Boldly Discovering New Uses of Technology and Exploring New Cultures:

A Look at the Technological and Cultural Effects Upon Virtual Teams

 

Duarte and Synder Mastering Virtual Teams

Chapter 2  Crossing Technical Boundaries

 

INTRODCUTION

 

Telecommunications has been described as "the pencil that is rewriting the history of the world" and the possibility of computer-mediated communication (CMC) is altering our "sense of place" and creating new architectures for communication within and between groups and organizations. 

 

In the past, the face to face meeting was the dominant way in which work was done.  We are now entering the age of the cyborg.  Our children will grow up in that age and it will be very different than the age of growing technology we are used to.  Has anyone ever been a part of a "cyborg decision-making group?"  I bet more of you than you think have.  But, who really knows what that means?  Is it maybe something out of a science fiction series like Star Trek?  Or, maybe like the robot Robin Williams played in Bicentennial Man? 

 

Not quite.  Cragan and Wright define a cyborg decision making group as being a group that is "part human and part machine.  The machine part of the group includes personal computers, interactive group software, audiovisual equipment and electronic information transfer equipment."   As technology grows and changes at warp 10, it is difficult to keep up and be sure what technologies are proper for your specific needs in virtual teams. 

 

Persons entering the workforce are confronting communication environments which are being transformed by:  1) the emergence of a global and geographically and organizationally dispersed workforce; 2) increasing reliance on lateral rather that hierarchical channels of communication and thus, a changing attitude toward viewing information as a commodity which must be shared and rather than as a source of power;  3) increasingly reliance on ad hoc project teams to facilitate lateral communication in order to better adapt to the accelerating pace of change; and 4) new information tools designed to foster collective intelligence collaboration and intellectual teamwork

 

In the case of organizations this transformation creates a need for information literacy.  Shapiro and Hughes (Shapiro, J.J. & Hughes, S.K. (1996) Information technology as a liberal art: Enlightenment proposals  for a new curriculum. Educcom, 31, 31-35.) suggest that the "information literacy" involves acquiring knowledge and skill in a number of different domains: 1) emerging technology literacy-the ability to make intelligent decisions about  emerging innovations in information technologies by understanding their human, organizational and social context;  2) critical literacy-the ability to evaluate critically the human and social benefits and costs of information technology; and 3) social-structural literacy knowing how information is situated and produced and fits into the life of social

 

However, with the right information, you too can make the best decision.  Technology will play a role in most of the project teams you a part of once you begin your professional careers.  Duarte and Snyder (define the role of technology as "overcoming the complexities of time and distance in communication and collaboration. Virtual teams and their leaders need up-to-date knowledge about technology and its role in facilitating performance."  In order to enhance your chances of using and interacting with technology effectively requires both knowledge and skills.  The age of the cyborg will demand new skills and competencies.  It will require continued demand in interpersonal competence, but the age of cyborg will require us to be aware of the technology around you and understand how each works.  

 

 

THESIS SENTENCE

 

Virtual team culture is severely important in order for a group to work well together.  Through the creation of group culture, the team will be able to create rituals that will be vital in team building and in interpersonal relationships inside the group. Technology and culture are extremely vital to the team’s communications abilities. While different technologies serve different processes, each has their own strong points and virtual teams can use three types of culture to build their virtual teams.

I.   If technology is now a part of every project work team, it is important    to understand both the synchronous and asynchronous technologies that are available to support both face to face and virtual teams. 

 

Perhaps the most common system for classifying group communication support systems is in terms of "place" and "time".  McGrath (McGrath, J. E. (1990). Time matters in groups. In. J. Galegher, R.E. Kraut, & C.Egido (Eds.), Intellectual teamwork: social and technological foundations of cooperative work (pp. 23-62).              Hillsdale, NJ: Lawerence Erlbaum.) discusses systems in terms of whether they are "space-spanning" (different place/same time) or both "time and space bridging" (different place/different time).   Most recently McGrath and Hollingshead (McGrath, J.E. & Hollingshead, A.B. (1994) Groups interacting with technology.Thousand Oaks, CA: Sage.) present the matrix below for classifying group communication support systems along two axes: 1) opportunities and requirements regarding the spatial and temporal distribution of group members; and 2) the modalities they provide for communication among group members (pp. 12-13).)

 

A.     Synchronous technology - Technology that enables team members to interact at the same time

across distances.  For example, same time, different place.

 

 

                "The same-time-different place mode, in which people communicate in real time but are not physically in the same place, is often the alterantive to face to face meetinging.  (Thompason, L. Making the Team, p. 235)

 

1. COMPUTER-MEDIATED SYNCHONOUS CHAT -Allows EXCHANGE OF TEXT-BASED MESSAGES between one or more members to interact at the same time  (SAME TIME DIFFERENT PLACE)

a)What are the defining characteristics of synchronous chat?
                                  i.  This form allows typed conversations between team members
                                ii.  All dialogue is displayed on a chat window each member can
                                    monitor.
                                iii.  Electronic Chat is often combined with an electronic whiteboard
                                    which allows for the posting of documents and allows the sketching
                                    of thoughts or ideas

b) What are the downsides of synchronous chat?

i. A downside to Electronic Chat is that it is hard for those who
             cannot type or share a common language

ii.       loss of social presence

iii.      a loss of the nonverbal envelope which

surrounds verbal communication.

2. Multipoint Multimedia and Video Conferencing

a.   Video conferencing - One of the most commonly used virtual team tools
                                            i. What is the primary type of video application
                                               AA. Desktop video
                                                                     Almost always accompanied by audio.
                                                                     Frequently accompanied by document-sharing capabilities

 

Video Clip: The Rock (Sean Connery: Hollywood Pictures, 1996)

 

                                b. Specialized video
                                                i. Use video equipment and high bandwidth networks to transmit
                                            full motion video
                                                ii. May include whiteboards or other applications that allow
                                             sharing of and collaboration on documents

 

Video Clip: Austin Powers: International Man of Mystery (Mike Meyers: New Line Cinema, 1997)

 

c.  What are the defining characteristics of multipoint multimedia?

i. Probably the most advanced form of desktop and real-time
                                                conferencing
                                                ii. In addition to chat and whiteboards, it utilizes full motion video and
                                                audio links
                                                iii. allows members to see and hear one another and create and edit
                                                still-frame documents and images

 

d. What are the downsides of mutlipoint multimedia?

i. requires high speed Internet or Intranet link

ii. requires all participating to have same specialized software and

                                               hardware

 

A third type of communication tool is the electronic meeting system or EMS.  EMS's have been used in face-to face setting in order to increase the productivity of group decision making.    As the effectiveness of electronic meeting systems was demonstrated in face-to face setting, they have been adapted to distributed environments to enable same-time but different place collaboration



3. Electronic meeting systems  and/or Group Decision Support Systems (GDSS)

GDSS and EMS are decision-management technologies which support the decision processes of individuals working in a group.  The primary decision tasks which GDDS systems are designed to support include electronic brainstorming, idea synthesis  and prioritizing, problem-solving, decision-analysis and so forth (Dr. Chris R. Kasch quote)

                                a.  What are the types of EMS?

i. simple voting systems

ii. computer aided systems in which each member has a separate computer to provide input to a central display screen

b. What are the upsides or advantages of EMS

i. Promotes effective ideas generation "As a clear case in point, we saw in our discussion of creativity and brainstorming that face-to face brainstorming is less productive compared to other, less rich form of communication."  Electronic interaction, such as in brainstorming groups can greatly increase team productivity."  Thompson, L. (2000) Making the Team: A Guide for Managers, Englewood Cliff, Prentice Hall, p. 235

AA. Require everyone to get a chance to submit his or her opinion

BB. Ideas generating brainstorming
              CC. Resembles a chat application
                             DD. Members enter their ideas about a topic simultaneously
              EE. Members are able to view ideas from all other members

immediately

                                      FF. Often used by leaders to begin a meeting, who then uses
                                       members comments on ideas or concepts as a basis for the rest of

       the meeting

ii.  Facilitates Participation Due to Anonymity
                                    AVoting   Allows members to anonymously vote on what ideas they
                                    prefer
                            B Also good for teams that wish to facilitate different opinions

iii. Promote Idea Organization and Synthesis

                                                                                AA. EMS is good for teams that require a lot of meeting time in
                                                                                which  ideas and issues can be categorized and prioritized

                                                                                Uses rank ordering, rating scales and other prioritizing
                                                                                method. Results displayed in graphic or tabular form

                                                                                BB. Idea grouping/issue analyzing allows members to

collectively decide which brainstorming ideas merit further discussion
                         and then categorize those ideas into a smaller list

                                                                                C. Outlining allows the collective organizing and translating of
                                                                                ideas into the beginning of a work project

iv. Idea Evaluation

AA. allows anonymous critiquing of other ideas

v. Increase efficiency or decision-making and problem solving

AA. Traditionally used to facilitate tasks that: tend to be sidetracked with excess discussion

c. What are the downsides or perils of EMS?
                                 i. Typically requires members to have special software

                                                                ii.  A professional facilitator is needed to lead the meeting, structure
                                                                agenda and work the software.

                                                                iii. Current versions of EMS require significant economic
                                                investment as well as an organizational culture that will support
                                                it’s use
               
 
 

4. Video walls or windows

 

The most salient effects of a new technology may not be that it lets people do old things more efficiently, but instead enables people to do new things that were not possible or feasible with the old technology (Sproull & Kielser, 1991).

 


                 i.  Experimental video technology being used by some organizations
                     such as Xerox.
                 ii.  Shared audio and video spaces that are open all the time
                 iii.  People in halls and offices of one location are continuously able
                      to hear and see team members in another location walking
                      through a hall or sitting at a desk
                 iv.  It simulates being in the same building as other team members.
            d.  Used appropriately video conferencing provides high levels of
                 information richness and social presence
            e.  Downsides to the form
                 i.  Depending on the power of a member’s computer, video can
                    become very jerky and distracting
               ii.  Members who connect through the internet can suffer from internet
                    congestion
               iii.  Sometimes requires special hardware and software

 


    B.  Asynchronous technology is the technology that facilitates a delayed
         reaction   (Different, time, different place

"In the different-place, different-time model, interacting communicate asynchronously in different places.  The most pervase means is email "Thompson, Leigh, Making the Team. A Guide for Managers, Englewood Cliffs, NJ,  p. 238)

 


        1.  E-mail
            a.  Most common computer technology for distance collaboration

            b.  Excellent and easy way to communicate messages or to share
                 information


            c.  Very effective when you send:
                i.  Extensive information
                ii.  Video or text files
                iii.  Complicated message or response

 

Video Clip: Mission: Impossible (Tom Cruise: Paramount, 1996)


        2.  Group calendars and schedules


            a.  Helps teams stay coordinated
            b.  Range from individual organizers to enterprise wide systems


        3.  Bulletin boards and web pages


            a.  Provide shared work spaces for the posting and manipulation of
                 messages, documents and discussions
            b.  Many  teams set up their own bulletin board or webpage
            c.  Allow many conversations to take place at once.

        4.  Non-real-time database sharing and conferencing


            a.  Was some of the first groupware applications on the market
            b.  Functions include
                i.  Access to reference materials and stored knowledge from other
                    teams or organizations
                ii.  A place to store work
                iii.  Assures all work in process is updated
                iv.  Preserve teams experiences, lessons and products
            b.  Accept a wide range of data
            c.  Usually requires special software and sometimes hardware
    
    

 

 


II.  In order to use information effectively and appropriately when working in teams, one should understand  what questions should be asked to see if the technology is right for your virtual team, and how do those technologies fare up to those questions.


     A.  What questions should be asked to see if the technology is right for your
          virtual team? ["There is no ideal set of technologies for all teams. There are
          basic, computer-mediated capabilities that most teams will benefit from,
                     including e-mail, calendaring and scheduling systems, whiteboards and
                     document sharing. Many teams—even experienced teams in high
                     technology organizations rely on non-computer mediated technologies."
                     (Duarte/Snyder, 53.)]
          1.  Does the technology allow for generating ideas and plans about the
               team’s work, including collecting data to make decisions about plans?
          2.  Does the technology solve routine problems where answers may not
               exist?
          3.  Does the technology solve ambiguous or complex problems where
               routine answers may not exist?
          4.  Does the technology allow negotiation of interpersonal or complicated
               technical conflicts between individual team members or organizations?

 


      B.  How does each technology fare with the questions above?
          1.  Synchronous technology


                a.  Desktop and real-time conferencing
                    i.  Electronic Chat
                        AA.  Useful for generating ideas and plans and collecting data
                            1.  Good for brainstorming and generating ideas for plans,
                                  products and making comments
                            2. Not so good for voting on and prioritizing ideas and
                                 outlining.


                        BB. Useful for problems with answers
                             1. Good for collecting data and discussing trends.
                             2. Not so good for organizing, prioritizing and displaying data/
                        CC.  Not useful for problems without answers
                             1. Good for listing and discussing options.
                             2. Not so good for debating, voting on and prioritizing options
                                 and making decisions,
                       DD.  Not useful for negotiating technical or interpersonal conflicts
                             1. Good for stating opinions.
                             2. Not so good for discussing opinions, reach compromises,
                                 deciding among optional approaches and settling
                                 interpersonal disputes.

 


                ii.  Multipoint Multimedia
                    AA.  Useful for generating ideas plans and collecting data
                             1. Good for sketching ideas and drawing and gaining
                                 agreement on concepts
                             2. Not so good for brainstorming and voting on ideas.
                    BB.  Most useful for problems with answers.  Good for listing,
                            displaying and analyzing data, discussing trends and working
                            on documents
                    CC.  Most useful for problems without answers.  Good for listing,
                            debating and prioritizing options, making judgments and
                            working on documents.
                    DD.  Useful for negotiating technical or interpersonal conflicts
                             1. Good for stating and discussing opinions,
                                 reaching compromises and deciding among optional
                                 approaches.
                             2. Not so good for settling interpersonal disagreements.

 


            b.  Electronic meeting systems /Group Decision Support Systems


                i.  Most useful for generating ideas plans and collecting data
                  1. Good for brainstorming, prioritizing, outlining and voting on ideas,
                      and reaching a  solid consensus.
                  2. Not so good for depicting complex concepts, process flows,
                      scenarios or sketches.
                ii.  Useful for problems with answers
                  1. Good for defining problems and reaching a consensus.
                  2. Not so good for displaying and diagramming data and performing
                      in-depth and complex analysis.
                iii.  Useful for problems without answers
                  1. Good for listing and prioritizing options and making decisions.
                  2. Not so good for debating, options and making judgments about
                      ambiguous topics.
                iv.  Useful for negotiating technical or interpersonal conflicts
                  1. Good for stating and discussing opinions, deciding among
                       optional approaches and reaching compromises.
                  2. Not so good for resolving interpersonal conflict.

 

Research Suggests

GDSS research using the electronic meeting system designed and developed by the University of Arizona suggests that the anonymity afforded by the use of the support system may increase total number of ideas, result in contribution from members which are more critical and probing, and result in contributions which were  more likely to build upon ideas proposed by other group members (Jessup, L.M., Connolly, T. & Galegher, J. (1990). The effects of anonymity on GDSS group process with an idea-generating task.); Jessup, L.M., & Tansik, D.A. (1991). Group problem solving in an automated environment: The effects of anonymity and proximity on group process and outcomes with a group decision support system. Decision Sciences, 22, 266-279.).  Based on their exhaustive review of literature, Kraemer and Pinsonneault (Kraemer, K. L. & Pinsonneault, A. (1990). Technology and groups: Assessments of the empirical research. In. J. Galegher,  R.E. Kraut, & C. Egido (1990) (Eds.), Intellectual teamwork: social and technological foundations of cooperative work (pp. 373-405). Hillsdale, NJ: Erlbaum Associates.) concluded that the use of GDSS can: 1) increase the depth of analysis; 2) increase task-oriented communication and the clarification efforts of group members; 3) increases the degree of participation and decrease the domination by a few members; and 4) increase consensus among members of the group. 

 

 

 

 

 


            c.  Electronic display
                i.  Useful for generating ideas plans and collecting data
                  1. Good for brainstorming, sketching ideas and drawing concepts.
                  2. Not so good for voting on ideas and converging on complex
                      concepts.
                ii.  Useful for problems with answers
                  1. Good for listing and displaying data and discussing trends.
                  2. Not so good for detailed or complex analysis.
                iii.  Useful for problems without answers
                  1. Good for listing and debating options.
                  2. Not so good for prioritizing options and making decisions and
                      difficult judgments.
                iv.  Least useful for negotiating technical or interpersonal conflicts
                  1. Good for stating and discussing opinions.
                  2. Not so good for reaching compromises, deciding among a number
                      of technical approaches and resolving interpersonal conflicts
        d.  Video conferencing
            i.  Least useful for generating ideas plans and collecting data.  Not so
               good for brainstorming, prioritizing, outlining and reaching a
               consensus about complicated topics.
            ii.  Useful for problems with answers
              1. Good for defining problems, prioritizing options and making
                  straight-forward decisions.
              2. Not so good for displaying and diagramming complex data and
                  performing analysis.
            iii.  Useful for problems without answers
              1. Good for listing and debating options.
              2. Not so good for making complex judgments.
            iv.  Useful for negotiating technical or interpersonal conflicts
              1. Good for stating and discussing opinions, deciding among
                  straightforward optional approaches and reaching simple
                  compromises.
              2. Not so good for resolving interpersonal conflict.
    2.  Asynchronous technology
        a.  E-mail
            i.  Useful for generating ideas plans and collecting data
              1. Good for discussion of ideas and plans, exchanging comments and
                  revising plans and documents.
              2. Not so good for brainstorming, prioritizing, outlining and voting
                  on ideas and reaching a consensus.
            ii.  Useful for problems with answers
              1. Good for defining and discussing problems and transmitting data.
             2. Not so good for reaching consensus on problems and performing
                 analysis
            iii.  Least useful for problems without answers
              1. Good for identifying and discussing options and discussing
                  approaches.
              2. Not so good for debating and  prioritizing options and making
                  decisions and judgments.
            iv.  Least useful for negotiating technical or interpersonal conflicts
              1. Good for stating and discussing opinions.
              2. Not so good for deciding among optional approaches, reaching
                  compromises and resolving conflicts
        b.  Bulletin boards and web pages
            i.  Useful for generating ideas plans and collecting data
              1. Good for brainstorming, generating ideas for plans and ideas
                  about products and commenting upon products.
              2. Not so good for voting and prioritizing ideas, outlining complex topics
                  and in-depth feedback about products.
            ii.  Useful for problems with answers
              1. Good for collecting data and discussing trends.
              2. Not so good for organizing, prioritizing and displaying data.
            iii.  Least useful for problems without answers
              1. Good for listing and discussing options.
             2. Not so good for debating, voting on and prioritizing options and
                 making decisions.
            iv.  Least useful for negotiating technical or interpersonal conflicts
              1. Good for stating opinions.
              2. Not so good for discussing opinions, reaching compromises
                  and deciding among optional approaches.
        c.  Non-real-time database sharing and conferencing
            i.   Useful for generating ideas plans and collecting data
              1. Good for brainstorming, generating ideas for plans and ideas about
                  products, commenting on products and collaborative authoring.
              2. Not so good for voting on and prioritizing ideas.
          ii.  Useful for problems with answers
              1. Good for collecting data and discussing trends.
              2. Not so good for organizing complex data and discussing and
                  prioritizing data.
          iii.  Least useful for problems without answers
              1. Good for listing options.
              2. Not so good for discussing or debating, voting upon and prioritizing
                  options and making decisions.
        iv.  Least useful for negotiating technical or interpersonal conflicts
              1. Good for stating opinions.
              2. Not so good for discussing opinions, reaching compromises and
                  deciding among optional approaches.

 

 


III.  What are the three types of culture that affect a virtual team and how do they effect the performance of communications processes within virtual teams? 

A.  What are the three types of culture and how do they work

1.  National

                                                i. multinational teams

                ii. Six dimensions of culture in National Teams

                                                                a. Power Distance

                                                1. refers to the degree of inequity among people that the

population expects or accepts

2. extent to which the less powerful members expect and accept that power is distributed equally

                                                3. Low Power Distance

                                                                AA. more participation

                                                                BB. seek input from each other

                                                                CC. Countries include

Ii. Great Britain, Germany, Switzerland, Finland, Norway, Denmark, Austria, United States

                                                4. High Power Distance

AA. Leaders are expected to make many decisions without consulting other team members

                                                                BB. Countries include

Ii. Brazil, Venezuela, Indonesia, India, Singapore, France, Hong Kong, Mexico, Arab countries

                                                                CC. Technology

                                                                                Ii. what technology should be used in high power                                                                                                     distance culture

                                                                                                aa. asynchronous technologies

                                                                                                bb. any technologies that allow anonymous                                                                                                                            input

                                                5.Different Power Levels in teams can cause conflicts in:

                                                                AA. expectations of the leader

                                                                BB. role of the leader

                                                                b. Uncertainty Avoidance

                                                1. extent to which members of a culture are comfortable with                                                                                 uncertainty

                                                                                2. degree of structure required for a task

                                                3. High Uncertainty

                                                                                                AA. seek detail

                                                                                                BB. desire closure

                                                                CC. predictable routines

                                                                DD. show anxiety

                                                                EE. Countries Include

Ii. Belgium, Japan, Peru, France, South Korea, Brazil, Italy

                                                                FF. Technology for High Uncertainty Cultures

                                                                                Ii. members will be slow to adopt new technology

                                                                                Iii. technology that can produce a record

of discussions and decisions

                                                4. Low Uncertainty

                                                                                                AA. comfortable in most situations

                                                                BB. do not need defined rules, procedures, or

processes

5. Different Uncertainty Levels in teams can cause conflicts in:

                                                                AA. preferences for detail

                                                                                                BB. formation of roles

                                                                CC. defined scheduling

                                                                                                DD. review processes

                                c. Individualism-Collectivism

                                                1. Individualism-

                                                                AA. degree to which people prefer to work alone rather                                                                                    than with a group

                                                                BB. High Individualism

                                                                                Ii. loose ties between people

                                                                                Iii. individuals are expected to look after                                                                                                                       themselves

                                                                                Iiii. value personal time and freedom to take                                                                                                    individual approaches to jobs

                                                                CC. Countries include

                                                                                Ii. U.S.A., Ausralia, Great Britain,                                                                                                                                 Italy, France, Germany

                                                                                2. Collectivism-

                                                                AA. degree to which people prefer to work in a group

                                                                BB. High Collectivism

                                                                                Ii. people integrate into strong, cohesive                                                                                                                                 groups

                                                                                Iii. value strong group identity

                                                                                Iiii. put group needs before their own

                                                                                Iiv. do not like to be singled out

                                                                CC. Countries Include

                                                                                Ii. most of Asia and Central America

DD. prefer technology that allows face to face interactions

                                                3. Different Individualism-Collectivism levels can cause                                                                                      conflicts in:

                                                                AA. expectations of unity

                                                                BB. closeness with team members

                                                                CC. rewards and recognition

                                d. Masculinity-Femininity-

1. extent to which masculine values are given priority over more “caring” values

                                                2. Masculine Orientation

                                                                                                AA. concerned with earnings, signs of visible success,                                                                                                                 possessions

                                                                BB. Countries include-

                                                                                Ii. Japan, Austria, Italy, Mexico, Germany,                                                                                                                             United States

                                                3. Feminine Orientation

                                                                AA. more “caring

                                                                BB. focus on nurturing, cooperation, and sharing

                                                                CC. Countries Include-

                                                                                Ii. East Africa, Thailand, Norway, Sweden

                                e. Long Term-Short Term-

1. degree of parsimony, family orientation, virtuous behavior, acquisition of skills and knowledge

                                                2. Long Term

                                                                AA. persistence and thrift

                                                                BB. orientated toward future

                                                                CC. motivated by long term success

                                                                                                DD. Countries Include-

                                                                                Ii. Asian countries

                                                3. Short Term

                                                                AA. value immediate returns

                                                                BB. Countries Include-

                                                                                Ii. English speaking countries

                                                                                Iii. European countries are rated low-to-middle

term

                                f. Context-

                                                1. amount of sensing and extra information needed to make                                                                                 decisions versus “just the facts”

                                                2. High Context-

AA. messages do not mean as much without understanding of surrounding context

                                                                BB. want more information and opinions

                                                                CC. information may include

                                                                                Ii. member backgrounds

                                                                                Iii. record of previous decisions

                                                                                Iiii. group relationship history

                                                                DD. Countries include

                                                                                                                Ii. Japan, China, Greece, Mexico, Spain

EE. prefer technologies that are information rich and allow high social presence

                                                3. Low Context-

                                                                AA. prefer just the facts

                                                                BB. the message itself is sufficient

                                                                                                CC. Countries Include-

                                                                                Ii. Canada, United States, Scandinavia, Germany

                                                                                                DD. prefer asynchronous technologies

2.  Organizational

                i. virtual team members are drawn from different organization such as:

                                a. customers

                                b. suppliers

c.       associations

                                d. communities

ii. Schein defines organizational culture as: “A pattern of shared basic assumptions that the group learned as it solved its problems of external adaptation and internal integration, that has worked well enough to be considered valid and, therefor, to be taught to new members as the correct way to perceive, think, and feel in relation to those problems.”

                iii. different organization carry different values on the importance of:

                                a. time scheduling and time tables

                                b. relationship with competitive environment

                                c. human nature

                iv. The Competing Values Model

                                a. developed by Cameron and Quinn

                                b. reflects group members preferences over certain things

                                                                c. Clan versus Market-

                                                1. Clan-

                                                                AA. organization is like extended family

                                                                BB. leaders are more like parent figures

                                                                                                CC. highly committed

                                                                DD. highly value teamwork and participation

                                                                                2. Market-

                                                                AA. results oriented

                                                                                                BB. competitive members

                                                                CC. aggressive leaders

                                                                DD. want to win

                                d. Hierarchy versus Adhocracy-

                                                                                1. Hierarchy-

                                                                AA. very formal

                                                                                                BB. follow procedures

                                                                CC. focus on stability and control

                                                2. Adhocracy-

                                                                AA. more adaptive

                                                                BB. risk taking

                                                                CC. innovative

                                                                DD. like to try new things

3.  Functional

                i. most specialist in organizations work in functional groups

                                a. Examples-

                                                1. engineering

                                                                                2. marketing

                                                3. finance

                                                                                4. production

                                                5. human resources

ii. functional experts develop their assumptions and behaviors to accomplish their                 goals

                                                                a. Some professional behaviors that can affect functional cultures

                                                1. Engineering-

Ii. like to rationally lay out plans and work with logical detail

                                                2. Software Development-

                                                                Ii. rationally lay out plans

                                                                Iii. horizontal work orientation

                                                3. Research and Development

                                                                                                Ii. want structure and detail

                                                                Iii. more of a long-term orientation

                                                4. Accounting and Finance-

                                                                                                Ii. desire to organize, plan, and quantify

                                                                Iii. like to add structure to tasks

                                                5. Sales and Marketing-

                                                                Ii. operate with urgency

                                                                Iii. can quickly conceptualize and create

                                                                                6. Production and Manufacturing-

                                                                Ii. manage projects, processes, and problem solving

                                                                                                Iii. operate with urgency

B.  What are the promises and perils of cultural differences when working in virtual teams?

1.  What are the promises or upsides?

a.  Creates a competitive advantage ["Each group member brings a unique

personality, set of social experiences, and knowledge of the job, the

discussion topic, or both to the group. Implicitly, the group expects

each member to make available his or her special talents for the group's

benefit". (Cragan/Wright, 110)]

b.  Builds personal satisfaction in work  ["Membership satisfaction is an important group outcome variable. We know this not only because we like to go to certain group meetings just for the personal satisfaction it brings us but also because we find some status in being associated with a group effort. We would not feel the intensity of this variable of member satisfaction unless we were also satisfied, to some extent with the group project." (Cragan/Wright, pg 67)]

c.  Builds diverse relationships ["Diversity may raise

challenges for the managers, but these are not insurmountable problems.

In contrast, the problems associated with a lack of diversity may be

insurmountable. A properly managed workplace meets these challenges, and

its worth the effort that it will take to iron out these problems

because a diverse workforce greatly benefits the firm and the team."

(Thompson, 72.)]

d.  Different people from different cultures have different ideas about

what constitutes good performance ["Culture is the set of shared

meanings held by team members that make teamwork possible. In contrast

to team design, which is often deliberate and explicit, team culture,

includes the unstated, implicit aspects of the team that are bit

discussed in a formal fashion, but nevertheless shape behavior."

(Thompson, 19)]

e.  Creates a shared experience and language that the team can draw on

and work from

2.  What are the perils or downsides? ["Cultural sensitivity can be

taken too far. There are many stories about organizations or teams that

did not act fast enough because they were being overly sensitive to

local culture. Bad performance is bad performance in any culture."

(Duarte/Snyder, 64)]

a.  Bias and racism can be a definite factor

b.  Different people from different cultures have different ideas about

what constitutes good performance

c.  People in virtual teams that reside in different time zones can face

factors involving when the best time to meet virtually is.

 

 

So, now you know how culture and technology affect virtual teams.  We hope you’ve taken some skills upon what the best technology for the situations that effect your teams.  We also hope you’ve learned how the sorts of culture effect the communications.

 

CONCLUSION

As all kinds of technology advance and develop a shocking side effect is taking place. The world is getting smaller.  Today we are able send a message to someone on the other side of the world in only seconds.  A message can make a travel in only a matter of seconds when it used to take it days or even weeks.  Today, all we have to do is pick

a telephone and dial some numbers and we can have a voice conversation with people anywhere in the world.  As methods of technology such as video conferencing and video walls and windows continue to develop we will have face to face conversations with people on the other side of planet, or even in space, and we will feel like we are in the same room together.

 

So with the greater development of our synchronous technologies like EMS, video conferencing, electronic chat and multipoint multimedia we will have limitless possibilities to how virtual teams can communicate in real

time.  And with greater developments in asynchronous technologies like e-mail, bulletin boards, and database sharing virtual teams will be able to exchange and work on limitless amounts of projects and information.

   In their seminal book in 1978 entitled "The Network Nation: Human Communication Via Computer"  Starr Roxanne Hiltz and Murray (Turoff Hiltz, S.R., Johnson, K. & Turoff, M. (1986). Experiments in group

decision-making: Communication process and outcome in face-to-face versus computerized conferences. Human Communication Research, 13, 225-252.) predicted that by the mid-1990's computer-conferencing would be as widely used in society as the telephone today, that it would have dramatic psychological and sociological impacts on group communication objectives and processes, that it would have significant impact on the degree of centralization or decentralization possible in organizations, and that it would become a fundamental mechanism for individuals to form groups having common concerns, interests, or purposes.

     So, as technology continues to develop the world continues to shrink.  The world is becoming virtual before our eyes and pretty soon virtual communication and work with others will be a part of all our lives.

 

 

HYPERLINKS:

http://www.ascusc.org/jcmc/vol3/issue4/jarvenpaa.html

http://thinkofit.com/webconf/

http://www.fastcompany.com/online/36/firstsite.html

http://www.seanet.com/~daveg/chapter6.htm

http://www.internetwk.com/lead/lead040600.htm

http://www.startwright.com/virtual.htm

http://www.managementsite.net/scripts/artikelen/131/bijdrage.asp?aid=131

http://www.dealconsulting.com/management/telecomm.html

http://www.qualitydigest.com/sept00/html/teams.html

http://google.yahoo.com/bin/query?p=Virtual+Teams&b=40&hc=1&hs=1