Improspectives

Improv skills lead to success

Posts Tagged ‘motivation

Don’t Tolerate Abuse

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I’m not sure how many of you follow American sports, in this case the National Football League, but something important happened yesterday. The Miami Dolphins suspended Pro Bowl offensive lineman Richie Incognito for conduct detrimental to the team. The suspension resulted from an investigation after a Dolphin player left the team as a result of constant abuse, allegedly at the hands of Incognito.

NFL teams, like many sports teams and other organizations, has a tradition of hazing rookie players. Some examples include making rookies carry veteran players’ shoes, sing songs, duct-taping them to goal posts, and so on. If published reports are true, Incognito’s threatening text messages and at least one voice mail went far beyond what’s considered acceptable within the league. In a possibly related note, an ESPN.com article noted that an anonymous player survey tagged Incognito as the second dirtiest player in the league.

Bullying cannot and must not be tolerated. Yes, we all need to be mentally tough enough to make it through stressful times, but constant attacks on sensitive individuals will probably erode their base, not strengthen it. Also, just because someone can take abuse doesn’t mean they should have to.

If you find anyone in your organization who makes a habit of trying to “build others up” through bullying or other abuse, take decisive action immediately to put a stop to it. If you don’t, you could be responsible for team dysfunction and get your own dose of suffering when the inevitable lawsuit comes. I think you’ll enjoy defending a firing for misconduct a lot more than defending a lawsuit for failing to stop abusive behavior.

Cognitive Biases are Fun!

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George Carlin once pointed out that comedy depends on exaggeration — to make something funny, you must distort one aspect of the situation or description to introduce humor.

If you’re thinking, “I don’t have to exaggerate anything…I make enough mistakes to feed a hundred comics for a year,” you’re probably right. We’re all susceptible to cognitive biases that skew our  judgment. If you’ve read any of Dan Ariely’s work (Predictably Irrational, The Upside of Irrationality, and The Honest Truth About Dishonesty) or read the pop psych literature, you know the human mind is a frighteningly powerful yet flawed instrument.

I have good news: you can identify and minimize the impact of cognitive biases. What’s more, performers can use them to create humorous situations on stage. I downloaded a list of cognitive biases and will do my best to explore how they affect the world where business and funny intersect.

I first thought of writing a series of posts after a ComedySportz gig for health care professional employed by the Oregon penal system. One of their handouts (I always grab the handouts) listed about 120 cognitive biases and logical traps affecting the reasoning inmates and others use to assess their circumstances. I’ll leave the connection between prison, work, and comedy to your fertile brains.

First up? Everyone’s favorite trap: confirmation bias.

Improspectives at ASTD-Cascadia 2013

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I had the very good fortune to present an Improspectives session at the annual conference put on by the Cascadia chapter of the American Society for Training and Development last Friday. My room was pleasantly full and the participants were willing to engage with me and their colleagues in a series of exercises (interspersed with bits of lecture).

The conference’s theme was Collaboration, so I focused on listening, game play, and storytelling. I broke the topics down this way:

  • Prerequisites for effective improvisation
  • Five types of listening
  • Games and game theory
  • Building narratives as a team

After my introductory remarks on what it takes to improvise effectively, I led the group in exercises to reinforce skills described in the listening, play, and narrative sections. We laughed, we talked, we pondered…but most of all, we had fun and learned together for an hour.

Improspectives Session at ASTD-Cascadia this Friday

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I’m preparing to lead a concurrent session at the American Society for Training and Development (ASTD) Cascadia chapter’s annual conference this Friday, October 4. I’ll feature some of the core concepts from my book Improspectives and offer my participants a wide range of exercises they can take back to their workplace to help develop their teams and build narratives for their organizations and customers.

I’ve divided my presentation into four sections:

  • Fundamental Theorem of Improv
  • Listening
  • Playing games for fun and profit
  • Developing narratives

I hope to see some of you there!

Gamification: Game Design and Addiction

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I’m the editor and chief reviewer of Technology and Society Book Reviews, a site I founded in February 1998. I recently reviewed Natasha Dow Schüll’s book Addiction by Design, which makes many points relevant to my post on the ethics of gamification. The full text of my review appears below.

addictionbydesign

Title: Addiction by Design

Author: Natasha Dow Schüll

Publisher: Princeton University Press

Copyright: 2012

ISBN13: 978-0-691-12755-2

Length: 444

Price: $35.00

Rating: 89%

I purchased this book for personal use.

Natasha Dow Schüll, an associate professor in MIT’s Program in Science, Technology, and Society, explored the allure of food in mass quantities in her documentary Buffet: All You Can Eat Las Vegas. In her new book Addiction by Design from Princeton University Press, she examines how machine and game design facilitate addictive behavior.

Human Side of the Equation

Schüll begins by describing the human cost of gambling addiction by profiling several individuals, all of whom have driven themselves and their families into difficult situations because of their gambling. One woman interviewed by the author has structured her daily routine to visit a circuit of gambling establishments, including casinos and grocery stores with video poker machines. The small footprint, low operating costs, and revenue generation capacity of machines means that table games such as blackjack and craps have been squeezed into increasingly smaller spaces. Mirroring this trend, the typical problem gambler has changed from a middle-aged man who bets on sports or blackjack and waits ten years to get help to a 35 year-old woman with two kids who plays video poker and seeks help after just two years.

The financial windfall generated by problem gamblers is staggering. One study by Tracy Shrans indicated that gamblers who follow the industry’s “responsible gaming rules of conduct” (e.g, setting time and money limits, understanding the odds of the games, and not gambling when you’re lonely, angry, or depressed) generate just 4% of gambling revenue. A slew of studies, notably work published in 1998 by Lesieur (cited p. 16), estimate that problem gamblers generate between 30-60% of casino revenue. Part of gambling’s attraction is the possibility, however remote, of winning a significant amount of money, but the varied reward schedule plays a significant role as well.

Entering the Machine Zone

The effectiveness of a varied reward schedule holds true across the animal kingdom. Rats that press a lever and receive a food pellet every time will press only when they’re hungry, but rats rewarded on an irregular schedule, where they have no idea when the next food pellet will drop, will press the lever until exhausted. When the rewards come not from food but from direct stimulation of the endogenous reward system, the effects are even more pronounced. In her Great Courses video series Understanding the Brain, Jeanette Norden notes that rats with wires inserted into their brains, allowing them to stimulate their pleasure centers by pressing a lever, will forgo all other activities — including but not limited to sleeping, eating, and sex — to press the lever. She described the scene of an exhausted, filthy rat collapsed on the floor of its cage, reaching with its last bit of strength to press the lever just one more time.

According to Schüll’s analysis, the analog for humans appears to be entering the “machine zone”, where the player is engrossed in the game and their interaction with the machine. Unlike poker and other table games that provide experiences mediated by other humans and offer occasional thrills, machine gamblers are able to maintain stimulation for as long as their bankroll allows. The rhythm of their interaction with the device induces comfort and, most importantly, lets the player escape from the world for a time. Game designers have capitalized on this trend by offering multi-line video slot machines with as many as 100 payouts. The result is that most spins pay something, but the majority of spins pay less than the player wagered. Rather than a singular win or loss, these fractional payouts provide a smoother ride down as the built-in house advantage grinds away at the player’s bankroll.

Nevada is arguably the most libertarian state in the U.S., so it’s no surprise the gaming industry bases its arguments against limiting game design and player tracking on the grounds of personal responsibility. Schüll implies, but never as far as I could tell directly states that the games’ design promotes addiction. She probably couldn’t do so because of legal concerns and the inherent difficulty in proving such a statement, which is fair enough. That said, if there ever is such proof, it’s likely that the self-exclusion policies in other gambling jurisdictions such as British Columbia, Canada, and Australia would be replaced by stricter rules.

Conclusions

Schüll goes beyond the basic “reward schedule” addiction analysis so common in the literature and casts the role of casinos and their visitors in terms of the social theories of Weber, Levi-Strauss, and Foucault, mirroring the theoretical underpinnings of MIT’s Program in Science, Technology, and Society. (Though this publication and the program have similar names, we are not affiliated.)  I thought her analysis added value to the book, but the sections didn’t feel tightly integrated with the rest of the narrative. Schüll wrote the book over several years and the book’s cohesiveness might have suffered a bit because of it. Important life events take priority, of course, and despite some small shortcomings Addiction by Design is a detailed, useful, and readable analysis of machine gambling and the players on all sides of the game.

Curtis Frye is the editor of Technology and Society Book Reviews. He is the author of more than 30 books, including Improspectives, his look at applying the principles of improv comedy to business and life. His list includes more than 20 books for Microsoft Press and O’Reilly Media; he has also created over a dozen online training courses for lynda.com. In addition to his writing, Curt is a keynote speaker and entertainer. You can find more information about him at www.curtisfrye.com.

My Experiences Thus Far with MOOCs

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I’m an information forager, someone who wanders among topics picking up bits and pieces of knowledge as I go. If you offer me a good way to gain information and experience, you’ll get my attention.

I’ve sort of fallen in love with the Massive Open Online Course (MOOC) offerings from Coursera. I’ve successfully completed seven of the courses, ranging from an easy introductory course on geospatial information and mapping to a challenging course on machine learning. I bit off substantially more than I could chew when I signed up for a natural language processing class, but at least I had the good sense to pack it in when I saw I didn’t have the skills to complete the assignments.

One of my just-completed courses was Model Thinking, by Professor Scott Page from the University of Michigan and the Santa Fe Institute. This session was the second time the course was offered and, as it turned out, it was an exact repeat of the first session. Dr. Page and his assistants didn’t update any of the lectures (or even edit out coughs and other flubs from original recording), participate in the class’s discussion forums, tweet from the advertised Twitter account, or update the class’s Facebook page or blog. As befits a summer offering, the class ran entirely on autopilot.

We’re very early in the days of MOOC development, so there are a lot of experiments going on as professors and institutions determine how to present MOOCs and incorporate them into university curricula. One of the big problems MOOC providers have to face is the immense number of individuals who sign up for the class but never watch a single movie. In some cases, only a third of students who sign up for a MOOC watch even one lecture, and most courses have pass rates of less than 10% (7% is typical). Part of the problem is that there’s no real penalty for not finishing the course — you know you didn’t do the work, but there’s no social stigma attached to it. And besides, you can always download the movies and watch them at your leisure.

Dr. Page seemed to address this dropout issue by making the Model Thinking class very easy to pass. Grades were calculated by adding 50% of your quiz scores (dropping the lowest two) and 50% of your exam scores, with everyone who scored a total of 75% or higher receiving a certificate. But here’s the kicker: you got three attempts at each quiz and the system displayed the correct answers after you took the quiz for the first time. All students had to do was write down the answers and re-take the quiz to get a perfect score.

Like the quizzes, you got three shots at the mid-term and final, but the system didn’t display the correct answers. It did tell you where to find the information required to answer the question, but you had to figure out the answer for yourself. Even so, if you received a perfect score on the quizzes (hard not to), you only had to get half the exam questions right to pass. The only reason a mildly attentive student couldn’t pass the course would be a lack of time to take the quizzes and exams. You barely needed to watch the lecture movies.

Is this strategy a good way to improve MOOC completion rates? Yes, if that’s your only goal. I would be very interested to learn how this Model Thinking class session’s completion and engagement rates compare to those of other MOOCs, but I wonder how much material students who took the easy route retained. If there’s no significant marginal cost per technically passing but unengaged student, perhaps it’s OK if they take little or no knowledge from the course. At the very least, it’s a worthwhile experiment.

Gamification: Deploy the Appropriate Tools

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My previous set of posts described elements of gamification (such as meaningful choices and conflict) and how to incorporate them into business and improv. Kevin Werbach and his coauthor Dan Hunter also identify six steps to gamification (For the Win, p. 86), which I think provide an excellent framework for business and theatrical endeavors. I took a wild stab at designing for fun in my last post. In this post, I’ll talk about deploying the appropriate tools.

As a quick review, the authors’ six D’s are:

  • Define business objectives
  • Delineate target behaviors
  • Describe your players
  • Devise activity cycles
  • Don’t forget the fun!
  • Deploy the appropriate tools

Deploying the appropriate tools is where the cool concepts you’ve brought together become a system you can poke, prod, enter data into, and get feedback from. If you’re measuring data entry, you can automate the process. If you’re measuring geographic information or activity, you might program a mobile app to capture the data automatically. Otherwise, you need to create a system that combines automatic data collection with user entry. The specifics will change based on your environment and resources, but bear in mind that almost any system will require a significant investment of time, money, or both.

In an improv context, deploying the appropriate tools occurs in the context of creating your show and presenting your product. How you present your performances, from your venue to your costumes and format, shapes your audience’s expectations and reactions. Much improv comedy happens in restaurants, bars, and other spaces where the performance is secondary to the venue’s revenue stream. The venue often provides the space in exchange for a little rent or in the hope that the performers’ friends will eat and drink during the show. All the performer needs to do is put on their dark colored top, jeans, and soft-soled black shoes to get going. Troupes with dedicated spaces must pay attention to audience seating, bathroom access, and availability of snacks, drinks, and swag to buy at the performance.

You also have to create feedback mechanisms for the audience and performers. As I’ve said in other contexts, the audience isn’t there for the performers’ sake — they attended the show to have an enjoyable night out. Even your best friends wouldn’t see more than one show if the experience was so dire they didn’t enjoy themselves. You can get feedback from troupe members sitting in the audience and, in addition to watching the show, paying careful attention to the audience’s reaction. It’s easy to develop “laughing ears” where every reaction, regardless of how small, seems like a standing ovation. A teammate in the seats can help you see and hear what the audience really thinks. It’s your job to listen.

I’ll close out this section on gamification with a look at ethical considerations. Is it possible to use game mechanics to oppress your workers? Oh, yes…

Gamification: Devising Activity Cycles

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My previous set of posts described elements of gamification (such as meaningful choices and conflict) and how to incorporate them into business and improv. Kevin Werbach and his coauthor Dan Hunter also identify six steps to gamification (For the Win, p. 86), which I think provide an excellent framework for business and theatrical endeavors. I just examined how you can describe your players using personas. In this post, I’ll talk about devising activity cycles.

As a quick review, the authors’ six D’s are:

  • Define business objectives
  • Delineate target behaviors
  • Describe your players
  • Devise activity cycles
  • Don’t forget the fun!
  • Deploy the appropriate tools

In a gamification context, activity cycles are the actions you want your players (teammates, customers, co-workers, etc.) to take. You can think of activity cycles as patterns of interaction with your site that represent a task or series of tasks taken to completion. As an example, consider how you check in at sites on FourSquare. Your activity cycle involves pulling up the app on your phone, having it sense your location, and giving it permission to check you in at that location. You can also earn badges, receive special offers, and be named Mayor of a location by checking in there more than everyone else.

Some sites have longer activity cycles. TeamSnap offers a website where you can track your sports teams’ rosters, schedule practices, track attendance, and record game results. You can even assign team members (or their parents) tasks such as bringing snacks to the game. TeamSnap’s also useful for improv groups who want to track practices, send messages, and schedule shows. (Full disclosure: I’m good friends with several TeamSnap executives and my main improv group, ComedySportz Portland, uses their site to track our activities.)

Businesses have activity cycles in all aspects of their operations. Client generation, sales tracking, and customer service all lend themselves to gamification. In some sense, businesses that track sales performance and use other measures to rank their employees already use elements of gamification, but many times those scenarios take on the tenor of the “motivational speech” Alec Baldwin’s character Blake delivers at the start of a monthly sales contest in the film version of Glengarry Glen Ross. In that contest, first place is a Cadillac El Dorado, second place is a set of steak knives, and third place is “You’re fired.”

Some bosses thrive on intimidation and insult, but that approach goes against the spirit of gamification. If you want to gamify successfully, you can’t forget the fun.

Gamification: Describing Your Players

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My previous set of posts described elements of gamification (such as meaningful choices and conflict) and how to incorporate them into business and improv. Kevin Werbach and his coauthor Dan Hunter also identify six steps to gamification (For the Win, p. 86), which I think provide an excellent framework for business and theatrical endeavors. I just spoke about delineating target behaviors. In this post, I’ll talk about describing your players.

As a quick review, the authors’ six D’s are:

  • Define business objectives
  • Delineate target behaviors
  • Describe your players
  • Devise activity cycles
  • Don’t forget the fun!
  • Deploy the appropriate tools

The Gamification course’s final written assignment asked us to create a reasonably detailed gamification plan for a company with a business model similar to Airbnb and other shared-resource mediation sites. I described my typical players using a set of personas that captured a range of user backgrounds and motivations. The prof changes his example scenario every time he offers the class, so I don’t mind giving you this segment of my answer.

As the site grows to include thousands of players, it would be impossible to break them down into a small number of categories. However, it is possible to create personas to characterize typical players that will engage in the ShareAll system. The following paragraphs describe four personas that represent the players.

Andrew: Andrew, a 43 year-old white male, is in upper management at a small web-based services firm. He can work wherever he has an internet connection, so he travels frequently and uses ShareAll’s lodging and car rental features when he does. He has been known to perform a quick pickup or errand for other members, but does so infrequently. Andrew is a focused user who sees ShareAll as a provider of specific services.

Helen: Helen, a 62 year-old African-American female, retired from a 35-year career as a clinical psychologist. She uses the task-running elements on the ShareAll site to have members pick up her groceries once or twice a month and to rent a car when she travels. She has also listed her basement apartment on the site, which brings in the occasional renter. Helen appreciates the convenience of the task providers and the income she generates when she rents out her apartment.

Timothy: Timothy is a 22 year-old Chinese-American male office worker who is taking a year off before going on to graduate school. He earns a good supplemental income by signing up for the task-oriented side of the ShareAll site, mostly by running errands but also as a driver for individuals who need rides to the airport. He has rented a car through the site on a few out-of-town trips, but he is not a frequent user of the site outside of his tasks. He networks with his friends to get as many referral Shares as he can. He also cares deeply about his reputation and does his best to provide excellent service. Timothy is working hard now so he can get an advanced degree without worrying too much about paying for his groceries when he’s back in school.

Steph: Steph is a 28 year-old white female who works as a waitress. She usually gets 24-30 hours of restaurant shifts per week, so she makes herself available for tasks such as house cleaning during her off hours. She also travels around the U.S. when she can and has used the ShareAll site to find rooms in the cities she visits. Like Timothy, Steph networks with friends to general referral credits. She does her best to earn money when she can to improve her life.

As the ShareAll site increases its player base, we can analyze their demographics and activities to create more meaningful segments and personas.

Many companies use personas to describe their customers, so take a look at these brief descriptions in terms of goals, backgrounds, and behaviors to get a feel for how you can create your own personas. What was fun for me, and is often fun for improvisers and business people alike, is including people you know in your work. Andrew is a good friend of mine, and Helen (not her real name) is establishing her professional credentials as a clinical psychologist. I see her having a long, successful career after she finishes jumping through the hoops required for licensure.

Improv and Gamification: Meaningful Choices

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I’m taking the free Coursera course on Gamification, taught by Kevin Werbach from the Wharton School of Management. The book For the Win, which Werbach coauthored with Dan Hunter, mentions four basic elements of gamification:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

The second item, meaningful choices, is a foundation of well-being and self-esteem. Everyone likes to feel that they have some control over their lives — that their choices make a difference in how events turn out. Improvisers’ choices have direct and immediate impact on the show, for good or ill. Your scene partners can find ways to exclude you, of course. A former member of our group was a guest performer in another city, but the other players on the team apparently didn’t care to have him around. They were polite to him before the show, but after he exited a scene, one of the other players stepped on stage and said “You know the guy who was just here? I killed him.”

So much for collaboration.

It’s little better to have teammates ignore offers you make within a scene, preferring to wait for another player to come on and further the action. It’s hard to make progress when no one listens to you, even if you are the junior member of a group.

The same considerations hold true for the office. I’m not saying less experienced workers should be given complete autonomy, but they should have their opinions given a fair hearing. There’s very little that’s more demotivating than disappearing into the bowels of an organization and losing the connection between your work and a company’s success. Of course you can add points, badges, and levels to attach some (albeit artificial) meaning to their tasks, but Werbach and Hunter point out that it’s possible to gamify work unethically, in such a way that the “game” structure works against the employees’ best interests. Much like the sales competition in the movie version of David Mamet’s play Glengarry Glen Ross (first place is a car, second place is a set of steak knives, third place is you’re out of a job), you can use gamification for good or evil. One of their colleagues turned down such a consulting assignment. Rightfully so.