I had the opportunity to attend a Rotman Lecture on the TOPIC: “Knowledge Sharing at IDEO: Designing for Social Interaction” January 28, 2010. The guest speaker was Gentry Underwood, Head of Knowledge Sharing Domain, IDEO
Gentry described a series of tests that his organization had conducted to learn how to design the optimal knowledge sharing system that can be implemented at companies. Much of this learning can be applied to the selection of social media programs and strategy development. Note that he cited as key to consider openness of company culture to collaboration.
Assuming that this is in place, he described the following top 5 considerations in designing the optimal knowledge sharing system as the following:
1. Building pointers to people, different from old school systems management. Service capability companies find this especially valuable. Shared people database
• Similar to facebook people like sharing about themselves
• Integrate available systems, like HR systems for office location and contact information
• Include your personal interests and your external blogs
• Tell your story in no more than 3 bullet points
• Upload documents related to your recent projects
• Team can share what they liked or not about their projects
2. Build rewarding systems, reward individuals - How to build rich people and project pages
• Three main sociological motivators
• Recognition: human nature
• Project staffing: help build better teams
• Career development: connect feedback through the system
• Able to look at individuals in the context of their peers.
• Compliance is not mentioned but included with an animated character in the system named Milton. This animated character appears as a man dressed in a suit and tie; he pops-up on the user’s screen if inappropriate information is being shared or vulgar language etc. The appearance of this character is almost comical as he waves his finger at the system user. In keeping with the intent of increased collaboration and sharing; Milton serves as a reminder rather than a harsh admonishment.
3. Design Intuitive interface, for example, iphone
• Must be really easy to use
• Reduce blocks to usability
• People already had account in system, did not have to set it up
• No training, not set-up, no hand holding->make it as easy as possible
• Information already existed and just needed to be bought together in an easy-to-use format
4. Take the road more travelled - Integrate with existing work flows
• Bring information to people through their in-box
• Public gathering place, in-office cafes now include large wall screens with the 20 most recent people page status updates. People paid attention to people pages and felt more connected. This encouraged passive and ambient connection between offices
5. Iterate early and often - Try lots of stuff and see what sticks
• Learn early and change fast
• For clients, develop software prototypes
• Social software is complicated the human factor is added to the computer interaction. Intuitive and understandable but appropriate social preferences integrated. Social software is in its early stages. Computer and human interaction integration is challenging.
Interesting, at the end of the presentation, the speaker reminded us that none of these on-line collaboration or social networking tools replace face-to-face communication. This may appear obvious, but we really do have to remind ourselves of this.
Patricia McQuillan