98,276 research outputs found
Educating future product developers in collaborative product development : lessons learned from the european global product realization (EGPR) international course
Changes in the business environment, responses of companies to these changes and the available information and communication technologies (ICT) pose a number of challenges to present and future product developers, as well as to educational institutions. An appropriate response to these challenges is to create a solid basis for strategies to combat stronger competition, since existing educational programs have provided this only to a small extent. In our opinion, the E-GPR course carried out by 5 European universities reflects the tasks of professional product development teams and their work conditions as realistically as possible and will enable students attending the E-GPR course who will soon enter the professional world to later progress along a steeper learning curve. This paper focuses on the role of communication between members of virtual teams and presents experiences gathered during the organization, designing and performance of each year’s courses
Necessary skills and practices required for effective participation in high bandwidth design team activities
Technology is continually changing, and evolving, throughout the entire construction
industry; and particularly in the design process. One of the principal manifestations of
this is a move away from team working in a shared work space to team working in a
virtual space, using increasingly sophisticated electronic media. Due to the significant
operating differences when working in shared and virtual spaces adjustments to
generic skills utilised by members is a necessity when moving between the two
conditions. This paper reports an aspect of a CRC-CI research project based on
research of ‘generic skills’ used by individuals and teams when engaging with high
bandwidth information and communication technologies (ICT). It aligns with the
project’s other two aspects of collaboration in virtual environments: ‘processes’ and
‘models’. The entire project focuses on the early stages of a project (i.e. design) in
which models for the project are being developed and revised. The paper
summarises the first stage of the research project which reviews literature to identify
factors of virtual teaming which may affect team member skills. It concludes that
design team participants require ‘appropriate skills’ to function efficiently and
effectively, and that the introduction of high band-width technologies reinforces the
need for skills mapping and measurement
A Typology of Virtual Teams: Implications for Effective Leadership
As the nature of work in today\u27s organizations becomes more complex, dynamic, and global, there has been an increasing emphasis on far-flung, distributed, virtual teams as organizing units of work. Despite their growing prevalence, relatively little is known about this new form of work unit. The purpose of this paper is to present a theoretical framework to focus research toward understanding virtual teams and, in particular, to identify implications for effective leadership. Specifically, we focus on delineating the dimensions of a typology to characterize different types of virtual teams. First, we distinguish virtual teams from conventional teams to identify where current knowledge applies and new research needs to be developed. Second, we distinguish among different types of virtual teams, considering the critical role of task complexity in determining the underlying characteristics of virtual teams and leadership challenges the different types entail. Propositions addressing leadership implications for the effective management of virtual teams are proposed and discussed
Designing a novel virtual collaborative environment to support collaboration in design review meetings
Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams
Gaming techniques and the product development process : commonalities and cross-applications
The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process
Acquiring and Applying Knowledge in Transnational Teams: The Roles of Cosmopolitans and Locals
This paper examines the roles of cosmopolitans and locals in transnational teams that work on knowledge-intensive projects. I propose that cosmopolitan and local team members can help their teams to acquire and apply knowledge more effectively, by bringing both internal and external knowledge to their teams and enabling them to more successfully transform this knowledge into improved project performance. Findings from a study of 96 project teams at an international development agency reveal that the roles of cosmopolitans and locals were complex and sometimes valuable, but cosmopolitans offered greater benefits than locals and too many of each could hurt. Implications for theory and research on international management, virtual teams, exploration and exploitation, and organizational knowledge are discussed
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Developing Online Team Skills
This paper discusses the development and delivery of a new course at the UK Open University (OU). The course makes a virtue of the fact that OU students study in a predominantly distance learning environment, by providing a structure within which team working activities are carried out with no face-to-face contact whatsoever. Issues that were considered in designing this course and decisions about tutoring and assessing the students' team working experience are discussed. Preliminary results from the first delivery of the course, including analysis of archived team conferences, are presented. Directions for future development and enhancement are indicated
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Development of a game-based learning tool for applied team science communication in a virtual clinical trial.
Educational tools for application of team science competencies in clinical research are needed. Our interdisciplinary group developed and evaluated acceptability of a virtual world game-based learning tool simulating a multisite clinical trial; performance hinges on effective intrateam communication. Initial implementation with clinical research trainees (n=40) indicates high satisfaction and perceived relevance to team science and research career goals. Game-based learning may play an important role in team science training
Innovation and R & D activities in virtual team
Innovation plays a central role in economic development, at the regional and national level. In the competitive environment companies are obliged to produce more rapidly, more effectively and more efficiently in new product development, which is a result of research and development (R&D) activities. It is necessary for them to put together different capabilities and services with the goal, through cooperation between suppliers and customers, service providers and scientific institutions to achieve innovations of high quality. Depending on the type of industry, the type of business, the type of innovation and the strategic objectives that have been set, firms will regularly have to modify the way in which their R\&D and innovation are organized. Nowadays, shift from serial to simultaneous and parallel working in innovation has become more commonplace. Literature's have shown that collaboration is as a meta-capability for innovation. By a comprehensive reviewing of literature this article after define virtual teams and its characteristics, addressing virtual environment innovation and the relationship to R&D activities. Finally conclude that innovation cannot be successful, unless the knowledge and information in the R&D project are effectively captured, shared and internalized by the R&D project?s virtual team members
Cracking the Code: Synchronizing Policy and Practice for Performance-Based Learning
Proposes a policy framework for integrating performance-based learning into the education system, synchronizing policy and practice, and ensuring collaborative state leadership and flexible federal leadership. Lists state policy issues and exemplars
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