The Lost Binder

With annual U.S. research and development spending amongst Booz & Company's Global Innovation 1000 at over $500 billion (Jaruzelski & Dehoff, 2010), companies are generating an overwhelming amount of ethnographic research data about how people clean, game, shop, learn, eat, and more. Buried in this data—they hope—is the insight that could inspire the next great innovation. And often it is. But, it usually ends up stranded on an executive’s desk instead of entering the collective intelligence of the organization. This paper shows a method, based on experience modeling, for extracting an educational, inspirational, and viral system of games from a large qualitative data set of observations and interviews with 21 American women.

Communicating Ethnographic Research With Games
PDF Articles
/sites/default/files/articles/The%20Lost%20Binder-%20Communicating%20Ethnographic%20Research%20With%20Games.pdf
Download Count
155
Update DOI
Off
DOI / Citations
https://doi.org/10.1184/R1/6686783.v1