Interactive media: image storytelling
Purpose ‐ The purpose of this paper is to describe the influence of the technology on storytelling in an organisational setting. How do we tell each other stories in projects with digital images, and how can we convince others in this project about our way of looking at things? Images represent stories and in this context are collages of pictures and words based on digital technology. To be convincing as a storyteller requires people to be in touch with themselves through this technology, as if their imagination is the ground for the whole project. Design/methodology/approach ‐ From contemporary literature, different notions can be found that explore the impact of digital technology on work processes. Based on this literature, notions around storytelling and project work are related to change in the organisation. The question for the author in this case is about imagination as a form of storytelling. Are people still in touch with the project through the representation by techno images, or are they hallucinating about their own prospects, projecting a future over which they have little control? Findings ‐ The practices of interactive media organisations are studied as part of identifying storytelling based on images. Research limitations/implications ‐ This paper is based on literature studies and its findings need to be explored in a real-life setting. Practical implications ‐ The consequences of technical images to storytelling can be used to widen the impact of storytelling as research discipline. Originality/value ‐ The application of Flusser's theory in the field of organisation studies opens up possibilities for exploring imagination in a philosophical/technological way.