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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.
1

團隊創新階段能耐因素之比較研究 / The research of teamwork competencies in team innovation process

高長瑞, Kao, Chung Rui Unknown Date (has links)
團隊已經是普遍存在於組織中的一種工作型式,探討團隊效能的歷程研究還相當不足,了解也不夠。此外,就組織創新理論,團隊創新是其中之關鍵,要如何增加團隊創新效能也是重要研究議題,團隊創新是團隊各種效能表現中的一種。本文便是以團隊創新來研究團隊歷程。 團隊效能文獻主要以團隊I-P-O為主要模型,團隊效能是團隊投入因素透過團隊歷程活動後的產出。團隊歷程是影響團隊效能之主要因素,但是過去對團隊歷程研究卻較限制於橫切面研究,多未能探討團隊歷程之變動性。經由文獻探討,發現團隊合作能耐研究可以幫助了解團隊歷程。所謂的團隊合作能耐是指團隊合作的知識、技巧、能力、和其他特徵(KSAOs),近期研究者如Ilgen et al.將團隊歷程三分為IM-Forming階段、MO-Functioning階段、OI-結束與下階段的循環,並歸納在不同歷程階段,有不同的主要團隊合作能耐因素,讓團隊歷程更清楚,但是Ilgen et al等研究者並未回答團隊創新歷程。因此,本研究是根據團隊效能、團隊創新文獻為基礎,將團隊創新二分為團隊創意和思考、團隊創新實現二個階段,並探討團隊合作能耐重要性在這二個歷程階段的變化比較。 研究結果得到,(1) 資訊交流和分享是被認為最重要的團隊合作能耐,團隊信心的重要性則最低;(2) 團隊合作能耐重要性的確在不同團隊創新階段會有不同;(3) 團隊信心、資訊交流和分享、團隊默契在團隊創意階段變得比較重要,團隊凝聚力、團隊學習和適應、團隊規範和共識則是在團隊創新階段變得比較重要。
2

團隊創新氛圍、團隊工作動機及團隊創造力傾向對團隊研發績效關聯性之實證研究 -- 以K公司研發團隊為例

王臣名 Unknown Date (has links)
全球產業走向創新導向的產業模式,企業所強調研發創新的創新型經濟。因此,厚植研發能量,以有效提升企業的產品研發活動之附加價值,是產業長期面對全球競爭重要的策略要素。現代企業的組織在面對複雜多變的動態競爭環境中,一般任務性質的團隊需要創新,對於肩負產品競爭力重責大任的研發團隊更是如此。以專案團隊為基礎組織結構在現今的產業中已越來越常見,特別是在電子資訊產業中,日常的營運幾乎是以專案團隊為主軸,而如何增進研發團隊的績效,已成為業界最重視的課題。 國內對創造力的研究多以個人層次的衡量為主,研究的對象多集中在教育界,廣告行銷或某些特定的研發機構為主。國內學者們對探討團隊創新績效之實證研究甚少,特別是對特定企業研發部門採用客觀性的績效衡量方式;因此引發本研究對跨個人層級與團隊層級探討影響團隊創造力及影響團隊研發績效因素的興趣。本研究架構理論來自於基本的「刺激-有機體-反應」(SOR)理論,在此研究架構下團隊的創新氛圍是刺激,研發人員與團隊是反應刺激的有機體,而研發人員的工作動機、創造力傾向是反應。 本研究採用匯合取向(confluence approaches)的觀點來研究創造力,以T. M. Amabile、M. Csikzenmihaly以及R. J. Sternberg等三位當代以匯合取向研究創造力的重要創造力理論大師的理論架構為基礎,強調創造力發生與組織的氛圍、組織氛圍與個人的交互作用以及工作者動機傾向有關,作為本研究探討創造力的理論觀點,來探討電子資訊公司研發團隊工作績效與團隊工作動機、團隊創造力傾向及團隊創新氛圍之關係。 本研究歸納並探討性提出下列結論: 1. 團隊內在工作動機與團隊外在工作動機對團隊創造力傾向及團隊研發績效有顯著正向關係。 2. 團隊內在動機對團隊創新氛圍與團隊創造力傾向之關係具中介效果不顯著,團隊外在動機對團隊創新氛圍與團隊創造力傾向之關係具中介效果;團隊內在動機對團隊創新氛圍與團隊研發績效之關係具中介效果不顯著,團隊外在動機對團隊創新氛圍與團隊研發績效之關係具中介效果。 3. 團隊創造力傾向對團隊內在動機與團隊研發績效之關係具中介效果,團隊創造力傾向對團隊外在動機與團隊研發績效之關係具中介效果。 4. 團隊創造力傾向對團隊創新氛圍與團隊研發績效之關係具中介效果。
3

個人與團隊創新之比較研究 — 以資策會專利為例 / A Comparative study of individual and team innovation - An Empirical study of patents in III

李昆鴻 Unknown Date (has links)
近幾年來關於創新研究的相關文獻,多半著墨於團隊創新之探討,包括團隊知識分享、團隊信任、團隊領導與團隊互動等議題;但「個人」所產生的創新力量,事實上也應不容小覷。本研究將透過資策會的專利提案,針對近十年間所提出的專利資料與訪談進行分析,以探討個人與團隊在研發創新所扮演的角色,以及個人與團隊創新的適用情境、組成特徵與互動歷程特徵。 / 根據資策會1995-2005間專利數據(共426件。專利從申請到取得時間經常需要2至3年,因此,本次研究僅統計至2005年)初步分析後發現:(一)民國90年以前,個人專利總件數比兩人以上組成之團隊的專利總件數多。(二)民國91年起,資策會的專利件數快速增加,而此時兩人團隊所獲得的專利件數最多;到了93、94年,三人或四人以上團隊所獲得的專利數,則超越個人或兩人團隊所獲得之專利。(三)個人專利佔全部專利數的32%,而由2~4人團隊所取得的專利數則佔64%。(四)個人專利共70件;這些由單獨個人提案的獲證專利中,有將近六成(41件)的專利,該提案人只提了這一項專利而已,往後並未有其他專利,表示這些人很可能只是偶然靈光乍現而獲得專利,抑或表示個人專利提案的創新方式有所侷限。(五)另一方面,有部分曾經獲得個人專利的研發人員,也樂於與其他人組成團隊來一同申請專利,並獲得146件專利;(六)有些人不曾獲得個人專利,但透過團隊合作,也獲得210件專利,佔資策會總專利數的近半數。 / 由此可見,個人創新與團隊創新是研發創新的兩種重要途徑,不應偏廢。而個人創新與團隊創新的優劣與適用情境,則值得進一步探討。本研究除了以資策會專利數據比較個人與團隊在創新的效率與品質上的差異之外,進一步也透過實地訪談之方式,分別探究研發創新過程中,個人與團隊創新的組成特徵與互動歷程特徵,並嘗試歸納資策會在專利提案與專利構思的理想方式,作為研發機構進行創新管理、任務指派與團隊編組之參考,以促進研發同仁的創意效能,提升研發創新能量,進而提升專利價值。 / In recent years, the majority of innovative research literature focuses on team innovation such as team knowledge sharing, team trust, team leadership, and team interaction. The contribution of individual innovation, however, should not be overlooked. This study will explore roles of individual and team efforts in innovative research, adequate applications of individual and team innovations, and characteristics and interactive features of individual and team innovations through an analysis of patent cases proposed by III (Institute for Information Industry) in past ten years and personal interview with patent inventors. / According to the patents data between 1995 to 2005, results of III preliminary analysis indicated that (1) The total number of individual patents obtained was more than the total number of patents obtained by innovation teams with two or more members before 2001. (2) After 2002, the number of III’s patents increased rapidly. During this period, the innovation teams with two members received the largest number of patents. Between 2004 and 2005, the number of patents received by teams with three or four members exceeded the number of patents obtained by an individual or teams with two members. (3) Individual patents accounted for 32% of the total number of patents, whereas, patents obtained from teams with two to four members accounted for 64% of the total number of patents. (4) The total number of individual patents obtained between 1995 and 2005 was 70. Of these certified individual patents, nearly 60% (41) of patent inventors mentioned that they had only one and no other future patents. This suggests that these people are likely to obtain a patent because of an occasional spurt of ideas. It also demonstrates the limitation of creativities among individual inventors. (5) The III’s data also shows that about 40% of research and development specialists who had obtained an individual patent were delighted to team up with other members to apply for a patent. These people received a total of 146 patents. (6) Those individuals who had not had any patent in the past also acquired 210 patents through team works. These patents accounted for about half of III’s patents. / The above evidence shows that individual innovation and team innovation are both important venues to research and development and they should not be disregarded. The advantages, disadvantages, and adequate applications of individual and team innovations, however, should be explored further in future innovation studies. In addition to the analysis of patents data acquired from III to compare the efficiency and quality between individual and team innovations, the current study also utilizes personal interview to understand the characteristics and interactive features of individual and team innovations during the process of research and development. This study also attempts to summarize ideal patent proposals and conceptions in III and provide exemplars of innovation management, task assignment, and team grouping to research and development institutions. Finally, this study will help promote the efficiency of innovative performance among research and development specialists, enhance research and creative ideas, and consequently increase the values of patents.
4

交融記憶系統、資訊精緻化與團隊創新-任務衝突、賦權領導及情感氛圍的調節效果 / Transactive Memory Systems, Information Elaboration and Team Innovation: The Moderating Effects of Task Conflict, Empowerment Leadership and Affective Tone

林昭宏 Unknown Date (has links)
時下企業使用團隊以促進創新的方式非常普遍,藉由成員背景的多元性發展出更多可行的新創方案,然而在團隊的專業分工模式下,團隊成員如何快速地瞭解其他成員的專長,並相互配合、協調,高效率地完成任務要求,成為重要的探討議題。團隊成員熟悉團隊內各種技能與知識的分布,並且信任其他成員的專業,彼此溝通協調,此現象稱為交融記憶系統,本研究以真實企業中的團隊為研究對象,且以從事研發或行銷等創意發想工作的團隊為主,探討交融記憶系統與團隊創新之間的關聯。另外,團隊成員對於任務資訊的交流與整合稱為資訊精緻化,本研究也探討資訊精緻化行為是否在兩變項之間擔任中介效果的角色。在交融記憶系統、資訊精緻化與團隊創新的主效果之外,本研究也好奇任務衝突、賦權領導及正、負向情感氛圍是否於其間具有調節效果。   本研究共蒐集到70組研發團隊共334位團隊成員作為研究樣本,經過信、效度分析、配適度檢定、趨同性分析、相關分析及層級迴歸分析之後,得出之研究結果顯示交融記憶系統與資訊精緻化之間存在顯著正向關係。任務衝突、賦權領導與正向情感氛圍各自與資訊精緻化之間具有顯著正向關係,而賦權領導對於交融記憶系統與資訊精緻化之間之正向關係具有顯著正向調節效果。另外,任務衝突對於交融記憶系統與資訊精緻化之間之正向關係具有顯著負向調節效果,而賦權領導對於交融記憶系統與團隊創新之間之正向關係具有顯著負向調節效果,此兩者與原假設之調節方向相反。
5

團隊偵錯與創新之相關研究 / A study of team failure-detection and team innovation

林燊揚, Lin, Shen Yang Unknown Date (has links)
現今變化快速的環境下,科技團隊面對研發過程中日益增高的失敗率,失敗帶來打擊但也可能是創新的來源。然而,團隊創新的研究卻少有團隊失敗、錯誤與創新關係的研究。有鑑於此,本研究以國內485位研發工程師(某法人單位35個團隊共323位成員、科技產業38個團隊共162位成員)共計73個團隊為研究對象。本研究檢視錯誤管理實務(團隊偵錯能力與團隊錯誤溝通能力)與團隊創新績效之間的關係、錯誤管理實務與錯誤管理氛圍(錯誤學習信念與情緒)的關係、錯誤管理氛圍與前導因子(鼓勵實驗、教導型領導、目標清晰度、衝突處理方式)的關係。結果發現:(1)團隊偵錯能力越高時,團隊創新績效越高;(2)群體從錯誤中學習信念越高時,團隊偵錯能力越高;(3)團隊鼓勵小型實驗與主管進行教導型領導時,群體錯誤學習信念越高。顯示錯誤管理是團隊創新中不可忽視的一環。   另本研究發現教導型領導、鼓勵實驗對團隊形成錯誤學習信念有正向影響,與社會認知理論呼應。本研究也發現,團隊之年資多樣性與錯誤處理情緒與錯誤溝通能力皆呈負向影響。 / Extending previous research on team error management, this thesis is conducted to examine the antecedents, error management climate, error management practice and consequences of team innovation. Data is collected from 35 R&D teams (an anonymous government research institutions in Taiwan) and 38 R&D teams (Top 1000 Technology enterprises in Taiwan). We give the following three hypotheses. First, we hypothesize that detecting capability and misunderstanding communication skills influence team innovation performance. Second, we hypothesize that error management climate (shared belief and emotion) influence detecting capability and misunderstanding communication skills. Third, we hypothesize that effective coaching, clear direction, conflict management and encouragement of experiment influence error management culture (belief and emotion). The results of structural equation model analysis revealed that detecting capability positively predicts team innovation performance. Shared belief positively predicts team detecting capability. The results also show effective coaching and encouragement of experiment positively predict shared belief which is extended from social cognitive theory. Results of the analysis also indicate that tenure diversity negatively predicts error management emotion and misunderstanding communication skills.
6

團隊因素與資訊產品創新之研究-以iBook、PMP、Monitor個案為例

鄭鴻瑩 Unknown Date (has links)
本研究以團隊研究的角度探討創新的過程,進而去探討比較深入的團隊互動細節。本研究希望能夠將創新過程與團隊研究進行整合與對話,從中了解到團隊研究對於創新有何助益,而創新過程中不同的團隊因素之間又有何關聯性存在著?進而對我國企業未來進行創新過程時能有所助益。 研究對象的選擇方面,經由研究者立意評估之後,決定選擇「iBook與蘋果電腦協同設計個案」、「國豐Monitor品牌經營個案」、「華宇PMP之商品開發個案」、「華宇LCD Monitor商品開發個案」作為本研究之研究個案,原因簡述如后。 iBook與蘋果電腦協同設計個案: 爭取到蘋果電腦的合作意向之後,持續進行協同設計達五年之久。從創意發想到進行提案,成功爭取蘋果電腦首肯同意合作,並且開始進行iBook的細部開發,面對先進技術的未知性,面對及時上市的壓力,最後成功在市場上獲得好評。該公司當時只是成立不到一年的新公司,面對大廠環伺,該公司如何能夠勝出進行創新過程?以小搏大是本案例的獨特性,更能帶給新創業者不一樣的啟示。 國豐CRT Monitor品牌經營個案: 從無到有推出自有品牌,在傳統CRT螢幕被LCD取代之前穩占世界前五大品牌。從創意發想到確定構想,進而進行跨團隊合作,整合不同國家的人員進行創新過程,並且成功在市場上獲得一席之地。如何在眾家CRT競爭之下脫穎而出,值得深入進行探討。 華宇PMP商品開發個案: 華宇當時決定進行PMP產品的開發,在全無類似產品開發的經驗下,持續近一年之久。從創意發想到產品研發與製作,都是公司先前沒有經驗的領域,而且過去的華宇是以筆記型電腦代工為主,對於PMP產品並沒有接觸。華宇是個代工廠,且以筆記型電腦代工為主力,在這樣情境下的創新過程,會是怎樣轉折值得探討。 華宇LCD Monitor商品開發個案: 華宇在PMP商品開發失敗後,決定事業部化,遂成立視訊事業部專司LCD Monitor研發。捲土重來,雖然PMP失敗了,但是LCD卻成功,其中的原因為何?歷經一次失敗後,成功熱銷LCD Monitor之過程,浴火重生經驗值得研究。 本研究之個案均有獨特的背景與環境,研究者針對團隊研究之因素進行分析,找到各個團隊因素之間的關聯性後,以此進行本研究個案之研究探討,最後並作出結論與提出建議。 / This research will look at the process of “creativity to product” from the angle of team research. Team research focuses on confirming the interconnection of the factor such as the relationship between the leader and follower, the relationship between knowledge sharing and the innovation, etc. I decide to choose “Cooperating design of iBook and Apple computer”, ” Kuofeng monitor brands perating”, ”Arima’s PMP products development”, and “Arima’s LCD monitor development” as the cases studies for this research. The result of the cases I listed above. Cooperating design of iBook and Apple computer: From idea to proposal and finally the permission, ibook has cooperated with Apple computer for five years. Although faced with pressure and uncertainty, iBook finally was popular in the market. Encountered with many strong manufacturers, iBook was just a new company open less than one year. Its success in that kind of predicament can set a good example for the innovative industries. Kuofeng CRT monitor brands operating: Starting the brand from scratch, Kuofeng was always the top five brands before LCD replaced CRT monitor. From idea to realization, and then team work, they integrate the perators from different countries and different field, and successfully gain a place in the market. It completely experienced the process so that it also fit the criteria of comparability. Arima’s PMP products development: Arima wanted to find a way out by developing a new product, which was PMP. However, Arima did not possess the specialists of PMP related-products, neither did the industry. Though many adversities, what caused the final failure? I will elaborate this in my paper. Arima’s LCD monitors development: After the failure of PMP, the company became profit-centered. One of the unit specialized in developing the the LCD monitor.They did not have the experience but still developed the product received huge success. Compared with the failure of PMP, what cause the final success of this product? However they all have different background, direction and environment. How will these factors affect the result is worth doing research on it.The structure of this research is reflecting on the literatures, and focusing on the team factors to analyze, and using these results to study the cases.

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