6.3
Conclusion
Globalization, competition, technological
sophistication and speed have increased the complexity of organizations. If,
indeed, organizations thrive on communication, then clearly, communication
should enable them to cope with such complexity. The information systems field
can, and indeed must, play a role in enabling effective communication, but for
this, such a field needs to inform the design of information technology on the
basis of a realistic model. The proposed model has sought to draw a balance
between relationship and action, cognition and affect, message and medium. As
noted in the introduction, we believe that such a balanced view provides a more
realistic view of organizational communication and avoids possible pitfalls in
prescriptions, e.g., minimize communication by disregarding the need for
building relationship. Underlying this approach is the realization that we are
facing new forms of communication and new forms of organizations (Fulk and
DeSanctis, 1995).
It is important to invent new designs that are able to
support new forms of communication, but it is essential that this should be done
only on the basis of a better understanding of what needs to be accomplished. In
this paper, an attempt has been made to achieve such an understanding by
abstracting patterns of current behavior, rather than simply by speculating on
what can be done with emerging technologies, such as virtual reality.
Computer-mediated communication has been described as a different state of
communication, which "may change the psychology and sociology of the
communication process itself & [creating] a new linguistic entity with its
own vocabulary, syntax and pragmatics"(Rice and Love, 1987, p. 86). In order to
direct the new communication process, however, it is necessary to understand the
way people choose to behave. Only then will it be possible to design support
that is more relevant to actual communication behavior. Furthermore, it is time
to reconsider the metaphor of lean-rich media, which climaxes with face-to-face
communication. Intelligent communication support systems may be better thought
of as providers of optimal levels of interactivity, channel capacity and
adaptiveness in conjunction with recommendations of optimal message form. At the
same time, however, it is important to note two caveats. One is the simplified
view of organizational communication adopted here in which organizational
politics are ignored. Organizational games in which communication is a medium of
power may certainly distort the behavior described above (Frost, 1987).
Secondly, technology not only facilitates communication but also creates new
realities that may trigger unproductive communication behavior (Spears et al.,
1990; Sproull and Kiesler, 1992). We may, for example, learn to rely on machine
for relating to other people instead of learning how to relate (McLeod, 1999).
Thus, the rather optimistic view of technology should be taken with a grain of
salt. In fact, under certain conditions it may be more effective to train people
how to communicate rather than delegate communication to
machines.
Enterprises of the future are likely to rely even more heavily on
virtual organization. Trust will be crucial. At the same time, however, they may
find it more difficult to develop trust between people who hardly ever meet
(Handy, 1995). Thus, communication is expected to play a growing role in
promoting not only task-oriented goals, but also relationship-oriented ones. In
this respect, we believe that increasingly, organizations will need to design
communication support systems based on cognitive and affective models in order
to facilitate better operations and working relationships within such virtual
organizations.