We explore whether there is evidence of property rights among the homeless, and if so, how these rights are governed. By conducting interviews with 52 homeless people in Cape Town, we show that although the homeless are able to derive some value from assets, and can exclude other members of their community, these rights are precarious and dependent upon state agents not seizing the ‘property’ and overriding the community’s rules of the game. We demonstrate the intersectionality of claims with respect to the same physical property from the varying perspectives of the claimants involved and how this differs depending on the property. Homeless people rely on a community logic to develop rules of the game which results in the appearance of a market logic. In the absence of formal institutions effectively operating in their spaces, they have constituted social norms which provide some semblance of property rights respected intra-group.
This article makes the case for shadowing as ethnographic methodology: focusing attention on what occurs as interlocutors move among settings and situations. Whereas ethnographers often zoom in on one principal set of situations or site, we argue that intersituational variation broadens and deepens the researcher’s ethnographic account as well as affording important correctives to some common inferential pitfalls. We provide four warrants for shadowing: (a) buttressing intersituational claims, (b) deepening ethnographers’ ability to trace meaning making by showing how meanings shift as they travel and how such shifts may affect interlocutors’ understandings, (c) gaining leverage on the structure of subjects’ social worlds, and (d) helping the ethnographer make larger causal arguments. We show the use value of these considerations through an analysis of violence and informal networks in an ethnography of immigrant Latinos who met to socialize and play soccer in a Los Angeles park.
The goal of this article is two-fold: to introduce the concept of augmented deliberation and to demonstrate its implementation in a pilot project.We look specifically at a project called Hub2. This community engagement project employed the online virtual world Second Life to augment community deliberation in the planning of a neighborhood park in Boston, Massachusetts. The local community was invited to gather in a physical space and a virtual space simultaneously, and a physical moderator and virtual designer orchestrated deliberation.This project demonstrates the design values central to augmented deliberation: (1) it is a multimedia group communication process which balances the specific affordances of digital technologies with the established qualities of face-to-face group deliberation; (2) it emphasizes the power of experience; and (3) it promotes sustainability and reproducibility through digital tracking. Augmented deliberation, when properly designed, provides a powerful mechanism to enable productive and meaningful public deliberation. The article concludes with directions for further research.