Glossary of Terms
Activity Webs:
Interconnected activities within an
organization where action in one place causes an action
in another place. Feedback loops within varying time
delays referred to as systemic behavior grow into complex
webs of interrelated activities (Martin, 1997, Senge,
1994). Long-span activity webs are webs of activities
that span long distances, span separate organizations, or
have long time delays (Martin, 1997, p. 193).
Collaboration:
The act of shared creation and shared
discovery. Collaborating is more than exchanging
information, but the act of using words, symbols, images
and models for creating and sharing meaning in an useful
context (Schrage, 1990).
Concurrent Development:
A process of creating while utilizing a
team to simultaneously perform several tasks that often
occur one at a time and in isolation (Kiely, 1994).
Core Competencies:
Critical skills and enabling technologies
that are used for producing products and/or services
(Martin, 1997, Hamel and Prahalad, 1994).
Creative Tension:
The feeling of needing to change resulting
from the difference between where we are and where we
want to be (Senge, 1994).
Cross-functional team:
A team made up of people from different
departments and/or factions of the organization (Parker,
1994).
Deurto Learning:
Deutero-learning occurs when organizations
learn how to learn from single-loop and double-loop
learning. Identifying the processes, structures and
facilitating factors required to promote learning.
Deutero learning is concerned with the why and how to
change the organization while single-loop learning is
concerned with change without questioning underlying
assumptions (Argyris, 1991).
Dialogue:
A process in discussion that is open-ended
where the goal is not necessarily resolution. Dialogue is
a free and creative exploration, or a free flow of
meaning between people that requires non-judgmental
listening of participants (Senge, 1990, Katzenbach, 1995
and Ashkenas, 1995).
Double Loop Learning:
Beyond single loop learning of Awhat@ to Awhy@ we
are doing what we are doing and asking the question Ashould we be doing something else?@ (Argyris, 1991).
Eddress:
- Used to denote an e-mail address.
Electronic Mail (E-mail):
Generic term for computer applications
that enable users to send messages to other users at
different computers. More than any other technology since
the invention of the telephone, electronic mail has
changed the way business people communicate (Wang, 1994).
Emerging Technologies:
Emerging technologies are tools that
include a wide realm of electronic mechanisms for
processing and collecting information, communicating,
collaborating and connecting people, teams and
organizations (Lumley and Bailey, 1993).
Empowerment:
Power means control and authority. The
prefix em means to put on to or to cover with. Empowering
is passing on authority and responsibility. Empowerment
occurs when power goes to employees who then experience a
sense of ownership and control (Wellins, Byham, and
Wilson, 1991). Ken Blanchard states that empowerment is
not giving people power, but instead is allowing people
to act with the power that they already have within
themselves (1996).
Goals:
Goals represent what people commit
themselves to do often within a short period of time.
Goals often represent barriers and obstacles that must be
passed to reach a vision (Senge, 1994).
Groupware:
A technology (software) designed to
support organizational learning through communication,
cooperation and sharing. Makes knowledge and information
more available to others, and more effective than
conventional methods. Groupware is any information system
designed to enable groups to work together
electronically. Groupware serves its purpose with
increased collaboration and this is accomplished by
creating new organizational structures that align people
with the technology (Karash, 1995).
High-Performance Teams:
A small number of members with specific
competencies and shared commitment, vision and purpose.
An assortment of members with clarity in purpose and
goals who produce a joint product (Katzenbach, 1993,
Bailey, Ross, and Bailey, 1997). A high-performance team
that utilizes technologies for communication and creation
is considered a high-performance technology team (Bailey,
Ross, and Bailey, 1997).
Hypertext Markup Language (HTML)
Hypertext Markup Language (HTML) provides
methods for marking text so that it can be published
easily online with embedded hyperlinks, font changes, and
other features (Bernard, 1996).
Hypertext Transfer Protocol (HTTP)
Hypertext Transfer Protocol (HTTP) is a
communication method that is used by clients and servers
to exchange hypertext documents over a network (Bernard,
1996).
Information Age:
The information age is the current era
whereas there is a proliferation of information and
knowledge processing throughout the global society
(Lumley and Bailey, 1993). Technologies have eliminated
the separating of people from information on a global
scale in this era (Ashkenas, et al, 1995). Information
technology is a fundamental force reshaping organizations
(Wang, 1994).
Information Technology:
Technology that enables individuals and
teams to communicate and work with other individuals and
teams. With respect to teams, linking and coordinating
technologies are the most important. Refers to the
networks and systems that enable people to work together
and share information even if they are not located in the
same site (Moran, 1996).
Infrastructure:
Term used to describe the information
technology hardware, platforms, software environments,
networks, and the like that serve the entire organization
(Moran, 1996)
Iterative Prototyping:
Process of using prototypes for providing
users with an opportunity to actually experience the work
in progress. Important for enabling users to do new
things. Prototypes provide users with opportunities to
explore the system=s
potential, five feedback based on actual use, and make
recommendations for improvement (Moran, 1996).
Internet:
A vast information resource and a nervous
system for the explosion of electronics around the planet
(Martin, 1997). A collection of many computer networks,
and more than millions of users who share a compatible
means for interacting with one another to exchange
digital data.
Intranet:
Like the Internet, but internal. An
in-house version of the Internet using much of the same
software so that it is easily connected to the Internet.
Useful for high volume transactions and
video-conferencing (Martin, 1997).
Learning Organization:
An organization that is continually
expanding its capacity to create its future (Senge,
1990). Other definitions include adjustment and
adaptation when there=s
change in the environment and capabilities of an
organization or a person to produce certain things that
they want to produce, to achieve things they want to
produce and then to enhance those capabilities over time.
Organizational learning is to establish certain
capabilities (Senge, 1995).
Mental Models:
A term used by cognitive scientists
referring to both the beliefs about the world held
long-term memory, and the short-term perceptions which
people build up as part of their everyday reasoning.
Changes in short-term everyday mental models gradually
change long-term deep-seated beliefs (Senge, 1994).
Object Technology:
Objects within software that contain both
data and methods for manipulating data. Paper objects
only contain data whereas digital objects have programmed
behavior. Digital objects apply certain methods to
specific data as well as being composed of information
(Martin, 1996).
Organizational Memory:
Team-support technologies, used as a
primary communication mode contribute to what is called
team memory. These technologies store a record of
communication and provide a repository of shared
information. Information is available on an as-needed, or
a just-in-time basis. The team's work becomes more
visible to the team members, and new members can be
integrated more quickly by reviewing the team's
interaction history (Martin, 1996).
Purpose (Mission):
Represents the fundamental reason for the
organization=s
existence. Mission is more popular in organizations
today, but the term purpose suggests more of a reflective
process (Senge, 1994).
Single Loop Learning:
Learning that is linear. For instance,
trying to find a better way to do a process as in
continuous quality improvement (Argyris, 1991).
Socio-Technical systems:
Emerging as an alternative to
systems-efficiency models. Socio refers to the human part
of technical systems. Recognizes that the advanced stages
of technology education is the asset for new approaches
to economic and social development. Holds that there is a
fundamental flaw in the cost-efficiency model in that it
seeks technical solutions to systems that are
socio-technical (Wirth, 1980).
System:
A perceived whole containing elements that
continually affect each other over time. Systems operate
toward a common purpose which is the connecting thread
and requires something to act in order to cause it to Astand together.@ Many
systems are elements of many different systems such as
biological organisms, disease, ecological niches,
factories, chemical reactions, political entities,
communities, families, teams and Aall@ organizations (Senge, 1994).
Systemic Structure:
In systems thinking the structure is the
pattern of interrelationships among key components of the
system. This includes the hierarchy and process, but it
also includes attitudes and perceptions as well as the
quality of products, and the ways in which decisions are
made (Senge, 1994).
Systems Thinking:
Systems thinking encompasses a large and
fairly indeterminate group of methods, tools, and
principles that are concerned with the interrelatedness
of forces that are part of a common process. The main
idea is that the behavior of all systems follows certain
common principles (Senge, 1994).
Team:
Meaning of pulling together. Any group of
people who need each other to accomplish a result (Senge,
1994).
Team Demography:
Demography refers to certain
characteristics of the team such as heterogeneity,
tenure, and size. Heterogeneity is determined by job
function variation and education level. Tenure can refer
to both individual tenure with the organization and
tenure in regard to time together as a team (Smith,
1994).
Team Learning:
Is the process of aligning and developing
the capacity of a team to create results (Senge, 1994).
Triple Loop Learning:
Learning about learning. Understanding why
we make the choices we do. What are the predispositions
for people to act in certain ways (Larsen, 1996).
Values:
Values describe how we intend to operate
as we pursue our vision. A set of values might govern how
we behave with each other, how we expect to regard our
community, and what our limitations are. When values are
articulated as part of the organization, they Abecome like a figure head on a ship,@ a guiding symbol of the behavior that will help
people move toward the vision (Senge, 1994, Covey, 1989).
Virtual Organizations:
The term virtual means that something
appears to exist when it really doesn=t. Organizations that are increasingly
intertwined in electronic interdependencies with other
organizations. This term is used to describe a situation
where people or facilities that are not part of an
organization are linked to it as though they were.
Resources become linked together to accomplish things
(Martin, 1997).
Vision:
A picture of the future that you seek to
create and describe in the present tense. The statement
of a vision indicates where we want to go, and what we
will be like when we get there. Vision gives shape and
direction to the organization=s
future while helping people to set goals (Senge, 1994).
Work Groups:
Work groups have a common leader and
members may meet to share information and make common
decisions, but each person is individually accountable
for achieving results (Katzenbach and Smith, 1993).
Work Teams:
In contrast to work groups, teams that
have shared goals and shared accountability. Work teams
have an agreed-upon way of working and a modus operandi,
that cuts across the boundaries (Katzenbach and Smith,
1993).