Aided System of Competence Management for Virtual Team Building Adapted to Specific Needs of Design Projects

Author(s):  
Marinita Schumacher ◽  
Julie Stal Le Cardinal ◽  
Jean-Claude Bocquet

Virtual instruments and tools are future trends in Engineering which are due to the growing complexity of engineering tasks. Individuals who are working in Virtual Teams must be equipped with spanning competencies that provide a basis for Virtual Team building. In the first step this chapter gives a broad insight to the field of Competence Management and Virtual Teams. The second step responds to the need of a method of Competence Management to build Virtual Teams that are active in virtual design projects in the area of New Product Development (NPD). Due to the systemic approach of the functional analysis, we present an Aided Competence Management for Virtual Team Building System (Aided CMVTB System) that permits to be adapted not only to organizations but also to design projects without a real organizational structure. The focus of this work is set on the generic aspect to highlight the adaptability and flexibility of the system.

2020 ◽  
Vol 13 (4) ◽  
pp. 20-36
Author(s):  
Soo Jeoung Han ◽  
Mirim Kim ◽  
Michael Beyerlein ◽  
Darleen DeRosa

Author(s):  
Scott P. Schaffer ◽  
Therese M. Schmidt

The prevalence of global software development and new product development teams is on the increase, and such teams face unique challenges (McDonough, Kahnb, & Barczaka, 2001). First, these teams often are comprised of individuals from different disciplines (software engineering, graphic design, instructional design/educational technology). Second, these teams often are required to communicate and share information virtually, since they are geographically dispersed. These challenges make management of such teams difficult, and very little is known about the conditions and factors that impact virtual team performance. While the task of overcoming these challenges is daunting, the benefits that an effective virtual and cross-disciplinary software development team can have are large. Cohen and Gibson (2003) state, “when organizations compose virtual teams with people from different perspectives and knowledge bases, innovation is more likely to occur” (p.8). In addition, the possibility of creating teams that are virtual allows an organization the opportunity to have the best people for a project actually work on the project, regardless of geographic location. Major questions related to the study of such teams include: Do virtual teams perform better, worse or the same as face-to-face teams? What makes one virtual team better than another? Are group dynamics fundamentally different in a virtual group than in a face-to-face group? Warkenton, Sayeed and Hightower (1997) found that face-to-face teams outperformed virtual teams, and the latter were less satisfied with the experience. Advances in asynchronous communication tools since this study may have improved the situation for virtual teams, but the question of what makes one virtual team better than another is intriguing. Ocker and Fjermestad (2000) investigated factors that distinguish high- vs. low-performing virtual teams. High-performing teams communicated more and more widely related to design decisions than did low-performing teams. Such teams summarized and reflected more often on processes and deliverables, and essentially mirrored face-to-face teams. Similar findings were reported by Baker (2002) in a study of the effects of technology on decision-making in such teams. Another key driver of virtual team development and success is the level of cross-disciplinary learning that occurs during the completion of a project. Fruchter and Emery (1999) define cross-disciplinary learning as the individual’s progression from a state dominated by discipline-centric thought to a state in which the individual understands the terminology and processes of another discipline. It is important to investigate how this learning can be supported and assessed.


Author(s):  
Ilan Oshri ◽  
Julia Kotlarsky ◽  
Paul C. van Fenema

Recent years have witnessed the globalisation of many industries. Consequently, globally distributed and virtual teams have become increasingly common in many areas, for example, in new product development and information systems (IS) development. Achieving successful collaborations has become a key challenge for globally distributed organizations, and it is largely dependent on teams’ ability to transfer and share knowledge.


Author(s):  
María del Carmen Triana

Research has demonstrated that organizational justice, the study of fairness in organizations, has an impact on both individual and team outcomes. However, until now, no studies have investigated how justice might unfold within the virtual team environment. The purpose of this article is to analyze organizational justice in virtual team settings and to discuss future implications based on this analysis. In order to meet this goal, this article is organized into three main sections. First, existing research on organizational justice will be reviewed. Next, organizational justice will be combined with the virtual team literature in order to assess how justice processes may be likely to unfold in virtual team settings. Finally, based on this analysis, implications and future trends for managers and researchers working with virtual teams will be presented.


Author(s):  
Avril Thomson

Many SMEs struggle to support virtual teams effectively within distributed design projects, hindering their creative potential. It is not uncommon for SMEs to have tools and working practice imposed on them by collaborating multinationals to meet the requirements of the multinational. SMEs however, need to develop their own working practices to support effective, virtual team design within their own organisation or extended design team. This chapter describes, through a series of four case studies, how a typical SME achieved successful virtual team working within their organisation. A “strategy for enabling creative virtual teams” encompassing the processes, methods, and tools developed and implemented within the company to achieve this success is presented. Generic and transferable findings drawn from this two year study aimed at helping other SMEs, form the conclusion of this chapter.


Author(s):  
Lynne J. Millward ◽  
Olivia Kyriakidou

While much of the work on virtual teams is grounded in the assumptions that teams are concrete entities, this chapter conceptualizes teams as psychological entities, existing in the minds of teams’ members and stakeholders. Drawing from interviews with 40 experts in virtual team building and two focus groups, we offer four principles for the existence of a virtual team: the awareness of its members that they are a “team,” identification with the team, commitment to the team goals, and accountability for team success. We then build upon that base to discuss how teams can be made more “intelligent.”


2022 ◽  
pp. 165-181
Author(s):  
Anatoli Quade

The COVID-19 situation has shown many leaders that their face-to-face meetings leadership style may well now be a thing of the past. Tech-savvy companies are now deploying new technologies to support the creation and leadership of virtual teams, working remotely in different locations around the globe. This presents a range of new challenges for both project leaders and team members, who must now adopt new ways of working. Using an inductive approach based on an analysis of relevant literature, online surveys, and in-depth interviews with project leaders and other practitioners, this chapter examines the transitioning to virtual team leadership and operation, identifies critical success factors, and discusses the facilitating role of new technologies. An operational model (V-CORPS) to guide the building and operation of virtual teams is developed and explained with the aim of increasing the flexibility and efficiency of virtual project teams and establishing a checklist of action points for team building and leading.


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