Page 16 - The Complexity Perspective 20 02 18
P. 16

The ideal size for teams (where technology is not being used in any
                  way) is 2-8, with an upper limit of around 25. In these smaller groups,
                  successful collaboration is generally reliant upon (often face-to-face)

                  social negotiation (discussion) to evolve and guide the development of
                  the group’s creative output.


                  In Wiki-style collaborations, there is simply so much information to be
                  negotiated if people communicate directly that the negotiations would

                  collapse under their own weight without the mediation of an
                  administrative/stigmergic platform.


                  This is not to say that social negotiation (discussion) does not take
                  place in stigmergic collaborative contexts, but rather that such

                  negotiations take a back seat in terms of the creative drafting process.
                  In reality, most (if not all) stigmergic wiki collaborations have
                  discussions associated with the content being developed, but it is

                  possible to contribute (to Wikipedia.org, for instance) without
                  discussing your contribution with others. This does not preclude
                  discussion in such systems (chat rooms, bulletin boards, email lists),
                  but such discussions are typically secondary to the objectives of the

                  overall project.


                  Strength of Emergence

                  Complexity theorists draw a distinction between strong and weak
                  emergence. Simply put, if you can work out what happened after the
                  event then the Emergence is 'weak'. If you have absolutely no idea

                  what happened (like consciousness emerging from a bunch of cells)
                  then it is 'strong'. All emergence in the business world is weak
                  and can be rationalized ex-post giving the (likely spurious)
                  impression of understanding what happened.









                                                                                                       16
                  ©Business Games Works 2018                    (Version 1)
   11   12   13   14   15   16   17   18   19   20   21