“The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012

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Ross Smith Speaks about “The Future of Work Is Play” at the 2012 Serious Play Conference ABSTRACT Life in ancient Egypt, Greece, Rome and Colonial America included a natural integration of play and work. There were no scheduled work hours, time clocks, or hourly wages. For adults, work and play were combined in the greater quest for survival. The Industrial Revolution brought great advances in labor, transforming effort from human to machine. There was no time for play – playing at work was considered counterproductive. Play and recreation were now completely detached from work and labor. As a result, the Industrial Age bore witness to monumental advances in leisure as well – from the circus and YMCA to the first urban playground and the U.S. National Park Service. As the 21st century shift to knowledge and information work becomes more pervasive, a return to the integration of games and play as part of work is a logical progression. Shifts and advances in global, societal, technological, economic, and socio-political trends will shape the future of work. These changes will lead to an increased use of game mechanics in the workplace of the future. Over the last several years, the deployment of “productivity games” to improve business processes through the application of game elements have been gaining momentum. The use of crowdsourcing and productivity games as a business process have been on the rise. These lessons support the notion that games can – and will – be an important component of the workplace of the future.

Transcript of “The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012

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the future of work is play Ross Smith, Director of Test

Microsoft Lync Team

+ who am i?

+ our world is changing

new workforce

management capabilities

organizational trust

games and play

how to build a

culture of

creativity and

innovation

+

1962 Seattle World’s Fair

IMA

GIN

E

+ 7 billion humans

1804 – 1 billion

1927 – 2 billion

1960 – 3 billion

2023 – 8 billion

2041 – 9 billion

2081 – 10 billion

In a global village of 100

61 would be Asian (20 Chinese, 17 Indian),

11 would be from Europe…

and 70 would be gamers…

Global Shift: Diverse and Distributed Workforces

By 2022, everyone under 25 is a Digital Native

More young children know how to play

a computer game (58%) …

than swim (20%) or ride a bike (52%)

91% of kids age 2-17 are gamers

69% of kids age 2-5 can use a mouse,

but only 11% can tie their shoelaces

64% of parents believe games are a

positive part of their kid’s lives

47% work beyond regular business hours

32% do personal activities at work

Global Shift: Blurred Work and Life

68.7 million US social gamers in 2011

18 - 24 year olds

send and receive

110 texts a day on

average …

Games break through cultural barriers

Global Shift: Arrival of Emerging Economies

+ Gen Y and Millenials want:

1. Freedom

2. Customization

3. Scrutiny

4. Integrity

5. Collaboration

6. Entertainment

7. Speed

8. Innovation

“I feel like I’m

underutilized”

Talking to Mary Beth

We’re different and want to do more

It wasn’t just Mary Beth

And it wasn’t just our team…

Today’s workforce is

underutilized and not engaged

29% engaged

55% passively disengaged

16% actively disengaged

- Gallup

+ Solution?

10% increase in trust

=

36% pay raise

Why Trust?

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trust is foundational to

innovation

+ freedom to fail

+ collaboration

+ tolerance for risk

+ rapid prototyping and iteration

+ ad hoc experimentation

+ positive deviance

+ changing culture

Thoughts Feelings

Culture Actions

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games and work

play

fun

+ games have history

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+ hunting and fishing

+ festivals

+ athletic competition

children

ancient civilization

+ industrial revolution

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creative class

+ work

+ workforce

+ workplace

+ work product

+ why games and play?

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games help build trust

+ Games establish structure

+ Games develop regular practices

+ Games facilitate interactions

+ Games transcend Global culture

+ Games enable

Interpersonal

confrontations

and

mutual engagements

+ Games offer

opportunity for

Commitments,

Promises,

Offers,

Requests

+ Games support risk and

vulnerabilities

+ Games help test uncertainties

+ flow

challenge

skill

anxiety

boredom

+ games at work Productivity Games

+ employees want what gamers have

fairness

transparency

feedback

trust

communication

engagement

productivity

education

+ where games work best

Skills-

Behaviors

Matrix

Core Work Skills Unique Work

Skills

Expanding Work

Skills

In-Role

Behaviors

Organizational

Citizenship

Behaviors

+ productivity game examples

+

lan

gu

ag

e q

uality

gam

e

+ Results

Significant Quality Improvements for Windows 7

Positive Impact on Ship Schedule

Team Morale and Subsidiary Engagement

Total Screens Reviewed: Over 500,000

Total Number of Reviewers: Over 4,500

Screens per Reviewer: Average 119

Significant Quality Improvements for product

Positive Impact on Ship Schedule

Team Morale and Dogfood User Engagement

Players Over 1,000

Feedback increase > 16x

Feedback received: 10,000+

Players vs. non-players 67% of players participate vs. 3% of non

Results

Microsoft Disaster Response

NetHope

Lync Client Tools Team

OXG Research

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+ security games

“Why a game? Entertainment

provides an engaging medium

with which to raise awareness of

the diversity of technologies

impacted by security breaches and

the creativity of techniques

employed by attackers.”

(Introduction to Hackers, Inc.)

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+ 42Projects

Collaborative Play

Trust

Management Innovation

www.42projects.org

+ seriouslythemovie.com

opportunities

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thank you ross smith

rosss@microsoft.com