To sum up the thread on online community management so far:
* Nazis are nothing to worry about;
* Encyclopedia Dramatica is full of very useful information;
* You should absolutely ban whoever you want for whatever reason you please;
* Admins who do a really terrible job deserve a break;
* It's really important that you make sure you get paid, but make sure you don't give people anything tangible in return.
pls feel free to boost and screencap this toot devoid of its context
There's a big difference between how a new admin might expect managing a community to be like, and what's actually involved, and the gulf between idea and reality is where young Fediverse places in particular end up falling offline due to admin burnout.
The idea is that it's like hosting a party, and you're a social, empathic people-person so that sounds great!
In reality, sometimes, you will have to deliberately hurt someone.
**You will have to deliberately hurt someone.**
On hurting someone, knowing you're being it and doing it on purpose, for one example out of many banning a user who's become unhealthily obsessed with the site and is hurting others: it's tempting to say "You have to be okay with occasionally hurting people," but you don't really have to be okay with it, as long as you get it done.
It doesn't get easier, but every one of these events lets you spot the warning signs sooner so things don't get so bad. That's what pain's for, making you remember.
Oh yikes we got into the dark again, let's balance that out: it's about sixty of my players' birthdays today!
A big online community is a MASSIVE WAVE OF HUMANITY and the connections formed between users are real and lasting and yikes I wouldn't still be doing this if it weren't TOTALLY WORTH IT.
Y'know when you ask how someone's been and they tell you for an hour and then finish with "It's..." and wave their hands around and finally say "a lot." Well, it's a lot, and it's a lot of good too.
I couldn't remember what I'd talked about already so I went back and reread what I wrote in the thread and IT TOOK ME TWENTY SODDING MINUTES
THIS THREAD ONLY STARTED OFF BECAUSE I WAS BEING SNARKY ABOUT A BLOODY SUBREDDIT
Couple weeks ago I was bitching about every videogame making you spend an hour wading through a sewer, what happened
Alright night Fedi, more tomorrow maybe
Online Community Management Thread pt19, user differentiation
This is gonna be one where you see the tech side of things affect the social side of things. Round here I see a lot of folks talking about how you can't solve social problems with technical solutions, that's true to an extent but it does encourage folks to think of the social/technical sides in binary ways. That's not good because they're proper interwoven and changes to one affect the other.
You've gotta let users have avatars, and you've gotta put their names above or to the side of their post in the same font size as what they're saying.
You can even let users colour in their names, either as standard or as an optional feature for donators (to ensure accessibility you can have them pick from a limited palette).
This helps users tell each other apart and visually recognize folks they're starting to know and like, which helps friendships form.
Having your users able to tell each other apart easily, and giving them a way to express their identity outside of their actual posts, leads to a community of people who actually, like, know each other.
It also adds one more thing to moderate, but it's not that tricky. (don't allow animated avatars - trolls upload gifs of a minute of a lovely flower (for your avatar approval screen) and then a few seconds of porn or gore)
To you and me, "community" means people who you know and recognize and talk to. Sites like Reddit and Slashdot, places were users don't really know each other, they have a different idea of what that word means - it's less like interaction and more like, IDK, kinda surfing a wave of emotion.
They tend to be full of lonely young men who remain lonely despite talking to people all day.
Let users differentiate themselves, visually and obviously, in as many ways as you can think of.
Internet Community Management Thread pt32: mod comms
I've been blessed on Improbable Island with a really awesome mod team. Now you'll likely have to set up a mod team at some point and it's good to get mods from all over the world, so that the timezones are staggered and you don't get "Mods are asleep post butts" events. Also so that you get international viewpoints on things - other countries aren't smaller versions of America, they're other countries and they have cultures.
It's important that you and your mods communicate. Have some kind of dedicated comms channel or subforum or something for mod chat.
Any time a mod->member interaction happens, first check the log before doing anything beyond locking or deleting posts.
Actions on content depend on the content and should be viewed as objectively as possible - actions on members take member history into account. If the member's doing something they've been told five times not to do, then you need to escalate.
After doing whatever, log what happened and ping the mods to tell 'em what's up.
If you're not keeping logs of member naughtiness then the same creep will do the same creepy thing five times before the mods figure out he's done it more than once. That's an environment in which creeps, predators and abusers can flourish.
Another reason you and your mods need to keep comms tight: creeps will lie about mods to other mods. They'll do the thing kids do, when their mum says they can't have a biscuit they just go and ask dad instead.
If your mods disagree on something - which they will, see examples of complex and difficult decisions earlier in the thread - don't do it where the members can see. Abusers know where to hammer in wedges.
Also, in the above example, you should've banned Prickles YYYYEEEEEEAAAAAARRRS AGO
If you ever find yourself thinking "Oh, they're doing That Thing again," that's indicative of a Missing Stair (see further reading post earlier) and your frog is frankly overboiled, it's stew at this point
Anyway, put the issue aside and concentrate on the people posting - this is a personality type to be aware of and remove proactively - they'll chase off other members (the new ones especially - they're attracted to ignorance, not to enlighten, but to scorn) and then fight among themselves until the community implodes.
I'll say again: doesn't matter if they're right. The ones who are right can often do the most damage.
Anyway, back on track, different area of online community management. It's important to have an area on your site where you can knock ideas around with casual users, ideas on how to improve the site or the culture or whatever. This area needs to be ephemeral - comments need to disappear after a little while.
Folk are much more inclined to have a natural, casual, low-stakes back-and-forth when it mimics everyday chat, and this is where really good ideas tend to come from.
Online Community Management Thread pt 22: what time is it
People on your site, if they're friendly and like each other and the community's big enough for this to happen, would like to set up events. Things like cocktail hours, group watches of silly movies, that kind of thing. You're a savvy admin and you know these make good bonding experiences so you want to encourage them.
Put a clock on your site!
It doesn't have to be a big obtrusive fancy clock that looks bad, you can put a little one in the footer. It doesn't have to take up any extra resources, you can just echo the current timestamp as YY-MM-DD HH : MM : SS UTC.
The UTC part is important. That means everyone sees the same clock, set to the same time, and that's the point.
The clock is there to remind people that they're all on different timezones, and give them a common reference point by which they can plan their events.
Anyway people will still tend to plan events around their local timezone, unless you tell them that that's what the clock's for, it's to help cut down on people turning up an hour early or late because they were thinking of a different timezone.
Don't make "use the clock" an actual capital-R Rule of the site, that's a bit heavy-handed. Just talk a little bit in the FAQ about how it helps people, and folk will use it.
I make these announcements on my site 'cause folks do a lot of events (and maybe they do so many events because we've got the coordinating-times-worldwide thing sorted out and agreed upon as a community).
Other time-related suggestions you can make to your community:
* Be wary of planning events to start at midnight because people often get the date wrong (this is why ppl say "one minute past midnight")
* Try to get used to 24-hour time
* Check smoke alarm batteries at DST start/end
In similar spirit, remind your American users that if they want to be understood online they should use the metric system and the YYYY-MM-DD date format.
Again, don't make this a capital-R Rule with Consequences Should It Be Broken, just phrase it in the FAQ to be clear that people will have an easier time understanding and interacting and helping if they don't have to convert back-and-forth between units.
I have a whole section in my Code of Conduct about common misunderstandings that arise from having different timezones, measurements, date formats etc, and it's right upfront that these were suggestions and hints and not enforced rules - nonetheless, people very quickly decided that everyone being on the same page was a good and useful thing.
Don't expect people to find this information in other places online. Put it on your site, and tailor it to your users.
Speaking of annual celebrations, you might be tempted to get user's birthdays so you can send them a "happy birthday" message or whatever.
There are many reasons not to do this. First, if you make birthdates mandatory then your site will spend the first half of New Year's Day running slow 'cause it's sending out ten thousand happy birthday emails to people who are now over 120 years old. Second, for those who tell the truth, you're now holding and processing personal data. You don't want that.
Every bit of personal info you have about your users is a legal liability and bait for hackers. Treat personal data like toxic waste, keep it as far away from you as possible and minimize your exposure.
What you actually need from users is a known-good email address and the last few IP addresses and browsers they used (to help spot when an account has been compromised). That's it. Anything more than that is WAY more trouble than it's worth.
Online Community Management Tips From When The Internet Made A Noise, part 78: this is not specifically about community management but there's some overlap with how one starts and promotes one's website and it's good to take a holistic view of the whole kinda Situation because all the parts are interconnected and changing one affects another...
There's a bloke on my website who runs a furry fantasy basketball league.
HOW INCREDIBLY SPECIFIC IS THAT?
Like, think of how many people are furries.
About half the people I'm following okay, yeah, granted, but Fedi is pretty furry - in the general population of the world, or even the English-speaking world, not THAT many people are furries.
In fact if you walked down a Pittsburgh street two weeks before Anthrocon and pointed your Furry-Detecting Ray at random people, I bet it'd only make the fox noise for... maybe one person in fifty?
So we're already pretty specific!
But that's not specific enough for this guy, oh no! Of those bare handful of people who are into the furry, he then whistles his audience down to furry basketball fans.
And not ONLY basketball fans, mark you, but basketball fans who are enough into basketball to understand and enjoy a numbers-based fantasy basketball league AND who are furries!
Just imagine the Venn diagram of this guy's potential target audience, imagine that tiny amount of overlap in the middle.
And yet, this guy's website has been online for a long time, and remains popular, and brings this guy a lot of joy.
It's probably because although there are very few people who would be into his thing, to those people, his thing is ABSOLUTE CATNIP. It's a thing that's incredibly tailored for them, and it's the only game in town.
This is a degree of specicifity that is ONLY possible on the internet!
(*whittles not whistles, damn autocorrupt)
Anyway, this is how I run my website too. It's not for everyone! It doesn't *try* to be for everyone! Instead it scratches an itch that people can't really get scratched in the same way in other places.
Don't try to make something that everyone loves. That's a recipe for mediocrity. Make what YOU want to make, and let people fall in love with it.
Never worry about your thing being too niche.
Like, I say of Improbable Island, "It's not for everyone." That's kinda euphemistic. Seeing the success of massive websites recalibrates our expectations and our goals, it makes us kinda hesitant to say things like "It's not for everyone," this kinda soup of maximum-reach propaganda creates an atmosphere in which it actually feels like sticking your neck out a bit by admitting that not everyone will like your site.
Try this: "Most people WON'T like what I make."
Uff that gives me shivers
That's good security regarding PII.
This stuff you're giving away is solid gold.
@ifixcoinops
i actually really appreciate u pointing out the different unit of measurements / times out.
I'm in NZ and like, I've spent enough time in the internet that i can usually infer from context pretty easily now but like, that still takes a little extra processing. (if you're complaining that it's 35 degrees out, i have no idea if you're complaining that it's too hot or too cold!)
it's not a major issue, just a minor nuisance, but it's still a nuisance, y'know?