Monday, August 10, 2009

Learning and Creativity

This week I read the article "Teaching Smart People How to Learn" by Chris Argyris. It is a great piece of work discussing the idea and practical application of double loop learning. The examples in this article are very vivid and really get to the point why proffesionals or knowledge workers avoid learning.

Defensive reasoning is a big barrier for double loop learning. Teammembers search for solutions and reasons to problems outside themselves. They are affraid to acknoledge failure and thus are preventing themselves from learning. Success in their careers is the main source for them to be affraid of critisicm.

Learning and the educational systems are two subjects rather close to each other and there is a great video from TED by Sir Ken Robinson.



Ken argues that educational systems kill creativity. Kids are not affraid to be wrong and if you are not prepared to be wrong you never come up with something original. Kids lose this ability to be wrong and turn in to adults that are affraid to be wrong. Education is telling students that mistakes are the worst things to make.

In sports it is a common sense that mistakes and losing are needed to win matches and achieve goals. If a player makes a mistake during a match this is the only moment you can make them see how to perform better and to avoid the mistake. When I am coaching I always try to make teams lose bigtime during the training season. That is the time when they learn the most and create a bigger appetite for succes.

Chris and Ken are both stating that the inability to make mistakes, to be wrong and be defensive about them is a big problem. This problem leads to the inability to learn and the inability to be creative. We need to start learning again to make mistakes, be honest about them and learn from these mistakes to do a better job!

Friday, July 31, 2009

Teamwork in The New World of Work

Last weeks I have been working on my thoughts about the new world of work/enterprise 2.0 trying to find new of more meaning. Collaboration is one of the most used word but a google search for collaboration delivers a lot of technical results. Tech companies trying to promote the newest most sophisticated collaboration tools. These tools are very interesting and all but are they the most important aspect of collaboration. I am sure they are NOT and research proves this! Erik Brynjolfsson of MIT is doing some excellent research in this area, explaining the relationship between productivity and social networks. The quote "You can see the computer age everywhere but in the productivity statistics" of Robert Solow is world famous and is saying that only investment in computers just is not enough.

The soft, intangible side of collaboration in teams is a topic that I am going to exam for the coming period. It seems that a clear talent development program has to be in place aligned with overall workstrategy, physical workplace changes and digital workplace changes. Empowerment will be an import topic in the program. Management needs to learn to lead workers to make their own decisions on goals and strategies. This is just on of the many topics that is relevant to the soft side of collaboration.

What is your opinion or are you willing to help me in this quest?

Tuesday, May 19, 2009

Planet Google and Your Company

Last weekend I read the Planet Google,; One Company's Audacious Plan to Organize Everything. I want to layout some lessons to be learned from the ambitions and results Google made. The first one is Open vs Closed. Google needs every piece of information to be free and open to let the Google spider index it. This is needed to make all information on earth searchable. This ambition is a big challege that will take Google another 290 years to accomplish.

From a business perspective it is a challenge as well to open up every piece information within the company and make it searchable. The access to information can provide your organization a lot of insight in the way customers are being serviced, processes work and the performance of business units or teams. This information is both structured and unstructured. If done in a good way this can prove a competitive advantage for an organization.

One other lesson is to disobey your superiors from time to time. During the development of Gmail the AdSense program was discovered after a programmer showed that it was possible to read a e-mail message and show some ads on that page. This discovery generates more revenue than Gmail will ever do. The lesson here is to follow your instincts and view a problem and a solution from different standpoints. Thinking out of the box and linking stuff together will generate a lot more profit than sticking to the default path.

A challenge Google and every company has to work on is that not everything can be done by an algorithm as good as a human can do (yet). The only problem is the amount of data. Google outsmarted Yahoo with the algorithm versus the human input. The problem with some tasks is that humans can apply knowledge and do things way faster and better than a computer. Flickr solves this problem, they let humans add tags to photo's. Even though they get enormous amounts of photo's everyday they manage to engage enormous amouts of people as well to do the tagging for them. Indexing is done by hand and supplies a great way to navigate through all photo's on flickr.

Thursday, May 14, 2009

Work the movie

Hi there all,

It has been a while since we posted, sorry for that. We have been very busy with all sorts of work! One of the most interesting part is a movie Guus Balkema made. This movie features some of the brightest minds in the field of Work, like Larry Prusak and Tom Davenport.



Give us a comment on what you think about the trailer! If you are interested in the complete movie please contact us (our e-mail adresses are at the top of the page!).

Monday, January 19, 2009

Designing an organizational rule set


Last summer, I blogged about applying the principles and process of game design to organization design. At that point, it was no more than an interesting theoretical notion. If you want to know more about it, it’s more or less what I talk about in this presentation.



To make it a bit more tangible, Marinka Copier and I developed a methodology based on the game design process. This past fall, we have completed our first project using this methodology. There will be a formal write-up of this project - to be presented at an academic conference later this year - but I wanted to take the opportunity to share some preliminary results with you. Disclaimer: these are just reflections on my part, not conclusions based on our data.

We did the project at one of the largest non-academic hospitals in The Netherlands. This hospital was in the midst of setting up a new unit for elective care. They asked us to use our applied game design methodology to develop a set of starting points for their new elective care unit. These starting points should then be usable to guide the design of their IT systems, real estate, work process, etc.

We labeled the end result of this process as “meta-design”, which should basically be a rule set for their new organization. We planned three workshops that followed the steps in our methodology. The first workshop was a brainstorm about the building blocks of the new organization with the core design team. In the second workshop we invited the players who would play a role in the new care unit (such as doctors, nurses and insurers) and asked them to further develop their “game characters”. In the final workshop we did a playtesting session with a paper prototype of our meta-design. In other words: we played a game (with the same players of workshop 2) according to the rule-set we designed for their new elective care unit.

In general, the process and the results were very encouraging. Our client was very pleased with the results and to me it showed that the theoretical potential is there in practice as well. The workshops were energetic and united the perspectives of the various stakeholders in a playful way.

But of course I also see room for improvement. The biggest need for improvement for me lies with the core of the design process. Once you have collected all the building blocks and have explored the characters, it all needs to come together in a design. In this project, that has proved to be the most difficult step. It is difficult because the rule set we are designing has to reflect the organizational system, but also has to conform to game design principles (at least, that is our ambition).

I see two important avenues for improvement of our methodology. The first lies with the process: a deeper understanding of the system we are designing needs to come first, then more focused workshops and finally several playtesting sessions (one is not enough). A more fundamental improvement lies with the use of game design principles. I would like to see how we can incorporate some of the design knowledge that is being formalized in game design. For instance, I’d like to see if Jussi Holopainen’s Gameplay Design Patterns can somehow be used.

However, it has also become clear to me that some sort of x-factor will remain in this process. What I mean is that not everything about it can be formalized. Much will still depend on the skills of the designer. And that is something that game designers have been warning me about since day one.

So yes, I am still very optimistic about this notion that game design can enrich organization design. On to the next project!

Thursday, January 15, 2009

Putting a price on your social network

Edward Castronova is an inspiration to many of us interested in virtual worlds and MMORPGs. He set the tone for much of the research in this field with his classic 2001 paper on the economy of Everquest and his book Synthetic Worlds. I'm not such a fan of his later work, but that's beside the point. Ted decided about a week ago to put his theory on virtual economies to work by announcing that he would start using Serios. The Serio is a virtual currency that can be attached to e-mail messages. It’s a product of Seriosity, Byron Reeves’ company. The economic principle behind it is that Serios are scarce (as is attention), so the more Serios I attach to a message, the more important it is to me. The receiver - who is assumed to attach value to this virtual currency as well - will read the messages with the most Serios attached first and may even ignore the ones without Serios. Ted announced that he "will not be responding to emails that have no Serios attached." See his complete announcement and the reasoning behind it on Terra Nova.

The principle seems elegant enough at first glance, but Castronova's announcement drew massive criticism. There were two main points made by the detractors, one practical and one more fundamental. The practical problem was that Serios only work with the Microsoft Outlook client. So Mac and Linux users complained that they were now automatically cut off. The fundamental problem was best described by Randy Farmer (himself a virtual world pioneer as the co-designer of Habitat in the 1980s) in comments to Castronova's post on Terra Nova. What his point boils down to is this: I have invested time and energy in building a social relationship with you and now you are going to throw that out the window and are making me pay for your attention. I don't think so. Quote: "You can view this as success (you'll now get less email) or failure (you've burned pile of professional reputation), your choice."

After trying to argue his case - using an ill-founded metaphor involving the role of gifts in social relations, which was adequately refuted by Thomas Malaby - Castronova caved with his announcement on Terra Nova yesterday that he would go back to trying to read all e-mails, not just the ones with Serios attached.

This post may come across like a case of schadenfreude, but that is not what I am trying to express here. I honestly applaud Edward Castronova for initiating this public experiment. And especially for sharing his rationale and the outrage it created and for admitting it didn't work. A seemingly sympathetic idea turned out to have many pitfalls. Trial-and-error, this is how we learn.

Ted’s apologies were accepted by Randy, by the way.

Wednesday, December 17, 2008

Het Nieuwe jaar, uw nieuwe werken

Het Nieuwe Werken is dé trend in Nederland op dit moment. YNNO nodigt u uit om met de start van het nieuwe jaar met elkaar uit te vinden hoe het nieuwe werken voor uw organisatie eruit kan zien.


Uw nieuwe werken dus!


Wilt u geïnformeerd worden of meedenken over uw nieuwe werken of gewoon vakgenoten ontmoeten die zich bezig houden met nieuwe manieren van werken binnen organisaties? Kom dan op 22 januari naar onze netwerkmeeting "uw nieuwe werken"


Tijdens deze netwerkmeeting duiken wij met u in de praktijkwereld van uw nieuwe werken. We bespreken:

  • hoe de digitale en fysieke werkomgevingen afgestemd worden op het werk dat in de organisatie uitgevoerd wordt
  • hoe in deze werkomgeving voor uw medewerkers tijd uitgespaard wordt op allerlei administratieve en informatiezoekende handelingen zodat zij meer tijd kunnen spenderen aan hun echte werk.
  • hoe een organisatie zich qua cultuur en management stijl kan voorbereiden om uw nieuwe werken goed te laten renderen
Als startpunt zetten wij een aantal trends neer, geven wij een voorzet voor de impact op organisaties. Vervolgens is het doel om gezamenlijk discussie te voeren, ideeën uit te wisselen, beelden te delen en ambities te bespreken. Hierbij is er volop ruimte om uw eigen onderwerpen aan te dragen. Het seminar is van en voor iedereen die betrokken is bij dit spannende thema.


Wat betekent het nieuwe werken concreet voor uw organisatie in het jaar 2009?


Uw Oude Werken