The Role of an Enterprise Social Networking Tool on Organisational
Knowledge Dynamics
Alizee Lacosta and Catherine Thomas
GREDEG, Université Coted’Azur CNRS, 250 Rue Albert Einstein, Valbonne Sophia-Antipolis, France
Keywords: Knowledge Management, Enterprise Social Networking Tool, ESN, JIVE.
Abstract: Enterprise social networking (ESN) technologies aim to have a profound impact on knowledge management
within companies in making things simpler, more fluid and dynamic for users. Their implementation within
organizations raises many questions on their ability to (1) promote knowledge sharing, and (2) create the
needed support for knowledge creation. Our study was conducted using Design methodology and carried out
within an international company. The company had chosen an ESN tool to develop a dynamic knowledge
management system. Three key results have been identified so far. First, the emergence of a virtuous and/or
vicious circle of Knowledge Management. Second, well managed gamification can facilitate knowledge
diffusion. Third, this type of technology requires a more federative governance, especially at its
implementation and initial stages, to build the knowledge management system.
1 INTRODUCTION
The exchange between individuals is at the heart of
both KM processes. First, knowledge sharing is made
by interactions between people (Nonaka & Takeuchi,
1995; Ikujiro Nonaka, 1994; Ikujiro Nonaka & von
Krogh, 2009). To allow the second KM process,
knowledge creation, the exchange between
individuals is capital to insure knowledge
combination (Nahapiet & Ghoshal, 1998; Ikujiro
Nonaka & von Krogh, 2009). It has often been
facilitated by digital technologies. The domain of
knowledge management (KM) was often
accompanied by references to the management of
information systems (IS) (Gray, 2001; Hwang et al.,
2018; Jasimuddin & Zhang, 2011; Kankanhalli et al.,
2005; Kim et al., 2016). Digital technologies are
today an integral part of businesses, especially for the
capitalization of knowledge, the primary purpose of
KM (Nonaka, 1994; Nonaka & von Krogh, 2009).
These technologies have evolved from knowledge
storage (document management, knowledge base) to
real exchanges and collaboration. Today, they are part
of what is known as web 2.0, defined as applications
facilitating interactive information sharing,
interoperability and collaboration over the Internet
(O’reilly, 2005). This definition shows how much
web 2.0 applications are more focused on the
participation of actors in the system than on the
technology itself. These more intuitive technologies
aim to simplify the usage and streamline interactions,
this by achieving fluidity in exchanges (Garud &
Kumaraswamy, 2005), simplicity and dynamism in
KM (Jasimuddin & Zhang, 2011), elements that are
absent from content management tools (also called
repository). In this perspective, knowledge exchanges
aim to facilitate sharing (purpose of capitalization)
and combination (knowledge creation) (Nahapiet &
Ghoshal, 1998).
Enterprise social networking (ESN) technologies
are evidence of this development; they are often
mobilized to support the digital transformation of
companies and encourage interactions in order to
create a competitive advantage in an increasingly
dynamic market (Rayrole et al., 2016). These ESN
tools are no longer simple storage or communication
tools. By using social network technologies, they also
aim to develop the social ties necessary for exchanges
and combination of knowledge (Nahapiet & Ghoshal,
1998). A question arises: do ESN create the social ties
and collaborative exchanges to build organizational
knowledge dynamics?
This article is based on an action research carried
out within an international group using the enterprise
social network tool - JIVE - to promote knowledge
sharing and creation. The first part of the research put
in perspective the literature on KM and IS relating to
76
Lacosta, A. and Thomas, C.
The Role of an Enterprise Social Networking Tool on Organisational Knowledge Dynamics.
DOI: 10.5220/0010120200760087
In Proceedings of the 12th International Joint Conference on Knowledge Discovery, Knowledge Engineering and Knowledge Management (IC3K 2020) - Volume 3: KMIS, pages 76-87
ISBN: 978-989-758-474-9
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
knowledge exchange, the second will present the
methodology used. The third will present briefly the
results obtained. They will then be discussed in a
fourth and final part.
2 INTERACTIONS IN THE
HEART OF KNOWLEDGE
MANAGEMENT/DYNAMICS
2.1 Tacit/ Explicit Knowledge
Interaction
The interaction between tacit and explicit knowledge
is key to understand the way knowledge is created,
but also diffused within a group of people (Nonaka &
Takeuchi, 1995). Tacit knowledge is embodied in
individuals and is more experienced than shared, this
is why tacit knowledge is difficult to share (Nonaka
& von Krogh, 2009). Explicit knowledge, also called
codified knowledge, can take several aspects, more or
less abstract, about the “how” and the “why”
(Echajari & Thomas, 2015). We speak about
knowledge interaction as knowledge never stays in a
fixed status, it moves from tacit to explicit and
evolves through social exchange (SECI model
(Nonaka & Takeuchi, 1995; Nonaka, 1994; Ikujiro
Nonaka & von Krogh, 2009)). The tacit/explicit
knowledge interaction is source of dynamics.
Furthermore, the re-use of explicit (codified)
knowledge in other contexts requires its combination
with other elements to favour the creation of new
knowledge (Nonaka & von Krogh, 2009). However,
this type of transfer raises the question of the capacity
of individuals to use codified knowledge in their
practices (Ancori, 2000); in other words, it raises the
question of the appropriation of codified knowledge.
Several forms of codification can be developed that
are more or less abstract depending on the objectives
of the codification process. Abstraction facilitates the
dissemination and the communication of knowledge
(Boisot & Li, 2005) but abstract codifications
generate a loss of accuracy in the representation of
phenomena, requiring the actors who wish to
appropriate this knowledge to expend major effort on
re-contextualization (Echajari & Thomas, 2015).
2.1.1 Social Dimension of Knowledge
Dynamics
Social dimension of the exchange is the second key
component of knowledge dynamics. Nonaka and
Takeuchi (1995) in their SECI model have put aside
the social dimension to show the importance of
tacit/explicit interaction (Nonaka & von Krogh,
2009). According to Kogut and Zander (1992) and
Nahapiet and Ghoshal (1998) sharing and creating
organizational knowledge is a social process of
exchange, absorption and the combination of
information and knowledge. Exchange, absorption
and combination are complex social processes that
reflect the entanglement of knowledge forms in an
organization capable of coordinating, structuring,
sharing and creating knowledge. The very notion of
the organization’s social capital is the source of
intellectual capital (Nahapiet & Ghoshal, 1998).
Social capital has three dimensions (Nahapiet &
Ghoshal, 1998). The first, structural, refers to the
configuration and the density of the ties which
connect individuals. The second, relational, shapes
the social system. It feeds the notion of belonging to
a group and defines the context in which
communication and exchanges occur between
members of an organization (Kankanhalli et al.,
2005). Finally, the third dimension is cognitive and
promotes a cognitive alignment of individuals which
will facilitate the sharing and combination of
knowledge.
One of the best examples of organizations capable
of coordinating, structuring, sharing and creating
knowledge are Communities of Practice (CoP).
Wenger (1998) defines CoP by explaining that
individuals form a community from the moment they
share the same working conditions. This common
practice generates a support for collective memory
(Wenger, 1998). CoP are therefore original social
structures.
However, as Garud and Kumaraswamy (2005)
point out, a certain balance between continuity and
change is necessary to ensure the dynamics of the
knowledge management system. It operates mainly
within and between group dynamics. It allows the
balancing between the continuity that an epistemic
group offers (identity, common thought models) and
the change that connections in and between these
epistemic communities can produce.
3 KNOWLEDGE MANAGEMENT
TOOLS
Technologies dedicated to KM have evolved
considerably, from storage tools to collaborative
tools.
The Role of an Enterprise Social Networking Tool on Organisational Knowledge Dynamics
77
3.1 KM Tools: From Storage to
Collaboration
When we talk about knowledge management, most of
the literature refers to codified knowledge storage
tools. Several words are used to define these tools:
"repositories" or more precisely "electronic
knowledge repositories" (EKR), but also "Knowledge
management systems" (KMS) or "Information
retrieval systems" (IR systems), "information system
". They all have the same vocation: the organized and
collective archiving of knowledge (Arazy & Woo,
2007; Bock et al., 2005; Hayes, 2011; Hwang et al.,
2018; Kankanhalli et al., 2005; Kim et al., 2016;
Sutanto et al., 2018). The quality of archiving is
essential to facilitate the recovery of knowledge.
Storage tools allow better accessibility to the
company's knowledge and thus participate in the
capitalization process.
The knowledge exchange has been and is made
ever faster, easier and more efficient thanks to
information and communication technologies. These
tools include emails and instant messaging, which
allow information or knowledge to be exchanged
from a request (Connelly et al., 2012). Failing to
provide only support for the exchange of information
and/or knowledge, emails have undergone misuse:
they are the subject of information storage. According
to a Lecko study (Rayrole et al., 2016), they are
considered to be the capital application of the entire
information system. However, this diversion of use
highlights the problems of validation and updating of
the knowledge exchanged and stored via messaging.
The transition to collaborative tools was made in
particular with the advent of wikis, a tool where
individuals contribute and whose content can be
corrected and improved by other members of the
organization (Hayes, 2011). With these tools,
individuals can interact with content, establish new
networks for exchange and new communication
channels within the organization (Hayes, 2011).
Content storage tools can support the knowledge
capitalization process by favouring content sharing.
However, they don’t play on tacit/explicit interaction,
which is left to individuals. Thus, collaborative tools
aim to favour this interaction by allowing individuals
to exchange.
3.2 Enterprise Social Networking,
Knowledge Management Tools?
Enterprise Social Networking (ESN) technologies
distinguish from previous KM tools by their plural
characteristics but also by their social aspect based on
collaboration. They offer the best combination of
different types of tools: allowing both storage
(capitalization process) and encouraging (more)
interactions by supporting social ties (knowledge
sharing and creation process?).
3.2.1 ESN Technologies: Technical
Specifications
The technology of ESN tools is part of the wave 2.0.
It is defined as applications facilitating interactive
information sharing, interoperability and
collaboration on the Internet (O’reilly, 2005). We
notice then that this definition is more focused on the
participation of the actors of the system than on
technology, which highlights the need to use these
ESN technologies as tools allowing and promoting
social exchanges rather than as storage platforms. The
link between KM and Web 2.0 can therefore be seen
as the path from autonomous process systems to
networks and collaboration (Hayes, 2011).
Web 2.0 carries the benefits of Web 1.0, that is, a
platform for documents, plus the social Web. It is the
activities of systems, due to the socialization of the
Web, that generate new data, which in turn process
and reuse in other areas (O’Reilly & Battelle, 2009).
This creates an exponential increase in the number of
data, what we call Big Data. Interaction and
information overload are, so, familiar elements of
Web 2.0.
3.2.2 ESN Technologies: Special Features
Web 2.0 is also intended to “simplify” use in order to
improve interactivity on the web. Interactivity is
promoted by the possibility of commenting, liking
and "tagging" documents. The ESN technologies
include gamification features which aim to motivate,
by using different types - especially hedonic ones
(Aboelmaged, 2018) - the users to participate on the
platform. An ESN is open to everyone, so it gives
visibility to the person behind the content
(Aboelmaged, 2018). This effervescence of opinions,
information and comments contributes both to the
enrichment of content and to information overload.
ESN tools seem also to encourage trust in a collective
way, compared to previous tools which were
favouring dyadic trust, so integrating the notion of a
“system” (Singh et al., 2018). Thereby, and because
ESN tools seem to enable users to “make sense” and
to access their virtual colleagues’ expertise
(Aboelmaged, 2018), we then could expect that ESN
tools ties CoP within the organization.
In these terms, ESN tools raises the question of
establishing a governance adapted to this type of KM
KMIS 2020 - 12th International Conference on Knowledge Management and Information Systems
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tool, in order to preserve knowledge and keep fluidity
to enable organizational knowledge creation.
4 METHODOLOGY
4.1 Context
4.1.1 General Presentation of the Company
Travel-Α
This research is carried out within the framework of
a CIFRE (an industrial agreement for training through
research in France) PhD thesis within a company
evolving in the travel industry, which we will name
Travel-α for confidentiality reasons. It is one of the
world leaders in travel management. Travel-α is a
global company with various regional management
offices spread over several continents: Americas
(NORAM and LATAM), Europe (EMEA), Asia-
Pacific (APAC). During 2016, the company initiated
a change in its strategy based on a digital
transformation.
The company Travel-α is divided into eight major
organizational functions, three of which are directly
linked to the KM: the "Strategy and Commerce"
function of which the KM team is a part, the "Human
Resources" function and finally the "Clients".
4.1.2 Presentation of the Company's KM
Project
The company's KM strategy is to support the
company strategy of Travel-α while assisting its
employees in digital knowledge sharing and creation
via an ESN tool, JIVE (commercial software). Travel-
α used several content management platforms, mainly
an intranet and SharePoint. The current KM project is
to gather most of this SharePoint content on JIVE.
The goal is to allow employees to share, exchange,
communicate and collaborate as freely as possible.
The objective of implementing this new tool is
threefold: (1) share information relating to human
resources and HR processes, i.e. the intranet, (2)
manage knowledge relevant to customer relations and
(3) organize and encourage interactions via the
emergence of collaborative groups between Travel-α
employees. The last two objectives are managed by
the KM function; the study therefore focuses on these
two.
4.1.3 KM Tools at Travel-Α
At Travel-α, a large part of the content intended for
customers is stored and shared on SharePoint, a
content management tool. A SharePoint site has been
opened to everyone and serves as a knowledge base
for documents intended for Customer teams. This site
is managed by the KM team which, as a last step,
validates and publishes the documents. We will call
this knowledge base SPS - SharePoint System.
In connection with the company's digital
transformation strategy, JIVE was launched in early
2017. JIVE is an American company created in 2001
offering its main product: a social network type
technology available in SaaS. The solution works on
the basis of "prefabricated" collaboration models
providing tools for different uses such as innovation,
project management, or even intelligence
communities (Rayrole et al., 2016).
JIVE first goals were to replace the existing
intranet tool and the old social network of the
company Yammer. It was also chosen to avoid silos
and procedures that slowed down employees' work.
Finally, JIVE's mission is to become the main tool
supporting the KM system in order to facilitate the
exchange of knowledge between employees and
company learning.
4.2 Integrative Design Methodology
In order to carry out this research, we have adopted a
design methodology well suited to intervention
research where the researcher-actor aims to design
and then implement a tool or an organizational
device. We have developed an integrative design
methodology (Pascal et al., 2013) which combines
two methodologies: “science-based design” and
“human centred –design”.
The integrative approach thus combines the
knowledge of literature based on “science-based
design” approach (development of design rules by
mobilizing existing knowledge in the scientific
literature) and then tested in practice ; it creates
knowledge by the combination of literature and real-
life testing (Denyer et al., 2008; Romme &
Endenburg, 2006; Romme, 2003; Van Aken, 2005)
and the knowledge of practitioners based on “human
centred –design” approach (successful solutions
emerge from design processes involving users and
future users and analysis of their needs) (Bate &
Robert, 2007; Hatchuel et al., 2006; Plsek et al.,
2007). The design rules from the literature, once
implemented, can be tested and a new design loop can
be developed. Thus, this methodology is carried out
in several loops, each consisting of six stages:
understanding the problem, developing design rules,
creating usage scenarios, building the artefact,
The Role of an Enterprise Social Networking Tool on Organisational Knowledge Dynamics
79
evaluation and transformation (Pascal et al., 2013).
4.3 Implementation of the
Methodology
The implementation of this methodology began in the
Travel-α company with two Design loops carried out
on 20 groups.
4.3.1 Design Loops
The first loop started early 2018, with meetings,
survey and interviews, then implementation of the 3
first pilot JIVE groups in September, October and
November 2018. While the implementation of these
groups gave us some first results, we decided to start
implementing second loop groups in February 2019.
The second loop overlapped slightly the first one. The
last groups of loop-2 were implemented end of Q4
2019, while loop-3 was being started.
4.3.2 Data Collection and Analysis Loop 1
Data collection for the first loop was done through
two surveys conducted one year apart and interviews.
The surveys were online (multiple choice questions
and open questions) and sent to all Travel-α
departments. The first in 2017, a few months after the
launch of the ESN, aimed to highlight the uses of the
company's various KM tools, and more specifically
of the SharePoint and JIVE platforms (more than 400
responses collected); the second in 2018 wanted to
identify changes in use after one year.
The first survey was followed by semi-structured
interviews with a selection of users in the “Client”
function, first KM team audience: Program Managers
(PM), Sales and Global Commercial Operator
(GCO). 54 interviews were conducted over 5 weeks,
30 minutes each, in order to identify: (1) the most
sought-after documents and information; (2) the
different platforms/tools employees use to find them
(if they are found?); (3) the procedures used to search:
keywords in the search engine or navigation through
content map; (4) the new uses developed on JIVE and
a comparison with those developed on SharePoint
(previous tool for the storage and exchange of
knowledge).
In addition, meetings were held with the heads of
key departments in different functions in order to
better understand the role of knowledge management
with regards to the new company strategy
implemented by Travel-α.
The main objective of analysing data from
surveys, interviews and meetings was to define the
problem to be solved, the first step in the design loop.
Surveys and interviews have highlighted the concrete
needs and problems encountered by users when
searching for documents. The meetings specified the
needs and expectations in terms of the KM strategy.
4.3.3 Data Collection and Analysis Loop 2
For the second loop, a third survey (500 responses
collected) has been followed by interviews (25, 30
minutes each). The objectives of these interviews
were to better understand (1) how users learn about
the new Travel-α strategy, (2) for what purpose they
go on JIVE, (3) what kind of content and knowledge
they are looking for and if they find, (4) how they
proceed to look, (5) what issues they encounter and
finally (6) what they expect from JIVE in the future.
In addition to this, information from 180 meetings
conducted with group owners have been collected and
coded.
5 RESULTS
5.1 Problem Awareness
The first analysis of meetings and interviews allowed
us to define problems at two levels: strategic and
operational. At the strategic level, expectations were
(1) to organize knowledge in alignment with the new
strategy and (2) to use JIVE to create a KM system.
At the operational level, get one platform to store
knowledge and content, was the most requested
element, JIVE replies to this. But the change from a
very centralized platform to a decentralized one was
one of the main operational challenges KM team has
to solve. The second operational challenge was to
manage the transition from SharePoint to JIVE in
order to get more collaboration for a richer sharing.
5.2 Design Rules
The literature in interaction with surveys and
interviews has allowed us to define six main design
principles in two loops. These principles in
interaction with the groups’ members were then
broken down into Design rules. This step therefore
mixes steps 2 (design rules) and 3 (usage scenario).
5.2.1 Distinguish between Official Groups
and Collaborative Groups
The dual purpose of the knowledge management
system led us to build the KM solution by combining
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two types and two groups. Official KM groups that
aim to support the capitalization of knowledge
through the exchange and sharing of knowledge
deemed relevant, validated and updated.
Collaborative groups which aim to strengthen
exchanges and the combination of knowledge in order
to promote knowledge creation.
Rule 1: Official groups are responsible for
identifying critical knowledge, formalizing,
validating, classifying, and updating it. These
essential processes to guarantee confidence in the
published knowledge (perceived usefulness) and the
ability to retrieve the right document (ease of use)
requires the implementation of minimal governance.
Rule 2: In addition to official groups, encourage
the emergence of collaborative groups in order to
strengthen interactions within these. Their objective
is to increase the exchanges and combinations of
knowledge not yet stabilized in order to allow the
emergence of new knowledge.
5.2.2 Provide Official Groups with a
Common Identity
The move from a single site, SPS, to a multitude of
groups on JIVE reflects a major change in the KM
system. The recognition of official groups,
depositaries of validated knowledge then becomes
essential.
Rule 3: Having a design element that allows their
recognition, here "official" will be written in each
group’s name.
Rule 4: Provide official groups with a common
identity to facilitate exchanges and knowledge
sharing through these groups. This identity can be
based on the search for similarity (Brewer, 1991). The
similarities are declined on two levels: 1) the respect
of the colours and the logos of the company, and 2) a
common model of the home page. The common
model ensures a similarity between the groups, it
nevertheless allows adaptations so that each group
can appropriate it. The common model is made up of
4 mandatory “boxes” on the homepage: a box for
describing the group’s subject, a box for presenting
the team in charge of the group, a box leading to the
education group, a box leading to a "frequently asked
questions" page.
5.2.3 Have a Common Knowledge
Classification to Facilitate Their
Retrieval
The knowledge retrieval, essential for a KM-IS, is
based on a shared knowledge classification and an
indexing adapted to usages and the system. The mode
of classification or organization of knowledge is
essential to promote cognitive alignment between
members of the organization (Nonaka, 1994); that is,
all the more, important in a KM system composed of
several distinct groups. Content is generally indexed
by the name of the document and then by the
description of the content and the container (Arazy &
Woo, 2007; Kergosien et al., 2011).
Field surveys have also shown that the current
classification and indexing methods are not
satisfactory on SPS, revealing problems with
retrieving documents via search engine or navigation.
Going to JIVE is an opportunity to improve this key
point of the knowledge management system.
Rule 5: Adopt a common document indexing
policy to facilitate document retrieval via search
engine: a naming convention (with a glossary to
maintain spelling consistency) and a tag convention
(made possible as JIVE is an ESN) to improve search
engine’s results.
Rule 6: Adopt a common knowledge organization
to facilitate documents retrieval via navigation. The
categories to organize are taken from the glossary
developed in the naming convention. In addition,
navigation is made easier by the construction of a
page (a "content overview document") mapping the
types of documents and the link to documents
published by the group. Surveys have shown that this
mapping of published documents is particularly
appreciated by users.
5.2.4 Get a Governance
The literature in KM indicates the need to set up an
organizational structure which supports KM
processes, in particular the capitalization process and
support processes such as communication and
incentives. Mainly, studies on the KM-IS governance
concern conventional tools of the “repository” type.
However, an ESN profoundly changes the nature of
the KM system. It is no longer made up of one site
but of several groups, and these group’s leaders are
not part of the KM team.
The mode of governance to be put in place is to
find a fair balance between centralization and
decentralization. For this, during the first loop we
have created a rule to guarantee the quality of
capitalization in official groups.
Rule 7: Develop a RASI for each official KM
group. The RASI (or RACI) consists of the
development of a table, in which the roles and
responsibilities are clearly indicated.
As you will see later in this article (evaluation
section), we encountered difficulties to put in place
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81
this rule and the loop 2 highlighted a need of a wider
governance, not only on officials’ group. As is, the
rule 7 has been transformed in a more informal one
(rule 7A) where KM team is aware of who is an
official group administrator and so 1) follow
publication guidance (to help knowledge retrieval)
and 2) reply to questions on the group they own (more
information in evaluation section). This was to meet
the need of role and responsibilities in official groups,
but we were lacking a rule for a wider governance.
From the literature, we learnt a KM committee is
useful to provide awareness of KM within the
organization and to define KM priorities based on the
strategy.
Rule 9: Implement a KM committee within
Travel-α with key stakeholders at manager level.
5.2.5 Encourage Interactions between
Formal Groups and Collaborative
Groups to Support a Dynamic
Knowledge Management System
The choice of JIVE is to encourage interactions
between collaborators in order to facilitate exchanges
and combinations of knowledge, as a social network
would do (Nahapiet & Ghoshal, 1998). In this
perspective, employees can create collaborative
groups (rule 2). If these groups are aimed at creating
new knowledge, it is important once knowledge is
stabilized to share it more widely. The official groups
then take over to ensure the sharing of this new
knowledge once it is deemed relevant and validated.
Rule 8: Organize modes of interaction between
official and collaborative groups.
5.2.6 Use the Tool's Functionality to
Motivate Knowledge Sharing
ESN tools offer new functionalities, notably
gamification with quests and earning points by
participation on the platform. We have seen during
the JIVE’s first year that individuals were motivated
to use it by the perspective of earning points. Also,
many first contributors on the platform made the
request to create quests. Martin Cruz et al. in 2009
(Martín Cruz et al., 2009), hypothesized that extrinsic
motivators play on competition between members,
since they encourage employees to perform useful
and valuable tasks for the organization. The authors
specified that despite the fact that extrinsic motivators
are not necessarily the first motivators, they can be a
good tool to generate a "basic commitment". Our
observation allows us to conclude that the
gamification has played this role. Thus, putting in
place some rules about the gamification should
improve motivation to share knowledge on the
platform.
During loop 2, and faced with feedback from
users, the KM team, in collaboration with the Internal
Communication team (in charge of JIVE), decided to
add rules on Quest creation, so that these make more
sense in knowledge sharing for users.
Rule 10: Regulate the quests of official KM
groups: (1) KM team should be included in the quest
discussions, and (2) quest objectives and end date are
required.
5.3 Artefact Construction
As explained briefly above, the methodology of
Design Science lives by loops. The first loop, rules
creation, was applied on three pilot groups (PO, TC
and GSS) in the last quarter of 2018. All three pilots
have applied the rules. However, the application of
the naming rules (rules 5 and 6) revealed points of
tension in one group (GSS).
The second loop has been applied on 14
products/services and strategy groups and 8 other
groups related to sales or CX team productions,
during 2019. We encountered again these naming
tension, but more groups were implemented less,
these problems appeared. During this loop, we did not
apply any rule 8 because no collaboration groups
have been created. This second loop has highlighted
a wider problem: the need of organizational KM
governance in Travel-α.
5.4 Evaluation
The two first Design loops allowed us to highlight 4
key points relating to the construction of a KM system
on an ESN, which will be very briefly described.
5.4.1 Richer Exchanges
The main advantage of Web 2.0 tools is the
collaborative features included, more specifically
likes, comments or questions in ESN tools.
Richer Exchanges in Terms of Knowledge.
Through comments, in particular, users can tell others
if the published content is useful, interact with
contributors. Users can also ask for more information
through comments and/or questions. The example
below shows us that a response in a comment can help
the user to apply an official document rule to a
particular case. Contextualization is done by people
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who face same situations and share it, as explained by
PM-1 in EMEA.
“The question was whether
we could put the invoices on [a
travel-α product] I raised the
question in comment, and I had
the answer”
These ESN features extend exchanges with many
potential partners and not only with the people who
own the content. Below, the combined advantage of
(1) the commenting feature and (2) the platform’s
openness to everyone, enables greater responsiveness
because it is not only content owners who can
respond, other users can too, as PM-2 in NORAM
said:
"One thing I really like is
that when you post [a
question], you don't hear the
owner of the product right
away, but you hear other PMs
or other people who could
answer it”
However, sometimes, users’ comment does not add
value, as Sales 1 in APAC said:
"A lot of people
commenting, it's irrelevant”
Richer Social Exchanges. The primary purpose of an
ESN tool is to create virtually the interactions
characteristic of social networks, making it possible
to connect individuals who are not directly connected
with other individuals. These tools appear to be so far
fulfilling well this function of "connectivity" as
presented by Sales 2 in EMEA:
“Overall, I think it's a very good tool: the
possibility of being able to interact with people is
an ergonomic tool”
We identified two types of social relationships: the
first is related to motivation; the second reflects the
multiplication of connections to gain access to
knowledge.
Motivational Social Bond. These functionalities of
virtually recreating social relationships make it
possible to recover some social interactions that
individuals could have face to face, in particular
congratulations, encouragements, as explained by
PM-3 in NORAM:
"If somebody need
encouragement, I would
definitely encourage them”
The tool is also used to share the achievements and
successes of the teams, as explained by PM-4 in
NORAM:
“It is also a great place for
staying connected […] we have
a page where we can share
accomplishment”
Social Ties to Access Knowledge. On JIVE,
whatever content type you publish, your name
appears; unlike common social networks,
pseudonyms are not possible. Thus, all users know
who posted what. Users can know "who knowns what
" (who owns what), as the GCO in EMEA explained:
"It is very easy to know who the product owner is,
[…], who can be helpful. So, it is an easy access
information and exchange platform”
5.4.2 A Facilitated Motivation: The
Gamification
ESN tools have gaming features allowing individuals
to earn points by participating. We can distinguish
two gamification types: first, the more you participate
the more you earn points; second, following a "quest"
allow you to gain points.
Points. Whether it is a like, or a comment, or even a
document, each participation gives points to the users.
This simple fact is a motivator for individuals who are
thus encouraged to use it, as explained by PM-3 in
NORAM:
"When I have a little time
or depending on the page,
when I see my profile, I see
that I am so close to the next
level so I will pick a quest or
I’ll do something to pump up
my points”
Here, we can see that users are encouraged to
"participate" on the platform to earn points and that
this incentive phenomenon works. The gamification
aspect turns out to be a good motivator for use.
However, gaining points by participation can
generate perverse effects, even if users are concerned
about the usefulness of their interventions as PM-3 in
NORAM:
"I try to comment but I like
my comment to be a value, I
don’t comment just for
comment I would really
comment if my words would be
impactful. […] I don’t want to
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83
be the girl that comment
“great job everyone” every
single time”
As the quote above points out to us, the number of
people commenting “great job” every single time is
significant enough for her to mention it.
Quests. Creating a "quest" creates a "path" that the
user will have to take to earn points. This "path" will
make him "consume" different content, in different
ways: by liking, commenting, "sharing" or
downloading content. By encouraging people to do
so, the quest can have a positive impact on the
knowledge dynamics.
(1) The individual is browsing content that he or
she might not have seen without the existence of the
quest. Insofar, as the quest can be related to the
individuals’ tasks, it highlights important content for
him or her and, thus, favour its consultation as a
priority, as PM-4 in NORAM explained:
“There are some products
that I really do need, and I
want to know about, so I would
do that quest
Targeting key documents is a way of countering
“information overload” which is often cited by users
and the literature of Web 2.0 tools. PM-4 in NORAM
continues:
"And I think this is going to
take me to the right places,
make me bookmark the right
pages"
(2) These "quests" allow also managers to track
people who completed quests; offering a new form of
training for employees as explained by PM-5 in
NORAM.
"We had to complete the
[JIVE quest]: we have to go
through [JIVE], the learning
training thing by August 12.
That's really good because
when we see that there is a
deadline, in my opinion, it
forces me to bloc my calendar,
take the time and go through it.
And it is very […], easy to
follow”
Thus, the marketing manager of the new strategy
created a quest to encourage individuals to consume
the new strategy content and incorporated this quest
into training for newcomers.
If you want to complete the quest, you must
complete all of the actions listed. It’s a “forced” way
to share knowledge. However, quests may sometimes
not make sense to users. Content owners can create
quests which, at the end, make no sense for users, as
PM-4 in NORAM explained:
"Some of the quests want
you to share a page or a
document. I don’t really
understand that when we all
have access to the same quest.
I am like “who am I going to
share this with?”. People have
all the same access that I have.
[…] That’s not really working,
I’m like “why are we doing
this?”
It seems here that the hedonic motivation does not
activate when there is loss of meaning. As a reminder,
ESN should allow the re-creation of social ties, which
partly consist of common meanings, particularly
within CoP. In the example above, the person sought
to share with his/her community to bring value and
help others. This example shows that a poorly
designed quest can create information overload.
5.4.3 Knowledge Creation
The distinction between official and collaborative
groups (rules 1 and 2), and how their interaction can
favour a dynamic KM system (rule 8) was put in place
by GSS in the loop 1. GSS owners noted that the
interactions between the official and the collaborative
group allowed them to question critical knowledge.
As stated by the GSS’ Vice-President:
"What the GSS group has
set up is exactly where we want
to go to manage knowledge"
Unfortunately, the collaborative group has not been
animated and was moved out of priorities. So, we
cannot confirm or infirm the results. With the second
loop, we tried to implement collaborative groups with
official ones, as one of the group owners said:
“that’s ok, we are already
collaborating using mails and
calls”
This example shows that we need users and
managers’ awareness about knowledge creation to get
dynamics in the KM system.
Governance. As explained briefly in the Design rules
section, we started by creating the rule 7 in order to
make roles and responsibilities clear for everyone,
especially the users. When we asked the pilot groups
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of loops 1 to fill in the RASI, the group owners did
not see the need of this particular element. According
to the PO owner:
“It is not my priority and
[the RASI] may change every
often”
So, implementing the RASI was difficult, that’s the
reason why we made it more informal between KM
team and owners. But with the number of
implemented groups increasing, we saw less and less
difficulties to implement all the common rules and
moreover, other group owners came to KM team to
implement KM rules. Here, we can see that the
governance largely promotes the knowledge sharing.
5.5 Transformation and Changes for
the Coming Loop
To synthetize: the first loop (3 groups) has shown the
needs of a better role & responsibilities definition
within the different groups, but also a definition of
knowledge groups boundaries The second loop has
shown the need of a wider governance due to the
interdependencies between groups not reflected by
the governance in place. We thus need to expand the
groups governance to a KM system’s governance,
which implies the involvement of all employees in a
KM culture.
The next loop should focus then on engaging
employees in a federal KM governance by creating a
KM committee in order to spread the KM culture, but
also to get feedback from key stakeholders in terms
of priorities and usage.
6 DISCUSSION AND
CONCLUSION
This paper aimed to show the first results of the ESN
tool implementation to build a dynamic KM system
that promotes essentially knowledge sharing. Indeed,
the results obtained have shown that the deployment
of this technology definitely improved knowledge
sharing processes. But it can generate vicious circles
and needs specific governance, especially at the
implementation stage, for the KM system to be
efficient.
6.1 Exchanges Favoured, Knowledge
Sharing Improved
We have seen that JIVE can, via likes, comments and
questions, enrich the initial content of documents.
The interactions, facilitated by technology, between
group members and the published content, provide
additional knowledge. Here, interactions between
formal (“official” knowledge) and less formal ones
(comments) initiate a virtuous circle of knowledge
exchange. These interactions between two forms of
explicit knowledge enrich the notion of virtuous
circle introduced by Nonaka (Ikujiro Nonaka, 1994)
which is based on tacit/explicit knowledge
interactions.
In addition, we have seen that comments and
questions (less formal knowledge) on an ESN tool
can provide context that helps knowledge
appropriation, and thus knowledge sharing. It echoes
Echajari and Thomas’ (Echajari & Thomas, 2015)
work on codification, abstraction and appropriation.
Our results show that ESN tools favour two types
of social exchanges. The first type allows users to
access their colleagues’ expertise (Aboelmaged,
2018), by identifying “who knows what” in a larger
way than the one offered by their direct network.
The second one favours social interactions such as
encouragements, which as shown by the literature
(Ikujiro Nonaka & von Krogh, 2009; Singh et al.,
2018; Wenger, 1998), facilitate knowledge sharing.
6.2 Gamification and the Risk of
Developing a Vicious Circle
Gamification on ESN tools encourages users to
actively participate in the KM processes and help to
access the right information. It contributes to
organizational learning. Knowledge sharing seem to
be more influenced by hedonic motivation on ESN
tools, and gamification is a good example as by
providing direct positive emotions after gaining
points, it motivates to share (Aboelmaged, 2018).
However, motivation on KM system has always
been tricky (Garud & Kumaraswamy, 2005;
Jasimuddin & Zhang, 2011) and to some extent, the
incentive via gamification joins Garud and
Kumaraswamy (2005) work highlighting the dangers
of financial incentives. Indeed, it can create
information overload and reduce knowledge quality
on the system. Gamification is all the more dangerous
since this practice is very simple to implement. They
therefore need to be regulated by the KM governance
system.
6.3 Federative and Collaborative
Governance Difficult to Implement
ESN tools aim to manage knowledge by promoting
interactions through a social network construction.
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However, the study shows that these ESN require a
KM governance implementation at different levels:
First, to ensure KM processes’ quality, as for a classic
KM IS, managed by official groups; second, to
motivate people to use the tool and also to regulate
interactions. Beyond these regulations, governance
appears essential to create a unique KM system which
makes sense (Garud & Kumaraswamy, 2005). The
literature speaks of federative governance (Choi et al.,
2005; Kannabiran & Pandyan, 2010) and in our case,
KM governance is difficult to set up due to the
creation of a KM system common identity. The
ability to identify arises from the convergence of an
individual's interests with the system ones (Johnson
et al., 1999). Identity and governance seem
intrinsically linked, which provides an interesting
avenue of research for future design loops.
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