Social Applications

A Panel Discussion

Where 2005
37 minutes, 17.1mb, recorded 2005-06-30
Julian Bleecker, Paul Bragiel, Elizabeth Goodman, Dennis Crowley

Where 2.0’s Social Application panelists discuss the future of social mobile applications and the possibilities and challenges that lie ahead. They believe that the future is wide open, with a variety of entertainment and social interaction applications on the horizon. And, while current mobile applications rely upon simple lowest common denominator technologies, they believe this will change as wireless carriers become convinced that a demand for these services really exists. Greater network access will lead to the acceptance of richer client interfaces and usability, with smarter devices that are more aware and do not require constant attention.

The panelists quickly shift the discussion, however, to point out that the future of social mobile application development is not primarily about the technology. Application developers will be exploring new ways to understand and extend what it means to be social. They will be interested in moving beyond the needs of lonely folks and small subgroups (business, personal, sex), and attempt to provide new ways to connect. They will look to extend and enhance the behaviors that make up current relationships.

But as with many things, there is often a flip side. As social applications cross over into the real world there is also the need for caution. How do you control behaviors that cannot be predicted? How do you provide proper safeguards for personal and privacy concerns? As one panelist notes, while social networks are designed to break down barriers and make the individual more visible and accessible, there are times when you don’t want to meet people and you just want turn things off.

In the complex world of social interactions there is the possibility of the whimsical or surreptitious new connection that livens up your world, but there also lurks the potential for misuse. It is the responsibility of the developer to consider, and attempt to control, these consequences.


Paul Bragiel is the co-founder and chief executive of Meetroduction, the company behind the location-based instant messenger Meetro that finds like-minded people around you instantly. In addition to his duties as CEO, he's the owner of Paragon Five, a game development studio specializing in console and mobile content.

Julian Bleecker is a professor at USC's Interactive Media Division. He is director of the Mobile and Pervasive Lab, a near-future think tank and research and development lab, where he is working on new architectures for disconnected, motility, and proximity-based networks.

Dennis Crowley is the founder of dodgeball.com, a New York-based service which aims to coordinate social interactions between mobile users. His work focuses on finding the intersection between location-based services, social software, and user-generated content on mobile devices. He has developed and managed mobile applications for Vindigo, MTV Networks and ABC and was previously a member of Jupiter Research's technology and operations research group.

Elizabeth Goodman is a design researcher in Intel's User Centered Design group. Her work there grounds the development of new products and future technologies in people-focused inquiry. She has a master's degree from New York University's Interactive Telecommunications Program, where she focused on location-based game design. Prior to joining Intel, she was a visiting lecturer at the San Francisco Art Institute on site-specific art, wireless networks, and urban public places.

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