We are living in the post-information age, the era of so-called 'Big Data'. It is a practical possibility for corporations to report, chart and analyse every action, transaction and click that happens inside and outside their business. In Decision Sourcing Roberts and Pakkiri examine what this means to organisational decision making. They explode the myth that good decisions need only be informed ones through an examination into how business really make choices. They lay bare the poverty of decision making processes in today’s corporate world and offer fresh and fascinating insight into how social tools are providing new sources of information, how they are challenging hierarchy and how they are providing opportunities for growth and agility through aligned and inclusive decision making. This book is for those organisations that want to get beyond the corporate Facebook account and are ready for the next bold step. It is for those businesses that want to engage their workforce and their customers in collaborative relationships that are at the heart of the successful social enterprise.
Exercising Agency is a book about decision making. In particular, it looks in detail at how a very important type of organizational decision gets made: whether or not to initiate a project. Exercising Agency lifts the lid on many of the important behavioural factors that inform project decisions: power and politics, personality, the ‘rules’ of an organization. If you are involved in framing or making decisions about the future of your organization; the projects that you do or don’t decide to initiate, then read this book. It won’t make the decisions any easier but it will help you improve the quality of the decisions you make and over time, the effectiveness of your organizational decision making.
Comparative Causal Mapping: The CMAP3 Method, by Mauri Laukkanen and Mingde Wang, is an introduction to the conceptual backgrounds of causal (cognitive) mapping and to the typical methods in comparative and composite causal mapping, based on either interview or questionnaire primary data or on secondary documentary data. The discussed CCM research is supported by CMAP3, a freely downloadable (www.uef.fi/cmap3) Windows software platform for CCM studies. The book has three parts. The first discusses the theoretical underpinnings and methodological issues in causal mapping including the target phenomena and different interpretations of causal maps/mapping, the motives for using CCM methods and the criteria of method selection. The second part focuses on the technical aspects of using CMAP3 in typical CCM research. The third part presents three CCM study cases: a classical document-based study; a semi-structured interview-based (SIM) study; and a methodological study comparing SIM with an electronically administered structured hybrid CCM approach. In addition to demonstrating CCM practices, they suggest that different methods produce divergent results and are thus not substitutable. The research task should determine which CCM approach is appropriate. The book will appeal to both academic and professional audiences, in particular to doctoral students and experienced researchers looking for new topics and method approaches, but also to practitioners in fields such as management and organization studies, organizational development, public policy and education, and knowledge management.
Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.
Organisations have started to wrestle with the idea of how to engage the skills and motivation of the video game generation; as customers and as employees. Dale Robert’s World of Workcraft provides the context and background to the need for and potential benefit of gamification as a means of turning a traditional corporate culture and structure into a dynamic community. Gamification is the concept of applying engaging elements of game theory to non-game applications, and its practical application is part of the disruptive innovation that offers businesses radical new ways of working, learning and performing. World of Workcraft provides guidance on how to (and how not to) introduce these concepts successfully.
The Single-Minded Project offers an approach to project management that is entirely complementary to the existing methodologies; one that recognises that at its heart, the management of a project relies on the perceived choices and methods, behaviours and decision-making of its players and the freedom of action that is permitted to the project regime. It fills in the gaps where the methodology doesn’t provide any kind of response to questions such as ‘how fast should we deliver this project’ and ‘how much diligence is appropriate in our decision-making’. It recognises that performance ultimately rests on human knowledge, resolve, skill and collaboration.
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