office playgrounds: can freedom be programmed?
TRANSCRIPT
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office playgrounds can freedom be programmed? Sebastian Deterding (@dingstweets) Stanford, May 10, 2016
cb
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introduction
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1960s: the nightmare of alienated modernity
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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
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http://www.flickr.com/photos/11674159@N02/5856680212
2010s: the reality of playful offices?
http://www.flickr.com/photos/11674159@N02/5856680212
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obligatory slide
2010s: the reality of playful offices?
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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
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productivity
the promise
playful spaces gameful processes
Creativity Collaboration Wellbeing Engagement Optimal resource use
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new chapter
of interviewed managers (FMCG, UK) believe that playful office environments increase employee motivation.
relaxed office environments: fad or future? (2014)
80%
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new chapterrelaxed office environments: fad or future? (2014)
91% of interviewed managers (FMCG, UK) believe that playful office environments improve team work.
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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
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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
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and the reality?
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physical
playgrounds
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informal collision spaces
theor
y
#1
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informal collision spaces
theor
y
#1
60%
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informal collision spaces
unplanned collisions
inspiration & collaboration
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1943: MIT Building 20
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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)
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2000: Pixar headquarters atrium
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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)
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2012: Zappos Las Vegas downtown project
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2012: Zappos Las Vegas downtown project
obligatory slide
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2012: Zappos Las Vegas downtown project
obligatory slide
ROC
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2012: Zappos Las Vegas downtown project
obligatory slide
return on collisionable
hours
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slidification of office environments
theor
y
#2
play-like featurescreativity & well-being
magic
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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
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What is more inviting of play? Why?
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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)
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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)
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exhaustible versus ...
patte
rn
#1
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possibility space: generative toys
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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
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case in point: the action office
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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.)
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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.)
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the vision
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the reality
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why?
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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.)
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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
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a good sign (for once)
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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
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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
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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
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social
playgrounds
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1960: banana time
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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
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1994: FISH!
work made fun gets done!
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gamification The use of game design elements in non-game contexts
2010s: gamification
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employee engagement
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energy saving
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Homo Oeconomicus 2.0
theor
y
#3
clear rules & feedback
motivationdesired
behaviour
incentives
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the problem with non-game contexts
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Heeter et al. 2011, Mollick & Rothbard 2013, Deterding 2016
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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)
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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)
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Fun Voluntary
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Fun Voluntary
Voluntary Fun
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work play
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implementation determinism
theor
y
#4
new procedurenew practice &
valuesmagic
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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.
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what we design: things & rules (offloaded in things)
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who decides whether to play with them
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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)
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what shared values underlie
play?
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autotelic activity =
http://www.flickr.com/photos/areyoumyrik/308908967
http://www.flickr.com/photos/areyoumyrik/308908967
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intrinsic motivation
http://www.flickr.com/photos/areyoumyrik/308908967
http://www.flickr.com/photos/areyoumyrik/308908967
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vs. Quality and Varietyexploration and experimentation
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vs. Quality and Varietymastery
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autonomy
http://www.flickr.com/photos/areyoumyrik/308908967
http://www.flickr.com/photos/areyoumyrik/308908967
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vs. Quality and Varietysafe space...
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vs. Quality and Varietythrough failure without consequence
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and attunement around mutual enjoyment
http://www.flickr.com/photos/wondermonkey2k/6188527275
http://www.flickr.com/photos/wondermonkey2k/6188527275
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http://www.flickr.com/photos/iboy/5709372593
http://www.flickr.com/photos/iboy/5709372593
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http://www.flickr.com/photos/iboy/5709372593
http://www.flickr.com/photos/iboy/5709372593
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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)
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vs. Quality and Varietyopen for benign transgression
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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
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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
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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
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how?
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make a bow
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
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trust before asking for trust
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
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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
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allow failure
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shared values, individual realisation
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
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conclusion
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for engaging work playgrounds ...
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instead of creepy slidifcation ...
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or gamification ...
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create open collision spaces ...
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and material possibility spaces ...
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including the license to appropriate them.
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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
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through social free spaces ...
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
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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
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[email protected]@dingstweets
codingconduct.cc
thank you.
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