What I learned about building communities while watching Mean Girls
I was partaking in the “two screen” experience yesterday - surfing and watching TV at the same time (30% of young adults between 16-28 does this regularly according to a presentation I attended by AOL/TIME Warner VP of Market Research). On my TV was E! True Hollywood Story (”THS”) on the making of Mean Girls (you know, Lindsay Lohan & Rachel McAdams!). On my laptop I was reading Jeremy Liew’s Game Mechanics which led me to spend the rest of the show googling Amy Jo Kim. It was about 15 minutes into this experience that I realized that what Amy Jo Kim was talking about is not so different than re-creating high school (or the first year of MBA) online (ie Mean Girls). I had called it Vanity Marketing about a year ago. She merely called it “social design” or “game mechanics” for online communities.
Here is a good summary of what Amy teaches. The women has been at it since 1996! . . . a whole 10 years before all this became so hot . . . a pure genius.
Thinking back ten years ago. . . software product design was all about value proposition, ROI, defining pain points, identifying catalysts for change, finding stakeholders, and many many more boring adult stuff. . . all really coming back to money. As such when websites (esp web apps) were sprouting up every where in 1998, product managers/designers/entrepreneurs simply followed the paradigm borrowed from the software development world where interactions where focused between an application and its user (rather than user to user). Ease of use, “information architecture,” features, funtionality, workflow, integration . .. etc etc . . .
eBay changed all that. (I’m not kidding, Amy Jo Kim really believe eBay is one of the best designed communities out there . . and obviously the first to ever scale). Today, the emotional aspect of product strategy is not something that can be ignored any longer. Drawing a parallel, behavioral finance has fundamentally changed the way economists and wall-street view the markets for financial instruments . . so will this discipline.
Building products catering to the psychology of user is a completely orthogonal discipline than what is traditionally considered product management. Today, its just as important . . . especially in this web 2.0 world. (eck I said it again)
Instead of regurgitating her research (which you should read yourself) this is my take.
Online, we are all 16 year old teenage girls. Put your self in the shoes of your users. This is your first day of high school. You are new, you dont know any one. How do you know who are the cool kids and who are the crowd to stay away from? (feedback or rating system, leveling) How do you become popular? (participation, collecting, flaunting - good ole online materialism) . How do you fit in while standing out? (completing a set, virtual scarcity, customization) . How do you achieve your status and let everyone know about it (leader board, stars, feedbacks again). How do you curry the favor of the in-crowd? (exchanges, gifting). How do you find a sense belonging? (groups, social networks) How do you fight back? (foums, comments). How do you know what to wear (customization, widgets). What activities and clubs to joing? (games, puzzles, treasure hunts, . . . and MMOG!)
How do you become the Queen Bee? The one all the girls want to be and all the guys want to be with? . . . give your user a way to become the Queen Bee and flaunt it!
Exploiting Leveraging insecurity and vanity of the user is key to building a vibrant and succesful online community. The line between e-commerce and community has already been blurred. The line between web app and community will go next. Pretty soon community and MMOG will blur itself too . . . and websites will become one big goo of cat-fighting teenage girls




