Different usage of Social Media Between Youths and Adults
As many of you know, youth played a central role in the rise of some social media. Now, many adults have jumped in, but what they are doing there is often very different than what young people are doing.
For American teenagers, social network sites became a social hangout space, not unlike the malls in which I grew up back in the 1980s. This was a place to gather with friends from school and church when in-person encounters were not viable. Unlike many adults, teenagers were never really networking. They were socializing in pre-exiting groups.
Social network sites became critically important to them because this was where they sat and gossiped, and jockeyed for status. They used these tools to see and be seen. Those using MySpace put great effort into decorating their profile and fleshing out their "About Me" section. The features and functionality of Facebook were fundamentally different, but virtual pets and quizzes served similar self-expression purposes on Facebook.
Teen conversations may appear completely irrational, or pointless at best. "Wasssup?" "Not much, how you?" may not seem like much to an outsider, but this is a form of social grooming. It's a way of checking in, confirming friendships, and negotiating social waters.
Adults have approached Facebook in very different ways. Adults are not hanging out on Facebook. They are more likely to respond to status messages than start a conversation on someone's wall (unless it's their birthday of course). Adults aren't really decorating their profiles or making sure that their “About Me's” are up-to-date. Adults, far more than teens, are using Facebook for its intended purpose as a social utility. For example, it is a tool for communicating with the past.
Adults may giggle about having run-ins with friends from high school, but underneath it all, many of them are curious. Similar to what happens at school reunion. We all secretly really want to know what happened to out high school Sweetheart. Nowhere is this dynamic more visible than in the recent "25 Things" phenomena. While teens have been filling out personality quizzes since the dawn of social media, most adults only went through this phase once, as a newbie when they felt as though they really needed to forward the chain letter to 10 friends or else. The "25 Things" phenomenon took me by surprise until I started thinking about the intended audience. Teenagers craft quizzes for themselves and their friends. Adults are crafting them to show-off to people from the past and connect the dots between different audiences as a way of coping with the awkwardness of collapsed contexts.
Social media continues to be age-graded. Right now, Twitter is all the rage, but most kids are not on it. It's not the act of creating and sharing social nuggets that's the issue. Teens are actively using Facebook status update, MySpace bulletins, and IM away messages to share their views on the day and their mood of the moment. So why not Twitter? While it's possible to make Twitter "private," the culture of Twitter is all about participation in a large public square. From the digerati seeking widespread attention to the politically minded hoping to appear on CNN, many are leveraging Twitter to be part of a broad dialogue. Teens are much more motivated to talk only with their friends and they learned a harsh lesson with social network sites. Even if they are just trying to talk to their friends, those who hold power over them are going to access everything they wrote if it's in public. While the philosophy among teens is "public by default, private when necessary," many are learning that it's just not worth it to have a worrying mother obsess over every mood you seek to convey. This dynamic showcases how social factors are key to the adoption of new forms of social media.
With all of this, it shows that as a developer, you are no longer simply an author of software. You are an actor in a process in which software is being developed and repurposed. The key lesson from the rise of social media for you is that a great deal of software is best built as a coordinated dance between you and the users.
There are also significant policy implications in all of this. Many people are aware of how inaccurate the public portrait of the Internet risk is. Policy makers in many countries are hell-bent on "solving" the safety problem, but what they're trying to fix is not what's really happening. Yet, in trying to address public fears, they run the risk of putting more kids in harm's way AND forcing companies to build technologies that would help no one.
Saturday, September 12, 2009
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