Mar 10 2012

Socialising, trust in the work context, and diversity

Pretty much all organisation run social “team-building” activities, from informal drinks, team/office parties, to more formal off-site adventure course type events.

The idea is that this will develop social cohesion and allow personal trust and favours to smooth over bad or unclear work protocols.

I’ve always been somewhat sceptical of this.
Does trust transfer across context?
The fundamental assumption is that trust developed in the non-work-specific context will transfer to the work-specific context.
Is this actually true?

When I think of trust in a work context, I break it down into two aspects:

  1. Competence: Do I trust that the person is capable of doing the work?
  2. Expected behaviour: How do I trust the person will behave?

Will a non-work-specific social activity develop trust in work-specific competence?  Does a person’s behaviour in a non-work-specific social activity develop trust in their work-specific behaviour?

It seems reasonable that some aspects would transfer but surely not all of it would be relevant.

Does a focus on socialising discourage diversity?
Even if trust actually does transfer from social to work contexts, if we couple team membership to ability to socialise outside of work, does this act as a force towards team homogeneity?

Imagine that instead of focusing on socialising, we focus more on developing our trust in mutual competence (practicing together, actually working together) and developing our trust in expected behaviour (agreeing on team interaction protocols).  So even if I hate the person, as long as I trust s/he is competent and we both have agreed to interact in a particular way, then we can work effectively together.

The consequence is that now we are not limited to only working with people we like socially.

What happens with the diversity of an organisation when we change the balance between personal trust and protocol trust?

Mar 10 2012

Instead of teaching a whole bunch of things at once, teach one concept at a time

As an Agile advocate…


…have you noticed that you’ve had to explain the same concepts repeatedly?

In many of my engagements I find myself having to repeat explanations of certain concepts, primarily Agile and Lean concepts, but also technical or business concepts. The most effective, sticky explanations tend to be a combination of a sketch and a narrative about the concept.

Would it be useful to have pre-prepared props to help with these kinds of situations?

I learned about One-Point or Single-Point Lessons from the Lean community. The basic idea is that developing people should be a continuous process; instead of teaching a whole bunch of things at once, teach one concept at a time (aka one-piece learning vs big-batch learning). In order to do that, create lessons based on a single point, typically on a single piece of paper, which is then reviewed during the daily meeting.

What would a good One Point Lesson look like?

  • Useful Prop: When a situation arises during an engagement, you will have a prop to hand out and reference to tell a compelling, sticky narrative around a single, useful concept.
  • Memory Trigger: Having a set of one-point lessons is a nice way to remind you of what might be a useful concept to introduce to the current context. This is similar to IDEO Method Cards.
  • Development Tool: For the less experienced, a set of one-point lessons provide a way to learn about what kind of concepts they are expected to understand.
  • Social Object: One-point lessons, if they are cool enough, are something that people will want to put up in their workplace. They are something that invites others to ask about, to start conversations about.
An example:

Notes:

Typical approach: get everyone to think the right way -> values and attitudes change -> naturally start to do the right things

NUMMI approach: start with behaviours (aka what we do) -> values and attitudes change -> everyone thinks the right way

Define the things we want to do, the ways we want to behave and want each other to behave, provide training, and then do what is necessary to reinforce those behaviors. The culture will change as a result.” John Shook

It’s easier to act your way into a new way of thinking than to think your way into a new way of acting” (Millard Fuller, founder of Habitat for Humanity)

Act the way you’d like to be and soon you’ll be the way you act.” (Dr. George Crane)

Edgar Schein’s (coined phrase “corporate culture”) definition of culture:

The pattern of basic assumptions that a given group has invented, discovered or developed in learning to cope with its problems of external adaptation and internal integration and that have worked well enough to be considered valid, and, therefore, to be taught to new members as the correct way to perceive, think, and feel in relation to those problems.

References:

Mar 10 2012

Misconceptions about daily stand-up meetings

There’s an article at the Wall Street Journal about daily stand-up meetings.  It’s mostly a collection of sound bites, and not really that informative in terms of why things are done or subtleties, but I’d attribute that more to WSJ editorial constraints and time constraints than the personal intent of the writer.
There’s also an associated video.

What’s great about the article comments are that they provide examples of numerous misconceptions about stand-ups that I’ve either forgotten over the last 10+ years or I’d never have thought anyone would actually have.

To help with education, I thought I’d take the opportunity to capture the misconception and then explain why it is incorrect:

Stand-up meetings are a fad.  My first encounter with daily stand-ups was in 1998 when I was doing an internship with a Canadian defense contractor, before Agile (2001), and even before I encountered Extreme Programming in 1999.  The article mentions standing meetings used by military leaders during WW1 but the current Agile-style format probably started with the development of Scrum, so let’s say mid-to-late 90s.

That’s 10 to 15 years.

It’s a stretch to describe that as fleeting behaviour or a fad.  It’s more accurate to describe it as a trend which is entering the mainstream.

Stand-up meetings impose too much control. This probably refers to things like mandatory attendance, punishments for being late, having to stand up, the particular meeting format, etc. Here I would say that some people do actually impose too much control on their stand-up meetings.  Specifically, I consider the use of punishments to generally reflect a poor understanding of human motivation.  However, the key to avoiding imposing too much control is not about what particular stand-up mechanism is used but more about how it is introduced, essentially whether it is introduced in an autonomy-supportive way:

  • taking everyone’s perspective into account (for example, checking the team’s opinion on daily stand-ups)
  • offering (meaningful) choice between alternatives (for example, using an egg timer rather than standing up to keep the meeting short)
  • providing relevant information that people may not have had access to (for example, background info about how other people do stand-ups)
  • giving the rationale for suggested mechanisms (for example, we use a standard set of questions because it’s easier to remember considering certain topics) 
  • acknowledging everyone’s feelings (for example, initially some people are uncomfortable talking to the team)
  • minimising the use of controlling language and attitudes (for example, modifications to the stand-up format are proposed and accepted by the whole team rather than just by the team leader)

Stand-up meetings are like the assembly line.  Daily stand-ups are actually done at good factories.  The idea is quite similar, review what needs to done for the day and problems to watch out for.  But where does the assembly line comparison come in?  Think about it.  15 minute meeting at the start of the day implies assembly line?  Seems to be a rather large logical leap.

I suppose there may be some mental image of clocking-in for the day but this is really the general idea of checking in with the team.  Is the idea really that talking about what you’ve done, talking about what you plan to do for the day… Is all that too much like an assembly line?  Is it because assembly line workers typically stand therefore standing up in a meeting is too much like an assembly line?

As an aside, there are health benefits to standing at work.

Stand-up meetings are too short for thoughtful decision-making.  Agile-style 10-15 minute stand-ups are not used for decision-making.  The research by Bluedorn, Turban, Love suggests that standing decision-making meetings should be shorter (sit-down meetings were 34% longer) with no loss in decision-making quality.  Note that it’s 34% longer with sit-downs.  There’s no suggestion that decision-making standups will be only 10-15 minutes nor would be just standing in a circle.  I’d expect decision-making to be more active than that.
Stand-up meetings are disruptive to individual productivity.  Any scheduled event has the potential to disrupt an individual’s flow, for example, a preset time for lunch.  The issue here is that we should be more concerned about team / organisational productivity than any one individual.  That is, coordinating the efforts is more important than having every individual “productive” in an uncoordinated fashion.  Having said that, we can choose times that are less likely to be disruptive to most people.  For example, if everyone arrives to work at around the same time, we can schedule the stand-up to be shortly after that giving time for people to settle, read e-mail, etc.

Stand-up meetings (and Agile) lead to low quality software development.  This is more about Agile than stand-ups.  I’d expect stand-ups to have minimal, if any impact on software quality.  As for whether Agile leads to low quality, the short answer is “No, it doesn’t”.  But this is based mainly on my own direct experiences which may not be convincing.

So here’s something by Capers Jones and Oliver Bonsignour (The Economics of Software Quality):

The waterfall method has been troublesome for many years and correlates with high rates of creeping requirements and low levels of defect removal efficiency. Better methods include several flavors of Agile, the Rational Unified Process (RUP), and the Team Software Process (TSP).

Stand-up meetings are all about standing up.  It’s understandable that one might think that because it’s called a stand-up meeting, that it’s all about standing up, but it’s not.  Standing up is simply a useful tactic but not the only one available to achieve the desired outcomes.

Stand-up meetings are common sense.  This is an example of the common sense fallacy.  If stand-up meetings are common sense, then why are they not common?  Besides, we should be more concerned about what works, not what is common.

Stand-up meeting tactics are unnecessary if everyone would just have basic courtesy and common sense.  This is an example of fundamental attribution error.  The only reason why people don’t know what’s going on is due to their defective personalities… despite not having any structural, practical mechanisms for people to learn about what’s going on.

The Creating and Sustaining Positive Organizations blog has a nice post of the lazy use of personality as a scapegoat.

Mar 10 2012

Relatedness and Purpose

When talking about motivation, many people will reference Drive with its three key factors:

  • Autonomy
  • Mastery
  • Purpose
One of the main sources that Dan Pink used for Drive is self-determination theory, which also points to three key factors for human motivation:

  • Autonomy
  • Competence (which is perhaps not as trendy sounding as Mastery)
  • Relatedness
Note the difference with the last factor.  Dan Pink used “Purpose” while self-determination theory has “Relatedness”.
Imagine you’re in a job.  You have very broad autonomy.  You are very good at the job and are constantly getting better at it.  The job contributes to a grand purpose to do good in the world.  However, you don’t identify with anyone at work, you end up mostly working on your own because every interaction with others reminds you how disconnected and uncaring your workplace is.
Imagine you’re in another job.  Again, you have very broad autonomy and you are very competent and getting better at the job.  This time, you feel very connected with your work colleagues and generally feel a strong sense of mutual caring.  However, if you really think about it, the purpose of your work is really nothing special.
Which job feels more motivating? Which job do we think will be more motivating for most people?
Mar 10 2012

We are hiring: Environment artist wanted!

Once again, Frictional Games is hiring and this time we are looking for an environment artist. The employment will first only be a on project basis lasting about 6 – 8 months, but if all goes well it can go be turned into a proper employment.

You will be working for a small team with a big focus on finding new and innovating solutions. We want you who are not afraid to explore uncharted territory and constantly learn new things. Self-discipline and independence are also important traits as all work will be done from home.
First of all you should be able to do both nice texturing and modelling. If you have experience in building levels that is also a big plus. You should be living in Sweden or a time-zone nearby. If not living in Sweden you have to run a company and be able to invoice. You also need to have a fast and stable broadband connection.
If interested send CV and a link to portfolio to: jobs [at] frictionalgames [dot] com.
We are mainly interested in seeing artwork you have done, what projects you have been involved in and your role in them. Do not send any large files to this mail but link to the them instead.
Mar 10 2012

Narrative not a game mechanic?

Introduction
I just stumbled upon Raph Koster’s “Narrative is not a game mechanic” and found that it contains some stuff that I do not really agree with. Now, thinking somebody on the internet is wrong happens all the time, but I think this article brings up some stuff that warrants a reply. While it has up a few good points, it also contains views on a few concept that I think can be quite damaging when trying to expand upon the medium of videogames.

“Game”
The word game is a very broad and fuzzy one. I can refer to boardgames, gambling, politics, drug dealing, sports and whatnot. For more part of the the article, Raph seems to be talking about videogames (given the black box analogy and that he specifically says “racing videogame”), but then later on slot machines and choose-your-own-stories are used as examples. Now one can see this as just using simply making a point, but I think the unclarity leads to an important issue: Videogames are very different from other games like chess, football, etc even though they are often lumped together.

The main reason why videogames are different is because they strictly impose rules upon the player. It is not really possible to play a videogame wrong, whereas playing football or chess (the physical versions) the wrong way are very easy. A videogame is more than a few game-rules, it is every single rule that you can possibly experience. Even basic laws of nature like friction and gravity play an essential role in a videogame. Videogames are not about following a specific rule-set, they are about being present inside a virtual world. The only way to really play a videogame incorrectly is to change the very fabric of its virtual reality, or to find some kind of exploitable flaw. (This is not strictly true, as one could say playing Mario and only running back and forth the first few pixels is not the correct way to play it, but I think I make my point).

In case you want more discussion on this, Chris Deleon goes into the issue a bit deeper here. My main point here is just that when discussing videogames, it is very common that all other kinds of games get thrown into the mix, and that is exactly what happens here. This does not mean that we should try and learn from other kind of games, but when we want to talk about the strength and weaknesses of our medium, we need to be clear what it is we are really talking about.

(I know I do say “game” when I really mean “videogame” from time to time. I hope I have become more clear on what I mean in later posts though. Also note that I sometimes simply use “game”, after having just said “videogame” to make the text less repetitive. With that said, I hope I do not get too hammered because of improper usage :) )


A series of problems
This is something that have annoyed me for some time. It is the idea that videogames must pose some kind of challenge to the player. It leads to all kind issues, most importantly the idea that one needs to have trial-and-error in videogames. In my mind it is this kind of thinking what has been holding back videogames for quite some time.

In Raph’s article, this thinking is best exemplified by:
“Cut the problem inside the black box, and you have a slideshow.”
Once you get into this kind of mindset, I feel that there is so much you are missing out on. For instance, Amnesia would not have been possible to create if we had not let go of the belief that every meaningful interaction must have some kind of problem and challenge at heart. It is also a statement that makes videogames like Dear Esther impossible to create. It even dismisses a lot of what makes Silent Hill so great as bad videogame design. Needless to say, I think this is a very silly statement to make.

My view on the core of videogames is not that should to provide us with problems, but to immerse us in engaging virtual worlds. Sometimes problems are useful for doing this and sometimes not. But they are never what lies at the core of the experience.

Feedback is for fun
The way the article talks about feedback (graphics, sound effects, etc) is in a very simplistic manner: They are simply there to enhance the underlying mechanics. I believe that feedback, in any sensory form, can be a lot more than that. I think that visuals, etc can lie at the front and the mechanics can be a way of exploring them, hence you tweak the gameplay according to your visuals instead of the other way around.

Instead of seeing feedback as rewards for problem-solving, I think we should see them as a way to increase the feeling of presence in our virtual worlds. It is the ability to “kick back” that makes the virtual worlds of videogames so compelling and so different from other media like novels and film. If we see feedback as a tool of immersion, we can also stop seeing all interaction as problems. I think this brings forward a more inclusive view of what a videogame can be and is also much better at forming a platform for evolving the medium than the old narrow view.

“Narrative”
I think there is a quite a confusion with words in the article. Narrative, in film theory, is how the story is told (how characters and plot are put together). When Raph talks about narrative in the sense of choose-your-own-adventure games, he is really referring to the plot. It is not narrative, but plot (ie some very specific events), that act has the reward for the player whenever they provide input.

It is much better to say that narrative is the subjective entirety of the session. This also goes along with Chris Bateman’s view that all games tell a story and more interestingly that all art are games of some form. One could also take the view (which I do not) that narrative is, like in film, the way in which the story (plot and characters) are told, in which case narrative would be an umbrella term for game mechanics. In any case I do not think Raph’s usage of the word is correct and a better title for his post would be “Plot is not a game mechanic”. By saying it this way, I think the main point gets no stranger than “animations/sound/etc are not gameplay mechanics”.

This might seem like a useless discussion in semantics, but I honestly think it is quite important. Right now, story, plot and narrative are mixed up to mean pretty much whatever, making discussions like “should our game focus on story” pointless. Language is our main tool for thinking, and if we cannot have a proper terminology, we will not be able to think properly.

The article’s example from Batman: Arkham City is to me a very clear example of this kind of bad thinking. By saying that the “video of the Joker playing on a television set” is a narrative element, but then dismissing the entire climb that came before it as such, one is really missing out on the strengths of the videogame medium. For me I the Joker video is pure plot, a bit of needed exposition and not what is interesting. What is interesting is the climb up the cathedral. Here the player takes on the role of becoming Batman and, while performing interactive actions, forming a very compelling narrative.

As I have written before, in order to improve story-telling in games we need to consider stories beyond their plots.

End notes
Most of this post has been about meaning of words and of how to approach some concepts, but I hope that I still showed that it is a very important issue. Videogame is a medium that have grown from simplistic simulations, arcade machines and boardgames. This legacy has put its mark on a lot of nowadays thoughts on design, many of which are holding the medium back. The only way to move forward is to reassess this line of thinking and remove ingrained preconceptions of what a videogame is and needs to be. Not until we break the bonds of the past can we freely explore the future.

Mar 10 2012

The six parts of every long-term business

One of my favourite concepts from The Personal MBA is The Five Parts of Every Business:

  • Value Creation - discover what people need or want and create it
  • Marketing – attract attention and build demand for what you’ve created
  • Sales – turn prospective customers into paying customers
  • Value Delivery – give customers what you’ve promised and ensure that they’re satisfied
  • Finance – bring in enough money to keep going and make your effort worthwhile

It occurred to me that for any business that survives long-term has to have another part:

  • Human Development – develop people to be better at the above
Mar 10 2012

Lean and Kanban for IT Operations: True North

As long as IT Operations is in constant fire-fighting mode, there can be no significant improvement.  To help shift from a tactical to a more strategic focus, I find it useful to create a True North.

True North is about answering the question:

If IT Operations was perfect from the perspective of your customers, team members, and stakeholders, what would it look like?

Note that True North doesn’t even need to be actually achievable because the purpose is only to provide direction.

What to do:

I’ve found that determining a True North tends to be just a discussion.  Preferably all of IT Operations participates but at least leaders and influencers should be involved.

It’s also useful to understand what industry leaders are capable of such as Etsy, Amazon, Netflix, Flickr, etc.

The IT Operations True North should be aligned with the larger organisation’s True North but that may or may not exist.  Do the best you can with what you do have.

Example:

See also Toyota Kata and Getting the Right Things Done.

Mar 10 2012

Our ideal vs their ideal; our problem vs their problem

For Agile / Scrum / Kanban advocates, questions about Waterfall vs Agile, Scrum vs Kanban might seem quite important and essential.

Just remember that most people don’t actually care.

What we consider problems worthy of blog posts, multiple tweets, and e-mail flame wars are actually quite unlikely to be problems that most other people consider worthy of even thinking about.

If you want to help people, remember that your ideal is not their ideal and your problems are not their problems.

Instead… try understanding what their ideal is and therefore what their problems are.

Mar 10 2012

Lean and Kanban for IT Operation: Kanban board

People don’t know what you’re doing.

This is especially likely for non-technical “business people” but there may even be a large number of developers that have very little familiarity with what happens in operations.

The consequence of this is that there is a tendency to treat the operations team as if it’s a magic bucket with unlimited capacity.  If I don’t understand what they do, then they’re probably not doing anything.

To deal with this, you need to make the work, which is naturally invisible, visible.  One way to do that is to setup a kanban board.

An example kanban board
Imagine a board with the following:

The work would be represented by index cards that would be moved across the board as the work progresses through the workflow.

A key point to be note is the Do-Wait cycle that occurs in In-Progress.  The nature of operations work tends to exhibit this kind of phenomena where you do something and then you have to wait for a third party to respond.

The work is represented by colour-coded index cards based on the type of work:

Avatars are attached to the cards in order to communicate who is working on what:

If work becomes blocked, there is a blockage reason attached to the card:

If the work must be done by a particular date, that date is attached to the card:

Note that your specific kanban board can and probably should look different.

A few other examples:

Sysadmins Board from IT Ops Kanban: http://itopskanban.wordpress.com/sysadmins-board/
“Our first Kanban board for IT Operations and Support”, http://www.systemsoup.org/2009/12/our-first-kanban-board-for-it-operations-and-support/ 
Spotify operations kanban board: http://www.infoq.com/articles/kanban-operations-spotify 

Physical or electronic?
My personal preference is using physical kanban boards, however, every IT operations team I’ve worked with has eventually moved to electronic tools.  This has usually been due to synchronising with geographically distributed team members.
The key thing to remember is that you are trying to expose your work to people external to the team, not just internally.  So even if you use electronic tools, make sure that you also expose this on a large display, project it on a wall, etc.
I would also suggest at least starting with a physical board as it’s usually simpler to start and faster to adjust.

What to do

  • Create your initial board with columns, avatars, etc. reflecting your understanding of the flow of work.  I would recommend that this first version should be kept simple.  Note that even if kept simple, you want to show what is actually happening NOT what you want to happen.
  • Modify the design of your kanban board as you realise that it is not quite communicating correctly and / or as the workflow evolves