something, they're there to hang out with people who share their interests. The advertising that works best on a community site is subtle brand building tailored to the community's interests, rather than traditional offers. Basically, the advertiser needs to join the community. Because of this, Rheingold strongly urges community sites to develop their own ad sales teams, rather than working through an ad sales syndicate, because a syndicate can't fully represent the community to the advertiser.
Communities don't have to be built around a particular subject, like cars or computers. Any shared enthusiasm, emotion, or identity can be the basis of a community if it bonds people together and gives them something to talk about. For example, one frequently cited community is the photo site Cute Overload (#114 on Technorati). The obsession that ties those people together is their shared love of fuzzy animals that have pudgy faces.
Another popular site that's intended to be a community is Digg. That came as a surprise to me, because I thought of it as a collaborative news filter, a kind of group effort to replace the New York Times. (At least, that's what some folks said online, producing quite an argument at the time.)
But despite the posturing, the New York Times and Digg are doing entirely different things. The Times is hoping to be the dominant online news source in the US, funded by advertising and supplemented by fees for access to the archives, columnists, and whatever other souvenirs they can sell you. The Times says its online revenues have been growing, and publisher Arthur Sulzberger has taken to saying grandiose things about the website totally replacing the print edition: "I really don't know whether we'll be printing the Times in five years, and you know what? I don't care either."
Digg, meanwhile, is a leader in a category called "social media," with an emphasis on the word social. It's really a community site, explains founder Kevin Rose. He says his long-term intent is to use Digg's user ratings of news stories and other web content to assemble communities of people who have similar interests. Digg's system for commenting is also intended to help build the community feel. He says one of his favorite features is the ability for users to rate each-others' comments. That reinforces the community dynamic; and besides, Rose says, it's fun to use. He likes to peek at comments that have been buried by the community, just to see if he agrees.
So the news is just a vehicle for Digg to assemble communities.
True community is almost impossible to fake, because obsessive people can instantly spot anyone who's not also obsessed. If your company is setting up a community website, make sure the people running it are as obsessive as the visitors you're recruiting, or the site won't work. In fact, all it will do is make you look bad.
Mobile communities
One area where we still have a lot of learning to do is the role of communities in the mobile world. The mobile industry is very enthusiastic (you might say obsessive) about moving online communities onto mobile devices. I think that's going to be a lot trickier than it sounds. The assumption made by the mobile industry is that since community members are obsessed, they will want to carry their obsession with them at all times. But check out one of the community sites, and look at all the features that make the community work. Let's jump back to Dogster for an example. Here's their home page:

Ladies and gentlemen, that is one of the ugliest home pages on the web, and it's packed with about ten times more links than Web design principles say you should ever put on a single page. That's entirely deliberate; the site is laid out like a giant box of Valentine candies, so you can't resist trying at least one link.
How in the world are you going to deploy that on a mobile device?
You'll redesign the page. You'll remove some features, and most of the pictures. You'll make the type bigger and you'll put the most popular features up front. In other words, you'll display Dogster Lite on the phone. And that changes the user dynamic. Now instead of visiting Dogster, they're visiting a limited subset of the site. The opportunities to disappoint people are enormous.
I'm not saying a mobile version of a web community can't succeed; I'm sure a lot of them will. But it won't be easy, and it won't be straightforward.
I've been at some telecom conferences where speakers said the operators had an opportunity to create and lead new communities on the mobile Web. That's twisted thinking in two ways. The first is that communities are led by people who share obsessions with their visitors. Unless the operators are forming communities on cell tower placement and the details of FCC regulatory compliance, I don't think they are well suited to lead user communities.
Second, there is already a huge supply of vibrant communities online. It's far too late to displace them. I'm sure there will be some new communities created that take special advantage of mobility, but for the most part the challenge for the operators is not creating new communities, it's inviting the current communities in. That means giving them the opportunity to run experiments in how to format their sites for mobile, and letting them lead the resulting communities. In other words, the operators need to establish an open garden for communities, and we all know what an uncomfortable issue that is.
Finally, there's the question of revenue. The whole reason the operators want mobile data is to increase their billings. But most online communities are very low-revenue, if they bring in any money at all. There isn't a big revenue stream for the operators to tap into. They can certainly use online communities to increase the amount of traffic on their networks, but with more and more operators moving to flat pricing for mobile data, increasing traffic isn't necessarily a goal.
Unless the industry is careful, the operators could end up with a situation similar to what happened with cameraphones -- the users like the feature, but it doesn't actually generate a lot of revenue.
Next time: How the Web spawns new forms of media.
One of the things we're clearly learning about from Web 2.0 is how to organize an online community.
There have been obsessive communities in society for thousands of years: dog breeders, fraternal societies, Amiga users, and so on. What the Web has done is make it much easier for those people to find each other and hang out together. Although most people will tell you that a good online community is motivated by passion or enthusiasm, I think it runs a little deeper than that. The best Web communities are about shared obsession. They're run by people who share the community's obsessions and celebrate them together.
Ted Rheingold, founder of dogster.com and catster.com, is one of the best explainers of the whole online community phenomenon. If you get a chance to see him talk, don't miss it (you can listen to an MP3 of one of his speeches here). He gives a lot of sensible rules on how to manage an online community, the most important of which (in my opinion) is to let the users lead, but always moderate the community to weed out antisocial people. If you want to see a great example of his philosophy at work, look at the company weblog to see how the obsession with pets permeates everything the company does.
Because community members are self-motivated, it's possible for groups to exist online solely through volunteer effort. The work they can do together is often very impressive. One example I've mentioned before is that a volunteer group called the Pacific Bulb Society is gradually using a wiki to create a very comprehensive reference work on species flower bulbs. (Yes, it's esoteric, but remember what I said about shared obsessions.)
Although volunteers are great, a community can do a lot more if there are full-time people working on it, and that means forming a company and bringing in revenue. Many online communities charge money for special services, but advertising can also play an important role because for almost every community there's usually a company that wants to market to them. This is another area where the Web 2.0 companies are learning a lot. The original assumption was that it'd be easy to advertise on a community site -- just put up a banner offering a product that's relevant to the community. As Rheingold points out, that doesn't work well. People reading a community site aren't there to buy something, they're there to hang out with people who share their interests. The advertising that works best on a community site is subtle brand building tailored to the community's interests, rather than traditional offers. Basically, the advertiser needs to join the community. Because of this, Rheingold strongly urges community sites to develop their own ad sales teams, rather than working through an ad sales syndicate, because a syndicate can't fully represent the community to the advertiser.
Communities don't have to be built around a particular subject, like cars or computers. Any shared enthusiasm, emotion, or identity can be the basis of a community if it bonds people together and gives them something to talk about. For example, one frequently cited community is the photo site Cute Overload (#114 on Technorati). The obsession that ties those people together is their shared love of fuzzy animals that have pudgy faces.
Another popular site that's intended to be a community is Digg. That came as a surprise to me, because I thought of it as a collaborative news filter, a kind of group effort to replace the New York Times. (At least, that's what some folks said online, producing quite an argument at the time.)
But despite the posturing, the New York Times and Digg are doing entirely different things. The Times is hoping to be the dominant online news source in the US, funded by advertising and supplemented by fees for access to the archives, columnists, and whatever other souvenirs they can sell you. The Times says its online revenues have been growing, and publisher Arthur Sulzberger has taken to saying grandiose things about the website totally replacing the print edition: "I really don't know whether we'll be printing the Times in five years, and you know what? I don't care either."
Digg, meanwhile, is a leader in a category called "social media," with an emphasis on the word social. It's really a community site, explains founder Kevin Rose. He says his long-term intent is to use Digg's user ratings of news stories and other web content to assemble communities of people who have similar interests. Digg's system for commenting is also intended to help build the community feel. He says one of his favorite features is the ability for users to rate each-others' comments. That reinforces the community dynamic; and besides, Rose says, it's fun to use. He likes to peek at comments that have been buried by the community, just to see if he agrees.
So the news is just a vehicle for Digg to assemble communities.
True community is almost impossible to fake, because obsessive people can instantly spot anyone who's not also obsessed. If your company is setting up a community website, make sure the people running it are as obsessive as the visitors you're recruiting, or the site won't work. In fact, all it will do is make you look bad.
Mobile communities
One area where we still have a lot of learning to do is the role of communities in the mobile world. The mobile industry is very enthusiastic (you might say obsessive) about moving online communities onto mobile devices. I think that's going to be a lot trickier than it sounds. The assumption made by the mobile industry is that since community members are obsessed, they will want to carry their obsession with them at all times. But check out one of the community sites, and look at all the features that make the community work. Let's jump back to Dogster for an example. Here's their home page:

Ladies and gentlemen, that is one of the ugliest home pages on the web, and it's packed with about ten times more links than Web design principles say you should ever put on a single page. That's entirely deliberate; the site is laid out like a giant box of Valentine candies, so you can't resist trying at least one link.
How in the world are you going to deploy that on a mobile device?
You'll redesign the page. You'll remove some features, and most of the pictures. You'll make the type bigger and you'll put the most popular features up front. In other words, you'll display Dogster Lite on the phone. And that changes the user dynamic. Now instead of visiting Dogster, they're visiting a limited subset of the site. The opportunities to disappoint people are enormous.
I'm not saying a mobile version of a web community can't succeed; I'm sure a lot of them will. But it won't be easy, and it won't be straightforward.
I've been at some telecom conferences where speakers said the operators had an opportunity to create and lead new communities on the mobile Web. That's twisted thinking in two ways. The first is that communities are led by people who share obsessions with their visitors. Unless the operators are forming communities on cell tower placement and the details of FCC regulatory compliance, I don't think they are well suited to lead user communities.
Second, there is already a huge supply of vibrant communities online. It's far too late to displace them. I'm sure there will be some new communities created that take special advantage of mobility, but for the most part the challenge for the operators is not creating new communities, it's inviting the current communities in. That means giving them the opportunity to run experiments in how to format their sites for mobile, and letting them lead the resulting communities. In other words, the operators need to establish an open garden for communities, and we all know what an uncomfortable issue that is.
Finally, there's the question of revenue. The whole reason the operators want mobile data is to increase their billings. But most online communities are very low-revenue, if they bring in any money at all. There isn't a big revenue stream for the operators to tap into. They can certainly use online communities to increase the amount of traffic on their networks, but with more and more operators moving to flat pricing for mobile data, increasing traffic isn't necessarily a goal.
Unless the industry is careful, the operators could end up with a situation similar to what happened with cameraphones -- the users like the feature, but it doesn't actually generate a lot of revenue.
Next time: How the Web spawns new forms of media.
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