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Materiality and Organizing - Social Interaction in a Technological World (Hardcover): Paul M. Leonardi, Bonnie A. Nardi, Jannis... Materiality and Organizing - Social Interaction in a Technological World (Hardcover)
Paul M. Leonardi, Bonnie A. Nardi, Jannis Kallinikos
R4,382 R3,710 Discovery Miles 37 100 Save R672 (15%) Ships in 12 - 17 working days

Ask a person on the street whether new technologies bring about important social change and you are likely to hear a resounding "yes." But the answer is less definitive amongst academics who study technology and social practice. Scholarly writing has been heavily influenced by the ideology of technological determinism - the belief that some types or technologically driven social changes are inevitable and cannot be stopped. Rather than argue for or against notions of determinism, the authors in this book ask how the materiality (the arrangement of physical, digital, or rhetorical materials into particular forms that endure across differences in place and time) of technologies, ranging from computer-simulation tools and social media, to ranking devices and rumours, is actually implicated in the process of formal and informal organizing. The book builds a new theoretical framework to consider the important socio-technical changes confronting people's everyday experiences in and outside of work. Leading scholars in the field contribute original chapters examining the complex interactions between technology and the social, between artefact and humans. The discussion spans multiple disciplines, including management, information systems, informatics, communication, sociology, and the history of technology, and opens up a new area of research regarding the relationship between materiality and organizing.

Materiality and Organizing - Social Interaction in a Technological World (Paperback): Paul M. Leonardi, Bonnie A. Nardi, Jannis... Materiality and Organizing - Social Interaction in a Technological World (Paperback)
Paul M. Leonardi, Bonnie A. Nardi, Jannis Kallinikos
R1,665 Discovery Miles 16 650 Ships in 12 - 17 working days

Ask a person on the street whether new technologies bring about important social change and you are likely to hear a resounding "yes." But the answer is less definitive amongst academics who study technology and social practice. Scholarly writing has been heavily influenced by the ideology of technological determinism - the belief that some types or technologically driven social changes are inevitable and cannot be stopped. Rather than argue for or against notions of determinism, the authors in this book ask how the materiality (the arrangement of physical, digital, or rhetorical materials into particular forms that endure across differences in place and time) of technologies, ranging from computer-simulation tools and social media, to ranking devices and rumours, is actually implicated in the process of formal and informal organizing. The book builds a new theoretical framework to consider the important socio-technical changes confronting people's everyday experiences in and outside of work. Leading scholars in the field contribute original chapters examining the complex interactions between technology and the social, between artefact and humans. The discussion spans multiple disciplines, including management, information systems, informatics, communication, sociology, and the history of technology, and opens up a new area of research regarding the relationship between materiality and organizing.

Heteromation, and Other Stories of Computing and Capitalism (Hardcover): Hamid R. Ekbia, Bonnie A. Nardi Heteromation, and Other Stories of Computing and Capitalism (Hardcover)
Hamid R. Ekbia, Bonnie A. Nardi
R971 R911 Discovery Miles 9 110 Save R60 (6%) Ships in 9 - 15 working days

An exploration of a new division of labor between machines and humans, in which people provide value to the economy with little or no compensation. The computerization of the economy-and everyday life-has transformed the division of labor between humans and machines, shifting many people into work that is hidden, poorly compensated, or accepted as part of being a "user" of digital technology. Through our clicks and swipes, logins and profiles, emails and posts, we are, more or less willingly, participating in digital activities that yield economic value to others but little or no return to us. Hamid Ekbia and Bonnie Nardi call this kind of participation-the extraction of economic value from low-cost or free labor in computer-mediated networks-"heteromation." In this book, they explore the social and technological processes through which economic value is extracted from digitally mediated work, the nature of the value created, and what prompts people to participate in the process. Arguing that heteromation is a new logic of capital accumulation, Ekbia and Nardi consider different kinds of heteromated labor: communicative labor, seen in user-generated content on social media; cognitive labor, including microwork and self-service; creative labor, from gaming environments to literary productions; emotional labor, often hidden within paid jobs; and organizing labor, made up of collaborative groups such as citizen scientists. Ekbia and Nardi then offer a utopian vision: heteromation refigured to bring end users more fully into the prosperity of capitalism.

Communities of Play - Emergent Cultures in Multiplayer Games and Virtual Worlds (Paperback): Celia Pearce Communities of Play - Emergent Cultures in Multiplayer Games and Virtual Worlds (Paperback)
Celia Pearce; Foreword by Tom Boellstorff, Bonnie A. Nardi
R1,011 Discovery Miles 10 110 Ships in 10 - 15 working days

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds-actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora-a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

The Semiotic Engineering of Human-Computer Interaction (Paperback): Clarisse Sieckenius de Souza The Semiotic Engineering of Human-Computer Interaction (Paperback)
Clarisse Sieckenius de Souza; Series edited by Bonnie A. Nardi, Victor Kaptelinin, Kirsten A. Foot
R1,456 Discovery Miles 14 560 Ships in 10 - 15 working days

A theory of HCI that uses concepts from semiotics and computer science to focus on the communication between designers and users during interaction. In The Semiotic Engineering of Human-Computer Interaction, Clarisse Sieckenius de Souza proposes an account of HCI that draws on concepts from semiotics and computer science to investigate the relationship between user and designer. Semiotics is the study of signs, and the essence of semiotic engineering is the communication between designers and users at interaction time; designers must somehow be present in the interface to tell users how to use the signs that make up a system or program. This approach, which builds on-but goes further than-the currently dominant user-centered approach, allows designers to communicate their overall vision and therefore helps users understand designs-rather than simply which icon to click. According to de Souza's account, both designers and users are interlocutors in an overall communication process that takes place through an interface of words, graphics, and behavior. Designers must tell users what they mean by the artifact they have created, and users must understand and respond to what they are being told. By coupling semiotic theory and engineering, de Souza's approach to HCI design encompasses the principles, the materials, the processes, and the possibilities for producing meaningful interactive computer system discourse and achieves a broader perspective than cognitive, ethnographic, or ergonomic approaches. De Souza begins with a theoretical overview and detailed exposition of the semiotic engineering account of HCI. She then shows how this approach can be applied specifically to HCI evaluation and design of online help systems, customization and end-user programming, and multiuser applications. Finally, she reflects on the potential and opportunities for research in semiotic engineering.

Tracing Genres through Organizations - A Sociocultural Approach to Information Design (Paperback): Clay Spinuzzi Tracing Genres through Organizations - A Sociocultural Approach to Information Design (Paperback)
Clay Spinuzzi; Series edited by Bonnie A. Nardi, Victor Kaptelinin, Kirsten A. Foot
R1,316 Discovery Miles 13 160 Ships in 10 - 15 working days

A sociocultural study of workers' ad hoc genre innovations and their significance for information design. In Tracing Genres through Organizations, Clay Spinuzzi examines the everyday improvisations by workers who deal with designed information and shows how understanding this impromptu creation can improve information design. He argues that the traditional user-centered approach to design does not take into consideration the unofficial genres that spring up as workers write notes, jot down ideas, and read aloud from an officially designed text. These often ephemeral innovations in information design are vital components in a genre ecology (the complex of artifacts mediating a given activity). When these innovations are recognized for what they are, they can be traced and their evolution as solutions to recurrent design problems can be studied. Spinuzzi proposes a sociocultural method for studying these improvised innovations that draws on genre theory (which provides the unit of analysis, the genre) and activity theory (which provides a theory of mediation and a way to study the different levels of activity in an organization). After defining terms and describing the method of genre tracing, the book shows the methodology at work in four interrelated studies of traffic workers in Iowa and their use of a database of traffic accidents. These workers developed an ingenious array of ad hoc innovations to make the database better serve their needs. Spinuzzi argues that these inspired improvisations by workers can tell us a great deal about how designed information fails or succeeds in meeting workers' needs. He concludes by considering how the insights reached in studying genre innovation can guide information design itself.

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