Knowledge
Management and Folk Knowledge: Harnessing the Power of Social Software
Applications
Knowledge Management
(KM) is a powerful tool that leverages computer networks’ ability to break down
barriers of time and space. While KM has been primarily designed for use in
business environments, there is some potential for it to be ported in the area
of Indigenous Knowledge (IK) or Folk Knowledge (FK). Through KM, we can combine
science and local knowledge, and hopefully harness the best science of the
digital haves and the best indigenous wisdom of the digital have-nots. This paper aims to explore the usefulness of
diverse open-source Social Software to support KM in the area of FK. A survey
of available Social Software will demonstrate the possibilities for collecting,
preserving and sharing a range of cultural artifacts. However, in the framework of a technologically compliant Social
Software application, it is the social factor that dictates the usefulness of
any given KM system for FK.
Director, School of
Management & Technopreneurship
De La
Salle-Canlubang
Leandro V. Locsin
Campus
Biñan, Laguna 4024
Telephone: +632.6700.1111
E-mail: yuviencoj@canlubang.dlsu.edu.ph
Knowledge Management and Folk
Knowledge: Harnessing the Power of Social Software Applications
There is a folk
belief which asserts that “mushrooms pop up the day following a thunderstorm on
any given night in September” That is local
knowledge. On the other hand, experts state that an episode of heavy rain and
some lightning trigger the germination of dormant spores in the ground. That is
scientific knowledge - a fact that is cached
in http://www.pcarrd.dost.gov.ph/consortia/harrdecweb/Publications/mushroomcd/world/myths%20and%20facts.htm.
Using information technology to preserve items of knowledge lends an additional
layer of value. This hints at the
potential of Knowledge Management (KM) in social development.
By melding science
and local knowledge, one can harness the best science of the digital haves and
the best indigenous wisdom of the digital have-nots. In particular, by getting scientists to work together with local people to 'co-create' knowledge[1],
folk knowledge can be strengthened and preserved.
This paper aims to
explore the usefulness of diverse open-source social software to support
KM in the area of Indigenous Knowledge
(IK)[2]. In
developing an IK system, we draw valuable lessons from social software
applications.
There is immense
scope to achieve this in the light of developments in Information and
Communications Technology, particularly with the growing focus on KM that
leverages communication networks ability to break down time and space
barriers. At no other time is the role
of knowledge more important in a global economy. Yet at no other place is the
value of the knowledge source more underutilized than in the local context
(except perhaps in mobile text messaging).[3]
Brooking
(1999) defines knowledge as information in context, together with an
understanding of how to use it. An
example is knowledge about drainage in a street, derived from looking at a
schematic and understanding how the placement of houses may or may not affect
drainage. In the business domain,
knowledge serves a useful function at different levels. Borrowing from Karl
Wiig’s useful paradigms, she identifies four levels of knowledge: Idealistic
(dreams and aspirations), Systematic (survival), Pragmatic (decision making)
and Automatic (routine).
As one of the
pioneers, Wiig has developed a broad framework from which
it can be gleaned that KM stresses the practical, i.e. business value of
knowledge. In short order, KM is about creating and preserving meaningful and
useful information to its users.
March
(1997) explains the framework: “At the
heart of Knowledge Management are four processes: generating, organizing,
developing and distributing. To carry out those activities, a group needs an
infrastructure that comprises the following: organizational units, their roles,
and enculturation of knowledge sharing technologies and tools.”
This framework could
be extended to Indigenous Knowledge Management.
UNESCO, in reference
to the World Bank website defines Indigenous Knowledge (IK) (also known as Local, Traditional or Folk Knowledge) in the
following manner:
“[It] refers to the
large body of knowledge and skills that has been developed outside the formal
educational system. IK is embedded in culture and is unique to a given location
or society. IK is an important part of the lives of the poor. It is the basis
for decision-making of communities in food security, human and animal health,
education and natural resource management.”
Several
cross-connected aspects appear to be more or less specific to the nature of IK.
IK could be summarized in the following way:
The emphasis on
economic survival and subsistence in the context of traditional society
highlights its opposition from the domain of business management which speaks
of success in terms of building private capital or creating shareholder value. This notwithstanding,
management of IK is a strong argument
in favor of increasing social capital.
This brings us to KM
of Folk Knowledge (FK). KM of FK constitutes capturing, archiving and disseminating social and
cultural artifacts of a community’s knowledge holders and users. To preserve the traditional memory entails
digitizing content (texts, static and
dynamic images, sound). Managing FK indeed requires the use of software which
ideally should satisfy certain criteria.
In proposing a
framework for developing suitable software,
Koopman (2002) listed the following:
Note that the last
criterion largely impacts informal human organizations, which in turn are underpinned by
psychological and social dimensions.
Traditional knowledge holders do not hold knowledge as a matter of
individual monopoly but within the social and cultural constraints of a larger
community. This suggests a software
that requires collaboration – a need
that can be met by Social Networking Software, more popularly called Social
Software.
Wikipedia, which as
will be seen below is itself an example, defines Social Software as “letting
people rendezvous, connect or collaborate through a computer network or
networks. It results in the creation of shared, interactive spaces. The term
came into more common usage in 2002, largely credited to Clay Shirky who
organized a ‘Social Software Summit’ in November of that year. Shirky has
defined social software as "software that supports group interaction”.
The following is a
survey of available software applications whose features variously demonstrate
the functionality criteria requirements identified above.
Wikipedia, http://www.wikipedia.org, is the free encyclopedia that anyone can edit. This is primarily open
global community, so artifacts that are entered in the wikipedia naturally tend
to become public domain and hence may not be suitable to secret/sacred nature
of entries. Nonetheless, the model demonstrates the collaborative power that
wikis can give to community members. A similar application can be developed
with a more restrictive access to community members.
Drupal, http://drupal.org, is software that allows an individual or a community of users to
easily publish, manage and organize a great variety of content on a website.
Tens of thousands of people and organizations have used Drupal to set up scores
of different kinds of web sites, including community web portals and discussion
sites and resource directories. Drupal
includes features to enable content management systems, blogs, collaborative
authoring environments, forums, newsletters, picture galleries, file uploads
and download. Drupal is open source
software licensed under the GPL, and is maintained and developed by a community
of thousands of users and developers.
Del.icio.us, http://del.icio.us, is a social bookmarks manager. It allows
users to easily add sites to a personal collection of links, to categorize those
sites with keywords, and to share collection across browsers, machines and
users.
Flickr, http://www.flickr.com, is an online photo
management and sharing application in the world to help people make their
photos available to the people who matter to them and to enable new ways of
organizing photos.
Geobloggers, http://www.geobloggers.com,
is a site that's built upon two technologies,
Google
Maps which takes care of the mapping side and Flickr handles the image
hosting, scaling, and so on.
YouTube,
http://www.youtube.com, allows people to easily upload, add
keywords, and share personal video clips across the Internet on other sites,
blogs and through e-mail, as well as to create their own personal video
network.
There is a whole
slew of similar software whose features can address the FK software
requirements mentioned above for managing text, photo, video and audio.[4]
David Pollard’s approach, rather than simply (and less usefully) trying to
define the term Social Software, lists the various functionalities
(applications) of Social Software by objective, rather than listing the tools
themselves by type of content or by
audience.[5] Pollard (2005)
identifies the eight, thus:
One powerful feature
of Social Software is folksonomies. Its
beauty comes from its user-driven nature. Whereas, the traditional taxonomy
involves information system designers setting up the tagging system to make sense
of the immense types of content, i.e. social and cultural objects, comprising
songs, tools, symbols, memes and other ethnic artifacts in the realm of
FK, folksonomies are maintained by users who define the tagging
system according to the peculiar culture of the user’s community.
Porter
(2005) says that “folksonomies let users add ‘tags’ to information and they
create navigational links out of those tags to help users find and organize
that information later.” He argues that
“one of the most promising features of folksonomies is that there is no
disconnect between the user’s words and the words on the site: the users
words are the words on the site!”
In exploring
software for FK, certain issues peculiar to managing traditional knowledge come
into play. They step into the realm of patent, local
commons, roles of traditional knowledge holders, and the like, on the human organization side and
IT-related technical issues on the other.
The latter are more manageable though not the least simple. The former
are complex yet nonetheless largely contentious.
These implications
cut across matters of government policy, corporate decision-making and
marginalized stakeholder concerns. More
particularly, questions such as royalty-sharing; patent conflict management,
urban-rural migration and poverty reduction demand attention. For example, on
an issue of social development, rural communities could use some help from
agencies in capacity-building. UNESCO’s initiative to promote and share best
practices in documenting FK best
practices holds some promise. The initiative has so far generated 27 best
practices, one of which is Philippine-based.[6]
In designing Social
Software that supports social development initiatives, we can pick up a few
lessons from Adrian Chan (2005) who argues a case for
Social Interaction Design.
He asserts that
Social Software “that fail to develop into social practices among their users
will fail in the marketplace. Social interaction designers, by designing with
social outcomes in mind, can help shape the feature mix and design the user
experience such that these sites produce results benefiting individuals and
organizations.”
He points out that
“[s]ocial software applications work on several levels simultaneously: they
enable communication, interaction, and social relations.” Since the three are
different kinds of systems, “we need to think of these three separately”. For
example, “the recording and distribution of communication as text is different
from getting a member’s attention, or, say, making connections based on who
knows whom.”
Chan explains the
key differences between communication, interaction, and society: “Our primary concern in communication is
reaching understanding about what we’re saying: making ourselves
understood. Our primary concern in
interaction is handling the dramatic character of social performances and our
performances as participants, including such psychological features as personal
comfort levels, insecurities, dispositions, attention-sharing, and more. Social systems are built on relations among
members, and they are maintained only as long as those relations are reproduced.
Any online community, in other words, needs to succeed at the very basic task
of connecting members and compelling them to stay in communication. Only
participation will do that; no software can do that for them.”
Social software
engages each of these certainly but differently which is why it’s so
interesting. Chan continues: “Its manner of facilitating communication results
in searchable archives. Its manner of mediating interaction protects us from
embarrassment. Its manner of connecting people permits relationships between
some unlikely bedfellows. So in communication, we can focus on how these
technologies enable the capture, storage, and distribution of information. In
interaction we can look at how non face-to-face encounters are shaped by their removal
from physical immediacy and co-temporality. In relations, we can examine the
conditions that permit or block connections, with an eye on the groups and
communities they support or empower.
Technology designers are a feature-driven bunch, as are user interface
designers. We tend to think that failed user experiences can be repaired with
better-designed interfaces. Social interaction design would embrace and extend
this approach, but with the added premise that any time two or more people use
a technology for communication, issues pertaining to social interaction become
relevant. Be they matters of interpersonal misunderstanding, or of social
performance and public behavior, the successes and failures of social software
involve a social interface. Now of course none of us can legislate how people
should behave or what they should say. So how then do we design social
interactions? We don’t. Rather, we design the architecture that enables it.”[7]
Lee Bryant (2005) sums it up like so:
“Online social
software is a tremendously exciting area that has the potential to overcome
many of the limitations and failings of traditional online enterprise,
communication and community systems. It requires a new, more engaging and
inclusive approach to the entire development process, from conception and
research, through design and development to implementation and rollout.”
However, he
cautions: “Instead of imposing centralised one-size-fits-all software and then
using a combination of coercion and marketing to encourage people to use it, we
should be building smaller, more modular and adaptable software services around
the very people who will use them, and they should be simple to use, ideally
transparent to the user.”
Bryant therefore argues
that Social Software should exhibit the following:
Smarter
Simpler
Social
On points of Smartness and Simplicity and perhaps learning from the experiences of the
diverse Social Software applications, fresh initiatives are happening in the
open source communities.
One such product of
these efforts is a Firefox-based (open-source) Web browser dubbed 'Flock'.
Launched in October 21, 2005 [8], the flexible software integrates
next-generation Web technologies such as RSS content feeds, blogs and bookmark
and photo sharing. The browser's new features are all based around new Web
technologies fast attracting fans in the online community, as part of a movement
which has come to be known as Web 2.0.
All of the features both reflect popular usage within early adopter
elements of the Web and are squarely aimed at providing collaborative Web
browsing features.
On the Social point,
consider how Peter Kollock (1998) puts together certain
design principles for communities:
Axelrod's[l1] (1984)
requirements for the possibility of cooperation:
Ostrom's[l2] (1990)
design principles of successful communities:
Godwin's[l3] (1994)
principles for making virtual communities work:
Still, Chan, in a blog posted on November 03, 2005, 2:46 pm[9], puts
it thus:
“Because we're talking about technologies, we have a tendency to want to
describe social software in terms of what it does. So we attach predicates like
"social" to software, and suddenly a new breed of technology exists.
But all software is useless without its users, and their practices of use. And
that social software now describes countless companies, sites, communities,
applications, tools, etc., doesn't put them all in the same category.
Furthermore, our adoption of these technologies doesn't mean that we're
becoming more social, whatever that would mean (though there is a strong
contingent of thought out there in favor of the democratizing and
decentralizing trend of social software, and I'm all for it).”
In conclusion, while
feature-driven efforts continue to drive the innovation aspect of Social
Software Applications, it remains to be seen how far these technologies would
enable a truly socially-aware management of folk knowledge. Meanwhile, culture
as we know it now may no longer be the same as our children will know it
tomorrow. Whatever direction it will
ultimately take, preserving culture is a good place to start. Now why is it that mushrooms
are associated with elves? Perhaps Google
has some scientific answers.
Further Reading/References:
Brooking, A. (1999). Corporate Memory: Strategies for Knowledge
Management. London: International Thomson Business Press
Bryant, L. (2003). An introduction to online social software methodology: Version
1.0, 18 April 2003, www.headshift.com;
Smarter, Simpler Social http://www.headshift.com/moments/archive/sss2.html
Retrieved November 05, 2005
Chan, A. (2005). On Social Software, Online
Community, and Communication Technology. http://www.gravity7.com/blog/media/
Retrieved November 9, 2005
Domingo-Morales, M.
C., (2002). The Role Of Intellectual Property Rights In Protecting Traditional
Knowledge (The Philippine Experience) http://r0.unctad.org/trade_env/test1/meetings/delhi/Countriestext/Philipinestext.doc
Retrieved November 9, 2005
Gaved, M. and P. Mulholland (2005). Grassroots Initiated
Networked Communities: A Study of Hybrid Physical/Virtual Communities. The Open
University Proceedings of the 38th Hawaii International Conference on System
Sciences – 2005 http://e-business.fhbb.ch/eb/publications.nsf/bb366c7c939905e1c1256c5600643476/c9a0906b862d8917c1256f9b004830c2/$FILE/HICCS38_Gaved_Mulholland.pdf Retrieved November 05, 2005
Fien, J. et al (eds). (no date). Indigenous Knowledge: Module Five in
Learning For A Sustainable Environment. UNESCO-ACEID http://www.ens.gu.edu.au/ciree/LSE/mod5.htm
Retrieved November
09, 2005
Koopman, B. R. (2002). Software Tools for Indigenous Knowledge Management. Bachelor of
Information Technology Honours Thesis, School of Information Technology and
Electrical Engineering, University of Queensland. http://archive.dstc.edu.au/IRM_project/software_paper/IKM_software.html
Retrieved October 05, 2005
Krishnan, G. and G. Kasinathan
(2004, January 09 )“Local Commons: Bridges Across the Digital Divide. http://www.socialrights.org/spip/article399.html
Retrieved October 05, 2005
Kollock, P. (1998). Design principles for online communities, PC Update
15(5), June 1998. p. 58-60
March,
A. (1997). ‘A Note on Knowledge Management’ Harvard Business School Research
note 9-398-031, November 26.
Meskill, J. (2005,
Feb 14, 5:55 PM ET). Home of the Social Networking Services Meta List http://socialsoftware.weblogsinc.com/sns-meta-list/
Retrieved November 05, 2005
Pollard, D. (2005, Nov
2, 4:33:28 PM). The Social Networking Landscape
http://blogs.salon.com/0002007/2005/11/02.html
Retrieved November 5, 2005
Porter, J.
(2005, April 26). Folksonomies: A User-Driven Approach to Organizing Content http://www.uie.com/articles/folksonomies/
Retrieved October 05, 2005
PCARRD DOST
(2001). Enhancing Mushroom Productivity in the Cordillera", HARRDEC
- PCARRD, http://www.pcarrd.dost.gov.ph/consortia/harrdecweb/Publications/mushroomcd/world/myths
and facts.htm
Rheingold, H. (2003,
May 08, 10:13 AM). Smart Mobs Blog Mob.
Historical Roots of Social Software Technologies of Cooperation http://www.smartmobs.com/archive/2003/05/08/historical_root.html
Retrieved November 8, 2005
Tripathi, N. and S. Bhattarya (2004). Integrating Indigenous Knowledge and GIS for
Participatory Natural Resource Management: State-of-the-Practice
17, 3, 1-13. The Electronic Journal on Information Systems in Developing
Countries, http://www.ejisdc.org/
Retrieved October 04, 2005
UNESCO Best
Practices Website. (no date). http://www.unesco.org/most/bpindi.htm
Retrieved November 10, 2005
Wiig,
K.M. (1999). Comprehensive Knowledge
Management Working Paper KRI #1999-4 Revision 1 http://www.krii.com/downloads/compreh_km.pdf
Retrieved November 10, 2005
[1] Katie Mantell in a June 06, 2004 SciDev.Net article entitled “Science communicators 'must respect cultural context'”
[2] IK is also known as local knowledge [LK], folk knowledge[FK], people's knowledge [PK], traditional wisdom [TW]or traditional science [TS] (http://www.ens.gu.edu.au/ciree/LSE/mod5.htm). For purposes of this paper, primary reference shall be made to FK.
[3] Domingo-Morales (2002) reports the inadequate
attention given to documenting TK in the Philippines. http://r0.unctad.org/trade_env/test1/meetings/delhi/Countriestext/Philipinestext.doc
[4] A project (The Spoken Word) involving dynamic tagging of audio data (e.g. mp3) is underway at Northwestern University (http://www.at.northwestern.edu/spoken/p04annotation.html)
[5] See Judith Meskill’s directory of current Social Software
[7] Oct 24 2005 1:33 PM http://www.gravity7.com/blog/media/2005/10/case-for-social-interaction-design
[8] Renai LeMay “Advanced browser gives taste of Web 2.0”, ZDNet Australia