We kick off 2017 with a short show. Michael M. and Phaedra discuss an augmented reality app launched in conjunction with the recently released movie “Hidden Figures”, review Smart Canes and have a lively discussion about the challenges surrounding video capture and the importance of thorough testing from the Kotaku article — a good reminder for everyone involved in technology development.
The augmented reality app (App Store — Google Play) has the user go to specific geographic locations, such as on the University of North Carolina campus to unlock content related to the stories and accomplishments of STEM leaders. Michael gave this a try, and the picture above shows the statue of Katherine Johnson superimposed on the phone screen in front of the Bell Tower at UNC.
Show Links: Hidden Figures – http://www.imdb.com/title/tt4846340/ AR and Hidden Figures – http://wraltechwire.com/-hidden-figures-ibm-augmented-reality-project-links-in-3-triangle-universities-/16402395/ Smart Canes and Wheelchairs – https://techcrunch.com/2017/01/05/smart-canes-and-wheelchairs-among-tech-empowering-the-disabled-at-ces/ Racist Video Game – http://www.kotaku.co.uk/2017/01/12/how-we-accidentally-made-a-racist-videogame
Michael welcomes back our co-host Phaedra after a long drought. We look at how experience needs continual education to drive long term value. We look at how old school learning models are being challenged, with new approaches and by artificial intelligence. And we look at how Elon Musk is trying to drive AI with his hiring practices at Open AI.
Michael and Michael welcome Sean Pizel to the show to talk about the game he designed to help IBM employees and executives learn about IBM Design Thinking. Sean is a designer at IBM and designed game “Wild Ducks”. The game specifically encourages much of the concepts behind Design Thinking to be used in order to improve likelihood that you will delivery a successful and profitable software solution.
This week we get a little peak behind the current of a very popular Alternate Reality Game experience at IBM that Phaedra led at IBM. It was the very first corporate wide ARG played at IBM. The purpose was to introduce IBMers to the next generation of our Social Business Tools. We discuss the value of understanding the audience for your game, and the expected outcomes. We also learn that the player is not always going to play the game you want them to play, but as long as the lesson is learned it is well worth it.
Michael M describes his Oscar worthy performance to engage his team in Budapest in this alternate reality. While Phaedra describes the trials and tribulations of building the story, and navigating the corporate minefield on what is the right story for a business game.
We also that ultimate question – can you make gamify at work with out Badges and Points? List to this week’s episode and find out!!
While many people are taking the day off in the U.S. to recover from all the sounds of the fireworks, the Michael’s take the time to check out some new glasses which you can wear via your iPad.
We then look at how a blog post by Ramin Shokrizade over at Gamasutra, where he discusses the tips and tricks that Free to Play game designers use to get money from players. We decide it would be put to much better use if we can take these techniques and use them to help business and employees improve their skills and efficiencies. Can you identify who will use a game for the best outcome verses those who may just be using it to pass time? What about how some games or businesses use progress gates to help self select players. When do you decide not to play any more? We answer all of these questions.
We then look at how Tesla is changing the rules in how long it takes to tank up your electric car! Will this help change the buying behaviors of car shoppers?
Finally, we want to hear about how you think gaming can be used to help more young women and girls become engaged in Engineering and Science. We’ll be talking about it next week on Games At Work dot Biz!