MoSoSo

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MoSoSo (mobile social software) is a class of mobile applications which scope is to support social interaction among interconnected mobile users. The basic idea of a MoSoSo is to overlay a location and time element to the idea of digital networking. It enables users to find one another, in a particular vicinity and time, for social or business networking.

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Social software and groupware: CSCL and CSCW

The term itself has its roots in social software and Groupware, computer applications designed for the desktop environment and aiming at facilitating various forms of social interaction, with the former being oriented to Internet-based informal exchanges, daily tasks and entertainment and the latter focusing on collaborative work (CSCW) or learning (CSCL) within a well defined group. Two typical groups that would benefit from these applications are work colleagues or school classmates. While the term social software, introduced by Clay Shirky in recent years, has gained much popularity, Groupware is not anymore a trendy word, even if it has a strong tradition that goes back to the Eighties. Scientific research on Computer Supported Cooperative Work (CSCW) and Computer Supported Collaborative Learning (CSCL) provides results which are still valid in the mobile environment. However, three important differences between desktop and mobile environments should be taken into account when conducting research on MoSoSo: firstly, the physical context of use moves from static desktop setting, where the user is typically sitting in front of his computer, to the more dynamic mobile context, which presents higher constraints to human attention, but also provides an opportunity for information or communication at any time and anywhere. Secondly, the social context becomes wider, shifting from the group to the network concept. Rather than relying on static and known membership criteria, where group members usually know each other, social network ties change often and are not as dense as in traditional groups. Therefore, network boundaries cannot be easily identified. A mobile social network is the social space determined by a MoSoSo application. Finally, an important distinction concerns the ultimate goal of MoSoSo applications, designed for usage in everyday life situations, including not only tools for communication, but also for coordination and knowledge sharing. From this perspective, MoSoSo is more similar to social software than Groupware applications, which aimed at increasing productivity and teamwork at work or at school.

Technical perspective

From a technical point of view, MoSoSo applications are very connected to the concept of Mobile Internet and the emphasis is more on data sharing than mere communication. Thus, only mobile phones with computational power, or Smartphones, can host this kind of applications. However, as there is not a universal definition of MoSoSo yet, many people consider as MoSoSo also phone calls and text messages, as they support social interaction on the move. In any case, the former perspective encounters wider consensus than the latter. The development of MoSoSo applications is rapid and already evolved from mobile extensions of Internet social networking sites to powerful software, providing novel opportunities for social interaction, especially when used for proximity interactions based on Bluetooth scanning and connectivity. The availability of GPS systems and the integration of maps in mobile devices offer great opportunities not only in the context of individual activities, such as "search", but especially in the social context. MoSoSo exploiting these possibilities is known as LBS-MoSoSo.

As empowering social platform

In one of the few critical studies on MoSoSo, Thom-Santelli (2007) argued that the real potential of MoSoSo was constrained by its limited conceptualization, and consequently implementation, as an urban entertainment gadget. Building on her argument, Lugano (2010) re-conceptualized MoSoSo as a general-purpose social platform for grassroots social change and proposed a holistic design model for empowering self-organizing digital communities to co-create, share and use community-generated services (CGS). By complementing public and commercial services, digital communities through CGS contribute to build resilience in people's lives and global information societies.

Issues

Being highly personalized and contextualized, privacy issues represent one of bigger obstacles to the wide adoption of MoSoSo.

See also

Related Research Articles

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Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them".

Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.

<span class="mw-page-title-main">Social network analysis</span> Analysis of social structures using network and graph theory

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<span class="mw-page-title-main">Mobile computing</span> Human–computer interaction in which a computer is expected to be transported during normal usage

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The following outline is provided as an overview of and topical guide to human–computer interaction:

The social web is a set of social relations that link people through the World Wide Web. The social web encompasses how websites and software are designed and developed in order to support and foster social interaction. These online social interactions form the basis of much online activity including online shopping, education, gaming and social networking services. The social aspect of Web 2.0 communication has been to facilitate interaction between people with similar tastes. These tastes vary depending on who the target audience is, and what they are looking for. For individuals working in the public relation department, the job is consistently changing and the impact is coming from the social web. The influence held by the social network is large and ever changing.

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SharedX is a set of extensions to the X Window System that was developed at HP in the mid to late 1980s. It enables X servers to "share" individual X windows or an entire desktop, thus allowing users at multiple workstations to use standard applications to collaborate in real-time in an X Window System network environment, similar to desktop sharing, but for only a single window.

<span class="mw-page-title-main">Jonathan Grudin</span> American computer scientist

Jonathan Grudin is a principal design researcher at Microsoft and affiliate professor at the University of Washington Information School working in the fields of human-computer interaction and computer-supported cooperative work. Grudin is a pioneer of the field of computer-supported cooperative work and one of its most prolific contributors. His collaboration distance to other researchers of human-computer interactions has been described by the "Grudin number". Grudin is also well known for the "Grudin Paradox" or "Grudin Problem", which states basically with respect to the design of collaborative software for organizational settings, "What may be in the managers' best interests may not be in the interests of individual contributors, and therefore not used." He was awarded the inaugural CSCW Lasting Impact Award in 2014 on the basis of this work. He has also written about the publication culture and history of human-computer interactions. His book From Tool to Partner, The Evolution of Human-Computer Interaction was published in 2017.

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<span class="mw-page-title-main">Mobile interaction</span>

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<span class="mw-page-title-main">DiamondTouch</span> Multiple person interface device

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Carl Gutwin is a Canadian computer scientist, professor and the director of the Human–computer interaction (HCI) Lab at the University of Saskatchewan. He is also a co-theme leader in the SurfNet research network and was a past holder of a Canada Research Chair in Next-Generation Groupware. Gutwin is known for his contributions in HCI ranging from the technical aspects of systems architectures, to the design and implementation of interaction techniques, and to social theory as applied to design. Gutwin was papers co-chair at CHI 2011 and was a conference co-chair of Computer Supported Cooperative Work (CSCW) 2010.

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