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Creativity in Asynchronous Virtual Teams: Putting the Pieces Together. Rosalie J. Ocker Pennsylvania State University . Creativity in asynch VTs. 3 related experiments, involving nearly 100 teams and 400 graduate students Key finding: Asynchronous VTs
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Creativity in Asynchronous Virtual Teams: Putting the Pieces Together Rosalie J. Ocker Pennsylvania State University
Creativity in asynch VTs • 3 related experiments, involving nearly 100 teams and 400 graduate students Key finding: • Asynchronous VTs • significantly more creative than teams that had some FtF communication • 4 studies conducted to explore this finding -- each from a different perspective.
Four Studies in Terms of the Input-Process-Output Model Input Process Output Individual Member Personality (Study 1) Ocker, 2008 Team Interaction Communication Content (Study 3) Ocker & Fjermestad, 2008 (expanded version) Interaction Influences (Study 4) Ocker, 2005 Team Creativity Team Composition Status effects (Study 2) Ocker, 2007
Study 1: Personality Facets • Looks at impact of individual personality facets on team creativity • A positivist study of 10 asynchronous teams in Experiment 3 • Research questions: • Do individual member personalities predict virtual team creativity? • Do individual member personalities predict virtual team quality?
Personality traits – 5 factors, each with multiple facets • Extraversion • Warmth • Gregariousness • Assertiveness (c,+) • Activity • Excitement Seeking • Positive Emotion • Openness • Fantasy • Aesthetics • Feelings • Actions • Ideas (c,+) • Values • Conscientiousness • Competence • Order • Dutifulness • Achievement (c,-) • Striving • Self-Discipline • Deliberate (q,+) • Neuroticism • Anxiety (c,+) • Hostility • Depression • Self-Consciousness • Impulsiveness • Vulnerability to Stress • Agreeableness • Trust (q,-) • Straightforwardness • Altruism • Compliance • Modesty • Tender-mindedness
Creativity an individual who is: imaginative and original thinker enthusiastically expresses ideas (without being over-bearing) more concerned with ideas than project grade Quality an individual who is: deliberate, thorough and careful not terribly trusting of teammates-- rely on self to complete project work rather than on team members Results of Regression Analysis
Study 2: Status Effects ofTeam Composition • Dominance • key inhibitor of VT creativity (Study 4) • Qualitative analysis • 8 mixed-sex asynch teams from Exp. 3 • Research question: • How is dominance manifested in virtual teams?
Dominance • when a member has undue influence over the team’s processes or work product. • often stems from an individual’s status, which can be broadly defined as ‘a position in a social network’
Results: 5 teams experienced dominance Dominant member • first to contribute a significant amount of task-related content • then proceeded to control the key content development • belonged to the team’s majority sex • in teams where females were majority • in teams where males were majority
Dominance and its absence • driven by a combination of status traits • age seniority, work experience seniority, and expertise • in 4 dominated teams • these status traits belonged to dominant member; absent in the other members. • in 3 non-dominated teams • status markers were counter-balanced across multiple members
Study 3 • Communication Content • Jerry’s presentation
Study 4: Influences on Team Creativity (Team Interaction) Qualitative analysis of 10 asynch teams from Experiment 3 Research question: • What influences the creative performance of asynchronous virtual teams?
Enhancers • Stimulating Colleagues • Variety of Social Influences • NO routines of interaction, such as habitual agreement or disagreement • Collaboration on Problem Definition • multiple members involved in defining the concept and requirements • Surface-Reduce Equivocality • converged through a process of coming to terms with divergent perspectives
Individual Personality Facets (+) Assertive (+) Ideas (+) Anxiety (-) Achievement Team Composition Status effects (-) Age (-) Work Experience (-) Expertise (+) counter-balance Team Interaction Enhancers (+) Stimulating Colleagues (+) Variety of Social Influences (+) Collaboration on Problem Def. (+) Surface-Reduce Equivocality Team Interaction Inhibitors (-) Dominance (-) Domain Knowledge (-) External Reward (-) Time Pressure (-) Downward Norm (-) Structured Approach (-) Technical Problems (-) Lack Shared Understanding (-) Non-stimulating Colleagues Team Creativity Team Interaction Communication Content (+) Critical Debate
Study References • Ocker, R. J. (2007). Creativityin Asynchronous Virtual Teams: Putting the Pieces Together. In Higher Creativity for Virtual Teams: Developing Platforms for Co-Creation. T. Torres and S. MacGregor (Eds.), Hershey: Idea Group, pp. 26-47. • Ocker, R. J. (2008). Exploring the Impact of Personality on Virtual Team Creativity and Quality. In Encyclopedia of E-Collaboration, Ned Kock (Ed.), Hershey: Idea Group. • Ocker, R. J. (2007). A Balancing Act: The Interplay of Status Effects on Dominance in Virtual Teams, IEEE Transactions on Professional Communication, 50, 3, 1-15. • Ocker, R. J. (2005). Influences on Creativity in Asynchronous Virtual Teams: A Qualitative Analysis of Experimental Teams, IEEE Transactions on Professional Communication, 48, 1, 22-39. • Ocker, R.J. and Fjermestad, J. (2008). “Communication Differences in Virtual Design Teams: Findings from a Multi-Method Analysis of High and Low-performing Experimental Teams,” The DATA BASE for Advances in Information Systems.
Experiment References • Ocker, R. J. (1995). Requirements definition using a distributed asynchronous group support system: Experimental results on quality, creativity and satisfaction. Unpublished doctoral dissertation, Rutgers University, New Jersey. • Ocker, R. J., Hiltz, S. R., Turoff M., & Fjermestad, J. (1996). The effects of distributed group support and process structuring on software requirements development teams, Journal of Management Information Systems, 12(3), 127-154. • Ocker, R. J., Fjermestad, J., Hiltz, S. R., & Johnson, K. (1998). Effects of four modes of group communication on the outcomes of software requirements determination, Journal of Management Information Systems, 15(1), 99-118. • Ocker, R. J. & Fjermestad, J. (1998). Web-based computer-mediated communication: An experimental investigation comparing three communication modes for determining software requirements. Proceedings of the Thirty-First Hawaii International Conference on System Sciences, (HICSS-31; IEEE Computer Society, CD ROM), Hawaii, January. • Ocker. R. J. (2001). The relationship between interaction, group development, and outcome: A study of virtual communication. Proceedings of the Thirty-Fourth Hawaii International Conference on System Sciences (HICSS-34; IEEE Computer Society, CD ROM), Hawaii, January.
Study One Method • Data Set: 47 participants from the 10 asynchronous teams in Experiment 3 • Personality measure (indiv): The Adjective Check List (ACL) • Creativity measure (team): objective measure of creativity based on unique ideas from team reports • Quality measure (team): 2 judges measured the quality of each team’s solution in team report
Study Two Analysis Level of analysis: • data for this study have a multilevel structure -- participants nested within teams; variables describing participants (personality traits) and variables describing teams (creativity and quality). • lack of independence and the potential for a team or group effect (Gallivan & Bebunan-Fich, 2005). • Tested for a group effect – none, so an analysis at the individual member level was permissible.
Personality traits • Personality traits distinguish individuals from each other • 5 broad factors of personality traits • extraversion, openness, agreeableness, conscientiousness, and neuroticism • Each factors has multiple personality facets associated with it. • Each personality facet includes • a common ‘portion’ attributable to the associated factor • a portion attributable to that particular facet.