Sunday 13 September 2015

Chapter 15 – Creating Collaborative Partnerships

TEAMS, PARTNERSHIPS AND ALLIANCES

Ø  Organizations create and use teams, partnerships and alliances to;
§  Undertake new initiatives
§  Address both minor and major problems
§  Capitalize on significant opportunities
Ø  Organizations create teams, partnerships and alliances both internally with employees and externally with other organizations
Ø  Collaboration system – supports the work of teams by facilitating the sharing and flow of information


Information partnerships with other organizations

Ø  Organizations from alliance and partnerships with other organizations based on their core competency
§  Core competency – An organization’s key strength, a business function that it does better than any of its competitors
§  Core competency strategy – Organization chooses to focus specifically on its core competency and forms partnerships with other organizations to handle nonstrategic business processes
Ø  Information technology can make a business partnership easier to establish and manage
§  Information partnerships – Occurs when two or more organizations cooperate by integrating their IT systems, thereby providing customers with the best of what each can offer
Ø  The internet has dramatically increased the ease and availability for IT – enabled organizational alliance and partnerships

COLLABORATION SYSTEMS

Ø  Collaboration solves specific business tasks such as telecommuting, online meetings, deploying applications, and remote project and sales management
Ø  Collaboration system – An IT- based set of tools that supports the work of teams by facilitating the sharing and flow of information.
Ø  Two categories of collaboration
1.       Unstructured collaboration (information collaboration) – includes document exchange, shared whiteboards, discussion forums, and email.
2.       Structured collaboration (process collaboration) – involves shared participation in business processes such as workflow in which knowledge is hard-coded as rules

Collaborative business functions 


Ø  Collaboration systems include;
§  Knowledge management systems
§  Content management systems
§  Workflow management systems
§  Groupware systems

KNOWLEDGE MANAGEMENT SYSTEMS

Ø  Knowledge management (KM) – involves capturing, classifying, evaluating, retrieving and sharing information assets in a way that provides context for effective decisions and actions
Ø  Knowledge management system – supports the capturing and use of an organization’s “know-how”

EXPLICIT AND TACIT KNOWLEDGE

Ø  Intellectual and knowledge-based assets fall into two categories;
1.       Explicit knowledge – consists of anything that can be documented, archived, and codified, often with the help of IT
2.       Tacit knowledge – knowledge contained in people’s heads

Ø  The following are two best practices for transferring or recreating tacit knowledge
1.       Shadowing – less experienced staff observe more experienced staff to learn how their more experienced counterparts approach their work
2.       Joint problem solving – a novice and expert work together on a project

Reasons why organizations launch knowledge management programs 


CONTENT MANAGEMENT

Ø  Content management system (CMS) – provides tools to manage the creation, storage, editing and publication of information in a collaborative environment
Ø  CMS marketplace includes;
§  Document management system (DMS)
§  Digital assets management system (DAM)
§  Web content management system (WCM)

WORKING WIKIS

Ø  Wikis – web-based tools that make it easy for users to add, remove, and change online content
Ø  Business wikis – collaborative web pages that allows users to edit documents, share ideas or monitor the status of a project

WORKFLOW MANAGEMENT SYSTEMS

Ø  Work activities can be performed in series or in parallel that involves people and automated computer systems
Ø  Workflow – defines all the steps or business rules, from beginning to end, required for a business process
Ø  Workflow management system – facilitates the automation and management of business processes and controls the movement of work through the business process
Ø  Messaging-based workflow system – sends work assignments through an email system
Ø  Database-based workflow system – stores documents in a central location and automatically asks the team members to access the document when it is their turn to edit the document

GROUPWARE SYSTEMS

Groupware technologies


Ø  Groupware – software that supports teams interaction and dynamics including calendaring, scheduling and videoconferencing 





WEB CONFERENCING

Ø  Web conferencing – blends audio, video and document-sharing technologies to create virtual meeting rooms where people “gather” at a password-protected website



VIDEOCONFERENCING

Ø  Video conference – A set of interactive telecommunication technologies that allow two or more locations to interact via two-way video and audio transmissions simultaneously 



 INSTANT MESSAGING

Ø  Email is the dominant form of collaboration application, but real-time collaboration tools like instant messaging are creating a new communication dynamic
Ø  Instant messaging – types of communications service that enables someone to create a kind of private chat room with another individual to communicate in real-time over the internet
Ø  Instant messaging application 










  • Web 2.0 is the next generation of internet use
Content sharing through open sourcing
  • Source code contains instructions written by a programmer specifying the actions to be performed by computer software
  • Open source refers to any software whose source code is made available free for any third party to review and modify
User-contributed content
  • Created and updated by many users for many users
  • One of the most popular forms of user-generated content is a reputation system, where buyers post feedback on sellers
Collaboration inside the organization 
  • A set of tools that supports the work of teams or groups by facilitating the sharing and flow of the information
  • Collective intelligence is collaborating and tapping into the core knowledge of all employees, partners, and customers
  • A knowledge management systems (KMS) supports the capturing, organization, and dissemination of knowledge throughout the organizations
Collaboration outside the organization
  • The most common form of collective intelligence found outside the organization is crowd sourcing, which refers to the wisdom of the crowd
Networking Communities with Business 2.0
  • Social media refers to websites that rely on user participation and user-contributed content, such as Facebook
  • Social networking is the practice of expanding your business and social contacts by constructing a personal network
  • Social networking analysis (SNA) maps group contacts identifying who knows each other and who works together
  • Social tagging describes the collaborative activity of marking shared online content with keywords or tags as a way to organize it for future navigation, filtering, or search 
  • Website bookmark is a locally stored URL or the address of a file or internet page saved as a shortcut
  • Social bookmarking allows users to share, organize, search, and manage bookmarks
Business 2.0 Tools for Collaborating
  • Blogs
  • Wikis
  • Mashups
The Challenges of Business 2.0
  • Technology dependence
  • Information vandalism
  • Violations of copyright and plagarism

Tuesday 8 September 2015

Chapter 14


Chapter 14 – E business

E BUSINESS

Ø  The internet is a powerful channel that presents new opportunities for organization to;
§  Touch customers
§  Enrich products and services with information
§  Reduce costs

Ø  How do ecommerce and e business differ?
§  Ecommerce – the buying and selling of goods and services over the internet
§  E business – the conducting of business on the internet including, not only buying and selling, but also serving customers and collaborating with business partners

Industries Using E business 


E BUSINESS MODELS


Ø  E business model – An approach to conducting electronic business on the Internet 



Business-to-Business (B2B)

Ø  Electronic marketplace (E market place) – interactive business communities providing a central market where multiple buyers and sellers can engage in e business activities. 

Business-to-Consumer (B2C)

Ø  Common B2C e business models include;
§  E shop – A version of retail store where customers can shop at any hour of the day without leaving their home or office
§  E mall – consists of a number of e shops; it serves as a gateway through which a visitor can access other e shops

Ø  Business types;
§  Brick-and-mortar business
§  Pure-play business
§  Click-and-mortar business


Consumer-to-Business (C2B)

Ø  Priceline.com is an example of a C2B e business model
Ø  The demand for C2B e business will increase over the next few years due to customer’s desire for greater convenience and lower prices


Consumer-to-Consumer (C2C)

Ø  Online auctions
§  Electronic auction (E auction) – Sellers and buyers solicit consecutive bids from each other and prices are determined dynamically
§  Forward auction – Sellers use as a selling channel to many buyers and the highest bid wins
§  Reverse auction – Buyers use to purchase a product or service, selecting the seller with the lowest bid

Ø  C2C communities include;
§  Communities of interest – People interact with each other on specific topics, such as golfing and stamps collecting
§  Communities of relations – People come together to share certain life experiences, such as cancer patients, senior citizens, and car enthusiasts
§  Communities of fantasy – People participate in imaginary environments, such as fantasy football teams and playing one-to-one with Michael Jordan


EBUSINESS BENEFITS AND CHALLENGES

Ø  E business benefits include;
§  Highly accessible
§  Increased customer loyalty
§  Improved information content
§  Increased convenience
§  Increased global reach
§  Decreased cost


Ø  E business challenges include;
§  Protecting consumers
§  Leveraging existing systems
§  Increased liability
§  Providing security
§  Adhering to taxation rules

Ø  There are numerous advantages and limitations in e business revenue models including;
§  Transaction fees
§  License fees
§  Subscription fees
§  Value-added fees
§  Advertising fees

MASHUPS

Ø  Web mash up – A Web site or Web application that uses content from more than one source to create a completely new services
§  Application programming interface (API) – A set of routines, protocols, and tools for building software applications
§  Mash up editor – WSYIWYGs (What You See Is What You Get) for mash ups