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Innovation and Networks of Influence

by Chris Applegate in News on 9 February 2009 at 19:49

This morning, four of us went down to the Innovation and Networks of Influence event held at NESTA in central London for what turned out to be a refreshingly different experience from many of the usual discussions of what influence is.

The most common ways of describing influence in social networks is to draw diagrams with blobs on them – typically there are some very large blobs with lines radiating outward to smaller blobs, which in turn radiate to even smaller blobs. While this concept is useful for specific purposes – and can be mapped algorithmically – it should not be taken as a complete model of a social process. It doesn’t account for two-way conversation (or the lack of it), nor can it help explain where and when a message gets altered, or any other form of change that a lack of centralised control can bring about. There is also context to deal with – while one person may be influential on, say, technology, they may hold very little sway when recommending a florist.

Refreshingly this wasn’t the way influence was treated here – instead looking at it from above and instead of a mathematical modelling perspective, it focused on interactions and behaviours. A lot of games were played – the kind which you get on managerial courses and you make a bit of a fool of yourself. It’s easy to be sceptical of a game’s effectiveness – but as it turns out fun is a pretty good heuristic for getting a bunch of strangers to quickly bond and share ideas.

Out of it we got some pretty interesting observations out of these little mini-experiments. Activities where the rules were incomplete quickly lead to mutation, with people agreeing on extra ad hoc rules such as deciding tiebreakers, without falling out in open conflict. Even in moderately complex tasks, spontaneity can be more productive than organisation. Messages are prone to mutation and reinterpretation much more quickly than we think, and that it’s very hard to keep even the simplest ones the same. And verbal cues only form a small part of this continual process of cross-influencing when face-to-face.

That last part is perhaps the most interesting one, as social media is dominated by verbal, without the non-verbal cues nor the synchronicity of face-to-face conversation. This is gradually being broken down (think about how synchronous and seamless Twitter is becoming, as well as the growth of mobile and video & audio on the go), and there are the blurring of boundaries between and online and offline – just look at the amazing take-up of the Twestival worldwide (including Twestival Paris, which we are organising). But still, there are gaps, as evidenced by workarounds such as smileys and endless text acronyms and abbreviations, and people working in social media need to be mindful of the limitations they face.

On the same subject, there was very little talk of online, marketing or even ’social media’ at the event. Not that I’m tiring of the term like Bobbie Johnson is – it’s just a word, after all – but it’s a mere means, and it’s far more interesting to look into the people behind the media and what interests them.

The play element of the day was just as important – reminding us that what we do in our profession should be fun, useful or preferably both, if we’re to do work that we can be proud of. Our thanks go to Mark Earls, James Cherkoff and Johnnie Moore for a highly stimulating morning, and if you get a chance to see them lead a discussion any time soon, we strongly recommend it. How about that for influence?

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  • Hey David

    Thanks for popping by. You can blame the link on me in the edit, rather than on Chris in the writing.

    I wanted to link to something that represented the "normal discussions" about influence - and your blog post is pretty representative of that I think, and most importantly pretty easily read and understood by the layperson (which is why I didn't link to this article from May 2006 for example, even though it basically says the same thing, or any one of countless others).

    It wasn't meant to mean anything more or less than that...
  • Dude you link to my 'usual discussions' of what influence is as if context isn't included in my thinking. Mark and I share much common ground. Maybe take a look at a little more of my work?
  • Thanks for the review, Chris. One of the reasons the games engage me is how, in debriefing, people are so often surprised to hear how other people have experienced them. On the face it, these games can seem silly and certainly simple... and then we start to realise that one humans play them, they become complex.

    And then there's the temptation to move from seeing them as simple, to weaving more and more complicated explanations for what happened as if there is a perfect description of what's going on. When there isn't. And that's my beef with those blobby diagrams - they render what is rich and complex as merely complicated. As such, they are often profoundly misleading!
  • Joe - your mention of Chinese Whispers is quite apt, as one of the games played was basically that, except it was gestures we had replicate, not words. Two of the three gestures got altered, but the most memorable and pervasive (a slap on one's own bottom) stayed throughout. It was even possible that the two that got altered - they became kissing gestures - did so to fit in with the bottom-slapping. Not sure how much you can draw from one example but whether the more plastic aspects of a message get bent to align with the more concrete ones could be an interesting line of enquiry.
  • This is definitely an important notion; that influence relies on context. Both innovation and influence are inextricably linked to context in many ways, and this context is influenced and arguably formed by interaction, behaviour, language, culture etc.

    "It doesn’t account for two-way conversation (or the lack of it), nor can it help explain where and when a message gets altered, or any other form of change that a lack of centralised control can bring about."

    This is also a really interesting notion - a concept I refer to as 'chinese whispers' when applied to creative processes and the social development of advertising work / creativity. A decentralised form will always result in bounded processes where messages with a certain degree of plasticity become distorted or altered to make sense in local worlds (eg in different departments of an advertising agency, in different online conversations covering overlapping topics), whilst retaining a degree of concreteness; retaining some kind of universally applicable meaning or value.

    In this way, influence, innovation and creativity might appear in different ways and to varying degrees in different 'contexts' or different perspectives of the same or different networks, and are judged and valued subjectively as such.
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