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N/AShen, Wen-Shin 18 July 2008 (has links)
The most important thing for company to stay competitive is keeping innovative. When a new product launches to the market, you must keep developing another new product to move faster than the competitors. Besides, the human resource and equipment to develop new products must be a huge investment. The returns are not always guaranteed. Without R&D investment, the company will be out of competition in a short time.The employees always be encouraged to have innovative thinking with incentives. Sometimes, their creative ideas would bring unexpected effect and benefit the company.
How does R&D personnel to have innovation? The purpose of the research is to understand the elements of innovation on R&D personnel.
From the case company, Taiflex Scientific Co., Ltd, to have creative employees would bring tremendous benefits to the company. Every company would ask the R&D team to keep innovative and to develop new products continuously in order to be the leader in the market. If we can understand what the elements of the innovation, we can recruit creative personnel and speed up the development. While the company can launch new products quicker and raise up the company competitiveness, R&D team is the main weapon to fight the competitors.
This is a case study of Taiflex Scientific Co., Ltd. There are 5 teams in the case company and all members are treated equally under same working environment and incentive policy. This study focus on the relationship between the innovative behavior of R&D personnel, also the team innovation performance and the influencing factors.
The Purpose of the study is to understand the factors of the innovative behaviors on R&D persons and the relation between innovative team and performance. The factors are personality traits and KEYS. This study adopts Five Factor Model (Big Five) that includes Neuroticism, Extraversion, Openness to Experience, Agreeableness , Conscientiousness, on the personality traits. The study of organization factors adopts KEY structure. The result is concluded from questionnaire survey and interviews.
The main factors on R&D innovation are personality traits, but team atmosphere would have only certain influence.
From the case study, Openness to Experience and Extraversion have higher contribution to innovative behavior than Neuroticism, Agreeableness and Conscientiousness.
The freedom from the team atmosphere is the main factor for R&D personnel innovation. The challenging job is the second important factor.
The case company shows that innovative team behavior has positive connection on R&D performance.
The more creative team has better performance. Besides, personnel working experience and education would have certain effect.
The purpose of the study is to know the requirements such as personality traits, working experience and education while recruiting R&D personnel. Then we can find the suitable person, have better performance and keep the company competitive.
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The influence of TeamWork Quality and Team Playfulness to Team innovationWu, Dar-You 26 June 2004 (has links)
It is known that imagination causes creation. However, in an enterprise, creation may be achieved by the communication and sharing opinions among the members of the team. Working in the complicated working environment, it is the team rather than the individual that plays a vital role in the generation of the innovation.
There is a lack in the academic area of the investigation the team work containing the process of the interaction within the group. Until 2001, Hoegl and Gemuenden brought a new concept called TeamWork Qauility (TWQ), which emphasizes that the quality of the interaction in the group determines whether the creation will succeed or not.
Moreover, since the organizational innovative climate largely affects the team¡¦s innovation performance, playfulness in the working place is gradually being noticed. The research applied from Yu , Ping and Wu, Ji-Jing (2003) defines team playfulness climate as a kind of internal working environment which is formed by personal interaction and relation. With this open and joyful atmosphere, people can feel safe and joyful to explore anything related to their work. With this playful climate, people can be inspired and satisfied and bring more contribution to innovation performance.
The subjects were consisted of groups of students from 19 colleges who took the course ¡§The Discovery and Application of Creativity¡¨ and joined the Creative Program Competition which was held by the Consulting Division in Ministry of Education. The evidence of this research is based on the questionnaires given out to these students. In this research, we have 688 valid questionnaires from 99 teams. The rate of the effective achievement is 69.30%. The reliability of TWQ and organizational playfulness climate are respectively 0.95 and 0.92. The data was analyzed by statistical methods of descriptive statistics, factor analysis, reliability analysis, correlation analysis and structural equation model. The major results of this study are as following:
1. Team playfulness climate partly influences team innovation performance.
2. TWQ has significant positive influence on team playfulness climate.
3. Team playfulness climate mediates the relationship between TQW and team innovation performance.
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Human Resources, High Involvement Work Processes and Work Outcomes: An Exploratory StudyRose, Dennis Michael January 2005 (has links)
This research investigated the relationships between involvement-oriented human resource practices and work outcomes, mediated by high involvement work processes. The goal was to use an involvement framework - comprised of the elements of power, information, rewards, knowledge, and a fifth element developed for this thesis, integration - to select human resource practices that impact on work outcomes, and to develop an understanding of intervening involvement processes. Data was collected from 200 work groups in a public sector organization of 4,300 employees, engaged in large infrastructure projects, including bridge and road construction and maintenance. Group-levels of human resource practice implementation were collected through surveying a sample of employees from each work group. Data on work outcomes and high involvement work processes were collected three months later through an organizational survey of all 4,300 employees. This process was repeated 12 months later to identify the unique effects of human resource practices and investigate causal relationships and lagged effects. Involvement-oriented human resource practices were found to impact significantly on work outcomes. High involvement work processes explained significant variance in outcomes and mediated the relationship between HR practices and outcomes. Longitudinal analyses supported the existence of lagged effects of involvement-oriented human resource practices on high involvement work processes, and high involvement work processes on work outcomes. The research supports the utility of an involvement framework for practice selection and for explaining mediating processes on work outcomes.
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Validation of a survey instrument: team creativity and innovation (C/I) processes as complex adaptive systems (CAS)Schroeder, Jae Warren 05 1900 (has links)
Companies are becoming increasingly dependent on teams to drive creativity and innovation, which usually involves multiple teams working together to solve complex problems However, the first problem is that work teams do not always manage creativity and innovation well, especially when partnering with other work teams on highly complex projects that demand greater interdependence and collaboration, which can constitute as much as 90% of today's organizational projects. The second problem is that researchers struggle to define and measure creativity and innovation for the past decade resulting in significant variation both within and between creativity and innovation scales that have restricted meaningful theoretical discoveries and advances. The current study is significant because it introduces a novel instrument derived by John Turner that measures team creativity and innovation processes as a single unit, thereby raising the level of theoretical sophistication and leading to better practical applications. After conducting factor analysis, the current study validates six factors, including 36 indicators, and measures team creativity and innovation processes as complex adaptive systems (CAS). The current study recommends deploying the new instrument in other sectors beyond the IT sector and using multilevel techniques that include the individual and executive/organization levels of analysis.
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Déterminants de l’innovation au travail : Le rôle modérateur de la diversité dans les équipes / Determinants of innovation at work : The moderating role of team diversityVelilla Guardela, Jorge 19 December 2018 (has links)
L’objectif de cette thèse est d’étudier, au niveau d’équipe, les antécédents de l’innovation au travail, ainsi que le rôle de la diversité sur ces relations. La diversité des attributs des membres des équipes est généralement étudiée comme un déterminant des résultats d’équipe. Cependant, nous proposons qu’elle puisse également avoir un rôle contextuel complexe. Avec le but d’évaluer ces idées, plusieurs études ont été menées dans : une organisation du service postal Italien (1) et une organisation militaire Italienne (2). Nous avons montré une relation positive entre la diversité d’âge et la créativité d’équipe (Chapitre 2, Article 1). Cette relation était plus forte pour des niveaux plus élevées de perception du climat d’inclusion au travail que pour les niveaux les plus faibles. De plus, la diversité peut également avoir un effet modérateur entre les facteurs d’équipe et l’innovation. Plus précisément, une relation positive a été mise en évidence entre le système de mémoire transactif et l’innovation d’équipes militaires et cette relation était modérée par la diversité de grade (Chapitre 3, Article 2). A des niveaux plus élevés de diversité de grade dans l’équipe, l’effet de la mémoire transactive sur l’innovation devenait non significatif. Enfin, nous avons montré que la diversité modère également d’autres déterminants de l’innovation d’équipe. Pour des niveaux de diversité d’âge faibles l’élaboration d’information relevant à la tâche à médié la relation entre la valeur organisationnelle perçue d’innovation et l’innovation d’équipe (Chapitre 4, Article 3). En complément, des analyses et études supplémentaires ont été réalisées afin d’étudier de manière plus approfondie les déterminants de l’innovation ainsi que le rôle, le type, et les effets de la diversité dans les équipes. Pour conclure, ces résultats montrent l’importance d’étudier les interactions entre la diversité et les facteurs déterminants de l’innovation dans les équipes de travail. / The objective of this dissertation is to study the team-level antecedents of innovation at work, as well as the role of team diversity’s in these relationships. The diversity of team member attributes is generally studied as an input of team outcomes; however, we argue that it can also adopt a more complex contextual role. With the purpose of evaluating the determinants of team innovation, several studies were carried out on: an Italian postal service organization (1) and on an Italian military organization (2). We found a positive relationship between age diversity and team creativity (Chapter 2, Article 1). This relationship was stronger at higher levels of perceived age inclusion climate than at lower levels. Additionally, diversity may also have a moderating effect between team-level factors and innovation. More precisely, a positive relationship was identified between transactive memory system and military unit innovation, and this relationship was moderated by grade diversity (Chapter 3, Article 2). At higher levels of military grade diversity, the effect of transactive memory on innovation became non-significant. Finally, we showed that diversity also moderated the effect of other team-level determinants of innovation. For low levels of team age diversity the elaboration of task-relevant information mediated the relationship between the perceived organizational value of innovation and team innovation (Chapter 4, Article 3). In addition, several analyses and additional studies were carried out with the purpose of studying more precisely the determinants of innovation as well as the role, type, and effects of team diversity. In conclusion, these results show the importance of studying the interactions between diversity and the antecedents of innovation in teams.
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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。
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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.
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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.
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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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