Ethnography in Industry: Notes from EPIC2007

EPIC (Ethnographic Praxis in Industry) is, as its name suggests, a conference about the implications and uses of ethnography in industry. I was a little surprised (and pleased) that about 80% of the presenters and participants were from industry, and only about 20% were academics. Intel, Microsoft, and IBM are very well represented here, as are less-than-household names, such as consultants, who are nonetheless doing some fascinating work.

The upshot of this is that the problems were quite grounded in contemporary business practices and problems. A sampling of some of the issues around which ethnography was used to improve understanding include the following:

  • Sales pipeline management (IBM)
  • Mailing out 38,000 individual retirement packages in 7 days (XEROX)
  • Researching and modeling medical care ecosystems (Intel)
  • Implementing computer automation in wastewater plant management (University of Southern Denmark)
  • Teaching ethnographic practices to system engineers to improve their understandings of user needs (Fujitsu, PARC)
  • Improving a real estate firm's direct marketing strategy (Ricoh)

There was an interesting tension that many of the researchers seemed to be facing. On the one hand, their work was being used to help develop models for complex business practices. On the other hand, as ethnographers, they wanted to focus on concrete situations and contexts and the real, flesh-and-blood people within them. From my perspective, one way that this tension got addressed was to work proactively to improve communication between managers (who want the models) and employees, on whom the models are ideally grounded and in any case who will have to live with them once they are developed. Stated more abstractly, the ethnographers seemed to want to make a distinction between managing complex processes (which is seen as good) and implementing rationalist control schemes (which are seen as inhuman and bad).

Another major issue is one of legitimation. How can ethnographers convince managers and marketing leaders to take them seriously? How do they justify their work both intellectually (methods, data, etc.) and also from a business perspective (actually leads to better business processes or products)? Complicating this argument is the perceived conflict between the reductionist, abstract models that managers and marketing professionals want and the rich, individual "thick" and nuanced descriptions that ethnographers value and provide. Another way of saying this is that there is a lot of thinking about how ethnographic research can, should, does, or fails to connect to business cycles, that is, there is a lot of thinking about ways that ethnography can have real business impact.

It may appear from this post that there is an ethnographer versus managers and marketing professionals, good guys versus bad guys rhetoric at the conference; that is not the mood here and is instead a misleading artifact of the way I have tried to boil down the complex dynamics that I am seeing. The managers and marketing professionals are hiring and/or collaborating with the ethnographers, whether they are in-house researchers or consultants. So the managers and marketers, too, seem to want to distinguish between (a) managing complex processes and (b) implementing inhuman rationalist control schemes. In that regard, they and the ethnographers share a common value: the two groups just engage with it at different levels.

--Jeffrey Bardzell, Ph.D., Indiana University

GAPPLE?

Googleapple
I have been jonesing to write a post on a potential Google/Apple merger ever since Google's Erick Schmidt was elected to join Apple's Board of Directors last August.   Does it make sense.....hell yes!

Instead  of me gassing away at this theory, I thought it would be fun to quote the rationalization that was provided on the Fake Steve Jobs Blog (admittedly not a very authoritative source....but damn funny!!!).

"So the idea I guess would be that we'd bring Squirrel Boy onto the board for a while, let him learn all about the company and develop a comfort level, and then at some point Apple becomes the consumer-facing side of the Google cloud operation. The combined company controls search, and controls the utility computing data centers that Google is still secretly building, a virtual supercomputer girding the globe, in effect the world's most powerful single machine which in ten years will be delivering not just email and word processing but also television programming, movies, games and phone calls. Basically, everything. Cable companies? Phone companies? Our kids won't know what they were, unless they look them up on Wikipedia, using GoogleNet.

What does Apple bring to the party? We have the best UI engineers in the world, plus a really slick Unix-based desktop OS that meshes pretty easily with Google's Linux-based back end. (Yeah, our engineers have tinkered together.) Sure our desktop OS has very little market share, but perhaps we boost that by evolving the Mac and selling loads of iPhones and also creating some new kind of home computing appliance or even a Google-branded business appliance that puts a pretty face on all those in-the-cloud Google applications and makes them work together really well and interoperate easily with our iLife suite, which just happens to complement Google's applications.

Meanwhile Microsoft keeps cranking out its bloated, butt-ugly OS and apps, and struggles to figure out search, and struggles to develop its Live stuff, and struggles to fight off Linux in the desktop and server markets, a taxing and exhausting battle that ends up being pointless when customers stop building data centers and instead run everything in Google's cloud, on Google's version of Linux, or Open Solaris, or some OS that Google develops on its own."

Signs of the collaboration are everywhere.  Look at your iPhone (if you do not have one yet, shame on you).  Every internet enabled application (sans Safari) is Googles: Google Maps, Google Search, Google YouTube.  Google has started to highlight Apple based applications for download here and they have recently launched the first Google Mac Blog.

I know that it's probably a long shot....but if there is even a sliver of a hope that there is life beyond Microsoft, I am grabbing on to it!

Jeremi Karnell-President, One to One Interactive

Comcastic Island Videos

Below are video segments that represent just some of the activities made available to residents of Second Life who visit Comcastic Island.  This footage was shot prior to our final release, so some small things have changed (enhanced really).  However, this will give you a good idea of Comcastic Island if you do not have a Second Life Account and wish to check it out.

Comcastic Island Video: Introduction

Comcastic Island Video: Island Entrance

Comcastic Island Video: Race Track

Comcastic Island Video: Jet Ski

Comcastic Island Video: Jet Pack

Comcastic Island Video: Parachute

Comcastic Island Video: Soda Fountain

Comcastic Island Video: Entertainment Complex

OTOi helps Comcast Launch "Comcastic Island" in Second Life

Yesterday, Comcast announced the opening of Comcastic Island in Second Life, officially becoming the first major North American communications company to establish a presence in a virtual world environment.  Comcast, a client of OTOi, started planning a Second Life initiative at the end of last year.  OTOi developed the strategy and outsourced the build to Million's of Us.  There was a concerted effort  to not do anything overtly marketing.  Instead, efforts were focused on creating value for the overall Second Life Community by developing a massive entertainment venue where in-world residents may go to play and have fun. 

Comcastic Island, which may be accessed by typing in the Keyword "Comcast" within Second Life's World Map search bar or by visiting the following SURL: http://slurl.com/secondlife/Comcast/128/128/0, contains a futuristic race track, jest ski course, jet pack course (where the jet packs may be acquired for free and used by residents as transportation  anywhere within Second Life), parachuting, an entertainment complex, cafe, and a secret lab (which you are going to have to try to find on your own).

This is the first of many initiatives planned by Comcast within Second Life.  Ultimately, this project will help inform them on how to engage with individuals in this and other up and coming virtual worlds (see Dr. Bardzell's post titled "Tourist vs. Resident Research").  This learning is vital for Comcast has they continue to transform themselves into one of the worlds leading entertainment companies.

Additional articles and posts about this launch may be found below:

Press:

Forbes.com
http://www.forbes.com/feeds/ap/2007/06/14/ap3822528.html

MediaPost
http://publications.mediapost.com/index.cfm?fuseaction=Articles.showArticleHomePage&art_aid=6239

Multichannel News
http://www.multichannel.com/article/CA6452096.html

GameDaily BIZ
http://biz.gamedaily.com/industry/news/?id=16508

 
Blog Posts:

3pointd
http://www.3pointd.com/20070605/comcast-parachutes-into-second-life/

MOU blog
http://www.millionsofus.com/blog/

SL Universe
http://www.sluniverse.com/pics/Default.aspx?Name=Kumi%20Kuhr

Blog Spot
http://slambling.blogspot.com/2007/06/comcast.html

ScottSecondLife
http://scottsecondlife.blogspot.com/2007/06/enter-comcastic-island.html

MindBlizzard
http://blog.mindblizzard.com/2007/06/comcast-plugged-in-sl.html

RipTen
http://www.ripten.com/2007/06/15/current-life-got-you-down-comcast-has-the-answer

mySecondLife.it (Italians are into it)
http://www.mysecondlife.it/comcast-apre-un-parco-a-tema/20070615.html

Slandreamedia (the French too, dammit)
http://slandreamedia.wordpress.com/2007/06/06/un-fai-dans-second-life/

Virtual Worlds News
http://www.virtualworldsnews.com/2007/06/whos_new_to_sec.html


Jeremi Karnell-President, One to One Interactive

Where Are All Those Clicks Going?

Last week Business Week decided to scare the world with a shocking cover: Click Fraud, The Dark Side of Advertising. This is about as timely as Roger Waters launching a tour where he plays the Dark Side of The Moon in full. If you recall, 12 years ago his fellow former Pink Floyd band mates had done the same. In both cases, you got to hear the Dark Side of The Moon but you didn’t get the full picture.  Which is more or less what you got in the Business Week article.  Yes, it’s true, there are cases in which as much as 15% of the clicks may be fraudulent, and yes, it’s true, the search engines may not be equipped to detect them.  However I felt very reassured when I read this article from an August issue of Fortune.  Apparently Nielsen has found a solution to the issue of measuring the impact of online advertising.  They have 30,000 households who will act as a sample, and they will be able to project from that sample the amount of  traffic that is really generated by online advertising.  Mmmm. Where have we seen this before?If you think I am taking the issue lightly I am not. 

These two articles point out a few major issues that as digital marketers we need to take extremely seriously.  First of all, whether we like it or not, the debate on the impact of digital marketing is now in the mass domain. The fact that mass media outlets are now covering the topic however does not change the fact that it is still a complex science. As an industry, we have a duty to set our standard higher than the standard expected by our clients or by the masses.  At the same time though it is extremely important to act as the voice of reason, and reframe the debate.  It is true that there are instances in which the measurement is not perfect, and it is true that there are instances of click fraud.  At the same time, for every 15% of fraudulent clicks, there is an 85% of legitimate, targeted and effective clicks.  The answer is not to go back and try to mirror the old media model, or even worse, to give up on Internet advertising. The answer is to keep working on improving the measurability of the web.

One to One Interactive launches Comcast into In-Game Advertising

OTOi, the digital marketing agency division of One to One Interactive, has recently launched an extensive in-game advertising campaign for Comcast's new Game Invasion High Speed Internet Product.  Via the Massive Incorporated video game ad network, Comcast is able to reach there target of male 18-34 hard-core gamers in a contextual way, adding to the realism of the game while simultaneously creating pervasive brand awareness.  Massively Multiplayer Online Role Playing Games (MMORPG), First Person Shooters, and Sports categories made up the buy.  Rainbow Six 4, Splinter Cell 4, Swat4, Anarchy Online, And1 Streetball, MLB 2K6, and Tony Hawk AW are just some of the titles where the Comcast messaging appears.  Some screen shot provided below:

Streetball3_1  

Comcast_mlb_copy_1

Tonyhawk_1

Rainbow61_1

Swat4_2  

Anarchy1_1

Notable Technology Marketers on MySpace

Below represents three major technology brands that are using social network site MySpace.com to promote their brand and/or products via their own MySpace page.


Cingular_logo

Company: Cingular

URL: http://www.myspace.com/cingularsounds

Cingular


Dell_logo

Company: Dell

URL: http://www.myspace.com/dellditty

Dell


Motorola_logo

Company: Motorola

URL: http://www.myspace.com/motoq

Motorola_1

Trendwatching.com | Infolust

Infolust

Mobile TV Driven by Young Adult and Male Segments

Mobiletv According to a recent study by Telephia, adoption of mobile video and television broadcast has been greatest among the young adult and male segments.  Currently, 1.5% or roughly three million wireless subscribers in the U.S. streamed TV or played video content via their wireless handset.  Of that audience, those age 18-24 have the highest penetration,doubling since the beginning of 2005 (see chart below). Overall, men are more likely to stream TV and play video content on their wireless devices than women, showing a penetration rate of 1.8 percent or more than 3.5 million wireless subscribers during Q4 2005.

Penetration Rates (%) of Mobile TV/Video Activity in the US

Demographic Segment

Q1 2005

Q2 2005

Q3 2005

Q4 2005

All Subscribers

1.4%

1.4%

1.4%

1.5%

Youth Subscribers

1.8%

2.9%

2.9%

3.3%

Male Subscribers

2.2%

1.9%

1.7%

1.8%

Female Subscribers

1.1%

1.0%

1.2%

1.2%

Source: Telephia, Q1 2005-Q4 2005

The report says that VCAST and MobiTV subscribers spend roughly $40 more per month as compared to non-TV subscribers. During Q4 2005, V CAST and MobiTV subscribers spent an average of $94 in total monthly charges in comparison to non-TV subscribers who had an average total monthly spend of $54.

Gorillaz Invade Virtual World

Gorillaz  Aleks Krotoski, via the Gurdian Game Blog, posted today that the band Gorillaz is "appearing (via custom avatars) in the US version of the teeny-friendly, mega virtual world hit Habbo Hotel today to give residents both a personal appearance and a live performance".

I love seeing this trend of brands (entertainment or other) extending into virtual worlds to interact with mass sets of connected audiences. 

Jeremi Karnell-President, One to One Interactive

One to One Interactive

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