Eleanor Wynn
Implications of a Model of Virtuality for Corporate Social Networks
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Contact Information
Information Services & Technology Group
Intel Corporation
2111 NE 25 Avenue
Hillsboro, OR 97124
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Biography
Work in Intel ISTG Innovation group for five years. PhD
Linguistic Anthropology University of California, Berkeley 1979. Early leader
in ethnography for information systems development. Influential in Europe/UK
system development scene. Wrote many papers and book chapters on conceptual,
philosophical and practical issues in discovering new technology needs in work
environments. Xerox PARC funded dissertation and other work, 4 years at Xerox;
4 years in Strategic Marketing at BNR (Nortel Labs), consulting work altogether
14 years on end user needs/requirements. Editor Information Technology &
People, since 1985. Current interest is intersection of phenomenology with new
computing paradigms, agent-based modeling and dynamic social networks modeling
for corporate processes and interactions, virtuality metrics—3-year trending
study on “virtuality” at Intel. Also active in Intel-based requirements for
collaboration environments given the degree of virtuality experienced.
Forthcoming 2007 conference on Virtuality for IFIP 8.2 in Portland. Program
co-chair IFIP 8.2 Barcelona 2002 on “Discourse about Information Technology”;
program co-chair IFIP 8.6 Dublin 2004 “IT Innovation for Adaptiveness.”
Position Paper
Designing for virtual collaboration is a challenge for the
present and the future. So much valuable work has been done since the first
CSCW conference in 1986, yet grasping the whole complex of socio-technical
issues and packaging a complete yet simple solution seems evasive. Part of the
problem is that the landscape is continually changing in terms of corporate
work arrangements and employee demographics. Whereas collaboration tools were
once conceived to connect two or more “rooms” of collocated groups—a sort of
point to point problem—now collaborators may routinely be separated
individually and over multiple geographic spaces. Intel employees who are in
the same building now regularly use phone bridges for meetings with their neighbors, just because so many other members of their teams are remote and phoning
in anyway. We decided to look more deeply into our virtual teaming needs
because we noticed our external contacts expected patterns of hierarchy,
location and means of meeting, simply did not apply.
We decided to conduct a study of “virtuality” (Lu, Wynn,
Chudoba, Watson-Mannheim, 2003) at Intel in the form of an employee survey
across a random sample including all job types and regions. We wanted firm
metrics for this otherwise hard to define construct, and we used the work of
Watson-Manheim, Chudoba and Crowston (2002). They had reviewed the information
systems literature and culled from the various usages of “virtual” a set of “discontinuities”
along five dimensions. This was only for organizational usages, not new media
usages like “virtual person.” The dimensions are time, space, organization,
culture and media/methods. We added a 6th discontinuity from our own
experience, which was discontinuities of responsibilities, or number of teams a
person is working with. These results were correlated against Intel values and
how well individuals thought their teams met these, for a general metric of
team performance under the varying circumstances. Intel employees encounter
each of the discontinuities on a regular basis, ranging from about 50% for
cross-organizational work to about 80% for cultural diversity. Other metrics
landed in between these two extremes. Two-thirds of Intel employees work on 3-5
or more teams, up to 10 teams, defined as “two or more people working together
towards a deliverable.” Teams had varying lifespan and turnover. Geographic
difference proved to have no effect either positive or negative on team
performance. This could have something to do with Intel culture, or with at
least a minimum of satisfactory tools.
In light of how distributed people are, along with other
discontinuities, i.e., multiple teams, short-term teams, functional
distribution of teams over the globe, with all of these dimension trending
positively, it is natural to question conventional views of how the organization
functions. What we see is an organization that literally gets its work done
over the network, down to the level of the factory floor.
Given this fluidity and virtuality, especially in the
context of the new platform-based organization, we feel we need a model of the
enterprise as a self-organizing system that conducts its business and reacts to
new events in a non-linear fashion (e.g. Clippinger, 1999). The more closely we
can support the self-organizing nature of the employee base (around the
directives and goals of the corporation), the more adaptive a large corporation
like this can be. We have looked to complexity science, including social
dynamic network theory, for our model of information-seeking, collaborating and
process management. Perhaps the controversial suggestion, for a person of
hermeneutic orientation, is that the uncertainty in complexity models leaves
room for the operation of social meanings as an actor in the network and an
aggregation point. Social meanings and signaling must operate over a large
distributed space to attract people and create the means for action towards
common goals. We have looked for the simplest ways of representing various
aspects of meaning, sociability, and peer coordination to include in our model
of collaboration. This work is ongoing and will be part of the discussion for
the workshop.
Back to Social Computing Symposium 2005
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