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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.
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.
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.
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.
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.
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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