Funo ? Humour, émotion et créativité au sein d’équipes interculturelles

Cet article porte sur l’humour, le rire et la créativité dans les équipes interculturelles en quête d’innovations. Les questions que nous nous posons sont les suivantes : Quels sont les fonctions et les effets de l’humour et du rire dans les équipes ? Y a-t-il un lien entre l’humour et la créativité...

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Gepubliceerd in:URI:https://journals.openedition.org/tipa,
Hoofdauteur: Stalder, Pia
Formaat: Article ou chapitre numérique
Taal:Français
Gepubliceerd in: TIPA. Travaux interdisciplinaires sur la parole et le langage 2019
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Online toegang:Accès Université d'Orléans et IFPM
Accès Université d'Orléans et IFPM
id openedition-oai:revues.org:tipa_3260
record_format openedition
collection OpenEdition Journal
language Français
format Article ou chapitre numérique
building 0/Bibliothèque numérique/
1/Bibliothèque numérique/OpenEdition Journals/
topic emotion
creativity
humor
laughter
innovation
intercultural
émotion
créativité
humour
rire
innovation
interculturel
spellingShingle emotion
creativity
humor
laughter
innovation
intercultural
émotion
créativité
humour
rire
innovation
interculturel
Stalder, Pia
Funo ? Humour, émotion et créativité au sein d’équipes interculturelles
description Cet article porte sur l’humour, le rire et la créativité dans les équipes interculturelles en quête d’innovations. Les questions que nous nous posons sont les suivantes : Quels sont les fonctions et les effets de l’humour et du rire dans les équipes ? Y a-t-il un lien entre l’humour et la créativité ? Dans un premier temps nous expliquons les origines de notre intérêt pour l’humour dans ce contexte particulier. Nous présentons ensuite l’état des lieux, notre méthodologie de recherche ainsi que le corpus de données. Au cœur de cette contribution se trouve une étude de cas. Sur la base d’interactions filmées dans une équipe interculturelle nous montrerons que l’humour et le rire émergent de et dans la situation. Ils ont plusieurs fonctions et plusieurs effets à la fois. Dans le corpus spécifique étudié ici, l’humour et le rire ont ceci de particulier qu’ils sont fortement liés à des émotions positives. Ils concourent à la co-construction de zones de sécurité qui contribuent à la créativité dans l’équipe observée. De la sorte, l’humour et le rire sont considérés ici comme facteurs de créativité et, in fine, d’innovation.
author Stalder, Pia
author_facet Stalder, Pia
author_sort Stalder, Pia
title Funo ? Humour, émotion et créativité au sein d’équipes interculturelles
title_short Funo ? Humour, émotion et créativité au sein d’équipes interculturelles
title_full Funo ? Humour, émotion et créativité au sein d’équipes interculturelles
title_fullStr Funo ? Humour, émotion et créativité au sein d’équipes interculturelles
title_full_unstemmed Funo ? Humour, émotion et créativité au sein d’équipes interculturelles
title_sort funo ? humour, émotion et créativité au sein d’équipes interculturelles
publisher TIPA. Travaux interdisciplinaires sur la parole et le langage
publishDate 2019
container_title URI:https://journals.openedition.org/tipa
url https://ezproxy.univ-orleans.fr/login?url=https://doi.org/10.4000/tipa.3260
https://ezproxy.univ-orleans.fr/login?url=https://journals.openedition.org/tipa/3260
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spelling openedition-oai:revues.org:tipa_3260 https://doi.org/10.4000/tipa.3260 urn:doi:10.4000/tipa.3260 fr https://journals.openedition.org/tipa/3260 2019-07-23T02:00:00Z info:eu-repo/semantics/openAccess article info:eu-repo/semantics/article urn:handle:20.500.13089/lgnp https://creativecommons.org/licenses/by-nc-nd/4.0/ Funo ? Humour, émotion et créativité au sein d’équipes interculturelles TIPA. Travaux interdisciplinaires sur la parole et le langage Laboratoire Parole et Langage info:eu-repo/semantics/reference/issn/2264-7082 URI:https://journals.openedition.org/tipa Stalder, Pia emotion creativity humor laughter innovation intercultural émotion créativité humour rire innovation interculturel Cet article porte sur l’humour, le rire et la créativité dans les équipes interculturelles en quête d’innovations. Les questions que nous nous posons sont les suivantes : Quels sont les fonctions et les effets de l’humour et du rire dans les équipes ? Y a-t-il un lien entre l’humour et la créativité ? Dans un premier temps nous expliquons les origines de notre intérêt pour l’humour dans ce contexte particulier. Nous présentons ensuite l’état des lieux, notre méthodologie de recherche ainsi que le corpus de données. Au cœur de cette contribution se trouve une étude de cas. Sur la base d’interactions filmées dans une équipe interculturelle nous montrerons que l’humour et le rire émergent de et dans la situation. Ils ont plusieurs fonctions et plusieurs effets à la fois. Dans le corpus spécifique étudié ici, l’humour et le rire ont ceci de particulier qu’ils sont fortement liés à des émotions positives. Ils concourent à la co-construction de zones de sécurité qui contribuent à la créativité dans l’équipe observée. De la sorte, l’humour et le rire sont considérés ici comme facteurs de créativité et, in fine, d’innovation. Our article aims at the investigation of humor, laughter and creativity in intercultural teams who are looking for innovative products. It is based on a research project we started some time ago to identify individual and collective competences for innovation processes and to develop new training tools. The questions we ask in this article are the following: Which are the functions and the effects of humor and laughter in teams? Is there a link between humor and the team members’ creativity?Humor and laughter are not recent research subjects. Much work has been done on humor as a social practice in specific – also professional – contexts. Scientists have looked at its functions, effects, advantages and limits or risks (see chapter 2.1 for references). In addition, researchers have stated humor’s positive impact on creativity and innovation (e. g. Csikszentmihalyi 1996, Brotherton 1996 or Wood 2011). The interest in this subject is growing. Nevertheless, there is still a lack of empirical studies on humor and creativity in intercultural work settings. Humor is a universal communication mode (Apte 1985 or Lefcourt 2001). According to Martin (2007: 5) humor “refers to anything that people say or do that is perceived as funny and tends to make others laugh, as well as the mental processes that go into both creating and perceiving such an amusing stimulus, and also the affective response involved in the enjoyment of it”. We consider humor not only as an intelligible expression of people’s creativity, but also as a “scene” of emotions. It is, in our view, an “emo-language”.Our research methodology is empirical and inductive. For finding answers to our research questions we have gathered, among other, filmic data. That data comes from the “Innovation Game”. The Innovation Game is a competitive activity we have been developing since 2014. We use it for training master students (MA and MBA) in intercultural communication and team management. During that game, the participants have to design, construct, name and pitch an innovative piece of office furniture; the time available for these 4 phases is less than 30 minutes. The teams consist of five members: three “innovators”, one resource manager and one observer who films the interactions. So far, more than 160 people have participated in this game and our data consists of 17 hours of videos. To better understand the functions and the effects of humor and laughter in the teams, we started from the identification of “Rich Points” (Agar 1994) in our data and then used filmic interaction analysis (e. g. Mondada 2005 or Stalder 2010). Unsurprisingly, humor and laughter are frequent in our data: The interactions take place in an educational setting and the participants are all students of more or less the same age. They know each other well and take part in a game. The rules are transparent and the same for everybody. All these aspects contribute to an egalitarian, playful and comfortable atmosphere, which limits the risks of negative humor and exclusive laughter.The case study in the core of our article is focused on a team of master students filmed in a Swiss university in 2017. We analyze the three innovators’ interactions during one specific phase of the game, the phase during which they have to find the name for the piece of furniture they have invented, designed and constructed (with the only material made available, i. e. white paper sheets, a stapler and/or an adhesive tape, a pair of scissors). The team – composed of people with diverse professional, cultural and linguistic backgrounds and a considerable set of different experiences – has conceived and built a sofa bed. The product itself is not particularly innovative. As shown in chapter 4.1 it is the name emerging from the interaction among the team members that turns the sofa bed into an innovation. The Tanzanian team member “C” suggests “Funo” for the bed sofa. C explains that, according to the Tanzanian tradition, Funo means a very rare bed (see chapter 4.1, “Extrait 3”, line 34). A Funo flies, he explains, and also brings luck to those who get the chance to see it. C’s proposal surprises A and B. The name is unfamiliar to them. It contrasts with their knowledge, experience and imagination. Thus, Funo is innovative. That very moment of surprise and astonishment inspires humor: B is making fun of the situation. He turns to A and says “I know who is selling it in the end”, meaning: It will be up to C to take the responsibility and the lead to present the prototype in order to explain the name’s story and sense during the pitching session in plenary. B’s humor translates into common laughter: The three team members meet on the same “scene”. Their laughter expresses a moment of shared emotions. Indeed, the analysis of our data shows that, very often, the product’s name is only approved after a moment of shared laughter. It seals the team members’ agreement on the choice of the name for their prototype.The name finding sequence analyzed and discussed here lasts only 2 minutes and 5 seconds. Nevertheless, the three team members laugh and joke lots together. Another example presented in the article is the following: Team member A is laughing while making a first name proposal, “Sleep Biz” (see “Extrait 1”). Laughter is a contextualization cue (Gumperz 1982) and has framing functions (Goffman 1974). A’s laughter can be read as an attitude of modesty. It could also be interpreted as the expression of stress: A makes the first step and takes the risk of loosing face as B and C might criticize the idea and reject it. In sum, both, humor and laughter have different functions and effects. In the specific context under study here, humor and laughter are strongly linked to positive emotions. Among other, they mitigate face-threatening acts, facilitate leadership delegation among peers and ease stress. Humor and laughter instill fun moods and contribute to the co-construction of “security zones” which favor the team members’ creativity. Thus, we consider humor and laughter as creativity and innovation factors.Nevertheless, we are only at the beginning of our research project. In addition, our analysis is based on very specific data collected during games played for competence development reasons in the academic context. Our results cannot be generalized. In conclusion, innovation – defined here as a potential outcome of creativity – is a multifactorial and complex process. So far, our analysis shows that humor emerges in and from particular situations: It occurs at moments of surprising contrasts that confuse participants and thus inspire action, in other words, intelligible creativity. These observations lead us to the hypothesis of humor as an innovation indicator… a hypothesis that will be tested by further data collection, analysis and discussion.