Challenges with Social Media for User Involvement



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Challenges with Social Media for User Involvement Anna Ståhlbröst Luleå University of Technology, Sweden, anna.stahlbrost@ltu.se ABSTRACT Integrating social media into the innovation process can offer great opportunities for organizations striving for user involvement. Due to the spread of social media in all types of user groups it is, today, possible to engage users all around the world in innovation activities simultaneously. But even if social media usage in innovation activities offers great opportunities, it can be challenging to know how to use it to engage users in these processes. In this paper, the purpose is to discuss and reflect on challenges and opportunities the use of social media for user involvement has. The study reported on is based on a university course in which the students had the assignment to use social media as a tool in their innovation process. The results in this paper show seven challenges that are important to handle when planning and carrying out a user involvement process by means of social software. These challenges relates to issues such as, for instance, the selection of social software to use, the timing of the involvement activities and the maturity of the innovation. Introduction The usage of social media is growing fast and is spreading to a variety of usage areas spanning from socializing with friends to innovating with companies. Today it is possible for individuals scattered all over the planet to actively participate in innovation processes due to the globalization and digitalization and this caution for new and improved innovation processes. The potential of using social media as a tool to support the collaboration with potential customers has been highlighted by many authors (e.g. Granat, 2006; Kaplan & Haenlein, 2009, 2010; Vasalou, Joinson, Bänziger, Goldie, & Pitt, 2008). Some companies use social media for purposes such as creating brand communities in which their customers can give feedback and suggestions for improvements on their products and/or services (Füller, Matzler, & Hoppe, 2008; Kim, Bae, & Kang, 2008). Other companies have started to use social media as a marketing channel in which offerings and information about their products has been spread to their customers. Regardless of strategy for usage of social media, one this is apparent, even if a company is not using social media, they are still affected by it (Baker,

2012). If a company is not active through social media, it is difficult for them to know what is being said and they cannot be actively involved in the conversation (Baker, 2012). But even if social media is a powerful tool for user engagement it can be difficult to implement processes and tools that actually create engagement and commitment to the process for those involved. In this paper, we will report on a project in which university students taking a course called Design by means of social media reflect on their experiences from using social media as a tool to support their innovation and design process. Many companies struggles to decide where in the innovation process they should use social media and which type of social media to use (Kärkkäinen, Jussila, & Väisänen, 2010). Thus, the purpose of this paper is to identify challenges related to user engagement by means of social media. The remainder of the paper is organized as follows. First we will present an overview of our theoretical approach including social media and user involvement. Thereafter a presentation of the student s assignments is given followed by the results from the study. These results will be discussed according to lessons learned from the project. The paper ends with a presentation of the conclusions that could be drawn from this study. Innovation through Social Media Social Media can be defined as a group of internet based applications that builds on the ideological and technological foundations of Web 2.0 and it allows the creation and exchange of user-generated content (Kaplan & Haenlein, 2010). Hence, social media includes a broad array of Internet-based applications but it is mostly related with applications such a YouTube, Wikipedia, Facebook and Second Life ((Laroche, Reza Habibi, M-O, & Sankaranarayanan, 2012). In these applications, users often generated the content that contains a vast amount of information that can be harnesses in the search for innovation. This can either be done from a passive approach, such as netnography or profiling, or from an active approach such as, for instance, community engagement, idea competitions and participatory design (Helms, Booji, & Spruit, 2012). When it comes to user involvement by means of social media, it can support involvement in all phases of the innovation process, for example in idea generation, (e.g. Hutter, Hautz, Füller, Mueller, & Matzler, 2011; Leimeister, Huber, Bretshneider, & Helmut, 2009), software development (e.g. Barcellini, Détienne, & Burkhardt, 2008), beta-tests (e.g Di Gangi & Wasko, 2009), field evaluations (e.g. Isomursu, Tahti, Vainamo, & Kuutti, 2007) and design (Johnson & Hyysalo, 2012). They argue that when planning user involvement by means of social media services the following aspects need to be considered: shifts in developer user social distance, cumulated user knowledge beyond one project, and user-generated content both in the main service and interconnected user-owned services (Johnson & Hyysalo, 2012).

Student case Design by Means of Social Media In our case we have involved students taking a course called Design by Means of Social Media. Referring to a student project does not fully reflect the reality businesses are facing in their innovation processes, but the student case reflect important insights into aspects that can be important to consider in these processes. The students in the course worked in groups with an assignment to recruit users to a user community and then engage these users in the redesign of a design concept stemming from an innovation project called SATIN. The overall mission of SATIN is to empower end-users to create mobile-services, and to share services with other end-users. In the project researchers from two universities join forces together with different industrial actors to solve the issues on technologies for mobile servicecreation, user-driven service design and implementation and the future mobile service business ecosystem. In the SATIN project, a platform for mobile application development has been developed. The intention of the platform is that it should be so easy to use that anyone can develop their own mobile application by using the modules in the SATIN platform. The SATIN mockup was introduced to the students via Adobe Connect as a part of a lecture. See figure 1 below SATIN Application Editor. Figure 1: SATIN Application editor The assignment was to, in groups of five students, recruit members to a community by means of social media. The objective of recruiting and involving users was that they would give feedback on the design suggestion (the SATIN application editor) that was developed within the realms of the project. Together with the users, the students then choose two suggestions for improvement of the application editor. The students should also motivate how their suggestions for improvement contribute to an enhanced design of the mock-up. The students should chose, and motivate their choice of, two different social media tools they wanted to use, but they had to be aware of that the social media allowed for uploading different format of files, not only support communication among the users. To support this

process, the students relied on theories and methods covered in the course. For instance, theories concerning community building (Bacon, 2009), open innovation (Chesbrough, 2003), distributed participatory design (Obendorf, Janneck, & Finck, 2009). Included in the students tasks was also to reflect on their project, the user involvement process, as well as their usage of two different social media that they choose to support their process. In more detail, in the students first assignment they chosen two social media they wanted to use based on their experiences from earlier assignments in the course. Thereafter they created a community based on the course literature directive, they recruited members to their community by means of social media, they inspired and motivated their users to contribute to the design and they selected two suggestions for improvement of the design and thereafter motivated how these suggestions improved their design. In their final assignment the student reflected on the processes and activities related to the usage of social media as a design tool. Description of the Student Projects In the course, the students formed six groups in which they carried out their project assignment. In the end of their projects, the students wrote a project report and a reflection assignment in which they reflected on the project and its outcome individually and from the basis of social media aspects suggested by Kaplan and Haenlein (2010). The processes within the different student projects were to a large extent similar since they started with becoming acquainted with different types of social media. To support this work a list of different social media was distributed to the students. This was followed by a discussion among the students on which media that was most suitable for their task. There was several reasons for why a particular media was chosen by the students, for instance: how known and established the social media was how it fitted into their task if it was an established community or not the amount of possible users they could attract the users interest and knowledge about the topic commitment among the users towards the subject under study (design) personalization and personal commitment to the community user friendliness of the media functionality of the media (administrative possibilities, support for discussions, commenting, uploading files etc) Based on those criterions, the student groups used a variety of social software s to support their user involvement process, but primarily they used Facebook. Here the student groups used Facebook for marketing of their community, to communicate with their users and for socialization between members of the community. Examples of other social media that were used was:

Ning forum to support discussions/comments Blog presentation of the project and the assignment, videos (Tumblr + DISQUS, Wordpress) Twitter recruit users Flashback.org Forum with a diversity of users Grafisktforum.org Forum directed towards users with design skills In the course, the different social software s did not have to be introduced to the participants since they were already familiar with Facebook and blogs. The main rationale for why the students used a particular social software was that they experienced it as easy to use. Here the students stated that Facebook was a good tool to support the interaction with potential users and the others were more experimental. When the students used, for instance, Grafiskt Forum the reason was that it is an established designer community that is mainly used to give feedback and discuss different designs and design suggestions. Hence, the students thought it would be beneficial to use in their project. The second step for the student groups was to design their community and start recruiting users for their community. For this process, the student used the course literature (Bacon, 2009) to support their recruitment process. The different student groups stated that they strived to attract a variety of users. Some of the groups recruited users among their Facebook friends and their friends (snowballing), while others made posts and discussion threads on established communities such as, for instance, Flashback. For most of the groups, they succeeded to some extent to attract users initially. However, the student groups stated that it was ore demanding to engage them to start giving comments and discuss design. To stimulate the discussion among the users, the student groups strived to be very active and started discussion threads and posted questions for the users to answer. Hence, they strived to create a community in which the users contributed to the communication process between each other. Here the student groups experienced that this was very resource demanding since it requires a constant work and interaction with the users. When it comes to the number of members that signed up in the communities it is a bit hard to calculate since some have used existing communities (rendering 140 shows, but no responses) and others have built their own community where those giving feedback did not have to be members of the community (rendering 12 feedbacks). Other groups used Facebook and their friends there, which ended up in several members, but very few or none input. At the forum flashback the mock-up was showed 170 times and nobody responded or gave input to the design. One group of students tried to use Twitter to recruit user participants, which rendered no response, but when the groups invited their friends and their friends' friends via Facebook, they got responses and small discussions. The duration of the study in this iteration was three weeks and approximately 500 users were invited to participate in the project, and 30 users actually contributed to the process. Among these invites are those involved in the communities mentioned above, the students Facebook friends (which in sum of course becomes a much higher number but we have calculated that

approximately 10% of their friends actually saw the invitation). Important to note here is that the students did not selectively invite the friends they thought were interested, but they used the like function in Facebook to raise interest. Also, since the students did not have the opportunity to chose what to design and request for input to, the student groups thought that it was difficult to engage potential users. The users who were involved in the student communities were mainly motivated by their curiosity of the project. The feedback the users gave through the social software were considered as relevant for the SATIN project, for instance, one user expressed that (our translation) how do you know which functionality each component represent? I guess that the idea is that each component should be dynamically connected to the other components, that is, the component function differently dependent on which component it is connected to. A good thing would than have been to, that when you mark a component, a tooltip of the functionality this component has in relation to other components pops up. Another type of feedback was another user expressing (our translation): I do not have any knowledge about this area, but I must say that I did not understand a thing. It is directed towards people like me who would search their way to a place where I can design something I need. Now it also pops into my head that it would have been nice to have a place where you could share your apps with other people who might be interested, or download something that is already there. That I would have liked Someone who have already done what you need? But the purpose is that you should do it yourself. But viewing others apps might be inspiring. Based on these examples it is possible to see that the users give input on different levels and things. Some of them were focused on the functionality of the components, while other focused more on how the design could be expanded to become more attractive. Lessons Learned The purpose of this paper was to identify challenges related to user engagement by means of social media. It has been found that there are many aspects that needs to be handled in order to engage users by means of social media. The first challenge is related to the selection of the social software. Here two sides are important to consider, namely the social media as such and the nature of the community using a specific social media. Related to the social software is the familiarity, suitability, personalization and user friendliness of it. Related to the nature of the community is the establishment of it, the amount of users it can offer, the interest and knowledge of the community and the users commitment to it. Hence, when selecting social software to use for user engagement these aspects can be considered.

The second challenge is the timing of the user engagement activity. In the student s projects it was difficult to engage users even though the students tried to engage people that are usually involved in design activities, since they could be expected to be interested in giving feedback to a design mock-up. Even though the design rendered a lot of shows in the design community, none of the users commented on the mock-up. One possible reason for this might be the timing of the project since the study was carried out just before Christmas. It is commonly known that Christmas time is not a suitable time for engaging private persons in innovation processes since their mind and time can be expected to be occupied by other tasks. The third challenge is the theme of the innovation being developed. Related to this the students experienced that the scope of the SATIN platform was not experienced as an engaging topic among the users the students involved in their study. This is based on the student s reflections that they thought it was a difficult topic to create engagement and commitment around among their users. Hence it was difficult to create engagement and commitment among the members of the community. The fourth identified challenge is the maturity level of the innovation being tested is another challenge that needs to be considered. In this study, the students reflections show that the students also thought that the mock-up could be too immature to be tested in this way. This is reflected in the difficulty the users had to understand, and feel engaged in, the features offered by the platform. One reason for this can be the nature of the innovation since it is a rather new to the world innovation, which makes it hard for the involved users to intuitively understand what they can do with the innovation. The fifth challenge is a vibrant communication among the users. Here it is important to have open discussions and engagement among the users to stimulate communication among the people being involved in the innovation process. Related to this the students found that in order to create a vivid group discussion, it is important that the discussions between users, and users and developers are shown in public. In some of the student projects, the discussions had been private between one user and the student group. This took away the possibility for the users to be inspired by others feedback and thoughts hence, having an open discussion in which all users can participate and contribute is preferable. This also keeps the discussion lively and vibrant. The sixth challenge is to create a commitment to the process. In this study this was the most demanding and challenging task. Related to this, the students stated that it would have been better to have design cases the users actually were interested in or identify a group of users that actually will become users of the SATIN platform in the future. Related to this challenge is also the planning of how to respond to the users about what has happened with their feedback and how it has been used in the innovation. The seventh challenge is the nature of the users feedback. Here it is important to analyze and interpret what the users are saying in their feedback. The feedback users express by means of social software has shown to be of various natures and quality. This needs to be considered

when involving users and strategies for how to handle the users feedback might be important to decide, especially if the amount of user feedback increases in the innovation process. In sum, the experience of using social software to recruit users in the student project reported on in this study has not been successful so far. It was difficult to identify the right users to engage and it was also difficult to create engagement among the users since they were not directly interested in the design being studied. The study reported on in this paper is based on the results from an under-graduate course in design by means of social media. The processes in this course do not fully reflect the complexity of the situation in a business context, hence, the study should be viewed as indicative from which future studies should be performed. Johnson and Hyysalo (2012) stated in their article that when planning for a user involvement process by means of social media services aspects such as shifts in developer user social distance, cumulated user knowledge beyond one project, and user-generated content both in the main service and interconnected user-owned services need to be considered. These aspects have not been identified in this study which might imply that innovation processes in a business context needs to carried out.

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