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EPIC2016: Ethnographic Praxis in Industry Conf (Aug 2016, Minneapolis USA)

Dates: 29 Aug - 1 Sep 2016
Location: Minneapolis, Minnesota, USA
Website: EPIC2016
Deadline for submission of proposals: 19 Feb 2016

The EPIC2016 theme pathmaking emphasizes the power of ethnography in academia and business to create transformative innovation, growth and strategic success for companies, industries and communities. The conference will highlight the essential role that a deep understanding of human societies and their cultures plays to guide organizations through the difficult, real-world complexities and challenges businesses face today. Read the full conference theme.

The program committee invites submissions of proposals for Papers, Case Studies, PechaKucha presentations, and Tutorials <> that embody the spirit of pathmaking between academia and business. Contributions should draw on theoretical advances in social science research (or other ethnography-informed disciplines), coupled with applied best practices from professional fields, to strike new directions for creating knowledge, insights, techniques or applications. Contributors should either be able to show how their ethnographic work profited from engaging with industry, or how methods in their ethnographic toolkit opened new opportunities for businesses, industries, customers or communities, in areas such as:

  • New product/service development
  • Innovation
  • Design
  • Corporate strategy or organizational change
  • User experience
  • Marketing, advertising, communication

We encourage contributions from any of the variety of fields that create/apply ethnography, including: the social sciences (anthropology, sociology, economics, linguistics, psychology etc) & humanities, business strategy, marketing, product management, design, UX/usability, AGILE/Lean, HCI/CSCW, informatics, communications, policy, education, government, defense, international development, data science, leadership, organizational design, change management, technology, software engineering, healthcare and more.

IMPORTANT DATES

  • Proposal submission deadline – February 19, 2016
  • Acceptance notification – April 23, 2016
  • Full draft submission – June 4, 2016
  • Final submission (for publication) – August 15, 2016

For more details: https://www.epicpeople.org/2016/call-for-participation/.

COMMENTS

Name

academia,15,academic,2,activism,1,adaptation,1,additive manufacturing,1,admin,14,aesthetics,7,affect,1,ageing,2,AI,18,analogy,2,android,1,animation,1,anthropology,3,anticipation,1,app,1,architecture,51,art,2,arts,73,Asia,3,assistive technology,2,authority,1,automobile,1,award,1,balance,28,biology,5,biomimetics,17,book,8,branding,4,building,3,built environment,4,business,7,CAD,5,Canada,29,care,1,case,11,cfp,689,change revision,1,children,2,cinema,1,Circa,3,circular design,1,circular economy,4,codesign,3,cognition,12,collaboration,4,colonization,1,commercialization,3,commonplacing,1,communication,3,communication design,12,competition,5,complexity,5,computation,24,computer science,1,computing,18,concept map,4,conference,354,constructivism,1,conversation,1,conversational analysis,1,covid-19,4,craft,11,creative arts,1,creativity,15,crime,1,CSCW,1,culture,35,cybernetics,2,data science,1,decision-making,1,decolonization,1,degrowth,1,dementia,4,design,111,design science,1,design thinking,12,digital,3,digital media,5,digital reproduction,1,digital scholarship,1,disability,3,dissertation,1,drawing,7,economics,23,education,71,effectiveness,14,efficiency,12,emotion,1,engineering,45,entertainment,1,entrepreneurship,6,environment,28,ergonomics,3,ethics,51,ethnography,2,Evernote,1,evolution,4,exhibition,3,exoskeleton,1,experience,5,experimental studies,3,fail,1,fashion,15,featured,10,film,1,food,5,function modeling,1,futurism,16,gender,1,gender studies,3,geography,2,Germany,2,globalization,3,grantsmanship,1,graphic design,32,Greece,1,HCI,53,health,29,heritage,2,history,33,HMI,1,Hobonichi,1,housing,2,human factors,3,humanism,56,humanities,2,identity,1,illustration,2,image,4,inclusivity,2,industrial design,6,informatics,4,information,9,innovation,19,interaction,26,interdisciplinarity,4,interior design,9,internet of things,3,intervention,1,iphone,16,jobs,1,journal,194,journalism,1,justice,2,landscape,6,language,5,law,2,library,1,life,105,life cycle,3,lifehack,10,literature,1,literature review,1,logistics,2,luxury,1,maintenance,1,making,5,management,12,manufacturing,9,material culture,7,materials,6,mechanics,1,media,17,method,46,migration,1,mobile,2,mobility,1,motion design,2,movie,3,multimedia,3,music,1,nature,3,new product development,5,Nexus 6,1,olfaction,1,online,2,open design,2,organization,1,packaging,2,paper,19,participatory design,16,PBL,1,pengate,1,performance,1,PhD,34,philosophy,46,planning,5,play,1,policy,9,politics,52,postdoc,1,practice,26,predatory,3,preservation,2,printing,1,prison,1,proceedings,1,product,1,product lifetime,1,product longevity,1,productivity,106,project management,1,prototyping,4,public space,6,publishing,3,reading,1,Remember The Milk,1,repair,1,reproduction,1,research,117,research through design,2,resilience,1,resource-limited design,1,reuse,1,review,74,robust design,1,Samsung,3,scale,1,scholarship,54,science,48,science fiction,5,semiotics,5,senses,1,service design,12,simplicity,5,society,136,sociology,11,software,61,somatics,1,space,5,STEM,1,strategic design,6,student,8,sustainability,68,sustainable consumption,1,sustainable design,1,sustainable production,1,systems,67,tactile,1,tangibility,1,technology,25,textile,7,theatre,3,theory,7,Toodledo,2,Toronto,3,tourism,2,traffic,1,transhumanism,1,transnationalism,1,transportation,3,tv,3,typography,1,uncertainty,1,universal design,4,upcycling,2,urban,30,usa,9,usability,1,user experience,8,virtual reality,1,visualization,24,waste management,1,wearable,3,well-being,17,women,1,workshop,74,writing,2,
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The Trouble with Normal...: EPIC2016: Ethnographic Praxis in Industry Conf (Aug 2016, Minneapolis USA)
EPIC2016: Ethnographic Praxis in Industry Conf (Aug 2016, Minneapolis USA)
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The Trouble with Normal...
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