Both Michaels listen with rapt attention as Phaedra brings us all up to speed on the Future Workplace 2020 Summit Symposium that she attended this week past week, while teasing two upcoming events: CDC Games for Health and Women Gaming. We then take a quick left turn (that our phones notice due to the new m7 chip) around gaming our health with various sensors and devices. And then spin totally out of control thanks to LinkedIn and it’s game on cheating spouses.
We finally get back on track with a bit of tangible play examples based on the TechCrunch example.
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Phaedra, Michael and Michael were delighted to be accompanied by Ross Smith, Director of Test in the Skype division of Microsoft for this show, centered around games for employee engagement.
Ross described the recent work that he and his team have done with giving personality to buildings and using the building itself as the ‘game master’, to orchestrate and facilitate employee engagement.
Games for health
One of the intriguing examples (also discussed in Episode 58, but without the benefit of Ross’s first hand experience) uses a water cooler with personality as the mechanism for gamifying health. While drinking eight glasses of water a day is a pretty well known health tip (I’m drinking my 4th big glass as I’m writing this!), it is easily forgotten in the hectic business day. The team at Microsoft gave their water cooler a bubbly user interface and 4 emotional modes (sad, happy, attract/flirt and party) to experiment with increasing the amount of water consumed by the building’s people. The results: more water for more people, and a wealth of data, feedback and ideas to continue the innovation. The picture above was inspired by Ross’ story and is my low-tech example of giving the water cooler in my apartment some personality as well!
Another example is classifying the food choices in the cafeteria as green, yellow and red, and then using that data to guide behavior. If less healthy food choices are selected, the building might suggest using the stairs or a longer route for a meeting later in the day. This has helped the team learn more about what people are willing to share, and what they are not, and inform future game design on what should have individual vs team collective goals to maximize participation while respecting privacy.
Games for social / business interaction
The game ISHI was used as the buildings were being opened to help the team come together in an open office, connected community. Ross described how people may respond to some survey questions indicating preference between skiing and snowboarding, or cat / dog fandom, and then how that kind of data can be used to create groups and teams with common interests and help people to get to know one another even better. The building invited people to come to a central space, then you have met a number of people with common interest across job roles and functions, with the goal of beating the clock to figure out what do they have in common. This method of dynamic team creation could be leveraged to bring a creative team together to brainstorm how to solve a client’s problem just as easily.
Windows Language Quality Game was another game with similar tremendous results, this game wound up attracting more than 4,000 people play and review over half a million screens, separating actionable feedback from non-actionable feedback received from public beta testers of Windows software. Ross noted that rigorous data collection is key, and his experience of 4x – 16x increased participation and results because of the game mechanics can demonstrate even to the skeptics the business impact and win them over.
We were delighted to have Ross on the show with us today, and if you would like to learn more about him and the projects he’s involved in, you can find him on the following links:
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Comments Off on Episode 59 – Productivity and Pleasure
The gang’s all here and we continue our discussion from last week’s ethics episode. Do you believe that we have the right to be told all the usage of data gathered from any game we play? It it our right, even when the game is free? Is there any difference between games and free services such as Gmail or Facebook? Should the data collection be opt in or opt out? How often do you read the emails you get from your favorite games or services, where they may be changing the terms of service? We discuss all of this and more.
Next week’s show will include Ross Smith from Microsoft, so drop us a comment or question for him in the comments below!
Porter Stowell joins Phaedra and Michael M for a rockin’ good time across a broad set of topics for this week’s show. Phaedra shares her stories from the Serious Play Conference in Seattle earlier this week, highlighting how Ross Smith has created a building with personality to interact with the people who enter and use it. We playfully riff off of the idea that a water fountain may say “glad to be of service” and how other aspects of the building personality may interact with people, and how municipalities could interact with citizens, rewarding them for taking action to help maintain the city.
Porter highlights how crowdsourcing has been incorporated in charity concerts, and the team speculates how technologies such as Foursquare (and Foursquare mayors) might be engaged for validation of the crowdsourced contributions.
The panel then turns to the question of ethics that was started during last week’s show, and reaches a consensus that disclosure is key for organizations using games to achieve a goal beyond that of simple entertainment. If you play a game, and the outcome of that play may be in the furtherance of another goal, the player should know in advance what their play is helping to attain so they may make an informed decision to play or not. Porter, Phaedra and Michael speculate on what it would take to gain informed consent to build the Death Star, and what kind of spin would be needed to do so.
How does Michael spend his vacation? Well, playing games! He shares his experiences with a couple of iOS games — Sid Meier’s Pirates, Plants vs Zombies 2, Motor World, and Simpson’s Tapped Out. We have an intense discussion as to whether mummies are zombies before Porter calms Phaedra and Michael back down. A thread between Motor World and the Simpsons is that both use doughnuts as a scarce currency. It’s all about the doughnuts.
Porter has been playing a game played by 30m people, growing by 60% every year, where you sorting through useless data points in order to win. Porter stumped Phaedra and Michael on this riddle – see if you can identify what game it is before Porter gives it away!