Jacob D. Rawlins
7 articles-
Abstract
In 2014, Rawlins and Wilson proposed a typology of agential interactions between users and designers of interactive data displays. This article tests that typology by studying 20 users working with three different types of interactive data displays and answering questions, which were coded by verb and actor and analyzed for themes. The authors show that rhetorical agency is marked by thoughts, actions, and language. Affordances by the designer open a shared rhetorical space where user and designer are coparticipants. As interactivity increases, participants see themselves as rhetorical agents in a community of rhetorical agents rather than as conduits of information.
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Abstract
This study investigates the themes that drive persuasive recruiting appeals, or stories, designed to attract new, entrepreneurial workers in the direct selling industry. It offers a rhetorical perspective informed by fantasy theme analysis on the themes present in the recruiting content on the corporate Web sites of three direct selling companies (Mary Kay, Stella & Dot, and Scentsy). The analysis indicates that rhetorical agency is a core theme in the persuasive recruiting stories for these companies. Offering a means for business and technical communication scholars to explore agency or other persuasive story themes in context, this study addresses how a rhetorical perspective is useful to assess recruiting appeals in shifting, entrepreneurial work contexts.
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Client-Based Pedagogy Meets Workplace Simulation: Developing Social Processes in the Arisoph Case Study ↗
Abstract
Teaching problem: Immersive pedagogies-including real-world or client-based projects, case studies, and simulations-have long been used to encourage student problem-solving, analytical thinking, and teamwork in professional communication. Building a connection to the real world has real challenges, however, for both instructors and students. How can we better prepare students for their future careers in our technical communication courses? Situating the case: This paper draws on three areas in the literature to situate the Arisoph case study: First, we discuss the work that has been done with client-based projects and the problems and challenges researchers have found with incorporating these projects into the classroom. Second, we discuss a newer model of workplace simulations, particularly focusing on the work done by Fisher and Russell. Third, we discuss the psychological theories of attribution and reattribution, which provided a foundation for our development of the Arisoph case study. How this case was studied: This paper describes the development of the Arisoph case study, an online client-based simulation course designed for engineering students to learn and practice technical communication. Course development and collection of instructor and student responses took place from 2010 to 2014. About the case: This paper details the development and implementation of the Arisoph case study, which brought the workplace realities of a variety of engineering professions into a classroom filled with engineering majors. The Arisoph simulation was designed to manage student attribution and reattribution, particularly to help engineering students connect the principles and skills learned in technical communication courses with their future careers. The Arisoph case study is a full-semester simulation, where students apply for work in a fictional company and fulfill different roles on professional teams. Each assignment during the semester is situated in the context of the simulation. The major projects for the simulation, however, come from a real client in the engineering field. This unique combination of simulation and client-based projects provides students with greater opportunities for successful reattribution. Conclusions: Initial student reactions to the course show an increased understanding of workplace communication and a greater motivation to produce the best possible product for the client. We hope that long-term studies will show significant carryover of those attitudes into students' careers.
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Abstract
In this article, we outline a competency-based approach to teaching business communication. At the heart of this approach, classroom instruction, assignments, and evaluation center on a goals-oriented and receiver-centric understanding of communication in which students are taught strategies for meeting five core competencies of business communication: professional, clear, concise, evidence driven, and persuasive. This is not a reinvention of the curriculum but instead a pivot that positions existing disciplinary knowledge and best practices into a clear, memorable, and professionally oriented framework to help students build critical communication skills that can be applied strategically across a range of business situations.
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Abstract
This article explores how rhetorical myth can be used as a tool for persuading employees to accept change and to maintain consensus during the process. It defines rhetorical myth using three concepts: chronographia (a rhetorical interpretation of history), epideictic prediction (defining a present action by assigning praise and blame to both past and future), and communal markers (using Burkean identification and rhetorically defined boundary objects to define a community). The article reports on a 3-year ethnographic study that documents the development of a rhetorical myth at Iowa State University’s Printing Services department as it underwent changes to its central software system.
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Abstract
Much has been written about how to evaluate static graphics from the perspective of clarity, ethics, efficiency, and power relations. However, when considering interactive graphics, agency must enter the conversation. This article develops a typology to understand the balance of agency between the designers and users of interactive graphics. The authors use this typology to interrogate 2 contemporary theories of rhetorical agency advanced by Miller and by Herndl and Licona.