What's in a Social Computing Course: Analyzing Computer and Information Science Syllabi
DOI: https://doi.org/10.1145/3658619.3658623
EduCHI '24: EduCHI 2024: 6th Annual Symposium on HCI Education, New York, NY, USA, June 2024
Social computing systems—such as social media and e-commerce platforms as well as search engines and collaboration software— not only drive vast economic value and societal impact, but are also becoming prominent topics in policy discourse. Although social technology companies heavily recruit students from Computer and Information Science (CS and IS) programs, and social computing is a well-established scholarly field within human-computer interaction (HCI) focused on the social interactions between people mediated through computational systems, little is known about social computing education. Consequently, in this paper we analyzed 25 undergraduate and graduate level courses titled “social computing.” First, as a fast-paced discipline that follows developments in computing as well as related societal implications, we highlight foundational and emergent topics. Second, we map these topics onto the life cycle of social computing systems to highlight gaps in coverage. Third, we map social computing topics to the 2023 ACM CS Curricula Body of Knowledge to provide a framework for introducing social computing concepts into CS and IS curricula. We find that social computing courses require diverse skill sets both within HCI and CS, as well as inter-disciplinary concepts from Sociology, Economics, among others. We conclude with guidelines for designing new social computing courses and discuss ways to critically examine the role of—and the power held by—system builders.
ACM Reference Format:
Catherine Delcourt, Sukrit Venkatagiri, and Eshwar Chandrasekharan. 2024. What's in a Social Computing Course: Analyzing Computer and Information Science Syllabi. In EduCHI 2024: 6th Annual Symposium on HCI Education (EduCHI '24), June 05--07, 2024, New York, NY, USA. ACM, New York, NY, USA 8 Pages. https://doi.org/10.1145/3658619.3658623
1 INTRODUCTION
By 2028, computing is poised to account for more than 3 out of 5 total job openings in STEM, with software engineering alone accounting for 40% of new job openings in STEM [3]. Among current and potential employers of computing graduates, technology companies such as Alphabet, Meta, and Apple have among the largest market value and largely revolve around the development of social computing systems (e.g., Gmail, YouTube, Facebook, Instagram, iMessage, and Apple Arcade). Social platforms are also prominent topics in policy discourse, such as federal policy around age restrictions on social media (e.g., COPPA 2.0 [1]). Given that social computing systems have such outsize political, social, and economic impact—and that many computing graduates employed in industry are able to impact the design and engineering of these systems—it is important to understand what Social Computing education they receive.
Social computing is a scholarly subfield of human–computer interaction (HCI) that is focused on supporting and evaluating large-scale social interactions between people, mediated through computational systems [8]. Originally centered on communication technologies used in the workplace, establishing the area of Computer-Supported Collaborative Work (CSCW), research in social computing today encompasses all aspects of social activities mediated by computing.
Social Computing systems are central computing praxis. However, in line with Soden et al.’s [44] call for historicism in CSCW research, we also see a need for historicism in CSCW pedagogy. Many of the students we teach will go on to work at (or even found) technology companies that impact billions of people. If they do not have a strong, critical foundation in social computing, how can we expect the platforms that they build to be better for society than those that exist today? By incorporating social computing into computing curricula, students can expand their understanding of technical concepts within the constraints of real-world complexities, broaden their perspective on advancing technologically-driven social interactions responsibly and ethically, and learn to consider emergent political, legal, and economic issues in the context of longstanding scholarly work.
While nearly all information science departments, or iSchools, that we are aware of in the US and Europe include HCI courses as a core part of their curricula, prior work has noted that computer science departments and schools have been slower to include HCI courses as a required topic [6, 15, 33, 37]. Indeed, reviews of courses and educational content in CS topics related to social computing such as HCI and accessibility [5, 48], technology ethics [17, 19, 26, 38], cybersecurity [46], and AI [22, 35] have informed the design of the ACM/IEEE-CS/AAAI CS 2023 Curricula (hereafter “CS 2023 Curricula”). The CS 2023 Curricula, adapted from the 2013 one, now includes a new Knowledge Area (KA) on Society, Ethics and Professionalism (SEP). While the aforementioned studies indicate a critical need for ethical reflection in the CS curriculum, we find that the social dimension of the SEP KA can be further improved by including core competences in SCS, and we argue that Social Computing Systems could be and should be featured more prominently in future HCI curricula.
In this paper, we analyzed 25 social computing courses at the graduate and undergraduate level and identified three core dimensions: (1) application types, (2) foundational topics, and (3) stages of the SCS life-cycle. We also mapped social computing topics to the CS 2023 Curricula and provide a framework for introducing social computing concepts. We show that social computing courses cover many Bodies of Knowledge within CS and HCI, as well as inter-disciplinary concepts from other disciplines. We also provide guidelines for those currently teaching HCI courses to easily incorporate social computing topics. We also suggest that existing social computing courses expand their focus from social computing systems and their users to also examine the role and potential power held by system builders.
2 RELATED WORK
While there is no standard definition for social computing, researchers in the field tend to align themselves with a dual description of “builders” and “studiers” [8]. For example, Wang et al. define social computing as: “Computational facilitation of social studies and human social dynamics as well as the design and use of information and communication technologies (hereafter “ICTs”) that consider social context” [47]. Wang et al. also describe social computing as being concerned with three areas of interest: applications, technological infrastructure, and theoretical underpinnings [47].
Social computing is related to Human-Computer Interaction (HCI), Computer-Supported Collaborative Work (CSCW), and Computer-Mediated Communication (CMC). HCI focuses on a user-centered perspective in the design of technology while the two other fields recognize that standard HCI techniques do not always apply as expected in social contexts [11]. CSCW emerged as a field focused on understanding social processes mediated through information technology occurring in a work context, so as to better support it (e.g., email) [14, 43]. CMC, on the other hand was largely focused on studying what was being communicated, rather than what the communication was for [49]. In addition, CSCW became concerned with designing and evaluating new technologies, while CMC focused on understanding existing ones [43].
In 2015, the CSCW conference officially changed its name to the “Conference on Computer-Supported Cooperative Work and Social Computing.” This update reflected changes in research questions and methods that were driven by the massive scale of available online data, mobile devices, and broader access to the Internet—shifting the boundaries between work and personal life and providing new questions due to the existence of large-scale social systems [27]. Social aspects are central to social computing, while CSCW maintains its grounding in work, and CMC in communication.
Three other related fields are Computational Social Science (CSS), Science and Technology Studies (STS), and Tech Ethics. CSS studies social phenomena using computational methods such as social network graph structures or natural language patterns, and applies machine learning to the study of social phenomena [32]. STS is concerned with the historical understanding of how technology (including those pre-dating computing, e.g., nuclear technology) impacts social structures such as governments or organizations as well as studying how science itself changes as a paradigm [28]. Tech Ethics leverages concepts from Philosophy to recognize and critique ethical issues related to technology [17].
The urgency of incorporating more ethics into Computer Science curriculum has been a focus of ACM and several SIGCSE researchers have explored how to incorporate more education on this topic in CS courses. In particular, our work was inspired by an influential SIGCSE 2020 paper ’What Do We Teach When We Teach Tech Ethics? A Syllabi Analysis’ by Fiesler et al. [17], where the authors reviewed 115 syllabi from tech ethics courses and described different ways in which it can be taught.
Different from CSS, STS, and tech ethics, social computing places more of an emphasis on technological solutionism: designing new sociotechnical systems to solve a social problem. In fact, a goal of social computing (and CSCW) research is bridging the socio-technical gap: “the great divide between what we know we must support socially and what we can support technically” [2]. Although, as we note in our Discussion (Sec. 5), social computing is increasingly focused on critical analysis of existing sociotechnical systems and identifying ways to improve them.
Finally, in CSEd, calls for “socially relevant computing” [10] or “computing for social good” [25] have advocated for project-based courses that share solutionism aspirations with social computing. Their premise is computing for altruistic purposes rather than innovating ICTs. Some resulting projects may be ICTs, and social computing certainly cares about minimizing social harms, but a course on social computing will cover materials grounded in the related fields mentioned above rather than purely seeking to identify a positive use for computing. In fact, some approaches to social computing may involve explorations of anti-social computing to better understand online social phenomena [34].
Social computing is a well established academic field with a rich interdisciplinary history. At its core, the discipline focuses on the technical underpinnings of social systems with aspirations to information the design of future systems. However, education in social computing is not well understood. Inspired by Fiesler et al.’s work [17], we explore social computing curricula in higher education. As a field grounded in ACM conferences, historically and currently, we also articulate how this discipline connects to the CS curriculum goals of 2023.
3 METHODS
We created a dataset of social computing courses taught in higher education in the U.S. and internationally. We identified 25 courses matching our inclusion criteria, and conducted a qualitative analysis of the topics covered in these courses.
3.1 Data Collection
To create our dataset, we chose courses that contained “social computing” in their title that were taught in the last 6 years (since 2017). As a rapidly changing field given the emergence of new social systems and social phenomena, we decided to only include recent courses (in the last 6 years). Course titles could include other terms in addition to “social computing” since we accepted those as having a slightly more specific focus. We excluded from our analysis courses solely named “CSCW”, “Online Communities”, “Computing for Social Good”, and other related fields for reasons described in our Related Work (Section 2). We centered our analysis on the unique characteristics of social computing courses for three key reasons: i) to provide a blueprint for CS faculty creating a social computing course, ii) to provide inspiration for social computing units in other CS courses, and iii) to argue for a stronger emphasis on the social dimension of computing in HCI and CS curricula.
We obtained our final list of 25 courses through two approaches. First, we started with social computing courses that we were already familiar with. From those course websites, we then searched for the ones acknowledged as inspiration. Then, we conducted multiple rounds of querying using a search engine to find: courses called “social computing”, syllabi about “social computing”, and expanding our search for specific institutions in the U.S. and internationally. When new courses acknowledged others, we also added those to our list if they fit our criteria. We stopped searching when we could not identify any more new courses.
3.2 Data Analysis
Our analysis was conducted in multiple rounds of thematic analysis [9]. We first familiarized ourselves with each courses and all publicly available content. Then, we extracted the list of topics taught in the course as they were listed by the course instructor. We utilized this list of topics as themes already processed by the instructor as descriptions of core units for their courses. We believe that instructors have chosen meaningful titles, and as such, our analysis method organizes these topics at a higher level. We recognize that analyzing these themes means that our analysis is limited by not accounting for sub-topics taught within units. Our analysis might misrepresent the volume of the content covered on specific topics in these courses. Furthermore, we did not have an equal number of topics for each course, some describing weekly topics vs others daily, some with sub-themes. Some courses were also shorter than 16 weeks long (e.g., quarter system). Our sample might not be exhaustive of all social computing courses taught in higher education, and might be biased towards instructors who are able or willing to share their course information publicly.
Despite the challenges in normalizing course topics, we believe that presenting the number of courses addressing a topic is worthwhile for comparison so we present these values for descriptive purposes when applicable.
We then conducted an iterative approach to find emergent themes from course topics using collaborative affinity diagramming [31]. This qualitative analysis produces a hierarchical grouping of items accepted through consensus. It is a well-established HCI approach [31] that has been used for thematically analysing CS curricula [17] and learning goals [24]. This process was conducted with all the authors using Google Spreadsheets and Miro Boards. Through repeated discussions over two weeks amongst all authors, we obtained our final set of themes. We then mapped the CS 2023 Curricula (Beta Version) to the different themes taught in social computing.
4 FINDINGS
Application Types | Foundational Topics | Life Cycle | |
---|---|---|---|
Social Media (18) | HCI and Computer Science Foundations | Design: intentional design decisions | |
Peer production systems (14) | Design | AI, ML, NLP | |
The web (14) | Interactive Systems | System and Mechanism Design | Development: building SCS |
Financial markets (12) | Evaluation/Experiments | Social Network Analysis | |
Decentralized systems (10) | Crowdsourcing | Data Collection and Analysis | Evolution and Devolution: scaling and growth |
Q&A and Learning (9) | Cybersecurity | Statistical HCI Methods | |
Collaboration tools (8) | |||
Future or hybrid systems (8) | Interdisciplinary Foundations | Emergent Phenomena: studying emergent behaviors | |
Reputation systems (8) | Sociology | Social Psychology | |
Urban and public tech (6) | Economics | Cognitive Psychology | |
AR/VR, Games (2) | Philosophy | Privacy and Ethics | Evaluation: analysis methods |
Remote coupling (1) | |||
CSCW and CMC Foundations | |||
Distributed Cognition | Bridging Social Distance | ||
Persistence | Presence |
We obtained a list of 25 courses meeting our selection criteria. 4 courses did not have detailed syllabi. Seventeen of 25 courses were in CS programs, five in Informatics or Information Science programs, two in Cognitive Science, and one in Management. We identified one course as being at a primarily undergraduate institution, 16 at R1 institutions in the US (per the Carnegie Classification of Institutions of Higher Education), and 9 institutions outside of the US (one each in India, South Korea, Australia, Canada, and Italy; and two each in the UK and Germany).
By conducting affinity diagramming on the topics of course discussions, we obtained 3 top-level themes: types of social systems (application types), foundational topics in computer science and related fields, and the life-cycle of social computing systems (SCS).
4.1 Application Types
Social computing courses cover a wide variety of social systems, demonstrating that the social applications of interest for the field is broad and not just limited to the study of social media platforms or work collaboration. Through our analysis, we identified twelve different application types for social computing systems discussed within social computing courses. Based on our data analysis process, these application types were obtained from course topics (either from a list of lecture topics or a list of content topics covered in the class). This means that this list is not exhaustive, for example some other types of social systems might be discussed in social computing courses but not warrant an entire lecture. On the other hand, it is noteworthy that all of these applications types have been prominent discussion topics in social computing courses. We grouped application types that were synonymous and closely related to each other. All of the key application types (i.e., social computing systems) being taught within social computing courses that we analyzed are listed in Table 1. With the exception of remote coupling or applications used by a dyad and collaboration tools (which could be used by smaller groups of people), we observed that most of the social computing courses discuss large-scale systems which connect large groups of people.
We mapped each of these applications onto Johansen's Time/Space matrix [23, 39] according to the time and space in which the human-computer interaction takes place. Most of these applications involve interactions which occur remotely, although we observed that collaboration tools may include colocated as well as remote collaboration. Depending on the specific application, the nature of interactions within commonly studied social systems could be either synchronous or asynchronous. We observe a clear focus on systems involving large-scale and remote interactions in the social computing courses we analyzed.
Given the large-scale nature of these social computing systems, students would require foundational knowledge in Computer Science concepts like social network analysis, mechanism design, data collection, Artificial Intelligence (AI) and Machine Learning (ML) to study human-computer interactions. This is evidenced by our analysis that uncovered the foundational topics that are being taught within the social computing courses that we analyzed.
4.2 Foundational Topics
4.2.1 HCI and Computer Science Foundations. This theme refers to concepts that relate to foundational Computer Science topics. Depending on the program, these social computing courses might be introductions to these topics or might more in-depth explorations for students with prior background. Broadly, the computer science concepts can be organized according to the two types of social computing researchers: builders and studiers. Building concepts include topics like design, programming interactive systems, evaluation/experiments, crowdsourcing, and cybersecurity. Studying concepts include topics like statistical and computational methods in HCI, system and mechanism design, social network analysis, and AI, ML and natural language processing (NLP).
4.2.2 Interdisciplinary Foundations. While social computing courses cover many CS concepts, they also cover interdisciplinary topics. Foundational content from other disciplines includes sociology, social and cognitive psychology, economics, philosophy, ethics, and privacy. Next we provide a few key examples to highlight the range of interdisciplinary topics that are covered within these courses.
We found that social computing courses teach a variety of topics from Sociology related to interpersonal relationships including social capital, group norms, influence, communities, audiences, and social signals. In addition, we found topics from Social Psychology that were focused on identity theory (i.e., identity, anonymity, deception, social comparison) and emotion as information and a social behavior. Relatedly, there were topics from Cognitive psychology related to social information such as reputation, selective exposure, and bias. Some courses covered Economics concepts, discussing scalability of social systems including growth, advertising, monetization, business models, and innovation. Philosophy concepts taught in social computing courses included discussions of ethics, particularly as it relates to AI, research practices (e.g., ethical considerations when conducting research on personal yet publicly available data such as publicly available tweets), and privacy with multiple courses addressing disclosure and regulation.
4.2.3 CSCW Foundations. In addition to foundations from Computer Science and other historically well-established disciplines, we found that social computing courses also focus on theories that are foundational to the fields of CMC and CSCW—these fields involve the study of how people work together using computing and communication technologies. Key topics included distributed cognition, bridging social distance, persistence, and presence.
4.3 The Life Cycle of Social Computing Systems
In the previous sections, we discussed the application areas and sociotechnical skills taught in social computing syllabi. A third theme that we identified was that the syllabi covered different aspects of the “life cycle” of social computing systems (SCS), including: 1) design, 2) development, 3) evolution and devolution, 4) emergent phenomena, and 5) evaluation. Note that the life cycle of a SCS is iterative. Once evaluation is complete, the life cycle does not end. Rather, evaluation feeds into subsequent rounds of design, deployment, and (d)evolution, each of which may give rise to new emergent phenomena. Further, each stage itself may be iterative in nature, e.g., low- to high-fidelity prototyping and developing a minimum viable product to a full-fledged system.
The life cycle that we identified (see Table 1) loosely maps onto Iriberri and Leroy's life cycle of online communities [21] (which itself was based on the popular information systems life cycle [4]). Our SCS life cycle stages in Table 1 differs from other software life cycles by focusing on the prerogatives of social computing researchers that must take into account complex, emergent, and dynamic sociotechnical phenomena. We provide an overview of the topics covered in the life cycle, and in Section 5, we discuss additional topics that instructors could incorporate into their syllabi.
4.3.1 Design. By design we refer to intentional decisions that a designer or creator of a system makes based on foundational social computing theories around social capital, social influence, motivation, identity, performativity, anonymity, credibility, and tie strength. Intentional design included topics on prototyping; influencing social norms; incentive mechanisms; facilitating conversations, collaboration, and other types of interactions; designing agents with AI in SCS (e.g., chatbots); and incorporating other algorithmic or ML techniques to mediate or understand interactions between people, content, and platforms (e.g., algorthmic content curation, recommender systems, human-AI interaction, human-powered AI, computational modeling, and prediction). Out of the courses with topics, we identified all but five that explicitly taught about algorithms and AI/ML. Nearly all courses also discussed identity, 10 discussed design, and three prototyping.
4.3.2 Development. Unlike the four other stages in the SCS life cycle, we found that course material around building SCS were primarily present within project descriptions and not lectures — with the exception being prototyping and early stage design. We identified 11 out of 21 courses whose projects involved building a SCS, and all were taught in Computer Science departments. We could not identify any projects focused on software development in Information Science or Management departments. Four courses had projects that required students to develop a new SCS, while seven provided students the option to either evaluate an existing one or developing a new one. One course, taught at a primarily undergraduate institution (PUI), included an emphasis on teaching full stack development. Other courses that included a building component were predominantly at the graduate level and may have assumed (or required) prior software development experience.
4.3.3 Evolution and Devolution. Courses covered topics centered around scaling up SCS in terms of the number of users, addressing issues that may negatively affect users’ experiences and hamper the growth or sustainability of SCS, and why some SCS may struggle to succeed and eventually devolve or “die.” In addition, many courses covered topics focused on the iterative process of running a SCS once it is developed, such as the cold start problem, content delivery and moderation, security and privacy, governance, bias, and reputation systems. One course also covered the legal aspects of SCS and two the economic aspects. As we describe next, the evolution and devolution of an SCS is closely related to phenomena that may emerge once it has been developed.
4.3.4 Emergent Phenomena. Among the most predominant stages that we identified in the syllabi was teaching about emergent phenomena in SCS. Emergence in social systems is “process where actions and interactions of agents results in the (oft unexpected) global behavior of a system.” Since all social computing systems are also social systems, they inevitably exhibit emergence [30]. Some examples of emergent phenomena covered included unintended negative consequences such as polarization, misinformation, antisocial behavior, health and well-being. Other, more positive emergent phenomena included online social movements, crisis informatics, peer production, and online labor. Although emergent phenomena form over time and are dynamic, SCS can still be designed intentionally to encourage or ameliorate them. Learning from existing SCS can inform how we might envision new ones. Inevitably, however, these new systems and the novel interactions they enable will result in emergent phenomena of their own. By understanding emergence in sociotechnical systems, researchers can also contribute to our understanding of (new) social behavior.
4.3.5 Evaluation. All 21 courses included topics on evaluating or studying social computing systems, using methods such as online experiments, prediction and forecasting, network analysis, and natural language processing. Several courses also discussed the ethics of conducting evaluations on “live” SCS and issues around bias and fairness. Of the 11 courses that provided students with the option of building a SCS, we identified only three that explicitly required students to evaluate the system that they built.
4.4 The Building Blocks of a Social Computing Course
The courses in our dataset are taught as upper-level undergraduate and graduate level courses. To understand how these courses contribute to a broader computing curricula, we mapped the CS 2023 Curricula Knowledge Areas to the topics covered by social computing courses. At the moment, the CS 2023 Curricula is in its Beta Version which means that subsequent changes may occur. In its current form, the CS 2023 Curricula contains 17 Knowledge Areas. Of these, we find that 8 are not directly related to social computing as they are not addressed in any related course topics, these include: Foundations of Programming Languages, Architecture and Organization, Operating Systems, Parallel and Distributed Computing, Software Development Fundamentals, Systems Fundamentals, Algorithms and Complexity. The Knowledge Area called Networking and Communication is not directly covered in social computing courses though its premise is the core infrastructure that enables the existence of SCS. Thus, we would recommend a courses covering how the Internet works as valuable prior background. We find that 8 others are extensively covered by social computing courses.
Since social computing courses tend to be taught in as advanced courses, they assume prior knowledge in relevant aspects of computing. Through mapping social computing courses to the CS 2023 Curricula, we found that relevant knowledge areas include: HCI; AI; Software Engineering including development processes, prototyping, social APIs; Security especially as it relates to privacy; Data Management as it relates to managing large quantities of data and considering personal information in systems design; Mathematical and Statistical Foundations for big data analysis, cleaning data, data science; Graphics and Interactive Techniques such as social network visualizations; Society, Ethics, and Professionalism for example related to peer production and digital labor consequences and concerns.
4.5 How does Social Computing relate to the HCI Knowledge Area?
The CS 2023 Curricula identifies 6 knowledge units in HCI including 1) Understanding the User: Individual goals and interactions with others, 2) Accountability and Responsibility in Design: Sustainability, security, privacy, trust, and ethics, 3) Accessibility and Inclusive Design, 4) Evaluating the Design, 5) System Design, and 6) HCI and Society, Ethics and Professionalism (SEP). These knowledge units are mapped into two packaged courses proposed in the CS 2023 Curricula, one called ‘Introduction to HCI’ focused on user-centered design and suggested to contain a group project component for CS majors and minors, another course called ‘Data Visualization’ which is suggested as an elective course. In practice, HCI is taught as a ‘living curriculum’ without a fixed prescriptive set of requirements [12], and there exists a wide variety of Introduction to HCI courses.
Based on our findings from the core features of social computing courses, we found that some aspects of the HCI KA are important topics for social computing courses such as experimental and statistical methods for human-subjects research. A multi-course sequence composed of an ’Introduction to HCI’ followed by a ’Social Computing’ course could provide an avenue for a deeper experience in HCI education. The HCI KA contains a subtopic under ‘Understanding the User’ focused on ‘Collaboration and communication’ which considers a user in a multi‐user context, however this subtopic is not covered in the example ‘Introduction to HCI’ course. This could also be an opportunity to introduce one of the ’Application Types’ of SCS as a unit in an HCI course for exploring the social dynamics shaping users’ experiences. As our findings suggest, studying users in a multi-user context requires foundational knowledge from multiple areas that are not all covered by introductory HCI courses, such as a deeper understanding of networking technologies, sociology and social psychology, and CSCW foundations.
5 DISCUSSION
Unit Goal | CS KA | SCS applications | SCS lifecycle stage | Other foundations |
---|---|---|---|---|
ML to detect misinformation | AI, ML, NLP | Systems and Mechanisms | Phenomena | Cognitive Psychology |
Ensuring trust between users | Cybersecurity | Decentralized systems | Design | Privacy and Ethics |
Develop a realtime chatapp | Interactive systems | Collaboration Tools | Development | Presence |
As discussed in Section 1, social computing systems (SCS) have immense social, economic, and political impact, thus making the study and teaching of social computing vital. Here, we discuss why SCS should be better integrated to CS Education and discuss ways to improve social computing education.
5.1 The Need for Social Computing in CS Ed
Our analysis showed that social computing draws on many core CS disciplines. Here, we argue SCS should itself be a core discipline of CS, and that its inclusion may help broaden participation in CS.
5.1.1 Social computing topics in a CS curricula. In Section 4.2, we found that social computing spans many CS disciplines (e.g., AI, ML, NLP, cybersecurity) that correspond to the CS 2023 Curricula. Within the CS foundations, we found that courses teach units across both dimensions of “studiers” and “builders” corresponding to two approaches of social computing research [8]. These two dimensions broadly cover: 1) empirical research methods—both observational and experimental, and qualitative and quantitative; and 2) design and software engineering for large-scale infrastructures. Despite the importance of learning to “build,” we found that most courses tend to emphasize computational analysis (“studying”) over prototyping and developing SCS. This imbalance is not a reflection of the relative importance of the two dimensions, but rather may be a symptom of the challenges of software development for SCS [8], especially at the undergraduate level.
Those developing extended HCI curricula should consider including a social computing component, either as a standalone course spanning a majority of the topics we covered, or a unit within a related CS concept with an application relevant to SCS. An example of this could be choosing an SCS applications from the list in Table 1, a stage of the life cycle, discussing relevant foundations, and applying it to a CS Knowledge Area. A few suggestions are listed in Table 2.
5.1.2 Broadening participation in who learns and teaches Social Computing. Research has shown that computing—and more broadly, STEM—courses focused on more social elements and helping others can broaden diversity in enrollment [13, 16, 36]. In this way, SCS can help attract diverse types of students and broaden participation in computing.
However, given the outsize impact of SCS on society, it is important to broaden not only who learns social computing, but also who teaches it. We hope that this paper will encourage CS faculty to consider incorporating social computing concepts into introductory and upper-level CS courses at their institutions, as well as emphasize the importance of including a social computing course in the curriculum. We also outline below some suggested topics and learning outcomes to guide those interested in teaching social computing.
5.2 The Future of Social Computing Education
5.2.1 Social computing is a dynamic field requiring frequent curriculum updates. Social computing consists of core competencies that all courses should consider teaching (see Table 1). However, social computing is a dynamic field: new policies, social computing systems, and platform changes are being introduced regularly that result in novel emergent phenomena and theory [29]. Moreover, social computing courses draw from multiple fields, as we find in our analysis, each of which continue to evolve. Some topics from certain fields have become foundational to social computing, such as from CSCW, CMC, and Social Psychology, as well as AI/ML/NLP techniques. However, we must ensure that advances in the fields that social computing research and syllabi draw from are continuously updated as those fields themselves change. Recent advances include virtual or augmented reality technology, generative AI, and decentralized social media platforms (e.g., Mastodon and Bluesky). More generally, Hui et al. refer to HCI syllabi as a “moving target” [20].
5.2.2 Incorporate critical theory into social computing education. CSCW and social computing as a scholarly field have increasingly engaged with critical theory and feminist methods [40, 45]. However, the social computing courses that we identified did not explicitly address critical theory. The lack of engagement with critical theory may be because the majority of social computing courses were in CS departments, which often take a more techno-solutionist lens. However, it is important to consider the role that power structures play in the design and engineering of SCS.
Future social computing courses would benefit from engaging with and critically reflecting upon the field and its role in society [44]. Who decides whether a SCS is built in the first place [7]? Who has the power and resources to steer—or commandeer as in the case of Twitter1—changes to a SCS? Who can refuse to build or modify a SCS [18]—such as Google employees’ refusal to develop tools for the Pentagon's Project Maven [42]? Who maintains and cares for these systems once they are built [41]?
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FOOTNOTE
1 https://www.nytimes.com/2022/11/11/technology/elon-musk-twitter-takeover.html
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EduCHI '24, June 05–07, 2024, New York, NY, USA
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ACM ISBN 979-8-4007-1659-1/24/06.
DOI: https://doi.org/10.1145/3658619.3658623