2,881 research outputs found

    Human Resources Management in the Knowledge Management

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    Knowledge is increasingly claimed to be a key critical resource and source of competitive advantage in the modern global economy, especially with the rise of the service economy, the growth in the number of ‘knowledge workers’, the increasingly rapid flow of global information, and the growing recognition of the importance of intellectual capital and intellectual property rights. Knowledge, with its intangible aspects, is becoming a defining characteristic of economic activities, as opposed to tangibles such as goods, services or production processes. The rise of the knowledge economy has seen a proliferation of information and communication technologies, coupled with greater organizational complexity, the growth of virtual and global organizations and rapid change. This in turn requires drastic change within HRM to respond to changing demands of the knowledge economy.human resources management, knowledge management, knowledge economy

    Triple-loop learning as foundation for profound change, individual cultivation, and radical innovation: Construction processes beyond scientific and rational knowledge.

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    Purpose: How does new knowledge or profound change come about and which processes of construction are involved? This article aims at developing an epistemological as well as methodological framework which is capable of explaining how profound and radical change can be brought about in various contexts, such as in individual cultivation, in organizations, in processes of radical innovation, etc. The concept of emergent innovation will be developed—it is based on the triple-loop learning strategy and the U-theory approach which opens up a perspective how the domain of scientific/rational knowledge, constructivism, and wisdom could grow together more closely. Design/Structure: This article develops a strategy which is referred to as “triple-loop learning”, which is not only the basis for processes of profound change, but also brings about a new dimension in the field of innovation, learning, and knowledge dynamics: the existential realm and the domain of wisdom. A concrete approach realizing the triple-loop learning strategy is presented. The final section shows, how these concepts can be interpreted in the context of the constructivist approach and how they might offer some extensions to this paradigm. Findings: The process of learning and change has to be extended to a domain which concerns existential issues as well as questions of wisdom. Profound change can only happen, if these domains are taken into consideration. The triple-loop learning strategy offers a model fulfilling this criterion. It is an “epistemo-existential strategy” for profound change on various levels. Conclusions: The (cognitive) processes and attitudes of receptivity, suspension, redirecting, openness, deep knowing, as well as “profound change/innovation from the interior” turn out to be core concepts in this process of emergent innovation. They are compatible with constructivist concepts. Glasersfeld’s concept of functional fitness is carried to an extreme in the suggested approach of profound change and finds an extension in the existential domain.Double-loop learning, individual cultivation, emergent innovation, (radical) innovation, knowledge creation, knowledge society, personality development, presencing, profound change, triple-loop learning, U-theory, wisdom

    How to Design and Fly your Humanly Space Object in Space?

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    Today’s space exploration, both robotic- and human-exploration driven, is dominated by objects and artefacts which are mostly conceived, designed and built through technology and engineering approaches. They are functional, reliable, safe, and expensive. Building on considerations and concepts established in an earlier paper, we can state that the current approach leaves very little room for art and design based objects, as organizations—typically led by engineers, project and business managers— see the inclusion of these disciplines and artifacts as nice to have instead of a genuine need, let alone requirement. In this paper we will offer initial discussions about where design and engineering practices are different or similar to each other and how to bridge them. We will also highlight the benefits that domains such as design or art can offer to space exploration. Some of the design considerations and approaches will be demonstrated through the double diamond of divergence-convergence cycles of design, leading to an experimental piece called a “cybernetic astronaut chair”, which was designed as a form of abstraction and discussion point to highlight a subset of concepts and ideas that designers may consider when designing objects for space use, with attention to human-centered or humanly interactions. Although there are few suggested functional needs for chairs in space, they can provide reassuring emotional experiences from home, while being far away from home. In zero gravity, back-to-back seats provide affordances—or add variety in a cybernetic sense—to accommodate two astronauts simultaneously, while implying the circularity of cybernetics in a rather symbolic way. The cybernetic astronaut chair allows us to refine the three-actor model proposed in a previous paper, defining the circular interactions between the artist or designer; object or process; and user or observer. We will also dedicate a brief discussion to the process of navigating through the complex regulations of space agencies, from solicitations through development and testing, to space flight. The provided insights to designers and artists, related to agency-driven processes and requirements, may help to deconvolute the steps and may lead to flying their objects or artifacts in space

    Cyborgs as Frontline Service Employees: A Research Agenda

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose This paper identifies and explores potential applications of cyborgian technologies within service contexts and how service providers may leverage the integration of cyborgian service actors into their service proposition. In doing so, the paper proposes a new category of ‘melded’ frontline service employees (FLEs), where advanced technologies become embodied within human actors. The paper presents potential opportunities and challenges that may arise through cyborg technological advancements and proposes a future research agenda related to these. Design/methodology This study draws on literature in the fields of services management, Artificial Intelligence [AI], robotics, Intelligence Augmentation [IA] and Human Intelligence [HIs] to conceptualise potential cyborgian applications. Findings The paper examines how cyborg bio- and psychophysical characteristics may significantly differentiate the nature of service interactions from traditional ‘unenhanced’ service interactions. In doing so, we propose ‘melding’ as a conceptual category of technological impact on FLEs. This category reflects the embodiment of emergent technologies not previously captured within existing literature on cyborgs. We examine how traditional roles of FLEs will be potentially impacted by the integration of emergent cyborg technologies, such as neural interfaces and implants, into service contexts before outlining future research directions related to these, specifically highlighting the range of ethical considerations. Originality/Value Service interactions with cyborg FLEs represent a new context for examining the potential impact of cyborgs. This paper explores how technological advancements will alter the individual capacities of humans to enable such employees to intuitively and empathetically create solutions to complex service challenges. In doing so, we augment the extant literature on cyborgs, such as the body hacking movement. The paper also outlines a research agenda to address the potential consequences of cyborgian integration

    DOUBLE LOOP LEARNING ELEVATES THE INNOVATION DESIGN OF A PAEDIATRIC CLINIC FROM MEDIA TO INTERSUBJECTIVE DIALOGUE

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    We investigate the innovations actually enacted in an organisational research intervention, to identify double loop learning instances, as a counsellor-facilitator engages in therapeutic co-construction with the client. The case is situated in a paediatric clinic for children with developmental differences. Ethnography lasted three month of full immersion of the researcher-facilitator-counsellor. Followed by a co-construction process between counsellor and client to let emerge innovation design ideas. A number of double loop learning instances came to modify the practice culture of the clinic. Outstanding was the focus emerged on the intersubjective dialogue as the key element to boost impact of relational emotional interaction experiences with the child and with the parent. Other crisp concepts include attention to: breakdown in the relation with parents; dead or live speech as intentional communication style used with parents; more articulated and structured treatment notes reporting therapy sessions; first and second order cybernetic assessments; plus a variety of advices. The onset of focus on intersubjective dialogue, to further develop the clinical practice, the most striking outcome, contributed by the client. The impulse applied to therapist training, its greatest consequence. Significative the thrust towards assessing impact and nature of the clinical practice

    Exploring Knowledge Processes for Technology Assimilation

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    In the emerging knowledge society, the ability to make the experience and expertise of those involved in and affected by new technology unconditionally available to all members of an organization is becoming increasingly important. One of the problems in developing such knowledge processes for technology assimilation is that current social structures do not easily accommodate unconditional participation. Since the implementation of modern information technology is changing the workplace and the nature of work itself, alternative social structures are needed. This research takes as given that deep questions concerning knowledge processes and social transformation are in principle undecidable; and, only questions which are in principle undecidable, we can decide. Since most scientific research deals with decidable questions, an alternative research approach has been designed to deal with these deeper questions. The central research question is: how do (or might) organizational personnel contribute to a knowledge process that facilitates the assimilation of new technologies? As an alternative to traditional research hypotheses, the research approach developed here to address undecidable questions formulates propositions as statements which are false, but whose truth would be desirable. The research design then explores the desirability of these propositions rather than their truth. This exploration was conducted at a major research university which was in the process of implmenting new distance education technology. The propositions are based in ideas that come from cybernetic inquiry and draw specifically from Heinz von Foerster\u27s distinction between trivial and non-trivial machines. A theoretical framework extends the concept of the non-trivial machine by identifying three types. This typing augments and complements the non-linear dynamic theory of leadership of Margaret Wheatley (Leadership and the New Science), the spiral of knowledge of Ikujiro Nonaka and Hirotaka Takeuchi (The Knowledge-Creating Company), and the knowledge society of Peter Drucker (Post-Capitalist Society). The distinction between the \u27closed world\u27 and \u27open development\u27 paradigms of Peter Brodner proves valuable in explaining the results of the research. The primary conclusions of this research are: (1) members of current hierarchical organizations do not, for the most part, participate unconditionally in knowledge processes that affect their tasks, roles, and performance metrics; (2) many, if not most, organizational members recognize the significance, if not the necessity, of dialogue as an aspect of knowledge processes, although some are cynical about the possibility; and, (3) a hypothesis worth pursuing in future research is: organizational members participate in knowledge processes for technology assimilation when the propositions on cybernetics and social transformation are true. It is also suggested that other approaches to research on undecidable questions would be worth pursing

    Design in a Virtual Innovation Ecology: A Cybernetic Systems Approach to Knowledge Creation and Design Collaboration in Second Life

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    Design innovation makes a substantial contribution to the global economy, however there is a challenge to modern design praxis as design teams face difficulties when it comes to collaborators who are geographically distributed and unable to easily meet face to face in a physical context. This research undertook to interpret the knowledge creation life cycle of design innovation, and adopted a second-order cybernetic approach to describe the design process in the virtual world Second Life (SL). The researcher applied a cyber-ethnographic methodology to collect a bricolage of evidence in SL including observations; interviews; blogs; surveys; and conversations ‘in-world’. The research considered three case studies of groups in SL: Sloodlers, Studio Wikiitecture, and Design 2029 – The End Game. Three models were proposed to help describe cybernetic regulation of the design innovation ecology in SL: the spectrum of fidelity; indosymbiosis; and Lessig’s four modalities of cybernetic knowledge regulation. The first two of these were developed specifically for this research. In addition, a design innovation organism or ‘inogism’ was proposed using a biological metaphor to describe the design innovation ecology in SL. The primary research question considered how Lessig’s four modes of architecture, the law, the market, and norms all interact to affect the design ecology within SL. The secondary research questions considered how tacit knowledge creation and design collaboration could be inhibited or enabled through simulated face-to-face meetings. This research describes how the virtual ecology of SL can enable tacit knowledge creation and design collaboration and therefore contribute towards improved design innovation. It also suggests future research opportunities that could assist innovative design outcomes in other virtual worlds

    Rethinking organizational learning using theory U: an ontological approach to strategic leadership.

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    Doctoral Degree. University of KwaZulu-Natal, Durban.This research study embarked on an in-depth inquiry into the strategic thinking of organizations. The study endeavoured on understanding the different ways in which organizations change. This understanding brought to the fore two fundamental contributors that influenced organizational learning. The way organizations think affect the way they strategize. The ever more challenging and rapidly evolving economic environment in South Africa has put pressure on organizations to look for ingenious ways to survive .The current discourses has reified organizations, regarding them as mechanistic organisms with agency of their own. It is against this backdrop that the research adopted the “Theory U” framework. This theory considered the future as it emerged to address the organizational tussles and challenges during strategic planning and organizational learning .Theory U provided an analytical framework for individuals within organizations. It can be applied as part of a strategic planning process and it forces organizations to learn by appraising both their internal and external situations from an emerged future perspective. This would result in overall competitive advantages. Strategic leaders in organizations are struggling to formulate effective strategies that match the ever-changing business environment. This has affected their ability to execute their duties effectively, which subsequently affected organizational performance. Organizations are struggling to learn and analyse their current macro-environments. The research explored the available strategic thinking methods as revealed in the foremost discourse on organizations. Organizational learning received attention, using an ontological perspective .The phenomenon is studied from a positivist pragmatic perspective, which holds that an investigator can acquire various forms of knowledge and from a theoretical perspective. The research population consisted of organizations in the South African context and the inquiry focused on their micro- and macro-contexts. The questions were asked from a strategic leadership. The research instrument views organizations as systems, organisms, brains, cultures, psychic prisons, and transformers. Most organizations already show the components and attributes of a learning organization. The research aimed to examine the feasibility of adopting and implementing the organization learning approach to achieve organizational change and transformation
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