‘Playful Design for Workplace Change Management’ at PLAYTrack conference 2017 in Aarhus

Lase defender collab at FUSE

At the end of last year I was invited to speak at the PLAYTrack conference in Aarhus about the workplace change management games made by Hubbub. It turned out to be a great opportunity to reconnect with the play research community.

I was very much impressed by the program assembled by the organisers. People came from a wide range of disciplines and crucially, there was ample time to discuss and reflect on the materials presented. As I tweeted afterwards, this is a thing that most conference organisers get wrong.

I was particularly inspired by the work of Benjamin Mardell and Mara Krechevsky at Harvard’s Project ZeroMaking Learning Visible looks like a great resource for anyone who teaches. Then there was Reed Stevens from Northwestern University whose project FUSE is one of the most solid examples of playful learning for STEAM I’ve seen thus far. I was also fascinated by Ciara Laverty’s work at PEDAL on observing parent-child play. Miguel Sicart delivered another great provocation on the dark side of playful design. And finally I was delighted to hear about and experience for myself some of Amos Blanton’s work at the LEGO Foundation. I should also call out Ben Fincham’s many provocative contributions from the audience.

The abstract for my talk is below, which covers most of what I talked about. I tried to give people a good sense of:

  • what the games consisted of,
  • what we were aiming to achieve,
  • how both the fiction and the player activities supported these goals,
  • how we made learning outcomes visible to our players and clients,
  • and finally how we went about designing and developing these games.

Both projects have solid write-ups over at the Hubbub website, so I’ll just point to those here: Code 4 and Ripple Effect.

In the final section of the talk I spent a bit of time reflecting on how I would approach projects like this today. After all, it has been seven years since we made Code 4, and four years since Ripple Effect. That’s ages ago and my perspective has definitely changes since we made these.

Participatory design

First of all, I would get even more serious about co-designing with players at every step. I would recruit representatives of players and invest them with real influence. In the projects we did, the primary vehicle for player influence was through playtesting. But this is necessarily limited. I also won’t pretend this is at all easy to do in a commercial context.

But, these games are ultimately about improving worker productivity. So how do we make it so that workers share in the real-world profits yielded by a successful culture change?

I know of the existence of participatory design but from my experience it is not a common approach in the industry. Why?

Value sensitive design

On a related note, I would get more serious about what values are supported by the system, in whose interest they are and where they come from. Early field research and workshops with audience do surface some values but values from customer representatives tend to dominate. Again, the commercial context we work in is a potential challenge.

I know of value sensitive design, but as with participatory design, it has yet to catch on in a big way in the industry. So again, why is that?

Disintermediation

One thing I continue to be interested in is to reduce the complexity of a game system’s physical affordances (which includes its code), and to push even more of the substance of the game into those social allowances that make up the non-material aspects of the game. This allows for spontaneous renegotiation of the game by the players. This is disintermediation as a strategy. David Kanaga’s take on games as toys remains hugely inspirational in this regard, as does Bernard De Koven’s book The Well Played Game.

Gamefulness versus playfulness

Code 4 had more focus on satisfying the need for autonomy. Ripple Effect had more focus on competence, or in any case, it had less emphasis on autonomy. There was less room for ‘play’ around the core digital game. It seems to me that mastering a subjective simulation of a subject is not necessarily what a workplace game for culture change should be aiming for. So, less gameful design, more playful design.

Adaptation

Finally, the agency model does not enable us to stick around for the long haul. But workplace games might be better suited to a setup where things aren’t thought of as a one-off project but more of an ongoing process.

In How Buildings Learn, Stewart Brand talks about how architects should revisit buildings they’ve designed after they are built to learn about how people are actually using them. He also talks about how good buildings are buildings that its inhabitants can adapt to their needs. What does that look like in the context of a game for workplace culture change?


Playful Design for Workplace Change Management

Code 4 (2011, commissioned by the Tax Administration of the Netherlands) and Ripple Effect (2013, commissioned by Royal Dutch Shell) are both games for workplace change management designed and developed by Hubbub, a boutique playful design agency which operated from Utrecht, The Netherlands and Berlin, Germany between 2009 and 2015. These games are examples of how a goal-oriented serious game can be used to encourage playful appropriation of workplace infrastructure and social norms, resulting in an open-ended and creative exploration of new and innovative ways of working.

Serious game projects are usually commissioned to solve problems. Solving the problem of cultural change in a straightforward manner means viewing games as a way to persuade workers of a desired future state. They typically take videogame form, simulating the desired new way of working as determined by management. To play the game well, players need to master its system and by extension—it is assumed—learning happens.

These games can be be enjoyable experiences and an improvement on previous forms of workplace learning, but in our view they decrease the possibility space of potential workplace cultural change. They diminish worker agency, and they waste the creative and innovative potential of involving them in the invention of an improved workplace culture.

We instead choose to view workplace games as an opportunity to increase the space of possibility. We resist the temptation to bake the desired new way of working into the game’s physical and digital affordances. Instead, we leave how to play well up to the players. Since these games are team-based and collaborative, players need to negotiate their way of working around the game among themselves. In addition, because the games are distributed in time—running over a number of weeks—and are playable at player discretion during the workday, players are given license to appropriate workplace infrastructure and subvert social norms towards in-game ends.

We tried to make learning tangible in various ways. Because the games at the core are web applications to which players log on with individual accounts we were able to collect data on player behaviour. To guarantee privacy, employers did not have direct access to game databases and only received anonymised reports. We took responsibility for player learning by facilitating coaching sessions in which they could safely reflect on their game experiences. Rounding out these efforts, we conducted surveys to gain insight into the player experience from a more qualitative and subjective perspective.

These games offer a model for a reasonably democratic and ethical way of doing game-based workplace change management. However, we would like to see efforts that further democratise their design and development—involving workers at every step. We also worry about how games can be used to create the illusion of worker influence while at the same time software is deployed throughout the workplace to limit their agency.

Our examples may be inspiring but because of these developments we feel we can’t continue this type of work without seriously reconsidering our current processes, technology stacks and business practices—and ultimately whether we should be making games at all.

Books I’ve read in 2017

Returning to what is something of an annual tradition, these are the books I’ve read in 2017. I set myself the goal of getting to 36 and managed 38 in the end. They’re listed below with some commentary on particularly memorable or otherwise noteworthy reads. To make things a bit more user friendly I’ve gone with four broad buckets although as you’ll see within each the picks range across genres and subjects.

Fiction

I always have one piece of fiction or narrative non-fiction going. I have a long-standing ‘project’ of reading cult classics. I can’t settle on a top pick for the first category so it’s going to have to be a tie between Lowry’s alcohol-drenched tale of lost love in pre-WWII Mexico, and Salter’s unmatched lyrical prose treatment of a young couple’s liaisons as imagined by a lecherous recluse in post-WWII France.

When I feel like something lighter I tend to seek out sci-fi written from before I was born. (Contemporary sci-fi more often than not disappoints me with its lack of imagination, or worse, nostalgia for futures past. I’m looking at you, Cline.) My top pick here would be the Strugatsky brothers, who blew me away with their weird tale of a world forever changed by the inexplicable visit by something truly alien.

I’ve also continued to seek out works by women, although I’ve been less strict with myself in this department than previous years. Here I’m ashamed to admit it took me this long to finally read anything by Woolf because Mrs Dalloway is every bit as good as they say it is. I recommend seeking out the annotated Penguin addition for additional insights into the many things she references.

I’ve also sometimes picked up a newer book because it popped up on my radar and I was just really excited about reading it. Most notably Dolan’s retelling of the Iliad in all its glorious, sad and gory detail, updated for today’s sensibilities.

Literary non-fiction

Each time I read a narrative treatment of history or current affairs I feel like I should be doing more of it. All of these are recommended but Kapuściński towers over all with his heart-wrenching first-person account of the Iranian revolution.

Non-fiction

A few books on design and technology here, although most of my ‘professional’ reading was confined to academic papers this year. I find those to be a more effective way of getting a handle on a particular subject. Books published on my métier are notoriously fluffy. I’ll point out Löwgren for a tough but rewarding read on how to do interaction design in a non-dogmatic but reflective way.

I got into leftist politics quite heavily this year and tried to educate myself a bit on contemporary anti-capitalist thinking. Fisher’s book is a most interesting and also amusing diagnosis of the current political and economic world system through a cultural lens. It’s a shame he’s no longer with us, I wonder what he would have made of recent events.

Game books

I decided to work my way through a bunch of roleplaying game books all ‘powered by the apocalypse’ – a family of games which I have been aware of for quite a while but haven’t had the opportunity to play myself. I like reading these because I find them oddly inspirational for professional purposes. But I will point to the original Apocalypse World as the one must-read as Baker remains one of the designers I am absolutely in awe of for the ways in which he manages to combine system and fiction in truly inventive ways.

  • The Perilous Wilds, Jason Lutes
  • Urban Shadows: Political Urban Fantasy Powered by the Apocalypse, Andrew Medeiros
  • Dungeon World, Sage LaTorra
  • Apocalypse World, D. Vincent Baker

Poetry

I don’t usually read poetry for reasons similar to how I basically stopped reading comics earlier: I can’t seem to find a good way of discovering worthwhile things to read. The collection below was a gift, and a delightful one.

As always, I welcome suggestions for what to read next. I’m shooting for 36 again this year and plan to proceed roughly as I’ve been doing lately—just meander from book to book with a bias towards works that are non-anglo, at least as old as I am, and preferably weird or inventive.

Previous years: 2016, 2015, 2011, 2009.

Prototyping the Useless Butler: Machine Learning for IoT Designers

ThingsCon Amsterdam 2017, photo by nunocruzstreet.com
ThingsCon Amsterdam 2017, photo by nunocruzstreet.com

At ThingsCon Amsterdam 2017, Péter and I ran a second iteration of our machine learning workshop. We improved on our first attempt at TU Delft in a number of ways.

  • We prepared example code for communicating with Wekinator from a wifi connected Arduino MKR1000 over OSC.
  • We created a predefined breadboard setup.
  • We developed three exercises, one for each type of Wekinator output: regression, classification and dynamic time warping.

In contrast to the first version, we had two hours to run through the whole thing, in stead of a day… So we had to cut some corners, and doubled down on walking participants through a number of exercises so that they would come out of it with some readily applicable skills.

We dubbed the workshop ‘prototyping the useless butler’, with thanks to Philip van Allen for the suggestion to frame the exercises around building something non-productive so that the focus was shifted to play and exploration.

All of the code, the circuit diagram and slides are over on GitHub. But I’ll summarise things here.

  1. We spent a very short amount of time introducing machine learning. We used Google’s Teachable Machine as an example and contrasted regular programming with using machine learning algorithms to train models. The point was to provide folks with just enough conceptual scaffolding so that the rest of the workshop would make sense.
  2. We then introduced our ‘toolchain’ which consists of Wekinator, the Arduino MKR1000 module and the OSC protocol. The aim of this toolchain is to allow designers who work in the IoT space to get a feel for the material properties of machine learning through hands-on tinkering. We tried to create a toolchain with as few moving parts as possible, because each additional component would introduce another point of failure which might require debugging. This toolchain would enable designers to either use machine learning to rapidly prototype interactive behaviour with minimal or no programming. It can also be used to prototype products that expose interactive machine learning features to end users. (For a speculative example of one such product, see Bjørn Karmann’s Objectifier.)
  3. Participants were then asked to set up all the required parts on their own workstation. A list can be found on the Useless Butler GitHub page.
  4. We then proceeded to build the circuit. We provided all the components and showed a Fritzing diagram to help people along. The basic idea of this circuit, the eponymous useless butler, was to have a sufficiently rich set of inputs and outputs with which to play, that would suit all three types of Wekinator output. So we settled on a pair of photoresistors or LDRs as inputs and an RGB LED as output.
  5. With the prerequisites installed and the circuit built we were ready to walk through the examples. For regression we mapped the continuous stream of readings from the two LDRs to three outputs, one each for the red, green and blue of the LED. For classification we put the state of both LDRs into one of four categories, each switching the RGB LED to a specific color (cyan, magenta, yellow or white). And finally, for dynamic time warping, we asked Wekinator to recognise one of three gestures and switch the RGB LED to one of three states (red, green or off).

When we reflected on the workshop afterwards, we agreed we now have a proven concept. Participants were able to get the toolchain up and running and could play around with iteratively training and evaluating their model until it behaved as intended.

However, there is still quite a bit of room for improvement. On a practical note, quite a bit of time was taken up by the building of the circuit, which isn’t the point of the workshop. One way of dealing with this is to bring those to a workshop pre-built. Doing so would enable us to get to the machine learning quicker and would open up time and space to also engage with the participants about the point of it all.

We’re keen on bringing this workshop to more settings in future. If we do, I’m sure we’ll find the opportunity to improve on things once more and I will report back here.

Many thanks to Iskander and the rest of the ThingsCon team for inviting us to the conference.

ThingsCon Amsterdam 2017, photo by nunocruzstreet.com
ThingsCon Amsterdam 2017, photo by nunocruzstreet.com