Friends versus Followers: Twitter’s elegant design for grouping contacts | Andrew Chen (@andrewchen)


BFF means “best friends forever” for those of you who are wondering why there’s a monkey and banana at the top of this blog post

Examining the power of one-way friending AKA “follow”
When I first joined Twitter, I found the one-way following mechanic pretty weird – but now, it’s clear that it’s very powerful and provides a richness that you can’t get from two-way friend requests. Initially though, I was confused. After all, hadn’t all social networks standardized around two-way friend requests that both parties have to accept? Why try to fix it? It seemed like it’d just be confusing, and potentially freak some people out that they were being followed by random people they didn’t know.

This post examines the strengths of the one-way “follow” design, in particular, the ability for this paradigm to support 4-tiers of relationships rather than the simple 2-tiered model in the classic friends case.

First, let’s discuss the social groupings issue.

Social groupings and friend segmentation
At the same time as Twitter was just getting started, the rapid explosion of users on Facebook, MySpace, and other social networks raised a bunch of really core and important questions about these social applications. Among these issues:

  • Will one social network rule them all?
  • Or alternatively, will you use one social network for work, one for your personal life, and possibly others for other vertical interests?
  • If it’ll be one, how will you group your work friends in one, and your personal friends in another?
  • How will this work at a design level? How about at a technical level? (aka Data Portability?)

These are all great questions, and point out a number of potentially fundamental weaknesses to the all-in-one social networking model. If you look at many other communication channels, like phone, email, etc., you’ll often see people segment their identities. Their work voicemail will be boring, and their personal voicemail will be funny, and they’ll use different phone numbers for each.

Of course, the initial petri dish that social networks grow – high school and college students – don’t really have to deal with this. Their social groupings are more or less homogenous, because they only have personal friends. But after you’ve worked a couple places, moved around, and have your friends’ careers diverge into lawyers and slackers, then your social network becomes more complex and segmented.

The approach that many social networks have taken to solve this is to group people into networks and friend lists. Either through self-assignment or you assigning them, people go into different lists. Of course this hurdle is basically a type of boring security configuration that consumers have historically had trouble with.

Twitter’s “follow” model
The amazing thing about Twitter’s model of allowing one-way following is that it adds depth and a couple simple segmentations to your friend list, without needing to do any configuration beyond hitting a button.

With the one-way follow design, you have:

  1. People who follow you, but you don’t follow back
  2. People who don’t follow you, but you follow them
  3. You both follow each other (Friends!)
  4. Neither of you follow each other

Having these 4-tiers of relationships on Twitter is nice – combined with Protected Updates, it creates a nuanced set of definitions, executed with just one button: Follow.

The advantages are numerous: First, it’s easier to get started by opting into a number of feeds that pre-exist, and you can populate your timeline without anyone accepting your friend requests. Second, it makes it possible to have interactions with lots of people (@replies), but your timeline only has information you care about, as you don’t have to follow folks you’re not interested in. Third, some profiles are inherently appealing to a cross-section of users – these include celebrities, companies, media content, etc. – and it the one-way follow design supports all of these nicely whereas two-way friending makes things complex. 

Two-way friending with public profiles?
Compare the above to the traditional two-way friending case, supported by social networks

  1. You’re friends
  2. You’re not friends

So how do you deal with Sean Combs aka P. Diddy (aka @iamdiddy)? If you were to friend him (and he friends you back), all of a sudden, you are exposed to the random people (like you) who are interacting with him, which creates a lot of low-value information on your newsfeed.

As a result, it only makes sense to separate Diddy’s profile into two separate ones, a public and private profile, where the private is the “real” friends and the public one is everyone else. For MySpace, they opted to differentiate these public profiles as “Artist Profiles” whereas Facebook decided to call them “Pages.” I imagine that they treat information flowing in and out of these pages specially, so that they know not to public crazy amounts of information from random people, and they can segment those interactions out.

Note that MySpace was very early in having these celebrity profiles, which has led to the right of so-called MySpace celebs like Tila Tequila, Forbidden, etc. whereas I’m not aware of any Facebook celebs emerging ;-)

Maybe this two-way friends with public/private profiles works, but it’s much less elegant than a single “follow” button. In the dual profile version, you end up needing either lots of configuration (what photos to publish, which friends belong in which), or you end up with two distinct pieces of content. This would mean multiple photos, multiple profile content, and two places to do everything. Not attractive, in my opinion.

Conclusion
Ultimately, both approaches have their advantages – the two-way friending model is better at supporting strictly real-life relationships. That ability has obviously led MySpace and Facebook to conquer a lot of real estate and build eyeballs. At the same time, this model requires them to design around the complexity introduced by celebrities, brands, and companies, which are all important folks to have in your ecosystem for long-term monetization as well as mass appeal.

Posted by Chris McCoy
 

Did social games kill Facebook’s social graph? (Colin Sidoti)

Social games have been instrumental in driving revenue to Facebook and extending the length of its user’s visits.  Zynga, the most prominent social game creator, has even negotiated a special, five-year strategic partnership with Facebook.  At first glance it seems that social games can only provide benefits to the $50 billlion company, but a deeper look reveals a problem that diminishes the integrity of the social network.

The root of the problem is well documented: Facebook has intimacy problems.  Paul Adams, a long-time Google UX engineer, clearly defined the problems in a 224 page slideshow 6 months ago.  Soon after, Facebook tried fixing their problems with an update to the Groups functionality, but it doesn’t seem to have worked.  Facebook followed up by stealing Paul Adams from Google, and presumably another revision of Groups is in the works.  The problem is also detailed by Dave McClure, founder of 500 Startups, in his Open Letter to the Next Big Social Network.

This problem has been around since before social games, but the games have made it a significantly harder problem for Facebook to fix.  As a way to encourage users to invite their real friends to play games, game makers like Zynga have added features that make their games more fun with more friends playing.  While this probably works well for a good amount of users, it has also had the unexpected side effect of forging relationships between people that do not know each other.  The prominence of the issue is made exceptionally clear on these games’ walls, which are littered with open requests to “Add Me” as a “friend” on the social network.

This momentum towards adding fake friends is certainly not good for Facebook, and is reminiscent of one of MySpace’s core problems.  At this point, any attempt to reverse the trend will result in a group for “People I Don’t Know” within the profile of many users.  Moreover, it is unclear if Facebook has a desire to preserve the integrity of friendships in the first place.  With social games driving a significant amount of revenue and already being deeply integrated into Facebook’s long-term roadmap, it is reasonable that the social network will remain content with their current standing.

One option is to put pressure on social game makers to eliminate the features that cause these problems, which wouldn’t be completely out of Zuckerberg’s character.  Years ago, he removed applications from main profile pages, which destroyed the revenue stream of many app creators.  One of those app creators, Slide, shared Peter Thiel’s Founder’s Fund as an investor.  I consider this one of the greatest moves Facebook has ever made, but I’m far from convinced they would give the same treatment to social games.  Unlike the early profile page applications, Facebook is profiting off of these games.  Asking the game makers to remove features that help the games go viral doesn’t seem to benefit anyone financially.

Did social games kill Facebook’s social graph?  I don’t know for sure, but the graph is definitely struggling, and Facebook is definitely struggling to find a solution.  Facebook has a place in the future, but it’s possible this hole has created room for a new, more intimate social network to swoop in without Facebook stepping on their toes.  What do you think?

Posted by Chris McCoy