Dissertations / Theses on the topic 'Collaboration in teams'
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Hao, Meng. "Effective Collaboration of Global Teams." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16982.
Full textProgram: Magisterutbildning i informatik
Wright, Sharon L. "Examining the Impact of Collaboration Technology Training Support on Virtual Team Collaboration Effectiveness." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/338.
Full textLerdahl, Erik. "Staging for Creative Collaboration in Design Teams." Doctoral thesis, Norwegian University of Science and Technology, Faculty of Engineering Science and Technology, 2001. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-71.
Full textMany design projects in industry require close collaboration between different actors in companies. Furthermore, due to globalisation and increased competition, companies have a growing need to quickly develop new innovative concepts and products. In this respect it is important to study how creative collaboration in design teams in the early phases of the design process may be stimulated and improved. The main objective of this thesis has been to develop models, tools and methods that stimulate and improve such collaboration. Factors involved in the staging for creative collaboration has been studied, and models, tools and methods have been developed. The empirical material was collected through in-depth interviews of company employees and design consultants. Furthermore, material was collected through action research in a new innovation course at NTNU in Trondheim and in 3 industrial cases.
Initially, three conceptual models are proposed and used as a background in the thesis.These models are visualised graphically. The first model proposes that the creative process is an ongoing cycle moving through order and chaos. The second model proposes that design is a creative activity in a dialectic tension. The third model, which is called the vision-based model, proposes that any product may be related to four levels of abstraction: the spiritual, the contextual, the principal and the material levels. All three models can function as tools for discussion and shared understanding in a team. In the innovation course the vision-based model functioned as a supporting tool for creative collaboration in the concept development process.
Further, the physical arrangement of space for creative collaboration in design teams has been studied. Two major concepts are proposed: Flexible project space and activity zones. The concept of activity zones, where different zones in the workspace are connected to different activities and modes of thinking, has been implemented in a specific case. The general conclusion is that conscious arrangement of space is one of the factors that may improve creative collaboration.
Results from the interviews show the need for a shared innovation level and focus in design team for good collaboration. It is concluded that participants in a team have different roles and perspectives and in this regard the concept of flexible role structure and the use of role-play are proposed for improving collaboration. The use of scenario play and mental visualisation exercises as tools in the concept development process have also been studied and tried out in courses and in specific industrial cases. The conclusion is that such exercises have both process and problem related effects and can help to improve creative collaboration in design teams.
Based on indicated limitations in existing methodology this thesis proposes finally, as the main contribution, a vision-oriented methodology for the early phases of the design process. It is divided into two stages: a vision-based and a specification-based stage. The vision-based stage has focus on user experience and applies visions, rather than specifications, as guidelines in the early phases of the concept development. Two types of visions are proposed in this stage: Goal visions and provocative visions. In the provocative visions elements of the goal visions are drawn to the extreme through fantasy scenarios. The methodology also integrates the physical arrangement of space and the use of scenario play, storytelling and mental visualisation exercises. It emphasises the extensive use of associative images and qualitative keywords. It also proposes the use of events, such as conceptual workshops and milestones, during the development process. Furthermore the methodology applies the vision-based model, with four levels of abstraction, as a supporting tool. Parts of the methodology (the vision-based stage) has been tried out and evaluated in the innovation course.
It is concluded that the methodology can help to improve creative collaboration in design teams, especially for projects that have a conceptual orientation and a focus on user experience. With an initial focus on visions it is argued that a design team may more easily create a shared understanding. Furthermore, with the active integration of
play and work with visions the methodology seems to be more process oriented, motivating and engaging than traditional methodology. It also integrates the active use of the body and senses and helps to avoid initial mental fixation to existing solutions. It is emphasised that it is important that the methodology is adapted to the specific company setting.
Halin, Amy L. "Distributed team collaboration in a computer mediated task." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FHalin.pdf.
Full textThesis advisor(s): Rudolph P. Darken, Susan G. Hutchins. Includes bibliographical references (p. 167-168). Also available online.
Biuk-Aghai, Robert P. "Patterns of virtual collaboration /." Electronic version, 2003. http://adt.lib.uts.edu.au/public/adt-NTSM20040630.160722/index.html.
Full textBrittain, William Joseph. "A virtual collaboration model for dispersed project teams." Thesis, Durham University, 2013. http://etheses.dur.ac.uk/7352/.
Full textSamarah, Imad M. "Collaboration technology support for knowledge conversion in virtual teams /." Available to subscribers only, 2006. http://proquest.umi.com/pqdweb?did=1240701241&sid=4&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textBennett, Joe. "Constraint, creativity, copyright and collaboration in popular songwriting teams." Thesis, University of Surrey, 2014. http://researchspace.bathspa.ac.uk/5037/.
Full textHalaby, Aceil. "Forecasting collaboration capacity by driving output in product teams." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113514.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 95).
It is no doubt that globalization and free trade have brought competitive advantages of Innovation Driven Enterprises (I.D.E.s) to new levels. More specifically, managers are focused on improving and maximizing team collaboration to both increase capacity and utilization of their in-house talent and optimize company throughput and output. It has long been argued that performance and output are attributed to leadership, management and/or recruiting. However, new management and cognitive theories argue that optimizing output and team performance is now more of a science rather than just a conventional wisdom; conceiving a winning team now involves both predictive and nurturing responsibilities. This applies to all fields be it military, product development, medical, business, engineering and others to name a few. This thesis focuses on the new field of Integrated Design Management whereby multidisciplinary, innovative engines or product development teams are becoming essential entities for entrepreneurial survival and versatility during economic uncertainty. How can a product designer, an engineer and a businessman work together efficiently'? What makes the team perform better? Are there any rules for engagement or does skill lead output? How are people selected as part of a team? This thesis argues that creating an optimal product team should not be a stroke of luck but rather the result of applying new management sciences and team dynamics to better recruit and build for collaboration in today's fast-changing and competitive world. I believe that studying the correlation between three variables: compassion, collective intelligence and output in Integrated Design Management (I.D.M.) teams can lead to positive inferences relating to team formation and competitive work cultures. Through methods of measuring the latter variables in addition to observing product team habits and recording interviews with individuals enrolled in the I.D.M. program at MIT, the following thesis maps predictive variables across a system for nurturing successful team collaboration and output. The model constructed to forecast product team output, produced an r2 of 0.57, setting a benchmark for future models. This research also provides a template for future applications across multiple industries aimed at conceiving more collaborative teams with exceptional skills whose members may have been more comfortable working in isolation at the expense of creativity and efficiency.
by Aceil Halaby.
S.M. in Engineering and Management
Krausman, Andrea S. "Understanding the Impact of Communication Delays on Distributed Team Interaction." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/88870.
Full textDoctor of Philosophy
Communication delay in distributed teams is salient problem, especially in operational settings where communication is critical to team safety and success. In previous work, communication delays have been shown to disrupt turn-taking in conversations and create instances of overlaps or interruptions. The present study was conducted to further investigate the effects of communication delays on various aspects of distributed team performance and to determine if being able to see one’s team member via video technology may potentially lessen the effects of delays. In addition, team gender composition was investigated, to see how delays affected the interactions of same and mixed-gender teams, as well as teams with familiar and unfamiliar members. Lastly, a supplemental analysis was performed using a subset of the experimental data to determine if teams with familiar members’ communicated more efficiently than unfamiliar teams when coordination complexity was high. Thirty distributed teams of two members or dyads, performed a collaborative problem solving task, using audio conferencing and videoconferencing technologies. During the task, participants verbally shared and discussed information in order to identify the solution to a fictitious terror plot. Communication between team members was delayed by 0 ms, 800, or 1600 ms. Overall, results showed that participants took longer to solve the task at the 800 ms delay, with no effects on task accuracy. At the 1600 ms delay, participants shared less information with each other, and rated their frustration higher compared to the 0 ms delay. When teams used audiovisual technology, workload scores were lower at 0 ms compared to the 800 ms delay. Although delays did not have the anticipated effects on familiar and same-gender teams, there were some other interesting effects that emerged. Namely, gender-diverse teams scored higher accuracy with audiovisual technology than audio-alone, but this effect was independent of delays. Also, teams with familiar members exhibited higher levels of cognitive trust across all levels of delay and technology. Results of the supplemental analysis showed that unfamiliar teams communicated more efficiently with audiovisual technology, but only when coordination complexity was low.
Keller, Felix S. "Scorecard for Managing E-Collaboration in International Virtual Consulting Teams." St. Gallen, 2008. http://www.biblio.unisg.ch/org/biblio/edoc.nsf/wwwDisplayIdentifier/01651538003/$FILE/01651538003.pdf.
Full textDunphy, Donna L. "Folio Paper One: Collaboration skills for educators : folio paper two: Collaborative partnerships between home and school: folio paper three: Interagency collaboration in transition planning /." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36112.pdf.
Full textLim, Kyung Hee. "Collaboration between Disciplinary Teams Caring for Elders in Korean Community Settings." Diss., The University of Arizona, 2008. http://hdl.handle.net/10150/193837.
Full textHall, Christopher Aaron 1964. "Organizational Support Systems for Team-Based Organizations: Employee Collaboration through Organizational Structures." Thesis, University of North Texas, 1998. https://digital.library.unt.edu/ark:/67531/metadc279218/.
Full textJackson, Austin M., Joshua A. Pusillo, and Steven A. Smith. "Designing collaboration: how to prepare SOF augmentation teams for assignment to a U.S. embassy country team." Thesis, Monterey, California: Naval Postgraduate School, 2014. http://hdl.handle.net/10945/42649.
Full textThis project delivers an immediately implementable and replicable method for improving collaboration in this nation’s most complex interagency environment, the United States embassy (USEMB). This method allows multidisciplinary teams to create a self-organizing collaborative system in the country team to address difficult problems within the constraints of exiting manning, authorities, and appropriations. The modular and scalable methodology described in this project allows Special Operations Forces (SOF) teams working in embassies around the world to maximize their operational effectiveness by improving collaboration within the country team. The goal of this project is to move beyond policy debates regarding interagency collaboration and explain how SOF are capable of pioneering a responsive system to improve collaboration within the USEMB country team. Applying a design thinking methodology, we observed country team interactions and other interagency collaborative efforts to develop a concept for SOF augmentation teams to improve collaboration within the USEMB country team. We deliver guidelines and a methodology for SOF augmentation teams to facilitate the development of a collaborative country team capable of solving complex issues.
Harris, Cheryl Lynne. "Collaboration for Organization Success: Linking Organization Support of Collaboration and Organization Effectiveness." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4962/.
Full textCastro, Fl?vio Steffens de. "A gamification framework as a collaboration motivator for software development teams." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2016. http://tede2.pucrs.br/tede2/handle/tede/6843.
Full textMade available in DSpace on 2016-07-21T18:15:20Z (GMT). No. of bitstreams: 1 DIS_FLAVIO_STEFFENS_DE_CASTRO_COMPLETO.pdf: 3270131 bytes, checksum: 623b0ea10478c3acdf6c2ba78554bfbb (MD5) Previous issue date: 2016-01-19
Gamification is the use of game elements in non-game context to motivate people to achieve goals. Its use is becoming very popular in software development organizations due to work being based upon human-centric and brain-intensive activity. This research presents a framework that identifies common collaboration issues that affect software development teams and how to apply game elements to mitigate them by jump starting behavior change. The framework is defined based on literature and on a field study with gamification and software development professionals. In its preliminary evaluation with practitioners and specialists, they presented evidences of the applicability of this framework as a motivator to foster collaboration in software teams. The framework can be used by management to promote behavioral change in their industrial teams and by researchers to advance the state of the art in collaboration in the field. Tool designers can also benefit from it by having access to the comprehensive and compiled body of knowledge to inspire them to design new tools or improve current ones to support collaboration in software teams.
Gamification ? o uso de elementos de jogos em contextos al?m de jogos para motivar pessoas a atingirem seus objetivos. Seu uso tem se tornado popular nas empresas de desenvolvimento de software devido a este tipo de trabalho ser baseado em atividades cognitivas e intelectuais. Esta disserta??o apresenta um framework que identifica problemas comuns de colabora??o em equipes de desenvolvimento de software e como podemos aplicar elementos de jogos para mitig?-los, agindo como catalizador de mudan?a de comportamentos. O framework foi definido baseado em uma revis?o de literatura e em um estudo de campo com profissionais de desenvolvimento de software e gamification. Na avalia??o preliminar realizada com especialistas, foram encontradas evid?ncias da aplicabilidade desde framework como um motivador para incentivar a colabora??o em equipes de software. Este framework pode ser usado por gerentes e l?deres para promover mudan?as de comportamentos em equipes, pesquisadores para aprofundar os conhecimentos nos t?picos de gamification e colabora??o, e designers para desenvolverem pr?ticas de gamification em ferramentas de colabora??o de equipes.
Lankhof, Brenda. "Perceptions of Collaboration and Mutual Respect among Members of Interprofessional Teams." Thesis, Walden University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843247.
Full textGovernment agencies are encouraging healthcare practitioners to work in interprofessional teams to address the complex needs of an aging population, to improve client outcomes, and to increase the cost-effectiveness of health care. However, a clearer understanding of the elements required for an effective interprofessional collaborative practice is needed. The purpose of this online, descriptive study was to focus on one component, mutual respect, and determine its relationship to collaboration among members of interprofessional teams working in family health teams (FHTs) and community health centers (CHCs) across Ontario. D’Amour’s four-dimensional model of collaboration was used as the theoretical basis. This model suggests that collective action can be analyzed based on shared goals and vision, internalization, formalization, and governance. FHTs and CHCs were contacted by telephone and email to recruit participants and 99 healthcare professionals returned usable surveys. Using Spearman’s rho and multiple regression, a significant positive relationship was found between mutual respect and collaboration. After controlling for the respondents’ demographic characteristics, the correlation between these variables remained significant. Correlation scores between mutual respect and collaboration were higher in FHTs compared to CHCs. Significant differences in scores were also demonstrated between nurses and nonurses, and levels of education. This research provided data on how collaboration is progressing, how respected professionals felt, and assisted in the identification of areas that may be influential in making improvements. The knowledge obtained can affect positive social change by influencing practice, education, and guiding future research.
Fristedt, Saga. "Communication, collaboration and belongingness in virtual teams : mapping out enablers and constraints." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40716.
Full textI en allt mer digitaliserad värld blir virtuellt arbete vanligare varje år. Virtuellt arbete har dessutom hastigt blivit verklighet för en stor del av världens befolkning på grund av coronapandemin. Därför är en studie om virtuellt teamarbete av hög relevans i dagens samhälle. Syftet med denna studie är att få en djupare förståelse och ge kunskap om möjliggörare och begränsningar för kommunikation, samarbete och tillhörighet i virtuella team samt ICTs inverkan på virtuellt teamarbete. Studien har en fenomenologisk forskningsdesign med ett kvalitativt tillvägagångssätt. Empirisk data har samlats in genom att studera tre transnationella, virtuella team genom genomförandet av sex semi-strukturerade, individuella intervjuer. Intervjupersonerna valdes ut genom ett strategiskt urval. En tematisk analys har genomförts för att sammanställa och analysera data, som sedan satts i förhållande till det teoretiska ramverket för studien. De möjliggörande faktorer som hittades i resultaten var flexibilitet och tillgänglighet för kommunikation, tydligt definierade roller, hög nivå av både uppgifts- och relationsbaserad kommunikation och relationsdjup, förtroende och delad förståelse för samarbete, samt ansvar, att få en inblick i teammedlemmarnas hem och virtuella sociala teamaktiviteter för tillhörighet. Dessutom identifierades ICT som en övergripande möjliggörare. De identifierade begränsningarna var tidsskillnader för alla tre teman samt virtualitet i helhet. Utöver detta var missförstånd identifierat för samarbete och brist på naturlig och spontan social interaktion för tillhörighet. Dessutom visar resultaten på att ICTs med egenskaper av rikare typ i förhållande till media richness oftast föredras för att möjliggöra ett bättre virtuellt arbetsklimat när det gäller kommunikation, samarbete och tillhörighet. Vissa kriterier för media richness kan dock inte utnyttjas fullt ut i virtuella team på grund av tidsskillnader. Slutligen visar studiens resultat på att val av ICT baserat på tidigare erfarenhet, snarare än kopplat till lämplighet, kan hindra en optimal modell för användning av ICT för ett väl fungerande virtuellt team.
Lakhani, Rubina. "Artifact-Supported Performance Management of Collaborative Care Teams." Thesis, Université d'Ottawa / University of Ottawa, 2021. http://hdl.handle.net/10393/42510.
Full textDay, Michele Oliver Debra. "Team communication and collaboration in hospice pain management." Diss., Columbia, Mo. : University of Missouri--Columbia, 2008. http://hdl.handle.net/10355/6632.
Full textHause, Martha Lucia. "Software development performance in remote student teams in international computer science collaboration." Thesis, Open University, 2003. http://oro.open.ac.uk/54622/.
Full textGilley, Margaret Mary. "Bridging the boundaries? : collaboration and community care, Sunderland 1990-1994." Thesis, Durham University, 1997. http://etheses.dur.ac.uk/5083/.
Full textBulu, Saniye Tugba. "Communication Behaviors And Trust In Collaborative Online Teams." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1099548/index.pdf.
Full text#8217
collaborative communication behaviors were analyzed using both qualitative and quantitative methods to understand the factors that facilitate and deepen trust. Data were obtained from questionnaires and online class discussion archives. One of the findings of the study was that trust is built and maintained in online teams. Another finding was that online trust can be fragile and certain communication behaviors should be presented by members to deepen and maintain the trust level. The results of the study showed that there must be social interaction, enthusiasm, task oriented interaction, equal and predictable communication, and feedback among the member of online teams to built and maintain trust.
Burke, Jill Vincent. "A Case Study of Highly Effective Collaborative Teams." Ashland University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ashland1407321599.
Full textManian, Vijay. "Voting enabled role-based access control model for distributed collaboration." [Gainesville, Fla.] : University of Florida, 2005. http://purl.fcla.edu/fcla/etd/UFE0011941.
Full textRosen, Michael. "COLLABORATIVE PROBLEM SOLVING: THE ROLE OF TEAM KNOWLEDGE BUILDING PROCESSES AND EXTERNAL REPRESENTATIONS." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2727.
Full textPh.D.
Department of Psychology
Sciences
Psychology PhD
Watson, Sheldon T. "Teacher collaboration and school reform distributing leadership through the use of professional learning teams /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2005. http://hdl.handle.net/10355/4179.
Full textThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file viewed on (July 19, 2006) Vita. Includes bibliographical references.
Andersson, Emmy. "Virtual Collaboration – The Paradigm of Modern Work Environment : Cohesion and Challenges in Distributed Teams." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35728.
Full textKollasch, Aurelia. "Ties that Bind International Research Teams: A Network Multilevel Model of Interdisciplinary Collaboration." Diss., The University of Arizona, 2012. http://hdl.handle.net/10150/228165.
Full textBricker, Lauren J. "Cooperatively controlled objects in support of collaboration /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/6860.
Full textBositty, Aishwarya. "Development of Real-Time Systems for Supporting Collaborations in Distributed HumanAnd Machine Teams." Wright State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=wright1610538704384575.
Full textLangmuir, David Allan. "Making sense of teacher collaboration : a case study of two teachers’ engagement in clinical supervision." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ34574.pdf.
Full textMcAndrew, Sean T. "Collaborative technologies for mobile workers and virtual project teams." Thesis, Loughborough University, 2009. https://dspace.lboro.ac.uk/2134/13529.
Full textBououd, Ikram. "Etude de la collaboration dans les environnements virtuels 3D et de l'impact de leur utilisation sur la performance des épuipes : entre management et conception des systèmes d'information." Thesis, Evry-Val d'Essonne, 2014. http://www.theses.fr/2014EVRY0003/document.
Full textCollaboration is increasingly distributed and influenced by the technologies involved in the workspace. 3D Virtual worlds (VWs) are rich, highly interactive and promising collaboration tools providing a more realistic visual dimension in representing work environment and a growing capacity of simulation. Thanks to avatars (representation of their users), they may reinvent the notion of co-presence (the being together) and provide rich social interactions. Several researchers and practitioners are particularly interested in the potential of these new media to support collaborative practices. However, the literature does not provide yet satisfactory and accurate response to companies about impacts of these technologies’ use on team performance. Existent researchers studied specific factors influencing collaboration. A research model gathering determinants of three different categories (technological, individual and collective) impacting team performance has never been proposed. This research attempts to address this gap and looks at this effect more closely. From a methodological point of view, our methodology is based on the Hevner’s and colleagues (2004) IS research framework combining behavioral science and design science. From the behavioral science side, qualitative and quantitative studies have been conducted. We report on the impacts of a set of important determinants that influence team performance. This research describes inner IT dynamics distinguishing these new media. It research highlighted determinants that are fostering collaboration such knowledge sharing, knowledge application, cognitive absorption, virtual co-presence, VW technology usage, customization, and object manipulation. Others determinants are found to inhibit collaboration in 3D VWs such as social loafing and density. From a design science side, we designed a serious game focusing on the determinants mentioned above and could be useful to vary collaborative scenarios in the aim to deepen the study of collaboration in 3D VWs and enhance team performance. This game aims at bringing a learning-by-doing experience to explore the specificities of team collaboration in VWs. This research argues that successful collaboration is possible in VWs with the respect of a set of best practices
Saikayasit, Rossukorn. "The influence of communication modality and shared visual information on collaboration in virtual teams." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12068/.
Full textBarrett, Jennifer Eve. "An exploratory study of collaboration in built environment design teams : a social psychology perspective." Thesis, University of Central Lancashire, 2018. http://clok.uclan.ac.uk/24002/.
Full textScanlon, Molly Jane. "Multimodal Composition and the Rhetoric of Comics: A Study of Comics Teams in Collaboration." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/20370.
Full textTo extend previous writing studies scholarship, this dissertation engages qualitative case study methodology to explore three unique multimodal collaborations of comics authors. As a visual rhetoric scholar with a personal focus on teaching students about composing in all media, I am drawn to asking questions about how arguments are composed using multimodal means. My personal and scholarly interest in comics led to inquiries about how comics are composed and initial research found that comics are often composed in collaboration, with writers and artists who with them carry multiple and varying literacies (alphabetic text, visual, spatial, etc.). Comics provide a rich subject of study to address this inquiry because of their inherently multimodal nature as a medium that incorporates both word and picture in diverse combinations and for a variety of rhetorical purposes. For this study, I have chosen to focus on comics texts that differ in terms of subject matter, genre, and collaborative makeup in order to examine multimodal collaborations and create distinct cases. Through three cases of multimodal collaboration"Understanding Rhetoric, the Cheo comics, and Brotherman: Dictator of Discipline"this study argues for a further complication of our field\'s understanding of writing processes and collaborative composing.
Ph. D.
Alkberg, Johanna. "Samarbete i distribuerade team : En analys av möjligheter och metoder för att arbeta distribuerat inom Sandvik IT med stöd av Kanban." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-18507.
Full textMany companies face the fact that the work must be adapted to the globalization so competitiveness can be maintained. One way to do it is to work geographically distributed and reach competence personnel and more customers while 24/7-work becomes possible. But to effectively work distributed over space and time, a consciousness about the limitations that this entails and how to overcome them are necessary. Sandvik IT is facing changes and the trend is toward more geographically distributed teams. The purpose of this study was therefore focused on the key factors for distributed work and how Kanban can contribute to effective distributed work. How Sandvik IT's supporting group, Service Development Office (SDO) should support the distributed work has also been evaluated. The basic theory is a compilation of literary works such as books and above all scientific articles. From the theory four key areas of distributed work was identified; working methods and coordination, communication, leadership and team spirit. A fifth point was also added, which was about the teamstart. Based on these five areas the interview - and survey questions was formed. SDO selected three teams with informants, and the team leaders/coordinators were interviewed and other staff received the survey. The results were then compared with the initial theory and via analysis 16 key factors for distributed work (at Sandvik IT) could be found. E.g. leader's consciousness, a well-established work method, shared knowledge and social interaction. The factors were also categorized into: Set-up, teams start and finally maintenance and development. To a large extent the key factors and the needs could be met by Kanban, but the recommendation is that SDO complements with (in particular) an education for team leaders/coordinators. It came to be seen as a prerequisite for the distributed work. The survey's response rate and the interviews outcome were good and the result was coherent. Hence the report can be seen as a report with high validity and reliability in an inter-organizational view.
Tserema, Motlapele Lucy. "Collaboration in multi-agency teams : a case study in child protection / by Motlapele Lucy Tserema." Thesis, North-West University, 2008. http://hdl.handle.net/10394/2127.
Full textCataldo, Jessica. "Exploring the Role of Organizational Context in Interprofessional Collaboration: A Mixed Methods Study." OpenSIUC, 2021. https://opensiuc.lib.siu.edu/dissertations/1964.
Full textDucksworth, Letatia Bright. "Supporting Computer-Mediated Collaboration through User Customized Agents." Thesis, University of North Texas, 2001. https://digital.library.unt.edu/ark:/67531/metadc3055/.
Full textPersson, Andreas, and Filicia Björkman. "Upplevelser av samarbete, sammanhållning, förtroende och kollegialt stöd i en statlig myndighets virtuella team: En kvalitativ intervjustudie." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29893.
Full textMacNaughton, Kate. "The Dynamics of Role Construction in Interprofessional Primary Health Care Teams." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23544.
Full textLennmor, Lynn. "Mind the Gap… A Case Study about Cross-functional Collaboration between Teams in Game Development." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254998.
Full textSpelutveckling idag är en komplex process, som skiljer sig från traditionell programutveckling genom att den presenterar unika utmaningar som härstammar från en multidisciplinär strukturerad process. Som inkluderar teams från många olika fält, såsom konst, ljud, programmering, design, mänskliga faktorer och många fler. Detta tillsammans med utvidgning av industrin de senaste åren har det skett ett behov av mer effektivt tvärfunktionellt samarbete och förståelse mellan dessa team. Denna studie fokuserar på samarbete och förståelsen mellan två specifika team, User Research (UR) och Development för att försöka belysa den uppkomna utmaningen av en klyfta i förståelsen som existerar mellan de två fälten. En fallstudie gjordes på ett etablerat spelföretag i Sverige, där ett UR team noggrant observerades and analyserades. Resultaten från studien visar att problem och praxis kunde grupperas i tre olika områden, Process, Kommunikation och Förståelse där var och en påverkade varandra olika, där majoriteten av de identifierade problemen ofta relaterade till Kommunikation och Förståelse problem. Upptäckterna gav en skymt av klyftan i förståelse som finns i en spelutvecklingsprocess och vilka problem den kan medföra samt vilka möjliga lösningar som skulle kunna effektivisera denna process. Dock, för att få full förståelse över denna klyfta och hur man kan skulle kunna fylla den så behövs en mer noggrannare studie över en längre tid.
George, Michael Dale. "A Study of Collaborative Leadership in South Carolina Alcohol Enforcement Teams." ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/2486.
Full textLuther, Kurt. "Supporting and transforming leadership in online creative collaboration." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45822.
Full textErenfeld, Holly E. "Perceptions of an Interprofessional Collaborative Course among Healthcare Professional Students." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1554204314410169.
Full textDeWitt, David. "Teacher-Based Teams Talk of Change in Instructional Practices." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/4615.
Full textLee, Yoon Suk. "Examining Shared Understanding in Partially Distributed Conceptual Design Teams." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/52909.
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