
We all wait with baited breath to see where the web is going to take us next. The hype surrounding new innovations such as Google Instant or HTML 5 is massive. As users we are not only interested in how the latest departures look and feel, but also how they are going to change our behaviour.
There are those who look at it on a purely personal level – how are these changes going to change my actions? And there are those who look at it from a much wider berth, how are these changes going to influence the web as whole?
As a community manager, when I try out a new user experience my mindset is immediately on whether it can help move online research communities in a new direction. How can a new technology, technique or tool be adapted and used to make a research community more engaging, more intuitive and more interesting for those who use them?
Web 2.0 has been at the core of most research communities from their conception, but as technology and its users move on research communities need to evolve to stay relevant for community members, clients and community managers alike.
So, as we continue to test our reliance on web 2.0 tools and begin to harness technology that allows us to do bigger, brighter and bolder things, where does the future of online research communities lie?
Socialization
When we first started with our online research communities we made the decision that we would not include large social elements. We wanted our communities to focus around co-creation and research, not user interaction and social media. For many reasons this was the right decision, but as the internet has evolved people don’t just want to be sociable, they expect it.
In the early days of Headbox we found that our users who worked on our co-creation projects were finding each other online anyway. Whether it be on Facebook or MySpace users were creating groups, talking about the projects and friend requesting each other, us and our clients!
There was no facilitation on our behalf, the socially proactive nature of young people meant they were going to connect no matter what. So, as our communities have grown so have the social elements, and as social networks evolve, so will research communities user interaction.
This does not mean we are going to be building our own social network. It’s more about allowing people to connect, if they want to. It’s allowing our members to share their information, find the people they are working with and building their own profiles.
As social networking tools and online sociability grow, research communities will continue to incorporate what is suitable, and no more.
Gamification

As Marion explained in her earlier #ResCom101 blog using gaming mechanics is an obvious way to increase engagement and interest. Developing league tables, points systems and badge rewards seem like a no-brainer, they make everything more fun and rewarding for users. However, this isn’t gaming for the sake of gaming, this is gaming for the sake of research.
Rivalries and competition will definitely increase the enjoyment levels for users but there is a strong chance that results may get skewed. If community members start to post responses just to take part in gaming aspects then you are not going to receive the research output you need.
Gaming mechanics will begin to play a big part in research communities but it needs to be a subtle, intelligent approach. Whether it is keeping users rewards/badges private to them or having an intelligent points system, you need to make sure that users aren’t acting unnaturally due to gaming elements.
As well as engaging users, gamification and its rewards can also help when incentivizing users, as Marion points out, sometimes the most basic rewards can be the most fulfilling.
Experiential

In research communities the reception of information is crucial. As well as being engaging, tasks need to be easy to understand or there could be confusion. If users lose interest when receiving the task the results suffer. If there is a lot of block text to read or a lot of repetition, community members are well within their right to get bored.
People prefer to intake information if it is visual, audio or both. It is a lot easier and a lot more entertaining.
Video briefings are brilliant and can cover a lot of information very quickly. Teaming task copy with physically showing users what you would like them to do is always an easy way to make sure there can be no confusion about what is expected. At the moment video briefings seem to be an every now and again thing, this will increase and they should become normal practice for community managers.
Producing engaging, visually orientated Slidecasts that allow community members to intake information as they please is one way of communicating lots information in an interesting way.
HTML 5 will begin to play a big part in this, its ability to create clean, interesting, flexible and interactive applications will help research communities move away from Web 2.0 and allow community developers more creativity when designing task formats.
The evolution of entertaining briefings and tasks revolves around users being able to complete tasks whilst they’re being briefed. Integrating visuals and the ability for users to complete tasks as they go, and at their most engaged, will make it a much more entertaining and seamless experience for users.
This is not something that is going to happen overnight but it is the direction in which online research communities are moving.
Part 2, which will be published on Friday, will be focussing on co-creation, building, realism and analytics.
To check out past posts from the Research Communities 101 click here







First up were Anna and Britt from publishing company Visual Editions. As well as publishing beautiful and physically interesting books (in their spare time!!) they also had some really interesting ideas about books and the role they are going to play in the future.
Next up was Russell Davies’ very entertaining presentation. Following on from Visual Editions Russell again brought up the importance of objects and giving people an experience. He believes that there is an emotional attachment to physicality inbuilt in every person and it’s not going to go away.
Francesca was very inspiring to listen to, not only does she look after all of the Gurdian’s audio content, she also pretty much produces the Hackney Podcast by herself.
If I attempted to try and explain what exactly The School of Life is this may turn into the longest blog of all time.
Deyan’s short and precise presentation started with him explaining that design sits on the edge of form and content. It is then the job of the designer to create content from form.
Adam’s presentation revolved around the future of television and how he believed that getting people’s attention was the key to the future of media. This was universal though, for all broadcast content, not just programs. Advertising for example will become more imaginative, more targeted and more accountable to truly interest people.
The final speaker of the day was legendary designer Neville Brody. Fresh from the first round of the student protests, he had been in the action earlier in the day, Neville took a step back from content and looked at the creative industry as a whole.

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