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Chapter 8

Chapter 8

5 Pages
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Department
Information Technology Management
Course Code
ITM 102
Professor
Ross Mc Naughton

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Chapter 8- Social Media and Online Trends
Web 2.0 was first founded by Tim OReilly and used publicly at a trade conference in
2004
Web 2.0: the interactive web which is supported by multimedia capability such as
audio and video and promote an online community
User- Generated Content (UGC): blogs and conversation threads. This term is
associated with websites that expect higher levels of user engagement and
involvement to promote self-expression
Semantic Web: a next generation- but not separate- web that makes information
sharing and exchange easier by focussing on content, searchability, and
interpretability at a technical level
Opens up new possibilities in the future for more information sharing applications
Adobe Flash: interactivity, animation, and streaming of audio and video
JavaScript: communicator between your computer and the internet
API: Application Protocol Interface (API): developers are able to access established
programs and use their functionality (Ex: Google map, jobloaf.com)
Purpose- Built Collections of Existing Capabilities and Tools: bundled together to
create novel technology-enabled online experience paralleling offline socializing
(form and function)
Blog post (notion of speech) to a conversation (a set of multi-party posts happening in
real time)
Social web and humans (converse, connect, gather, join, belong) and translating that
into an online context (ex of websites: Facebook, MySpace, Twitter, YouTube)
Online teens and young adults are the heaviest users of social networking sites (83%
of 13-17 year olds and 74% of 18-29 year olds having visited at least one such site)
6 in 10 people in their 30s have visited at least one social networking site, and 45% of
those in their 40s have done so
One-third among those 50 years and older have visited such a site
Social networking (fourth most popular online application overall)
www.notesolution.com
2009 survey: one in every 11 minutes US consumers spend online is now devoted to
social computing sites ( Facebook has the highest average among 75)
Social Utility: suggests that you spend time on sites that are useful to you, and that
the time invested on the site somehow contributes to your happiness or social
satisfaction, or creates social opportunities for you
THREE Pillars of Sociability: the study of how people congregate and why- often
demonstrating almost tribe-like behaviour
Affiliation: need to belong, desire to affiliated
Participation: publicity declares their desire to affiliate with wanting to join
your site, make participation socially safe. Focus on ensuring invitational
design (borrowing a psychological term for finding online ways welcome new
people into a group and making it safe for them to learn and master the
norms)
Validation: validate the users social experience, reinforcing the social utility
of your website
Design and usability: a site has to look good and be attractive to users. (Consultant
to client Its not about the technology, stupid! Rather its about what the technology
can do for users.)
Business Utility: exploring how to deploy social media platforms and technologies to
create business outcomes (ex: increased sales, higher customer loyalty, lower
transaction costs, etc.)
Technology Implications: sheer cost of accumulating and storing all of this often
multimedia intense content
Bandwidth (to simply serve up all the content on demand) and also massive
amounts to storage and keep it all instantly available and properly tagged
and indexed
More volume a site receives- bandwidth and storage becomes more expensive
Web 2.0 more expensive to create and run than traditional websites
Increasing demand for Compression Technologies: help reduce the costs of
storage and transmission (image and video-based formats) , and developers
who know how to code and implement systems that efficiently handle large
amounts of information
www.notesolution.com

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Description
Chapter 8- Social Media and Online Trends Web 2.0 was first founded by Tim O’Reilly and used publicly at a trade conference in 2004 Web 2.0: the interactive web which is supported by multimedia capability such as audio and video and promote an online community User- Generated Content (UGC): blogs and conversation threads. This term is associated with websites that expect higher levels of user engagement and involvement to promote self-expression Semantic Web: a next generation- but not separate- web that makes information sharing and exchange easier by focussing on content, searchability, and interpretability at a technical level Opens up new possibilities in the future for more information sharing applications Adobe Flash: interactivity, animation, and streaming of audio and video JavaScript: communicator between your computer and the internet API: Application Protocol Interface (API): developers are able to access established programs and use their functionality (Ex: Google map, jobloaf.com) Purpose- Built Collections of Existing Capabilities and Tools: bundled together to create novel technology-enabled online experience paralleling offline socializing (form and function) Blog post (notion of speech) to a conversation (a set of multi-party posts happening in real time) Social web and humans (converse, connect, gather, join, belong) and translating that into an online context (ex of websites: Facebook, MySpace, Twitter, YouTube) Online teens and young adults are the heaviest users of social networking sites (83% of 13-17 year olds and 74% of 18-29 year olds having visited at least one such site) 6 in 10 people in their 30s have visited at least one social networking site, and 45% of those in their 40s have done so One-third among those 50 years and older have visited such a site Social networking (fourth most popular online application overall) www.notesolution.com 2009 survey: one in every 11 minutes US consumers spend online is now devoted to social computing sites ( Facebook has the highest average among 75) Social Utility: suggests that you spend time on sites that are useful to you, and that the time invested on the site somehow contributes to your happiness or social satisfaction, or creates social opportunities for you THREE Pillars of Sociability: the study of how people congregate and why- often demonstrating almost tribe-like behaviour • Affiliation: need to belong, desire to affiliated • Participation: publicity declares their desire to affiliate with wanting to join your site, make participation socially safe. Focus on ensuring invitational design (borrowing a psychological term for finding online ways welcome new people into a group and making it safe for them to learn and master the norms) • Validation: validate the user’s social experience, reinforcing the social utility of your website Design and usability: a site has to look good and be attractive to users. (Consultant to client “It’s not about the technology, stupid! Rather it’s about what the technology can do for users.”) Business Utility: exploring how to deploy social media platforms and technologies to create business outcomes (ex: increased sales, higher customer loyalty, lower transaction costs, etc.) Technology Implications: sheer costao cf umulating and storing all of this often multimedia intense content • Bandwidth (to simply serve up all the content on demand) and also massive amounts to storage and keep it all instantly available and properly tagged and indexed • More volume a site receives- bandwidth and storage becomes more expensive • Web 2.0 more expensive to create and run than traditional websites • Increasing demand for Compression Technologies: help reduce the costs of storage and transmission (image and video-based formats) , and developers who know how to code and implement systems that efficiently handle large amounts of information www.notesolution.com Privacy and security: legal risk since various codes around the world related to privacy protection (such as the Freedom of Information and Privac
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