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Computers are increasingly used in teams in various contexts, for example in negotiations. Especially when using computer-support for decision making processes, it is an important question whether active collaboration within the team - for example via audio-conference - has additional benefits beyond the supply of full task-relevant information via computer. In team negotiations, team representatives are only able to represent the whole team, if diverse preferences of the team members are aligned prior to the negotiation. In an experimental study with 150 participants, we provided team members with the complete information about each other's preferences during an either collaboratively (computer-mediated) or seperately conducted computer-supported negotiation preparation and subsequently asked them for their priorities as representatives of the team. Our results showed that providing complete task-relevant information via computer is insufficient to compensate for the absence of active collaboration within the team.
The paper analyses the importance of List's views on growth and integration from the perspective of modern approaches to economic growth and international economics. Furthermore, some ideas will be presented on how List's ideas could help to explain and understand current economic developments, such as the crisis of the European Union or the new form of isolationism of the United States of America.
Successful digital offerings are created at the intersection of what technologies can deliver and what customers want and will pay for. That point of intersection, however, has proved to be elusive. To find it, companies must experiment repeatedly, cocreate with customers, and assemble cross-functional development teams - and the insights gleaned along the way must be shared internally.
In this article, we discuss how several of the nearly 200 companies we've studied have built and exercised these capabilities. We also take a close look at how one company, Schneider Electric, is using them to acquire and share customer insights.
"Designed for digital" offers practical advice on digital transformation, with examples that include Amazon, BNY Mellon, DBS Bank, LEGO, Philips, Schneider Electric, USAA, and many other global organizations. Drawing on five years of research and in-depth case studies, the book is an essential guide for companies that want to disrupt rather than be disrupted in the new digital landscape.
The sound of brands
(2019)
The aim of this research paper is to both examine and conceptualise the concept of audio branding. Audio branding is an important part of the overall brand management concept and corporate identity. Strong brands ease the choice for customers and convey values and a certain quality promise. Branding is of vital importance. It needs to be acknowledged that only 0.004% of all outer stimuli reach the human consciousness. Therefore, audio branding is a way to further strengthen the overall brand awareness. This leads to an emotional connection with a brand.
This study strives to determine the characteristics of audio branding and to analyse the corporate audio branding of Audi. The result of this research study is the suggestion of the use of audio branding in a way that fits the overall brand picture. Otherwise, the brand communication is inconsistent, and this could lead to a misunderstanding of the brand values for customers. The analysis of the Audi corporate sound design might be beneficial for practitioners. The overall evaluation of the concept of audio branding contributes to the existing body of literature in branding.
In 2017, Philips' goal was to use innovation to improve the lives of three billion people a year by 2025. To achieve that, the company was shifting from selling medical products in a transactional manner to providing integrated healthcare solutions based on digital health technology. Based on our interviews with 23 executives at Philips, the case examines the two directions of the transformation required by this shift: externally, Philips worked on transforming how healthcare was conducted. Healthcare professionals would have to change the way they worked and reimbursement schemes needed to change to incentivize payers, providers, and patients in vastly different ways. Internally, Philips needed to redesign how its employees worked. The company componentized its business, introduced digital platforms, and co-created integrated solutions with the various stakeholders of the healthcare industry. In other words: Philips was transforming itself in order the reinvent healthcare in the digital age.
Research organisations are not only contributing to sustainable development but also contribute to scientific findings. As key influencers of innovation; employers and publicly funded research organisations not only have the social mandate to deal with their responsibilities regarding the environment and society, but also drive to understand their social responsibility for their employees and the impact on research and operational processes. Sponsored by the German Federal Ministry for Education and Research (BMBF), this paper presents the results of the joint research project; LENA—Guidelines for Sustainability Management and describes how 3 of Germany’s biggest research organisations (Fraunhofer-Gesellschaft, Leibniz Association and Helmholtz Association) face current challenges in human resource management of research organisations by the integration of a common understanding of sustainability and a broad-based framework. The empirical basis is built by a qualitative organisational ethnographical study which reflects the expert knowledge, everyday experiences and the subject-oriented interpretation of sustainability in human resource management. The result derives concrete recommendations for the institutional practice and offers structured and methodologically proven options for action addressing the stakeholders in human resource management in research institutions.
Haptic softness is a central product attribute for many fabric-related retailers. Can those retailers use music - an easy to implement in-store atmospheric cue - to influence consumers' perception of this central product attribute? Across four studies, this research shows that high (vs. low) music softness enhances consumers' haptic softness perceptions. We argue that this cross-modal effect occurs owing to a transfer of softness-related associations from the auditory to the haptic modality. To better inform retail practice, we examine three managerially relevant boundary conditions at the product and store levels.
This paper generalizes the theory of policy uncertainty with the new literature on rational inattention. First, the model demonstrates that inattention is dependent on the signal variance and the policy parameter. Second, I discover a novel trade-off showing that a policy instrument mitigates attention. Third, the policy instrument is non-linear and reciprocal to both the size and variance of the signal. The unifying theory creates new implications to economic theory and public policy alike.
The use of gamification in workplace learning to encourage employee motivation and engagement
(2019)
When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies.
In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning.