Ethnography, Storytelling, and the Cartography of Knowledge in a Global Organization: How a Minor Change in Research Design Influenced the Way Our Team Sees, and is Seen by Our Organization.
JAY DAUTCHER and MIKE GRIFFIN Our team unites qualitative researchers, designers, and prototyping engineers to investigate workplace technologies using a four-step process: ethnography, analysis, intervention, measurement. Projects develop in relation to the needs of internal corporate units identified as project stakeholders. An experiment with a more ethnography-centered research approach, conducted without a specific internal sponsor, led us to develop findings we believed could benefit many groups in our organization—designers, product teams, salespeople, corporate strategists—but presented us with some unfamiliar challenges. First, we needed new storytelling and social media tools to disseminate our message. Second, we needed a way to find out who, in our organization of 75,000 globally distributed employees, might value our findings. In response, we initiated an internal project investigating and mapping out social networks of knowledge exchange and strategic influence in our company. We foresee using this strategy map to...
Techno|theory Deathmatch: An Agonistic Experiment in Theory and Practice
JAY DAUTCHER, MIKE GRIFFIN, TIFFANY ROMAIN and EUGENE LIMB Theories about humans and their relationships with technology are part of a lifeworld shared by many corporate ethnographers, although individuals’ practices for engaging with theory can vary considerably due to factors such as disciplinary training and workplace norms. Within the EPIC community the perception of a constrained relationship between theory and corporate ethnographic praxis has emerged as a matter of concern. This paper recounts our experiment with bringing theory into daily work by designing and playing a game that had us adopt the personas of theorists while engaging in rhetorical combat, competing to surface insights relevant to an ongoing technology development project. Each phase, from initial game design, through prototyping play, to the final event, supported our collective practice of theory, brought to light hidden assumptions about the role of theory in our work, and provided actionable value to our daily work activities....