This is the original M.Sc. Dissertation project concerning the UK League Snooker Community, it was completed in 4 months at the start of 2003, receiving the prize for 'The Best M.Sc Computing Dissertation 2003'. Since then the website has been expanded extensively with new functionality and refined to suit the needs of UK Snooker Leagues

FIGURES. 3

TABLES. 4

APPENDICES. 4

ABSTRACT. 5

1 Introduction. 6

1.1 Research Problem. 6

1.2 Project Background. 8

1.3 Aim. 8

1.4 Objectives. 8

1.5 Intellectual challenge. 9

1.6 Research Programme. 9

1.6.1 Methodology. 9

1.6.2 Determining the User Requirements - Interviews, questionnaires and observing. 10

1.6.3 Project Plan. 11

1.7 Deliverables. 11

1.8 Constraints. 11

1.9 Ethical issues. 12

1.10 Resources. 12

1.11 Summary. 12

2 THEORETICAL BACKGROUND. 13

2.1 Literature Review.. 13

2.1.1 Online Community Theory. 14

2.1.2 Usability. 15

2.1.2.1 Consistency. 16

2.1.2.2 User and Task Analysis 16

2.1.2.3 Usability Testing. 17

2.1.2.4 Usability Evaluation. 17

2.1.3 Sociability. 17

2.1.3.1 Purpose. 18

2.1.3.2 People. 18

2.1.3.3 Policy. 19

2.1.3.4 Sociability and Usability. 19

2.1.4 Software Development 20

2.1.4.1 Software Life Cycle. 20

2.1.4.2 Prototyping. 20

2.1.4.3 Software Options 21

2.1.4.4 Social Impact of Software Design. 22

2.1.5 Summary. 23

2.2 Research Methodology - Community-Centred Development. 23

2.2.1 User-centred design. 24

2.2.2 Contextual inquiry. 24

2.2.3 Participatory design. 25

2.2.4 Assessing community needs and analysing user tasks 26

2.2.5 Selecting technology and planning sociability. 26

2.2.6 Designing, implementing, and testing prototypes 26

2.2.7 Refining and tuning sociability and usability. 26

2.2.8 Welcoming and nurturing the community. 27

2.3 Summary. 27

3 ASSESSING COMMUNITY NEEDS AND ANALYSING USER TASKS. 28

3.1 Requirements gathering. 28

3.2 Survey design and distribution. 29

3.3 Analysis of the survey results. 31

3.3.1 Demographics – Age, gender, location, years of league snooker experience. 32

3.3.2 Current league information sources and availability. 36

3.3.3 Internet – access, location, frequency, browser, PC or MAC. 38

3.3.4 Computing and Internet experience – Internet longevity and frequency of use, computing skill, possession of an email account and participation in online communities 40

3.3.5 Willingness to participate in developing the community. 44

3.3.6 Community features suggestions 45

3.3.7 Willingness to participate in the community once it is developed. 47

3.4 Analysing user tasks. 49

3.4.1 League Administrators 49

3.4.2 League Participants 51

3.5 Summary. 51

4 SELECTING TECHNOLOGY AND PLANNING SOCIABILITY. 53

4.1 Selecting Technology. 53

4.1.1 Message Boards 53

4.1.2 Web Site Design. 55

4.1.2.1 Languages 55

4.1.2.2 ASP (Active Server Pages) 56

4.1.2.3 PHP (Personal Home Page) 56

4.1.2.4 Perl (Practical Extraction and Report Language) 56

4.1.2.5 Coldfusion. 56

4.1.2.6 Language comparison. 57

4.1.2.7 Database Management System (DBMS) 58

4.2 Planning Sociability. 58

4.2.1 Purpose. 59

4.2.2 People. 59

4.2.3 Policy. 60

4.3 Summary. 61

5 DESIGNING, IMPLEMENTING AND TESTING PROTOTYPES. 62

5.1 Entity Relationship Modelling (See Figure 27) 62

5.2 Web Site Mapping. 65

5.2.2 League Administration Area (See Figures 28 and 29) 65

5.2.3 League Participants Area (See Figure 30) 65

5.2.4 Community Administration Area (See Figure 31) 66

5.3 Programming the Interface. 71

5.4 Web Site Design. 71

5.4.1 Existing problems with the site design. 73

5.5 League Participants view.. 74

5.6 League Administrators view.. 74

5.7 Community Administration view.. 74

5.8 Usability Testing. 74

5.8.1 Pilot Testing. 74

5.8.2 Usability Testing – Ethics 74

5.8.3 Usability Testing – Format 74

5.8.4 Usability Testing – Results 74

5.9 Summary. 74

6 conclusions and further research. 74

6.1 Research Methodology – Community-centred development. 74

6.2 Community Design. 74

6.3 Usability Testing. 74

6.4 Online Community Theory. 74

6.5 Further Research/Activities. 74

6.5.1 League Committees and Administrators 74

6.5.2 Adaptation of the community. 74

6.6 Summary. 74

7 References. 74

 

FIGURES

 

Figure 1 – Project Plan. 11

Figure 2 - The three domains of Online Communities. 14

Figure 3 - The W model of system development (from a talk by John Harrison at the Department of Trade and Industry (DTI), UK, 22 June 1992). 21

Figure 4 - Community-centred development. 25

Figure 5 - Questionnaire Source. 31

Figure 6 - Age of UK Snooker League Participants. 33

Figure 7 - The locations of the UK Snooker league survey respondents. 35

Figure 8 - League participation length. 36

Figure 9 - League information source. 37

Figure 10 - League information availability. 37

Figure 11 - League participants Internet access. 38

Figure 12 - Internet access location. 39

Figure 13 - How frequently participants access the Internet. 39

Figure 14 - Internet usage - Longevity. 40

Figure 15 – Computing skill – Paper survey results only. 41

Figure 16 - Internet access - Paper survey results only. 41

Figure 17 - League participant’s computer skills. 42

Figure 18 - Computing skill by age. 42

Figure 19 - Previous participation in an online community. 43

Figure 20 - Possesses an Email account. 44

Figure 21 - Willing to help test and refine the website. 45

Figure 22 - Website features suggestions. 46

Figure 23 - Preferred method of online community communication. 46

Figure 24 - Participants who would be willing to access league information via a website  47

Figure 25 - How frequently would the participants access the website. 48

Figure 26 - Willing to participate in an online discussion Forum. 49

Figure 27 - The community Entity Relationship Model and Attributes. 64

Figure 28 – League Administrators pages (Part 1) 67

Figure 29 - League Administrators pages (Part 2) 68

Figure 30 – League Participants pages. 69

Figure 31 – Community Administrators pages. 70

Figure 32 – Prototype Template. 74

Figure 33 – Home Page. 74

Figure 34 - League in Staffordshire. 74

Figure 35 - The Stafford and District Snooker League Home Page. 74

Figure 36 - The Stafford and District Snooker League - Division 3 Table. 74

Figure 37 - Player Statistics. 74

Figure 38 - Discussion Forum Topics. 74

Figure 39 - Post a reply. 74

Figure 40 - League Administration Home Page. 74

Figure 41 - Add a League Fixture. 74

Figure 42 - Edit a Player. 74

Figure 43 – Delete a person. 74

Figure 44 – Season List. 74

Figure 45 – Community Administration. 74

 

TABLES

 

Table 1 - The leagues that the survey respondents have played in…………………………     33

Table 2 - Semi quantitative comparison of features of four programming environments….        57

 

APPENDICES

 

APPENDIX A   Online Survey                                                 I

APPENDIX B     Sample of Paper Surveys – League participants     II

APPENDIX C   Paper Surveys – League administrators                III

APPENDIX D   Usability Tasks                                                         V

APPENDIX E    Sample of the application code                                    VI

APPENDIX F    Database queries                                                      VII


ABSTRACT

 

There are up to one thousand snooker leagues that exist in the UK , at present they are isolated, there is little or no communication that takes place between these leagues.  Often league participants do not know what is happening within their leagues, this being information such as league tables, fixtures, results, news and much more.  The typical source of information is the local newspaper that often displays vague information about a snooker league.  Therefore, to build an online community to serve UK snooker leagues would combat both these problems.  Before this can take place, online community development needs to be researched in order to discover the theories and methodologies behind their development with particular regard to assessing the needs of a geographically dispersed population.  Prototyping is an important stage of the process, in which users test and refine an application in an iterative manner of build and test.  The results from the project display that an online community for the UK snooker leagues would be highly valued by league participants because they could access detailed information concerning their league and begin to communicate with other league participants throughout the UK via an online Forum.  League administrators will also gain value from the community, as they can use it as a tool for storing, retrieving and manipulating their leagues information, while at the same time providing information to players within their league.  Due to this project, the future of the ‘ UK league snooker community’ looks promising.

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1 Introduction

 

1.1 Research Problem

 

We have worked for the last 2 years and still work on a website which acts as an online portal for IT Companies throughout the world (http://www.tsanet.org), during this time an understanding of the workings of an online community was gained.  We also have an interest in UK snooker leagues and from playing in various UK snooker leagues for the past twelve years we have identified a common problem, this being that there is a distinct lack of information available to what is happening within the leagues i.e. results, news, league tables, fixtures, etc. 

 

Snooker leagues are widespread throughout the UK, how many we can only guess, there is no single directory, according to the BBC website the county of Lancashire possesses twenty eight snooker leagues alone, the population of Lancashire is approximately one and a half million (3% of the population of the UK), therefore an estimation can be made that there are up to one thousand snooker leagues in the UK.  Generally a league consists of between one and seven divisions of snooker teams that are based on a specific geographical area.  There are usually eight to twelve teams in each division, who play each other home and away in a season, often during the winter months.  The teams are based at a club, usually a workingmen’s or social club, although actual snooker clubs participate within the leagues.  Each team generally consists of between five and six players, who play a single frame of snooker against an opponent during a match on a weekly basis.  Alongside the league matches there are many knockout competitions throughout a season, which involve teams, individuals, doubles and even triple players.  Many players take part in the leagues as it gives them a chance to enjoy competing and socialising on a regular basis.  We estimate that there are between one hundred thousand and one hundred and fifty thousand players participating in UK snooker leagues each year.

 

The information availability varies greatly, the most typical source of information is available from a local newspaper that is often published on a weekly basis, but the detail of information is generally very poor.  At the one extreme there is the West Midlands snooker league which has an excellent website that is updated on a weekly basis http://www.cued-up.co.uk.  The site provides a wealth of information, as detailed as individual player scores per match, although the majority of sites are very poorly designed and not very usable.  While at the other end of the scale is the Stirchley and District Snooker league also based in the West Midlands, who’s league information is made available only once a month when the league committee convenes, thus league participants have a very vague idea on what is happening within their league in terms of league details, competitions and much more.  Based on this knowledge, a good method of addressing this problem would be to create an online community that can provide information for any snooker league in the UK.    

 

“Although definitions of an online community vary, a general definition of an online community is a group of people who share a similar interest, share networked resources, and communicate using a computer-mediated communication tool” (Lazar and Preece, 2000, p.20).  In the case of the proposed online community there is certainly a common interest, but the primary issue that needs to be addressed is the fact that at present the many UK snooker leagues are greatly isolated, it will be relatively straight-forward to develop an application to provide up to date information for the participants, but it will be a far greater challenge to investigate the process of developing and implementing a successful online community for UK snooker leagues.  The creation of a successful online community in terms of uniting the isolated league participants in some form may not be possible.  Thus the designing and building of online communities will be researched to establish whether this is feasible. 

 

The areas of research that are essential for building an online community are focused on designing usability and supporting sociability.  “In creating web-based resources, the focus still needs to be on user-centred design” (Lazar and Preece, 2000, p.20).  The methods employed for gathering user requirements needs to be considered carefully, especially since the population of the league participants are geographically dispersed throughout the UK.  Traditional techniques of observation, interviews and focus groups will not be possible on a national basis, so a portion of the research will focus on establishing the most appropriate methods of gathering user requirements.  The planning of sociability within an online community is not trivial, from the research undertaken so far it seems that the greater the number of participants the more successful the community becomes.  To plan sociability policies for: Membership, Codes of Conduct, Security, Privacy, Copyright, and Free Speech, Moderators will need to be considered and much more.          

 

1.2 Project Background

 

From the research carried out so far on online communities, Jenny Preece, Professor of Information Systems at the University of Maryland and Jonathan Lazar Assistant Professor in the Department of Computer and Information Sciences at Towson University are the key authors in the chosen area of study.  They have written many journal articles on online communities and on occasions worked together on the same project, for example, they both helped to research and develop an online community for parents whose children have Down Syndrome.  Two papers in particular will be a very useful resource for our research; they deal with the problem of gathering user requirements over a wide geographical area.  Jenny Preece has also written a comprehensive book on Online Communities – Designing Usability, Supporting Sociability that is an excellent resource for this research project.

 

The primary text we will use when considering the usability aspects of designing the online community will be that of Jakob Nielsen’s, his 1993 book on Usability Engineering is a well-respected source on the principles of usability.   

 

1.3 Aim

 

The aim of the project is to solve the problem of the lack of information available to snooker league participants throughout the UK, and through extensive research attempt to unite the many isolated UK snooker leagues by developing a successful online community.

 

1.4 Objectives

 

The purpose of the study is:

 

-          To research past and current work in the area.

-          To assess community needs and analyse user tasks

-          To select technology and plan sociability

-          To design, implement, and test prototypes

-          To refine and tune sociability and usability

-          To critically analyse the overall project

-          To put forward the future of the online community

-          To adhere to ethical codes of conduct.

 

1.5 Intellectual challenge

 

Earnshaw et al (2001) compiled a report on the related areas of human centred interaction, online communities, and virtual environments.  A key finding was that “directions for research and development are needed that address usability and sociability problems so that better online communities can be developed.  There is a particular strong need to involve social scientists as well as computer scientists.  Successful online communities will result from a blend of good usability and carefully guided social policies that encourage social interaction.  Theory and better research methods are also needed to support Internet research and system development” (Earnshaw et al., 2001, p.264).  This report, that involved leading authorities in the area, identified the directions of key future research, the aim is to add to this ongoing research by creating a highly usable and sociable online community that other researchers can review and hopefully gain knowledge and understanding from the work produced.

 

1.6 Research Programme

 

1.6.1 Methodology

 

The nature of the problem suggests that a qualitative research method be taken to address the issues of researching and developing an online community.  The community will ultimately provide a service for people; so the aim is to attempt to look through the eyes of the people that will potentially use the community in order “to construe the attitudes, beliefs and motivations within a subject” (Walliman, 2001, p. 203).  The qualitative method demands that the research “obtain an inside view of phenomenon, getting as close as possible to the subject of the research in order to collect resonant, fertile data to enable the development of a social construct through the dynamic process of research” (Walliman, 2001, p. 203).  The quantitative method of research is quite the opposite, in that the researcher chooses to remain distant from the users in order to collect hard, reliable data.  This method of research is thus not suitable to what we aim to achieve, the key to building a successful online community demands that we work closely with the users, in order to establish their requirements.               

 

The research methods that will be used during the project are: evaluation and action research. (try putting “evaluation” and “action” in bold??) The evaluation method is suitable because the method is “specifically designed to deal with complex social issues” (Walliman, 2001, p. 94), thus suits the context of the creating an online community.  The action research method can be utilised when conducting observation and behavioural research, as in the case of observing a user using the prototype to gain feedback on the applications usability          

 

1.6.2 Determining the User Requirements - Interviews, questionnaires and observing

 

User requirements can be gathered locally in Stafford, Staffordshire through paper surveys, and nationally via an online survey.  Snooker league administrators will be observed, interviewed, and questioned to establish the processes they undertake to record data within their particular leagues, and also to ask their opinions on what content they would like to see in an online community.  League participants will also be given questionnaires, which will assist in discovering what information and functions they would like to access via an online community.  The questionnaires will be conducted mainly via an online survey, as the user population is distributed throughout the UK .

 

1.6.3 Project Plan

 

Figure 1 – Project Plan

 

1.7 Deliverables

 

-          A review of work in the subject area. (put full stops after each of these deliverables)

-          A theoretical background of Online Communities.

-          An assessment of community needs and analysis of user tasks.

-          Software selection and sociability plan.

-          A generic database driven website developed to suit the requirements of the diverse communities.

-          A critical analysis of the project.

-          A discussion of the ethical issues involved in this dissertation.

-          Dissertation document.

 

1.8 Constraints 

 

There is no single directory of UK snooker leagues, it may prove difficult contacting the majority of UK snooker leagues, thus the amount and diversity of users that are contacted may be limited.

 

1.9 Ethical issues

 

Special consideration needs to be considered for users when usability studies are conducted, the deepest respect for the users well-being and emotions will be the most important factor during a usability test.

 

The information that is obtained from the UK snooker league participants will be regarded as confidential and not divulged to any third parties.  Anonymity will be preserved at all times and any findings will be used in conjunction with the research only.  We promise to adhere to an ethical code of conduct during the project.

 

1.10 Resources

 

  • Adobe Photoshop
  • Browsers
  • Fasthosts Web hosting company
  • Interviews
  • Journal articles, Text Books, World Wide Web and Newspapers
  • Macromedia Dreamweaver MX and Macromedia Fireworks 4
  • Microsoft Access 2000, Internet Information Services 5.0, Word 2000 and Visio 2002
  • Surveys
  • Users

 

1.11 Summary

 

The research problem has been identified, and how to address the problem proposed.  The intellectual challenge can be met through a structured research programme, by adhering to ethical codes of conduct and by following the project plan.  Each project objective is met by a deliverable.  The next chapter looks at the theory behind online community development.

 

 

 

2 THEORETICAL BACKGROUND

 

Online community theory needs to be addressed before a community is developed.  Literature needs to be reviewed to identify the key domains of designing an online community, and a research methodology to provide online community development guidelines are identified in the following chapter.

 

2.1 Literature Review

 

The literature review will critically evaluate the past and current work on the researching and developing of online communities.  The aim is to outline research possibilities that have either been explicitly identified by authors or have possibly been overlooked in the past, and also to identify research methods and strategies that may be usefully applied to the research project. 

 

The project can be considered from the perspective of three domains – Usability, Sociability, and Software Development (see figure 2).  From the research done, these three domains are the key areas that need to be considered when developing an online community.  We will look at the important work that has been carried out in each separate domain, the work of the main authors, models, the major theories, and examples of where the particular domain fits into existing online communities.  The aim is to add value to the above by making a personal response to past and current work by establishing our own view and position on the subject.

 

 

Figure 2 - The three domains of Online Communities

 

Each domain will be critically evaluated; the intersection between each domain will be identified with the conclusion summing up the intersection between all three domains.

 

2.1.1 Online Community Theory

Jenny Preece, arguably the most well respected author on the subject of online communities argues:

“Many candidate theories exist that are partially relevant to online communities.  High-level theories are needed that are directly relevant to online communities.  The value of such theories is to:

§         Understand communication in different types of communities.

§         Make predictions.

§         Inform online community design.

Current theories fall into the following three categories:

§         One-to-one or small group communication via different media.

§         Social interaction and community networks.

§         Relationship between software design and social behaviour”.

(Preece, J Chapter 17, Frontiers of human-centred computing, online communities and virtual environments. 2001, p.270).

Peter Kollock, joint author to the book ‘Communities in cyberspace’ offers his opinion on building online communities.  “There is no algorithm for community. That is, there is no step-by-step recipe that can be followed that will guarantee a specific outcome. Building community is a fundamentally different activity than writing computer code: code does not write back and code does not respond strategically to one’s actions” Kollock (1996), ( http://www.sscnet.ucla.edu/soc/faculty/kollock/papers/design.htm, Last Accessed 14/01/03).

Online communities are a relatively new phenomenon; therefore theory is still in its infancy. Preece highlights the key areas that are needed to understand sociability and inform online community development.  She believes the key areas to create online community theory are: sociology, psychology, social psychology, linguistics, communication research and psychotherapy.  From our research Professor Jenny Preece’s opinion is highly regarded, she is an established academic in the field of Human Computer Interaction and has researched online communities extensively, the aim is to utilise her work comprehensively during the project.

2.1.2 Usability

 

Good usability is a fundamental aspect of online communities, poorly designed software can cause hours of endless frustration for users, often due to developers making assumptions about how the interface they design will be interpreted.  Preece gives a good definition of usability and why it is important.  Software with good usability supports rapid learning, high skill retention, low error rates, and high productivity.  It is consistent, controllable, and predictable, making it pleasant and effective to use” (Preece, 2000 p.133).  Good usability comes part and parcel of designing online communities, especially because many of the users may be novices, poor usability could stop a community from getting off the ground. 

 

 

 

2.1.2.1 Consistency

 

The keyword that Preece uses is ‘Consistent’. Jakob Nielsen often described, as a ‘Usability Guru’ believes that consistency is one of the most basic usability principles. He uses a quote by Lewis to emphasise his viewpoint.  “If users know that the same command or the same action will always have the same effect, they will feel more confident in using the system, and they will be encouraged to try out exploratory learning strategies because they will already have part of the knowledge needed to operate new parts of the system” (Nielsen 1993, p.132).  Our own research will focus strongly at looking at examples of online communities and assessing how consistently they are designed, and then using the better examples to influence the design of a prototype application.

 

2.1.2.2 User and Task Analysis

 

Hackos and Reddish (1998, p. 7) claim that “designers who spend time with users, observing how they work, understanding who they are, testing design concepts and prototypes, are most likely to be successful in creating interfaces that are a delight to use”. Although the aim is to design specific questionnaires for the UK snooker league participants, it is also to learn about users by observing them in action.  There is no substitute for watching a person go about their tasks to learn what they are really doing in order to incorporate these tasks into a system that will be designed for them to use.  What people say and actually do can be totally different things.  “In fact, experience has shown that users themselves do not know how to articulate what they do, especially if they are very familiar with the tasks they perform” (Hackos and Reddish, 1998 p. 7).  Based on this evidence it is important to ensure that further research is used to investigate how to conduct user and task analysis properly based on the work of several leading authors in the field of HCI, in order to establish the tasks that UK snooker league participants and administrators conduct, particular focus will be placed on the administrator’s tasks.

 

2.1.2.3 Usability Testing

 

Nielsen’s advice on usability engineering is renowned as being excellent, he illustrates his ideas clearly and explicitly, and emphasises the importance of taking into account a users actions and opinions early on in the usability lifecycle.  He points out that “Individual user characteristics and variability in tasks are the two factors with the largest impact on Usability” (Nielsen, 1993 p.73).  We are firm believers in the importance of user participation when designing a system. We have designed and conducted five usability tests in the past two years following the methodology set out by Nielsen in his book Usability Engineering, in which users were given a number of tasks to complete and then timed and observed whilst they performed the system tasks.  This methodology proved to be an excellent way of improving the usability of all the systems that we had helped to develop.

 

2.1.2.4 Usability Evaluation

 

Usability testing as detailed above consists of using metrics to test a system’s performance, thus some of the information gathered tends to be quantitative.  “However, in order to evaluate a system thoroughly it is necessary to gain qualitative information as well” Faulkner (2000) p.137.  Hewitt in 1986 produced a good paper that states that evaluation is iterative and should therefore be conducted at the end of each design stage.  He details two types of evaluation – Formative and Summative.  Formative and Summative evaluations are an integral part of the design process.  Formative evaluation is mainly concerned with getting the opinions of the users, whilst Summative evaluation is more to do with collecting quantitative data, its purpose is to assess “the impact, usability and effectiveness of the system – the overall performance” (Faulkner, 2000 p.138).  These two types of evaluation have very different goals, and will be used at different stages of the design process. 

 

2.1.3 Sociability

 

The purpose of an online community, its members, and policies all influence how individuals interact and determine the character of the community.  Jenny Preece introduces three components of sociability – purpose, people, and policy.  The purpose of a community is what draws people to the community, people are the pulse of a community, and policies are required to direct behaviour within online communities.  Based on these three components, Preece gives detailed explanations of the importance of sociability; the key issues for supporting sociability within an online community are discussed below.

 

2.1.3.1 Purpose

 

The purpose of the proposed community is to unite the greatly isolated UK snooker leagues through an online community.  What will draw people to the community will be a common interest in the sport snooker.  The aim is not only to provide members with information from their own particular leagues, but also to encourage sociability on a national scale.

 

2.1.3.2 People

 

Sociability in online communities is achieved by looking primarily at the requirements of people, and in the case of our research, migrating up to a thousand already existing geographically dispersed physical communities into a single online community.  We need to discover how to map the requirements of the people who participate in UK snooker leagues to a computer-mediated communication tool – a Website.  Jonathan Lazar and Jenny Preece, together, have written two excellent papers in which they attempted to do the above.  In the paper ‘Collecting User Requirements In A Virtual Population’, they mention that there is an increasing number of online communities that focus on special interest topics such as sport, “where web-based resources are being developed for a focus population, but there is no physical component to the population of the users” Lazar et al. (2000).  The paper goes on to mention that the typical methods of gathering user requirements cannot be adopted in such cases, traditional techniques of observation, interviews and focus groups will not be possible on a national basis, so a portion of our research will concentrate on establishing the most appropriate methods of gathering user requirements.      

 

We possess an inside knowledge of two UK snooker leagues because we have participated in the two leagues for over twelve years, thus this gives a good insight into the user requirements of the league participants.  True sociability and proficient usability in the proposed online community cannot be established until the many participants are contacted to discover whether they would get any value from an online community, if this is so, and we believe it probably is the case, the work of the authors mentioned in this report can be utilised to create a usable, sociable online community by designing software specific to the community member needs.

 

2.1.3.3 Policy

 

Based on the major author’s advice, (Jenny Preece), the aim is to devise several policies. These may include: membership to those that are members of UK snooker leagues only, a privacy policy to comply with the UK Data Protection Act of 1998, and moderators to ensure that problems such as flaming do not occur.  There will certainly be other policies required, but more research is currently required.

 

2.1.3.4 Sociability and Usability

 

Preece points out in the paper below, the intersection between usability and sociability, and how important it is to understand the nature of the particular community that you aim to create.  “The relationships and synergy between people, practices, and technology to achieve a goal is often approached using combinations of research paradigms.  The intersection of usability and social structures - leads to fundamental questions about the nature of communities and communication and applied questions derived from the 'build and test' paradigm of engineering. For instance, the behaviour and needs of people in scholarly discussion groups are different from patient support groups. Consequently, understanding the focus and culture of each kind of community is important” (Preece, J. 2000. Shaping Communities: Empathy, hostility, lurking, participation. DIAC2000 Seattle).  Amy Jo Kim backs up Preece by stating that “to create a successful online community, you’ll need to first understand why you’re building it and who you’re building it for” Kim (2000).  Sociability will be extremely important if the community is to succeed.

 

Sociability and usability are closely related to each other, and can impact one another, “for example, deciding whether to have a registration policy and what its content should be is a sociability concern; determining how to present the policy (deciding which font type and size and interaction style to use) are usability concerns” (Preece 2000, p.269).

 

2.1.4 Software Development

 

Software development needs to be carefully planned to create a successful online community, it is crucial that when an online community is being researched and developed that the users are at the heart of the project.  Software implementation must be based wholly on what the future members of an online community require.  If this is not the case, and users begin to use an online community and find it unusable or it does not satisfy their needs, they will just stop using that community. Thousands of communities have just disappeared due to their poor software design.

 

2.1.4.1 Software Life Cycle

 

Alan Dix and others in their book ‘Human Computer Interaction’ give a detailed explanation of the relationship between usability and software development.  They explain that modern computer applications are highly interactive, in that, systems are no longer solely designed for batch processing, but the advent of personal computers has brought much more interaction between people and computers.  They challenge the traditional software life cycle by arguing that usability is a crucial aspect of the life cycle; usability should not be segmented into a separate segment in the life cycle but should be continually considered throughout the development process.  The traditional life cycle is “in a somewhat pipeline order.  In reality, even for batch processing systems, the actual design process is iterative  (Dix et al, 1993 p.157).

 

2.1.4.2 Prototyping

 

Prototyping is a very important part of the software development process and therefore we intend to use this method extensively during the project in order to better understand the requirements for the next stage of the software development process.  The ‘W’ model put forward by John Harrison at the Department of Trade and Industry (DTI) in 1992 (see figure 3) possesses a number of features that can be utilised during the prototyping stage of the project.  Jenny Preece sums up the advantages of the model, and where she uses the word ‘expensive’, we are considering ‘time consumption’.  “In this model a single ‘design in miniature’ is undertaken and tested.  Following this, the requirements are fixed and a traditional approach to development is undertaken.  The advantage of this model is that it is less expensive than the spiral approach, as just one iteration is undertaken.  It also helps with project control and in identifying accurately user requirements” (Preece et al, 1994, p.359).

 

Figure 3 - The W model of system development (from a talk by John Harrison at the Department of Trade and Industry (DTI), UK, 22 June 1992).

 

Source: (Preece et al, 1994, p.359)

 

2.1.4.3 Software Options

 

There are several software options that can be considered for the online community.  Software can be purchased, downloaded for free, or developed in-house.  This is a list of the typical types of software used to enhance online communities in terms of asynchronous and synchronous forms of communication adapted from Preece (2000).  Synchronous means that community members would be communicating in real time, whilst asynchronous communication does not have to be real time.

 

Synchronous                                               Asynchronous

Instant Messaging                                 Bulletin Board

Chat Rooms                                          Email

Mutli User Dungeons (MUD)                      List Servs

MOO’s (Object Orientated MUD’s)             Use Net News

Websites                                              Websites

 

The nature of a UK snooker league online community determines that the most suitable software options are probably to use a bulletin board, email, and website.  Research will need to be conducted to establish whether the above asynchronous forms of communication are the most suitable for the community, but going off the opinions of the authors Kim and Preece it seems likely that the above software options will be a sound choice.  Amy Jo Kim sums up the reason why a bulletin board would be suitable.  “A message board can unite geographically distant people and enhance their sense of belonging” (Kim, 2000, p.34).

 

The options available for developing a bulletin board need to be considered.  Kim points out that online community builders can download the software and configure it for themselves.  “You can sign up for free, easy-to-use services such as Delphi Forums (http:// www.delphi.com), eCircles (http://www.ecircles.com) or Yahoo Clubs (clubs.yahoo.com)” (Kim, 2000, p.37).  She points out that with free bulletin boards your members would be required to register with the service thus your database would be not be your own and that advertising comes part and parcel with free services.  Bulletin Boards can also be purchased or built in-house; these options are good if you would like to have more control over your interface and member database.  Preece mentions that moderators can configure a bulletin board to suit member needs, read messages before they are published, and ban users in the case of abusive activity (Flaming).

 

2.1.4.4 Social Impact of Software Design

 

Preece in her book ‘Online Communities: Designing Usability, Supporting Sociability’ clarifies the social impact of software on online communities.  It may seem obvious that the software that a developer designs influences how it is used. Less obvious is that the impact of certain software design features online communities may be far greater than recognised.  For example, a member of a community may wish to have a private conversation with another member, if this is not possible, then the software design has had a profound effect on its participants and how they communicate and interact with each other. 

 

 

 

2.1.5 Summary

 

The successful design and implementation of an online community demands that the domains of usability, sociability, and software development are considered not as single entities but as a whole.  Software design occurs alongside the usability and sociability aspects of the iterative design process and vice versa.  One domain cannot be created without first consulting the other two domains.

 

Future research is certainly essential because “physical communities will become increasingly networked. Synergy between physical and virtual activities will increase and the seams between being online and in the physical world will become less obvious as many activities involve both” (http://www.eimc.brad.ac.uk/news/8_2.htm, Last Accessed 14/01/03).

 

 

2.2 Research Methodology - Community-Centred Development

 

Community-centred development is the methodology chosen for the design of the UK league snooker community. The reason the methodology was chosen was mainly due to Preece putting forward this method for designing a successful online community. Preece is the leading author in the field of online communities and so her opinions are, for obvious reasons, highly regarded.  She points out that, “no clear formula for developing successful online communities has been defined, but the community-centred development process paves a path to follow” (Preece 2000, p.268).

 

“Community-centred development must focus on the community’s needs prior to making decisions about the technology and social planning.  There are two main parts to the process: software design or selection and tailoring, and sociability planning” (Preece, 2000, p.208).  Both usability and sociability are important to the success of the community, and become more and more closely linked as development proceeds iteratively.  Also vital is the involvement of future users to test and refine the software built for the online community.

 

Preece points out that community-centred development “borrows ideas from user-centred design, contextual inquiry, and participatory design” (Preece 2000, p.208).  User-centred design concentrates on the user rather than on software development, “contextual enquiry emphasises the importance of understanding the user context” (Preece 2000, p.209) and participatory design heavily involves future community participants in the design process. 

 

2.2.1 User-centred design

 

Hix and Hartson highlight the importance of the methodology, “user-centred design has emerged as one of the most compelling mandates for developing user interaction.  It is closely related to the notion of behavioural design, producing the interaction from the view of the user, rather than the view of the system” (Hix and Hartson, 1993, p.29).  The authors go on to say that what the user wants from a system is very difficult to achieve from a designers perspective, this can be due to several reasons, for example a designer not possessing sufficient programming skills to implement the users’ requirements, and reasons such as these often lead to poorly designed systems.  What user-centred design does is promote the importance of producing a system that is clear and simple to use, this may take twice as much time and effort to implement but it will produce a system that will be much more efficient and productive for the future users.

 

2.2.2 Contextual inquiry

 

Observing and analysing the league administrators’ tasks is an essential part of the online community development strategy.  “The core premise of Contextual Inquiry is very simple: go where the customer works, observe the customer as he or she works, and talk to the customer about the work.  Do that, and you can’t help but gain a better understanding of your customer” (Holtzblatt 1999, p.41).  In order to improve the way that league administrators complete their tasks, it is crucial to observe them in their work context, so that their tasks can be mapped into the software application that will be developed.  Once the tasks are mapped, we can contemplate how to improve the way that league administrators go about their tasks, ultimately aiming to reduce their workloads significantly.  Once this is achieved it will hopefully encourage the administrators to utilise the league snooker community as tool to go about their work.

 

2.2.3 Participatory design

 

Participatory design is a relatively new approach to software systems design, “in which people destined to use the system play a critical role in designing it.  It rejects the assumption that the goal of computerisation is to automate the skills of human workers, instead seeing it as an attempt to give workers better tools for doing their jobs” (Schuler and Namioka, 1993, preface, xi).  This is one of the key aims of the project, the vast majority of league secretaries in UK snooker leagues are most likely to be using such tools as spreadsheets and notebooks to record and manipulate league data.  By involving administrators in the design process it can be established whether a website can improve their current methods of recording and manipulating data.  Participatory design has a proven track record in a variety of online community developments; hence it would be beneficial to use the methodology during the design of the online community.

 

Preece stresses the importance of community-centred development being an iterative process of development and-test cycles.  Within the process are the five stages illustrated below in figure 4.

 

Figure 4 - Community-centred development

 

Adapted from Hix and Hartson, 1993

2.2.4 Assessing community needs and analysing user tasks

 

The first stage of the community-centred development process involves understanding the needs of the community. This will be achieved through a national survey of UK league participants and administrators and by the actual observation of the league administrators going about their tasks.  Through these measures, the community’s purpose can be defined, along with who will make up the community itself.  This is very similar to requirements analysis, but it concentrates on the community’s needs. (Preece, 2000)

 

2.2.5 Selecting technology and planning sociability

 

The second stage involves mapping the community’s needs to generic technologies, as in the case of say a discussion Forum that can be downloaded and installed on the community’s server, new software can also be designed or a combination of the two.  “Sociability planning is done in parallel, and policies and social structures are planned” (Preece, 2000, p.210).

 

2.2.6 Designing, implementing, and testing prototypes

 

In the third stage the community’s needs are integrated “with the features of possible software and the overall conceptual design is determined” (Preece, 2000, p.210).  Software is designed rapidly and then tested with users to see if it is usable in small iterations of build and test.  This helps to verify the community’s purpose to the developer(s), discover different design ideas, and to test their design by involving users in the design process.

 

2.2.7 Refining and tuning sociability and usability

 

The fourth stage is a refinement of the third stage, an attempt to iron out any final problems before the community is released by formally conducting usability tests and sociability tests.

 

 

 

 

2.2.8 Welcoming and nurturing the community 

 

The final stage involves publicising the community to encourage membership, and later on offering support to the new members of the community.  Help systems will need to be put in place to deal with misunderstandings and software problems, along with the ability for users to offer feature suggestions to the community developer(s).  Database backups are going to be crucial to the community. If hours and hours of data entries are lost, the community itself may be lost.  “Nurturing is important not only early on in the community’s life, but throughout its existence.  Again, communities are dynamic, and change as people join and leave, so ongoing support is necessary” (Preece, 2000, p.211). 

 

2.3 Summary

 

“Community-centred development, as the name implies, focuses on the community rather than the technology.  Developing online communities involves a blend of technical and social development” (Preece, 2000, p.229).  It is crucial that the future members of the community get involved in the development process. Technical developers alone cannot design software to accommodate the needs of an online community that they may know little or nothing about. The only way the online community can be designed successfully is by testing and reviewing the new community site with future members.  The next section assesses the needs of the community and analyses user tasks.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

3 ASSESSING COMMUNITY NEEDS AND ANALYSING USER TASKS

 

The aim of this chapter is to assess the needs of the UK league snooker community by using a range of techniques that specifically deal with communities that are spread over a wide geographical area.  Community needs are assessed by surveys and interviews, whilst user tasks are analysed through ethnographic observation to improve our knowledge of the UK league snooker communities.

 

3.1 Requirements gathering

 

It is essential to discover how to map the requirements of the people who participate in UK snooker leagues to a computer-mediated communication tool – a website. The research aims to migrate up to a thousand already existing geographically dispersed physical communities into a single online community.  The first task a developer must do is to find out who the users will be and what they expect.  Lazar and Preece (1999 and 2000) wrote two very useful papers on assessing community needs over a wide geographical area, therefore their work was utilised for guidance.

 

In 1999, Jonathan Lazar et al wrote a paper on analysis and design issues in a hybrid virtual and physical community, they point out that methods of gathering requirements and understanding user needs have been established for many years, but new research is needed to gather the requirements of users from an inaccessible population that is a virtual community.   So the researchers set out to gather user requirements of such a community called the Quiz Bowl Community in the USA. 

 

They highlight that there are three traditional approaches for gathering user requirements “(1) ethnography (2) interviewing users and (3) surveys” (Lazar et al. 1999, p.50).  They believe that ethnography is not a suitable method for gathering requirements for an online community because the method is more suited towards researching ground breaking area’s where researchers become “immersed in the community in order to experience it” (Lazar et al. 1999, p.50).  This could only be achieved to a certain extent within UK snooker leagues; researchers would not have enough time to take part in hundreds of separate snooker leagues throughout the country.  Although our twelve years participation in two separate leagues gives a good insight into what league participants would like to gain from an online community. 

 

“Interviews can gain large amounts of data, however, users must be easily accessible and very cooperative” (cited in Lazar et al. 1999, p.50).  There are several types of interview situations: structured, semi-structured, and unstructured.  Each type can be utilised for different scenarios, depending on the situation.  When Tony Keeling, a retired Stafford snooker league administrator and Neville Ward the current administrator were interviewed, the interview was semi-structured in that there were a “mixture of questions with predefined answers as well as those where the respondent is free to say whatever is liked” (Hague 1993, p.21).  This method was chosen because very specific information from the two administrators needed to be obtained, for example how many years had they been a league administrator and also to find out their opinions on the value of an online community for UK snooker leagues.

 

A. N. Oppenheim wrote a book in 1992 on questionnaire design, the book is highly respected and provides useful information for designing and analysing questionnaires.  He explains that there needs to be logic behind the strategy of the research so that valid conclusions can be drawn from the questionnaire results.  “Good research design should above all make it possible for us to draw valid inferences from our data in terms of generalisation, association and causality” (Oppenheim, 1992, p.6). Hague backs this up by suggesting that the researcher apply a relevance test to each question.  “Is the information nice to have or necessary to have?  What will be done with the information when it has been collected?  If the question fails on either of the these two counts, it is questionable that it should be asked” (Hague 1993, p.37).  Therefore careful consideration was given to the questions that were asked in the survey. 

 

3.2 Survey design and distribution

 

Surveys according to Lazar et al are the best method of gathering user requirements in a virtual population for an online community. They are very good at gathering lots of information that can be analysed in a short space of time, they can also be distributed online, which will save on costs.  A survey was designed based on Oppenheim’s advice; our twelve years of inside knowledge of UK snooker leagues and Lazar et al’s advice from the two papers.  Particularly useful were the sample questions listed in one of the papers that were used when they surveyed users of the Quiz Bowl community.  The survey targeted UK snooker league participants and administrators, each group were given a separate questionnaire, the league participants were questioned about demographics, people’s needs in terms of information and communication, their computing and Internet experience, willingness to participate in the online community, and what features they would like to see in an online community (See Appendix A).  Whilst administrators were questioned about all the above they were also questioned about their methods of administrating their league’s information, and their skills/willingness to input data into a website so that participants within their leagues could access detailed information online (See Appendix C). The questionnaires that were designed also offered users the opportunity to get involved in the development process, by asking them if they were willing to test and refine the new system. 

 

The survey results were then collected through a number of mediums.

 

  1. The domain http://www.leaguesnooker.co.uk was registered, and the company ‘Fasthosts’ was used to host the domain with a Microsoft Access database behind the site.  An ASP form at the domain above was built so that UK snooker league participants could fill in the questionnaire online.  Participants from leagues all over the UK were contacted via a useful website http://home-3.worldonline.nl/~sonali/snookerlinks/u02.htm which lists a number of UK snooker league web sites. The sites generally display email addresses, this then allowed us to contact several league participants.
  2. Notices were posted on a couple of existing snooker league website forums pointing people to the website so that the questionnaire could be completed.
  3. Questionnaires were emailed directly to league participants and administrators in an Excel spreadsheet format.
  4. Several Stafford snooker league secretaries were telephoned, asked if they would fill in the questionnaire, and then posted a paper questionnaire directly to their homes (See Appendix B). 

 

3.3 Analysis of the survey results

 

Analysis of the results shows that an online community for UK snooker league participants would be greatly valued because it would combat the problem of the lack of information available to league participants and also connect the isolated UK snooker leagues via a Forum that could possibly lead to the organisation of inter-league tournaments.  Between the paper surveys and the online surveys, a total of 49 survey responses were received.  This number is satisfactory as certain conclusions can be drawn from the response. Lazar and Preece received 112 responses to their survey, but this was from all over the USA, whose population is five times greater than that of the UK.  The sample has pro’s and cons, the response is good in that it gets information from a wide geographical area, but it fails in some respects because a large proportion of the respondents already access information via their own league websites, thus the lack of information problem is not so apparent.

 

More surveys were filled in online, than on paper, and therefore this has had dramatic effects on the analysis of the results.  Each effect will be explained in the appropriate section below.   

 

Figure 5 - Questionnaire Source

 

 

 

The survey results can be grouped by:

  1. Demographics – Age, Gender, Location
  2. Current league information sources and availability
  3. Internet – Access, Location, Frequency, Browser, Pc or Mac
  4. Computing and Internet experience – Internet longevity and frequency of use, Computing skill, Possession of an email account, and Participation in online communities
  5. Willingness to participate in developing the community
  6. Community features suggestions
  7. Willingness to participate in the community once it is developed

 

3.3.1 Demographics – Age, Gender, Location, Years of league snooker experience

 

The goal of the first set of questions was to determine whether the respondents to the survey truly represented the UK snooker league participants.  No directory of league participants exists, so it’s impossible to establish how many league participants there are.  “Since it would be impossible to statistically test whether the sample represents the proportions in the actual population, no statistical comparisons can be made” (Lazar et al. 1999, p.53).  Instead the demographic questions helped to determine whether the sample was diverse and represented fairly the typical league participant.  From the results this seems to be the case, for instance 100% of the survey respondents were male, responses came from a wide age range, 17 – 75 (see figure 6), the average age being 43, respondents have played in 32 (see table 1) different snooker leagues all over England rather than the UK, from as far south as Cornwall to as far north as Carlisle (see figure 7).

 

 

Figure 6 - Age of UK Snooker League Participants

 

The survey response did not cover the whole of the UK, but covered a good sample of England as seen in figure 7.  Here is a list of the 33 snooker leagues that survey respondents have and currently participate in.

 

 

Table 1 - The leagues that the individual survey respondents have played in

1 Alby and District (North Norfolk)

2 Alby and District Billiards and Snooker League, Fakenham Snooker League, Stiffkey Billiards League, Norwich Snooker and Billiards League, South Norfolk League, Norfolk Billiards and snooker super leagues

3 Camborne, Redruth and district mining division snooker and billiards league, Perranporth district snooker league

4 Carlisle and District, Stafford League

5 Efficiency League and Stirchley and District both in Birmingham

6 Exeter and District Billiards and Snooker League

7 Hazel Grove Conservative Clubs

8 Kings Lynn, Wisbech and Norfolk Super Leagues

9 Manchester Snooker League

10 Manchester snooker league, hazel grove con club le

11 Markington and District + Harrogate District

12 Newton Abbot and District Billiards and Snooker League. Torbay Billiards and Snooker League.

13 Perranporth and District; Mining Division;

14 Redcar Games League and currently the Cleveland Billiards League Snooker League (I am the league secretary of the CBSL)

15 Sheffield

16 Sheffield And District Association Snooker League

17St Blazey and District, Newquay and District, Mining League - All in Cornwall

18 Stafford

19 Stafford

20 Stafford

21 Stafford

22 Stafford

23 Stafford

24 Stafford

25 Stafford

26 Stafford

27 Stafford

28 Stafford

29 Stafford + West Midlands

30 Stafford League

31 Stafford League

32 Stafford League

33 Stafford League

34 Stafford League

35 Stafford League

36 Stafford League

37 Stafford Snooker league

38 Stafford Snooker League

39 Stafford, West Midlands League

40 Staffs and West Midlands, Birmingham Efficiency League

41 Vic Harris

42 Vic Harris District Snooker and Turlock Billiards League

43 Thameside snooker league and The Vic Harris snooker league

44 West Midlands

45 West midlands and Dudley leagues

46 West Midlands Snooker League and Dudley Snooker League

47 West Mids/Dudley and district

48 Westerham Snooker League

49 Wirral, Deeside (North Wales), Chester, Bebington

 

 

Figure 7 - The locations of the UK Snooker league survey respondents

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The sample of users is certainly well balanced; figure 8 below demonstrates that the survey respondents have participated in UK snooker leagues from 1 – 40+ years.

 

Figure 8 - League participation length

 

3.3.2 Current league information sources and availability

 

The most common league information sources are local newspapers and from snooker leagues website (see figure 9). The high proportion of participants accessing information from their leagues website is not a representative result of the nation as a whole.  The reason being is that we contacted a large proportion of the league respondents via a league website directory, this directory probably contains the majority of UK snooker league websites that exist, and so the high number of respondents who filled in the questionnaire online (34/49) typically access their league information via their own leagues websites.  If a more representative sample of the leagues on a national basis could have been achieved then a higher proportion of league participants would access league information via the local press, thus giving even greater value for a national UK snooker league online community to be developed than the results from the survey suggest.

 

Figure 9 - League information source

 

The majority of the survey respondents said that league information is always available, but only 10% of those who said that information was always available said that the source was the local newspaper.  The other 90% got the information via a website, thus it seems encouraging that value would certainly be gained from developing the community.  The great majority of respondents who said that information was either sometimes or rarely available identified the source as the local press or friends.

 

Figure 10 - League information availability

 

3.3.3 Internet – access, location, frequency, browser, PC or MAC

 

Another encouraging result from the survey is the high number of people who have access to the Internet (42/49) (see figure 11), although this certainly would not be the average figure if a better sample was taken of the leagues on a national basis, but the result remains very high even so.  The majority of respondents access the Internet from home on a daily basis (see figures 12 and 13), thus the online community could potentially be regularly utilised by future members.  The overwhelming majority of Internet users access the Internet using Internet Explorer (34/37), thus the design of the site should be tailored towards this browser, although the site will certainly need to be usable in browsers such as Netscape.  Every single respondent who has access to a computer uses a PC, thus again the design of the site can concentrate on how a PC displays a website.

 

Figure 11 - League participants Internet access

 

 

 

Figure 12 - Internet access location

 

Figure 13 - How frequently participants access the Internet

 

 

 

 

 

3.3.4 Computing and Internet experience – Internet longevity and frequency of use, Computing skill, Possession of an email account, and Participation in online communities

 

This group of questions was designed to discover what computing and Internet experience league participants possess, to discover what proportions of potential future members are able to utilise the community.  The result will not represent the UK league participants’ skills accurately, due to the fact that many respondents completed the survey online, thus their computing and Internet skills already exist.  If the majority of the respondents possess little or no Internet experience then their usability requirements will be different from those who do possess more experience. 

 

Figure