Buildings for the Japanese information economy
In: Futures, Band 23, Heft 5, S. 469-481
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In: Futures, Band 23, Heft 5, S. 469-481
In: Futures: the journal of policy, planning and futures studies, Band 23, Heft 5, S. 469-481
ISSN: 0016-3287
Dezentralisierung von Arbeitsplätzen als Lösung urbaner Probleme. Informationsübertragungssysteme in Bürogebäuden. (HWWA)
World Affairs Online
In: Buildings, Culture and Environment, S. 37-56
In: Very short introductions 227
In: Research Policy, Band 39, Heft 6, S. 699-709
In: Research policy: policy, management and economic studies of science, technology and innovation, Band 29, Heft 7-8, S. 955-972
ISSN: 1873-7625
In: Oxford handbooks in business and management
In: Organization science, Band 24, Heft 5, S. 1358-1376
ISSN: 1526-5455
In this paper, we examine how and why organizational learning is affected by virtualization technologies. The literature on organizational learning has identified its many constraints, and the influence of information technologies on overcoming these restraints has also received attention. Little research, however, has addressed how organizational learning is affected by a new type of technology associated with "virtuality": the characterization of people, objects, and processes by digital representations, providing enhanced opportunities for the interpersonal and organizational interactivity and engagement that stimulates organizational learning. We present an exploratory case study of the engagement with, and use of, virtual worlds at IBM, a leading user of this virtualization technology. Virtual worlds are associated with games; we explore their use in the novel conduct of social interactions in meetings, rehearsals, and brainstorming, and we argue that organizational learning results from forms of play. We explain how such a playful, game-like technology came to be accepted in a serious for-profit science and engineering organization through a process we refer to as convergent recognition. We find organizational learning results from the interrelated processes behind the adoption of the technology and its application. By reference to the distinction between technologies of rationality and foolishness, we theorize how their reconciliation occurs through the mutually reinforcing ways organizations learn to engage with and use new technologies.
In: Organization science, Band 18, Heft 5, S. 849-864
ISSN: 1526-5455
Interorganizational projects can provide a vehicle for innovation, despite the professional and organizational barriers that confront this form of organizing. The case of fire engineering shows how such projects use simulation technology as a boundary object to foster innovation in a new organizational field. Engineers use simulation technology to produce radical changes in fire control and management, such as using elevators to evacuate buildings during emergencies. A framework is developed that explores how decisions can be reached and tensions resolved amongst multiple, diverse, and discordant actors striving for a shared appreciation of negotiated futures. This framework extends theories of engineering knowledge and boundary objects. It sheds new light on how to organize collective, knowledge-based work to produce reliable and innovative designs.
In: Research Policy, Band 50, Heft 4, S. 104218