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PERVASIVEDIGITALIZATION and FLUID ORGANIZATION
as dynamic features of future organizing
CLASS O.S.I.A. (ORGANIZZAZIONE DEI SISTEMI INFORMATIVI
AZIENDALI) 2012
PROF. DAVID JAMES HAKKEN
STUDY COURSE: LAVORO, ORGANIZAZZIONE, SISTEMI INFORMATIVI
(L.O.S.I.)
EXAM PAPER BY ALESSANDRO BOZZO, n. 155631
SEPTEMBER 2012
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Twenty years from now you will be more
disappointed by the things that you didn't
do than by the ones you did do. So throw off
the bowlines. Sail away from the safe
harbor. Catch the trade winds in your sails.
Explore. Dream. Discover.
( Mark Twain )
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TABLE OF CONTENTS
1) ABSTRACT
2) INTRODUCTION
3) PERVASIVE DIGITALIZATION
4) FLUID ORGANIZATION
5) REFERENCES
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ABSTRACT
The need for supporting the personal feelings of myself as non
frequentante studente
lavoratore with experts views about plausible dynamics of
organizing in 20 years
from now, brought me to the search of qualified recent forward
looking studies related
to my job together with reading course materials.
The conclusions of this overview lead me to be confident that
GLOBAL CONNECTIVITY and WEB 3.0, 4.0 are the most likely dynamic
features of future organizing that are associated with the use of
digital technologies .
Then I engaged myself in developing a sociological argument for
each one of the two
above dynamics as string of logically-connected statements about
conditions and
contexts that are likely to be typical organizing assemblages in
20 years and why this
set of conditions/contexts is likely to produce the dynamic
identified.
My preference is for structuration theory, based on special
attention generally given
to the intentions of the human actors. (Other ways to account
for dynamics would
include the practice lens and Actor Network Theory (ANT), in its
several forms).
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INTRODUCTION
Discovering something that might be characteristic of the
dynamics of organizing in 20
years from now is a very hard task at today crisis times, when
we feel that the weight
of unsolved problems (financial troubles, sustainable
development, jobless
economy,) and rapid societal change (globalization of commerce
and culture,
proliferation and speed of information, evolution of technology
and transport) have
built up to the point that the need of a new paradigm (T.KUHN,
1970) replacing the
old one is perceived.
Many forward looking studies developed by public institutions,
research companies,
professional associations and industry are looking for options
and opportunities for
change before the business is forced to change" (WILLENIUS,
2008).
The background set up through the course materials, the main
findings of some recent
qualified forward looking studies in Europe and in US (EUROPEAN
COMMISSION,
2011; INSTITUTE FOR THE FUTURE, 2011) and some papers advancing
concepts
redefining the possibilities and transforming the nature of
organizations (SABETY,
2009; SABETY, 2011; ELLEN MACARTHUR FOUNDATION, 2012) draw a
challenging
framework for matching personal feelings as a worker and at the
same time as a
student with more objective indications in taking a world view
of the driving
forces for change and how specific key forces are affecting the
current structure and
future development of the organizations.
FOLLOW-UP FROM LECTURES, SPEAKERS and COURSE MATERIALS
The background set up in my mind by lectures, speakers and
course material is
summarized as in the following:
- Technological determinism is overcome by the need to integrate
social and
technical dimensions
- Digital technologies change communications at work as well at
home
- Productivity would only rise when organizations stopped
(HAKKEN, 2004)
treating computers as just a technology ( in Italy, I would say
will stop...)
- Aligning information systems and business goals (digital
technologies and key
business processes) is fundamental to the success of an
enterprise
(OSTERWALDER A. - PIGNEUR Y., 2010)
- Digital technologies are competitive necessity but not lasting
vantage
- Particular technologies are central to the mechanisms (McAdam,
et al. 2008)
that strongly afford particular social patterns
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INDICATIONS FROM FORWARD LOOKING STUDIES: THE CONTEXT
The main conclusions of the EUROPEAN COMMISSIONs report are:
1. a new model of open and collaborative innovation driven by
users should be
developed recognizing the role of innovative ecosystems
encompassing both
technological and non-technological aspects such as social,
economic and
cultural forces.
2. technological developments and social demands could be
translated in future
cross-cutting research and innovation fields such as
Human-Technology
cooperation (machines interpreting information, better knowledge
of human
brain, etc), Sustainable living spaces and infrastructures for
the future,
Environmentally friendly and individually tailored solutions,
Renewing
services and production by digital means, Manufacturing on
demand and
Urban mining.
3. while Europe has to increase cohesion and convergence on
research and
innovation among EU countries, in the newly global innovation
networks it has
also to intensify the contacts with world scientific leaders and
emerging
countries.
4. European Union research and innovation should grapple with
major global
societal challenges like natural resource depletion, energy and
climate change
and urbanization, whilst at the same time tackling EU concerns
of ageing,
productivity and social cohesion. The nexus between hard
sciences and soft
sciences, between engineering and social aspects, between grand
challenges
and daily citizens life are increasingly relevant. Future
research and innovation
should take these points into consideration.
A more sustainable economy requires shared efforts from
citizens, authorities,
researchers and economic stakeholders. Indeed, it implies new
socio-political
paradigms and, consequently, of new production and consumption
patterns. The key
word to lead to the future seems to be integration: integration
between different
stakeholders towards common goals, integration between
technologies and socio-
technical systems, integration between different technologies
and materials (and
therefore between one industry, its suppliers and its
customers), integration between
production and services.
To be competitive, the way of working and, consequently,
machines and tools have to
be more and more flexible, in order to adapt very quickly the
products to the changing
customers' needs. This means that manufacturing must be
self-adaptive,
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reconfigurable, multi-functional and cross-technological, with
an user-friendly human-
machine interaction.
The role of ICT will still increase, because industrial
processes are more and more
complex, implying the need for computer-aided modeling and
simulations.
On the basis of industrial transition, a basic component
emerges: human capital.
Multidisciplinary knowledge and competencies of workers will be
essential, but also a
new style of management and leadership are needed, more open to
creativity,
innovation and adaptability.
THE INSTITUTE FOR THE FUTUREs forward looking study identifies
six driversbig
disruptive shifts that are likely to reshape the future
landscape with a strong
relevance to future work skills :
1. Extreme longevity: increasing global lifespans change the
nature of careers
and learning
2. Rise of smart machines and systems: workplace automation
nudges human
workers out of rote, repetitive tasks
3. Computational world: massive increases in sensors and
processing power make
the world a programmable system
4. New media ecology: new communication tools require new media
literacies
beyond text
5. Super structed organizations: social technologies drive new
forms of
production and value creation
6. Globally connected world: increased global interconnectivity
puts diversity
and adaptability at the center of organizational operations
The intersection of the two above sets outlines, as plausible
dynamics of organizing in
20 years from now, 2 dynamic features of future organizing that
are associated with
the use of digital technologies and that are strictly
interconnected:
1. PERVASIVE DIGITALIZATION 2. FLUID ORGANIZATIONS
These dynamic features refer in their turn to many items of the
ranked list set up at
the workshop on the course examination, like:
The virtual will be the main form of organizations, FLOSS, The
rise of network
organizations means they will shrink in size, have a flatter
hierarchy, be less controlled
and be more focused on a core business, Organizations will have
fewer boundaries,
may be lose them altogether and will be much more like social
networks, Typical
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business process will have moved to cyberfacture. Jobs will
change greatly: e.g. be
more flexible, with no fixed location, hours, even pay, For the
worker, achieving a
good work/life balance will be easier, because it will be policy
and because the
separation of work from home will decline.
In the following two section I describe the 2 features PERVASIVE
DIGITALIZATION and
FLUID ORGANIZATION of the dynamics of organizing in 20 years and
try to construct a
sociologically persuasive argument for why I believe this is
likely to be true.
PERVASIVE DIGITALIZATION AND EXPERIENTIAL COMPUTING
Actually we are watching how computational power and digital
connections are
growing fast thanks to the internet, the wireless networks and
the large adoption of
smartphones. Its the first time that computers are not hard to
use instruments set on
desk at home or at office but very friendly light devices that
follow every one of us .
The INTERNET and the MOBILE PHONE are transformational
technologies converging
in such way to redesign society.
Web 2.0 and social networking offer new ways of communication,
new possibilities of
innovation. They offer huge possibilities to revitalize the
delivery of public services, but
only if access is assured to those who need the services.
In general, the diffusion of sensors, communications, and
processing power into
everyday objects and environments will unleash an unprecedented
torrent of data and
the opportunity to see patterns and design systems on a scale
never before possible.
Every object, every interaction, everything we come into contact
with will be
converted into data. Once we decode the world around us and
start seeing it through
the lens of data, we will increasingly focus on manipulating the
data to achieve desired
outcomes. Thus we will usher in an era of everything is
programmablean era of
thinking about the world in computational, programmable,
designable terms.
The collection of enormous quantities of data will enable
modeling of social systems
at extreme scales, both micro and macro, helping uncover new
patterns and
relationships that were previously invisible. Agencies will
increasingly model macro-
level phenomena such as global pandemics to stop their spread
across the globe. At a
micro level, individuals will be able to simulate things such as
their route to the office
to avoid traffic congestion based on real-time traffic data.
Micro and macro-scale
models will mesh to create models that are unprecedented in
their complexity and
completeness.
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As a result, whether it is running a business or managing
individual health, our work
and personal lives will increasingly demand abilities to
interact with data, see patterns
in data, make data-based decisions, and use data to design for
desired outcomes.
The combination of mobile devices with sensors can also assist
individuals to cope with
their environment in myriad ways. Many more adaptations of
sensing with smart-
phones can be expected. Always-on mobile phones will be
universal sensors and will
collect data from the users immediate environment and report in
real-time. The range
of sensors available is likely to be extended by
miniaturization, nano-technology and
even bio-technology. The extent to which the user can control
this information is
unclear; as advanced applications produce more and more context
information so new
principles of protecting privacy will need elaboration.
New multimedia technologies are bringing about a transformation
in the way we
communicate. As technologies for video production, digital
animation, augmented
reality, gaming, and media editing, become ever more
sophisticated and widespread, a
new ecosystem will take shape around these areas. We are
literally developing a new
language, for communication.
This kind of scenario depicted, introduces a new way of
intending computing: the
experiential computing (Ihde 1990). A review of four recent
studies (Banker and
Kauffman 2004; Orlikowski and Iacono 2001; Orlikowski and Scott
2008; Sidorova
et al. 2008) shows that in the majority of past Information
Systems studies,
computing was conceptualized as a discrete symbolic
representations of something
in the real world - individuals, teams, products, information,
process, organization,
and market. This is what Ihde (1990) refers to the hermeneutical
relationship between
users and technology in which the technology is used as a
symbolic
representation of something else real. Another way of intending
computing is
imagined computing that focuses on what Ihde refers to as an
alterity relationship
between technology and users. Alterity is a philosophical term
to mean otherness,
often used in the context of self-awareness. Therefore, an
alterity relationship refers
to a relationship between users and technology where the
technology becomes the
alter ego, being attributed users intention, hopes, and fears.
Referring to Stefano De
Paoli lecture, this is the world of computer games and virtual
reality, for example,
SecondLife and the World of Warcraft. Avatars in a virtual world
may take a
completely different identity from the owner who may have
several avatars at the
same time. Digital products and buildings in the virtual world
exist only in the realm of
the imagined.
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Contrary to representational computing and imagined computing
experiences,
experiential computing focuses on the notion of the embodiment
relationship
between technology, world, and people (Ihde 1990). The notion of
embodiment that
finds its roots in the philosophy of phenomenology (Boland 1985;
Heidegger
1962; Merleau-Ponty 1962; Mingers 2001) means the property of
being manifest in
and of the everyday world (Dourish 2001). Here, the social and
physical reality is
something that is not experienced through abstraction, but
rather is experienced
directly. Therefore, an embodiment relationship refers to a
relationship between
technology and users in which the technology mediates lived
experiences of the users.
Drawing on Merleau-Ponty (1962), the embodied human experience
is conceptualized
as an interaction between our body and the environments
characterized by four
dimensions: time, space, other actors, and things (including the
natural world).
The digitalization of these four dimensions of human experience
forms the basis of
experiential computing. Unlike traditional computing users, the
users of this new form
of experiential computing will not necessarily see computing as
an activity that is
separate from their everyday activities. Humans will no longer
experience
computing as something that is out there, but rather they will
live in it.
An emerging sociomateriality lens that emphasizes the
indissolubility of social and
technical (Orlikowski and Scott 2008) can be particularly useful
in developing precise
understanding on this issue. Among other things, a
sociomateriality perspective
emphasizes that material agency and human agency are so
entangled with each other
that previously taken-for-granted boundaries are dissolved.
Further in the future, we can envisage that everything,
including people, has a web-
address, and that this information plus the capacity to process
it can be used to place
all entities in a geographical context in real time. This is
potentially a very disruptive
tool; capable perhaps of benefitting society, but also pregnant
with possibilities for
exploitation by unscrupulous governments, organizations and
individuals.
Experiential computing bring us to consider new ways of working,
people with new
skills and a different kind of organizing.
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FLUID ORGANIZATION
Driving forces for change at the global level are interacting
between them and create
turbulence and dynamics influencing first of all the lives of
the people.
The organizations are the fundamental blocks of society and most
human activities
take place through them to meet different needs. At the highest
level, business,
government and social sectors dominate the organizational
landscape of most
developed economies.
Organizations are products of human design and as such they
reflect the cultural
norms, values, priorities and context out of which they are
created. The today
organizational models were designed at a time when the world was
a very different
place : many different driving forces of rapid societal change
have combined to create
a new massively interdependent global culture and economy and
organizations are
facing heavy pressures to adjust to a number of challenges
worsening of the quality
of our natural environment, declining of the social capital,
growing disparity between
rich and poor, etc. - which are ultimately by products and
unintended consequences of
organizational design. There is growing recognition that these
systemic problems are
rooted in structural failures at the organizational level:
solving these problems requires
new ways of thinking and acting on the part of individuals along
with new
organizational designs that encourage stakeholders actions
consistent with long-term
welfare of our ecological, economic and social systems.
I consider the work in the enterprises as motor of the economy
and how dynamics of
enterprises and economy are evolving under new needs and
awareness.
New technologies and social media platforms are driving an
unprecedented
reorganization of how we produce and create value.
Amplified by a new level of collective intelligence and tapping
resources embedded in
social connections with multitudes of others, we can now achieve
the kind of scale and
reach previously attainable only by very large
organizations.
In other words, we can do things outside of traditional
organizational boundaries.
To superstruct means to create structures that go beyond the
basic forms and
processes with which we are familiar. It means to collaborate
and play at extreme
scales, from the micro to the massive. Learning to use new
social tools to work, to
invent, and to govern at these scales is what the next few
decades are all about.
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Our tools and technologies shape the kinds of social, economic,
and political
organizations we inhabit. Many organizations we are familiar
with today, including
educational and corporate ones, are products of centuries-old
scientific knowledge
and technologies. Today we see this organizational landscape
being disrupted.
In health, organizations such as Curetogether and PatientsLikeMe
are allowing people
to aggregate their personal health information to allow for
clinical trials and
emergence of expertise outside of traditional labs and doctors
offices. In these days
Salvatori Iaconesi, a technology expert with a brain cancer, has
started a FLOSS
practice to stimulate participation in finding a solution for
his illness.
Science games, from Foldit to GalaxyZoo, are engaging thousands
of people to solve
problems no single organization had the resources to do before.
Open education
platforms are increasingly making content available to anyone
who wants to learn.
A new generation of organizational concepts and work skills is
coming not from
traditional management/organizational theories but from fields
such as game design,
neuroscience, and happiness psychology. These fields will drive
the creation of new
training paradigms and tools.
But there is another aspect that has to be considered: skills to
coping cultural changes.
Weve seen that the pervasive digitalization will bring us to
change the way we
communicate, with rise of new literacies. Moreover it will
reduce the need of
organization to be structured around physical places.
All this considerations involve a tremendous change of what we
call culture.
In fact, according with Schein, culture is a pattern of shared
basic assumptions that the
group learned as it solved its problems that has worked well
enough to be considered
valid and is passed on to new members as the correct way to
perceive, think, and feel
in relation to those problems. Schein culture model contains
three layers:
Artifacts, that are the visible elements in a culture. Artifacts
can be recognized by
people not part of the culture. Artifacts can e.g. be dress
codes, furniture, art, work
climate, stories, work processes, organizational structures etc.
The outsider might
easily see these artifacts, but might not be able to fully
understand why these artifacts
have been established. To understand this, outsiders can look at
the espoused values
in the culture.
Espoused values are the values normally espoused by the leading
figures of a culture.
Espoused values could e.g. be represented by the philosophies,
strategies and goals
sought realized by e.g. leaders. However, the values sought by
leaders should be
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supported by some general and shared assumptions about e.g. how
a company should
be run, or how employees should be managed. If espoused values
by leaders are not in
line with the general assumptions of the culture, this might
signal trouble.
Assumptions reflects the shared values within the specific
culture. These values are
often ill-defined, and will oftentimes not be especially visible
to the members of the
culture. Assumptions and espoused values are possibly not
correlated, and the
espoused values may not at all be rooted in the actual values of
the culture. This may
cause great problems, where the differences between espoused and
actual values may
create frustrations, lack of morale and inefficiency. Core
assumptions can e.g. be
assumptions regarding the human nature, human relationships
etc.
I want to pay attention to the symbolic artifacts. Symbolic
artifacts can assume several
forms that can fit in three categories: organizational
practices, communication,
physical artifacts.
How this categories of symbolic artifact (I will consider only
physical one in this work),
are affected by the rise of new kind of fluid organization?
Pervasive digitalization and environment fast transformation
push organizations to be
extremely flexible. It means that we will be in front of an
hardly tuned version of what
Mintzberg describes as adhocracy that seems to be the kind of
organization used for
FLOSS projects.
In primis workplaces, as physical artifacts, will be subjected
to important
transformations. Generally, workplaces send cultural messages to
organizations
members, like where they are, what is the expected behavior,
even who they are or
what is their personal, team or organizational identity, what is
their status.
Thanks to pervasive digitalization, organizations members can
make their own activity
not only in given places but potentially everywhere. Referring
to work activities, this
means that work can be configured as deskless job. So, many of
us, will be allowed do
work from home. Domestication of work will be a challenge,
because combine more
worker freedom but an invisible subordination. If work will
still represent the most
important part of our life we can suppose that digital
workplaces can rapidly transform
our society in a placeless society.
Other aspects that will be subjected to important changes are
communication (as
symbolic artifacts) and management of not synchronized time (as
organizational
practice). Unfortunately my time is expired!
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