Applying Bourdieu to eBay's Success and Socio-Technical Design

Applying Bourdieu to eBay's Success and Socio-Technical Design

Rebecca M. Ellis (University of Essex, UK)
DOI: 10.4018/978-1-60566-264-0.ch031
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Abstract

This chapter introduces the work of sociologist Pierre Bourdieu and his concepts of “the field” and “capital” in relation to eBay. In any given field, there is competition for various sorts of “capital”—power and resources. This chapter considers eBay to be a “field” in its own right—a socio-technical system with its own set of social norms and rules. eBay is used as a case study of the importance of applying a Bourdieuean approach to create successful socio-technical systems. Using a study of eBay users as empirical illustration, this chapter argues that much of eBay’s success is in the affordances for social translucence of eBay’s Web site in supporting the Bourdieuean competition over capital and status. This exploration has implications for socio-technical systems design— in particular, the importance of creating and maintaining socially translucent systems, informed by Bourdieu’s theoretical insights, which support competition for “capital” and status.
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…understanding how to design digital systems so that they mesh with human behaviour at the individual and collective levels is of immense importance. By allowing users to… make inferences about the activities of others, to imitate one another, we believe that digital systems can become environments in which new social forms can be invented, adopted, adapted and propagated…

—Erickson and Kellogg (2000, p. 80)

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Introduction

eBay, the ‘world’s largest personal online trading community’, was initially set up in 1995 with collectors in mind. It enabled easier access to collectibles (Bunnel & Luecke, 2000)—where the traditional inefficiencies of person-to-person trading such as geographical fragmentation and imperfect knowledge (ibid.) could be offset through computer mediated communication. eBay initially aimed to improve the market liquidity for collectables, which are more problematic to exchange than mass-produced consumer items (Chircu & Kauffman, 2001). But the Internet auction site developed into the way for users to generally establish prices for goods with uncertain values (cf. Smith, 1989), including second-hand mainstream items, and later even diversified into selling new and old goods at fixed prices (Zukin, 2004). eBay’s success, however, did not alone hinge on making the market more efficient, or creating a platform where items, formerly hidden in limited geographic markets, were made public to the world. Using a two-year qualitative study of eBay users, this chapter argues that a large part of eBay’s success is the affordances eBay’s Web site offers in terms of supporting various social and cultural actions and practices. It is both a system affording social translucence (Erickson et al., 1999) and ‘social navigation’ (Dieberger et al., 2000) in relation to ‘capital’ and status, which contributes to its success. eBay is used here as a case study of the importance of applying a Bourdieuean approach to create successful socio-technical systems. This Bourdieuean approach has implications for wider socio-technical systems and e-commerce design which this chapter will discuss.

Key Terms in this Chapter

Communities of Practice: ‘Communities of practice’ as defined by Wenger, involve: “…groups of people who share a concern or passion for something they do and learn how to do it better as they interact regularly” (Wenger, N.D.: 1). Hildreth, Kimble and Wright (1998) note that definitions of ‘communities of practice’ are wide ranging. Wenger (1998) sees the concept as a new term for a familiar experience, and relates it to a social theory of learning. The origin of the term is in Lave and Wenger’s (1991) book Situated Learning (Stamps, 1998). They propose a theory of situated learning where learning: “is an integral part of a generative social practice in the lived-in world” (Lave and Wenger, 1991, p. 35) and: “the mastery of knowledge and skill requires newcomers to move toward full participation in the sociocultural practices of a community” (Lave and Wenger, 1991, p. 29). In essence, this concerns the process by which newcomers or ‘apprentices’ engage with and become a part of a community of practice which consists of other apprentices, ‘young masters’ and masters. In looking at gender and language as community-based practice, Eckert and McConnell-Ginet (1992) take Lave and Wenger’s notion of community of practice to mean: “an aggregate of people who come together around mutual engagement in an endeavor. Ways of doing things, ways of talking, beliefs, values, power relations—in short, practices—emerge in the course of this mutual endeavor. As a social construct, a community of practice is different from the traditional community, primarily because it is defined simultaneously by its membership and by the practice in which that membership engages” (Eckert and McConnell-Ginet, 1992, p. 464).

Cultural Capital: Cultural capital is seen to be based on cultural knowledge, dispositions and competences, and acquiring cultural capital builds authority and power. One may need certain skills, powers or knowledges to enter particular fields and be seen as legitimate. In the field of cultural production, there are producers, and those who legitimate and consecrate cultural products as consumers (e.g. critics, galleries, the public) (Bourdieu, 1993). Cultural capital is inculcated and acquired through education, the family and social institutions—which allows social agents to decipher cultural artefacts and understand their internalised codes. Cultural capital is unequally distributed, often differentially amongst different class fractions (Bourdieu, 1993). Malaby applies Bourdieu’s concept of cultural capital to online and synthetic worlds. He defines cultural capital as: “the resource that participants develop and acquire in the form of competencies and credentials and that they also invest in valued cultural objects, or artifacts” (Malaby, 2006, p. 146). Malaby sees the cultural competencies of synthetic worlds as in greater flux than in the ‘offline’, and are part of a process of ‘becoming’, rather than reproducing existing socioeconomic differences. Malaby suggests certain competencies may relate to technologically mediated environments, but are not essentially different to those developed in other technical domains—such as flying a plane. However, he argues that there is a need to research such ‘synthetic world’ competencies in more detail.

Capital: ‘Capital’, for Bourdieu, concerns: “the set of actually usable resources and powers” (Bourdieu, 1984, p. 114), and there are various sorts of capital: economic, social, cultural and symbolic. Economic capital refers to money and assets; whereas social, cultural and symbolic capital involve interests and resources which are not material (cf. Bourdieu, 1993).

Social Translucence: The term ‘social translucence’ was developed in by Erickson, Smith, Kellogg, Laff, Richards and Bradner (1999). ‘Socially translucent systems’ are described as those digitally-based systems which provide social cues which afford accountability, awareness and visibility (op. cit.). These social cues in turn allow people to draw upon their expertise and social experience in structuring their interactions with others (Erickson and Kellogg, 2000). Erickson, Smith, Kellogg, Laff, Richards and Bradner (1999) describe certain actions which are possible in socially translucent systems—such as noticing, creating and conforming to social conventions; engaging in peer pressure and imitating others’ actions through observation (op. cit.). Social translucence as a design approach is also articulated in Erickson, Halverson, Kellogg, Laff and Wolf (2002). The ‘social’ in social translucence refers to providing socially salient cues. Translucence is a term used in preference to ‘transparence’—it is not an intention to make all socially salient cues visible, just some of them. Erickson and Kellogg (2000) note a tension between visibility and privacy in such systems, which also impacts on systems employing a social navigation approach—where there is a trade-off between allowing users to see the paths of others versus seeing the footprints of anonymised and merged use (Wexelblat and Maes, 1999). Cues are differentially available through space and are made use of in interactions (Erickson, Halverson, Kellogg, Laff and Wolf, 2002). One system of social translucence involves the notion of a social proxy, a minimalist form of visualisation of people or their activities (Erickson and Kellogg, 2002). These are part of bringing social cues into digital systems through an abstract approach of simple text and graphics (Erickson and Kellogg, 2002).

A (social and technical) ‘field’: Bourdieu developed the concept of the ‘field’ to denote the fact that agents act in social situations which are governed by objective social relations (Bourdieu, 1993) between people. McNay notes that modern society in increasingly differentiated into distinct fields (McNay, 1999). According to Sterne (2003), we might consider a field as being where technological production and consumption come together—as with a mutually constitutive technical and social system. Social formations are structured by a series of fields (such as the cultural, educational and political), with each being a structured space with its own rules or laws which require mastery (Bourdieu, 1993). In any given field, there is social struggle and competition, where agents vie for control of ‘capital’ (op. cit.).

Affordances: The term ‘affordances’ has its origins in Psychology, “the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used” (Norman, 2002, p. 9). The term was coined by a perceptual Psychologist, J. J. Gibson (Norman, 1999). However, Norman pushed the notion of affordance beyond properties into experiences, noting affordances have a historical basis—users know what to do with things because they have used them before—they know to turn a knob or push on a door plate (Norman, 2002). Norman’s contribution was in setting out perceived affordances. In product design, Norman notes that there are both real and perceived affordances, but these need not be the same (Norman, 1999). There is a perception of what is possible which is different from what is actually possible. In screen based interfaces, he notes interface designers primarily control only perceived affordances (op. cit.). The physical affordances of the computer, screen, keyboard and mouse are already built in. There are differences between real affordances and perceived affordances on the screen. Real affordances may not have a visual presence, and perceived affordances sometimes do not support real affordances. Norman (1999) also suggests that designers often confuse the notion of affordances with conventions or constraints. He contends that virtual worlds are often more about constraints and conventions, and the physical world more about affordance. He suggests there are three kinds of constraints on behaviour: physical, logical and cultural. Physical constraints are related to real affordances—you cannot move a cursor outside a screen. Logical constraints involve reasoning to determine alternatives. It is how users know to scroll down to see the rest of the page. Cultural constraints are conventions shared by a group. They are cultural and learned conventions, such as dragging the scroll bar down with a cursor which changes shape on the scroll bar, to see the bottom of the page. But the system does not have to be designed in this way. Conventions are constraints that prohibit some activities and encourage others, affordances concern the range of possible actions and relate to properties of the world. Physical constraints cannot be overcome, but logical and cultural constraints can be ignored. Conventions evolve and require a ‘community of practice’ to be adopted (op. cit.) and are artificial and learned, with learning them helping us to master everyday life.

Stickiness: The notion of ‘stickiness’ is shorthand for attracting visitors and keeping them there (Cohen, 2002). Festa (1999) notes NetRatings analyst Peggy O’Neill’s definition of stickiness as: “a measure of how engaging you are.” Sanchez (N.D.) similarly sees ‘stickiness’ as involving Web sites: “you want to go back to again and again”. Sanchez argues there is a cycle of stickiness—the more people visit your site, the more they rely on it and trust you, and the more you generate revenue. For Sanchez, then: “Stickiness = relationships = loyalty = revenues”. Haywood (2006) unpicks this notion of stickiness and relates it to Miller’s use of Gell’s notion of the ‘aesthetic trap’ (Miller, 2000). Miller examined the commercial and personal Web sites of Trinidadians, and noted the importance of the social in the design of the Web sites. Miller characterised the Web sites as creating ‘aesthetic traps’, where the notion of aesthetics refers broadly to the visual characteristics of Web sites: “as attempts to create aesthetic traps that express the social efficacy of their creators and attempt to draw others into social or commercial exchange with those who have objectified themselves through the internet” (Miller, 2000, p. 6). Miller also suggests that Web site visuals are also used to align the Web site’s audience with its creators, as a signal for an ‘appropriate’ audience (Haywood, 2006; Ellis and Haywood, 2006).

Social Navigation: The term ‘social navigation’ was first used by Dourish and Chalmers in a short paper presented at the HCI conference in 1994 (Chalmers, Dieberger, Höök and Rudström, 2004). In terms of the online world, social navigation involves your decisions being informed and guided by information about what other people have been doing online (Dieberger, Dourish, Höök, Resnick and Wexelblat, 2000). Wexelblat and Maes (1999) examine navigation in complex information spaces, and highlight the importance of interaction history or traces to guide our actions. In online spaces, problem-solving work carried out by users is said to leave traces which should be accessible to users in the future to make solving problems easier (op. cit.). Wexelblat and Maes use analogies to the physical world to describe the benefits of creating online spaces which can support social navigation. They suggest that following Norman (see the definition of ‘Affordances’)—objects that are rich in the history of use acquire new affordances which we can use for new ways of interaction, for example a library book with annotated notes is interacted with differently than a new book (op. cit.). They describe different sorts of interaction history—knowing what was done, knowing who did it, knowing why it was done and knowing how it was done. These are all important for different reasons in future actions and problem solving—for example the ‘who’ may be important as the views of domain experts have greater legitimacy as a ‘trace’ than that of an amateur (cf. Dieberger, Dourish, Höök, Resnick and Wexelblat, 2000). Dieberger, Dourish, Höök, Resnick and Wexelblat (2000) suggest that systems software is only slowly adopting social navigation. Social navigation systems exploit social behaviour and practices in order to help users explore and navigate (Chalmers, Dieberger, Höök and Rudström, 2004). People are said to transform space from their use and behaviour. However, the traces which are left behind can be sedimented and alter social practices—space is transformative and impacts on society (cf. Dieberger, Dourish, Höök, Resnick and Wexelblat, 2000), as well as society impacting on space.

Social Capital: Recent interest in the term social capital has its origins in the writings of Pierre Bourdieu (Schuller, Baron & Field, 2000). Bourdieu’s term ‘social capital’ was best articulated in his chapter ‘Forms of capital’ in 1983 (op. cit.), having remained often elusive and marginal in other works (op. cit.). The concept was defined as: “the aggregate of the actual or potential resources which are linked to possession of a durable network of more or less institutionalized relationships of mutual acquaintance or recognition” (Bourdieu cited Portes, 1998, p. 3). Bourdieu’s social capital focuses on the benefits accrued by individuals through participation in groups, including the purposive construction of sociability for social capital advantages (Portes, 1998). Actors, through social capital, can also gain access to economic capital (loans, markets) and cultural capital (through experts or others with cultural capital). James Coleman is also associated with the concept of ‘social capital’, and is best known for using the term in educational contexts (Schuller, Baron & Field, 2000). He also defines it in terms of a set of resources which facilitate the actions of actors. The resources comprise of entities which have as part of them some elements of social structures, but the resources facilitate acting within the structure. Coleman sees social relations as providing social capital resources through creating information channels, establishing obligations and social norms (op. cit). Robert Putnam’s work on social capital is currently the most cited across a range of disciplines and fields (op. cit). In Bowling Alone, a book that charted the decline in community organisations and civic engagement in the US, Putnam suggested that the core of social capital theory was that social networks have a value, with social contacts affecting group and individual productivity (Putnam, 2000). Putnam talks of norms of generalised reciprocity—that you do someone a favour and expect that someone else will do something for you later on. Schuller, Baron and Field (2000) also point out Putnam’s definition of social capital as involving aspects of social life—trust, norms and networks—which help people pursue joint objectives and act more effectively together. Putnam (2000) suggests computer mediated communication (CMC) can support dense, large and fluid groups across the boundaries of geography and organisations, and allow for networks based on shared interests instead of just shared space. He talks of CMC increasing people’s ‘intellectual capital’ as information is capable of being shared at virtually zero cost. But he also argues that a lack of social cues means that computer-based groups are generally worse at trust and reciprocity and may indulge in ‘flaming’ and disinhibited behaviour.

Symbolic Capital: Symbolic capital is said to refer to a: “degree of accumulated prestige, celebrity or honour and is founded on a dialectic of knowledge (connaissance) and recognition (reconnaissance)” (Bourdieu, 1993, p. 7). In Distinction (1984), Bourdieu refers to symbolic capital as: “the acquisition of a reputation for competence and an image of respectability and honourability…” (1984, p. 291). Bird and Smith (2005) note the convergence between Bourdieu and consumption theorist Veblen (1994) in that a seeming lack of interest in building economic capital in the form of conspicuous consumption or generosity attain the highest profits in terms of symbolic capital. There is a cost to building symbolic capital in terms of time, wealth or energy.

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Table of Contents
Foreword
Ben Shneiderman
Preface
Brian Whitworth, Aldo de Moor
Acknowledgment
Brian Whitworth, Aldo de Moor
List of Reviewers
Prologue: General Socio-Technical Theory
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Chapter 1
Brian Whitworth
A socio-technical system (STS) is a social system built upon a technical base. An STS adds social requirements to human-computer interaction (HCI)... Sample PDF
The Social Requirements of Technical Systems
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Chapter 2
Matti Tedre
This chapter introduces the reader to some social research characteristics that are central to the social study of computer science. It introduces... Sample PDF
The Social Study of Computer Science
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Ann Borda, Jonathan P. Bowen
This chapter introduces the concept of a Virtual Organization (VO), using the Internet to link geographically separated participants in an efficient... Sample PDF
Virtual Collaboration and Community
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David Davenport
This chapter analyses the effect that social values have on the design of technical systems. Beginning with an examination of the role technology... Sample PDF
The Social Derivation of Technical Systems
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Ken Eason, José Abdelnour-Nocera
This chapter sets the traditional focus of socio-technical systems theory on primary work systems in a modern context where information and... Sample PDF
Socio-Technical Theory and Work Systems in the Information Age
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Chapter 6
Peter Day
This chapter introduces the community engagement strategy of the Community Network Analysis (CNA) project and considers its significance to research... Sample PDF
An Engagement Strategy for Community Network Research and Design
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Cleidson R.B. de Souza, David F. Redmiles
This chapter reviews the socio-technical relationship between organizational and software structure. It describes the early theoretical work about... Sample PDF
On the Alignment of Organizational and Software Structure
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Ronald K. Stamper
Prologue: Socio-Technical Perspectives
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Chapter 8
Catherine Heeney
The chapter discusses the traditional expectations about privacy protection and argues that current models for the governance of data do not... Sample PDF
Privacy and the Identity Gap in Socio-Technical Systems
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Chapter 9
Ronald Leenes
Second Life can be seen as a social microcosmos in which fairly normal people lead a social life and where social needs develop. Privacy is one of... Sample PDF
Privacy Regulation in the Metaverse
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David Tuffley
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Leadership of Integrated Teams in Virtual Environments
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Monique Janneck
For a technology use to be successful, the circumstance of its introduction into a use context—or recontextualization— is crucial. The users of a... Sample PDF
Recontextualising Technology in Appropriation Processes
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Chapter 12
Petter Bae Brandtzæg, Jan Heim
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Explaining Participation in Online Communities
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Malcolm Shore
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Cyber Security and Anti-Social Networking
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Wilson Huang, Shun-Yung Kevin Wang
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Emerging Cybercrime Variants in the Socio-Technical Space
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Chapter 15
Elayne W. Coakes, Peter Smith, Dee Alwis
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Developing Innovative Practice in Service Industries
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Mark Aakhus
Prologue: Socio-Technical Analysis
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Chapter 16
Hans Weigand
Often socio-technical systems are designed simply on the basis of what the user asks, and without considering explicitly whether the required... Sample PDF
Using Communication Norms in Socio-Technical Systems
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Jonas Sjöström, Göran Goldkuhl
This chapter introduces the theoretical framework of Socio-Instrumental Pragmatism (SIP) and illustrates how it has been used as an analytic... Sample PDF
Socio-Instrumental Pragmatism in Action
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Paul J. Bracewell
Analytics provides evidence for objective corporate decision-making. Lack of understanding of analytical techniques can create confusion amongst... Sample PDF
A Framework for Using Analytics to Make Decisions
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Mikael Lind, Peter Rittgen
Setting up co-design processes involving several stakeholders is a complex task. In this chapter the authors have looked upon experiences from... Sample PDF
The Challenges of Co-Design and the Case of e-Me
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Chapter 20
Harry S. Delugach
Automated tools are often used to support software development workflows. Many of these tools are aimed toward a development workflow that relies... Sample PDF
Formal Analysis of Workflows in Software Development
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Dorit Nevo, Brent Furneaux
This chapter reviews the significance of expectations to information systems development with particular emphasis on the process of requirements... Sample PDF
The Role of Expectations in Information Systems Development
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Jeff Axup
With mobile technologies increasingly weaving themselves into the fabric of our communities, it would be beneficial to increase our understanding of... Sample PDF
Building a Path for Future Communities
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Thomas Erickson
Prologue: Socio-Technical Design
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Chapter 23
Thomas Herrmann
Socio-technical systems integrate technical and organizational structures and are related to various stakeholders and their perspectives. The design... Sample PDF
Systems Design with the Socio-Technical Walkthrough
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Anders I. Mørch
This chapter presents a translational approach to socio-technical design, as a new approach to the theorybased design of user interfaces, supported... Sample PDF
Applied Pragmatism and Interaction Design
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Manuel Kolp, Yves Wautelet
Information systems are deeply linked to human activities. Unfortunately, development methodologies have been traditionally inspired by programming... Sample PDF
A Social Framework for Software Architectural Design
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Chapter 26
Designing for Trust  (pages 388-401)
Piotr Cofta
Designing for trust is a methodology that attempts to design our perception of trust in information systems, in the long-term expectation that such... Sample PDF
Designing for Trust
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Chapter 27
Dan Dixon
Three decades ago the concept of pattern languages were introduced in the field of architecture and they have since become widely used in... Sample PDF
Pattern Languages for CMC Design
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Chapter 28
Anton Nijholt, Dirk Heylen, Rutger Rienks
In this chapter the authors discuss a particular approach to the creation of socio-technical systems for the meeting domain. Besides presenting a... Sample PDF
Creating Social Technologies to Assist and Understand Social Interactions
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Chapter 29
Jos Benders, Ronald Batenburg, Paul Hoeken, Roel Schouteten
This chapter sketches an Organization Design perspective called “Modern Socio-technical Design”, and subsequently discusses the implementation of... Sample PDF
A Modern Socio-Technical View on ERP-Systems
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Chapter 30
Mary Allan, David Thorns
The chapter introduces the Bourdieuean habitus and field theory as a framework for an alternative way of investigating how perceptions of Media Rich... Sample PDF
Being Face to Face: A State of Mind or Technological Design?
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Chapter 31
Rebecca M. Ellis
This chapter introduces the work of sociologist Pierre Bourdieu and his concepts of “the field” and “capital” in relation to eBay. In any given... Sample PDF
Applying Bourdieu to eBay's Success and Socio-Technical Design
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Chapter 32
Christopher A. Miller
This chapter focuses not on technology mediation of human relationships, but rather on human-like relationships with technology itself. The author... Sample PDF
Relationships and Etiquette with Technical Systems
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Anton Nijholt
Prologue: Socio-Technical Implementation
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Chapter 33
Laura Anna Ripamonti, Ines Di Loreto, Dario Maggiorini
The necessity of supporting more and more social interaction (and not only mere information sharing) in online environments is the disruptive force... Sample PDF
Augmenting Actual Life Through MUVEs
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Chapter 34
Mohamed Ben Ammar, Mahmoud Neji, Adel M. Alimi
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The Role of Affect in an Agent-Based Collaborative E-Learning System Used for Engineering Education
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Pernilla Qvarfordt, Shumin Zhai
Eye-gaze plays an important role in face-to-face communication. This chapter presents research on exploiting the rich information contained in human... Sample PDF
Gaze-Aided Human-Computer and Human-Human Dialogue
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Chapter 36
Licia Calvi
The chapter presents and combines the results of two case studies dealing with online communities1 in order to understand under which conditions... Sample PDF
How to Engage Users in Online Sociability
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Chapter 37
Ivan Launders
The UK National Health Service (NHS) provides the opportunity to undertake local socio-technical system design to help staff maximize the... Sample PDF
Socio-Technical Systems and Knowledge Representation
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Chapter 38
Claire de la Varre, Julie Keane, Matthew J. Irvin, Wallace Hannum
This chapter describes the design of a sociotechnical system to support rural high school students in an online distance education (ODE) course. The... Sample PDF
Social Support for Online Learning
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Chapter 39
Jeremy Birnholtz, Emilee J. Rader, Daniel B. Horn, Thomas Finholt
This chapter uses the theoretical notion of common ground to explore remote participation in experimental research. On one hand, there is a desire... Sample PDF
Enabling Remote Participation in Research
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Starr Roxanne Hiltz
Prologue: Socio-Technical Evaluation
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Chapter 40
John M. Carroll, Mary Beth Rosson, Umer Farooq, Jamika D. Burge
Socio-technical systems are social systems that incorporate technological infrastructures. At the group level of analysis, the most important... Sample PDF
Community Collective Efficacy
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Chapter 41
Tanguy Coenen, Wouter Van den Bosch, Veerle Van der Sluys
This chapter views social networking sites as supporting social capital and the advantages which derive from it, namely emotional support... Sample PDF
An Analysis of the Socio-Technical Gap in Social Networking Sites
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Chapter 42
Olga Kulyk, Betsy van Dijk, Paul van der Vet, Anton Nijholt, Gerrit van der Veer
This chapter addresses awareness support to enhance teamwork in co-located collaborative environments. In particular, the authors focus on the... Sample PDF
Situational Awareness In Collaborative Work Environments
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Chapter 43
Janet L. Holland
This chapter deals with research on the development and use of an assessment instrument for measuring affective satisfaction in online learning. The... Sample PDF
A Scale of Affective Satisfaction in Online Learning Communities
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Chapter 44
David Hinds, Ronald M. Lee
In this chapter, the authors suggest how measures of “social network health” can be used to evaluate the status and progress of a virtual community.... Sample PDF
Assessing the Social Network Health of Virtual Communities
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Chapter 45
Bertram C. Bruce, Andee Rubin, Junghyun An
This chapter introduces situated evaluation as an approach for evaluating socio-technical innovation and change. Many current evaluations simply... Sample PDF
Situated Evaluation of Socio-Technical Systems
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Chapter 46
Heike Winschiers-Theophilus
Communities all over the world have established their own value systems which do not necessarily correlate with the intrinsic values of technology.... Sample PDF
Cultural Appropriation of Software Design and Evaluation
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Chapter
Charles Steinfield
Prologue: The Future of Socio-Technical Systems
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Chapter 47
Peter J. Denning
Wicked problems (messes) are tangled social situations that are too costly to stay in and too intransigent to get out of. Collaboration is essential... Sample PDF
Resolving Wicked Problems through Collaboration
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Chapter 48
Rachel McLean
As a social activity, the shopping experience can not be recreated or improved through technical design alone. This chapter proposes that there is... Sample PDF
The Myth of the e-Commerce Serf to Sovereign Powershift
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Chapter 49
Theresa Dirndorfer Anderson
This chapter explores the challenges associated with teaching the principles of socio-technical systems in the dynamic climate that characterizes... Sample PDF
Teaching the Socio-Technical Practices of Tomorrow Today
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Chapter 50
Isa Jahnke
The chapter describes an empirical study of a socio-technical community—as an extended part of an institution— with the aim of revealing its... Sample PDF
Socio-Technical Communities: From Informal to Formal?
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Chapter 51
Laurence Claeys, Johan Criel
This chapter introduces the concept of critical user participation as a means to see the socio-technical gap in context aware applications as an... Sample PDF
Future Living in a Participatory Way
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Chapter 52
Paul Hodgson
This chapter analyses the formation and generation of social trust through communications technology in postmodern society, and presents some... Sample PDF
The Impact of Communications Technology on Trust
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Chapter 53
Kenneth E. Kendall, Julie E. Kendall
This chapter explores the social, organizational, and individual impacts of emerging information technologies using the advent of recent... Sample PDF
Good and Evil in the Garden of Emerging Information Technologies
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About the Contributors