Digital Rhetoric
James P. Zappen

Design Issues 2: The Participatory Web: User-Generated Content or User-Generated Garbage?

A. Web 2.0 and Ajax

1. Web 2.0. "The central principle behind the success of the giants born in the Web 1.0 era who have survived to lead the Web 2.0 era appears to be this, that they have embraced the power of the web to harness collective intelligence." (2)

2. "One of the defining characteristics of internet era software is that it is delivered as a service, not as a product. This fact leads to a number of fundamental changes in the business model of such a company:
   1. Operations must become a core competency . . . . So fundamental is the shift from software as artifact to software as service that the software will cease to perform unless it is maintained on a daily basis . . . . .
   2. Users must be treated as co-developers, in a reflection of open source development practices . . . ." (4)

3. "In his book, A Pattern Language, Christopher Alexander prescribes a format for the concise description of the solution to architectural problems . . . .

1. The Long Tail
Small sites make up the bulk of the internet's content; narrow niches make up the bulk of internet's the possible applications. Therefore: Leverage customer-self service [sic] and algorithmic data management to reach out to the entire web, to the edges and not just the center, to the long tail and not just the head.
2. Data is the Next Intel Inside
Applications are increasingly data-driven. Therefore: For competitive advantage, seek to own a unique, hard-to-recreate source of data.
3. Users Add Value
The key to competitive advantage in internet applications is the extent to which users add their own data to that which you provide. Therefore: Don't restrict your 'architecture of participation' to software development. Involve your users both implicitly and explicitly in adding value to your application . . . ." (5)
Tim O'Reilly, "What Is Web 2.0: Design Patterns and Business Models for the Next Generation of Software," O'Reilly Media (September 30, 2005), 2, 4, 5.

4. The Long Tail. "From the perspective of a store like Wal-Mart, the music industry stops at less than 60,000 tracks. However, for online retailers like Rhapsody the market is seemingly never-ending. Not only is every one of Rhapsody's top 60,000 tracks streamed at least once each month, but the same is true for its top 100,000, top 200,000, and top 400,000—even its top 600,000, top 900,000, and beyond. As fast as Rhapsody adds tracks to its library, those songs find an audience, even if it's just a handful of people every month, somewhere in the world.
   This is the Long Tail." (22)

5. Producers and Consumers. "The traditional line between producers and consumers has blurred. Consumers are also producers. Some create from scratch; others modify the works of others, literally or figuratively remixing it. In the blog world, we talk about 'the former audience'—readers who have shifted from passive consumers to active producers, commenting and blogging right back at the mainstream media. Others contribute to the process nothing more than their Internet-amplified word of mouth, doing what was once the work of radio DJs, music magazine reviewers, and marketers . . . . [As a consequence,] a once-monolithic industry structure where professionals produced and amateurs consumed is now a two-way marketplace, where anyone can be in any camp at any time." (83-84)

Chris Anderson, The Long Tail: Why the Future of Business is Selling Less of More (New York: Hyperion, 2006), 22, 83-84.

B. Wikinomics as a New Business Model

1. "Perhaps the most lasting legacy of the Goldcorp Challenge is the validation of an ingenious approach to exploration in what remains a conservative and highly secretive industry. Rob McEwen bucked an industry trend by sharing the company's proprietary data and simultaneously transformed a lumbering exploration process into a modern distributed gold discovery engine that harnessed some of the most talented minds in the field." (9)

2. "Call them the 'weapons of mass collaboration.' New low-cost collaborative infrastructures—from free Internet telephony to open source software to global outsourcing platforms—allow thousands upon thousands of individuals and small producers to cocreate products, access markets, and delight customers in ways that only large corporations could manage in the past. This is giving rise to new collaborative capabilities and business models that will empower the prepared firm and destroy those that fail to adjust." (11)

3. "There are many names for this new Web: the Web 2.0, the living Web, the Hypernet, the active Web, the read/write Web. Call it what you like—the sentiment is the same. We're all participating in the rise of a global, ubiquitous platform for computation and collaboration that is reshaping nearly every aspect of human affairs. While the old Web was about Web sites, clicks, and 'eyeballs,' the new Web is about the communities, participation, and peering." (19)

4. "The new mass collaboration is changing how companies and societies harness knowledge and capability to innovate and create value, This affects just about every sector of society and every aspect of management. A new kind of business is emerging—one that opens its doors to the world, coinnovates with everyone (especially customers), shares resources that were previously closely guarded, harnesses the power of mass collaboration, and behaves not as a multinational but as something new: a truly global firm.
   The new art and science of wikinomics is based on four powerful new ideas: openness, peering, sharing, and acting globally, These new principles are replacing some of the old tenets of business." (20)

C. Wikinomics as a Socio-Cultural Model

1. Participation. "Today the Net is evolving from a network of Web sites that enable firms to present information into a computing platform in its own right. Elements of a computer—and elements of a computer program—can be spread out across the Internet and seamlessly combined as necessary. The Internet is becoming a giant computer that everyone can program, providing a global infrastructure for creativity, participation, sharing, and self-organization.
   How is this different from the Internet as it first appeared? Think of the first iteration of the Web as a digital newspaper. You could open its pages and observe its information, but you couldn't modify or interact with it. And rarely could you communicate meaningfully with its authors, apart from sending an email to the editor.
   The new Web is fundamentally different in both its architecture and applications. Instead of a digital newspaper, think of a shared canvas where every splash of paint contributed by one user provides a richer tapestry for the next user to modify or build on. Whether people are creating, sharing, or socializing, the new Web is principally about participating rather than about passively receiving information." (37)

2. Conversation. "Today the blogging phenomenon points the way to the most profound changes the new Web will wreak on the economy. Blogs have been described as the biggest coffeehouse on earth. They capture a moment-to-moment picture of people's thoughts and feelings about things happening right now, turning the Web from a collection of static documents into a running conversation . . . .
   The potential for blogs to become richer and more engaging will only grow as people build audio and video into their posts. Do it yourself Web television stations like YouTube are already booming . . . . It's no longer just the print media that is in danger, but producers of commercial television, radio, and movies as well." (39-41)

3. Collective Intelligence. "Author James Surowiecki calls it the 'The Wisdom of Crowds' and traces the application of collective intelligence across domains such as science, politics, and business. For us, the ability to pool the knowledge of millions (if not billions) of users in a self-organizing fashion demonstrates how mass collaboration is turning the new Web into something not completely unlike a global brain.
   Smart companies are now harnessing this potential to develop powerful new business models and systems. When you shop at Amazon, for example, you benefit not just from the distributed rating system that enables customers to review books (and for those reviews to be reviewed in turn) but from a remarkably sophisticated system that searches for similarities among the purchases of all Amazon customers in order to suggest books that you are likely to enjoy." (41)

4. Connectedness. "Tagging harnesses a technology called XML to allow users to affix descriptive labels or keywords to content (techies call it 'metadata,' or data about data). Wired cofounder Kevin Kelly aptly describes a tag as a public annotation—like a keyword or category name that you hang on a file, Web page, or picture. When people tag content collaboratively it creates a 'folksonomy,' essentially a bottom-up, organic taxonomy that organizes content on the Web." (41-42)

5. Openness and Trust. "For today's new Web companies, building trust is the alternative to controlling customers . . . . More and more Web companies are realizing that openness fosters trust, and that trust and community bring people back to the site . . . . Call them the new public squares—vibrant meeting places where your customers come back for the rich and engaging experiences. Relationships, after all, are the one thing you can't commoditize." (43-44)

6. Collaboration. "What is significant today about the notion of emergence is that we are seeing sophisticated artifacts and outcomes emerging from relatively diffuse, loosely coupled activities of collaborating agents supported by Web-based tools. Examples of this are legion: open source software creation, the blogosphere (blogs, augmented with blogrolls and RSS feeds), Google, Amazon, collaborative filtering, scientific discovery, and wikis." (44)

7. Wikinomics. "Now, having largely mastered the productive challenges of our physical environment, we find ourselves confronting the opportunities of the cerebral environment, an increasingly virtual world of knowledge, media, and entertainment; a world girdled by information involving billions of connected individuals; a world where anyone can plug-and-play and where collaboration between diverse entities is the modus operandi of the day. We call it the world of "wikinomics"—in which the perfect storm of technology, demographics, and global economics is an unrelenting force for change and innovation." (64)

Don Tapscott and Anthony D. Williams Wikinomics: How Mass Collaboration Changes Everything (New York: Penguin Group, Portfolio, 2006), 9, 11, 19-20, 37, 39-44, 64.

8. The Cult of the Amateur. "This blurring of lines between the audience and the author, between fact and fiction, between invention and reality further obscures objectivity. The cult of the amateur has made it increasingly difficult to determine the difference between reader and writer, between artist and spin doctor, between art and advertisement, between amateur and expert. The result? The decline of the quality and reliability of the information we receive, thereby distorting, if not outrightly corrupting, our national civic conversation.
   But perhaps the biggest casualties of the Web 2.0 revolution are real businesses with real products, real employees, and real shareholders . . . . Every defunct record label, or laid-off newspaper reporter, or bankrupt independent bookstore is a consequence of 'free' user-generated Internet content—from Craigslist's free advertising, to YouTube's free music videos, to Wikipedia's free information." (27)

9. Collective Intelligence? "In his recent bestselling book The Long Tail, Wired magazine editor Chris Anderson celebrates this flattening of culture, which he describes as the end of the hit parade. In Anderson's brave new world, there will be infinite shelf space for infinite products, thus giving everyone infinite choice. The Long Tail virtually redefines the word 'economics'—shifting it from the science of scarcity to the science of abundancy, and promising an infinite market in which we cycle and recycle our cultural production to our hearts' content. It's a seductive notion. But even if one accepts Anderson's dubious economic arguments, the Long Tail theory has a glaring hole. Anderson assumes that raw talent is as infinite as the shelf space at Amazon or eBay. But while there may be infinite typewriters, there is a scarcity of talent, expertise, experience, and mastery in any given field. Finding and nurturing true talent in a sea of amateurs may be the real challenge in today's Web 2.0 world." (29-30)

10. "So anyone with a bit of tech savvy can rig the supposedly democratic Internet by repeatedly hyperlinking or cross-linking certain pages that they want to show up first in Google searches. These bombers are attempting to corrupt the collective 'wisdom' stored in the Google algorithm.
   Rather than user-generated content, what Google bombing represents is another kind of UGC—user-generated corruption . . . .
   Clearly, the wisdom of the crowd is an illusion—the anonymous influences on Digg or Reddit are not more to be trusted than the amateur editors at Wikipedia or the anonymous amateur filmmakers on YouTube." (93-95)

Andrew Keen, The Cult of the Amateur: How Today's Internet is Killing Our Culture (New York: Doubleday, Currency, 2007), 27, 29-30, 93-95.

D. Producers/Produsers

1. The Industrial economy. "Nonetheless, especially in the early stages of the industrial age, power structures in the production value chain were very strongly slanted in favor of producers and (to some extent) distributors rather than consumers; building on Fordist and Taylorist models for organizing their production lines, corporations focused on maximizing production efficiency and worker productivity rather than consumer satisfaction. The famous adage used to describe the product choices available for customers of the Ford Motor Company, 'you can have any color you like, as long as it's black,' aptly describes the options generally made available to customers." (10)

2.   "Under the new network paradigm, by contrast, producers and users of media content are both simply nodes in a neutral network and communicate with one another on an equal level.
   This is particularly empowering for users, who now have access to a greater range of tools to network and build communities among themselves, away from the topdown mediated spaces of the traditional mediaspheres. Whether focusing in the main on peer-to-peer communication, or directed specifically at the collaborative creation of content, their interactions are now predominantly commons-based, as [Yochai] Benkler has pointed out [in The Wealth of Networks]; thus, having already moved from an industrial to an informational economy during the latter part of the twentieth century, a further shift towards a 'networked information economy' is now taking place:

what characterizes the networked information economy is that decentralized individual action—specifically, new and important cooperative and coordinate action carried out through radically distributed, nonmarket mechanisms that do not depend on proprietary strategies—plays a much greater role than it did, or could have, in the industrial information economy." (14)

3. The Hive Mind. "Provided suitable tools and frameworks, then (including effective means for private and public ephemeral conversation, and for the publication of a more permanent record of the community's interactions and exchanges and of the information and knowledge contained in such engagement), what the network model makes possible is the existence of a distributed but coordinated community, organized not according to the directions of a central authority to which all other nodes in the network are subordinate, but by the community's own protocols of interaction. This is what J. C. Herz has described as the 'hive mind,' playing on imagery of collectivist species in popular science fiction stories as much as on the studies of real-life hives in the world of insects which may have inspired such fiction." (15)

4. Intercreativity. "Intercreativity constitutes a significant step beyond mere interactivity—a step made possible by the use of non-hierarchical, many-to-many media: in intercreative environments, users collaborate (often in large communities) on the development and extension of shared informational resources of common interest, rather than merely interacting with the material already available; they are taking into their own hands the tools to create content." (16)

5. Collective Intelligence. "Networked community intercreativity, participatory culture, and what we will describe more systematically here as the collaborative produsage of information and knowledge by 'hive mind' communities, may have the potential to bring about the development, from the myriads of small contributions by individual participants in the 'hive mind,' of a networked, distributed, decentralized collective intelligence." (16)

6. Affordances of Produsage. "The collective and networked approach is able to draw on four such key affordances, each of which profoundly affects and shapes the model of collective content creation which we will describe as produsage: 1. Probabilistic, not directed problem-solving . . . . 2. Equipotentiality, not hierarchy . . . . 3. Granular, not composite tasks . . . . 4. Shared, not owned content . . . ." (20)

7. Processes of Produsage. "In collaborative communities the creation of shared content takes place in a networked, participatory environment which breaks down the boundaries between producers and consumers and instead enables all participants to be users as well as producers of information and knowledge—frequently in a hybrid role of produser where usage is necessarily also productive. Produsers engage not in a traditional form of content production, but are instead involved in produsage—the collaborative and continuous building and extending of existing content in pursuit of further improvement." (21)

8. Principles of Produsage. "The four principles of produsage, which can be seen in action in the produsage sites and models which we will study throughout this book, build directly on the four preconditions for produsage . . . . Open Participation, Communal Evaluation . . . . Fluid Heterarchy, Ad Hoc Meritocracy . . . . Unfinished Artefacts, Continuing Process . . . . Common Property, Individual Rewards . . . ." (24-30)

9. Models of Produsage. "Crowdsourcing is only one possible approach to the commercial embrace of produsage communities and of the content they create, however. Overall, such approaches can be broadly divided into the following models: Feeding the hive . . . . Helping the hive . . . . Harboring the hive . . . . Harnessing the hive . . . . Harvesting the hive . . . . Hijacking the hive . . . . " (31-33).

10. From Print to Digital Media. "'Our renaissance's answer to the printing press is the computer and its ability to network. Just as the printing press gave everyone access to readership, the computer and internet give everyone access to authorship. The first Renaissance took us from the position of passive recipient to active interpreter. Our current renaissance brings us from the role of interpreter to the role of author. We are the creators . . . .'
   What may result from this renaissance of information, knowledge, and creative work, collaboratively developed, compiled, and shared under a produsage model, may be a fundamental reconfiguration of our cultural and intellectual life, and thus of society and democracy itself." (34)

Axel Bruns, Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage, Digital Formations (New York: Peter Lang, 2008), 10, 14-16, 20-21, 24-34.

E. Web 2.0 and Ajax: Illustrations

1. HousingMaps: http://www.housingmaps.com/ (Click on the balloons on the map.)

2. StoryMapping: http://www.storymapping.org/ (See especially the Projects.)

3. Ajax Server-Request Function: http://www.rpi.edu/~zappenj/Ajax/LoremIpsum6/loremipsum.html

4. Ajax Drag-and-Drop Function: http://www.rpi.edu/~zappenj/Ajax/DragDrop2/dragdrop.html

Latest Update: 2011-09-12


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