Jan de Leede, Karolus Kraan, Marille den Hengst, Madelon van Hooff TNO Quality of Life, the Netherla - PowerPoint PPT Presentation

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Jan de Leede, Karolus Kraan, Marille den Hengst, Madelon van Hooff TNO Quality of Life, the Netherla

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Conditions for innovation behaviour of virtual team members: a high-road' for ... Rousseau, 1999; Gibson & Cohen, 2003; Martins et al., 2004; Powell, Piccoli ... – PowerPoint PPT presentation

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Title: Jan de Leede, Karolus Kraan, Marille den Hengst, Madelon van Hooff TNO Quality of Life, the Netherla


1
Jan de Leede, Karolus Kraan, Mariëlle den
Hengst, Madelon van Hooff TNO Quality of
Life, the Netherlands University of Twente,
Technical University Delft
  • 12th International Workshop on Telework
  • Lillehammer, Norway, August 28-30, 2007
  • Virtual teams
  • Conditions for innovation behaviour of virtual
    team members a high-road for internationally
    dispersed virtual teams

2
Introduction
  • Prevalence of virtual teams
  • Estimate 2005 60 of professionals work in
    virtual teams (Gartner, 2002)
  • quite optimistic,
  • especially in global operating companies it is
    normal part of working life
  • TNO survey 2005 14 work in virtual teams
  • manufacturing / professional services / health
    care (N462)
  • Why virtual teamwork?
  • better use of knowledge and competences
  • standardisation global solutions
  • savings on travel costs and office space
  • productivity and flexibility
  • ICT as enabler

3
Main difference virtual vs. traditional teams
  • Many similarities!! The only thing is
  • You dont see each other face to face
  • Technology-supported communication

(Horvath Tobin, 2001, p.242)
4
Some observations from literature
  • Fragmented research domain
  • Many theories on aspects
  • Relatively few empirical studies (apart from
    quasi-experimental setting with (MBA) students)
  • Good reviews
  • Beyerlein, Johnson Beyerlein, 1999 Cooper
    Rousseau, 1999 Gibson Cohen, 2003 Martins et
    al., 2004 Powell, Piccoli Ives, 2004 Hertel,
    Geister Konradt, 2005
  • Definition
  • a virtual team is
  • (1) a group of people who cooperate to attain a
    common goal
  • (2) the cooperation is supported by ICT to
    enable them to a certain degree to communicate
    and coordinate
  • (3) across time, place and organisational
    boundaries.

5
Research model
6
Method
  • Cross-sectional survey
  • Telephonic screening
  • Web-based questionnaire
  • Net 83 respondents (virtual team members) in 16
    companies

7
Sample
  • Teams with international composition
  • 100 companies of IT, financial/commercial
    services, industry
  • Core activities
  • 28 software development
  • 24 creative/content generating
  • Prime reason for virtual work
  • 48 knowledge
  • Three dimensions
  • Degree of virtual cooperation
  • Face-to-face meetings / kick-off vs. virtual
  • Time intensity
  • 35 (almost) fulltime in virtual teamwork,
  • 19 halftime,
  • 46 quartertime
  • Degree of complexity
  • 3.1 different locations
  • 80 same company
  • 78 work in Europe (4.9 hours maximum difference
    in time zones)

8
Results univariate analysis
  • Degree of virtual (vs face-to-face) cooperation
    is negatively associated with innovation
    behaviour (r -.25 plt.05)
  • Use of reciprocal IT (i.c. document sharing) is
    positively associated with innovation behaviour
    (r.27 plt.05)

9
Results multilevel regression analysis
  • Four main effects on innovation behaviour
  • Time intensity negatively (beta -.20 plt.05)
  • Use of reciprocal IT positively (beta .36
    plt01)
  • Coordination by output negatively (beta -.42
    plt001)
  • Coordination by trust positively (beta .41
    plt.01)
  • Nine interaction effects

10
Coordination by output or by trust? (1)
  • Coordination by output is unfavourable for
    innovation (main effect)
  • This is even more the case for high complex
    virtual teams (interaction effect)

11
Coordination by output or by trust? (2)
  • Coordination by trust is favourable for
    innovation (main effect)
  • And, this is even stronger the case in highly
    complex virtual team settings (interaction effect)

12
Use of IT tools
  • Use of reciprocal IT (e.g. document sharing) is
    positive for innovation behaviour (main effect)
  • However, not in highly complex virtual team
    settings (interaction effect)

13
Task interdependence
  • No main effect Task interdependence
  • Interaction effect with Degree of virtual
    cooperation in highly virtual teams with high
    task interdependencies less innovation behaviour
    is found

14
Discussion
  • Real world of virtual teams is complex!
  • Only few straight correlations and main effects
  • Many interaction effects context is important
  • Virtual teams as such are counterproductive for
    innovation
  • Management by trust is an important variable in
    our model
  • Management by output is unfavourable for
    innovation
  • Task interdependency is unfavourable (contrary to
    expectation)

15
Any questions?
Jan.deLeede_at_tno.nl Karolus.Kraan_at_tno.nl
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