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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Design för bättre beslutsfattande / Design for better decision making

Stadenfeldt, Klara, Nguyen, Minh Tung January 2020 (has links)
Beslutsfattande i organisationer är viktigt eftersom fel beslut kan leda till omfattande konsekvenser vilket påverkar organisationens konkurrensförmåga negativt. Under det senaste decenniet har organisationer börjat inse att också den kontext som de befinner sig i har en stor betydelse för hur de bör gå tillväga i sitt beslutsfattande. Det innebär att beslut kan behöva följa olika beslutsprocesser beroende på den specifika typ av kontext som organisationen befinner sig i för tillfället. En kontext kan tillexempel vara uppenbar vid ett specifikt tillfälle medan den kan vara komplicerad eller till och med komplex vid annat. För att öka möjligheterna att fatta rätt beslut behöver organisationer enklare modeller som hjälper dem att snabbt identifiera vilken typ av kontext som de befinner sig i. Sådana modeller gör att organisationerna enklare kan välja beslutsprocess och följaktligen fatta bättre beslut. Det saknas emellertid denna typ av enkel modell på marknaden. För att bidra med en lösning på detta problem är syftet med studien att designa en bedömningsmodell som ska underlätta för organisationer i IT-sektorn att lättare identifiera sin typ av kontext vid den tidpunkt beslutet behöver fattas. För att uppfylla syftet har vi valt att följa metoden Action Design Research (ADR) och gjort det tillsammans med en organisation inom IT-sektorn. Genom att följa metoden har vi iterativt utvecklat en modell med inspiration från teori och därefter utvärderat modellen i praktiken det vill säga (en riktig kontext) samtidigt som vi studerar teori. Resultatet är en färdig bedömningsmodell som bidrar till nytta för praktiken. Modellen fungerar vilket också bekräftas av praktiken vid utvärdering i praktiken.
52

Discovering the Derivative Can Be "Invigorating:" Mark's Journey to Understanding Instantaneous Velocity

Hyer, Charity Ann Gardner 20 July 2007 (has links) (PDF)
This is a case study using qualitative methods to analyze how a first semester calculus student named Mark makes sense of the derivative and the role of the classroom practice in his understanding. Mark is a bright yet fairly average student who successfully makes sense of the derivative and retains his knowledge and understanding. The study takes place within a collaborative, student-centered, task-based classroom where the students are given opportunity to explore mathematical ideas such as rate of change and accumulation. Mark's sense making of the derivative is analyzed in light of his use of physics, Mark as a visual learner, the representations he used to make sense of the derivative using Zandieh's (2000) framework for representations of derivatives, and his conceptions of the limit over time. Classroom practice allowed Mark to exercise his agency and explore tasks in ways that were personally meaningful. The findings in this study contribute new details about how calculus students might solve tasks, develop strategies, and communicate with each other.
53

Natural vs. social scientists’ perceptions of uncertainty in discussions of global climate change: a study using sense-making methodology

Romanello, Samantha Jude 16 October 2003 (has links)
No description available.
54

Rapid Adaptation In Virtuality : A case of Linköping University and University of Zimbabwe

Makani, Nyashadzashe Mandy, Pal Dak, Stephen January 2021 (has links)
Background: An ever-changing environment requires organizations such as universities to rapidly adaptto any new circumstances imposed by internal or external shocks. The role of rapid adaptation in virtualitybecomes crucial in times of crisis when organizations have to either adapt or risk collapse. Universities arethreatened by abrupt changes in their teaching routines due to the COVID-19 pandemic, and more that maycome. The process of transitioning to new teaching routines, short of social interaction, requires a multi-pronged response. Understanding routines, their rapid adaptation, the role of virtual tools and agencypresents a window of opportunity for responding to uncertainty. Aim: The aim of this study is to gain insights on how rapid adaptation occurs through the processes of routine re-adjustment, regeneration facilitated by the intellective processes of sense-making, collaboration,and knowledge transfer and sharing within organizations. Methodology: By conducting a qualitative case study, we investigated two universities in Sweden and Zimbabwe. The qualitative study is based on 15 interviews with teaching staff at Linköping University andthe University of Zimbabwe, conducted through semi-structured interviews. This study followed a processstudy approach to investigate how routines are adapted and the effect of artifacts in the adaptation processof teaching staff at universities. Findings: We posit that teaching staff from the two case universities contributed significantly to the rapid adaptation process. This was achieved through sense-making involving heuristic processes whenresponding to adjustment in online virtual teaching routines. This prevented the routine from collapsingand, instead, led to its adjustment. Some old teaching routines remained unchanged, thereby enabling theadjustment process. Artifacts (virtual tools) have also contributed to both constraining and enabling thetransition to new routines. The virtual tools used during the transition were few in number, with simplefunctionalities. Moreover, teaching staff committed themselves to quickly adapt and use the new virtualtools, even without prior knowledge, effectively making adaptation more rapid.
55

Making Sense of Change: Sexuality Transformation at Midlife

Hand, Judith A. January 2011 (has links)
This research examines the sense-making activities of women who engage in intimate relationships with women following a significant period of heterosexual marriage. Using data gathered through interviews with 36 women, the study explores how subjects use common cultural ideas about sexuality to frame the stories they tell to explain their sexual histories. The idea that sexuality is something one is born with, rather than a choice is on the rise in the United States. This essentialist view in conjunction with cultural ideas about the timing at which sexuality is supposed to emerge implies that people should be "aware" of their sexuality at adolescence. For many of the women in the study that "normal" timing was not the case. In addition to the essentialist supposition is the notion the sexuality is binary. One is either heterosexual or one is the particular type of person known as the homosexual, a construct created in the 19th century that continues to be an important part of modern understandings of sexuality. Women who have spent significant time as heterosexuals and go on to have intimate relationships with women must contend with these cultural understandings as they try to make sense to themselves of a sexual story that seems to lie outside the bounds of that hegemonic narrative. Using modified grounded theory to analyze the collected interviews, four story types emerged. These four story types evinced different levels and types of commitment to the views of sexuality that exist in both the mainstream culture and the gay and lesbian community. They include "Always Knew" and "Retrospective" stories, which demonstrated a close commitment to the dominant narrative. The other two types - "Shifter" stories and "Left Fielder" stories - were more loosely connected to the ideas of essential and binary sexuality. As these stories emerged additional insights were provided in the form of the women's discussions of the impact of the social world in terms of lesbian invisibility, lesbian imagery, homophobia, and group or individual support for telling certain types of stories and/or taking on a lesbian identity. This study builds on, and adds to, scholarship in a number of areas. These include: narrative and identity; the social construction of sexuality; the changing nature of biography as people strive to make the past make sense of the present; and the influence of hegemonic cultural ideas in important areas of social and personal life. Additionally the study provides some insight into how heterosexuality is both a "goes without saying" sexuality route as well as a sometimes problematic achievement. / Sociology
56

THE DOVETAILING OF THE SPORT AND ESPORTS INDUSTRIES: THREE ESSAYS ON THE STRATEGIC MANAGEMENT OF SPORT ORGANIZATIONS

Pizzo, Anthony Daniel January 2019 (has links)
Esports, or competitive video gaming competitions, have grown in popularity to have millions of global fans, spectators, and participants. Sport organizations, including leagues and teams, are increasingly affiliating, or dovetailing, with esports organizations. Although the meteoric rise of esports presents sport organizations with growth opportunities to connect with these markets, esports remain shrouded in uncertainty, stigma, and stereotypes that impede the convergence of industries. The growing affiliation between these two industries allows researchers to gain insight into the strategic actions of sport organizations despite the institutional constraints that influence their behavior. This dissertation includes three essays that address—with respect to esports—the (1) strategic resources and core competencies of sport organizations; (2) sensemaking of actors within sport organizations; and (3) institutional creation strategies within heavily regulated fields. Essay one consists of an explanatory, qualitative study of professional sport teams diversifying into the esports industry. As sport organizations mature, they will need to seek growth opportunities beyond their core industry and compete with formally tangentially related firms. The nascent esports industry has been embraced by sport organizations (e.g., leagues, teams), many of whom use existing resources and best practices from traditional sport to manage their esports property. This trend provides a salient context to identify how sport organizations are using their resources in a new marketspace and what they can provide to non-sport organizations. Guided by strategic management perspectives of the resource-based view (RBV), knowledge-based view (KBV), and resource orchestration (RO), the purpose of essay one is to examine how sport organizations leverage their core competencies to create a sustainable competitive advantage. The findings support the hypothesis that the existing resources of sport organizations such as physical venues and existing departments (e.g., legal, marketing, sales departments) are used to support sport organizations operations in the esports industry. Moreover, the findings identify that the tacit knowledge embedded in the human capital of sport organizations is a salient resource that helps them generate a competitive advantage against non-sport organizations. While tacit knowledge is a driver of competitive advantage, it is the supporting structures and departments that allows sport organizations to use this knowledge efficiently and effectively. Thus, by operating at the intersection of sport, entertainment, and media, sport organizations are increasingly competing with formally tangentially related firms, and can use their embedded resources and structure when competing with these firms. Essay two focuses on the integration of esports by a first-mover sport organization. Essay two employs an exploratory case study of the Philadelphia 76ers of the National Basketball League (NBA) and their integration of an esports team. The 76ers were the first North American professional sports organization to purchase and integrate an esports team. Novel technologies and practices, such as esports, are surrounded by uncertainty and are generally met with resistance (Huber, 1990) with their integration contingent upon internal and external constituent support. Actors, individuals within the 76ers, had to position and garner support for esports, which are representative of the novel practices and technologies influencing the way sport organizations are managed. In essay two an institutional creation work perspective is linked with sensemaking and related constructs to examine how actors within the 76ers helped create and give meaning—sensemaking—to esports. The findings of essay two support how actors within the 76ers were able to foster a progressive culture to create a shared understanding of esports and use this understanding to influence the sensemaking of others—sensegiving. In particular, the 76ers linked the managerial components of operating a sports team to operating an esports team. Yet the 76ers were deliberate in their approach, limiting cross-promotions between the fanbases of the 76ers and their esports team. By connecting institutional creation work with sensemaking, essay two contributes to how actors can proactively take actions to garner constituent support. Moreover, the findings of essay two support that sensemaking is a critical antecedent of sensegiving, as a shared understanding within an organization is a necessary prerequisite to influence the sensemaking of others (i.e., sensegiving). Essay two provides actors within the field of sport integrating novel practices and activities (e.g., augmented and virtual reality, in-game sports betting, wearable fitness devices, mediated sports consumption) strategies to proactively garner support for their integration. Essay two focuses on the integration of esports by professional sport organizations. Essay three utilizes an exploratory qualitative approach to identify the institutional creation strategies associated with integrating collegiate esports programs within the heavily regulated field of U.S. collegiate athletics. The findings of essay three support how actors need to go beyond creating a shared understanding to integrate novel activities. Actors must also influence the cognitive schema of other actors to facilitate the integration of novel practices and activities. Specifically, they can build on the concept of sportification (Heere, 2018) to both communicate and present esports in a manner consistent with traditional sports, using the concept of sport as a legitimizing agent. Collectively, the three essays support how sport organizations can seize growth opportunities with respect to their institutional environment. Sport organizations must recognize their institutional confines, but also can be strategic in their actions by focusing on their financial performance and sustainability in lieu of their constraints. This research contributes to a deeper understanding regarding how the institutional and strategic concerns of sport organizations influence their efficient and effective management. The research lays a foundation for a stream of future research on the strategic growth and long-term viability of sport organizations both within and beyond the esports industry. / Tourism and Sport
57

Centrando a arquitetura de informação no usuário / Centering the Information Architecture in the user

Guilhermo Almeida dos Reis 30 March 2007 (has links)
O presente trabalho analisa as metodologias de projeto de arquitetura de informação de websites sob o foco das abordagens de Design Centrado no Usuário da Ciência da Informação e da Interação Humano-Computador. A metodologia adotada foi uma revisão da literatura, para formular um quadro de referência para análise das metodologias de projetos de arquitetura de informação, e duas pesquisas de campo. A primeira pesquisa foi quantitativa, baseada em um questionário on-line, e teve por objetivo levantar o perfil do arquiteto de informação das listas de discussões brasileiras. A segunda pesquisa foi qualitativa e seguiu a abordagem do Sense-making, tendo como objetivo levantar as dificuldades, técnicas e metodologias encontradas nos projetos de arquitetura de informação de websites. Como resultado da revisão da literatura foi formulado um quadro de referência composto de cinco fases (Pesquisa, Concepção, Especificação, Implementação e Avaliação). Os princípios das abordagens de Design Centrado no Usuário são aplicados nas duas fases iniciais, sendo que na primeira é aplicada a abordagem da Ciência da Informação, e na segunda a abordagem da Interação Humano-Computador. A primeira pesquisa de campo retratou um profissional jovem, que vive nos grandes centros metropolitanos, com formação predominante na área de Humanas e que desenvolveu seus conhecimentos sobre Arquitetura de Informação de maneira autodidata. Quase metade deles não segue qualquer metodologia nos seus projetos e, entre os que seguem, a maioria utiliza uma metodologia própria. A segunda pesquisa mostrou que os arquitetos de informação experientes adotam uma metodologia nos seus projetos e dedicam mais atenção às três primeiras fases do quadro de referência (Pesquisa, Concepção e Especificação). As metodologias vistas na prática não seguem a abordagem de Design Centrado no Usuário da Ciência da Informação, pois raramente são feitas pesquisas com usuários. Com relação à abordagem da Interação Humano-Computador, ela é pouco seguida porque os contratantes desconhecem a importância dos testes de usabilidade e porque os arquitetos não dominam as técnicas desses testes mais adequadas à Arquitetura de Informação. Com relação às dificuldades enfrentadas nos projetos, foram identificados três focos: o contratante, o próprio trabalho de Arquitetura de Informação e o contexto tecnológico em que o website está inserido, sendo o primeiro o mais citado. Conclui-se que as metodologias de projetos de arquitetura de informação precisam evoluir na adoção das abordagens de Design Centrado no Usuário, para que consigam produzir websites que satisfaçam plenamente as necessidades dos usuários, e nas formas de avaliar os resultados, para verificar se os objetivos dos projetos foram plenamente alcançados. / The study analyzes information architecture projects methodologies of websites under the focus of User Centered Design approaches of Information Science and Human-Computer Interaction. The adopted methodology included a literature review, to formulate a theoric model to analyze information architecture project methodologies, and two empirical researches. The first one was a quantitative research, based on an on-line questionnaire which aimed at mapping the profile of information architects in Brazilian discussion lists. The second one was a qualitative research, in which the Sense-making approach was applied to map the difficulties, techniques and methodologies found in information architecture projects of websites. As result the revision of literature review a theoric model with five phases was formulated (Research, Conception, Specification, Implementation and Evaluation) in which the approaches of User Centered Design should be applied in the two initial phases, in the first one should be applied the approach of Information Science and in the second one the approach of Human-Computer Interaction. The first research showed a young professional, that lives in the great metropolitan centers, which is often graduated in Human area and developed their knowledge of Information Architecture in an autodidactic way. Almost half of them doesn\'t follow any methodology in their projects and, most of the ones that follow uses theirs own methodology. The second research showed that seniors information architects adopt a methodology in theirs project and they dedicate more attention to the first three phases of the theoric model (Research, Conception and Specification). The methodologies found in practice don\'t follow the User Centered Design approach of Information Science, because they rarely make researches with users. The Human-Computer Interaction approach is little following because the clients are not convinced of the importance of usability tests and because information architects don\'t really know the techniques of usability tests more appropriate to information architecture projects. It were identified three focuses of difficulties faced in the projects: the clients, the own work of Information Architecture and the technology context in that the websites is inserted. It concludes that the methodologies of information architecture projects need to increase in the adoption of User Centered Design, to produce websites that fully satisfy the users, and in ways to evaluate the results of the projects, to verify if its objectives had been reached.
58

Centrando a arquitetura de informação no usuário / Centering the Information Architecture in the user

Reis, Guilhermo Almeida dos 30 March 2007 (has links)
O presente trabalho analisa as metodologias de projeto de arquitetura de informação de websites sob o foco das abordagens de Design Centrado no Usuário da Ciência da Informação e da Interação Humano-Computador. A metodologia adotada foi uma revisão da literatura, para formular um quadro de referência para análise das metodologias de projetos de arquitetura de informação, e duas pesquisas de campo. A primeira pesquisa foi quantitativa, baseada em um questionário on-line, e teve por objetivo levantar o perfil do arquiteto de informação das listas de discussões brasileiras. A segunda pesquisa foi qualitativa e seguiu a abordagem do Sense-making, tendo como objetivo levantar as dificuldades, técnicas e metodologias encontradas nos projetos de arquitetura de informação de websites. Como resultado da revisão da literatura foi formulado um quadro de referência composto de cinco fases (Pesquisa, Concepção, Especificação, Implementação e Avaliação). Os princípios das abordagens de Design Centrado no Usuário são aplicados nas duas fases iniciais, sendo que na primeira é aplicada a abordagem da Ciência da Informação, e na segunda a abordagem da Interação Humano-Computador. A primeira pesquisa de campo retratou um profissional jovem, que vive nos grandes centros metropolitanos, com formação predominante na área de Humanas e que desenvolveu seus conhecimentos sobre Arquitetura de Informação de maneira autodidata. Quase metade deles não segue qualquer metodologia nos seus projetos e, entre os que seguem, a maioria utiliza uma metodologia própria. A segunda pesquisa mostrou que os arquitetos de informação experientes adotam uma metodologia nos seus projetos e dedicam mais atenção às três primeiras fases do quadro de referência (Pesquisa, Concepção e Especificação). As metodologias vistas na prática não seguem a abordagem de Design Centrado no Usuário da Ciência da Informação, pois raramente são feitas pesquisas com usuários. Com relação à abordagem da Interação Humano-Computador, ela é pouco seguida porque os contratantes desconhecem a importância dos testes de usabilidade e porque os arquitetos não dominam as técnicas desses testes mais adequadas à Arquitetura de Informação. Com relação às dificuldades enfrentadas nos projetos, foram identificados três focos: o contratante, o próprio trabalho de Arquitetura de Informação e o contexto tecnológico em que o website está inserido, sendo o primeiro o mais citado. Conclui-se que as metodologias de projetos de arquitetura de informação precisam evoluir na adoção das abordagens de Design Centrado no Usuário, para que consigam produzir websites que satisfaçam plenamente as necessidades dos usuários, e nas formas de avaliar os resultados, para verificar se os objetivos dos projetos foram plenamente alcançados. / The study analyzes information architecture projects methodologies of websites under the focus of User Centered Design approaches of Information Science and Human-Computer Interaction. The adopted methodology included a literature review, to formulate a theoric model to analyze information architecture project methodologies, and two empirical researches. The first one was a quantitative research, based on an on-line questionnaire which aimed at mapping the profile of information architects in Brazilian discussion lists. The second one was a qualitative research, in which the Sense-making approach was applied to map the difficulties, techniques and methodologies found in information architecture projects of websites. As result the revision of literature review a theoric model with five phases was formulated (Research, Conception, Specification, Implementation and Evaluation) in which the approaches of User Centered Design should be applied in the two initial phases, in the first one should be applied the approach of Information Science and in the second one the approach of Human-Computer Interaction. The first research showed a young professional, that lives in the great metropolitan centers, which is often graduated in Human area and developed their knowledge of Information Architecture in an autodidactic way. Almost half of them doesn\'t follow any methodology in their projects and, most of the ones that follow uses theirs own methodology. The second research showed that seniors information architects adopt a methodology in theirs project and they dedicate more attention to the first three phases of the theoric model (Research, Conception and Specification). The methodologies found in practice don\'t follow the User Centered Design approach of Information Science, because they rarely make researches with users. The Human-Computer Interaction approach is little following because the clients are not convinced of the importance of usability tests and because information architects don\'t really know the techniques of usability tests more appropriate to information architecture projects. It were identified three focuses of difficulties faced in the projects: the clients, the own work of Information Architecture and the technology context in that the websites is inserted. It concludes that the methodologies of information architecture projects need to increase in the adoption of User Centered Design, to produce websites that fully satisfy the users, and in ways to evaluate the results of the projects, to verify if its objectives had been reached.
59

Att ställa om över en natt : En fallstudie om upplevelser av en oplanerad förändringsprocess till digital verksamhet ur ett sensemaking perspektiv / To change overnight : a case study of experiences of an unexpected change process to digital activity through a sensemaking perspective

Berggren, Johanna, Torberger, Hellen January 2020 (has links)
Purpose: The purpose of this thesis is to investigate how change processes created under abrupt conditions are experienced and how they function, by studying the change process from an employee perspective, with connection to sensemaking. Theoretical framework: The theories in this study are based partly on previous research of organizational change, where we bring up factors for success and failure on different levels and partly on crisis management that gives an understanding of changes created under abrupt and unplanned circumstances. Also, previous research on e-learning and distance examination is used to gain an understanding of the organizational changes which this study is based on. The three theoretical foundations of this study are regarded though a sensemaking perspective which is recurring throughout the whole study. Method: The thesis is a qualitative case study which take an interactive approach. The result is collected throughout 8 semi-structured interviews from employees who worked during the time of the change. The result is processed and analyzed through transcription, thematization and coding. Result: The result of the thesis shows how the respondents experienced and perceived the change from a past, present and future perspective, where the factors that influenced the experience are described together with the problems and difficulties that emerged. Conclusion: The teachers perceived the change as positive and successful so far. It was perceived as sudden and intense but though a great understanding, empathy, community and humility towards the change, the situation and each other, they managed the situation beyond expectation. The main conclusion is that the factors that have influenced the employees' experience were the attitude towards change, their feelings and understanding of the situation as well as shared opinions and past experience. It is through these factors that the respondents saw the change as feasible and meaningful. Conclusions about the difficulties that arose were to design materials digitally and that there was a perceived lack of interaction between teachers and students. Implementation was also perceived to have a high learning speed to learn the technique and the increased workload was perceived as a difficulty. / Syfte: Syftet med denna studie är att undersöka hur förändringsprocesser skapade under oplanerade förhållanden upplevs och fungerar, genom att studera förändringsprocessen ur ett medarbetarperspektiv, med koppling till sensemaking (meningsskapande). Teoretiskt perspektiv: Teorierna i denna studie grundar sig dels från tidigare forskning kring förändringsarbete, där faktorer för framgång och misslyckande på olika nivåer beskrivs och dels kring förändringsarbete under kris som ger en förståelse för förändringar som sker under oplanerade och plötsliga omständigheter. Även tidigare forskning kring e-lärande och distansundervisning ingår i den teoretiska referensramen för att få en förståelse för det förändringsarbete som studien bygger på. De tre teoretiska grunderna i denna studie behandlas sedan ur ett sensemaking perspektiv som är genomgående i hela studien. Metod: Studien är en kvalitativ fallstudie med en interaktiv ansats. Empirin är insamlad genom 8 semistrukturerade intervjuer från medarbetare som arbetat under tiden för förändringen. Empirin är bearbetad och analyserad genom transkribering, tematisering och kodning. Empiri: Empirin i studien redovisar hur respondenterna upplevde och uppfattade förändringen ur ett dåtids-, nutids- och framtidsperspektiv där de faktorer som påverkade upplevelsen beskrivs tillsammans med de problem och svårigheter som dök upp. Slutsats: Generellt sett uppfattade lärarna förändringen som positiv och hittills lyckad. Förändringen upplevdes som plötslig och intensiv men att de genom en stor förståelse, empati, gemenskap och ödmjukhet inför både förändringen, situationen och varandra klarat av situationen över förväntan. Den huvudsakliga slutsatsen är att de faktorer som har påverkat medarbetarnas upplevelse var inställningen till förändring, deras känslor och förståelse kring situationen samt delade meningar och tidigare erfarenhet. Det är genom dessa faktorer som respondenterna sett förändringen som genomförbar och meningsfull. Slutsatser kring svårigheterna som uppstod var att utforma material digitalt och att en upplevd avsaknad av interaktion mellan lärare och studenter upplevdes. Implementeringen upplevdes även ha en brant inlärningskurva att lära sig tekniken och den ökade arbetsbelastningen upplevdes som en svårighet.
60

Power and narrative in project management : lessons learned in recognising the importance of phronesis

Rogers, Michael David January 2014 (has links)
A component part of modern project management practice is the ‘lessons learned’ activity that is designed to transfer experience and best practice from one project to another, thus improving the practice of project management. The departure point for this thesis is: If we are learning lessons from our experiences in project management, then why are we not better at managing projects? It is widely cited in most project management literature that 50–70% of all projects fail for one reason or another, a figure that has steadfastly refused to improve over many years. My contention is that the current rational approach to understanding lessons learned in project management, one entrenched in the if–then causality of first-order systems thinking where the nature of movement is a ‘corrective repetition of the past in order to realise an optimal future state’ (Stacey 2011: 301), does not reflect the actual everyday experience of organisational life. I see this as an experience of changing priorities, competing initiatives, unrealistic timescales, evaporation of resources, non-rational decisions based on power relations between actors in the organisations we find ourselves in; and every other manner of challenge that presents itself in modern large commercial organisations. I propose a move away from what I see as the current reductionist view of lessons learned, with its emphasis on objective observation, to one of involved subjective understanding. This is an understanding rooted in the particular experience of the individual acting into the social, an act that necessarily changes both the individual and the social. My contention is that a narrative approach to sense making as first-order abstractions in the activity of lessons learned within project management is what is required if we are to better learn from our experiences. This narrative approach that I have termed ‘thick simplification’ supports learning by enabling the reader of the lessons learned account to situate the ‘lesson learned’ within their own experience through treating the lessons learned as a potential future understanding .This requires a different view of what is going on between people in organisations – one that challenges the current reliance on detached process and recognises the importance of embedded phronesis, the Aristotelian virtue of practical judgement. It is an approach that necessarily ‘focuses attention directly on patterns of human relating, and asks what kind of power relations, ideology and communication they reflect’ (Stacey 2007: 266).

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