Ambidexterity has been shown to contribute to project performance. Recent studies of ambidexterity on the project level focus on multilevel knowledge resources, individual actions…
Abstract
Purpose
Ambidexterity has been shown to contribute to project performance. Recent studies of ambidexterity on the project level focus on multilevel knowledge resources, individual actions and structural ambidexterity. However, the role of project management methods remains unclear. This is surprising because project management methods are broadly disseminated as standards. The purpose of this paper is to theorize how project management methods affect ambidexterity on the project level.
Design/methodology/approach
It is demonstrated how routine theory adds to a better theoretical conceptualization and understanding of project management methods. The analysis of this paper contains, first, the reconstruction of the contribution of each action in “Scrum” to either exploitation or exploration and, second, the discussion of roles in Scrum. To conclude, a “big picture” of what ambidexterity in projects can look like is developed.
Findings
The main findings suggest that Scrum facilitates sequential and contextual ambidexterity by producing a pattern of alternating exploitation and exploration actions and by assigning specific roles.
Practical implications
For practitioners this leads to steps they can take to enhance ambidexterity in projects. It is suggested to staff explicitly ambidexterity-related roles like a Scrum Master and to persist on explorative actions like adaption of project goals and Customer Feedback.
Originality/value
First, the present paper contributes an analysis of the underlying micro-mechanisms of sequential and contextual ambidexterity in projects. Second, it informs practitioners on what aspects of project management methods they should pay attention to.
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Manning Li, Patrick Y.K. Chau and Lin Ge
Inspired by the dynamic changes in our daily lives enabled via quantified-self technologies and the urgent need for more studies on the human-computer interaction design…
Abstract
Purpose
Inspired by the dynamic changes in our daily lives enabled via quantified-self technologies and the urgent need for more studies on the human-computer interaction design mechanisms adopted by these applications, this study explores the value of user affective experience mirroring and examines the empowerment effect of meaningful gamification in a psychological self-help system (PSS) that aids people in work stress relief.
Design/methodology/approach
Based on an analysis of the existing systems and theories in relevant fields, we conducted mixed-method research, involving semi-structured interviews, experience sampling experiments and user bio data triangulations, to identify the benefits of user affective experience mirroring and examine the impact of visual impact metaphor–based (VIM) meaningful gamification on PSS users.
Findings
For a gamified PSS, users generally perceive VIM as arousing more feelings of enjoyment, empathy, trust and usefulness, empowering them to gain more mastery and control over their emotional well-beings, especially with relieving their occupational stress and upbringing their level of perceived happiness. Overtime, VIM-based meaningful gamification further boosts such value of a PSS.
Research limitations/implications
Weaving together meaningful gamification and psychological empowerment theories, the results emphasized that successful empowerment of user through gamification in PSSs relies heavily on whether a deeper and meaningful affective connection can be established with the users, in short, “meaningful gamification for psychological empowerment”. Such an understanding, as demonstrated in our research framework, also sheds light on the design theories for persuasive technology and human influence tactics during human computer interactions.
Practical implications
The results of the study demonstrate to practitioners how to make the best use of gamification strategies to deeply relate to and resonate with users. Even without complicated game-play design, meaningful gamification mechanisms, such as VIM facilitate the empowerment of users while gaining their appreciation, establishing a deeper connection with them and eventually generating persuasive effects on intended future behavioural outcomes.
Social implications
The effective management of work-related stress with handy tools such as a VIM-based PSS can be beneficial for many organizations and, to a large extent, the society.
Originality/value
This study proposed and empirically demonstrated the empowerment effect of meaningful gamification for PSS users. In this cross-disciplinary study, theories from different research domains were synthesized to develop a more thorough and multi-faceted understanding of the optimal design strategies for emerging information systems like this VIM-based PSS.
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Annelies Raes, Marieke Pieters and Celine Vens
This chapter reports on the design-based research study aimed at the re- and codesign of the third-year course “Introduction to Biostatistics,” part of the Bachelor program in…
Abstract
This chapter reports on the design-based research study aimed at the re- and codesign of the third-year course “Introduction to Biostatistics,” part of the Bachelor program in Medicine. The authors aimed to make teaching more interactive, student-based and future-proof by empirically testing theoretical assumptions during iterative studies, including both quantitative and qualitative results from the perspective of the students and the teacher. The authors’ conclusion is that teacher–researcher collaboration can be an effective approach for professional development and improving innovative practices. At the same time, it allows to get a better theoretical understanding of effective teaching and learning practices. The authors hope that this chapter can inspire others to transform toward a progressive institution and looking for concrete innovative classroom practices in the context of innovative learning spaces.
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Since the financial crisis, there has been ongoing debate about market weaknesses and the training of tomorrow’s business leaders. Leadership education must tackle difficult…
Abstract
Since the financial crisis, there has been ongoing debate about market weaknesses and the training of tomorrow’s business leaders. Leadership education must tackle difficult global, technical, and ethical challenges. In this chapter, the author wishes to clarify how teaching institutions must innovate to deal with these problems and contribute to a sustainable future. First, the author will identify a conceptual framework for both leadership and education. The definition of leadership in entrepreneurship and management includes the notion that real leaders must create something new and lead their followers into an innovative future.
According to the humanist ideal, leaders should learn to be autonomous, rational, and responsible persons with creative personalities. After this discussion, the author will compare these findings with the content of various highly ranked leadership programs. The author will show that they do not impart real-world information and that the skills they do promote are largely theoretical. Their programs should place more importance on ethics as well as on globalism. Neither critical thinking nor an emphasis on technology or international focus is included. Instead of helping students become creative personalities, most business schools focus on career goals. The author concludes that leadership education must be transformed to bring forth innovative leaders who think sustainably.
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This article notes the growing attractiveness of concepts “borrowed” from chaos theory in organizational studies. Many of these interpretations display sentiments broadly…
Abstract
This article notes the growing attractiveness of concepts “borrowed” from chaos theory in organizational studies. Many of these interpretations display sentiments broadly congruent with a “postmodern” approach to organization. Indeed chaos theory itself is presented as part of a similar postmodern shift within natural science. However, these sentiments have been subject to stinging criticism by scientists. Here, the deterministic underpinning of chaos theory is used to show that chaos theory is an entirely modernist enterprise. In this case the indeterministic messages taken by organizational theorists are something of a misunderstanding. Consequently, I discuss whether this is enough to threaten the interdisciplinary status of chaos theory, particularly when it is used in a self-consciously ‘metaphorical’ fashion.
Samir Garbaya, Daniela M. Romano and Gunjeet Hattar
The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement.
Abstract
Purpose
The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement.
Design/methodology/approach
A multi-touch table was used to manipulate virtual parts and gamification features were integrated into the virtual assembly environment. An experiment was conducted in two conditions: a gamified and a non-gamified virtual environment. Subjects had to assemble a virtual pump. The user performance was evaluated in terms of the number of errors, the feasibility of the generated assembly sequence and the user feedback.
Findings
The gamification reduced the number of errors and increased the score representing the number of right decisions. The results of the subjective and objective analysis showed that the number of errors decreased with engagement in the gamified assembly. The increase in the overall user experience reduced the number of errors. The subjective evaluation showed a significant difference between the gamified and the non-gamified assembly in terms of the level of engagement, the learning usability and the overall experience.
Research limitations/implications
The effective learning retention after training has not been tested, and longitudinal studies are necessary. The effect of the used gamification elements has been evaluated as a whole; further work could isolate the most beneficial features and add other elements that might be more beneficial for learning.
Originality/value
The research reported in this paper provides valuable insights into the gamification of virtual assembly using a low-cost multi-touch interface. The results are promising for training operators to assemble a product at the design stage.
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Patrick Holzmann, Robert J. Breitenecker, Aqeel A. Soomro and Erich J. Schwarz
3D printing possesses certain characteristics that are beneficial for user entrepreneurship. The purpose of this paper is to investigate the business models of user entrepreneurs…
Abstract
Purpose
3D printing possesses certain characteristics that are beneficial for user entrepreneurship. The purpose of this paper is to investigate the business models of user entrepreneurs in the 3D printing industry. In addition, various business opportunities in 3D printing open to user entrepreneurs are classified according to their attractiveness.
Design/methodology/approach
The authors review the literatures on user entrepreneurship and on business models. Data from eight user entrepreneurs in Europe and North America are analyzed, applying qualitative content analysis. Multiple correspondence analysis is used to analyze their respective business models.
Findings
User entrepreneurs in the 3D printing utilize a number of different business models, which show similarities in particular business model components. User entrepreneurs focus primarily on the combination of low opportunity exploitation cost and a large number of potential customers.
Research limitations/implications
Online business seems to be beneficial for user entrepreneurship in 3D printing. Policy makers can foster user entrepreneurship by expanding entrepreneurship education and lowering administrative barriers of business foundation. The results of this study are based on a small European and North American sample. Thus, they might not be applicable to other markets.
Originality/value
This is the first study of user entrepreneur business models in 3D printing and, thus, contributes to the literature on business models and on user entrepreneurship. In view of the novelty of the field, the business models identified in the study could serve as blueprints for prospective user entrepreneurs in 3D printing.
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Mohammad Gharipour, Intisar Ameen Tyne, Shermineh Afsary, Naomi Hemme and Amber L. Trout
The purpose of this research is to identify quick, effective and affordable architectural design solutions to improve the health of patients, visitors and staff, in an underfunded…
Abstract
Purpose
The purpose of this research is to identify quick, effective and affordable architectural design solutions to improve the health of patients, visitors and staff, in an underfunded community healthcare center (CHC) in Baltimore.
Design/methodology/approach
Both qualitative (individual and Focus group interviews) and quantitative methods (space syntax analysis and questionnaire survey) are used to assess the healing environment. The questionnaires cover interior and exterior environment related questions.
Findings
The questionnaire identifies three issues related to wayfinding, interior design, and access to natural light. The findings demonstrate that the waiting area, exam room and laboratory need to be upgraded. Incorporation of some other interior components including, wall art, plants, music, signage are also suggested by the respondents.
Originality/value
Very few studies in the USA have been done to understand the effects of architectural design to create a healing environment on the community scale.