Ob Notes
Ob Notes
Organizational Behavior (OB) is a field of study that investigates the impact that individuals, groups, and structure
have on behavior within organizations, for the purpose of applying such knowledge toward improving an
organization's effectiveness. It's about understanding, predicting, and managing human behavior in the workplace.
Example: When Google wanted to improve team effectiveness, they didn't just guess. They launched
"Project Aristotle," a data-driven OB study analyzing hundreds of teams to understand what made some
succeed while others struggled. They found that psychological safety, not who was on the team, was the
single most important factor.
o Figurehead: Symbolic head, performing routine legal/social duties (e.g., a CEO signing legal
documents).
o Leader: Motivates and directs employees (e.g., a manager conducting performance reviews).
o Liaison: Maintains external contacts and information networks (e.g., a marketing manager
networking at an industry conference).
o Monitor: Seeks and receives information to understand the organization (e.g., reading industry
reports).
o Disseminator: Transmits information internally (e.g., sharing competitor analysis with the team).
o Entrepreneur: Initiates and oversees improvement projects (e.g., launching a new product line).
o Disturbance Handler: Takes corrective action during conflicts or crises (e.g., handling a customer
service complaint).
o Negotiator: Represents the organization in major negotiations (e.g., union contract talks).
Management Skills:
Technical Skills: The ability to apply specialized knowledge or expertise. (e.g., a software engineer coding, an
accountant preparing taxes).
People Skills (Human Skills): The ability to work with, understand, and motivate other people. (e.g., a
project manager resolving conflict between two team members).
Conceptual Skills: The mental ability to analyze and diagnose complex situations. (e.g., a senior leader
envisioning how a market trend will affect the company in 5 years).
Successful Managers (defined by speed of promotion) spend a disproportionately large amount of time
on networking (socializing, politicking, interacting with outsiders).
Effective Managers (defined by quantity/quality of performance and employee satisfaction) spend the most
time on communication (exchanging information) and traditional management (planning, decision making).
Systematic Study: Looking at relationships, attributing causes and effects, and drawing conclusions based on
scientific evidence (e.g., controlled studies, data analysis). It replaces intuition with a more objective
understanding.
Evidence-Based Management (EBM): Basing managerial decisions on the best available scientific evidence.
It's about "knowing what we know and what we don't know."
o Example: Instead of assuming that a pay raise will boost sales, a manager using EBM would look at
research on incentive structures, consult industry benchmarks, and analyze data from their own
company to find the real drivers of sales performance.
Intuition: "Gut feelings" about why people do what they do. Systematic study and EBM complement
intuition to ensure decisions aren't based on flawed assumptions or incomplete information.
Big Data: The use of massive amounts of data analytics to understand, help, and manage people.
Psychology: The science of behavior and mental processes. It contributes at the individual level (learning,
personality, emotions).
Social Psychology: Blends psychology and sociology, focusing on how individuals influence each other (e.g.,
attitude change, communication patterns).
Sociology: Studies people in relation to their social environment or culture. It contributes at the group and
organizational level (e.g., team dynamics, organizational culture).
Anthropology: The study of societies to learn about human beings and their activities. It helps us understand
cross-cultural differences and organizational values.
Few Absolutes: There are very few simple and universal principles that explain organizational behavior. It
always depends on the situation, which is why we use Contingency Variables (situational factors).
Key Challenges:
o Managing Workforce Diversity and Fostering Inclusion: Organizations are becoming more
heterogeneous in terms of gender, race, age, and sexual orientation. The challenge is to leverage
this diversity for competitive advantage while creating an inclusive environment where everyone
feels valued.
Example: Johnson & Johnson has long been recognized for its strong diversity and inclusion
programs, which they link directly to innovation and business growth.
o Responding to Globalization: Companies operate across borders, requiring managers to understand
different cultural norms and manage expatriate assignments.
Example: When McDonald's expanded into India, they had to adapt their menu significantly
(removing beef and pork) to respect cultural and religious norms, a direct application of
understanding cross-cultural differences.
o Using Technology and Social Media: Managing the "always-on" culture, ensuring virtual workers
feel connected, and mitigating the negative impacts of technology on employee well-being.
o Improving Ethical Behavior: In a world of complex financial products and global supply chains,
creating an ethically healthy climate is paramount.
Example: After its emissions scandal, Volkswagen had to undertake massive cultural and
ethical overhauls to rebuild trust and ensure such behavior wouldn't happen again.
o Practicing Corporate Social Responsibility (CSR): The triple bottom line (people, planet, profit) is
increasingly important.
Example: Patagonia, the outdoor clothing company, is a prime example. Its mission
statement is "We're in business to save our home planet," and it donates a percentage of
sales to grassroots environmental organizations, attracting employees and customers who
share those values.
o Responding to the Gig Economy: Managing independent contractors and freelancers ("a company of
one") requires a different approach than managing traditional employees.
Example: Companies like Uber and TaskRabbit are built entirely on the gig economy model,
presenting constant challenges in motivation, control, and worker classification.
1. Inputs: Variables like personality (individual level), group structure (group level), and organizational culture
(organizational level) that lead to processes.
2. Processes: Actions like decision making, communication, and leadership that individuals and groups engage
in.
o Task Performance: The combination of effectiveness and efficiency in doing core job tasks.
o Organizational Citizenship Behavior (OCB): Discretionary behavior that is not part of formal job
requirements but contributes to the workplace environment (e.g., helping a new colleague,
volunteering for extra work).
o Withdrawal Behavior: Actions employees take to separate themselves from the organization (e.g.,
absenteeism, turnover).
o Productivity: Achieving goals by transforming inputs to outputs at the lowest cost (effectiveness +
efficiency).
o Organizational Survival: The organization's ability to exist and grow over the long term.
Forms of Diversity:
o Surface-Level Diversity: Differences in easily perceived characteristics like age, gender, race, and
ethnicity. These are the characteristics that are immediately visible and can lead to stereotypes.
o Deep-Level Diversity: Differences in values, personality, and work preferences. These become more
important over time as people get to know each other.
Key Concepts:
o Implicit Bias: Prejudice that is hidden outside one's conscious awareness. It's automatic and
unintentional.
Example: Studies have shown that identical resumes with "white-sounding" names (like
Emily) receive significantly more callbacks than those with "Black-sounding" names (like
Lakisha), illustrating implicit bias in hiring.
o Discrimination: Actions that create advantages for some groups over others.
Disparate Treatment: Intentional discrimination (e.g., not hiring someone explicitly because
of their religion).
Theoretical Perspectives:
o Social Categorization: The natural human tendency to make sense of others by grouping them. This
is the root of "us" (ingroup) vs. "them" (outgroup) thinking.
o Stereotyping: Judging someone based on the perception of their group. It's a mental shortcut that
can be inaccurate and harmful.
o Stereotype Threat: The fear of being judged or treated negatively based on a stereotype. This can
cause anxiety and actually hurt performance.
Example: When women are reminded of the stereotype that "women are bad at math"
before a test, they tend to perform worse than equally qualified women who are not
reminded.
o Intersectionality: The idea that our multiple identities (e.g., race, gender, class, sexual orientation)
interact to create unique experiences of advantage or disadvantage. This is often called double
jeopardy.
Example: A Black woman's experience in the workplace is not simply the sum of "racism" +
"sexism." It is a unique experience that is different from that of a Black man or a white
woman.
Diversity Dynamics:
o Fault Lines: Perceived divisions that split groups into subgroups based on one or more individual
differences.
Example: A team of 8 people made up of 4 marketing experts (all young) and 4 engineers (all
older) might have a strong fault line. A conflict could easily be seen as "marketing vs.
engineering" rather than a simple disagreement.
Cross-Cultural Frameworks:
Power Distance: The extent to which people accept that power is distributed unequally
(High: Malaysia; Low: Denmark).
Individualism vs. Collectivism: The degree to which people prefer to act as individuals or as
members of a group (High Individualism: USA; High Collectivism: Guatemala).
Uncertainty Avoidance: The extent to which people feel threatened by ambiguous situations
(High: Greece; Low: Singapore).
o Equity: Ensuring fair access to opportunities, recognizing that different groups have different barriers
and may need different support.
o Inclusion: Creating an environment where all people feel valued, respected, and able to contribute
fully.
o Strategies:
Common Ingroup Identity: Shifting focus from "us/them" to a more inclusive "we."
Contact Hypothesis: Increased interaction between diverse groups, under the right
conditions (equal status, common goals), decreases prejudice.
Authenticity: DEI efforts must be genuine. Tokenism (making symbolic efforts) is often
worse than doing nothing.
Attitudes: Evaluative statements about objects, people, or events. They have three components (often called
the ABC model):
1. Affective: The emotional or feeling segment (e.g., "I feel anxious when I think about my job").
2. Behavioral: An intention to behave in a certain way (e.g., "I intend to start looking for a new job next
week").
3. Cognitive: The opinion or belief segment (e.g., "I believe my boss doesn't value my contributions").
1. Cognitive Dissonance: The tension that arises when an individual perceives an incompatibility
between two attitudes or between an attitude and their behavior. People are motivated to reduce
this discomfort.
2. Job Involvement: The degree to which a person identifies psychologically with their job and
considers their perceived performance level important to their self-worth.
3. Organizational Commitment: Identifying with a particular organization and its goals, and wishing to
maintain membership. An employee with strong organizational commitment is less likely to leave
even if they are temporarily dissatisfied.
4. Perceived Organizational Support (POS): The degree to which employees believe the organization
values their contribution and cares about their well-being. POS is higher when rewards are fair,
employees have a voice, and they have supportive supervisors.
5. Employee Engagement: The individual's involvement with, satisfaction with, and enthusiasm for the
work. Engaged employees are passionate and feel a deep connection to their company.
Job Satisfaction:
1. Measurement: Can be measured with a single global rating ("How satisfied are you with your job?")
or by summing ratings of various job facets (work itself, pay, promotion opportunities, supervision,
coworkers).
2. Causes:
Job Conditions: Interesting work that provides training, variety, and autonomy is a strong
predictor of satisfaction.
Personality: People with positive core self-evaluations (who believe in their own worth and
competence) are more satisfied with their jobs.
Pay: While important, the correlation between pay level and job satisfaction is surprisingly
weak once a person's basic needs are met. People often adapt to a higher salary (the
"hedonic treadmill").
3. Outcomes:
Higher OCB.
2. Voice: Actively and constructively trying to improve conditions (suggesting improvements, discussing
problems with a supervisor).
4. Neglect: Passively allowing conditions to worsen through lateness, absenteeism, or reduced effort.
o Affect: A broad umbrella term covering a wide range of feelings that people experience.
o Emotions: Intense, discrete, and brief feelings that are directed at someone or something. They are
action-oriented (e.g., anger at a specific coworker leads to confrontation).
o Moods: Longer-lasting, less intense feelings that are not directed at anything specific. They are the
background feeling of a day (e.g., feeling generally cheerful or gloomy).
Key Concepts:
o Six Universal Emotions: Anger, fear, sadness, happiness, disgust, surprise. These are recognized
across cultures.
o Moral Emotions: Emotions that have moral implications (e.g., compassion, guilt, shame). They tie
our feelings to the welfare of others.
Sources of Emotions and Moods: Personality (some people are predisposed to positive or negative
affectivity), time of day, day of week, stress, social interactions, sleep, and exercise.
o Displayed Emotions: The emotions that are organizationally required and considered appropriate.
o Surface Acting: Hiding one's inner feelings and faking the required emotional expressions (e.g., a
flight attendant smiling at a rude passenger while feeling angry). This can lead to emotional
exhaustion and burnout.
o Deep Acting: Trying to modify one's true inner feelings to align with the required display (e.g., a
nurse trying to genuinely feel compassion for a difficult patient by thinking about their situation).
o Emotional Dissonance: The inconsistency between felt and projected emotions. Prolonged
dissonance is a key predictor of job burnout.
Affective Events Theory (AET): This theory proposes that employees react emotionally to things that happen
to them at work, and these reactions influence their job performance and satisfaction. It emphasizes that
emotions, even seemingly minor ones from daily hassles and uplifts, accumulate and have a significant
impact over time.
o Example: A manager's public criticism (a negative event) can trigger an immediate emotional
reaction of anger or shame in an employee. This negative mood can then lead to reduced effort or a
momentary drop in job satisfaction, which may last for the rest of the day.
1. Perceive emotions in the self and others (e.g., noticing that a colleague seems down).
2. Understand the meaning of these emotions (e.g., realizing the colleague's sadness might be due to a
project failure).
3. Regulate one's own emotions accordingly (e.g., offering support instead of assigning a new, stressful
task).
Applications of Emotions/Moods in OB: Positive moods improve creativity and decision making; emotions
are "contagious" in customer service (emotional contagion); negative emotions can lead to deviant
workplace behaviors.
Integration Note: Our emotions and moods (Ch 4) are the affective component of our job attitudes (Ch 3). When we
say we are "satisfied" with our job, we are essentially summarizing a history of positive emotional experiences at
work. This is the core idea of Affective Events Theory.
Part 3: Decision Making and Motivation
Perception: A process by which individuals organize and interpret their sensory impressions to give meaning
to their environment. The critical point in OB is that people's behavior is based on their perception of
reality, not on reality itself.
Attribution Theory: We try to determine if someone's behavior is internally caused (under their personal
control) or externally caused (forced by the situation). This depends on three factors:
1. Distinctiveness: Does the person act this way in other situations? (High distinctiveness = behavior is
unusual for them → likely external; Low distinctiveness = they always act this way → likely internal).
2. Consensus: Do others act the same way in this situation? (High consensus = everyone does it →
external; Low consensus = they're the only one → internal).
3. Consistency: Does the person act this way regularly in this situation? (High consistency = they always
do it here → internal; Low consistency = it's a one-off → external).
Attribution Errors:
1. Fundamental Attribution Error: The tendency to underestimate the influence of external factors and
overestimate internal factors when judging the behavior of others.
Example: If an employee is late, a manager committing this error might think, "They're lazy
and irresponsible" (internal). They ignore external factors like a major traffic accident
(external).
2. Self-Serving Bias: The tendency to attribute our own successes to internal factors and our failures to
external factors.
Example: A salesperson might think, "I made the sale because I'm great at my job" (internal),
but "I lost the sale because the economy is bad" (external).
1. Selective Perception: We pick out information that supports our existing viewpoints.
2. Halo Effect: Drawing a positive general impression based on a single characteristic (e.g., assuming a
good-looking person is also smart and kind).
3. Horns Effect: The opposite of the halo effect; drawing a negative general impression based on a
single characteristic.
4. Contrast Effects: Evaluating a person's characteristics based on comparisons with others we've
recently encountered.
Example: An average candidate might look much better if interviewed right after a string of
terrible candidates.
5. Stereotyping: Judging someone based on our perception of the group they belong to.
2. Problem: A perceived discrepancy between a current state and a desired state. How we perceive a
situation determines whether we see it as a problem.
Decision-Making Models:
1. Rational Model: A perfect, step-by-step process (define problem, identify criteria, weight criteria,
develop alternatives, evaluate, select best). It assumes complete information and an unbiased
decision maker. This almost never happens in real life.
2. Bounded Rationality: People construct simplified models of a complex problem. They satisfice—seek
solutions that are "good enough," not optimal.
2. Anchoring Bias: Fixating on the first piece of information (the "anchor") and not adjusting enough
for subsequent information.
3. Confirmation Bias: Seeking out information that confirms our past choices and discounting
information that contradicts them.
4. Availability Bias: Overemphasizing information that is most readily available (e.g., recent, dramatic
events).
5. Escalation of Commitment: Staying with a failing course of action even when there's clear evidence
it's wrong. This is often due to not wanting to admit a mistake.
Example: The U.S. government's continued involvement in the Vietnam War despite
mounting evidence it was unwinnable is a classic historical example.
1. Utilitarianism: Decisions based on outcomes, seeking the greatest good for the greatest number.
This is the business world's most common criterion.
2. Focus on Rights: Decisions consistent with fundamental liberties and privileges (e.g., privacy, free
speech).
3. Focus on Justice: Imposing and enforcing rules fairly and impartially to ensure an equitable
distribution of benefits and costs.
Creativity: The ability to produce novel and useful ideas. It's a three-stage process: problem formulation,
information gathering/idea generation, and idea evaluation.
Motivation: The processes that account for an individual's intensity (how hard), direction (toward
organizational goals), and persistence (how long) of effort toward attaining a goal.
Early Theories:
o Maslow's Hierarchy of Needs: A five-level pyramid of innate needs (Physiological, Safety, Social,
Esteem, Self-actualization). A largely unsatisfied need dominates motivation; once satisfied, the next
level up becomes the focus.
Hygiene Factors: Extrinsic factors like company policy, supervision, and working conditions.
When adequate, they prevent dissatisfaction, but they don't motivate. Think of them as the
baseline.
Motivators: Intrinsic factors like achievement, recognition, and responsibility. These factors
lead to satisfaction and motivate employees to higher performance.
o McClelland's Theory of Needs: Focuses on three acquired needs:
Need for Achievement (nAch): The drive to excel and succeed. High achievers prefer
moderately difficult tasks and clear feedback.
Need for Power (nPow): The need to make others behave in a way they wouldn't otherwise.
This can be personal or institutional.
Need for Affiliation (nAff): The desire for friendly and close interpersonal relationships.
Contemporary Theories:
o Self-Determination Theory (SDT): People prefer to feel they have control over their actions. When
an externally imposed reward (like pay) takes over, it can undermine intrinsic motivation (this
is Cognitive Evaluation Theory).
Example: Paying children to read books can actually make them less interested in reading
for fun because their motivation shifts from intrinsic enjoyment to extrinsic reward.
o Self-Concordance Theory: People are more motivated to pursue goals that are consistent with their
core interests and values.
Promotion Focus: Striving for advancement, accomplishment, and hopes (e.g., an R&D
scientist trying to invent a breakthrough product).
Prevention Focus: Striving to fulfill duties and obligations, and avoid failure (e.g., an air
traffic controller focused on avoiding errors).
o Job Engagement: The investment of one's physical, cognitive, and emotional energies into job
performance. It's about being fully "into" your work.
o Goal-Setting Theory: Specific and difficult goals, with feedback, lead to higher performance. The key
moderators are goal commitment, task characteristics (simple/complex), and national culture.
Example: Google famously used the "Objectives and Key Results" (OKRs) system, a form of
goal setting where employees set ambitious, measurable goals and track progress publicly.
This aligns with the theory's principles of specificity, difficulty, and feedback.
o Self-Efficacy Theory: An individual's belief that they are capable of performing a task. This is also
known as social learning theory or confidence. It can be increased through:
Organizational Justice:
o Equity Theory: Employees compare their own inputs (effort, experience) and outcomes (pay,
recognition) to those of a referent other (a colleague, an industry standard). If they perceive an
imbalance, they will act to restore equity (change inputs, change outcomes, distort perceptions, or
leave).
Distributive Justice: Perceived fairness of the amount and allocation of rewards (outcomes).
Procedural Justice: Perceived fairness of the process used to determine the outcomes.
Having a voice in the process and consistent application are key.
Interpersonal Justice: Perceived fairness of the degree of respect and dignity received from
authorities.
Job Characteristics Model (JCM): A framework for designing jobs to be intrinsically motivating. Five core
dimensions lead to psychological states, which lead to outcomes.
1. Skill Variety: The degree to which the job requires a variety of different activities (vs.
repetitive, monotonous work).
2. Task Identity: The degree to which the job requires completion of a whole, identifiable piece
of work (vs. a small piece of the whole).
3. Task Significance: The impact the job has on the lives or work of other people.
4. Autonomy: The freedom, independence, and discretion in scheduling work and determining
how to do it.
5. Feedback: The degree to which carrying out work activities provides direct and clear
information about performance effectiveness.
o Example: Southwest Airlines is a master of designing jobs with high task significance. They
constantly reinforce to their baggage handlers and flight attendants that their job isn't just moving
bags or serving drinks; it's about getting people to their loved ones safely and on time. This creates a
powerful sense of purpose.
o Job Rotation (Cross-Training): Periodically shifting workers from one task to another. It reduces
boredom and increases skill flexibility but can be disruptive.
o Job Enrichment: Vertically expanding a job by adding planning and evaluating responsibilities (e.g.,
giving employees more autonomy over their work schedules and methods).
o Relational Job Design: Structuring work so that employees are more connected to the beneficiaries
of their efforts.
1. Example: A software company could bring in a customer who uses their product to tell the
engineering team how it has positively impacted their life. This makes the abstract concept
of "customer" tangible and motivates the team.
o Flextime: Employees choose their start and end times within a core "all hands" period.
o Job Sharing: Two or more people split a 40-hour-a-week job. It provides flexibility but requires
excellent coordination.
o Telecommuting: Working from home or another location. It has exploded in recent years.
1. Advantages: Higher performance and satisfaction for many, reduced work-family conflict,
and for the employer, a larger talent pool and potentially lower real estate costs.
2. Disadvantages: Feelings of isolation for the employee, difficulty in collaborating and
evaluating performance for the manager.
o Variable-Pay Programs: A portion of pay is based on some individual and/or organizational measure
of performance.
5. Employee Stock Ownership Plans (ESOPs): Employees acquire company stock, creating a
sense of ownership.
o Example: Many tech startups offer stock options (a form of ESOP) to early employees. This aligns the
employees' financial interests with the company's long-term success, motivating them to work
towards a valuable IPO or acquisition.
o Flexible Benefits: Allowing employees to choose the benefits that best fit their needs.
o Employee Recognition Programs: Giving praise and attention to high performers. Often more
powerful than money in the long run.
Defining a Group: Two or more individuals, interacting and interdependent, who have come together to
achieve particular objectives.
o Formal Groups: Work groups defined by the organization's structure, with designated work
assignments (e.g., a marketing team, a finance department).
o Informal Groups: Alliances that are not formally structured or determined by the organization. They
form naturally in response to the need for social contact (e.g., a lunch group, people from different
departments who share a common interest).
Social Identity Theory: People have emotional reactions to the success or failure of their group because their
self-esteem is tied to group performance. This can lead to ingroup (us) favoritism and outgroup (them)
discrimination.
o Example: The fierce loyalty of sports fans. A fan's self-esteem can be boosted by their team's win
("we won!") even though they had no direct role in the game. This is social identity at work.
2. First Period of Inertia: The group follows the initial direction with little progress.
3. Halfway Point Transition: The group realizes its deadline is approaching, leading to a burst of energy
and a re-evaluation of its approach.
Group Properties:
Role Expectations: How others believe we should act. The psychological contract is an
unwritten agreement of mutual expectations between an employee and the organization.
Example: A manager who is also a close friend to a subordinate might face interrole
conflict when they have to enforce a disciplinary policy. The "friend" role expects
support, while the "manager" role expects discipline.
2. Norms: Acceptable standards of behavior shared by members. They can dictate how to dress, when
to arrive at work, and how much effort to put in.
The Hawthorne Studies: Classic research that showed workers' behavior was strongly
influenced by informal group norms (e.g., a norm against being a "rate-buster" who works
too fast).
Deviant Workplace Norms: Norms that encourage or tolerate unethical behavior like
stealing, shirking, or incivility.
3. Status: A socially defined position or rank. Status can be formal (job title) or informal (personal
influence).
Status Characteristics Theory: Status is derived from power, ability to contribute to goals, or
personal characteristics.
Example: High-status individuals (like senior executives) often have more freedom to deviate
from norms (e.g., dress codes, arrival times) than lower-status members.
Large Groups (12+): Good for gaining diverse input and fact-finding.
Small Groups (~7): Better for doing something productive with that input.
Social Loafing: The tendency for individuals to expend less effort when working collectively
than alone. It's more likely in large groups where individual contributions are less visible.
5. Cohesion: The degree to which members are attracted to each other and motivated to stay in the
group. The relationship between cohesion and productivity depends on the group's performance
norms. (See Exhibit 9.4)
1. Strengths: More complete information, diverse views, increased acceptance of the final solution.
3. Groupthink: A phenomenon where the norm for consensus overrides the realistic appraisal of
alternative courses of action.
Example: The Bay of Pigs fiasco, where President Kennedy's advisors were so cohesive and
eager to please that they failed to challenge a deeply flawed plan.
4. Groupshift: A change between a group's decision and the individual decisions of its members. Often,
the group decision is more extreme (riskier or more cautious) than the average individual position.
1. Interacting Groups: Typical, face-to-face meetings. Effective but prone to the weaknesses above.
2. Brainstorming: An idea-generation session that prohibits criticism to encourage free thinking. It's
good for generating ideas, but not always for evaluating them.
3. Nominal Group Technique: A structured meeting where members operate independently. They
write down ideas, present them one by one, discuss for clarity, and then rank them silently. This
avoids the conformity pressures of interacting groups and outperforms brainstorming.
Conflict is a process that begins when one party perceives that another party has negatively affected, or is about to
negatively affect, something the first party cares about.
Perception is key: Conflict exists only when it is perceived by the parties involved. If no one is aware of a
disagreement, there is no conflict.
Opposition or incompatibility: There must be some form of interaction where goals, interpretations, or
expectations clash.
Example: When two product managers at Apple both want the same engineering team's time to develop their
respective features, they have incompatible goals. If one perceives that the other is getting priority unfairly, conflict
has begun.
Our understanding of conflict in organizations has evolved through three distinct phases:
Causes identified: Poor communication, lack of openness, failure to respond to employee needs.
Problem: This view ignored the reality that conflict is inevitable and sometimes beneficial.
2. Human Relations View of Conflict (1940s-1970s)
Approach: Accept conflict as something that will always exist. It cannot be eliminated, and there may even
be times when it benefits group performance.
Belief: Conflict is not only a positive force but is absolutely necessary for a group to perform effectively.
Core idea: A harmonious, peaceful, tranquil, and cooperative group is prone to becoming static, apathetic,
and non-responsive to needs for change and innovation.
Approach: Encourage and manage conflict at an optimal level—too little is as problematic as too much.
Example: Netflix famously encourages "sunshining"—the practice of employees openly sharing criticism and
dissenting opinions. This interactionist approach views constructive conflict as essential for making better decisions
and avoiding groupthink.
Not all conflict is created equal. The interactionist view distinguishes between:
Conflict that supports the goals of the group and improves its Conflict that hinders group
Definition
performance performance
Example of Functional Conflict: At Amazon, the "two-pizza team" culture encourages vigorous debate during
meetings. Teams are expected to challenge ideas rigorously. Jeff Bezos has said, "We disagree and then commit."
The conflict is functional because it improves the final decision.
Example of Dysfunctional Conflict: The rivalry between co-founders Eduardo Saverin and Mark Zuckerberg in the
early days of Facebook became deeply personal and relationship-based. It led to lawsuits, diluted ownership, and
fractured relationships—a classic dysfunctional conflict that harmed the company's early stability.
There are three distinct types of conflict, each with different effects on group performance:
1. Task Conflict
Definition: Conflicts over the content and goals of the work itself.
Examples: Disagreements about what the project priorities should be, which features to include, what the
budget should cover.
Effect: Moderate levels of task conflict can be functional, stimulating discussion and better ideas. Very high
levels can become dysfunctional.
2. Relationship Conflict
Definition: Conflict based on interpersonal relationships, personality clashes, and personal taste.
Effect: Almost always dysfunctional. It increases animosity, decreases mutual understanding, and rarely
leads to positive outcomes.
3. Process Conflict
Definition: Conflict over how work gets done—who is responsible for what, and how tasks should be
delegated.
Examples: Disagreements about meeting schedules, role assignments, resource allocation methods.
Effect: Low levels can be functional for determining efficient processes. High levels become dysfunctional as
they distract from the work itself.
Example: A software development team using Agile methodology might experience task conflict (should we build
feature X or Y first?), process conflict (should our sprints be one week or two weeks?), and relationship conflict (I just
don't trust the product owner's judgment). A good scrum master helps manage all three.
The conditions that create opportunities for conflict to arise. These are the "seeds" of conflict.
Semantic difficulties (different meanings), misunderstandings, "noise" in channels, too much or too
Communication
little communication
Personal
Differing value systems, personality types (e.g., high neuroticism), emotionality
Variables
Example: A sales team rewarded with individual commissions (structure: win-lose reward system) is more likely to
experience conflict over leads and territory than a team rewarded with shared bonuses.
Perceived Conflict: Awareness by one or more parties that conditions for conflict exist. This doesn't mean it's
personalized yet—just recognized.
Felt Conflict: Emotional involvement—anxiety, tension, frustration, or hostility. This is when conflict
becomes personal.
Example: A marketing manager realizes her budget request was denied while another department's was approved
(perceived conflict). She then feels frustrated and angry at the finance director (felt conflict).
Decisions to act in a given way. Intentions intervene between perceptions/emotions and actual behavior.
Competing Low High Pursuing your own concerns at the other's expense
Accommodating High Low Placing the opponent's interests above your own
Example: In a dispute between engineering and sales over a product release date:
Collaborating: Both teams work together to find a schedule that meets technical requirements and market
needs.
Compromising: Engineering agrees to an earlier date if they can drop one feature; sales agrees to the
missing feature.
This is where conflict becomes visible. It includes statements, actions, and reactions.
Most conflicts escalate up this continuum, but functional conflicts typically stay in the lower ranges.
Example of Superordinate Goals: When Microsoft acquired LinkedIn, there were inevitable conflicts between teams
with different cultures. Leadership emphasized the superordinate goal of "empowering every person and
organization to achieve more"—a goal so large it required cooperation between both companies.
Example of Devil's Advocate: Many organizations, including McKinsey & Company, assign someone to play devil's
advocate in strategy meetings to ensure assumptions are challenged and groupthink is avoided.
Stage V: Outcomes
Example: At Pixar, the "Braintrust" meetings involve directors showing their work-in-progress films to peers who
then give brutally honest feedback. This process creates functional conflict that has produced some of the most
successful animated films in history.
Retarded communication
Example: The co-founder conflict at Twitter (now X) between Jack Dorsey and Evan Williams created years of
leadership instability and strategic drift, allowing competitors like Facebook to dominate the social media landscape.