WEBVTT

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Hi, I'm Caroline, I'll introduce myself in a second, this is Antonia, and this is our talk

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design in five minutes, okay, 20 minutes.

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We're going to be covering ecosystem mapping and user research, or really say to be here.

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We did design this talk for folks that are new to design, but if you have a long experience

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with design, I think we have some really interesting case studies for y'all, so yeah.

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I'm Caroline Senders, I'm the founder and principal designer of

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communication, research and design, and I'm Antonia Valencia, the design researcher in

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communication, research and design.

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So today we're here to talk about open source projects, and many times when we think of open

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source projects, this can be or seem a little bit like a multiplayer game, so there's

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many contributors, everyone is participating, and it's sometimes beautiful, sometimes very chaotic.

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You fix one bug, another one appears, somebody does a request at 3 a.m., but it's kind of the magic, right?

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But for your project to really thrive in this ecosystem, you really need to understand

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the broader picture, so where does it actually fit?

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So again, an open source project really exists in a vacuum.

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Everything is connected, you're building tools, libraries, platforms, you're contributing

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to different web or other projects, technologies, and collaborating with people.

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So design really has this capability of building bridges, so knowing where your project fits,

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within this nice ecosystem, it's not something, it's not like a nice to have, but it's something

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essential. Understanding where it fits, how you can collaborate, and the perspective of design

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is very important for this building of the ecosystem mapping. So it's going to become let's hope

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one of a key element in your design process. So we like to think of ecosystem mapping as a

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calling of an API between your project and the environment that it actually exists inside.

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So what are the dependencies? How does it connect to who are the users, the contributors, the

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monitors, this is something key. So how do humans actually interact within this whole system?

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So building this map of connections and identifying the relationships will actually sit

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to a year project within this ecosystem that surrounds it, and it's also going to help you find potential

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collaborators, competitors, even, and hopefully understand the interactions of use of your

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users and of everyone around it. So now let's dive into the things that you can do right now,

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that is going to be mapped out your ecosystem, and also try to debug this human experience and

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interactions. And then now we're thinking about what actually does it take to do ecosystem

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mapping. So this is where I think it's important to define this opening objectives of your project.

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A lot of you probably do that, but it's always good to write it out explicitly for the entire team

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you're working with. I think the next step is important to then figure out who are the key stakeholders

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and communities that are either going to be involved in the project or will utilize it.

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Then I think it's important to analyze the interaction, and by that is how people engage with it,

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but also what are potential interactions with similar projects with dissimilar projects?

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Where do you sort of sit in a space of let's say the entire community? Where are their places to

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leverage collaborations, and where are there also potentials to sort of say like actually even though

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this seems really similar to us, we're actually doing this very very different kind of thing,

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even if it's on let's say like it's a similar programming language or similar again type of project,

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and then lastly documenting findings and insights for your team. So sort of taking all this together

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and presenting it back to think about how do we position ourselves not only inside of an ecosystem,

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but also how do we talk about with our community where we think the project also fits?

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And we're going to get a little more into this. So these next steps are going to focus on

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it's almost like a deeper dive into steps two and three. Mapping just isn't about

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coder dependencies, it's also very much about people. And thinking about people is this experience of

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thinking about these invisible bugs. Why aren't new contributors contributing or sticking around?

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What are the barriers they're facing to engaging with a project? How do you balance sort of

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onboarding let's say new community members who have a variety of different backgrounds or skills?

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Does your project have space for less technical and more technical folks? How do you want to

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engage with them? How would you like them to engage with the project? What are barriers for people

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getting understanding the project? Is it just language or is it how to actually find let's say

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materials about the project? I think all these things are really really important and this is also

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where we're going to get into user research to understand your community more or understand

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who's actually using the project. So user research tips and tricks. So what is user research?

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Something we could call qualitative research, are like to think of it as talking to people or

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engaging with your community. I'm involved things like interviews, focus groups, surveys,

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and some cases you might do something called diary studies where folks will be sort of writing

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down how they're engaging with something on a day-to-day basis, but also uses a variety of other

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tools. And so here's what I kind of or what we sort of think is the the bearist of bones

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of user research. And it also I think helps to define like why you would do it. So it helps us

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identify a problem or focus area to outline what it is you're doing. It helps us understand why

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I like to often say is how do you know how do you know that this is a problem. An answer could be what

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we saw people complaining on GitHub or to our volunteers or we just saw things online across a variety

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of spaces. And so then we spoke to a few people that complained or had thoughts. This is a great

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way to sort of validate how do you know. But it's also the one I think one the most important

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things. There's a problem how do you know it's a problem where did it come from? And then the next

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step is responding to that problem to create a goal. And what I mean by goal is like what what

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are the next steps? What would you like to solve? How do you start to distill that into let's say

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an area to focus like a question or just really sort of narrowing narrowing that down. So a goal can

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be like we know that users keep repeating the same mistake. Maybe it's maybe when they're engaging

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with certain API using too large of a dataset. Why are they doing that? And you know then it could

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be and we know this because we got X complaints. So the goal might be we need to learn or understand

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better how this mistake keeps sort of refracting inside the community over and over again. Our goal

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is to understand more and try to come up with a solution. Then the last thing is a plan.

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Or not the last things. Sorry, but then you can create a plan towards actually engaging with

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users and interviewing them. That could be we decided to run a short survey or we decided to speak

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to like 20 users, some who are much older users who are maybe higher impact contributors

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and newer users. What are their experiences and how do they differ? How does someone have a lot

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more knowledge about a project than than others, right? Then it's from that plan synthesizing results.

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What did you find? What are the patterns? What are the patterns tell us? And so then

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instead of taking all of these things for next steps to think about what a solution is. So validate

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findings, right? Say this is our thought of next steps of our solution. What does the community think?

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Ask for feedback. And then so on and so forth.

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All right, so now that we got a first look at user research, we go back into ecosystem mapping.

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So this really comes into play when you start understanding who is around your project,

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who are the users that are going to be interacting with it. So here are the tips and tricks

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for ecosystem mapping. To make this ecosystem thinking part of your process, you first need to start

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mapping early. So don't wait until your project has so much complexity that is going to be hard

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to jot it down on a piece of paper or a map or whatever means you end up using. Then you can keep

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it simple. So you can even do a hand drawn map to try to put down these interactions.

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Then share and update these maps. It's a live document. It's never going to be a static piece.

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And finally involve your community. So mapping is always better done with different perspectives,

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different opinions, and start doing all of this collaboratively. So why ecosystem mapping? So

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this tool really helps you understand what else is out there, what is similar, what is

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this similar, what makes your project stand out between the rest. It also helps you understand

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challenges and that other projects have already undergone and how they really took a particular

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view or a focus. It also helps you visualize, so visualize the gaps in this ecosystem and find

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the opportunities where your project or your community could try to help fill and it allows you to

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understand and explain the why and why this project in particular, whether the characteristics

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that make it different from the rest. And finally it really allows you to engage in a companionship

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in working together to build this tool and building your project in a more wide view.

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So to further understand this tool, we're going to present two case studies. The first one of them

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is the Red Decoratia Hital, which is a project done with school teachers in Puerto Williams,

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Chile, together with the Favla Baustral, which is the Favla in this island in Chile.

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And this project was situated in a very particular context, first of all, it was in a remote

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island, at the end of Chile, in the southernmost Favla been the world. So it has very particular

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characteristics. This island is very small but has like very different stakeholders inside of the

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island. And we use this ecosystem mapping tool to try to comprehend the context around technological

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education. So what are the gaps and opportunities to create this more profound implementation

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of these skills? So the subject of technological education is immensely large and it is a domain

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that we wanted to get our hands in, but this tool really helped us that the ecosystem tool really

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helped us to guide us in which direction to actually take. So the first insight that we found

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is that we were going to work directly with the educators. So by doing this, it would enhance

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their understanding of the technological language, the tools, and thus they would take these skills

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to then design the curriculum to take to the classroom. This also allowed us to onboard different

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educators from the island that in this particular case, this only one school and one pre school

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establishment. So getting together with a couple of teachers would make the rest of them start

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getting involved and onboarding themselves to the project, inviting others to collaborate. So

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also creating a community between them. And after this, we also thought that we wanted to identify

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different hubs and technology clubs around Chile, being a very long country and them being

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more in isolation. We started collaborating with different of these actors around the country

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and also introducing this technological hub that we are trying to create in this broader network.

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So at the end of the day, a ecosystem mapping really allowed us to define the scope,

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identify the users, the collaborators, and also to visualize these gaps that we had found

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to create the outputs and actual implementation of the project. Great. Thank you.

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I'm going to talk about another project that I worked on. So I used to be a design researcher at

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the Wikimedia Foundation on the Anti-Arassment Team, which is a sub unit of the trust and safety

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team. So one of the things I worked on there was called the Interaction Timeline. So this project

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I'm going to talk about covers both ecosystem mapping and user research, because Wikimedia itself

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isn't incredibly large ecosystem. We're talking hundreds of different language wikis,

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Wikimedia Commons, things called village pump, etc. These all serve exist inside of this one, one space.

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And one of the things that we actually utilize inside of the Wikimedia community, something

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at the time we called the Wikimedia Community Wishlist. I mean, have y'all heard of this.

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So the community wishlist was a way that across the year different community members could list

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things that they would like to see. The team I worked on there specifically focused on. I was

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on a team that was called like community and building. So that would be like if you saw a bug on

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something you really wanted to fix, if there was a new feature you'd like to see, or if there's

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something that we should focus on. And then we would look at how people had sort of voted or ranked

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all the things that ended up on the wishlist. We would go internally to our team and sort of talk

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about, okay, well, how difficult will it be to implement this one thing if it's really easy,

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even if it's lower on the wishlist, we are going to sort of like maybe prioritize building that

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really early on so take a short amount of time. Other things might be very, very important but

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might take many years. And so what we would do is we would then present back to the community,

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the wishlist and say, here's the order of operations we're going to go in and then here's our

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rationale. So this one thing you really want, we're going to take it back to like the board of Wikimedia

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and talk about how we actually need a fundraise for this thing, but it's maybe not something we

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can build this year. So the reason that that matters in the context of this thing called the

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interaction timeline is we get a lot of requests about updating tools and solving problems.

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And one of the things at the time that we were dealing with and Wikimedia is still dealing with is a

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well-known toxicity and harassment problem. Now if you're not an editor, you might not know about this,

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but this is something a lot of editors deal with on a day-to-day basis is sort of growing toxicity

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and say the community. So this is something we saw pop up again and again on the wishlist.

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And so we were wondering, is there some kind of tool or intervention that we could engage with,

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for example, of social networks like Reddit or Twitter, have a variety of what we call trust

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and safety tools that help them analyze and spot patterns inside of things like toxicity.

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And so we were thinking, is that something we can do? One of the things Wikimedia

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has, so we don't have moderators, we have editors. We have special roles that editors can hold

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called administrators. And those are actually the folks that when there is, let's say,

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some kind of disagreement inside of Wikimedia, the administrators will step in.

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Then there's a special committee called the arbitration committee when different kinds of

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harassment cases sort of keep on going and ongoing. You have to bring in this very special group.

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We like to sort of describe them as the Supreme Court of the Wikimedia of English language

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Wikipedia. And the reason that that matters is so when I, when I worked at the Wikimedia

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Foundation in 2018, we knew that, again, the harassment was this really big issue.

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And we had seen sort of this request again for something to be, to be done about it.

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So we sort of utilized requests from the community wish list as well as just conversation

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that we had picked up from different Wikimedia conferences to sort of go back to the community

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and say, this is something we're going to focus on. Is this something you think we should focus on?

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And we got a lot of, like, yes. But then what do we focus on? This is where user research comes in.

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So we did a variety of surveys and quality of interviews with all different kinds of community

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members. So folks that ran specific meetups related to English English Wikipedia like women and

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red, which is an initiative to get more female scientists inside of the Encyclopedia.

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Also with folks that had faced high amounts of harassment, as well as different members of

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administrators in the arbitration committee or our comp as we call it.

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We ran these two surveys and also, again, held in-person focus groups and in, like, 101 interviews

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at events. And so we had to sort of then present all this back to the community. All in all,

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I think we worked with or spoke to over 400 contributors. This also includes our surveys. We weren't,

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you know, one to one interviewing, 400 people. But again, this really matters. And one of the things

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we kept hearing are one of the things we started to realize is that there might be a space for

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making a tool to alleviate certain problems we were having. And tool changes and prototyping might

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go a lot faster than us trying to change policy while we work towards changing or thinking about policy.

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One of the things we kept hearing from these surveys and speaking to the administrators is this

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thing called sock puppeting. So sock puppeting is a major harm. It's where you sort of pretend

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to be a user, which you're not allowed to do. And so that was one thing that popped up that was

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a big concern. This is something where let's say someone who works for a film production company

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will write a page, like a wiki page about a movie. You're not allowed to do that. You're not allowed

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to be paid to write wiki pages. So we'd also see people who had been banned from one of the,

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like, like, from let's say English English Wikipedia coming back and creating a new account

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and then going and engaging further forms of toxicity. So we knew that this was a major problem.

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We also knew that something called wiki-hounding, which is digital stocking, was also a problem.

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And so from our user research, we suddenly could isolate right these two major issues that we

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had to do something about. This helped us provide, again, examples. Like, we could start creating

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these anonymous examples to better understand harassment, also presented back to the community.

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But from sock puppeting and wiki-hounding, the reason I bring those up is we started to realize

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that there might actually be something we could use that could help our community administrators,

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which is trying to visualize the activity of a sock puppet account and potentially visualize

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the activity of someone engaging in wiki-hounding or digital stocking. Because a lot of what we learned

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to the metrics of those accounts would be doing is they would be editing or changing edits,

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or, again, writing and doing something to engage with another user. And all this actually is

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trackable inside of the wiki-mediate projects. So one of the things the administrators mentioned

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over and over again was not being sure of what a sock puppet account was doing of like how much

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damage let's say they had done inside the encyclopedia, like how could they understand to build a

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case to then say like maybe we should ban this account. Same with wiki-hounding. How much like how long

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has this been going on? How do we know that it's happening? This sort of came up again and again

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and again in our findings. And so we create this tool that I'll quickly show you now the

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back to this slide. So we create this tool called the interaction timeline. And the way that we

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also decide to create this tool is by engaging in ecosystem mapping to see what kinds of other tools

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existed. And it turns out that an editor seven years prior to my team in 2018 starting this

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head built a tool called the interaction timeline. But it didn't have a visual interface to it.

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So all you could see was like line line line line line line line. And it hadn't been maintained.

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So one of the things we thought was maybe this is something that could actually be helpful.

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We created a series of wire frames. We tested with different members who are administrators

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and are upon to see what they would think. And we also tested with high impact editors who

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did not hold those roles. We actually got a lot of really great feedback. One thing I will say is we

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design this for the wiki media community. So a big thing was can you have there be less space?

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Can you have there be like less color, meaning like they like things very condensed and sort of

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close together? We're like, yeah, we can do that. Why not? So then it's sort of going back to this.

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This is the success of the tool was very action specific. It's one small tool inside of a

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large ecosystem of problems. The goal is not like we cannot fix harassment with one tool and with the

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action of like one piece of software. But it was something we knew that would alleviate the pain

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administrators were facing. Because to report her harassment side of wiki media, there's not

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a reporting tool. You go to a public page called admins no sports slash incidents and you have to

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write what is happening. And admins don't have to go and track down what is happening between

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two users. And this tool ended up has been very integral and those administrators to see what

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happens. Because the administrators are the ones that weigh in and make a decision on any kind of action.

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So if they ban someone from interacting with another user, they have to back up why? Because it's

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wicked media. You have to cite your sources. So anyway, we're at time when we're going to quickly

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say this really quickly. How did this sort of use both user research and ecosystem mapping?

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The user research helped us realize we had a problem toxicity and helped us to refine

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actually very specific nuances to that problem. A lot of this sort of here and see what

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what data data administrators were facing and understanding some of the major issues they had,

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which was admins no sports slash incidents. That was very toxic place. It was like the place that

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they had to engage in. And what they needed was help in understanding the cases. And this is where

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this tool came in. We also looked at other tools inside of the trust and safety world to see if

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there was some other kind of tool we could use. So we also looked outside of outside of the

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with media ecosystem. But we realized that a tool that an editor made was the best one.

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And also for us, the reason that we also wanted to work on that tool maintained that tools

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because it came from the community. It was designed for our community. And so we went and asked

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that editor, do you mind if we update this? And he said yes of course. So then now it's something

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that's updated and maintained by the foundation, by a specific team. So we know that it's continually

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maintained and updated. And one of the things I'll say really quickly is, regardless of your project,

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or product or community, it's always worth thinking about consistent ways for users to get feedback

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and interact with you. And that's a big thing we had at Wikimedia. We had a very special page

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for our team. We had a community liaison who sat on our team. So you could always leave comments

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or email us. And we shared everything in real time, also on wiki. So people could provide

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real feedback, also with a suggestion of please email us. We'd also set up one-on-one interviews.

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So thank you. Look out for patients.

