Social Networking has exploded on the Web and the inevitable consequence is that today, software often has to be designed with people, collaboration, and communication as a basic requirement. If we view the evolution of personal computing in three stages: Computers connecting to peripherals, Computers connecting to other computers and Computers enabling networks of people to connect with each other, then the user interfaces that will create most value are those that put people first - not menu items. The adage that the Internet brings people closer together who are physically far apart but separates us from our neighbours is becoming increasingly pertinent. Modern technology allows us to establish and maintain an unprecedented network of business contacts, personal relationships and information services, but a PC is an information processor first and a communications device second. A mobile phone is a communications device first and a context browsing device second. Software must leverage both platforms to get the best social networking experience, using the PC to do the "heavy lifting" and "deep dive" and the mobile to keep users connected to their friends so they can share things quickly and generate useful, location and context specific information on the go.
You want the device you carry around with you to enable a variety of conversations with your friends and family and allow you to share your media, ideas, location, events and plans with your own personal network. The minute you leave your house you are part of the mobile society and you need to know what’s happening around you...
Your social network is enabled by this technology, as long as the interface is designed to provide the features you require. You want to easily show your telepresent friends your stuff and freely browse theirs. You want to know what your buddies are doing on Friday night, what local restaurants they have been to and liked – or hated. You want to know if there’s a cool band playing locally or an upcoming event that’s linked to one of your interests. You want to checkout a lot of stuff your friends recommend and you want to tell your friends about the stuff you like too. If you listen to an excerpt of a song your friend has on his media list and want to buy it for yourself – you should be able to do that at the press of a thumb. Then it can be added to your own media list which is instantly updated on everyone’s phone who has you in their buddy list. That way, they can see you’ve just added something and check it out… This is a long tail engine like no other. Within 30 minutes you can have a global niche hit, all driven by the trusted word-of-mouth social connected network.
The social network is the filter for the information you consume and you are a part of that filter and an information provider too. Social networks are vertical and horizontal markets – separated by interests, demographics and location, and the diversity of individuals. To get it right you have to give people the tools to bring their friends together regardless of what social networks they frequent. The networks therefore are owned by the people that use them and are only facilitated by the user interface and the experience it provides. A user interface that is designed for mobile social networking should focus on aggregation and basic common facilities between networks. Give people access to their friends and their stuff and they will embrace you.
And who owns the user interface? Well, for any socio-centric user interface to be successful, it has to work cross platform and cross carrier – because the social networks are formed ad-hoc and regardless of hardware or data network. The interface in basic form will inevitably be free to the user – but for a fully integrated user experience, the most prepared handset/carrier partnership will lead the way. By installing optimized social-centric user interfaces on customized devices, and supplying targeted services, they can gain revenue from the transactions they enable. Social networks shift and change, they are self generated and respond to being fed and stimulated. Even with user generated content and fully integrated user interfaces, the high value networks of the future may never be fully ‘owned’. It’s a question of trust; Who do you trust? Brands and friends. But not in that order.