"我应该自我介绍吗?异步半引导式专业介绍,提高新型虚拟二元团队中的团队效能感知

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
George Catalin Muresan , Sebastian Mititelu , Josh Andres , m.c. schraefel
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引用次数: 0

摘要

事实证明,虚拟团队与面对面团队相比,更难实现有效的合作与信任。相关工作证实,介绍是在新组建的团队中形成信任的关键机制。COVID-19 大流行所带来的远程工作的兴起,凸显了在虚拟团队中加速发展有效协作的必要性。为了满足这一需求,我们在对团队环境中的介绍和信任进行研究的基础上,开发了一种新颖的虚拟介绍方法。这就是我们所说的异步、半引导、专业介绍。参与者预先录制使用一系列专业问题的自我介绍,并在会议前观看这些自我介绍。我们的研究在三种情况下考察了这些介绍对虚拟团队的影响:视频、文本和无介绍。在这项研究中,我们使用了任务完成后的团队诊断调查来评估 28 个小组的团队效率和人际交往过程。我们使用了主题编码来收集二人组的经验和参与度。导入条件明显改善了参与者之间的协作、有效性和参与度。值得注意的是,视频条件尤其受到参与者的欢迎,与文字和无介绍条件相比,其参与度和有效性更高。最终,使用这些介绍明显增加了参与者之间的信任和协作。我们反思了这一发现在主流中的影响,并提出了进一步研究的建议,以支持新组建的虚拟二元团队提高团队效率。本研究通过引入一种新颖的异步、半引导式虚拟二元团队介绍方法,为现有文献做出了贡献,为当代远程工作动态提供了至关重要的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“Should I Introduce myself?”: Asynchronous semi-guided professional introductions for enhanced perceived team effectiveness in new virtual dyadic teams

Achieving effective collaboration and trust has been shown to be harder for virtual vs. in-person teams. Related work has confirmed that introductions are a key mechanism to form trust in newly-formed teams. The rise of remote work necessitated by the COVID-19 pandemic highlighted the need for accelerating the development of effective collaboration in virtual teams. In response to this need, based on the research around introductions and trust in team settings, we have developed a novel approach for virtual introductions. This is what we term as asynchronous, semi-guided, professional introductions. Participants pre-record an introduction that uses a set of professionally-focused questions and watch these introductions prior to the meeting. Our study examines the impact of these introductions on virtual teams in three conditions: video, text, and no introduction. In this study, we used the Team Diagnostic Survey post-task completion to assess team effectiveness and interpersonal processes of 28 dyads. Thematic coding was used to collect dyads’ experience and engagement. The introduction conditions demonstrated significantly improved collaboration, effectiveness, and engagement amongst participants. Notably, the video condition was particularly well-received by participants and resulted in higher levels of engagement and effectiveness compared to the text and no introduction conditions. Ultimately, the use of these introductions led to a marked increase in trust and collaboration amongst participants. We reflect on the effects of this finding in the mainstream and propose further research to support newly-formed virtual dyadic teams to increase team effectiveness. This study contributes to the existing literature by introducing a novel asynchronous, semi-guided approach to virtual dyadic team introductions, offering insights crucial for contemporary remote work dynamics.

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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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