Ross Smith - Play Is a 21st Century Business Process

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+ Play as a 21 st Century Business Process Ross Smith Microsoft Using Game Mechanics to Improve Data Science

description

As we enter the middle of the 2nd decade of the 21st century, the habits of the Industrial Age are disappearing and the new reality of the knowledge worker is pervasive. It’s more acceptable to work from home, to join a meeting online instead of face time with the boss. The most relevant ideas come from some of the most junior people in the organization. The magic of play is the next great frontier. When we think about knowledge work, there is no time clock, there is no assembly line– the best ideas come in the shower, or while riding the ski lift. Introducing serious play in to the world of work is only natural. As Charles E. Schaeferu said “We are never more fully alive, more completely ourselves, or more deeply engrossed in anything, than when we are at play.” As we progress in the changing workplace demographics, from cultural diversity through generational diversity, into the influence of mobile technology, remote work, big data, and a culture of “always (partially) connected”, how can we leverage game mechanics to help better engage employees, customers, and users to help them be more productive. Could serious play be the 21st century version of notable business processes of the past?

Transcript of Ross Smith - Play Is a 21st Century Business Process

Page 1: Ross Smith - Play Is a 21st Century Business Process

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Play as a 21st Century Business ProcessRoss SmithMicrosoft

Using Game Mechanics to Improve Data Science

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+in ev'ry job that must be doneThere is an element of funYou find the fun and snap!The job's a game

And ev'ry task you undertakeBecomes a piece of cakeA lark! A spree! It's very clear to see

- Mary Poppins

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+games @ work have history

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+ hunting and fishing

+ festivals

+ athletic competition

children learn through play

ancient civilization

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+ industrial revolution

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creative classTHE RISE OF THE…

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+cultural change

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+our world is changing

new workforce

global demographics

technology revolution

social connectivity

‘user’ experience

is key

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+IM

AG

INE

July 22, 1964

US-USSR Track Meet at LA ColisueumTeams stay in USC Residence Hall

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Kim Kardashian makes $85m fromKim Kardashian: Hollywood mobile game

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+7.2 billion humans1804 – 1 billion1927 – 2 billion1960 – 3 billion

2025 – 8 billion2050 – 9.6 billion2081 – 10 billion

Population growth rate is slowing !

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+ the internet

87% of American adults now use the

internet

99% of households earning $75,000 or

more

97% of young adults

97% with college degrees

68% of adults connect via mobile

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+ internet of things

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+More young children know how to play a computer game (58%) …

than swim (20%) or ride a bike (52%)

91% of kids age 2-17 are gamers

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+ 69% of kids age 2-5 can use a mouse,

but only 11% can tie their shoelaces

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+64% of parents believe games are a positive part of their kid’s lives

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+ mobile video

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> 50% of all global growth by 2025 will come fromBRIC countries plus South Korea and Indonesia

Global Shift: Arrival of Emerging Economies

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+ China

1.6 gamers in China for every American

citizen

517 million

28% play more than 1 hour a day

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+ 71% of US gamers play on phoneup from 4% in 2013

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In a global village of 100 61 would be Asian, ~80 would have

mobile,11 would be from Europe…

and 70 would be gamers…

Global Shift: Diverse and Distributed Workforces

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+ why is big data so hyped?

“big data” was added to Merriam-Webster in 2014 edition…

an accumulation of data that is too large and complex for processing by traditional database management tools

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+ “bigdataUX” – user research

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+ game design

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+ testing

A B

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+ marketing

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+ productivity gamesusing games to get the data you need

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+where games work best

Skills-Behaviors

Matrix

Core Work Skills

Unique Work Skills

Expanding Work Skills

In-Role Behaviors

Organizational Citizenship Behaviors

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+Lync Test Games

Build a Story

Landmarks

Road Signs

Mobile Fest

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+lan

gu

ag

e q

uality

gam

e

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+Results

Significant Quality Improvements for Windows 7

Positive Impact on Ship Schedule

Team Morale and Subsidiary Engagement

Total Screens Reviewed: Over 500,000

Total Number of Reviewers:

Over 4,500

Screens per Reviewer: Average 119

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Significant Quality Improvements for product

Positive Impact on Ship Schedule

Team Morale and Dogfood User Engagement

Players Over 1,000

Feedback increase > 16x

Feedback received: 10,000+

Players vs. non-players 67% of players participate vs. 3% of non

Results

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+ data scienceusing games to get the data you need

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‘given enough eyeballs, all bugs are shallow’

Eric Raymond, The Cathedral and the Bazaar

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+Gamified Transactions

Data Authenticity

Volu

me o

f D

ata

High

LowHighLow

GamifiedTransactions

SyntheticTransactions

“Authentic”Transactions

DogfoodUsage

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+ data gathering methods

Authentic Beta Testing Telemetry

Dogfood/Crowdsource/Self Host

Synthetic Transactions Active Monitoring Passive Monitoring

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+ gamified transactions (GT’s)

use game mechanics to direct crowd activity

carefully designed not to impact service load

cluster analysis for user groups and scenario determination

generate A/B comparative studies

predictive analytics

beware of the observer effect

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+ types of elicited information what can we use GT’s for?

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+ scenario coverage studies

features

early adopters

education / training

user research

marketing

performance

Monitoring

security

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+crowd reputation scoring

the value of

gamified transactions

hinges on our ability to trust user’s

feedback

Good

Fair

Needs work

Poor

Reputation Scores

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+ data science and feedback quality especially important when rewards are used

use the crowd to test each others results!

develop a probability function for each gamer indicating the chance of a correct item of input

reputation score is the Bayesian prior for correctness calculation

reputation is categorized using percentile

provide games that train to improve reputation

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+ the opportunity GT’s bring to cloud

gamified monitoring experience tuning and

optimization scenario feedback performance marketing data crowdsourced testing

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the marriage of games and

big data

turns gaming into a business process

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thank you ! ross smith

[email protected]

www.42projects.org

@42projects

/42projects