participants can make within a particular situation.
In describing everyday interactions, Goffman
(Goffman, 1959) distinguished between two ways of
expressing information: information that is given
and information that is given off. Information that is
given is the conscious content of communication,
the voluntary symbolic actions that are mutually
understood. For example, a person who describes
their anger is giving information about their
emotional state. In talking about their anger
however, the person also gives off information,
through para-verbal characteristics such as tone,
volume, the choice of words, and non-verbal cues.
While information that is given is considered to be
within the actor’s control, information that is given
off is perceived by the audience to be
unintentionally communicated. A classical example
of ’identity announcement’ that has intentionally and
unintentionally elements is avatar personalization.
While we will not enter in detail here on its
implications the avatar is a visual claim for personal
expression that is constantly worked on. This
continuous work reinforces the concept of presence
and thus social presence. As another example of
collateral information, we can use the explicit
specification of a social network of acquaintance.
While it is true that social networks are built via a
series of invitations, usually members also have
some control over the visibility of their network for
others. This means that, for impression management,
a user will show only networks he/she wants to
show. For instance, some members can decide to
make their social networks visible only to their
direct acquaintances. In this case, there is a ’given’
information (the user chooses what to show about
his/her identity), but also a ’given off’ information
(derived e.g., from the kind of groups a user
showed/joined). From a design point of view, we
can say that allowing both the kinds of identity
representation becomes the starting point for a social
evolving identity.
Space
If we look carefully, the language we use to describe
our experience of the virtual environment is a
reflection of an underlying conceptual metaphor:
’Cyberspace as Place’ (Lakoff et al., 1988). This
means that we are transferring certain spatial
characteristics from our real world experience over
the virtual environment. The metaphor ’Cyberspace
as Place’ leads to a series of other metaphorical
inferences: cyberspace is like the physical world, it
can be ’zoned’, trespassed upon, interfered with, and
divided up into a series of small landholdings that
are just like real world property holdings.
In this little presentation the term space was
joined with the term place. In reality, for the good
functioning of a SIS it is important to distinguish
between the two terms. Actually, the literature about
space and place is fairly massive and diverse. A
converging definition of the difference between
space and place does not exist, however in his book
about urban spaces and places, Carmona (Carmona
et al., 2002) distinguishes among dimensions of an
urban space. While space is divisible, place is not.
Place is complex, inextricably multi-dimensional,
lived, experienced, meaningful (with of course multi
- meanings).
This means that while space is a well-defined
topographical entity, place is the result of human
inhabitation, (social) interaction, and the like. We
are located in spaces, but we act and develop
individual and social experiences in places. We
claim that in order to design a social application, it is
essential to allow by design the creation of public (at
different levels) places for aggregation but also the
creation of private places (Wenger et al., 2002).
Besides, the lever of personalization can be used in
order to allow the shift from spaces to places. Only
taking possession of the space, and manipulating it
to turn it in something we like, we can transform it
in a place.
Persistence
As we have seen, in order to create a social identity
in an online environment several elements are
required. An additional element is persistence (of
personal identity in the system). In a non-persistent
world, it is not possible to have a history of actions
and thus allow, for example, the creation of a
reputation like in real life. Moreover, Danet (Danet
et al., 1997) argued that synchronicity is associated
with ’flow experiences’, a state of total absorption,
and a lack of awareness of time passing. This idea of
synchronicity is linked to the idea of temporality, a
linear procession of past, present, future. This
particular nuance (synchronicity as process) is very
interesting if we think that interaction with media
and media perception is changed. In fact, advances
in technology and the speed of network connections
are blurring distinctions between synchronous and
asynchronous communications (Joison, 2003).
Synchronous and asynchronous communications are
thus processes that happen during time. The idea of
communication as a process is very consistent with
the idea of persistence and is another element
supporting social awareness.
Actions
In this part, we discuss physical and psychological
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