Monday, March 24, 2014
Learning through "infuriating feedback"
Wednesday, March 5, 2014
TMI
I've been reflecting on how I manage my life, my engagement with social media and my interest in technology. I don't think I've ever really thought about it, but I have implemented some strategies to keep me sane. I'll be talking about these tonight, but as I'm preparing for the panel, I thought it might be useful to capture some of the ways I find balance and how I've learned to manage too much information.
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1. I don't watch TV.
Seriously, we don't even usually have the television on in my house, and if we do, it's usually one of the kids watching something on Netflix. I don't have the news streaming in the background, I don't have a television in my bedroom (an neither do any of our kids), and if there is a tv show that I want to watch, we watch it streaming online. I haven't watched tv for years, and I have to say, I haven't missed it.
2. I have a separate Twitter account for news.
I don't think it's unusual for people to have multiple Twitter accounts, but I have two: one for news monitoring, and one for everything else. If I want to know what's going on in the world, I check my news account and monitor the feed. I could also use Tweetdeck or another filtering tool for this, but I have found that having a separate account is easier for me to manage, and allows me to moderate what information I take in, when.
3. I don't use a computer at night.
I do use my phone and iPad, but I have found that they are much easier for me to put down. I also typically use my mobile devices for playing games at night, if I use them at all, so I don't usually take in new information while I'm using them. I find that when I'm on my computer, I tend to spend more time at night working, when I really need to disconnect and rest. This policy also allows me to honor my next strategy...
4. The evening is for family.
I spend most of my day on my computer. From the time I get home until the kids go to bed, my time is focused on them. There were many years, especially when I first started my company, that I never turned off my computer, never stopped working. It was brutal and impacted everyone in my family. Over time, I've learned to separate my work time from my family time. It has made a huge impact on me, and has made the time I do spend working more productive, because I'm always working against self-imposed deadlines.
5. If I'm feeling overwhelmed, I go to the beach.
I'm lucky; I can walk to the beach from my house, so when I get that overwhelmed feeling, off I go. The beach may be it for me now, but in the past, taking a bath, working on a creative project, or playing a game were all ways I could decompress. Everyone has something that takes them from hectic to calm; find yours and use it liberally.
6. Understanding the value I get from social media.
Facebook and Twitter go on, and are no worse off when I take a break. Stepping away sometimes actually gives me more perspective on what value social media brings to me. It helps me set boundaries and "rules" for what information I subject myself to and when I open those gates. Sometimes when I see the negative stuff, I have to remember that 1. I have a choice of what information I allow in, and 2. People who are negative and hurtful through social media are likely also that way in real life. If I wouldn't have a drink with them in real life, why would I "hang out" with them through social media? Block, unfriend and unfollow are great curation tools for TMI.
7. Quiet and focused energy.
Yoga is my friend. A brisk walk or workout is an active way to clear the clutter in my head, but taking a few minutes to meditate can also help me refocus. They both really do the same thing for me: extract me from the information stream and help me focus on my health, energy and what's really important.
I'm sure I've employed other strategies that aren't coming to mind, and I'm also sure that you all have even better tips and advice to share. Please add your own information overload strategies in the comments, and I'll share them with the panel tonight!
Thursday, July 25, 2013
Design lessons learned from Candy Crush
If you haven't been pulled in to the addictive mobile gaming wonder that is Candy Crush...I applaud and pity you. Congratulations on avoiding one of the most addictive gaming experiences I've had lately, and I'm sorry you haven't seen the brilliance and subtle evolution in its design.
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| I am here |
Like any game that holds my interest for more than a couple days, I've taken some time to look at the elements of what makes me keep going back. We could all learn from the simple design strategies and application of cognitive science that makes Candy Crush a bar-setter for micro-transaction social games.
1. Don't introduce (or force) the social component until people are really invested.
One of the things I hate about most social games is that they want you to get social right from the beginning. When I start a game, I don't know if I'm going to be playing it tomorrow, so what are the chances I want to invite my friends to a party I'm not sure I even want to be at yet? Candy Crush lets you keep playing and playing, and offering you to connect to Facebook, but waiting until late in the game to really push that incentive.
One of the things I don't like about the design is that after I did eventually connect to Facebook, my only options to move up a level were to ask my friends to help me or to pay $.99; I lost the option to play the mini-games gated every 24 hours to get to the next level. It pissed me off...and has resulted in my paying up. So maybe it's not a bad design decision after all...
2. Designing the social component around "help."
One of the things that I find interesting about how Candy Crush pushes the social element is by framing social connection around helping other players. At each log in, the game recommends 5 of my Facebook friends who I can send a life to; more often than not, I say yes. I'm not giving up anything by sending friends lives, and it makes me feel good, like I'm helping someone out. It's also nice to see when people send you a life - like an unexpected pick-me-up to let me try to clear the jellies one more time.
To level up, you can also ask your friends for help. It doesn't cost them anything...they just have to send you a life. From a design standpoint, this giving and requesting doesn't impact your game play, but it DOES impact how often you log in. The more you log in, the more you play. The more you play, the more likely you are to get into a situation where you are compelled to make a microtransaction.
3. Leveling doesn't need to be a steady, consistent build.
I'm not going to lie, there have been some boards on Candy Crush that have taken me DAYS to pass. In the triumph of completing one of those boards, I have gone on the the next and beat it on the first try. My response? Hell yeah! I'm awesome! And then I realize that I'm falling right into the design strategy...Make me really work for some levels so that I feel like there is a big challenge I've overcome, then continue that "win high" with quick successive victories that eventually lead me to the next big challenge. When I'm stuck for days, it is the combination of those hard won victories and quick wins that keep me engaged and playing.
4. Social "shaming" can promote micro-transactions.
One of the interesting design elements I mentioned previously is that once you connect to Facebook, you don't have the option to unlock the next episode through a 3-step game path that requires a 24 hour wait to start the next board once you've completed a board, in essence making you wait at least 48 hours to unlock the next episode. Instead you have the option of asking your Facebook friends for help in unlocking the next episode, or you can pay $.99.
When I first realized this, I was indignant and was NOT going to pay for the episode...I sent out a request to my friends. Shortly thereafter, I received from my friends the lives I needed to unlock the episode and on I played. Then I finished the next episode, and was faced with the same decision: ask friends or pay. I paid. Why? For one thing, it was quicker...paying immediately unlocks the next episode. For another, I really didn't want to be "that girl" asking my friends for help in unlocking episodes all of the time. It's one thing for me to send extra lives to my friends when I log in, but it's another to be begging for help. In the balance, $.99 seemed a small price to pay to leave my friends out of my game play.
5. Offer buy-outs at the highest point of need.
One of the common themes you'll hear from Candy Crush players is that when you get to the last move on a board that's particularly challenging or that you've been trying to beat for days, and you're one or two moves away from beating the board, you will pay the $.99 for 5 more moves. In that moment, you are weighing the dollar you could spend against the hours you've already invested, and the potential more hours that you might spend to get that close to winning again. Almost everyone I know has done it and when I've asked, the sentiment is consistent: it's worth it.
6. If the challenge seems surmountable, people will stay engaged.
Candy Crush is just a next gen Bejeweled, right? Let's be honest, we're just talking about matching candies on a board and trying to overcome each board's unique challenge. But, it's just a matching game. It's not rocket science, and it takes about 3 seconds to figure out the navigation and how to play. This is a game that is easy to start, easy to drop, can be played in small moments and that has established a well-balanced challenge-reward ratio. In other words, the challenge is not in figuring out how to play, it's in persistence and managing the time tension. These are attainable by everyone, making playing Candy Crush appealing to just keep on playing.
7. Use time as a tension point.
The perceived value of time is important in promoting desired behaviors, like offering buy-outs at the time of need, described above. My time is valuable and I'm investing it in playing a game...how much is it worth it to me to pay for a next episode instead of waiting for my friends to help me out? How much is it worth it to pay for a few extra moves to beat a board versus playing that board over again, especially as you invest more and more time into beating a challenging board. The more you play a board, the more valuable that extra moves microtransaction becomes in saving you additional time to try again. The crying heart taunts you with the countdown clock of when a life has regenerated so that you can try again, creating another aspect of tension around time.
8. Make your success social.

Candy Crush has a "Candyland" like progress map that shows you how far you've progressed along the path in comparison to your Facebook friends. I'm not going to lie, I look how far ahead of me some people are and strive to pass certain people (hey, I'm competitive! What can I say?). For each board, it shows you who has achieved the top 3 scores for that board from your friends as well. That helps benchmark what winning scores look like, as well as add in some competitive elements. When I see my sister on the top of a score board, I inevitably think, "Oh I can beat her!" This one-two punch of a social progress bar, and a leaderboard for each game board keeps my competitive side active throughout the game, even though actual social interaction through the game is limited to providing help to others. It prompts both the "I'm going to beat you" and "here, let me help you" emotions that satisfy different types of game player motivations.
Every once in a while a game comes along that really hits the sweet spot (pun intended) of challenge and engagement that creates a pool of rabid fans. The design decisions implemented in Candy Crush should be a lesson for all designers who are seeking behavior-driving strategies in their designs. As with all design, it's important to know what behavior you want to elicit and design towards those metrics. From a product management perspective, I'd love to see the product plan for Candy Crush. From a learning designer perspective, it's important for me to identify what emotional responses simple design decisions in a matching game can elicit.
PS. I'm stuck on level 147. And that's my sister at the top of the leader board. Please send me an extra life, thanks.
Tuesday, February 5, 2013
Your success metrics aren't unique (or, why are we making analytics so hard?)
I was most excited to see Ellen Wagner present on learning analytics and get a sneak peek into some of the work that she's been doing with the Gates Foundation. I was not disappointed; I loved hearing Ellen's practical advice to the packed room on how to approach analytics and not be intimidated by big data and the necessity of quantifying learning...or improvement, really...for our non-learning business colleagues. I appreciated her encouraging us to be able to frame the value that we bring to the organization in business terms without abandoning our expertise that qualifies us to take on an important organizational leadership role.
Watching Ellen's presentation left me thinking (which is normally a very good or very dangerous thing).
Every presentation that I've seen on analytics and big data end with the same call to action: "now, go back to your organization and figure out what you should be measuring."
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| Photo by WH "Snowflake" Bentley |
About ten years ago, I was working with a gentleman who had done an in-depth analysis across 15+ pharmaceutical companies, looking at what made their sales representatives successful. He found that 80% of the success indicators were exactly the same across all companies. The unique 20% related to the type of product, the therapeutic market the drug was being sold into, and the corporate culture differences among the companies.
Now, if you're a pharmaceutical company, where do you spend your analysis energy, knowing this? Right. Don't worry about identifying success markers for the 80%: use the identified metrics, provide training and support for those areas, and spend your analysis time identifying what the other 20% are that are unique to your company. EVERYONE should be measuring that 80%...that's baseline. Figuring out the 20% is what differentiates you from your competitors and supports your brand.
Could the same analysis be achieved for call center support? Project managers? Database engineers? Are there consistent success metrics that are common across industries?
If we could identify the success metrics across within or across industries, we wouldn't have to start from scratch to determine our analytics. We SHOULDN'T have to start from scratch. Don't we know what these things are? Can't we say, "Hey, you want to measure your organizations' success and performance improvement? Here is 80% of what you should be looking at, and what it means. Now, figuring out the 20% that's unique to your organization is up to you." (I'm not saying that it's literally 80% for every job function or every industry...but you get the idea.)
As learning professionals, we should know these benchmarks for our industries. If we don't, that is our very first starting point: find the "80%." What makes us the same? What makes us unique? Identify it, benchmark it, measure it. Then? Spend your time analyzing what makes you better than that 80%.
Tuesday, December 11, 2012
Your "assessment" is probably bullshit
My mission was by and large futile.
Let me start by clarifying: for adult education and training, knowledge might be important for dinner party conversation, and it might even help you in a job interview, but more than likely what you know isn't a fair representation of what you can do. Learning objectives are very different than performance objectives.
Why are we still writing learning objectives and assessing for knowledge acquisition when the only thing the business cares about is what employees can do?
If you're an instructional designer and you're writing learning objectives, please stop. STOP. What you learned in your graduate program or by reading Dick & Carey is meaningless to business objectives and business leaders don't know what the hell ADDIE is. Executives don't care if employees passed all of their knowledge checks with 100%. The bottom line is not improved by multiple choice questions. WHAT YOU ARE MEASURING AS A BENCHMARK OF LEARNING IS MAKING INSTRUCTIONAL DESIGN OBSOLETE. Stop stroking your own ego. Stop trying to justify your decision to make a click-through elearning module or to drag the salesforce out of the field for two days for training by showing they all passed a multiple choice test. NO ONE BELIEVES YOU and NO ONE CARES (yes, I'm yelling).
Businesses care about performance. What are employees doing, and what do they need to do better, to improve business function. Is what you're teaching employees helping the business make more money or saving the business money? SHOW THAT. Use those words. Measure performance. Make what you do meaningful to your organization by setting performance objectives and measuring against those. Provide performance support. Stop making the easy decisions. Make meaningful and relevant design choices.
If you can't assess something meaningful, it might be better to not assess anything at all.
/drops mic. walks off stage./
Wednesday, March 14, 2012
Defining learning experience design
Today I got wrapped up in a conversation with some of my professional peers about experience design. I thought, hey! this is what I'm writing about! Except, it really wasn't.
The problem is that the word "experience" is used a lot lately to refer to lots of different things. When I talk about experience design, I'm talking about designing FOR experience, to provide opportunities for learners to apply their knowledge, fail, try again, see the outcomes of bad decisions, and try again, and again, and again. When I talk about experience design, I'm talking about designing for authentic practice, designing for failure. I'm referring to designing to help learners get more experience.
Where this gets tricky is that many people use experience to talk about what its like to go through training. Think of it as the roadmap, or the designer as an event planner. Think about creating a seamless experience for your audience, in our case, your learners. In this case, the hard work is shouldered by the designer to anticipate what would facilitate a better "experience" for the learner. This is commonly called User Experience Design, or UX Design, and believe me, its important, vital, to the success of learning engagement and usability of, well, anything we engage with digitally (and analog as well, but let's stick to e-learning for now).
I'm not valuing one over the other, but there is an important difference between designing a seamless experience for a learner and designing to create opportunities for learners to gain experience doing something. Its why I typically refer to what I do as immersive learning, not experience design (even though I AM designing learning experiences). It might be semantics, but these delineations are critical to talking about the different motivations and intended outcomes of how we engage in the design process.
Think about what YOU mean when you talk about experience design. Are you talking about the usability and engagement path for the learner, or are you talking about creating opportunities for practice and failure to guide learners towards performance improvement and behavior change (ie, immersive learning)? Let's define these goals and design practices clearly so that we can speak the same language even in our own field; if learning professionals can't articulate the differences amongst ourselves, what hope do we have of describing our skills, "experience" ;) and design expertise to the rest of the world?
Thursday, December 8, 2011
You can't measure learning, but you can measure behavior
I spent the last three days at the mHealth Summit in Washington, DC and 19 hours manning the Ayogo booth, talking to amazingly interesting people about the potential of games to improve health outcomes. What mattered to everyone? It wasn't what people know...amazingly, most everyone actually knows what they need to do to be healthier. The challenge is to get people to actually DO those healthy things that will help them better manage their diabetes, reduce their risk for cardiovascular disease, etc.
When it comes to health, but really when it comes to ANYTHING, there is a knowing-doing gap. We all know this...so then why are we as a learning profession settling for assessing knowing? Knowing is not doing. The proof is in the behavior, and behavior can be easily measured.
We live in an age where everything we do is tracked. Do you carry a cell phone? Your wireless carrier knows where you take that phone all day, every day. Do you use a credit card or bank card? All of your purchases are tracked. Do you log onto the Internet? Every site that you visit is logged and recorded (yeah...I know...you delete the history. That just means your kids won't see those sites your visiting...but your Internet service provider still knows).
All of that data, and more...everything you post on Facebook, Twitter...everything you email...anything you do is trackable now. And more ways to track behavior are being created every day...sleep monitors, pedometers, glucose monitors...there is data EVERYWHERE and its all about you. And me. And the guy sitting in traffic next to you who's using his gps.
With all of this data, we can start making predictions about future outcomes. We can target specific communities or subsets of employees, populations, learners. We can provide information to the most relevant audiences in the most appropriate places.
As learning professionals, we should be thinking more closely about the implications of that data and what it means to know so much about a person's current status and the implications for her future status. Can we change the future? Why yes...yes we can. We can observe current behaviors, predict future outcomes, and use our expertise in learning and performance improvement to change behavior to improve those future outcomes.
We have access to so much behavioral data. How do we get people to change their behavior, when we know that people operate in a world of short-term benefit over long-term reward? We're not going to change those behaviors through knowledge training...we'll only change them through behaviorally-focused training. Games, simulations, contextualized practice...immersive learning environments are the bridge between having access to data and changing behavior for better results.
We can, and already do, measure behavior in almost every aspect of our lives. Learning professionals need to stop focusing on knowledge and start focusing on behavioral change as the basis of our design practice or risk obsolescence (see: Instructional Design is Dead). Our jobs aren't about making sure people know things...they are about making sure people can do things better. We can design those experiences and measure those outcomes. If we aren't doing that, we're not doing our jobs.
Gauntlet thrown.
Tuesday, November 15, 2011
Achievements: what games get right and most training doesn't
As with all learning strategies, design is the key. There is well-designed classroom training, and there is bad. There is really effective e-learning, but there is also a lot of crap. And...there are good, engaging, effective and (gasp!) fun games...and lots that aren't. At its essence, the difference comes down to design.
Achievements are one of the mechanisms used in games to help players gauge their progress. Sometimes they are called badges, sometimes they are in the form of rewards in the game (access to special content, etc.). Achievements are used in games as "mini-rewards" to let players know that they are making progress towards the end goal. Maybe its simply a level up...but achievements let the players know they are making progress towards their goal, often in this context its winning the game.
Why aren't achievements used more in training? How do learners know how close they are to achieving competence in applying their knowledge toward a goal? Why don't we view the stepping stones of a learning path as a series of small wins instead of series of completions?
see more Very Demotivational
Perhaps its because most training isn't provided in the context of behavioral objectives, or even business objectives. Perhaps its because training, courses and modules, and its completion, are actually viewed as the end goal. We focus very much on the battles, without communicating what constitutes winning the war.
Think about what we are rewarding when we track completion. The goal of training is to collect completion achievements. Sure, maybe you need to get 80-90% of the questions right, but then that is just some detail added to the completion goal. Our goals should not be to have people prove they sat in a class or finished an e-learning module. Our goals, the "boss level" of this game, should be performance goals, and our training opportunities simply steps along the path to support behavior change and performance improvement. If we aren't making the connections for our learners between the training they are asked to complete and how that training maps to steps of achievement as they are working towards their performance goals, how do they know what they are working towards, or how close they are to achieving it?
Have you identified performance goals for your organization's training curriculum? If not, what game are you asking your learners to play?
Tuesday, October 11, 2011
Shameless learning promotion
I am really excited about this workshop.
Over the past several years, I've worked with organizations on adopting new learning programs and technologies, including organizational adoption consulting of emerging tech like virtual worlds. Time after time, in organization after organization, new learning technologies are introduced with the attitude "if we have it, they will use it." Um....no. These initiatives aren't JUST a technology introduction...often they represent a cultural change. In the triad of organizational adoption (people, process, technology), most organizations focus on the technology first, sometimes on the process, and often the people are an afterthought.
For learning professionals, people are your customers. How can you make your customers happy? How can you gain new customers?
I'm excited about this workshop because I'm going to be talking about the part of what I do that most people don't usually get to see. Most of my speaking engagements focus on leveraging new technologies for learning and design strategies, but this session is going to focus on what happens after an organization says yes to innovation. Dare I say, great design is not enough?
I hope you'll join me in Vegas and practice some of the critical competencies that go beyond design: marketing, sales, first experience strategies, and data collection and analysis.
Its time to make like Don Draper and channel your inner sales lizard. Fedoras welcome.
Friday, September 16, 2011
Serendipity Versus History
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| New blog: more content, less commentary. More blue. |
Considering that I only post to this one a few times a month, that may seem pretty silly. I was struggling with a problem I have, and for now, this seems like the best solution.
I really love Twitter. It provides me with continuing education and access to people to I value and respect anytime, and practically anywhere. I see pictures, read quotes, watch videos, and maybe most importantly, read lots and lots of articles, research studies and blog posts that in combination keep me informed and help me grow. I retweet a lot of these sources to share with others and to "save" as a record of the things that interest me.
But Twitter is a fast-paced, serendipitous stream. One of my biggest complaints about Twitter is that its really tough to review the history of what I, or anyone else, has posted. Yes, I use Favorites, but mostly that's for things that I want to come back to and read or review later. What I really wanted was more of a record, that could be tagged, archived, searched, of all of the things I come across that interest me.
I thought about just starting to add these items to this blog, but honestly, the thought of adding a stream of content to it violated my original intent: my blog is a focused area for reflection. I want to preserve what I've created for myself here and maintain consistency of content, structure and focus.
So I've set up another blog that will be a collection of things I find interesting, often (probably mostly) without commentary. I invite you to join me there as well :)
Tuesday, August 30, 2011
Curating digital identity: developing a personal social media policy
I had decided not to post the picture on Twitter, mainly because I thought it could potentially get me a bunch of "followers" (read: spammers) I'd have to block anyway. Also, my Twitter account is connected to my LinkedIn account, and I didn't want the picture posted there.
I did post the picture on Facebook. My rationale was that even if you know me professionally, if you friend me on Facebook and I accept, we're agreeing that we're sharing more of the personal sides of our lives.
Now, keep in mind, this tattoo is completely visible when I'm at the pool in my swimsuit. Yet I literally thought through the implications of posting it to any of the social media tools that I use and what the impacts could be.
After going through this process and making my decisions, I realized how important it is to start getting kids thinking about their own digital identities and what information is appropriate to be shared online. I'm not just talking about avoiding child predators; I'm even thinking more subtly than losing out on a potential job or ruining relationships. Everything you post online is a representation of who you are. What other people post and say about you is an expansion on that digital identity.
My 13 year old nephew illustrated that point to me with clarity this summer during my vacation in Michigan. As I took pictures of him with my kids, he said, pleading, "Please don't tag me on Facebook." As an early teen, being seen hanging out with his little cousins wasn't exactly the reputation he was interested in curating online. Since that conversation with him, I've started asking my kids' permission before I share online any pictures of them or stories about them. There is an element of respecting other people's privacy, not just your own, that is one of the critical competencies of using social media and an important lesson for kids...and parents. People who share out information about their children's medical conditions, educational struggles, or behavioral issues are making decisions about how those children's digital identities are being formed, with potential long-term implications and impacts on their reputation.
As a professional, I'm making decisions daily on what messages, content, and personal information I share online that builds and expands my digital identity. As a parent, I'm talking to my kids about how they can start making good choices about their emerging digital identities. Forget corporate social media policies...each of us needs to develop our own social media policy to curate our digital identities and reputations. To support our personal goals, we need to develop the skills to critically assess the content we share, the context we're sharing it in, the intended audience, the channels that we're using to communicate, and the potential implications for ourselves and others in what we choose to share. For me, this means if you want to see my tattoo, you'll have to friend me on Facebook or catch me at the pool.
Friday, August 26, 2011
Live events still rock & thoughts on the future of virtual events
| Geeks Celebrating Their Geekiness |
| The lovely Pamela Kucera & I geeking out |
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| Cosplay Kids Category Winners at BCC |
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, July 19, 2011
The F word as a strategic advantage
I want to talk about the "F" word. The one that makes many learning professionals cringe, the one that risks you or your ideas being taken seriously, the one that people want to say but imagine that by using it they will risk credibility and perhaps even look foolish. Yes, I'm talking about FUN.
We all want to have fun...I'd venture to say we all want to have more fun than we're having now. We dream of our work being more fun, of having fun on vacation, even just infusing a little fun into everyday tasks. Its true that fun is subjective; what someone may consider a chore, others might get great joy from (for example, driving...I love it! other people, not so much...).
Fun is also an attitude. You know that expression "you make your own fun"? Truer words never spoken. Everyone knows someone who's a killjoy...as soon as he or she walks into a room, all the air is sucked out. We also all know someone who is like a ray of sunshine, who we love to be around because of the energy and attitude that the person infuses into even the most mundane tasks. I had a cousin who could make even standing in line at the bank fun. We gravitate towards those people because we want to have fun, be happy, and enjoy life.
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| Source: http://historytech.wordpress.com/2008/03/24/video-games-and-social-studies/ |
Within the last 9 months, I've seen a shift in the market. I get requests for proposals from companies who are specifically looking for games for learning. Many are still tentative, nervous; they've heard about badges and gamification but they aren't sure what that means for their training initiatives or how game dynamics might improve learner motivation and engagement. Most organizations approach games very seriously, sometimes to the point of taking all the potential for fun right out of them.
Fun can be serious and challenging and look an awful lot like work, just ask any athlete. The attitude, the expectation that even when we face our most difficult challenges and most serious subject matter, that human beings strive to be happier and have more fun...these ideas don't have to be in conflict. Nathan Verrill recently gave the keynote at LEEF titled "Work is not the enemy of fun." He talked about how immersive games can be designed to address even the most serious social and business issues while fostering opportunities for fun to get (and keep) people's attention. Jonathan Richman made one of the most resonating points about marketing in a presentation at ePatient Connections last fall: you aren't just competing for attention with your competitors...you're competing with LOLCats. These presentations reinforced my opinion that in a world where there are so many distractions, competing media streams, and ways that we can choose to entertain ourselves, our business goals, and for learning professionals, our learning goals, must be addressed with strategies that account for human motivational drivers and the environmental context that we're operating in.
My conclusion? Fun is the new strategic advantage.
Organizations should be embracing fun. Organizations who close their eyes to this necessity the will suffer for it because employees and even customers will seek out fun where it exists. You want to attract and retain the best talent? Create a workplace that they are happy to jump into every day. You want people to be engaged in learning activities? Design relevant training that people look forward to participating in. You want to attract and retain more customers? Create a company that's a pleasure to do business with.
After all, who doesn't want to have more fun?
Tuesday, June 14, 2011
Innovations in E-Learning 2011: Conference Reflections
With that caveat, I had some observations on the Innovations in E-Learning symposium last week that I wanted to document as a starting point for my evolving thoughts around where the training industry is currently, and where it might go.
- People are still all wrapped up in "devices": There are altogether too many people who are still focused on the "cool" technology. To which I say, get over it. If ANY of these technologies are going to be useful for workplace learning, their creation and design should be guided by business needs. As far as I can tell, most of them are still being led by "wouldn't it be cool if?" thinking.
- Invest in Windex: If many of the new technologies showcased really are the future of learning...be prepared for a lot of glass. ("What?" you say. "Glass??") Yes, glass. Evidently our future looks like big touchable screens all over the place. Its a germaphobe's worst nightmare. All joking aside...I don't buy it. From a purely practical standpoint, there's no way that I'm outfitting my house with "smart" technology that my 3 kiddos and adorable puppy are going to render useless with their grimy little paws. And I LOVE new technology. I love the futuristic thinking, but the practical realities of life may put the brakes on many of these ideas.
- Speaking of practical realities...: There was a session I attended during which I expressed my disbelief (on Twitter) that a systems model of learning, with interchangeable SCOs (shareable content objects), was being described as "the future of learning." I am admittedly completely biased on this subject: I do not believe that people learn through linear systems of interchangeable "chunks" of information that are linked together. Mainly, its because I believe that people learn through context, not content, and that the reason why we as a learning industry are moving towards immersive learning, games, social learning, etc. is because we have seen and realize the limitations of content delivery systems in changing people's behaviors. I do believe that there is a place for content delivery, but its a small, perhaps initial, part of the learning experience. I respected the obvious thought that went into developing a prototype of this SCO delivery system, what bothered me was the lack of explanation of how the system would work in context of broader learning goals and environments. Where's realistic practice? Where's coaching, mentoring, and communities of practice? There was talk of motivation, but the example shown looked like a scaffolded, incremental improvement model. At the risk of being the grumpy old lady shaking her fist and telling those darn kids to get off my lawn, we (the learning industry) tried to make purely SCO-based learning systems work in the late 90s, early 2000s. Its an appealing thought, for sure...developing a system that facilitates systematic learning for everyone. I just don't believe that's how we truly learn.
- How can we better bridge academia and workplace learning?: No surprise that I was thrilled to see Chris Dede's keynote on immersive learning environments in virtual worlds; the work he's doing is amazing. Unfortunately, there's a big bridge to cross between the work being done in academia and the business problems that new learning technologies such as virtual worlds can help solve. There ARE organizations that are designing learning and collaborative experiences in virtual worlds that are addressing real organizational issues. I'd like to see more of those stories in conjunction with the academic exploration of these technologies to help close the gap of understanding how new technologies can help organizations today.
- What is the problem you're trying to solve?: Here is the crux of my observations at the conference: it was like seeing a bunch of solutions in search of a problem. I didn't hear a lot about the organizational issues to be addressed, but did hear a lot about what the "future" looks like...mobile, social, virtual, game-based, augmented...these are all the waters I swim in with my projects and clients every day. What I think everyone struggles with is how to justify the "new" and that's because there haven't been a lot of case studies, examples, business problems that these new technologies have effectively tackled.
Show me THOSE innovations. If you can, I promise to pass them on.
Monday, March 14, 2011
QR codes: practical design considerations
- What are QR Codes and Why Do You Need One? - Marc Lyne (an article from 2009, a great overview)
- OMG QR Code Madness - Phil Baumann (great, no-nonsense overview)
- Momentum is building for QR codes - Shel Holtz (recent prediction of trends, optimistic)
- 11 Reasons Why QR Codes Suck - David Wachs (Cons to QR codes)
- 11 Reasons Why QR Codes (Don't) Suck - Simbeck Hampson (Pros of QR codes, counterpoint to Wachs's article)
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| My LinkedIn QR Code |
Let's start with what QR codes do: they are images that you can scan from a QR reader on your phone that launch a webpage that either provides you with information or prompts you to do something. For example, someone could use a QR code on their business card to launch their LinkedIn profile where you could choose to add them as a contact. Cool, right?
But lets look at the bigger picture. Are the use of QR codes good design?
Audience analysis: you need to have a smartphone for QR codes to be useful. There is all sorts of data available on demographics of who owns smartphones, but let's make some sweeping generalizations that less represented populations of smartphone owners are the young, the old, people with low incomes, and several minority populations. Of those people using smartphones, your audience is further narrowed by those who would actually download a QR code reader app, or have purchased a phone with one already built in. And then finally, your audience would need to know what QR codes are and see the need for using them.
The audience analysis portion of QR codes is important, because many of the potential uses (that are NOT product marketing) I see for QR codes are actually most beneficial to the young, the old, and underserved populations.
Needs analysis: So, in what situations do we need to automatically launch a website?
Yeah, um...not many.
I like the LinkedIn example I mentioned above, because I think it would be more convenient to share contact info digitally than through paper business cards. I also like some healthcare related examples, like having a QR code on prescription bottles that provides all the prescribing information. It would be helpful for food labeling to start including QR codes for nutritional information. I'd love if things that required instructions (IKEA furniture, programming a universal remote, changing the fluids on my car) could launch from my phone whenever I needed them. A lot of this is "just in time" type of information and instruction that would be really beneficial to have at the ready and using a QR code to launch that type of content could be extremely useful. In essence, I'm thinking of QR codes as "job aid launchers" and I think looking at them in that capacity could be a viable and appropriate use.
I also see the opportunity to use QR codes for game design, specifically in the design of alternate reality games (ARGs) and scavenger hunt games. Again, though, the audience analysis is key...people can't play the game if they don't have the technology they need to play.
Unfortunately, what I've been seeing is mostly QR codes being used as promotional content launch points. There's two reasons why I don't think this makes sense...
1. when you scan a QR code and it launches a website, especially for promotion, the likelihood that you are in a position to actually review the content on the website is pretty small. Let's say I'm at a conference...let's say SXSW. And there are QR codes everywhere. Am I going to be walking around with my phone, scanning QR codes and standing there reading about your site? Is that information being saved anywhere for me to review later?(answer = probably not) Wouldn't my time be better spent actually talking to people and looking at the technology? And if I'm passing out QR codes, why not just pass out marketing materials that have the website address on it so that I can take it with me and review it on my computer instead of my phone?
And 2. most QR codes aren't reinforcing your brand. I've seen some customized QR codes, but for the most part, QR codes are black and white 8-bit looking boxes that do nothing to promote your brand or your messaging. If anything, they strip the messaging away, or add an additional step for your potential customers to learn more about you. Why make your customers work harder to learn about what you can do for them?
From a designer's perspective, you want to minimize the work you make people do to get to the content that is most important to them. When you're thinking about QR codes, think about your audience, think about what you're trying to accomplish, think about the actual logistics of how they are used, and then ask yourself...are QR codes the best solution for the need I'm trying to address or the problem I'm trying to solve?
Wednesday, January 12, 2011
The girls in the back of the class
My first high school student teaching experience was in a 10th Grade Honors English classroom. I was in grad school, getting my Master's degree in Curriculum and Instruction and teacher certification all at the same time. I decided to use the 3 week lesson as one of my graduate research projects. I had no idea what I was going to study until my first day teaching.
I was doing a lot of research and writing at the time on gender roles and media literacy, and I had decided that one of the themes I'd be teaching to those 10th graders was on gender biases and stereotypes. I had a very idyllic vision of how this would play out...these 15 year olds would be SHOCKED at how the media was manipulating them to play out stereotypical gender roles and would be OUTRAGED at how they unknowingly reinforced these stereotypes through their own choices and behaviors. And once they were so enlightened, suddenly they would no longer allow themselves to be manipulated and bamboozled.
(ha!)
My first day of teaching, I noticed a group of girls in the back of the classroom. They were clearly the "popular" girls and they were clearly not impressed with me or anything I had to say. I had done a lot of work with teenagers before and I had this intrinsic belief that they all loved me. Day one and that belief was shattered. I left class that day reflecting on their eye-rolling, note-passing, giggling and whispering as evidence that I was not the charismatic superstar teacher that I walked in that day thinking I was. I suddenly felt very uncool. And strangely, I felt like I wanted these cool kids to like me.
Day two and I had a research project. I was on a mission! I would win these girls over and engage them in such moments of learning revelations that they would start passing notes to ME! But on this second day, I noticed something I hadn't noticed on the first day. These "cool kids" were actually ostracizing the other students. Their snarky comments were dismissive of the real learning and real reflection and real contributions of the other 20 kids in that class who were there to learn. Not only was this classroom backchannel interfering with my focus, but it was interfering with EVERYONE's focus. Some of the kids were so interested in being "accepted" by these girls that they were focusing on impressing them instead of focusing on the lesson. Some of the kids were so annoyed by these girls that they openly made snarky comments back in the hope of shutting them up. Some of the kids just wanted to stay out of the classroom power struggle. I started to think of these girls as learning bullies.
I left that second day with a real challenge for myself. How could I get ALL of these kids engaged and focused on learning? How could I get them to not only listen to me, but more importantly, to listen to each other? And how could I honestly address my own personal feelings of wanted to be accepted by the "cool kids" but honor the responsibility I had to all of these students as their teacher?
Day three and I decided to call these girls on their behavior. I separated them in class so they couldn't sit together. I was the strong arm of the law. Total failure...not only did the girls hate me...all of the kids hated me. I had totally disrupted the delicate social balance of their seating arrangement and everyone was annoyed. So much for forcing mixed groups and shaking up the status quo.
Day four...I was getting to the end of the first week. I had made very little progress in the battle with the girls in the back of the class. Ignoring them hadn't helped. Exerting my authority hadn't helped. I decided I just needed to focus on engaging them. After all...that was my job. I was the teacher. It was my job to facilitate learning, to respect each student's role in that process and to support them the best way I could. So day four...I handed the classroom over to the students. It turns out, they were much better teachers than me.
Days 5 - 15? At some point we all became the girls in the back of the class. No, it wasn't The Breakfast Club. But it was a learning environment where everyone was participating and the power dynamics were balanced and not residing with a small percentage of popular, snarky girls.
I will admit readily that I am a control freak and I like to think I can fix everything. But you can't control or fix learning...and you can't control or fix social dynamics. What you can do is provide an environment and opportunities for people to engage. Too often, we look at the cool kids or the backchannel or cliques and we start feeling those emotions that used to rise up when we were in 7th grade. The truth is, in some ways, we never leave junior high.
We're all adults now, but there are still social dynamics at play in our personal and professional interactions. We still need to think about the "cool kids" and the class clowns and the jocks and the goths (and evidently the emo kids? I haven't taught in a while...) and yes, the geeks. It doesn't work to reject a group's attitudes and opinions out of hand because it doesn't make them go away. It doesn't work to bully or name call or troll...that won't change people's behavior or opinions (if anything, it usually polarizes the situation). What works? Engaging people in the process and valuing what they bring to the experience, even if their attitudes and opinions are very different from your own.
We're all in this together.
And for those wondering, 15 year olds can get shocked and outraged when they realize how gender biased all of the toys they played with as little kids actually are. It's a joy to see teenage boys playing Barbie and teenage girls racing remote-controlled Batmobiles. Not that they would have admitted that after they walked out of the classroom that day... ;)
Monday, October 25, 2010
Design considerations for conference alternate reality games

If you've been following along, you've probably heard that Tandem Learning is running an alternate reality game (ARG) at DevLearn 10. Dr. Strangelearn is our sophomore ARG at DevLearn, and we're excited to get everyone involved and playing. (If you're going to DevLearn, you really should sign up now. Really. Do it now. I'll wait...)
As I've been writing about ARGs for learning, I hoped to make some correlations between our conference ARGs and the ARGs that we've designed as learning experiences. But there are distinct design differences between the two types of ARGs because of the different play contexts, and for people investigating the use of ARGs for learning, its important to understand these differences.
In no particular order:
- At conference ARGs, the ARG is not the main attraction. Unless the event is designed around the ARG, the game is likely to be a supplement to the conference. In these cases, people are there for some other reason...and typically, the reason is to interact with the other people at the event. Because of this, its important to design conference ARGs to supplement, not take away from, the main event. If you don't, people will abandon the game play to focus on the main attraction.
- When designing ARGs for learning, presenting complex problems to be solved is part of the learning. For conference ARGs, complex problems seem like work. Designing for simplicity of play at events is critical...if the game is too complicated or the puzzles/challenges are too difficult, players at an conference are more likely to give up or stop playing.
- Learning-focused ARGs can challenge the players to follow a path, or to find hidden information. For conference ARGs, give players LOTS of opportunities to play and join in on the fun. If the path to play or win is too linear, players are less likely to join an conference ARG if they feel they joined too late or can't keep up.
- For conference ARGs, keep the content light, with opportunities to take-away content from the game to review after the event. Although there may be learning opportunities during the event embedded in the game, sparking a learner's interest and providing great content that can be explored after the conference is a more successful strategy than trying to actually train people at the event. For learning ARGs, the training is an important part of the design and the expectation is that players will have much more time and attention to focus on the content as they play through the game experience.
Monday, October 18, 2010
What can alternate reality games do for you?
I've written a lot in the past about design considerations (here and here) and lessons learned (here) for alternate reality games (ARGs) for learning, but another important question to address is: what are ARGs good at teaching?
This is a multi-layered question, as ARGs are complex learning experiences and most are not designed as a simple linear process like you would see in a typical e-learning module. Because ARGs are storyline driven and depend on learners to engage with the content to complete the game tasks and/or inform their game decisions, it is important to consider two key questions when determining whether an ARG is an appropriate learning activity.
1. Does learner interaction with the content positively impact the learning goals?
This is a basic, but important question. Sometimes you just want people to know something, or do something differently. Company policies, learning a new process...these are training initiatives that are important, but they don't necessarily require learner interaction nor are they subject to interpretation. There are a lot of topics, however, where learners actively engaging with the content is critical to learning it. Think about topics like leadership development, project management and team communication, sales strategy, or quality assurance review. In all of these training areas, learners get better by practicing and engaging with the content. Designing an ARG that encourages critical thinking and learning by doing is a great application of an ARG.2. Is it difficult to get learners to engage with the content effectively in other formats?
Sometimes its difficult to motivate learners to engage with content. Most training professionals don't like to admit this, but we all know its true. Training exercises can feel forced, and often it depends on each learner's personal motivation to get something out of the training. One reason for this may be that the delivery mechanism of the training isn't appropriate or creates barriers to learning. For example, can you develop a sales strategy for your customers after watching a PowerPoint presentation on developing a sales strategy? Can you lead a team after an e-learning module on leadership skills? Will you know who to contact or where to find the information critical to your job after sitting through your HR orientation? Probably not. And that's because the format of the training doesn't provide you with the proper opportunities to practice or the motivation to engage with the tasks. ARGs can be designed to address almost any topic or content in a way that allows for more interaction and with an overlying competitive element that provides additional motivation to learn and engage.ARGs allow for flexible design that can encourage problem-solving, communication skills, leadership skills, information gathering and critical thinking skills. Do you have a need within your organization to help learners practice these things? An ARG can help.
Wednesday, October 13, 2010
The Obvious Ninja: a key to successful alternate reality games
I was recently at a conference and noticed the conference photographer. Yes, already you may see the problem. Photographers are supposed to blend into the scene. They document an occasion but aren't supposed to be the attraction themselves. Well, not this photographer.
Its not that she was trying to draw attention to herself. In fact, what I noticed about her was that she was trying SO hard to be sneaky that you couldn't help but notice her. Exaggerated sneaky walking. Sudden ducking and swinging the camera around. Watching her during one session caused us to break out into a fit of giggles.
That's when I named her "The Obvious Ninja."
Ironically, this concept is important for serious alternate reality game (ARG) design. Traditionally, entertainment ARGs have been very subversive, attracting a small group of players that invest significant time into figuring out the puzzles of the game in order to win. There are two problems with this type of design: "small group of players" and "invest significant time."
One of the most basic things we know about learning game design is the need to reduce the cognitive overhead and barriers of entry to play. At first glance, this seems counter-intuitive given that most ARGs are puzzle-based. But good ARG design relies on balancing making the game obvious and easy to use and keeping it challenging (because if there's no challenge, there's not much fun).
So if you're planning an ARG and are aiming to involve a broad audience, think "obvious ninja." And tip your hat to my favorite conference photographer.
Monday, October 11, 2010
SIEGE ARG Post-game debrief
Back from Atlanta, I barely had time to catch my breath before jumping into the next project, but wanted to share out some of our lessons learned from the latest alternate reality game (ARG) that we ran at SIEGE!
- The augmented reality (AR) features in this game were new, and really got people involved in game play in a different way. We had QR codes that served as many of the clues and it was great to see how people were interacting with them. One important note for AR though--make sure your audience members have the technical capabilities to access the clues! I was surprised at the limited number of smart phones on site, but it was awesome to see people working together (and finding people with smart phones!) to access the clues.
- Just because they're gamers doesn't mean they'll play your game! Think about it...gamers don't want to waste their time on a game unless its fun and engaging--just like anyone else. Its absolutely essential that you design your game for engagement, understanding your audience, and providing ample information to get people involved in the game early. Subversive game play, even for gamers, seems like work when you're in the middle of a conference. Keeping game elements obvious and instructions simple goes a long way.
- Get some celebrity endorsements. We were fortunate to be able to post our clues on the keynote podium, and Nolan Bushnell even wore a clue on his back one night! It always helps to get some prominent players involved to peak interest and get people playing.
- Design as you go. I can't emphasize enough the importance of the puppetmaster in ARGs. As you see how people are engaging in your game, its critical that you are thinking of how to make dynamic adjustments to tweak and improve the game play experience. ARGs are not a static experience, and their execution should be as fluid and intentional as the nature of playing them.















