Communication Quarter

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Communication Quarter (hereinafter, the Quarter) is a lecture introducing the learners to social discovery primarily through key topics related to communication. The Quarter is the first of four lectures of Social Quadrivium, which is the fifth of seven modules of Septem Artes Administrativi (hereinafter, the Course). The Course is designed to introduce the learners to general concepts in business administration, management, and organizational behavior.


Outline

Talent Management Quarter is the predecessor lecture. In the enterprise discovery series, the previous lecture is Human Perceptions Quarter.

Social discovery is data discovery conducted by groups. This data is an aggregate of those individual data that have influenced the group. Some of this data may be stored by social networks such as social media. This particular lecture concentrates on communication because this method is the primary, often the only, for collecting the data of groups.

Concepts

  1. Communication. The transfer of any type of data including meaning.
  2. Nonverbal communication. Communication transmitted without words.
    • Body language. Gestures, facial configurations, and other body movements that convey meaning.
    • Pause. A temporary stop in action or speech.
  3. Oral communication. The process of expressing information or ideas by word of mouth.
    • Verbal intonation. An emphasis given to words or phrases that conveys meaning.
    • Active listening. Listening for full meaning without making premature judgments or interpretations.
  4. Human communication.
  5. Communication process. The steps between a data source and a data receiver that results in the transfer and understanding of meaning. In other words, communication process is a set of activities involved in transferring meaning from one person to another.
    • Message. A purpose to be conveyed.
    • Encoding. Converting a message into symbols.
    • Decoding. Retranslating a sender's message.
    • Noise. Any disturbances that interfere with the transmission, receipt, or feedback of a message.
  6. Communication channel. The medium that data or data collection such a message travels along.
  7. Channel formality.
  8. Channel richness. The amount of information that can be transmitted during a communication episode.
    • Webconferencing. The real-time sharing of computer screens, audio and video applications or web-based content among two or more computers or mobile devices. Webconferencing allows users to conduct business meetings and seminars, lead presentations, provide online education and offer direct customer support via remote keyboard mouse control. Control of the session can be passed among users, so any attendee can act as the main presenter.
  9. Enterprise communication. All the patterns, networks, and systems of communication within an organization.
  10. Enterprise communication network. The variety of patterns of vertical and horizontal flows of enterprise communication.
    NetworkChainWheelAll-channel
    Model
    Chain-network.png
    Wheel-network.png
    All-channel-network.png
    SpeedModerateFastFast
    AccuracyHighHighModerate
    Emergence of leaderModerateHighNone
    Member satisfactionModerateLowHigh
  11. Social network. A network of social interactions and personal relationships. A dedicated website or other application that enables users to communicate with each other by posting information, comments, messages, images, etc. is called a social networking system.
    • Social networking system. A dedicated website or other application that allows for a social network; it shall enable users to communicate with each other by posting information, comments, messages, images, etc.
    • Social network structure. The patterns of informal connections among individuals within a group.
    • Social media. Forms of electronic communication through which users create online communities to share ideas, information, personal messages, and other content.
  12. Hierarchical communication. Communication within the same or through different levels of an enterprise.
  13. Cultural context. The influence of the society the author lives in and his or her culture on his or her communications.
  14. Communication apprehension. Undue tension and anxiety about oral communication, written communication, or both.
  15. Reporting. Giving a spoken or written account of something that one has observed, heard, done, or investigated.
  16. Communication need. A need of a stakeholder to receive business reports possibly in a specified manner.
  17. Emotional intelligence. The ability to detect and to manage emotional cues and information.
    • Emotional dissonance. Inconsistencies between the emotions people feel and the emotions they project.
    • Surface acting. Hiding one's inner feelings and forgoing emotional expressions in response to display rules.
    • Deep acting. Trying to modify one's true inner feelings based on display rules.
    • Mindfulness. Objectively and deliberately evaluating the emotional situation in the moment.

Roles

  1. Listener. A person who listens, especially someone who does so in an attentive manner.
  2. Reporter. A professional engaged in collecting and analyzing facts about events by interview, investigation, or observation. He or she reports and writes for one or more identified or bulk stakeholders.

Methods

  1. Five Ws (or Five Ws and How, 5W1H, or Six Ws). A reporting technique based on questions that are considered basic in data gathering and problem solving.
  2. Active listening.
    Active listeningDescription
    Don'tsDon't interrupt
    Don't try to speak more than your partner unless asked
    Do'sParaphrase what your partner has just said to demonstrate understanding
    Avoid distracting actions and gestures
    Ask questions even if you know the answers
    Exhibit affirmative head nods and appropriate facial expressions
    Show interest by making eye contact
    Show emphathy
  3. Reporting principle. A fundamental basis of reporting.

Instruments

  1. Communication media. Leased, earned, shared, owned
  2. Leased media.
  3. Earned media.
  4. Shared media. through social media, websites, or natural environments.
  5. Owned media. including handout media
  6. Data interchange tool. A software implement used to interchange data.
    • Application programming interface (API). A system of tools and resources stored in an operating system that is designed to connect software applications.
    • Electronic data interchange (EDI). EDI replaces paper mail, fax and email by electronically exchanging order and fulfillment/billing information in a standard format between trading partners.
    • Interoperability. Ability of systems to communicate by exchanging data or services.
  7. Email client (or mail user agent). A software program in the category of groupware environments used to access and manage a user's email. Client is meant to be a role. For example, a web application which provides message management, composition, and reception functions may internally act as an email client; as a whole, it is commonly referred to as webmail. Likewise, email client may be referred to a piece of computer hardware or software whose primary or most visible role is to work as an email client.
  8. Webconferencing software. A software system that enables webconferencing. Some systems also support screen annotation, polling, speaker management, chat discussions, shared whiteboards and much more. Those systems that support video conferencing may also integrate with room-based video conferencing systems. Most webconferencing software is accessible via a web browser, but downloading and installing a client is often required to take advantage of all features, such as voice and video conferencing and content sharing.
  9. Repository. A real or virtual facility where all information on a specific topic is stored and is available for retrieval.

Practices

Social Rationale Quarter is the successor lecture. In the enterprise discovery series, the next lecture is Market Intercourses Quarter.

Materials

Recorded audio

Recorded video

Live sessions

Texts and graphics

See also