“anti-hierarchy” environment in an organization Essay example

968 Words Jun 16th, 2014 4 Pages
Do you think it’s possible for an organization to deliberately create an “anti-hierarchy” to encourage employees to engage in acts of creative deviance? What steps might a company take to encourage creative deviance?
I think is it very hard to deliberately create an “anti-hierarchy” environment in an organization, but it is not impossible.
The first step is to ensure that the organization’s culture supports and encourages creative deviance. This, in and of itself, is a challenge. Every organization leadership understands that unity of command and chain of command is highly important to achieve set performance goals. This dilemma creates a fine line between the phenomenon of “creative deviance” and simple disregard to “acceptance theory
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Additionally, democracy is important to an extent, even in a highly structured environment. Creative people should have a say so in the direction of the projects even if it affects timelines. But when it comes to managing and synchronizing work of many employees across different time zones while keeping up with ever changing landscape in competitive outside market environment, most companies sink low faced with such challenge. “Democratic” innovation is messy, time consuming, and difficult to manage. For this reason, many companies like Apple have created controlled environments in which innovation can occur (2).
Sources:
1. Robbins, Stephen P., and Mary K. Coulter. Management. 12th ed. Boston: Pearson, 2014. Print.
2. Sam Ladner. When Can Innovation and Hierarchy Co-Exist? January 6, 2010.
Michael Lopp, senior engineering manager at Apple, described design process in place. He admits that all initial mockups of “crazy” creative ideas take a huge amount of time upfront to develop. But management understand that it is worth it because it removed all ambiguity in the beginning without costing enormous amount of resources to correct mistakes at the end of the process.
Apple also religiously used “10 to 3 to 1” rule. 10 completely different mockups are designed independently for any new feature of the product, not 7 “fluffy” ones to make the other 3 “real” ones look better as it is done in some other companies. 10 strong

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