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MULTI NATIONAL COMPANY* has grown dramatically over the last several years
as the result of numerous acquisitions. One of the nation’s largest food
distributors, MULTI NATIONAL COMPANY may have more than 20 operating
companies located throughout the world. To maximize long-term performance,
MULTI NATIONAL COMPANY executives wanted to tap into the knowledge and
expertise of employees located throughout the newly expanded company. In
particular, executives wanted to encourage the sharing of best practices across
operating companies, streamline work processes, prepare managers for
promotion, and develop a unified culture. To address these issues intelligently,
quickly, and effectively, MULTI NATIONAL COMPANY created virtual project
teams.
Virtual project teams represent a recent response to the demand for high-
quality, rapid solutions to complex issues such as those faced by MULTI
NATIONAL COMPANY. Virtual project teams include individuals who are
geographically dispersed and interact primarily through telecommunications and
information technologies to accomplish specific objectives within specified
timeframes. Assignments for these teams might include designing new products,
developing strategies, and revising operating procedures. Virtual project teams
allow organizations to pool the talents and expertise of employees regardless of
employee location, overcoming time and distance barriers to accomplish critical
tasks quickly and effectively.
But simply establishing virtual project teams does not guarantee success. In fact,
virtual teams are often less effective than face-to-face teams on many outcome
measures.2 Virtual project teams can experience difficulties at every stage of
their development. Improved understanding of how virtual project teams develop
and mature will provide managers with important insights that might increase a
team’s contributions to firm performance.
The life cycle of global software development pass through fixed six phases
which are planning, designing, coding, testing and improvement. These phases
are executed by teamwork of software engineers who cooperate virtually to
produce system. However, as global or organizational software development is
initiated to serve utility to realize total quality management and aid into business
process reengineering, business rule approach is selected to design system in
each phase of software life cycle.
This research attempts to study the effects of virtual team factors on product
quality, organization management and employees empowerment. Also, it tries to
answer question, if virtual team mechanism is maintained and configured will the
outcomes (product quality, organization management system and employee
empowerment) change? And how much is the effect? What are the key indicators
of virtual team success?
A virtual team is task and people driven. Its mission is to produce a nuclear of a
management information system (MIS) within organization. The vision is the
ability to access data upon restrictive security constraints according organization
managerial structure. The implementation depends on existing communication
infrastructure and Local Area Network establishment. The required resources are
clients and servers computer distributed within significant locations, licensed
operating systems and relational database management systems and
programming language in use. The principal characteristic of code is easiness of
navigation between graphical interface and methods to access data.
This research will test all these probabilities through applying literature concepts
of cross-functional teams and its evolution to virtual team building, reasons and
objectives. The research depends on the best methods and approaches of
developing software and approved treatment to maintain smooth and secure
data workflow. The wide spread groupware software tools allow software
engineers to share their codes virtually and to add features and detect roles with
low conflict probability. They may own same self-confidentiality levels and same
motivation to realize purpose of team working. The software engineer members
(leaders and teammates) may own trust, complementary and required skills to
achieve work. They are frequently recruited carefully according to task
description. However, users and internal customers (business concern people)
are involved in team structure and not own the same level of satisfaction and
motivation to produce same results.
The virtual teams allow concurrent task and role delegation. The project
activities are not personalized but systematic and continual whenever leader is
changed until general target is realized. Therefore, in next section we will
introduce previous activities of practical and academic researches that apply and
depend on virtual team.
Literature review
(Academy of Management Executive, 2004, Vol. 18, No. 2, “Managing the life
cycle of virtual teams
Stacie A. Fust, Martha Reeves, Benson Rosen, and Richard S. Blackburn,
Executive Overview section”)
In the fast-paced, technology-driven 21st century, virtual project teams
represent a growing response to the need for high-quality, low-cost, rapid
solutions to complex organizational problems. Virtual project teams enable
organizations to pool the talents and expertise of employees (and non-
employees) by eliminating time and space barriers. Yet, there is growing
evidence that virtual teams fail more often than they succeed.
To understand the factors that contribute to virtual team effectiveness, we
tracked six virtual project teams from a large food distribution company from
inception to project delivery. We identified factors at each stage of the virtual-
team life cycle that affected team performance. These results provide specific
examples of what managers can do, at various points in time, to increase a
virtual team’s chances to fully develop and contribute to firm performance.
The Emergence of Virtual Teams
Globalization and technological advancements have led to an increase in virtual
team use over the last decade. Estimates suggest that in the US alone, as many
as 8.4 million employees are members of one or more virtual teams or groups.3
Numerous studies of virtual teams document how they operate and how they
compare to traditional, face-to-face teams. For example, The Executive has
published several articles discussing the birth of virtual teams as an alternative
work form, the advantages and disadvantages of virtual work, and the specific
challenges confronting virtual teams
While teams are not a new phenomenon, they currently are a popular way for
organizations to provide a structure that places power in the hands of employees
as well as management. Many contemporary organizations have created team-
based work structures that are significantly different than the hierarchical and
control-based organizations of the industrial era. However, advances in
communication technologies have dramatically changed the nature of teamwork.
Traditional collocated groups are being replaced with virtual teams, distributed
across boundaries of time, space and organizational structures.
Virtual teams are the next logical step in the evolution of organizational
structures (Lipnack and Stamps, 1999). Presently, people work across internal
organizational boundaries such as specialized functions and departments as well
as external organizational boundaries such as alliances with vendors, industry
associations and even competitors. Virtual teams explore a new type of
boundary-crossing organization utilizing technology and information.
Fisher and Fisher (1998) further assert that having a clear purpose and common
agreement to achieve that purpose in and of itself does not distinguish classic
bureaucracies from what are currently called team-based operations. They
define teams as nonauthoritarian organizational structures commonly used for
shared responsibility and employee empowerment. They propose that team
operations be based on employee commitment rather than management control.
Unlike groups, teams hold themselves accountable for the outcome.
With the advent of so many communication technologies, organizations are
seizing the opportunities to “work together apart”. Like traditional types of
teams, virtual teams engage a group of individuals to work independently
towards a common goal. Unlike conventional teams, a virtual team works across
time, space and organizational boundaries with links strengthened by webs of
communication technologies (Lipnack and Stamps, 1997).
In addition to their cross-boundary approach, virtual teams also offer a new way
of managing knowledge. Outsourcing, downsizing and programs of planned
redundancy all mean a reduction in existing staffing level . As attrition in
organizations occurs, a valuable stock of corporate knowledge leaves along with
the employees, including how work is done in practice and how it is done in a
particular domain. (Kimble, Li & Barlow, 2000). There is now an urgent need for
new ways of thinking about how knowledge is shared within organizations
(Kimble, Li & Barlow, 2000).
Independe
Peopl Shared Integrated
nt
e Leadership Levels
Members
Cooperativ Interdepende
Purpo
e nt Concrete
se
Goals Tasks Results
Trusting
Multiple Boundary-
Links Relationshi
media crossing
ps
interactions
Links are what give virtual teams their distinction from in-the-same-place
organizations. Multiple media (wires, phones, computers, etc.) are the channels
by which the members make the physical connection. These connections allow
communication and boundary-crossing interaction that make virtual teams truly
different. Through interactions, people develop trusting relationships in their
patterns of behavior that persist and feed back into subsequent interactions.
While it can be argued that trusting relationships are needed by all teams, they
are even more important to virtual teams because of a lack of face-to-face time.
This trust may even have to replace hierarchical structures and bureaucratic
controls (Lipnack and Stamps, 1997).
The virtual feedback loop begins with the assumption of a rational model of
organization consisting of building blocks of collocated groups stacked in
command and control pyramids. Teams work “shoulder to shoulder” and pass
their work to the next team in chains of larger processes, similar to a bucket
brigade. However, competitive pressures from the environment to cut costs and
improve quality are challenging this design. As a consequence, people working
on interdependent tasks are no longer necessarily proximate in the space and
time or even in the same organization. This leads to problems pertaining to
distance, time and hierarchical structures.
Figure 2: Double Loop Learning
Virtual teams address the issue of distance and time by replacing collocation
with a combination of technology and face-to-face meetings. They deal with
issues pertaining to hierarchical structures through cross-boundary work. This
facilitates double loop learning by creating ways for people to communicate
interactively.
Trust and identity are two significant issues for efficient creation and operation of
virtual teams. Identity plays a critical role in communication and yet, when
spatial borders separate team members, identity is ambiguous. Basic indicators
of personality traits and social roles are harder to identify. Unlike the physical
world that consists of matter, the virtual world is composed of information that is
diffused over time and space. There is no law of the conservation of information.
Along with identity, trust is also a crucial component of cooperative endeavors.
Without trust, the management of a virtual organization cannot be conceived
(Kimble, Li & Barlow, 2000).
There have been several pressures on higher education to enter into a more
technological age. The impetus to transition higher education from an industrial
to an information paradigm derives from a number of technological, economic,
demographic political and pedagogical trends. Providing distance learning
resources to match the needs of nontraditional students has created difficulties
for increasing numbers of higher education institutions.
Like the industrial model, the process of developing materials for learning and
teaching at a distance were molded by the principles of rationalization including
a division of labor, specialization and automation. Peters (1994) defines distance
learning as a rational method “ of providing knowledge which, as a result of
applying the principles of industrial organization as well as the extensive use of
technology, thus facilitating the reproduction of objective teaching activity in any
numbers, allows a large number of students to participate in university study
simultaneously regardless of their of residence and occupation” (Peters, 1994,
p.125).
As more and more programs are migrating towards distance learning, educators
are being forced to evaluate traditional teaching methods. Team-based learning,
which has been proven effective in organizational structures, may become an
increasingly viable option for the future of higher education. Delivering effective,
pedagogically-sound educational programs on-line is of great interest for many
learning communities, provided that technology can be maximized and limits be
minimized by the organizational structure.
Virtual Teams Vs. Traditional Models
Not only are there significant differences between face-to-face and on-line
instruction, but the organizational structure is varied as well. Traditional
education is dependent on the instructor’s defined task, time frame and
resources, whereas in most on-line programs, delivery of instruction is
dependent on the team’s collective effort in meeting the task with team-
dependent time frames and resources.
The greatest value of team learning may also be its greatest challenge (Bailey &
Luetkehans, 1998). Because virtual learning teams, like face-to-face teams, are
governed by the group dynamics, they offer a diversity of talents, strength and
experiences. While this sometimes generates discussion, creativity and problem
solving, it also brings to the surface differences in learning styles, roles and
habits. According to Bailey and Luetkehans (1998), all teams develop and
enforce group norms for acceptable and unacceptable behavior as well as
designate preferred team member’s roles.
Bailey and Luetkehans (1998) also cite that most of the literature agrees that
effective teams are able to represent a balance between task roles (goal
accomplishment) and maintenance roles (process satisfaction and efficiency).
However, these roles are much more difficult to manage in an on-line
environment. An instructor who is solely concerned with content learning may
also overlook these interactions. Taking more of a systems view of team
interactions may help avoid these types of “internet pitfalls” (Boettcher, 1997).
Van Dusen (1997) also warns against the “because it’s there” mentality when
acquiring new electronic technologies just for the sake of keeping up with
competitors. Instead he posits that an institution should approach the virtual
campus concept with the attitude that new technologies are merely tools that
can be used to help college institutions effectively reach their institutional
mission.
The key may be to recognize the incremental nature of change. Gilbert (1996)
states “no form of distance education or any other widely applicable educational
use of information technology has yet proved so much more effective than
‘traditional’ forms of learning and teaching as to become a complete
replacement for them” (p.12). It is argued that a wide range of classroom
activities from lecture to virtual team experiments will continue to serve the
needs of most students.
Conclusions
The virtual team refers to a group of geographically dispersed workers within the
organization’s structure that are brought together to accomplish a specific task
using telecommunications and information technologies. Organizations have
benefited from this emerging form of structure and its distributed knowledge,
and they are starting to make an impact on higher education.
Higher education has been viewed as a curator, creator and critic of the basic
knowledge of our worlds (Van Dusen, 1997). The development of new technology
has affected this transfer of knowledge. It can be argued that the traditional
methods of higher education can either embrace this new virtual world or
become less relevant in the value it adds to society. How effectively institutions
link the tools of technology with their educational vision and mission will
determine their continued success in being a primary source of education in that
society.
Storming
The presumed diversity of work settings can also inhibit conflict resolution for
virtual teams. For example, in some work settings, technology and support staff
are available to support virtual teams. In less advanced settings, even minor
technical problems can be disruptive for teams and team members. Similarly, in
some settings, managers or team members may view virtual team participation
as a high priority, while others may view it as a distraction from more immediate
concerns. Team members in different work settings can form different
expectations regarding how to coordinate work and accomplish team
objectives.20
In the storming stage, virtual project team sponsors can appoint team leaders
to help minimize conflicts that can occur over role assignments. When leadership
selection is based on the skills critical for virtual team success, including conflict
management, virtual teams are more likely to survive the storming stage.21
However, self-managed virtual project teams are created without a formal
leader, and other teams are formed with a misplaced emphasis on a leader’s
technical as opposed to interpersonal skills. In such cases, the emergence of an
informal or social leader may be an agonizingly slow process. And, if virtual
teams are low in trust, the absence of an emergent or formal leader can have
serious consequences for later team performance.22
Norming
Table 1 shows that in the norming stage of development, virtual teams work to
strengthen relationships, solidify norms around team processes, and reach
consensus regarding obligations, timetables, and deadlines. These efforts mirror
the activities that teams may engage in at Gersick’s “midpoint transition.” At this
point, teams assess whether their work processes have been effective or if they
need to be revised. Special challenges confronting virtual teams in the norming
stage include coordinating work, developing a shared understanding around
modes of communication, and the speed and frequency of responding.
Virtual teams must establish norms governing both work processes and
communication content. Agreements on timetables and individual areas of
responsibility are essential for virtual team effectiveness.23 Structured schedules
and timelines enable virtual team members to coordinate work across time
zones and to manage variations in team members’“local” work schedules and
demands. Working virtually also requires keeping all members informed.
Unfortunately, some members may initially lack the discipline to follow virtual
team agreements with respect to information sharing. For example, phone calls
and emails between a subset of team members may feel comfortable and
appear efficient but could prove to be self-defeating when other members are
deprived of critical information or made to feel like second-class team
members.24 Creating new habits around the use of shareware and other
technology platforms which allow members to archive documents and use
message boards are among the challenges facing virtual teams during the
norming stage.
Norms must also address the quality and candidness of communication. In any
team, members may be reluctant to share creative but potentially divisive ideas
with their teammates. In the virtual context, it is not easy to test the waters,
gauge potential reactions, and/or modify ideas based on the subtle feedback
often available in co-located teams. Virtual team members may also withhold
message postings critical of teammate suggestions to spare others from
embarrassment. Thus, norms that require complete information sharing have the
paradoxical effect of making virtual team members more cautious when it comes
to publicly sharing untested ideas or offering criticisms of others.25 Clearly,
establishing trust in earlier stages of team development is a necessary condition
for solidifying these kinds of norms at this stage. ~
Table 2
Project Team Assignments
[1]Paul Clements, Rick Kazman and Mark Klein, Evaluating Software Architectures: Methods and
Case Studies, Addison Wesley, 2002.
[2] “ATAM: Method for architecture evaluation”: ATAM
-Architecture Trade-off Analysis Method report:
http://www.sei.cmu.edu/ata/ata_method.html
[3] Rick Kazman, Len Bass, Gregory Abowd, and Mike Webb, "SAAM: A Method for Analyzing the
Properties Software Architectures," Proceedings of the 16th International Conference on
Software Engineering, Sorrento, Italy, May 1994, pp. 81-90.
http://www.sei.cmu.edu/ata/publications.html#reports
[4] “CBAM: Cost Benefit Analysis Method
http://www.sei.cmu.edu/ata/products_services/cbam.html
[5] Lassing, Nico, Ph.D. Thesis, “Architecture-Level Modifiability Analysis”, Ph.D. thesis, Free
University Amsterdam, February 2002.
[6] Bengtsson, PerOlof, Ph.D. Thesis, “Architecture-Level Modifiability Analysis”, Department of
Software Engineering and Computer Science, Blekinge Institute of Technology, Sweden 2002.
[7] Thomas J. Dolan, Ph.D. Thesis, “Architecture Assessment of Information-System Families”,
Department of Technology Management, Eindhoven University of Technology, February 2002.
[8] Software Architecture Review and Assessment (SARA) Report Version 1.0 available in
electronic form at: http://www.rational.com/media/products/rup/sara_rep ort.pdf
[9]Abowd, G., Georgia Institute of Technology, Bass, Clements, Kazman, Northrop and Zaremski,
SEI, “Recommended Best Industrial Practice for Software Architecture Evaluation” 13Jan,
1997.
=
[10] Stephan Kurpjuweit, Ph.D. Thesis, “A Family of Tools to Integrate Software Architecture
Analysis and Design”, Final Draft Version, to be published 2002.
Appendix
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