KM Topics

  1. Action Research - a philosophy and methodology of research generally applied in the social sciences. It seeks transformative change through the simultaneous process of taking action and doing research, which are linked together by critical reflection.

  2. Adaptability - the ability to be flexible and adjust to changing factors, conditions, or environments.

  3. Adoption - getting a new process or technology to be used routinely and repeatedly, so that there is behavior change as a result of the new capabilities provided by that process or technology.

  4. After Action Review - a discussion of a project or an activity that enables the individuals involved to learn for themselves what happened, why it happened, what went well, what needs improvement and what lessons can be learned from the experience. The spirit is one of openness and learning - it is not about problem fixing or allocating blame. Lessons learned are not only tacitly shared on the spot by the individuals involved, but can be explicitly documented and shared with a wider audience.

  5. Aggregation - collecting content like articles, social media posts, images, videos, music, and more from a variety of sources around the web and making them accessible in one place. Usually, these websites are set up in a way to automatically aggregate content through RSS feeds.

  6. Agile Methodology - a way to manage a project by breaking it up into several phases. It involves constant collaboration with stakeholders and continuous improvement at every stage. Once the work begins, teams cycle through a process of planning, executing, and evaluating. Continuous collaboration is vital, both with team members and project stakeholders.

  7. Analytics - discovery and communication of meaningful patterns in data and text.

  8. Anecdote Circles - events similar to focus groups but designed to elicit people’s stories—their real-life experiences—rather than opinions. The role of the anecdote facilitator is to ask very few, open-ended questions to help the participants recount real events. The facilitator spends most of the time listening and whenever someone offers an opinion, asks for an example.

  9. Appreciative Inquiry - the co-evolutionary search for the best in people, their organizations, and the relevant world around them. In its broadest focus, it involves systematic discovery of what gives life to a living system when it is most alive, most effective, and most constructively capable in economic, ecological, and human terms.

  10. Archiving - offline file storage for legal, audit, or historical purposes, using tapes, CDs, or other long-term media. Archiving is the process of moving files that are no longer actively used to a separate storage device for long-term retention. Archived files are still important to the organization and may be needed for future reference or must be retained for regulatory compliance.

  11. Artificial Intelligence (AI) - the capacity of a computer to perform operations analogous to learning and decision making in humans, as by an expert system.

  12. Assessments - capturing the current state of KM within an organization or department. They determine where organizations are in terms of leveraging explicit and tacit knowledge, collaboration, and the development of new knowledge for innovation. They assist organizations in developing a vision of where they need to be, considering the strategy of the organization, and proven practices within their industry.

  13. Attention Economy - the collective human capacity to engage with the many elements in our environments that demand mental focus.

  14. Augmented Reality (AR) - an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects.

  15. Ba - a shared space for emerging relationships. It can be a physical, virtual, or mental space.

  16. BarCamp - a user-generated conference primarily focused on technology and the web. An open, participatory workshop event, the content of which is provided by participants.

  17. Baton=Passing - a knowledge-transfer technique that enables both an expert knowledge push and apprentice knowledge pull to be managed both naturally and quickly. Gives the right people the knowledge they need, in the form that they can use it, at the most appropriate time.

  18. Before Action Review - a tool to help a team assess the current knowledge and experience they already have as a way to inform the planning stages of a new project. Outlines the intended outcomes, lessons previously learned from similar projects, challenges therefore anticipated and actions needed to ensure success in light of what is already known.

  19. Behavior - the way in which a person functions or operates routinely.

  20. Belief Management - recognizing those beliefs that both hinder and promote the advancement of a leader's vision. This includes the leader's beliefs as well as those of the team.

  21. Benchlearning - a process in which a systematic and integrated connection of performance comparisons and measures of mutual learning is created to identify proven practices through comparative learning systems based on indicators.

  22. Benefits - the advantages of using knowledge management approaches, and the reasons for implementing knowledge management.

  23. Big Data - extremely large data sets that can be analyzed computationally to reveal patterns, trends, and associations, especially relating to human behavior and interactions.

  24. Blogs - websites where posts are made (such as entries in a journal or diary), displayed in a reverse chronological order. Often provide commentary or news on a particular subject. Some function as personal online diaries or logbooks. Combine text, images, and links to other blogs and web sites. Typically provide archives in calendar form, local search, syndication feeds, reader comment posting, trackback links from other blogs, blogroll links to other recommended blogs, and categories of posts tagged for retrieval by topic.

  25. Bring Your Own Device (BYOD) - an IT policy that allows, and sometimes encourages, employees to access enterprise data and systems using personal mobile devices such as smartphones, tablets and laptops.

  26. Business Intelligence - the ability for an organization to take all its capabilities and convert them into knowledge.

  27. Business Narrative - Collecting anecdotes from people about how they actually do work to make sense of what is really going on in an organization so a set of interventions can be designed. It is more about listening rather than telling.

  28. Business Process Management (BPM) - a discipline that uses various methods to discover, model, analyze, measure, improve and optimize business processes. A business process coordinates the behavior of people, systems, information and things to produce business outcomes in support of a business strategy.

  29. Certification - the process of providing someone with an official document attesting to a status or level of achievement.

  30. Change Management - developing a planned approach to change in an organization to address anticipated obstacles and to ensure successful adoption.

  31. Chat - a text-based system that enables discussions among any number of participants in so-called conversation channels, as well as discussions between only two people. Includes persistent chat rooms (channels) organized by topic, private groups, and direct messaging.

  32. Checklist - a type of job aid used to reduce failure by compensating for potential limits of human memory and attention. It helps to ensure consistency and completeness in carrying out a task. A basic example is the to-do list. A more advanced checklist is a schedule, which lays out tasks to be done according to time of day or other factors. A primary task in checklist is documentation of the task and auditing against the documentation.

  33. Classification - creating and maintaining a taxonomy that can be used to organize information so that it can be readily found through navigation, search, and links between related content.

  34. Coaching - gives employees space, time, and tools necessary to grow and develop in specific areas. Different from mentoring or training, coaching is set apart by the way a coach approaches a conversation. Coaches do not teach but help through a process of discovery by using active listening skills, asking powerful questions, expanding thought processes, identifying limited beliefs, designing action steps, and following up.

  35. Cocreation - collaborative development of new value (concepts, solutions, products and services) together with experts and/or stakeholders (such as customers and suppliers). A form of collaborative innovation: ideas are shared and improved together, rather than kept to oneself.

  36. Code-switching - occurs when a speaker alternates between two or more languages, or language varieties, in the context of a single conversation or situation.

  37. Cognitive Computing - simulation of human thought processes in a computerized model, involving self-learning systems that use data mining, pattern recognition, and natural language processing to mimic the way the human brain works. Makes a new class of problems computable, addressing complex situations that are characterized by ambiguity and uncertainty.

  38. Collaboration - interacting with peers and colleagues to exchange ideas, share experiences, work together on projects, and solve problems.

  39. Collaborative Team Spaces - workspaces designed to allow teams to share documents, libraries, schedules, and files; conduct meetings, calls, surveys, and polls; and store meeting minutes, discussions, reports, and plans.

  40. Collective Intelligence - shared or group intelligence that emerges from the collaboration, collective efforts, and competition of many individuals and appears in consensus decision making.

  41. Communications - vehicles for informing current and potential users about progress in the KM initiative through websites, team spaces, portals, wikis, forums, conference calls, blogs, newsletters, distribution lists, and links.

  42. Communities of Practice (CoP) - groups of people who share an interest, a specialty, a role, a concern, a set of problems, or a passion for a specific topic. Community members deepen their understanding by interacting on an ongoing basis, asking and answering questions, sharing their knowledge, reusing good ideas, and solving problems for one another.

  43. Community Management - leading a community of practice, including scheduling and hosting calls and meetings, asking and answering questions, posting information useful to the members, regularly spending time expanding membership, increasing member contributions, monitoring online discussions, and intervening as necessary to ensure questions are answered and that community guidelines are followed.

  44. Competency Development - the practice of developing expertise in a specific way and in a particular direction.

  45. Competitive Intelligence - systematic collection and analysis of information from multiple sources including defining, gathering, analyzing, and distributing intelligence about products, customers, competitors, and any aspect of the environment needed to support executives and managers in strategic decision making for an organization.

  46. Complexity - the science of inherent uncertainty: some constraints, but everything is connected, and we don’t know what the connections are. We can assess probability but cannot predict.

  47. Conferencing (Audio/Video/Web) - online, real-time tools designed to allow two or more locations to communicate by simultaneous two-way video and audio transmissions.

  48. Content Management - creating, managing, distributing, publishing, and retrieving structured information – the complete lifecycle of content as it moves through an organization.

  49. Conversation - a discussion, especially an informal one, between two or more people, in which news and ideas are exchanged.

  50. Conversational Leadership - a leader’s intentional use of conversation as a core process to cultivate the collective intelligence needed to create business and social value. It encompasses a way of seeing, a pattern of thinking, and a set of practices that are particularly important when the most important questions are complex ones that require ew ways of thinking together to foster positive change.

  51. Creativity - the ability to transcend traditional ways of thinking or acting, and to develop new and original ideas, methods or objects.

  52. Crisis Response - advance planning and actions taken to address natural and man-made disasters, crises, critical incidents, and tragic events.

  53. Crowdsourcing - the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community rather than from traditional employees or suppliers.

  54. Culture - the way things are done in an organization, and what things are considered to be important and taboo.

  55. Curation - collecting, selecting, assembling, and presenting information or multimedia content such as photos, videos, or music for other people to use or enjoy, using professional, expert, or personal knowledge and passion.

  56. Curiosity - a strong desire to know or learn something.

  57. Customer Intelligence - the process of gathering and analyzing customer data and turning it into actionable insight.

  58. Customer Knowledge - the science of knowing one’s customers: who they are, what motivates them, what they want, need, love, or hate.

  59. Customer Support - the range of services offered to help customers get the most out of products and services and to resolve their problems. Includes answering questions, aiding, troubleshooting, and upgrading to a new product or service.

  60. Customization - the unique and comfortable user experience that a user creates according to individual needs, preferences, and priorities. Enables a user to control website interaction, information preferences, the way content is organized, and how a website is displayed.

  61. Cynefin Framework - a conceptual framework used to aid decision-making created by Dave Snowden described as a sensemaking device. Cynefin is a Welsh word for habitat. Cynefin offers five decision-making contexts or domains – obvious, complicated, complex, chaotic, and disorder that help managers to identify how they perceive situations and make sense of their own and other people's behavior. The framework draws on research into systems theory, complexity theory, network theory and learning theories.

  62. Databases - collections of information organized for easy access, management, and updating.

  63. Data Lakes - storage repositories that hold a vast amount of raw data in its native format, including structured, semi-structured, and unstructured data. The data structure and requirements are not defined until the data is needed.

  64. Data Mining - finding anomalies, patterns, and correlations within large data sets to predict outcomes. The practice of automatically searching large stores of data to discover patterns and trends that go beyond simple analysis. Uses sophisticated mathematical algorithms to segment the data and evaluate the probability of future events.

  65. Data Science - an interdisciplinary field about scientific methods, processes, and systems to extract insights from data in various forms, either structured or unstructured. A concept to unify statistics, data analysis and their related methods in order to understand and analyze actual phenomena with data. Employs techniques and theories drawn from many fields within the broad areas of mathematics, statistics, information science, and computer science, in particular from machine learning, classification, cluster analysis, data mining, databases, and visualization.

  66. Data Visualization - any effort to help people understand the significance of data by placing it in a visual context. Patterns, trends and correlations that might go undetected in text-based data can be exposed and recognized easier with data visualization software.

  67. Data Warehouses - copies of transaction data specifically structured for querying and reporting.

  68. Decision Making - the process of making choices by identifying a decision that needs to be made, gathering information, and assessing alternative resolutions.

  69. Decolonization - active resistance against colonial powers, and a shifting of power towards political, economic, educational, cultural, and psychic independence and power that originate from a colonized nation's own indigenous culture.

  70. Delphi Method - used to estimate the likelihood and outcome of future events. A group of experts exchange views, and each independently gives estimates and assumptions to a facilitator who reviews the data and issues a summary report. The group members discuss and review the summary report, and give updated forecasts to the facilitator, who again reviews the material and issues a second report. This process continues until all participants reach a consensus.

  71. Design Thinking - a human-centered approach to innovation that draws from the designer’s toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.

  72. Dialogue - a conversation in which the participants are trying to reach mutual understanding. It is a process of exchange of views and of knowledge, of both sides asking questions and of listening to the answers. It is a combination of listening, advocacy, reasoning and consensus-seeking.

  73. Digital Badges - validated indicators of accomplishment, skill, quality, or interest that can be earned. Badges are a visual, short-term reward for completing an action, given to users for performing a certain number of actions of a given type,

  74. Digital Experience - the take-away feeling an end user has after an experience in a digital environment. Using digital technologies, it provides some kind of interaction between a single user and an organization, usually a company. Mobile apps, websites and smart devices all provide digital experiences to customers, partners and employees using them to interact with companies.

  75. Digital Transformation - the cultural, organizational, and operational change of an organization, industry or ecosystem through a smart integration of digital technologies, processes, and competencies across all levels and functions in a staged and strategic way.

  76. Digital Workplace - what an employee reads and does digitally while working. Enables new, more effective ways of working, raises employee engagement and agility, and exploits consumer-oriented styles and technologies.

  77. DIKW Pyramid - a hierarchical model with data at its base and wisdom at its apex. In this regard it is similar to Maslow's hierarchy of needs, in that each level of the hierarchy is argued to be an essential precursor to the levels above. It represents purported structural and/or functional relationships between data, information, knowledge, and wisdom.

  78. Discoverability - ways of making new content or information more likely be found, even if users don’t know that it exists yet.

  79. Distributed Work - work done at organizations with employees in different physical locations.

  80. Documentation - user guides, manuals, and help files that allow users to read about what is expected of them; the people, processes, and tools available to them; and how to use all of these in order to share, innovate, reuse, collaborate, and learn.

  81. Document Management - tracking and storing electronic documents and/or images of paper documents, keeping track of the different versions modified by different users, and archiving as needed. A document management system (DMS) is technology that provides a comprehensive solution for managing the creation, capture, indexing, storage, retrieval, and disposition of the records and information assets of an organization.

  82. E-learning - tools that enable the delivery and tracking of online training courses.

  83. Emergence - work processes that evolve in real time, in which the outcomes are not predictable and employees must continuously make sense of, and adjust to, a changing situation. It is generally accepted that new product development, customer service or any knowledge process conducted in a dynamically changing marketplace must be an emergent one if a company is to turn unpredictability to its competitive advantage.

  84. Emotion - an organized response crossing the boundaries of many psychological subsystems, typically in response to an internal or external event, which has been assessed as positive or negative for the individual.

  85. Enterprise Search - making content from multiple enterprise-type sources, such as databases and intranets, searchable to a defined audience through a single, ubiquitous search engine.

  86. Enterprise Social Networks (ESN) - internal, private social networking platforms used for communications and collaboration within an organization.

  87. Epistemology - the branch of philosophy concerned with the nature and scope of knowledge. It addresses questions such as: What is knowledge? How is knowledge acquired? To what extent is it possible for a given subject to be known?

  88. Exit Interview - a meeting conducted with an employee leaving an organization. The purpose is to provide feedback on why employees are leaving, what they liked or didn’t like about their employment, and what areas of the organization they feel need improvement. Exit interviews are one of the most widely used methods of gathering employee feedback.

  89. Expertise Location - a process for finding experts on particular subjects, typically via a system allowing individuals to enter details about what they know and can do, and allowing others to search for all people having desired skills, experience, or knowledge.

  90. External Access - the capability for users outside of a company's firewall to have access to selected web sites and team spaces to allow collaboration with retirees, partners, and customers who would otherwise be blocked from the company's internal network. Requires technical, security, and legal elements.

  91. Extranets - intranets that can be partially accessed by authorized outside users, enabling businesses to exchange information over the Internet securely. These are controlled private networks that allow access to partners, vendors and suppliers or an authorized set of customers – normally to a subset of the information accessible from an organization's intranet.

  92. Facilitation - engaging participants in creating, discovering, and applying learning insights. In contrast to presentation, which is typically characterized by a sage on the stage delivering content to an audience, facilitation usually involves a guide on the side who asks questions, moderates discussions, introduces activities, and helps participants learn.

  93. Findability - the ease with which information can be found, meaning that users can easily find content or information they assume is present on a website.

  94. Gamification - application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity to encourage engagement with a process or tool.

  95. Goals - employee targets included in performance plans and communicated and inspected regularly.

  96. Governance - the system by which entities are directed and controlled. It is concerned with structure and processes for decision making, accountability, control and behavior at the top of an entity. Governance influences how an organization’s objectives are set and achieved, how risk is monitored and addressed, and how performance is optimized.

  97. Graphic Facilitation - the use of large-scale imagery to lead groups and individuals towards a goal. The method can be used in meetings, seminars, workshops and conferences. This visual process is conducted by a graphic facilitator.

  98. Help Desk - resource intended to provide the customer or end user with information and support related to an organization's products and services. The purpose of a help desk is usually to troubleshoot problems or provide guidance. Corporations usually provide help desk support to their customers through various channels such as toll-free numbers, websites, instant messaging, or email. There are also in-house help desks designed to provide assistance to employees.

  99. Hunch Mining - the process of surfacing latent hunches from corporate decision makers as well as workers and using them as models for data analytics.

  100. Idea Management - systematically managing the process of collecting and developing ideas and insights to get the most out of them.

  101. Incentives - programs designed to encourage compliance with goals, improve performance against metrics, and increase participation in KM initiatives. Includes points, badges, and competitive rankings.

  102. Information Architecture - organizing, structuring, and labeling content in an effective and sustainable way to help users find information and complete tasks. Helps users understand where they are, what they’ve found, what’s around, and what to expect.

  103. Information Filtering - removing redundant or unwanted information from an information stream using semi-automated or computerized methods prior to presentation to a human user.

  104. Innovation - the process by which an idea is translated into a good or service for which people will pay.

  105. Innovation Management - a business discipline that aims to drive a repeatable, sustainable innovation process or culture within an organization. Innovation management initiatives focus on disruptive or step changes that transform the business in some significant way.

  106. Intellectual Capital - the sum of everything everybody in a company knows that gives it a competitive edge. A metric for the value of intellectual capital is the amount by which the enterprise value of a firm exceeds the value of its tangible (physical and financial) assets. Includes human, structural, and relational capital.

  107. Intellectual Property - any intellectual creation, such as literary works, artistic works, inventions, designs, symbols, names, images, computer code, and documents.

  108. Interdisciplinarity - combining methods and insights of two or more disciplines into the pursuit of a common task. It is typically characterized by the crossing of traditional boundaries between academic disciplines, schools of thought, or professions to address new and emerging issues.

  109. Intranets - private computer networks that use Internet protocols, network connectivity, and the public telecommunication system to securely share part of an organization's information or operations with its employees.

  110. Invention - a unique or novel device, method, composition, or process. The invention process is the creative act of envisioning a new technology: forming a vision or idea of an artifact or technological system having certain performance characteristics that sets it apart from other technologies.

  111. ISO 30401 Standard for Knowledge Management Systems - sets requirements and provides guidelines for establishing, implementing, maintaining, reviewing, and improving an effective management system for knowledge management in organizations.

  112. Knowledge - information in action, focused on results. The set of beliefs that are true and that we are justified in believing. The mental capacity for effective performance.

  113. Knowledge Assets - an organization’s accumulated intellectual resources. Types of knowledge assets include information, learning, ideas, understanding, insights, memory, technical skills, and capabilities. Knowledge assets reside in documents, databases, software, patents, policies and procedures, and more.

  114. Knowledge Audit - a formal determination and evaluation of how and where knowledge is used in business processes. Identifies implicit user needs and explicit information stores to evaluate all information resources and workflows, and determine enterprise user access requirements. A rigorous process using questionnaires, interviews and resource descriptions.

  115. Knowledge Bases -

  116. Knowledge Brokers -

  117. Knowledge Café -

  118. Knowledge Capture -

  119. Knowledge-Centered Service (KCS) -

  120. Knowledge Commons -

  121. Knowledge Creation -

  122. Knowledge Flow -

  123. Knowledge Graphs -

  124. Knowledge Handover -

  125. Knowledge Harvesting -

  126. Knowledge Management -

  127. Knowledge Management Plans -

  128. Knowledge Management Roles -

  129. Knowledge Managers and KM Leaders -

  130. Knowledge Mapping -

  131. Knowledge Marketplaces -

  132. Knowledge Modeling -

  133. Knowledge Processing -

  134. Knowledge Retention -

  135. Knowledge Services -

  136. Knowledge Sharing -

  137. Knowledge Succession -

  138. Knowledge Synthesis -

  139. Knowledge Transfer -

  140. Leadership -

  141. Learning -

  142. Learning Frameworks -

  143. Learning Histories -

  144. Learning Organization -

  145. Lesson Management -

  146. Lessons Learned -

  147. Libraries -

  148. Logical Frameworks (LogFrames) -

  149. Machine Learning

  150. Machine Translation

  151. Market Intelligence

  152. Maturity Models

  153. Measurements

  154. Mentoring

  155. Metadata

  156. Methodologies

  157. Metrics

  158. Mind Maps

  159. Mindset

  160. Mixed Reality (MR)

  161. Mobile Apps

  162. Most Significant Change

  163. Motivation

  164. Multi-Stakeholder Processes

  165. Natural Language Processing (NLP)

  166. Neural Networks

  167. Onboarding

  168. Ontology

  169. Organization Design

  170. Organizational Development (OD)

  171. Organizational Network Analysis (ONA)

  172. Organization Management Rhythm

  173. Participation Inequality

  174. Peer Assist

  175. Personalization

  176. Personal Knowledge Management (PKM)

  177. Personal Profiles

  178. Planning

  179. Platform Economy

  180. Podcasts

  181. Portals

  182. Positive Deviance

  183. Prediction Markets

  184. Premortem

  185. Process Automation

  186. Process Documentation

  187. Process Improvement

  188. Process Mapping

  189. Project Management

  190. Promoting/Selling KM

  191. Proven Practices

  192. Recognition

  193. Records Management

  194. Reflective Practice

  195. Reporting

  196. Repositories

  197. Research

  198. Retention Interview

  199. Retrospect

  200. Return on Investment (ROI)

  201. Reuse

  202. Rewards

  203. Risk Management

  204. Ritual Dissent

  205. River Diagram

  206. Robotic Process Automation (RPA)

  207. Search Engines

  208. SECI Model

  209. Semantic Web

  210. Sensemaking

  211. Sentiment Analysis

  212. Shadowing

  213. Skills Inventory

  214. Social Business

  215. Social Media

  216. Social Network Analysis (SNA)

  217. Social Networks

  218. Social Software

  219. Stakeholders

  220. Storytelling

  221. Strategy

  222. Subscription Management

  223. Surveys

  224. Syndication

  225. Systems Thinking

  226. Tags

  227. Taxonomy

  228. Telepresence

  229. Text Analytics

  230. Thought Leaders

  231. Thought Leadership

  232. Threaded Discussions

  233. Training

  234. Transformation Map

  235. Trust

  236. Turnover Binders

  237. unConference

  238. Understanding

  239. Usability

  240. Use Cases

  241. User Assistance

  242. User Experience (UX)

  243. User Interface (UI)

  244. Valuation

  245. Value

  246. Value Network Analysis (VNA)

  247. Value Networks

  248. Values

  249. Videos

  250. Virtual Meeting Rooms

  251. Virtual Reality (VR)

  252. Vision

  253. Webinars

  254. Websites

  255. Wikis

  256. Wisdom of Crowds

  257. Workflow Applications

  258. Workflow Process

  259. Working Out Loud (WOL)

  260. Workplace Design

  261. World Café