office playgrounds: can freedom be programmed?

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  • office playgrounds can freedom be programmed? Sebastian Deterding (@dingstweets) Stanford, May 10, 2016

    cb

  • introduction

  • 1960s: the nightmare of alienated modernity

  • http://www.flickr.com/photos/11674159@N02/5856680212

    1990s: the utopia of the new economy

    obligatory foosball

    http://www.flickr.com/photos/11674159@N02/5856680212

  • http://www.flickr.com/photos/11674159@N02/5856680212

    2010s: the reality of playful offices?

    http://www.flickr.com/photos/11674159@N02/5856680212

  • obligatory slide

    2010s: the reality of playful offices?

  • 2010s: the reality of gamified work?http://www.pcworld.com/article/2047564/gamification-using-play-to-motivate-employees-and-engage-customers.html

    http://www.pcworld.com/article/2047564/gamification-using-play-to-motivate-employees-and-engage-customers.html

  • productivity

    the promise

    playful spaces gameful processes

    Creativity Collaboration Wellbeing Engagement Optimal resource use

  • new chapter

    of interviewed managers (FMCG, UK) believe that playful office environments increase employee motivation.

    relaxed office environments: fad or future? (2014)

    80%

  • new chapterrelaxed office environments: fad or future? (2014)

    91% of interviewed managers (FMCG, UK) believe that playful office environments improve team work.

  • gartner

    of global 2000 companies will have at least one gamified application by 2014.

    gartner news room (2011)

    70%

    http://www.gartner.com/newsroom/id/1629214

    http://www.gartner.com/newsroom/id/1629214

  • playing works

    highly engaging

    reduces stress and anxiety

    fosters trust, relatedness, social-emotional skills

    fosters deep, conceptual learning

    fosters flexible, creative problem solving

    satisfies basic psychological needs -> short-term positive affect and recovery, long-term psycho-social wellbeing

    trains autonomous self-regulationWenner 2009, Gray 2003

  • and the reality?

  • physical

    playgrounds

  • informal collision spaces

    theor

    y

    #1

  • informal collision spaces

    theor

    y

    #1

    60%

  • informal collision spaces

    unplanned collisions

    inspiration & collaboration

  • 1943: MIT Building 20

  • lettvin faraday, MIT

    You might regard it as the womb of the Institute. It is kind of messy, but by God it is procreative!

    quoted in: building 20: the procreative eyesore (1991)

  • 2000: Pixar headquarters atrium

  • john lasseter, creative director, Pixar

    I kept running into people that I hadnt seen for months. Ive never seen a building that promoted collaboration and creativity as well as this one.

    quoted in: steve jobs (2011)

  • 2012: Zappos Las Vegas downtown project

  • 2012: Zappos Las Vegas downtown project

    obligatory slide

  • 2012: Zappos Las Vegas downtown project

    obligatory slide

    ROC

  • 2012: Zappos Las Vegas downtown project

    obligatory slide

    return on collisionable

    hours

  • slidification of office environments

    theor

    y

    #2

    play-like featurescreativity & well-being

    magic

  • play-like features Openness: Wide open spaces high ceiling, glass, light

    Toy colours: Multiple primary, pastel colours

    Toy materials: Wood, plastics

    Playground materials: (artificial) grass, sand, trees

    Playground installs: slides, swings, caves, balls

    Toys: Arcades, foosball, pinball, ping pong, billiard tables

    Fiction: Ship, beach, subway, castle, supervillain lair

  • What is more inviting of play? Why?

  • Jared M. Stein

    n. Any institutionally-created, operated, or controlled environment in which participants are lured in either by mimicking pre-existing open or naturally formed environments, or by force, through a system of punishments or rewards.

    n. Any system or environment that repulses a target user due to its closeness to or representation of an oppressive or overbearing institution.

    defining creepy tree house (2008)

  • christopher Alexander

    Set up a playground for the children in each neighborhood. Not a highly finished playground, with asfalt and swings, but a place with raw materials of all kindsnets, boxes, barrels, trees, ropes, simple tools, frames, grass, and waterwhere children can create and re-create playgrounds of their own.

    a pattern language (1978: 369370)

  • exhaustible versus ...

    patte

    rn

    #1

  • possibility space: generative toys

  • will wright

    Players navigate a possibility space by their choices and actions; every players path is unique. Games cultivate and exploit possibility space better than any other medium. ... We're invited to create and interact with elaborately simulated worlds, characters, and story lines.

    dream machines (2006)http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm

  • case in point: the action office

  • robert propst

    #1: Forgiving Principle: We must be allowed to change our minds. The complexity of organizational environments coupled with the unpredictable course of future directions requires a forgiving behavior in facility design.

    #2: Grace with Change: A facility needs to change with ease.

    #3: On-line Planning and Expression: The individual can participate in goal setting and thus behave like a manager at any level. Users are often the best judges of what works.

    quoted in abraham (1998: n.p.)

  • robert propst

    Its truly amazing the number of decisive events and critical dialogues that occur when people are out of their seated, stuffy contexts, and moving around and chatting with each other.

    quoted in abraham (1998: n.p.)

  • the vision

  • the reality

  • why?

  • robert propst

    The dark side of this is that not all organizations are intelligent and progressive. Lots are run by crass people who can take the same kind of equipment and create hellholes. They make little bitty cubicles and stuff people in them. Barren, rat-hole places.

    quoted in abraham (1998: n.p.)

  • Kars alfrink

    When designing tools for play, underspecify!

    a playful stance (2008)http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm

    patte

    rn

    #2

  • a good sign (for once)

  • paul penfield, MIT Professor

    Its temporary nature permitted its occupants to abuse it in ways that would not be tolerated in a permanent building. If you wanted to run a wire from one lab to another, you didnt ask anybodys permission you just got out a screwdriver and poked a hole through the wall.

    mits building 20: the magical incubator 19431998 (1997)http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm

  • bard bird, autor & regisseur, ratatouille

    If you walk around downstairs in the animation area, youll see that it is unhinged. People are allowed to create whatever office they want. One guy might build a front thats like a Western town. Someone else might do something that looks like Hawaii John believes that if you have a loose, free kind of atmosphere, it helps creativity.

    zitiert in steve jobs (2011)http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm

  • office adventure playgrounds? a possibility space

    Rearrangeable spaces

    Rearrangeable, recombinable furniture

    Manipulable, trashable furniture

    Bring your own device/stuff

    underspecified

    License to play around unmonitored

    Encouragement to play around unmonitored

  • social

    playgrounds

  • 1960: banana time

  • donald f. roy

    De Man cites the case of one worker who wrapped 13,000 incandescent bulbs a day; she found her outlet for creative impulse, her self-determination, her meaning in work by varying her wrapping movements a little from time to time. ... Like the light bulb wrapper, I did find a certain scope for initiative, and out of this slight freedom to vary activity, I developed a game of work.

    banana time (1960)http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm

  • 1994: FISH!

    work made fun gets done!

  • gamification The use of game design elements in non-game contexts

    2010s: gamification

  • employee engagement

  • energy saving

  • Homo Oeconomicus 2.0

    theor

    y

    #3

    clear rules & feedback

    motivationdesired

    behaviour

    incentives

  • the problem with non-game contexts

  • Heeter et al. 2011, Mollick & Rothbard 2013, Deterding 2016

  • James P. Carse

    It is an invariable principle of all play, that whoever plays, plays freely. Whoever must play, cannot play.

    finite and infinite games (1986)

  • Edward Deci, Richard Ryan

    An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.

    the what and why of goal pursuit (2000)

  • Fun Voluntary

  • Fun Voluntary

    Voluntary Fun

  • work play

  • implementation determinism

    theor

    y

    #4

    new procedurenew practice &

    valuesmagic

  • Principles behind the Agile Manifesto

    5. Build projects around motivated individuals. Give them the environment and support they need,

    and trust them to get the job done.

    11. The best architectures, requirements, and designs emerge from self-organizing teams.

  • what we design: things & rules (offloaded in things)

  • who decides whether to play with them

  • anonymous current employee

    There are reasons that this company has a higher turn over of staff than a call centre. ... A lot of micro management, big teams and knee jerk copycat change of directions often mid sprints. Frequent prolonged crunch mode has resulted in low quality software and bad company vibe. Partly due to unrealistic hard deadlines pulled out of a woolly hat. A fear of failure postpones or cancels most releases. ... No, I would not recommend this company to a friend

    glassdoor (2014)

  • what shared values underlie

    play?

  • autotelic activity =

    http://www.flickr.com/photos/areyoumyrik/308908967

    http://www.flickr.com/photos/areyoumyrik/308908967

  • intrinsic motivation

    http://www.flickr.com/photos/areyoumyrik/308908967

    http://www.flickr.com/photos/areyoumyrik/308908967

  • vs. Quality and Varietyexploration and experimentation

  • vs. Quality and Varietymastery

  • autonomy

    http://www.flickr.com/photos/areyoumyrik/308908967

    http://www.flickr.com/photos/areyoumyrik/308908967

  • vs. Quality and Varietysafe space...

  • vs. Quality and Varietythrough failure without consequence

  • and attunement around mutual enjoyment

    http://www.flickr.com/photos/wondermonkey2k/6188527275

    http://www.flickr.com/photos/wondermonkey2k/6188527275

  • http://www.flickr.com/photos/iboy/5709372593

    http://www.flickr.com/photos/iboy/5709372593

  • http://www.flickr.com/photos/iboy/5709372593

    http://www.flickr.com/photos/iboy/5709372593

  • It is the nature of a fun community to care more about the players than about the game. ... We are having fun. We are caring. We are safe with each other. This is what we want.

    Bernie de Koventhe well-played game (1978: 19-20)

  • vs. Quality and Varietyopen for benign transgression

  • requires and builds trust

    I wont let you fall.

    Ill tell you when its too much

    http://www.flickr.com/photos/lucianvenutian/439410200

    http://www.flickr.com/photos/lucianvenutian/439410200

  • Work Play

    Other-determined Self-determined

    Instrumental Autotelic

    Consequential Inconsequential

    Regulated Open

    Care for result Care for each other

    Motivation serves function Function serves motivation

  • Work Play

    Other-determined Self-determined

    Instrumental Autotelic

    Consequential Inconsequential

    Regulated Open

    Care for result Care for each other

    Motivation serves function Function serves motivation

    work play playful work

    Other-determined Self-determined Autonomy-oriented

    Instrumental Autotelic Learning & quality-oriented

    Consequential InconsequentialSafety nets promote

    exploration

    Regulated Open Open, trust-based

    Care for result Care for each other Socially oriented

    Motivation serves function Function serves motivation Value-based

  • how?

  • make a bow

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

  • trust before asking for trust

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

  • model the values you want to see

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

  • allow failure

  • shared values, individual realisation

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

  • conclusion

  • for engaging work playgrounds ...

  • instead of creepy slidifcation ...

  • or gamification ...

  • create open collision spaces ...

  • and material possibility spaces ...

  • including the license to appropriate them.

  • arbeit spiel

    Fremdbestimmt Selbstbestimmt

    Mittel zum Zweck Selbstzweck

    Folgenreich Folgenlos

    Durchreguliert Offen

    Sorge um Ergebnis Sorge umeinander

    Motivation dient Funktion Funktion dient Motivation

    work play playful work

    Other-determined Self-determined Autonomy-oriented

    Instrumental Autotelic Learning & quality-oriented

    Consequential InconsequentialSafety nets promote

    exploration

    Regulated Open Open, trust-based

    Care for result Care for each other Socially oriented

    Motivation serves function Function serves motivation Value-basedput lived values over rule systems

  • through social free spaces ...

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

  • and modelling the values you wish to see.

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

    http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg

  • [email protected]@dingstweets

    codingconduct.cc

    thank you.

    mailto:[email protected]:[email protected]?subject=Slideshow%20%22Meaningful%20Play%22http://www.twitter.com/dingstweetshttp://www.twitter.com/dingstweetshttp://codingconduct.cchttp://codingconduct.cc