Showing posts with label Ideas. Show all posts
Showing posts with label Ideas. Show all posts

Sunday, March 29, 2015

Make a game of it

Today I led my first service at USSB; the theme was how games can help heal brokenness. I led the congregation in a spirited round of massive multiplayer rock-paper-scissors. Below is my reflection, where I included mentions of Sid Meier, Katie Salen, Eric Zimmerman, Jane McGonigal and Raph Koster. It was a really fun morning for me & from the conversations I had with people after the services, it sounds like I helped people to think differently about the value of games. And Unitarians proved they are seriously into rock-paper-scissors :)

Here is my reflection:

My family had just moved to a new town at the beginning of my 6th grade year. A few weeks into the school year, the entire 6th grade had a pizza party at the local Little Caesar’s restaurant. This was back when Little Caesar’s had restaurants, and this particular one also had a bar with a huge dance floor where the locals hung out on Friday and Saturday nights. But on this particular Friday afternoon, my entire 6th grade class was having a pizza party. And then a dance contest.

I had no intention of dancing. I really hadn’t made any friends yet. When a boy that I recognized from my math class named Kevin asked me to be his partner, I was so shocked that I said yes.  He pulled me out into the center of the dance floor and the music started.  The contest rules were simple: keep dancing until a teacher taps you on the shoulder, indicating you are “out.” The song for the dance contest was “I can’t drive 55” by Sammy Hagar. If you have ever heard this song, you’ll know that it’s not exactly dance contest material.

As it was, the song choice didn’t matter. I didn’t know that my dance partner was a 12 year old dance prodigy. To be honest, he could have probably won the contest on his own.  He was dancing so enthusiastically that I couldn’t help but try to match his clearly superior moves.

Something happened as I tried to keep up with my partner; I forgot all about the people watching us. I didn’t notice the teachers tapping the other couples’ out. I was focused on dancing. I was having fun. And for the 6,000 times they played that song, I wasn’t a shy 6th middle school girl who was trying to make friends in her new school: I was a dancing queen.

When the music finally stopped, Kevin and I were standing alone in the middle of the dance floor, sweaty and triumphant. The kids surrounding us cheered and patted us on the backs; Kevin grabbed my hand and held it up in victory.

Now, I was a very, very shy 6th grade girl. I had ended 5th grade as a social outcast in my previous school, shunned and bullied by my best friends. I was honestly relieved we moved to a new town for middle school, even though I didn’t know anyone.  And then a few weeks into the school year, my shyness and relative anonymity were blown to bits in the middle of that dance floor at Little Caesar’s.

Our brains are quirky, funny organs. Brains are super pattern collectors and recognizers, constantly seeking out meaning amidst chaos. We delight in finding patterns where none should exist, like when we see a cloud that looks like a bunny, or we see the image of Jesus in a piece of toast. Our brains are constantly trying to make sense of the world, to get better and better at recognizing patterns and anticipating cause and effect.

The funny thing is, when we are presented with a new or unexpected pattern, our brains are not very good at dealing with it right away. It’s like our brain goes into shock, yelling “This is not what I expected! What do I do?” It can send us into a state of paralysis, or it may prompt you to make a decision you normally wouldn’t, like participate in a middle school dance contest.

In order for our brains to learn a new patterns to better anticipate cause and effect, we need to practice recognizing the pattern. We know that practice is how we learn. Need to learn an instrument? Practice. Need to learn how to do algebra? Practice. We know that practice is the path to master a skill.  

When we are young, we practice navigating the complexities of life through play. We learn to negotiate and argue and apologize and make new friends all within the context of make believe and games that we create our own rules for.

At some point, though, we flip the expectation that play is the catalyst to learning and growing and begin to see play as a waste of time, a form of entertainment with little other value. As we stop valuing play, we deprive ourselves as adults of a safe place to practice and fail and learn how to navigate new, complicated situations. Our brains haven’t changed: we still are constantly struggling to learn and recognize new patterns. Just because you’re 16 or 36 or 86 doesn’t mean that you know everything you need to about relationships or about yourself.
I face issues every day that I don’t know how to respond to. Sometimes I think it would be great to sit down and have a tea party with my 8 year old and try to work through them, but I’m pretty sure her stuffed animals aren’t as experienced with working through the nuances of my adult relationships with my parents or how to deal with gender discrimination at work.

Still, there’s something to be said for play as a way to make us better, stronger and more confident in navigating the world around us. And games are the perfect way for us, even as adults, to play and learn and grow.

What is a game, really? Sid Meier, who is the famous designer of the Civilization computer games, defined games as “a series of meaningful choices.” This definition has always rung true to me, although probably a little too broad: couldn’t life itself be defined as a series of meaningful choices?

Another definition from game designers Katie Salen and Eric Zimmerman says that a game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. I like this definition, particularly because of that last piece, “a quantifiable outcome.” This is what differentiates play from games. In a game, there is an outcome, usually a score that tells you who won and who lost. Those outcomes, whether successes or failures, serve an important purpose: they provide you with feedback. Are you winning more, getting higher scores? You’re learning and improving. If you aren’t getting better at the game, what do you need to differently to improve? What are others doing to win that you can learn from?

Games, really, are patterns that we learn to solve. The simple ones, like tic tac toe, are fascinating to kids who are just learning pattern recognition. But one day after a couple years of practicing tic tac toe, you realize that you can win or tie every time depending on the skill of your opponent, because you have learned every pattern possible in the game.

My uncle was so good at solitaire that he could tell after only a few minutes of play whether he was going to win that hand or not. I was not that good, and I would get so frustrated watching him for a few minutes and just as my mind was starting to get into the game, he’d fold the deck and deal a new hand. How do you know? I’d ask him. And he’d say, I’ve played this a million times. I know.

In 2009, I attended the annual Game Developer’s Conference in San Francisco and saw a presentation that changed my life. Jane McGonigal presented a session on how games can change the world. She had recently launched a game called “Top Secret Dance Off” with one goal: to make people happier. The game was simple. You went to the game website and joined a team. Once you were on a team, you could start completing dance challenges. For each dance challenge, you needed to complete 3 steps: 1. Assume a secret identity. 2. Video tape yourself completing the dance challenge in public. 3. Upload the video to the game site. Once you uploaded the video, other people could vote for your dance  - the team with the highest vote total for their dance videos “won.” The website still exists and if you visit it today, you can still see the amazing and hilarious videos of people in disguise dancing in public.

What was the pattern that Jane wanted people to recognize in this game? Simply that dancing makes you happy. Even watching other people dancing makes you happy. In her talk, she proposed a noble purpose for games: games can be designed to elicit lots of different types of emotions and develop different types of skills. What if we designed games to help make people better and, even grander, to change the world for the better?

I knew that what she was saying was true. A decade earlier, I had made of game of eating using Weight Watchers points and over the course of a year had lost 75 pounds. If I could make something super hard, like losing weight, into a game that I could play and win, why couldn’t that same idea be used to solve even bigger, more complex real problems?

Two years after I saw Jane McGonigal speak for the first time, she published her first book, Reality is Broken. In it, she expanded on her idea that games can be a catalyst for growth and change, for individuals and for the world. Her idea was catching on. A game called Re-Mission helped kids with cancer understand how chemotherapy and radiation worked and let them play along fighting cancer cells during their treatment. Another game, World Without Oil, challenged people to go through their day without using oil products and to journal what alternatives they used in order to help other players facing the same challenges.  There were games addressing subjects as complex as how to most efficiently rescue survivors during a natural disaster like a typhoon or hurricane or how to achieve peace in the Middle East.

Even more powerful than the games that were allowing people to work through complex problems were the real issues gamers were being asked to solve.  In 2011, gamers were able to solve a virus enzyme structure in 3 weeks that scientists had been unable to solve for over a decade.  In the same year, gamers were able to identify cross-species DNA segments that geneticists were unable to identify using computers.  All by making a game of science.


We, humanity, prove over and over again that our brains are the most incredible pattern recognition systems and problem solvers. And it’s not just that we’re capable of doing it. We think it’s fun.

Fun is a loaded word. Raph Koster in his book A Theory of Fun defines fun as “the act of mastering a problem mentally.” I like this definition because mastering a problem mentally defines fun as an active state, which differentiates it from entertainment or enjoyment or delight. Koster further defines fun as learning in a context where there is no pressure.

Learning in a context where there is no pressure. This is why games matter.

This is why playing games, at every age, is important. If we are constantly in a state of brokenness, then we are always in a state of repair. When we don’t know how to fix a situation, we must learn. How better to learn a new pattern, a new cause and effect, a new way to look at the world, than in the safety of a game where we can practice and learn and get better, step by step? How better to make ourselves and the world better than in a game where we can have fun doing it?

When I look back now, I can see why winning that dance contest in sixth grade meant so much to me.  It was the perfect game for me to play at the perfect time. I needed to learn how to make friends in this new environment, but there was no pressure in that dance contest: I didn’t know anyone and I had nothing to prove. But I learned that taking a risk, putting myself out there and trying something new COULD be the catalyst for friendship and success.  It’s a pattern that I have recognized and repeated throughout my life, from starting my own business, to meeting my husband on a blind date, to joining this congregation.

Any challenge can be made into a game, just by approaching it in a playful way. My daughter makes something as simple as walking down the street a game by trying to avoid the cracks (and sparing my back from breaking).  More complex challenges like exercising more, I can break down into smaller challenges and reward myself for achieving milestones along the way.

What challenge are you facing? How can you make a game of it?


Wednesday, April 16, 2014

All this useless beauty

I've been forming a realization lately, which either means that I'm gaining some form of enlightenment or I'm getting old (or both...it's probably not an either/or situation). I've been realizing that the Internet has become a source of frustration and disappointment.

Don't get me wrong, there are many reasons I love the Internet, even beyond funny cats. I can connect with people all over the world. I can save time and money doing research, planning, shopping and working. I can find information about just about ANYTHING that I want to know.

It's this last one that is actually pushing me over the edge. While I can find information on anything I want to know, it's often the case that that I get more information than I NEED to know. Finding what I want, when I need it, is priceless. Finding 1000x as much as I need and having to weed through it, or often getting distracted by it, costs me whatever time and money it might be saving me.

Worse, for every Upworthy-esque story I might read, there are just as many troll comments or Kardashian-bashing references. People say all kinds of mean things online, mostly to people they don't actually know, without thought to what the impact of their words are...or worse, with intent to hurt. The Internet is an amazing place and one that can suck the light out of you.

A few weeks ago, I got a song title stuck in my mind: All this useless beauty. It's a song by Elvis Costello. I read somewhere that he wrote it after watching people's reaction to art in a gallery, but it wasn't the song that got me...it is that one lyric, the title: all this useless beauty.

I live in an ridiculously beautiful place now and it often amazes me how many people who have lived here for a long time stop seeing and appreciating how beautiful it is. I can round a corner on the freeway in the morning and see the waves crashing against the sand, palm trees framing the Santa Barbara shoreline and I literally stop breathing for a second and sometimes some interjection escapes my lips, unintended. It is that beautiful.

All this useless beauty.

What good is this amazingly beautiful place if people don't appreciate it and protect it? What use is beauty if it doesn't inspire us to do good?

I'm starting to feel the same way about the Internet. There is beauty in the Internet, in what it can do to make the world better. There is connection and emotion and yes, even love. And yet, there is so much ugliness and hate and pain and despair and injustice that it has begun to eat away at me. It can paralyze me and it can distract me from the things that bring me joy and inspiration.

I can only make the world better if I can focus on the beauty. Because for me, it's not useless. It inspires action. It inspires hope. It spurs me on when I'm feeling discouraged. It reminds me that life is beautiful. The Internet has become a place where it's harder and harder to find the beauty, masked over and over again by the ugly. It's not the Internet's fault; the Internet is not the bully. People are. People who hurt and use this tool, this forum, this technology, to spread negativity and banality. The Internet has become the focus of that song lyric for me: all this useless beauty.

I'm going to do something about it. I'm going to step away from the things that distract me and focus on what inspires me. I'm focusing my energy on appreciating and protecting the beauty of the Internet and I'm letting it inspire me to do good. I have a plan, so stay tuned. The Internet doesn't have to be useless beauty.

.




Wednesday, November 27, 2013

Vote now! FUND$TER in the Global Startup Battle

I need your help.

Our start up FUND$TER from Santa Barbara Startup Weekend is competing in the Global Startup Battle. 

Would you vote for me? 
http://globalstartupbattle.agorize.com/en/juries/10/votables/315

Reasons to vote:
1. You gave birth to me or we're in some way related. 


2. We went to school together, we've worked together or we've dated(!) and if i win you can have bragging rights that you know me.


3. You still owe money on your student loans.


4. You have no idea how you're going to afford your kids' college.


5. I voted for something for you or your kids at some point.


6. You have ever had a conversation about the lack of women tech entrepreneurs.


7. You drink Coke. (They are sponsoring the competition.)


8. You think there should be an option for funding college besides student loans and your parents.


9. You need a distraction from your family over Thanksgiving and you can use this as an excuse.

You can vote every 24 hours until December 6th! Please help us make it to the finals!


And please share...thank you :)

Sunday, October 14, 2012

Makers

There's a lot of talk about the "creative class" and what it means to be a designer. The problem is, everyone wants to be a designer, everyone wants to be creative...people understand what that means. Being a designer means that you make things. And making...creation...has some magic to it.

We've been starting to notice this around our house. Whenever someone says something utterly ridiculous, we will say, "I'm sure that was the first time those words have ever been put together in that way." It's a moment of magic when you think that, potentially, you said something that's never been said before and it elicits a strong response (usually around here it's laughter).

I respect writers who are crafting new ideas and eliciting emotions through words; they are makers. Artists, who through music or performance or through a physical manifest of their creativity, are magical in their creation of the meaningful new. It's that concept, the "meaningful new," that differentiates makers from everyone else.

Yes, everyone else. There are the talkers, the "futurists," who imagine what might be and fancy themselves designers because they throw out big ideas into the universe. The talkers may have credit for coming up with ideas, but it is the makers who actually craft the future.

There are the documentors, the people who capture what is. They are the journalists, the recordkeepers, the scribes, the librarians; they are the people who preserve reality and hold our memories to task. Their scrapbooks and archives are imperfect and biased, but they help us reflect on where we are and help us measure how far we progress. It is the makers whose progress they are documenting.

There are the opportunists. They will sell and promote what the makers make. Without them, we may not discover and benefit from the makers. They are the communicators, the marketers, the sales people. They try to tie the emotion to the innovation, to tell the story of the new. Without the makers, they have no story to tell.

Then there are the critics, who assign value to the work the makers do. They also are communicators, but what they communicate is their opinion, nothing more. They sit in judgment, counting on others to find them credible in their opinions. Without makers continuing to risk judgment, critics would have nothing to judge.

Beebo and Gearmo, made by John Pagano
Finally, there are consumers. We all are consumers, but many people are only consumers. We buy what others design and build and create to help us at work, at home...sometimes just for enjoyment. We want the new. We want to feel like we are makers, if only because we accumulate and consume what they make.  It is a human drive, based in learning, curiosity and delight, to discover and design and create.

When I woke up this morning, I followed my usual pattern of checking Twitter. I read all kinds of opinions and judgments, saw photography documenting peoples' activities and behavior, and read many, many tweets of people trying to sell me something, either a product or their opinions. Then I got a text from my partner, who today is on the east coast. He sent me a picture of  the robot he made from found objects this morning with his son. With the magic of a creator, they designed Beebo with springs for legs and wheels for feet, with a head that swivels, eyeballs that roll, and a kitchen timer heart beat (later I found out that he had made a second one for me named Gearmo). This is what makers do. They make things that change us, inspire us and make the world better. They are the catalyst for progress.

Z and the bots 
What are you making?

Friday, August 26, 2011

Live events still rock & thoughts on the future of virtual events

Over the past week I attended two very different live events that epitomized where virtual events need to go in order to gain more widespread acceptance.

Geeks Celebrating Their Geekiness

The lovely Pamela Kucera & I geeking out
Last Friday, I attended the Philly Geek Awards, conceived and hosted by Geekadelphia and featuring awards for all kinds of local geek-related activities: tech start ups, film making, comic art, blogging, podcasts, viral videos, geek fashion, art, science, app development, game development...really, a veritable smorgasbord of geekery. There were mentions of Star Wars, Star Trek, Game of Thrones, and bacon (lots of mentions of bacon). At one point, a furry accepted an award. Besides the furry, let's just say I was with my people. It was a black-tie event, the equivalent of a geek prom. It was a blast.

Cosplay Kids Category Winners at BCC
On Sunday, I attended the Baltimore ComicCon. This is the 3rd year I've attended, and it continues to be my favorite of the ComicCons (no, I haven't been to San Diego) because of the emphasis on the writers and artists. I got to see Anthony and Conor from Kill Shakespeare, peek behind the big black curtain to glimpse Stan Lee, chat with the writer/artist for one of my son's favorite kids graphic novelists, and see more cosplay than I need to for the entire year.


What do both of these events have in common? They bring together busy communities for an opportunity to bond.

Granted, both of these events focused on people in creative industries...industries full of innovators, entrepreneurs and creators. They provided an opportunity for people who busy themselves making things a chance to look around and see what their peers are making. There is immeasurable value in that...in lifting up your head from your own work and seeing the success, hearing about the trials and failures, of others. I loved being a part of these events because they inspire me to look at my own goals and dream bigger.

Can virtual events recreate that experience of allowing creatives and creators to talk, share, bond and inspire each other? Yes. But they need to reach beyond their own user groups.

Right now, the most successful virtual events are focused on the communities and people engaged in virtual events. No surprise there, really, and its encouraging to see people eating their own dog food. But as a designer, I think about how these technologies could enable the extension of the communities that gather in person for events like the Philly Geek Awards and ComicCon on an ongoing basis. I don't think the live events will go away, nor do I want them to, but I see potential in extending out the connections made, information shared, and inspiration disseminated at these events on a more consistent and ongoing basis. We're not just a community for an annual event...we're a community all year round. We're not a community when we're face-to-face, we're a community that exists in interest and common goals no matter where we are.

Virtual worlds and event platforms can enable that type of interaction whenever you need it, not isolated to the scheduled dates and times. Pervasive community interaction already takes place in 2D tools like Facebook, but it doesn't capture the feeling of presence and engagement that 3D environments provide. It's really not possible to have a Facebook "event" and Twitter, although it provides the opportunity for live chats, is lacking the visual sharing that is such an integral part of creative communities.

Consider this a challenge to my creative friends. We push the boundaries and pride ourselves in creating new things. Shouldn't we be the ones to embrace the most progressive technologies for establishing and growing our communities?

Tuesday, January 11, 2011

Learning mobsters: #4sqchat

I've been one of the moderators for #lrnchat on Twitter for almost 2 years. Saying that amazes and humbles me...I've met more brilliant people and had the opportunity to learn from so many new friends through the serendipity of social media and my life is forever changed for the better because of the #lrnchat community.

On the other hand, I've been participating in #lrnchat for almost 2 years. And its really been the only Twitter chat I've participated in, besides an occasional #edchat or #hcmchat.

In retrospect, this seems absolutely silly. I've talked about in the past how I learn the most from the non-learning focused conferences I attend: gaming conferences, technology conferences, industry conferences...those are the conferences that typically get my mind whirring and my creativity flowing. So why have I not participated in any of the hundreds of chats you can now find on a regular basis on Twitter?

I don't have a good answer.

But luckily, some of my #lrnchat friends pointed out the obvious. We need to learn in places outside of our own backyard. We need to get out into the world and explore. We need to flashmob other chats!

If you don't know what a flashmob is, check out an example of one that I experienced myself by the Opera Company of Philadelphia here. The basic concept is that as people go on about their normal activities, a group of people come in and perform an organized event...and then everyone goes on about their normal activities. Flashmobs aren't intended to be disruptive...they are intended to entertain and enrich and often, to teach something, to expand people's viewpoints.

Tonight was our first chat flashmob. Our target? #4sqchat which takes place Mondays from 9 - 10 pm est. We didn't really know who all would show up...honestly, I didn't plan on participating. But 9 pm rolled around and I was online and I started to see my #lrnchat friends tweeting with the #4sqchat hashtag and I just couldn't stay away.

I will admit, I'm not an avid user of Foursquare and I have been skeptical about leveraging geolocation services for learning. Tonight, as part of the chat, I learned some things and got some ideas that expanded my viewpoint:

  • Foursquare has the ability to post photos to a location. Very cool! Some practical applications of that may be:
    • Running a game where people check in and take a picture of themselves or their team completing a task to score "points"
    • Documenting a trip by assigning a photo to each check in. There's even a service that allows you to create a memory book based on your check in photos: Memolane 
    • Businesses could market their products and services by adding photos to their business location in Foursquare.
  • You don't have to check in to post a photo to a location. This could address some people's privacy concerns.
  • Foursquare check ins could be set up for different locations within a conference, facilitating the creation of games at conferences and events. Think about checking into sessions, checking in at vendor booths in an expo hall, etc.
  • Check ins could be set up in locations at your company to support the creation of a new hire orientation activity.
Want to learn more about Foursquare? Participate in the weekly chat, check out the chat transcript, or check out this local Indianapolis Foursquare blog: 4sqindy or this more general AboutFoursquare blog.

Another cool thing we saw at the end of the chat? Analytics! Check out this data from Tweetreach on the chat and notice some of the #lrnchatter names on the board :)



But the coolest part of participating in #4sqchat? We learned new things, met new people and quite a few members of the #lrnchat community who didn't know about our flashmob plans joined in as well! Oh, the beauty of Twitter...

We don't know where we'll show up next, but be on the lookout for the learning mobsters to crash another chat near you...

Thursday, September 9, 2010

My Bloomfire interview: What book has inspired you?

I was so flattered to be approached for an interview by the brilliantly innovative guys at Bloomfire for an interview on their blog. The key question Nemo Chu posed to me was "what book has inspired the way I approach corporate training?"

You can see my full interview here.

It's a great question, and I'd love to hear what books have inspired you or changed the way you look at training, learning, design...

Tuesday, August 17, 2010

Announcing the 1st Tandem Learning Innovation Community event!

We are pleased to announce the first, official Tandem Learning Innovation Community event scheduled for Friday, August 27th, 2010 at 9:00 am SLT/ 12:00 pm EST. We’ll be hosting an open house on our new Second Life island. The official networking event, led by Koreen Olbrish (SL: Nina Sommerfleck), will be an informal discussion of community topics, including:

New technologies for the TLIC to explore
Major challenges in technology adoption for the community to address
TLIC at DevLearn 2010 – call for interested parties to be showcased

Please let us know if you plan to attend by emailing Jedd Gold via linkedin or at jedd.gold@tandem-learning.com. We will be sending out the SLURL the day before the event to everyone who RSVP’s.

If you haven't yet joined the Tandem Learning Innovation Community, you can request to join here.

We are looking forward to seeing you there!

Wednesday, June 16, 2010

The right people

When we first started Tandem Learning, we used to have Wednesday night "rockstar" meetings. (I hear that this is a very start-up thing to do.) We would sit around as a group, talk about our strategy, make plans about what kind of company we wanted to be. We talked about our mission, vision, and values. We brainstormed the types of problems we wanted to help organizations solve. We matched our expertise and potential solutions with those problems. We dreamed about who we would become as a company.

One of the highlights of those meetings was a list of what we wanted. Here's that list (paraphrased, because I can't find the flip chart paper we put it on):

  • Do good, meaningful work
  • Work on cool stuff
  • Only work with smart people we like
Seems pretty simple, right? But in reality, not so much. The first one has been easy...we all focus on the quality of our work. The second one? Well, sometimes what pays isn't what's cool, and sometimes what's cool violates the first bullet...and we definitely aren't sacrificing that.

The complication is really the third bullet. We've all known what its like to work with amazing people...the problem is finding them, and when you do find them, convincing them that they want to work with you. We've been really picky here at Tandem, and we've been lucky. We've worked with some exceptionally smart and likable people, and we've met a lot along the way. Now that we're in a position to grow our team, we've had some serendipitous moments of mutual interests and good timing that are helping us honor that third bullet. And we couldn't be more excited.

We're going to be making more hiring announcements in the next few months, but we are thrilled that Tim Martin is joining the Tandem Learning team. We met Tim in 2008 when he was working for the eLearning Guild and we were planning our first conference as a vendor at DevLearn. Sometimes fate or circumstance presents opportunities, and we're ecstatic that Tim is coming on board.

Thursday, December 24, 2009

Virtual Worlds 2.0...a few humble predictions

I'm usually a big fan of bold predictions and grand visions of the future, maybe no more so than as they pertain to virtual worlds. I've thought, since the moment I first saw an avatar wandering through Second Life, that virtual worlds hold a promise for communication, collaboration, and learning that is uniquely different than any other technology.

But progress has been slow. The technology isn't quite elegant enough for widespread adoption and those of us who see the future have a difficult path to travel to convince the many naysayers armed with logical and reasonable objections to virtual worlds for serious applications. Its a small and quirky band of visionaries at this stage of virtual world adoption, and we all have our unique perspectives and area of focus. Obviously, my perspective has been from the side of content design, specifically for learning. But its given me a unique view, and ability to look across all of the virtual world technologies in the market and figure out what's working and what's not from a user experience and learning design perspective.

Yesterday, I read this blog post from Justin Gibbs, tweeted by @dshiao (thanks!), about the transition from virtual worlds 1.0 to 2.0. I agreed with Justin's take on the issues with the state of 1.0, but didn't really agree with his thoughts on vw2.0.

The thing is...I don't think we're at the transition to vw2.0 yet. And here's why...

The shift to 2.0 will occur when virtual worlds make a major transition, a technological breakthrough, that takes them mainstream. There are things happening now that will help that along (eg, browser-based technologies) but there are some major technology and user adoption issues that still have to be overcome. I'm actually NOT a believer that eventually virtual worlds will go "mainstream" in their current form. There will be a major change in how people view virtual worlds because of a big change in the technology. I think there are two current virtual world technologies that embody some of the future characteristics of virtual worlds 2.0: Vastpark and Multiverse. And there are two areas of technological innovation, augmented reality and mobile technology, that will be the catalysts to the 2.0 transition.

So here are my "bold" predictions for Virtual Worlds 2.0, and what will push the industry from 1.0 to 2.0:

  • Virtual worlds will be browser-based and seamlessly integrate with the Internet. This will mean that logging into a virtual world will be as easy as logging onto a website, and your avatar will be consistent across different worlds. It will mean that virtual world content will be searchable, and will come up in Google search results (or whatever the kids are using when this all comes to pass). It will mean that there will be standards and a common programming language, like html, but for 3D content. This is where Vastpark is thinking, and I think its a brilliant and forward thinking strategy that could push the industry mainstream.
  • Virtual worlds will rely less on user-generated content. The inception of virtual worlds was founded on "openness" and Second Life's success, and the bulk of their business model, is built on the development of community and experiences in an organic way from the residents themselves. It is really brilliant, on many levels, and an idea repeated in many 2.0 technologies today (eg, Twitter, Facebook). But the difference in virtual worlds is the visualness of the technology, the ability to develop contexts that someone can be immersed in. People have built beautiful 3D environments, and they are amazing to see. But then what do you do there? I just don't think we can rely on UGC to answer this question. We need to start thinking of appropriate design for this technology, and we need to stop just waiting for the community to develop. Just because you build it, doesn't mean they will come. We'll reach the 2.0 threshhold when enough experiences are designed in virtual worlds that accentuate what virtual worlds can do better than any other technology (real-time multi-user experiences) and we can show how communities develop around these experiences. This is actually what I like about Multiverse--it gives people something to do. A unique blend of a virtual world and a gaming platform, a lot of the features of Multiverse allow you to much more easily build engaging content that can provide a context for initial experiences in the world, which can then lead to community building. Of course, I'd like to see more examples for serious applications and less of an entertainment focus, but Multiverse has an interesting and progressive foundation for content development that allows for more engaging content design. And ultimately, content (well-designed content) will be key.
  • Of course it will be open source. Look at the success of Reaction Grid. 'Nuff said.
  • Virtual worlds will be an extension of the real world in a much more meaningful way. Augmented reality and mobile technology are the technology darlings of the day. I'll admit it, I don't know how (and even if I did, I'd probably be pitching it to VCs and not blogging about it :) but I do know that the future of virtual worlds, and their mainstream adoption, rests much more on the fate of augmented reality and mobile technology than anyone currently in the virtual world market would like to admit. Yes, one of the benefits of virtual worlds is that you are "immersed" but what I think we've all been missing is that they also need to be "integrated." Proton Media's Protosphere now integrates with Sharepoint. They get it. One of the tipping points will be when we can do all of the work we do now in the "real world" in a virtual world, but somehow in a virtual world we'll be able to do it better. And this ties into...
  • The user experience and navigation "in-world" will be more seamless. I'll be writing more about James Cameron's movie Avatar, but one of the aspects of the movie that I noticed right away was that the characters were either completely their avatars or completely disconnected. They weren't sitting at a computer, controlling their avatars while drinking their morning coffee...they were in a full body chamber with their consciousness shifted into their avatar bodies. No, I don't think that's how we'll interact with virtual worlds...but it does represent one of the issues with virtual worlds going mainstream. How do we "connect" to the virtual world, and our avatars, psychologically? There will be a shift, a technological advance, and a change in perspective on how this happens. When we can as easily picture ourselves in the 3D world as we can walking into our real life offices, we will have reached a critical step in user adoption. I think this will be prompted by technology as much as broader awareness and acceptance of virtual worlds and ourselves as avatars.
I'm sure I'm missing the one thing that will actually change the industry (like when Microsoft integrates a virtual world technology into their Office suite). But I believe these things will happen and that will be the transition from where we are now to where we see this technology taking us. I'm really looking forward to virtual worlds 2.0.

Friday, April 24, 2009

Go Deep: Weekly Immersive Learning Example #3

A few weeks ago, I had the opportunity to present in ThinkBalm's Innovation Community UnLecture event. While it was fun for me to present in Second Life, the best part of participating was seeing what Andrew Hughes from our partner company Designing Digitally had worked on with a group of high school seniors from Sycamore High School in Cincinnati, OH. The students had built an interactive science lab in Second Life, focusing on biology experiments that students could perform virtually.

Awesome concept and great execution. I have not been a big proponent of Second Life for learning, but I thought this was a great use of the technology: immersive, interactive, experiential. Although the island is not open to the public, you can contact Andrew Hughes for more information on the project.

Friday, April 17, 2009

Top 5 reasons I'm on Twitter

I'm not keeping up with my blogging like I should, and I blame Twitter. The conversation is so dynamic, it makes my blog seem slow and isolated. I like to think through some topics in more detail and so no, my blog is not obsolete. But if you want to really keep up with what's going on with business, virtual worlds, games, learning, or if you just want to see pictures of Tony Hawk skating (and sometimes his kids)...you should really be on Twitter.

What are the top 5 reasons I'm on Twitter?
1. It's a news source. I get information that I wouldn't have the time or energy (or even the know-how) to find on my own. Information, references, articles to read, the latest news...all streaming by for me to pull from. Hashtags (#) can help you sort through content to find topics of relevance, as can search tools.
2. It's a 24/7 networking opportunity. I've met the most interesting people. Networking is a skill, and in-person networking is tough. But on Twitter, you can find really smart, funny, and engaging people to exchange ideas with very easily. I'm learning from them every day. And now, having met some of my Twitter friends in person, the awkward first meeting isn't really awkward--I already know these people. Events like the #lrnchat live chats have allowed me to meet a lot of new people all interested in the same things I am. The development of communities of practice and learning through Twitter seem to be one of the ways the medium can be leveraged even more effectively for networking in the future.
3. It's a social outlet. Sadly, I work most of the time (I'm working on better balance though!) and the Tandem team is "geographically diverse" so work is sometimes a bit isolating. Twitter gives me a chance to take a break, exchange some banter, and build friendships along the way.
4. It's professional development. I've got filters and groups organized in Tweetdeck that allow me to keep up-to-date on the latest industry trends and events. I get inspired and challenged daily from my interactions on Twitter.
5. It's business development. Much has been said about using Twitter to market your services. Personally, I find Twitter marketers annoying. That said, people who demonstrate their knowledge and expertise in a particular area, I start to trust. If I needed help with a project now, I'd know a lot more people to contact. I've had people contact me through Twitter for my own expertise. And that's where I see the real value of Twitter "marketing."

So why aren't you there yet? Follow me @koreenolbrish

Monday, March 16, 2009

eLearning Guild's Annual Gathering recap and random thoughts

Another week, another conference...but this one was with some of my favorite people at the eLearning Guild. I may be slightly biased, but I will say with conviction that the eLearning Guild runs some of the best conferences I've attended. Well organized, great integration of technology, free wireless!, and some incredibly smart people gathered together in the same place. 


This was a bit of a whirlwind conference for me. I presented 4 different sessions: Concurrent session, Panel (thanks Bill Brandon for the photo), Breakfast Byte, and Espresso Learning. One of the other Tandemites led a Master Class. We were all virtual worlds, immersive learning simulations, and serious games all the time. Oh, and we had a booth. 

That's not to say all was perfect, of course. Here's my conference feedback, from a presenter and exhibitor's perspective:



What I liked:
  • Great Twitter stream throughout the conference and loved that the Guild payed attention to the tweets. There was a screen where the latest were displayed. I got to connect in person with people I had previously only known on Twitter. Loved it.
  • This may sound strange, but I loved how lunches were set up. Sit down and start networking/socializing immediately while people bring you food. Beats the buffet or trying to find someplace to grab a bite between sessions. 
  • The ID Zone and Master Classes held in the Expo Hall drove visitors in. A March conference in Orlando with sessions held in another part of the building and a sunny pool enticing people away from ever making it to the exhibit floor...it was nice to have some valuable sessions featured near the exhibitors booths.
  • Espresso Learning sessions were a great way to spark discussion. Although I loved them, one suggestion: it might be helpful to hold the Espresso Learning towards the beginning of the conference to spark discussion and networking earlier!
  • Breakfast Bytes were also good, but whoa! Early! I wonder if lunchtime discussions were scheduled if they would serve the same purpose (some sort of brownbag lunch learning sessions?).
  • Yay! Free wifi! I can't tell you how happy this made me. Seriously happy.
Suggestions and feedback:
  • Attendance wasn't what I expected, and traffic was super light in the Expo. Economy, beautiful weather, etc.--not sure that there's a cure for this, but it was a bit disappointing.
  • No simultaneous virtual conference? I don't think its easy, but it should be a goal to offer some of the content virtually for people who can't attend live. I have some specific suggestions on how to do this, but won't bore ya'll here.
  • More networking events in the evenings. There was talk of a Tweetup, and there was a cocktail hour in the Expo hall one night, but it was pretty scattered. It would have been nice to have an evening event of some sort.
  • I was not a fan of the long, narrow session rooms. I'd have been much happier with round tables for discussion. I was longing for some group activities.
  • I hate Orlando. The weather was lovely, but I'd almost rather go anywhere else. Its not like I was outside much to enjoy the weather anyway :)
  • I'd love to see Keynotes that get it. One keynote asked us about the attendee demographics the night before he spoke; he didn't have a clue who was attending the conference or who he was speaking to. Another of the keynote speaker marginalized the value of future trends like social media and (gasp!) virtual worlds. I'm not saying he wasn't making valid points (although shockingly I'm not sure I agree), but keynotes are a bit of a presentation and perhaps his ideas were better suited for a discussion or debate. 
All in all, I had a great time at the Annual Gathering and am truly looking forward to DevLearn in the fall. I'm hoping if I have the privilege of presenting again, I won't break my heel right before my session this time...

Saturday, December 27, 2008

Social media literacy

Many moons ago, I did my Master's thesis on media literacy in education. It was a pretty unconventional topic at the time, but I was intrigued by the application of critical thinking skills to the analysis of popular media, specifically advertising and news. With the media affecting so much of kids lives, I felt like learning how to find truth in media was just as important to learn as analyzing a Shakespearean sonnet.

Funny, and sad to admit, but the Internet was just not a major media player at the time I did my thesis. I've thought over the last decade or so about how my research might have been different given the paradigm shift in how people get information and entertainment. And in the last couple years, with the emergence of social media, I've really adjusted my thinking even more.

Let's start with a definition of media literacy. There are lots of them, but I like this one from Rick Shepard:

Media literacy is an informed, critical understanding of the mass media. It involves examining the techniques, technologies and institutions involved in media production; being able to critically analyze media messages; and recognizing the role audiences play in making meaning from those messages.
Source: Rick Shepherd, "Why Teach Media Literacy," Teach Magazine, Quadrant Educational Media Services, Toronto, ON, Canada, Oct/Nov 1993.

Check out more definitions and opinions on the Media Awareness Network.

One of the most interesting things about media literacy for me was the "third level" of study: looking at who controlled and filtered the messages conveyed through the media and to what purpose. I'm not typically a conspiracy theorist, but I do believe that people always have a purpose, and power corrupts absolutely. Thus the emergence of the "liberal media" and Fox News--news with an underlying purpose of pushing their "agenda."

So how does this relate to social media? And is there such a thing as social media literacy?

Social media, although diverse and much more egalitarian in its source, is still a form of media. No matter the source of content, the principles of media literacy still apply. Questions like: Who is the source? What is their agenda? What perspectives are you not hearing? --are all questions that should be applied to any form of communication in order to truly "get it." Social media may not always have the same goal of mass media in communicating a message to a large, diverse audience, but applying the same analysis principles is essential to understanding the purpose of the messages communicated. In fact, its essential that as new technologies and methods of communication are adopted that we look at how communication is changing, and why.

One of the challenges I had in studying media literacy was that, in the end, what media education hopes to teach is the critical analysis of media messages. What essentially are media messages? Communication. Communication is a much broader scope than just media, so then, is the critical analysis of communication simply "literacy"? The traditional understanding of literacy is simply being able to read. But in order to truly succeed in modern culture, you must be able to do more than just read. You need to be able to "read between the lines," to question, to challenge, to critique. Check out this article about the need for integrating social media literacy into mainstream education.

As social media expands and media changes and evolves, critical thinking skills are a constant.

So, yes, there is such a thing as social media literacy, just as there is media literacy, just as there is literacy. There is simply more of a need for awareness of the importance of critical analysis of all of the forms of communication you are exposed to every day.

Saturday, December 20, 2008

The future of learning

After reading this blog post on The Future of the Web, I realized that perhaps I should actually write down the things I've been saying over the course of this year about the future of learning. The end of the year is usually when people start making predictions, and since I'm constantly talking to people about my predictions for what learning will look like in 5, 10, 20 years, I'm ready to put my predictions out there for comments, praise, and ridicule...so here goes. For what they're worth, here are my thoughts on the future of learning...

Within 5 years:
-The majority of the population will have some experience engaging with online content as an avatar
-All Fortune 500 companies will have some implementation of virtual worlds, most likely as a tool for learning and collaboration
-Social networking tools will routinely be used as tools for developing learning communities
-Serious games, simulations, and immersive learning environments will be standard additions to corporate learning curriculum
-Print training modules will no longer be developed and "printed" but will be delivered through interactive and searchable online tools
-Conferences will all incorporate online components, with sessions held virtually and incorporating social media for community building and discussion

Within 10 years:
-The K12 educational system, higher education, and corporate learning will all incorporate virtual worlds as a daily tool integrated into how students and employees learn
-Curriculum will revolve more closely around user-generated content, development of learning communities, and social media
-Knowledge management for enterprise will be dynamic and fluid, facilitated and monitored by the organization but developed and maintained by the learning communities within organizations
-With the capacity to develop experiential learning, performance objectives will usurp learning objectives and ROI (or ROE) will routinely be measured for learning initiatives based on cost savings, revenue generation, decreased turnover, etc.

Within 20 years:
-There will be complete interoperability between the now often divergent learning systems--LMSs, knowledge management, assessment, social media/networks
-People will routinely be immersed in virtual worlds and virtual content online
-People will have an online "identity" which will include an avatar representation that is used to engage with content across the web
-Virtual reality environments will replace 3D immersive environments, allowing for even more experiential learning

I'm sure that I'll be surprised about which of these predictions happen a lot faster than I think, and which of them never materialize. I'm also sure that there will be some amazing breakthrough innovations that I can't imagine that will change the game completely

I'm also pretty sure that I'm going to be really excited to be a hologram someday.

Friday, December 5, 2008

Compiled observations from the I/ITSEC conference

I just attended my first I/ITSEC conference. For those of you interested in an overview of the scene, check out a smarter person's description.

I decided to attend for a few reasons. First, there are a few industries that always have money and spend it on training. Pharma is one, government and military is another. Having tapped the pharma industry for years, I thought it might be nice to expand my radar. Besides opportunity, I found the idea of learning about government and military training fascinating, and definitely out of my comfort zone. Having started in K12 education and then focusing on corporate learning for phase two of my career, I like the challenge of learning about another whole sector that I know very little about.

So, what did I think? Here are my thoughts and observations in no particular order...

Its definitely a man's world. There were barely any women there, much fewer than the tech & gaming conferences. I got looked up and down more than a new cow on auction at the county fair. If I went to a booth with another male, I was ignored (after I was looked up and down). The most useful conversations I had was when I wandered off alone.

There are a lot of acronyms and information about the industry that take some time to learn. It's kinda the same with pharma, but I know all the MLR and MVA and DDMAC stuff like the back of my hand. Getting the lingo down for newbies is a serious undertaking in the government military sector, and it helps to have a friend or two to help you out, which leads me to...

Its nice to have a friend or two to help you out when you're learning about a new market segment. We were lucky to have a pretty selfless guide during the conference. I can't imagine it would have been nearly as useful to go without having someone to give us the lay of the land and introduce us to people.

The expo was all about show, not substance. The booths showcased amazing technology and graphics, but if you asked how the technology could be applied to training, there were a lot of blank stares. For a conference focused on training, that was a little disconcerting. Besides the flight simulators and other tactical learning, I didn't see a lot of innovation on the learning front. Frankly, for a segment with so much money, I was really disappointed with the lack of awesome examples of complex decision-making simulations.

And finally, virtual worlds have a long way to go. There were a couple companies there that I know (Forterra, Caspian Learning, Qwaq, to name a few). I continue to be underwhelmed with how other companies are developing learning using virtual world technology. The capabilities are out there, the application of those capabilities is still not. The panel session that was supposed to focus on developing learning communities using virtual worlds and serious games was a complete disappointment (except for the speaker from North Carolina Virtual Schools). Most of the examples shown had poor user interface design and could have been developed in Flash more easily and cost effectively. The longer people squander virtual world technology on mediocre to poor solutions, the more degraded this technology will be become for new prospective customers and markets. Where are the cool examples, the innovative designs? Where are the tie-ins to existing learning technologies and systems?

Guess we'll have to work on that.

Tuesday, November 11, 2008

How much does it cost?

We're deep in proposal writing mode on multiple projects and about to talk to countless people at DevLearn 08 this week about the work that we do. No matter how fantastically appropriate, effective, and downright awesome your solutions are to your clients problems, eventually, you need to tell them how much its going to cost to implement your brilliant ideas.

I propose a challenge to all of us out there on the "vendor side"--don't just tell them how much it will cost. Tell them how much money they'll make.

Not a completely radical idea, but how many of us include this in our conversations and proposals? I'm not simply talking about saying "cost saving" or "improved processes"--everyone says that. I mean, give them some numbers or percentages. "Your sales are likely to increase between 5 and 20%." "You'll save an average of $300 per year per employee on travel expenses by making one meeting virtual."

Great idea, I'm sure you're thinking, but how do I get that data? Ha! Yes, well, here's my other challenge to you--don't end your projects with the delivery of your "final" product. All of us should be sticking around a bit longer and collecting data on the effectiveness of our projects, products and services. You remember those learning objectives? Performance objectives? Sales objectives? Time to start establishing baselines and then actually measuring results. And Voila! Data for you to share.

We all talk about developing effective learning solutions. Do you have the data to back up your claims? If not, you better start thinking about how you'll be gathering that data. I'm much more interested in saying "It'll cost you X but save you/make you Y" than just "it'll cost you X." Aren't you?

Wednesday, October 15, 2008

The intersection of adult learning principles and virtual worlds

I just posted the following brainstorm in ThinkBalm's Innovation Community. For those of you not a member of that community, I'd love to hear your feedback here! 
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With the introduction of any new technology that can be used for learning, often what we know about how adults learn is thrown out the window because the new technology is "cool" and will "increase motivation." Eventually, though, adult learning theory wins.

Here are a list of proven adult learning principles for e-learning, and how they intersect (or don't) with virtual world technology:


Modality principle: audio narration, not on-screen text, should drive instruction
Virtual worlds are typically driven by visuals and supported by audio or instant messages (text chat). Although chat is text on-screen, it is dynamic in a way that mirrors audio, unlike the static text in e-learning modules or PowerPoint presentations. I would argue that virtual worlds adhere to the modality principle of adult learning.

Redundancy principle: on-screen text should key-point the narration, not provide a transcript
This principle again challenges us to consider the meaning of on-screen text. If we compare text chat to audio narration, then virtual worlds provide little other on-screen text, unless a presentation or text pieces are provided in-world. In these cases, to adhere to the redundancy principle, those print pieces should be focused on key points.

Seductive augmentation principle: don't use extraneous, distracting sound or visuals
This may be the biggest challenge of virtual worlds for learning. Part of the opportunity of virtual worlds are the openness of them. This openness can lead to a variety of distractions that can diminish the effectiveness of learning, making this a very difficult principle to execute in a virtual world.

Personalization principle: use a conversational style
If the seductive augmentation principle is the most difficult to manage in a virtual world, personalization is perhaps the easiest to incorporate. Interactions are by their nature personalized in a virtual world. Obstacles to personalization may include chatbots or artificial intelligence attempts that are awkward or demonstrate inaccuracies.

Practice principle: use interactive learning exercises to foster comprehension and anchor in long-term memory
Virtual worlds provide an opportunity for truly interactive learning exercises that allow users to practice what they learn. Just like a typical e-learning experience these exercises or opportunities for practice must be built into the learning. This is not automatically built into virtual worlds, but it is a principle that has much more creative, immersive possibilities in them.

Spacing principle: interactive learning exercises should be distributed throughout a lesson, and ideally spaced out over time
Similar to the practice principle, the spacing principle is more dependent on the design of the learning experience than on the technology. Virtual worlds allow for application of the spacing principle if the learning experience is designed to incorporate spaced activities.

Response contingent feedback principle: write interactive learning exercise answer feedback that is tailored to a learner's specific answer
Virtual worlds are developed around the concept of live interaction, thus response-contingent feedback would be an assumed part of any learning experience in a virtual world environment. Not only can feedback be response contingent, but it can also take the form of live coaching. This is a clear benefit of virtual worlds for learning over other e-learning methodologies.

Analogical learning principle: use analogies or comparisons to increase comprehension
Although analogies could certainly be designed into virtual world learning experiences, the true benefit of virtual worlds is the ability to allow users hands on experience and immersion in the environment or scenarios that they are learning about. One could argue that the entire virtual world is a mirror of the real world learning environment, and thus analogies are not as necessary...or that the entire virtual world is in some ways an analogy.

Mnemonic principle: use mnemonics to encode learning to long-term memory
The mnemonic principle is based on the assumption that there is some information that just needs to be committed to memory, and the use of mnemonics helps link those concepts to other existing concepts already in memory thus helping to more easily remember new concepts. As with several of the other principles listed here, virtual world learning experiences could certainly include mnemonics if incorporated in the learning experience.

From the above analysis, the biggest risk to the success of virtual world training design is seductive augmentation. Instructional designers working in virtual worlds should be thinking about the benefit/distraction ratio when developing virtual world learning experiences in order to minimize the negative effects of distractors.

In the end, it comes down to good instructional design: virtual world technology allows for new possibilities for practice and immersion, but adult learning theory must be applied in order for learning experiences to be effective.

Sunday, September 14, 2008

On the road again

Out in LA two weeks ago for Virtual Worlds LA 2008, then this past week preparing for a presentation on our Virtual Territory for application at a National Sales Meeting and 2009 curriculum delivery. The presentation was Friday afternoon. I had one day home, and today, off to Austin for the Game Developers Conference. I think this is going to be a completely different scene than LA--besides the fact that its Austin, the gaming industry has obviously had some history, much more so than virtual worlds. The pool of knowledge and experience should be much deeper.

I miss being home, I miss my family. I am anxious to hear news of the results of our presentation on Friday. Yet, I'm off to schmooze and learn more about the gaming industry. I'll be happy to return back to normal on Thursday. Of course, we have another sales meeting on Friday!

Sunday, July 27, 2008

Corporate makeovers

I don't really like shopping anymore. I don't have time for lots of browsing, and the thought of spending a significant amount of time in a dressing room is enough to keep me from even walking into a store.

And yet, we're embarking on a shopping trip to "redress" our company. Our branding served us well for our first few months, but even when we settled on the initial concepts and logo, we knew that we would need to revisit it again when we had more time. We actually don't have more time now, just more urgency. Tandem Learning is about to have its coming out party and we need to make sure we're dressed to impress.

We spent time revisiting our Mission Statement, then thinking of words and feelings that we'd like our brand to represent. I'm feeling really optimistic about where we're heading, and looking forward to receiving concept sheets from graphic designers to whom we've given our thoughts and direction.

I'm looking forward to stepping out in our new attire. Stay tuned, I'm shooting for whistling and cat calls when we launch our new branding.