Management as Game Design People are Players not Pieces Management as Game Design People are Players...

40
Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft

Transcript of Management as Game Design People are Players not Pieces Management as Game Design People are Players...

Page 1: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

Management as Game DesignPeople are Players not Pieces

Joshua HowardExecutive Producer, Microsoft

Page 2: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Guiding Framework

Several Examples

Audience Participation

Closing Notes

Page 3: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management as Game Design

Management as Game Design is NOT this – a manager

moving faceless pieces around a board

Page 4: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management as Game Design

The still above is from “ET the Extra-Terrestrial”, during a scene where the kids are playing D&D, and the circled one is the DM.

This is from XKCD, and the

circled character is

playing a DM.

Page 5: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Managementis the

Game Master

Page 6: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management is the Game Master

• People are players not pieces• Alignment around a single purpose• Non zero sum game• We want people to want to play

Page 7: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management is the Game Master• You scrum or waterfall the way you choose what

roleplaying system to use• You plan a campaign the way you build a

development plan• You define the goal, but your players/employees

have tremendous say in how that goal will be met

• You challenge your players/employees, but are completely committed to their success

Management/GM are bothService Through Leadership roles

Page 8: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Structure

• Look at a management challenge• Re-frame it as a game design challenge• Explore what game design can teach us• Compare that to what management

theory would say

Page 9: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Challenge: Providing Feedback

• Without feedback you can’t improve• Unless there is feedback its hard to know

if you are doing a good job• Without feedback the manager and the

employee may or may not be on the same page

• But giving good feedback can be difficult…

Page 10: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

What do games tell us aboutproviding feedback?

Page 11: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely

Immediate feedback better than delayed

feedback

Page 12: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely• ‘Mappable’ Player should know

what they did that resulted in the given

feedback

Page 13: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely• ‘Mappable’ • Nudge towards

progress

Know when someone is stuck and provide clues about what they might

do next

Page 14: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely• ‘Mappable’ • Nudge towards

progress • Proportional

The impact of the feedback should be

appropriate, as compared to the action

and other feedback

Page 15: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely• ‘Mappable’ • Nudge towards

progress • Proportional • Celebrate in

Public

Let people show-off to others

Page 16: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lets look at what Management tells us about providing feedback

Page 17: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely

The closer to the event the feedback

can be giventhe better

Page 18: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely• About Specific

Behavior

Behavior is something we can change, but only if the feedback is precise about

what behavior the feedback is about, so the right

lesson is learned

Page 19: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely• About Specific

Behavior• Proportional

The tone/significance of the feedback should

match that of the behavior the feedback

is about

Page 20: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely• About Specific

Behavior• Proportional• Praise in public

Let everyone know when something is

done well

Page 21: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely• About Specific

Behavior• Proportional• Praise in public• Coach in private

Ensure there is no shame in being

coached

Page 22: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely• About Specific

Behavior• Proportional• Praise in public• Coach in private • Provide a path

to improvement

Corrective feedback more likely to lead

to success

Page 23: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Side by Side

Feedback: Game• Timely• ‘Mappable’• Nudge towards

progress• Proportional• Celebrate in Public

Feedback: Management• Timely • About Specific

Behavior• Proportional • Praise in public• Coach in private • Provide a path to

improvement

Page 24: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lessons Learned

• Significant overlap between good game design and good management theory

• Even if you never read a management theory book, you already know a lot about how to give good feedback

Page 25: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Challenge: What is the best management style?

• ‘You mean I can’t just order people around?’

• Should I be hands off?• When do I get involved?• ‘Its not working, what do I do now?’

Challenge:

Page 26: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

What can games tell us aboutmanagement styles?

Page 27: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management Styles: Game

What is the best kind of GM?

Can anything in games tell us

about different kinds of players?

It depends on your players and the

game

Yes, there are many models of player or game

types

Page 28: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Page 29: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lets look at what Management tells us about management styles

Page 30: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management Styles: Management• Not all employees are the same• Different employees need different things from

management• Models exist to understand this

Teache

r

•Skill Acquisition•Learning how to do something you have never done before

Coach

•Skill Application•Applying the essential skills in diverse and less controlled situations

Mentor

•Wisdom/Experience•Council of someone who has a deep understanding gained through iteration

Peer

•Perspective•Council of someone enough uninvolved to see things that otherwise would be missed

Progression of Needs Model

Page 31: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Side by Side

Management Styles: Game• Different kinds of players

want different kinds of game experiences

• Models exist to better understand this

• Designers decide which model works for their game and their players

Managements Styles: Management• Different kinds of

employees need different things from their management

• Models exist to better understand this

• Managers decide which model works for their game and their employees

Even the models havestrong parallels

Page 32: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Even just using Bartle’s model as a manager would be a good start

Page 33: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lessons Learned

• Significant overlap between good game design and good management theory

• Even if you never read a management theory book, you already know a lot about why different management styles are important, and what they are

Page 34: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

All Together Now

•Wherein the audience now participates

Page 35: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Challenge: Motivating a Team

• Work can be hard• How do we keep people engaged and

committed to doing their best?

Page 36: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Motivation: Game

Effective Motivation: Management

Side by Side

Lessons Learned

At this point the audience was asked to contribute what they knew about how to

motivate players

Then a quick summary of what modern management theory says about motivation was presented from D. Pink’s book “Drive”

The audience list and the core principles from “Drive” were compared, and turned

out to be very similar

Motivating players can teach us a lot about motivating employees

Page 37: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Closing Notes

• Though similar, there are important differences

• Laws govern how people are treated at work, but not how we treat players

• The stakes can be higher at work

• Its easier to decide to change games than to change jobs

• Management as Game Design at the micro level as well

• Every process can be designed as if it were a game

• But like a game, people should walk away if its not working out

Recommended Books• “It's Your Ship: Management

Techniques from the Best Damn Ship in the Navy” by Michael Abrashoff

• “Freakonomics” by Levitt and Dubner• http://freakonomicsbook.com

• “The Five Dysfunctions of a Team” by Patrick Lencioni• http://www.tablegroup.com/books

/dysfunctions/

Page 38: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Guiding Framework

Manager as GM

Several Examples

Feedback/Manager

Styles

Audience Participation

Motivation

Closing Notes

More resources

Page 39: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Conclusion

We can deliver positive employee experiences using what we know about delivering good player experiences.

Be the best GM for your team you can be.

“Being a true DM requires clevernessand imagination which no set of rulesor books can bestow.”

Gary Gygax, The Dungeon Masters Guide, 1979

Page 40: Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Questions?

More Resources• Situational Leadership

• http://www.kenblanchard.com/Effective_Leadership_Solutions/One_to_One_Talent_Management/Management_Situational_Leadership_Training/

• http://www.situational.com/

• “Drive” by Daniel H. Pink• http://www.danpink.com/drive

• Bartle’s MMO Player Model• http://www.mud.co.uk/richard/hcds.htm

• The 4 Fun Keys by XEO Design• http://www.xeodesign.com

Contact Information• More from Joshua Howard

http://thereisnothem.wordpress.com

• Email [email protected]• All material © 2012 Joshua

Howard or their respective owners