This article contains instructions, advice, or how-to content . (January 2013) |
Collaborative methods are processes, behaviors, and conversations that relate to the collaboration between individuals. [1] These methods specifically aim to increase the success of teams as they engage in collaborative problem solving. Forms, rubrics, charts and graphs are useful in these situations to objectively document personal traits with the goal of improving performance in current and future projects.
Deliberate setup of a team—before beginning work—increases the potential for high performance.[ citation needed ] To do so, the following components of collaboration should be an initial focus:
Four group models are common in collaboration: [1]
Spence identifies [1] seven rules for all collaboration:
In research since 1993, Katzenbach and Smith have identified six fundamentals of collaboration that are necessary for high performing groups: [2]
Two primary types of working styles exist,[ citation needed ] each benefiting from contributions of the other:
Conflict between these groups typically occurs when group one becomes passive aggressive or group two becomes outwardly aggressive. Managing expectations, building consensus and communicating well are ways to avoid conflict.
While psychologist Howard Gardner identified seven major realms of intelligence,[ citation needed ] a more simple set of acuities may be more useful within smaller groups. Four roles have been identified and are defined as follows (note that individuals may score high in more than one category):
Higher performing teams often have a diverse set of skills and an appropriate number of persons in each role—as required by the goal of the team.
There are two main components of thinking styles: internal and external,[ citation needed ] they share similarities to the extraversion and introversion traits seen in human personalities. The two thinking styles are dichotomies and can be used as axes when charting personal evaluation; note that "there is no 'right' place on the grid." [1]
Internal thinkers typically express themselves best through writing and take longer to develop and express ideas.
External thinkers typically express themselves best through speech and are faster at developing and expressing ideas.
Detailed thinkers typically focus on specific, existing situations and start small, eventually working towards solving the greater whole of a given problem.
Visionary thinkers typically focus on broad, potential situations and start big, eventually working towards solving the more specific parts of a given problem
With both thinking styles, each benefits from the existence of the other; internal thinkers 'feed' off of the rapid-fire ideas of external thinkers and, conversely, external thinkers are 'grounded' by the deliberate pace at which internal thinkers operate (Note that the speed at which each functions has no correlation to intelligence). Detailed and visionary thinkers succeed in opposite realms and collaboratively can produce results faster and better than alone.
For collaboration purposes, three learning styles are typically identified:[ citation needed ]
Through the use of varied (or redundant) communication styles, collaborative groups can communicate better both internally and externally.
Agreeing upon group values is a step that "sets the tone" for further work. This is a convenient warm-up activity for a group and most commonly involves brainstorming a list and then picking a "top-ten." Spence recommends [1] that this is a high-priority item for the first meeting. Values may be grouped into categories, but each is up to debate:
Collaborative groups often work together in the same environment but may also utilize information technology—collaborative software in particular—to overcome geographic limitations. As a group works to meet its goals, the following components should be included to sustain effective collaboration:
Spence states [1] that communication is composed of the following:
In collaborative groups, two styles of communication are likely to be found:[ citation needed ]
Spence adds [1] that there are three major steps to listening that facilitate learning and show respect for the speaker:
In collaboration, respect is a critical component of group performance[ citation needed ] and is given and/or received in two distinctly different ways:
The give none model of collaborative respect is seen when individuals or teams expect others to earn respect based on the actions of those persons. This often occurs inside organizations, businesses and other groups where there is an existing commonality. Persons joining a collaborative team must prove what they can do and how they are valuable to the group to gain respect and continue working with the group.
The give all model of collaborative respect occurs when individuals or teams provide others with respect and—through interaction—may lose or maintain their level of respect. This often occurs when already established and functioning collaborative teams invite a new group or team to join. These new members have often already shown their work to be of high quality and face expectations to deliver such quality for their new team.
This divergent stage of collaboration is where ideas are developed. Group activities in this stage are typically called brainstorming. There are four basic rules in brainstorming. [3] These are intended to reduce the social inhibitions that occur in groups and therefore stimulate the generation of new ideas. The expected result is a dynamic synergy that will dramatically increase the creativity of the group.
Clustering is often used to define and understand the basic thematics of the topic (such as 'danger,' as seen in the image).[ citation needed ] What follows is approximately 10–15 minutes of clustering and writing of anything and everything that comes to mind—whether related or unrelated and opposing or supporting. Next, to move forward and solidify group understanding, a voting process is used to identify the most thought-provoking or applicable statements about each basic thematic; finally, the group shares and discusses observations. The critical caveat of the writing and voting portion is that they both are performed silently, unjudging, divergently and done with confidence that every contribution is critical. [4]
Grouping is often used to agree on actions, items and properties within specific categories of a project. In creative problem solving—game design, for example—the categories "Duration, Purpose/Goal, Theme, Primary Activity, Physicality, Challenge, Audience and Location/Environment" might be used.
This convergent stage of collaboration is necessary to move forward from stages of ideation.
Polling the opinions of all group members is necessary to equalize ownership of the collaborative project.[ citation needed ] There are two principal ways to do this through voting:
Varying means of voting exist, each having their strengths and weaknesses:
In Katzenbach and Smith's research, five team classifications have been established: [2]
A main barrier to collaboration may be the difficulty in achieving agreement when diverse viewpoints exist.[ citation needed ] This can make effective decision-making more difficult. Even if collaboration members do manage to agree they are very likely to be agreeing from a different perspective. This is often called a cultural boundary. For example:
When a group has completed their objectives, introspection and self-critique are necessary to provide growth from the collaborative work experience. This stage also can be used to identify further work to be performed. Documentation of previous group actions become particularly useful at this stage. Spence recommends [1] that to evaluate collaborative output, individuals must "attack projects, not people." Using the values and goals agreed upon in the 'setup' phase allows group members to make objective, authoritative critique of performance.
Spence states [1] that group members who have worked as Katzenbach and Smith's "real team" will typically experience a strong desire to continue working collaboratively and may even find that performance as an individual unit may suffer.
A team is a group of individuals working together to achieve their goal.
Collaborative writing is a method of group work that takes place in the workplace and in the classroom. Researchers expand the idea of collaborative writing beyond groups working together to complete a writing task. Collaboration can be defined as individuals communicating, whether orally or in written form, to plan, draft, and revise a document. The success of collaboration in group work is often incumbent upon a group's agreed upon plan of action. At times, success in collaborative writing is hindered by a group's failure to adequately communicate their desired strategies.
Organization development (OD) is the study and implementation of practices, systems, and techniques that affect organizational change. The goal of which is to modify an organization's performance and/or culture. The organizational changes are typically initiated by the group's stakeholders. OD emerged from human relations studies in the 1930s, during which psychologists realized that organizational structures and processes influence worker behavior and motivation. More recently, work on OD has expanded to focus on aligning organizations with their rapidly changing and complex environments through organizational learning, knowledge management, and transformation of organizational norms and values. Key concepts of OD theory include: organizational climate, organizational culture and organizational strategies.
A cross-functional team is a group of people with different functional expertise working toward a common goal. It may include people from finance, marketing, operations, and human resources departments. Typically, it includes employees from all levels of an organization. Members may also come from outside an organization.
Collaboration is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. Most collaboration requires leadership, although the form of leadership can be social within a decentralized and egalitarian group. Teams that work collaboratively often access greater resources, recognition and rewards when facing competition for finite resources.
Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members.
A collaboration tool helps people to collaborate. The purpose of a collaboration tool is to support a group of two or more individuals to accomplish a common goal or objective. Collaboration tools can be either of a non-technological nature such as paper, flipcharts, post-it notes or whiteboards. They can also include software tools and applications such as collaborative software.
Collaborative learning is a situation in which two or more people learn or attempt to learn something together. Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills. More specifically, collaborative learning is based on the model that knowledge can be created within a population where members actively interact by sharing experiences and take on asymmetric roles. Put differently, collaborative learning refers to methodologies and environments in which learners engage in a common task where each individual depends on and is accountable to each other. These include both face-to-face conversations and computer discussions. Methods for examining collaborative learning processes include conversation analysis and statistical discourse analysis.
An electronic meeting system (EMS) is a type of computer software that facilitates creative problem solving and decision-making of groups within or across organizations. The term was coined by Alan R. Dennis et al. in 1988. The term is synonymous with group support systems (GSS) and essentially synonymous with group decision support systems (GDSS). Electronic meeting systems form a class of applications for computer supported cooperative work.
Teamwork is the collaborative effort of a group to achieve a common goal or to complete a task in the most effective and efficient way. This concept is seen within the greater framework of a team, which is a group of interdependent individuals who work together towards a common goal. Basic requirements for effective teamwork are an adequate team size. The context is important, and team sizes can vary depending upon the objective. A team must include at least 2 or more members, and most teams range in size from 2 to 100. Sports teams generally have fixed sizes based upon set rules, and work teams may change in size depending upon the phase and complexity of the objective. Teams need to be able to leverage resources to be productive, and clearly defined roles within the team in order for everyone to have a clear purpose. Teamwork is present in any context where a group of people are working together to achieve a common goal. These contexts include an industrial organization, athletics, a school, and the healthcare system. In each of these settings, the level of teamwork and interdependence can vary from low, to intermediate, to high, depending on the amount of communication, interaction, and collaboration present between team members. E. g. Team work coordinates the work as early as possible
Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence." Students must work in groups to complete tasks collectively toward academic goals. Unlike individual learning, which can be competitive in nature, students learning cooperatively can capitalize on one another's resources and skills. Furthermore, the teacher's role changes from giving information to facilitating students' learning. Everyone succeeds when the group succeeds. Ross and Smyth (1995) describe successful cooperative learning tasks as intellectually demanding, creative, open-ended, and involve higher order thinking tasks. Cooperative learning has also been linked to increased levels of student satisfaction.
Supplier relationship management (SRM) is the systematic, enterprise-wide assessment of suppliers’ strengths and capabilities with respect to overall business strategy, determination of what activities to engage in with different suppliers, and planning and execution of all interactions with suppliers, in a coordinated fashion across the relationship life cycle, to maximize the value realized through those interactions. The focus of SRM is to develop two-way, mutually beneficial relationships with strategic supply partners to deliver greater levels of innovation and competitive advantage than could be achieved by operating independently or through a traditional, transaction purchasing arrangement.
Mass collaboration is a form of collective action that occurs when large numbers of people work independently on a single project, often modular in its nature. Such projects typically take place on the internet using social software and computer-supported collaboration tools such as wiki technologies, which provide a potentially infinite hypertextual substrate within which the collaboration may be situated. Open source software such as Linux was developed via mass collaboration.
High-performance teams (HPTs) is a concept within organization development referring to teams, organizations, or virtual groups that are highly focused on their goals and that achieve superior business results. High-performance teams outperform all other similar teams and they outperform expectations given their composition.
The following outline is provided as an overview of and topical guide to the self:
Six Thinking Hats was written by Dr. Edward de Bono. "Six Thinking Hats" and the associated idea parallel thinking provide a means for groups to plan thinking processes in a detailed and cohesive way, and in doing so to think together more effectively.
Organizational conflict, or workplace conflict, is a state of discord caused by the actual or perceived opposition of needs, values and interests between people working together. Conflict takes many forms in organizations. There is the inevitable clash between formal authority and power and those individuals and groups affected. There are disputes over how revenues should be divided, how the work should be done, and how long and hard people should work. There are jurisdictional disagreements among individuals, departments, and between unions and management. There are subtler forms of conflict involving rivalries, jealousies, personality clashes, role definitions, and struggles for power and favor. There is also conflict within individuals – between competing needs and demands – to which individuals respond in different ways.
Collaborative leadership is a management practice which is focused on leadership skills across functional and organizational boundaries.
Collective intelligence (CI) is shared or group intelligence that emerges from the collaboration, collective efforts, and competition of many individuals and appears in consensus decision making. The term appears in sociobiology, political science and in context of mass peer review and crowdsourcing applications. It may involve consensus, social capital and formalisms such as voting systems, social media and other means of quantifying mass activity. Collective IQ is a measure of collective intelligence, although it is often used interchangeably with the term collective intelligence. Collective intelligence has also been attributed to bacteria and animals.
NoviCraft is a serious game which supports business customers in social excellence, in learning to construct shared understanding together with different people in changing contexts. It is a total conversion mod for Unreal Tournament 2004 developed by LudoCraft ltd. and TeamingStream ltd and was commercially released in 2008. The latter has received many awards in several games development competitions, and Former company has been selected among the 25 most interesting IT start-ups in Finland by Tietoviikko. Despite the young age of the serious game itself, the history of NoviCraft game goes back to the year 2002, when the first generation of the game was developed for research purposes at the University of Oulu, Finland to find out whether computer games could be used for learning . In 2009 NoviCraft game was granted with the best e-learning solution of the year –award in Finland's E-learning Center's competition (E-oppimiskeskus)