Feature
posted 1 Jun 1999 in Volume 2 Issue 9
Narrative Technology and the New
Millennium
Usually, when story telling takes place on a massive scale within
daily life, thousands of people fill stadiums or halls to hear preachers,
speakers and the modern story tellers of the nineties. But IBM don't need the
physical stadium to communicate stories across a corporate-wide globally
dispersed population. John Thomas explains the various narrative approaches they
are developing.
Storytelling is an ancient art. Stories are memorable and motivating
(Schank, 1990). They are a natural way for human beings to create and share
knowledge (Turner, 1996). Given this naturalness, why do we need to analyse it
and design technology to support it? In fact, might the very act of trying to
bring technology to bear on stories and storytelling destroy what is best about
them? How can we ensure that modern technology enhances and enriches rather than
diminishes our lives (cf. Thomas, 1996)?
Dave Snowden, an IBM colleague of mine
also works with corporate stories. He uses an apt analogy to explain why it may
now be necessary to take storytelling to the next level. When the Modern
Olympics began in 1896, a natural athlete who trained hard had a good shot at
winning a Gold Medal. At the end of this century, that is no longer true. Only a
good athlete who trains hard and trains scientifically, with expert advice in
nutrition, biomechanics, sports medicine, and other fields has a shot at a Gold
Medal. In the past, great leaders in business have instinctively told stories to
help motivate people and to create an organizational reality. Workers have also
shared knowledge by telling stories in small, face to face groups. But today, we
live in a world at once faster paced, more competitive and more global. Science
and technology might now be used to make stories and storytelling more
effective, more appropriate, more scaleable to large organizations. In this
article, we will begin to outline the beginnings of the new narrative
technology.
We
have been developing several categorisation schemes for stories, some based on
function, some based on structural properties, and some based on communicative
context. One of these latter schemes looks at stories in four contexts:
1. Stories and scenarios
can be used as a way for a company to obtain information about its customers,
their needs, and the contexts of use for their products.
2. Stories can be a useful way to
share information within a company. Major subcategories here are stories shared
among peers and stories heard, created, and told by leadership.
3. Stories and scenarios
can be used to help explain how and why products and services might be
used.
4. Finally,
stories about your products, services, and practices will be shared by customers
and the general public. These stories may have a powerful influence on sales,
employee morale, hiring, partnering, and even legislation and regulation.
Scenarios of
use
Lieber (1997) points out that having customers tell stories
about products may get at deeper needs than focus groups or questionnaires.
Ethnographic inquiry may involve working with potential product users to
storyboard problems and potential solutions (Beyer and Holtzblatt, 1998; Bodker,
1999). Building a story together with potential customers helps focus
technologists on solving the real problems and doing it in a way that minimizes
introducing new ones (Gruen and Ehrlich, 1999). For instance, in the abstract it
would seem very reasonable to replace the paper strips that air traffic
controllers use in France to keep track of individual flights with a completely
computerized system that has the same information. Part of the real story,
however, includes the fact that these strips as physical artifacts are moved
about to further signify additional information about the stage of processing.
In addition, the power often goes out and the strips are still readable by the
emergency lighting! (Mackay, Fayard, Frobert, and Medini, 1998).
According to McKee
(1997), good stories take us to the limit of human experience. While McKee's
book focuses on how to write good fiction, scenarios that explore customer needs
and possible solutions should also delimit the edges of experience within the
domain of interest. It is not enough that one explores the "typical" case or
cases. In order to understand the limits of the proposed solution and possibly
to avoid later difficulties, it is important to examine unusual, stressful
conditions (Bodker, 1999; Thomas and Kellogg, 1989). The earlier in the entire
"design-develop-deploy" cycle that potential problems are uncovered, of course,
the cheaper the fix (Thomas and Carroll, 1978). Skimping on scenarios of use, or
focusing only on the common or modal cases, may save pennies now but cost many
pounds later.
Peer stories
Once information is obtained about
customers and their needs, it can be communicated in many ways inside an
organization. In some cases, stories remain a memorable and motivating mechanism
for sharing such information, especially when there are elements of the specific
context which may interact with the outcomes expressed in the story. Sharing
information about experiences via storytelling is natural in small face to face
groups of trusted colleagues. However, attempting to scale this practice to a
large organization faces several significant challenges.
In face to face storytelling, whatever
is said is typically deniable. In addition, the storyteller receives real-time
feedback in terms of facial expressions, body language, and comments, and can
therefore adjust the message accordingly. Groups share a common context. The
storyteller may also use extralinguistic cues such as a wink or an eye-roll to
signal to the listeners that something is to be taken ironically.
For example, in a small
group, everyone knows that Jane Doe is hardworking, creative, and productive. In
telling a story about Jane, Joe might glance at Jane and say, "So, Jane, in her
typical lazy way...." and by his intonation and facial expression indicate that
he is obviously aware, as they all are, that this is being said ironically, as a
kind of compliment to Jane. Indeed, the use of this "in-joke" helps build and
retain group identity. Imagine now that this story, absent of the face-to-face
group context, becomes a written document on a corporate-wide data base. Taken
out of context by someone not "in the know", this story might be taken as
indictment of Jane's work habits, or an indication of Joe's
insensitivity.
Yet the desire of many corporations to share information more widely is
quite reasonable (Reilly, Matarazzo, and Ives, 1998/9). For example, there are
hundreds of people who may know useful information about particular products,
services, customers or individuals. How can such information be usefully shared?
How can we scale the natural face to face process of storytelling to a
persistent, organization-wide level (i.e. creating a "storybase" related to
specific customers, or products etc.) and deal effectively with the significant
issues in trust and accountability? In order to deal with these issues, we are
exploring four approaches:
First, we are developing a statement
of ethics with respect to storytelling and incorporating ethical checkpoints
into our story cycle processes. Second, we are developing techniques to
partially anonymize stories. Third, we are developing a fictional slate of
characters and groups so that lessons learned about systemic problems can be
constructed without reference to actual individuals. Fourth, we are developing a
system to collect specific sets of related anecdotes and narratives and then
construct fictional stories based on these.
Only the constructed fictional stories
would be persistent. Furthermore, in this process, we are extracting and storing
important contextual and value information. We are applying the concepts of
"shearing layers" first introduced by Brand (1994) in the architectural domain,
to guide the persistence and modification of story layers. Managing all this
detail and complexity "by hand" would be impossible. On the other hand, fully
automating the process is not yet possible. Therefore, a suite of computer tools
are being developed to serve as "active communication channels" (Thomas,
1980).
Leader stories
Leaders also attempt to influence
corporate culture and corporate change through stories. This can be effective.
However, such a leader must remember that stories, like any communication, will
not simply be "taken in" by readers or listeners. Rather, people will interpret
stories in the light of other experiences, their model of the teller and the
teller's goals, and by their own goal structures (Thomas, 1978). For this
reason, communicative acts, such as stories must be carefully designed with real
users and situations in mind.
In a large U.S. telecommunications
company for instance, there was a push by top management to change the culture
to become less conformist and more imaginative. Executives told stories aimed at
showing that creativity and empowerment were "in." Every employee was forced to
go to a three day seminar to learn new values such as creativity and
empowerment. At such workshops, the facilitators gave the so-called "nine dots
problem." In this problem, you are supposed to draw straight lines that go
through a three by three matrix of nine dots. You must use no more than four
straight lines and the lines must be drawn without taking your pencil off the
page; i.e. they must be connected. The solution requires that the lines go
outside the imaginary box formed by the nine dots. In one of our sessions,
someone gave a rotated version of the solution in the facilitator's handbook and
the facilitators called this a "wrong" answer! Needless to say, this story
spread fast.In fact, it was much more believable as an indication of how the
company really was than the executive stories aimed at promulgating the notion
that now creativity was to be rewarded. Perhaps worse, the executive themselves
lost credibility. Every story communicates not only about events but also about
the communicator (Thomas, 1983).
Stories as instructional
guides for users
In product development, it is obvious to the
developers what the overall purpose of the product is. Documentation, training,
and help systems often focus on what the functions are and how to invoke them.
However, to the end user it is often not at all clear why the functions should
be invoked or when. The user has no overall "story" about how to fit this new
product or service into their ongoing concerns and activities (Carroll and
Thomas, 1982). Scenarios of use then, can be used, not only to "sell" the
customer, but can also be an important source of conceptual understanding. The
best sales people, of course do this now as an individual skill. Is there
something to be gained from doing this more systematically? We believe that
there is;by using the same narrative technology described above, we may organize
story elements into shearing layers and correlate them with contexts of use. In
this way, specific scenarios of use can be quickly crafted to suit industries,
groups of customers, individual customer companies or departments and even
individual end users.
Customer stories
Customers will share stories about
your products or services. As McKee (1997) points out, stories take us to the
edges of human experience. Consider the following narrative. "I was driving home
one night and found myself nearly out of fuel. I stopped at the XYZ station and
filled my tank. I paid with a credit card and drove on home." No-one would tell
such a story -- at least, not twice. It is uninteresting, boring, common.
Imagine however if the machine had ruined the credit card, or the fuel had
caused the car to explode. In other words, if you merely meet your customers'
expectations, they will tend not to tell stories. If however, you fail to meet
their expectations, you can be sure that stories will be told, many times. You
could also encourage storytelling by greatly exceeding your customers'
expectations. Nordstrom's, for instance, is one company that has been quite
successful at doing just this.
Learning
Stories
In this essay, I have explored some of the ways that stories
can be used to help reach specific goals. Perhaps the most powerful use of
stories however, is not to solve problems but to find and formulate them. As
Underwood (1994) states: "Learning stories are designed to engender questions,
not to answer them - to raise issues, not to resolve them. They are an
invitation to contemplation." (p. 43). In this vein, anyone concerned with
designing or leading successful projects would do well to read Underwood's
10,000 year old Native American tale, "Who Speaks for Wolf?" It is apt today.
References
Beyer, H. and Holtzblatt, K. Contextual
design: defining customer-centered systems. San Francisco: Morgan Kaufman,
1998.
Bodker, S. Scenarios in user-centered design: setting the stage for
reflection and action. Presented at the 32nd annual Hawaii international
conference on system science, January, 1999, Maui, Hawaii.
Brand, S. How
buildings learn. New York: Penguin, 1994.
Carroll, J. and Thomas, J.C.
Metaphor and the cognitive representation of computer systems. IEEE Transactions
on Man, Systems, and Cybernetics., SMC-12 (2), pp. 107-116, 1982.
Gruen, D.
and Ehrlich, K. Tell me a story: the value of rich scenarios. LOTUS working
paper, 1999.
Lieber, R. B. Storytelling: A new way to get closer to your
customer. FORTUNE, Feb. 3, 1997.
Mackay, W., Fayard, AL., Frobert, L. and
Medini, L. Reinventing the familiar: Employing an augmented reality design space
for Air Traffic Control, Proceedings of CHI'98, LA, USA. New York: ACM,
1998.
McKee, R. Story: Substance, style, and the principles of screenwriting.
New York: Regan, 1997.
Reilly, M., Matarazzo, T., and Ives, W. Once upon a
corporate time: The role of stories in organizational learning. In Knowledge
Management, 2 (4), pp. 7-12, 1998/9.
Thomas, J.C. The long-term social
implications of new information technology. In R. Dholakia, N. Mundorf, & N.
Dholakia (Eds.), New Infotainment Technologies in the Home: Demand Side
Perspectives. Hillsdale, New Jersey: Lawrence Erlbaum, 1996.
Thomas, J.C. and
Kellogg, W.A. Minimizing ecological gaps in interface design, IEEE Software,
January, 1989.
Thomas, J.C. Studies in office systems I: The effect of
communication medium on person perception. Office Systems Research Journal, 1
(2), pp. 75-88, 1983
Thomas, J.C. The computer as an active communication
medium. Invited paper, Association for Computational Linguistics, Philadelphia,
June 1980. Proceedings of the 18th Annual Meeting of the Association for
Computational Linguistics., pp. 83-86.
Thomas, J.C. A design-interpretation
analysis of natural English. International Journal of Man-Machine Studies, 10,
pp. 651-668, 1978.
Thomas, J.C. and Carroll, J. The psychological study of
design. Design Studies, 1 (1), pp. 5-11, 1978.
Turner, M. The literary mind.
New York: Oxford University Press, 1996.
Underwood, P. Three Native American
Learning Stories. Georgetown, TX: Tribe of Two Press, 1994.
Underwood, P.
Three strands in the braid: A guide for enablers of learning. Georgetown, TX:
Tribe of Two Press, 1994.
John C Thomas is a Manager of Knowledge Socialisation within IBM ,USA.
He can be contacted at:jcthomas@us.ibm.com
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