Position paper for the workshop: Designing cross Borders: The Community Design of Community Networks CSCW ’98 / PDC ’98 Technology Matters in Virtual Communities Erik Stolterman Informatics Umea University 901 87 Umea SWEDEN Erik@informatik.umu.se The purpose of this position paper is to pose the question of the role of technology in the study of virtual communities and community networks. I will argue that even very small technological changes can radically change the space of possible actions for the users. I will also argue that a prerequisite for a more developed understanding of the social and societal use of this technology depends on how well we understand the technology as artifacts that inscribes behavior. An underlying assumption is that technology matters more than most of us seem to be willing to accept. In most of today's writings on virtual communities the approach taken is a psychological or sociological or maybe cultural. This is in the long run a good thing. I believe that this is the only way we can create lasting understanding about these new phenomena. We have to see our designed artificial artifacts in the context of a social reality. A virtual or network community is, of course, a social entity -- it is a community. But we also have to recognize that the fundamental prerequisite is a technological artifact that creates the possibility for this community to emerge and evolve. This technology can be dealt with in many different ways. Often it seems as if the technological artifact is understood as a given -- that is, as something existing with given properties and with a design not possible to change. This can, at least in some cases, be fully acceptable. But it also seems as if technology is considered to be easily understood and also possible to understand only in one, and often a quite straightforward, way. This simplified notion of the importance of the technology is a major problem in a lot of the writing concerning virtual and network communities today. In a very simple way the technology is easy to understand. It is not possible to imaging virtual or network communities without the presence of the present technology. But when it comes to understanding the relation between technology and the social reality they are used in, we have to have a much more detailed understanding of the role of technology. Small changes in the design of the technology, or small changes in our understanding of it, can lead to radical changes in the way technology influences how it will be used. The theoretical key concept is inscriptive behavior (Ackrich, 1992). This concept has been developed and used within the framework of Actor-Network Theory, as presented by Bruno Latour, Michelle Callon, and John Law among others. The idea is that all technological artifacts create a space of possible actions. It is not possible to use the technology in every possible way we want to or can imagine. The technology restricts and enables certain behaviors. This is done in ways that sometimes are visible and maybe easy to understand, but sometimes very subtle and easily missed. The way technology restricts or enables certain behavior has a strong impact on how we will use the technology and how we will create a social entity around it. A small example: with the use of email we have by the simple function reply, which means that you don't have to know and remember the address of the sender, enabled our willingness to reply, and also reduced our possibility to find excuses for not returning a message. A space of possible actions has appeared where some are more likely to be used and some less and all this as a result of the technology. This is an example of inscribed behavior. It should obviously be a mistake to analyse our social structures and our willingness to respond to other peoples messages without relating that willingness to the space of possible actions inscribed in that specific technology. This example is probably too simple to function as a good argument, so I will go on by giving some small, and also probably too simple, illustrations of how small technological changes can lead to radically different social structures and use. And my purpose is still to show that good analyses and studies of netbased social behavior has to be related to the technology used. Technology matters even in the virtual world. Illustration 1: In a small study on how people relate to virtual communities we found that when new functions are added to email programs, not only new type of use patterns emerged but also new users entered the stage. Today we can find new applications that allow users of email programs to, in real-time and on their screen, see who of their friends are online (for instance the popular ICQ). When these programs are used, other net users appear and disappear on the screen as small icons as they go online or offline. Of the people interviewed, some had created a small community of their closest friends; some had a large community of friends, relatives, and people they knew more or less well. The technology allows each user to create his/hers own community by choosing who they want to be part of their list. This is a quite simple technology. It is easy to understand and very easy to use. It allows people to have a “here and now”-relation to other people on the net. Instead of sending letters (email) to them, you “talk” to them in real-time. The most obvious change is that the net becomes socialized. It becomes a place where people are. And they are there -- right now -- together with me. As a user I am no longer looking into a space full of information but empty of people. Now there are people around, and only people I like. My own virtual community. This very different understanding of the net is made possible through a few new functions in programs similar to traditional email programs. It is in this case quite obvious that peoples whole perception and understanding of what it means to be on-line is radically changed. As one of the interviewed persons said “finally there is a reason to be on-line, for us who doesn’t like to chat with anonymous strangers but want to have a real social life”. The important change is that the whole perception of the net as a place for anonymous strangers has changed a place full of friends. One conclusion from this study could be that it shows the importance of how a small addition of a technological function radically changes the space of possible actions for traditional email users. If studies on how social relations emerge on the net do not take into account possible and realized changes in the technology, the observations and interpretations can easily miss a radical new situation. Illustration 2: It is often stated that one of the most obvious characteristics of virtual communities is that they are not framed by time and place. Internet is a global net (at least in its design and intent) and makes a virtual community not limited by restrictions caused by geographic or time "borders". This is both interpreted as something pushing the world towards true internationalism but also something causing fragmentation of present communities and countries. ISWorld is a virtual community built by and inhabited by information systems researchers and practitioners. It consists of a substantial amount of webpages, and listservers (ISWorld, 1997). ISWorld is an international community with the goal to create a "single entry point" to information in the field of information systems. It is almost fully based on volunteers and does not exist as an entity or organization outside cyberspace (until very recently). In this truly international environment members at one time agreed on a design called "Country pages" (Valterson, 1996). This can be understood as the "real" world slowly making its way into cyberspace. What happens is that this design inscribes new possible behaviors in the community by changing the structure of the system? Behavior related to physical location and also to time is suddenly part of the possible actions in the virtual community. With country pages it is suddenly possible to introduce the use of different languages. Time, as a sense of “now”, is also entering its way into the virtual community. It is possible to have a very different kind of conversation within "Country pages" since they are mostly situated in the same time zone. Valtersons study shows how place and time easily can be recreated in virtual communities. It also shows that the space of possible actions related to time and place is not a necessary consequence of the cyberspace technology as such. It is not a consequence of cyberspace at all; instead it is a consequence of what kind of inscribed behavior that is designed into the specific technology used to make the virtual community going. Conclusions In the illustrations above I have tried to show how apparent small changes in the used technology in a very radical way changes the way the technology can and will be used. Technology creates a space of possible actions that in many ways totally changes the preconditions for any social or societal use. The purpose with this position paper is to make the case that technology matter in virtual communities. This apparently simple claim has radical consequences. First of all it leads to the conclusion that the net, as it presents itself to us today, is designed, and thereby always possible to change. Second, we have to accept that all social aspects of the use of the net must be related to the structure, function and appearance of the technology. It is not easy to find writings where people’s behavior is more closely related to the functionality and structure of the technology they are using. In most cases it is only stated that Internet and most virtual communities make it possible for people to become anonymous or to adopt a new identity or to communicate without being dependant on time or location. This is a very limited view on the technology and can in many cases lead to very strange interpretations of people’s behavior and also of what causes this behavior. The technology becomes a "black-box". Studies like these are still very important since there is always a need of descriptions and interpretations of people’s behavior even if the causes behind this behavior are not known. But these studies need to be complemented by other studies. The study on how inscriptive behavior creates spaces of possible actions to the user of a particular technology is a question of careful analysis. In the same way as a researcher has to unfold the structure and processes in a traditional case study it is necessary to in a very detailed and cautious way unfold the inscriptive behavior in the technology. This unfolding must be done based both on a certain level of knowledge of the technology itself and on a suitable conceptual framework. Bruno Latour and his followers have created a philosophical framework that can be used for this kind of studies. The attempts to apply actor network theory are so far promising and will maybe lead to a new and different way to approach systems consisting of both social and technical actors (see for instance Hanseth 1996). The network of social communities is probably one very suitable target for this theory. The important thing with these small illustrations is that they are focused on attempts where someone tries to create technical solutions that will change the use of the technology into something else. Technological changes like these can radically change the inscribed behavior present in the net technology today. Every net user’s space of possible actions will change and the whole sociology concerned with the way people handle and experience the net might have to be changed. Small technological changes might therefore change the preconditions for the use we label virtual and network communities today. In the debate on the possibilities of creating sustainable virtual communities these aspects are often overlooked. Instead the net is studied as if it is no longer changing. The underlying technological structure and functionality is not considered to be a result of design, and therefore not something possible to redesign. Instead cyberspace is very often viewed as a new kind of nature -- there to be discovered and explored in the same way as the real world has been explored and studied. The net and virtual communities are not something only to explore. It is still very much a question of design -- of forming technology to support our needs and dreams. References Akrich, M. (1992). The de-scription of technical objects. In Bijker, W.E. and Law, J. (eds). Shaping technology/building society. pp 205-224. MIT Press. Hanseth, O. (1996). Information Technology as Infrastructure.Gothenburg Studies of Informatics, Report 10. Department of informatics, Gothenburg University. ISWorld. (1997). http://www.isworld.org/isworld.html Latour, B. (1991). Technology in society made durable. In Law,J. (ed). A sociology of monsters -- Essays on power, technology and domination. pp 103-131. Routledge. Valtersson, M. (1996). Virtual Communities. [in Swedish]. Master Thesis at the Department of Informatics. Umeå University.