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Tech Report kmi-99-09 Abstract


Oracles, Bards, and Village Gossips, or, Social Roles and Meta Knowledge Management
Techreport ID: kmi-99-09
Date: 1999
Author(s): Simon Masterton and Stuart Watt
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Knowledge management systems are used widely in many different organisations, yet there are few models and theories which can be used to help introduce and apply them successfully. In this paper, we analyse some of the more common problems for knowledge management systems. Using this background, we adapt models and theories from social and organisational psychology and computer supported collaborative work, and discuss a variety of different knowledge management systems in these contexts. We argue that knowledge management systems routinely adopt different social roles within an organisation, and that these social roles can have a major influence on a system's acceptability. With these principles in mind, we draw out some general practical lessons, and a 'character space' framework, which can help to inform the design of future knowledge management systems, so as to minimise the problems of acceptability within a given organisation.
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.