Read part I here
Can you
play yourself to more productive IT solutions? I know the theory that will show
you how this could be true, but how does it work in practice? ABC of ICT – or
in full: “Attitudes, behavior and culture in Information and Communications
Technology” is a card game tagged as an awareness and assessment tool, and I
was very excited to meet its creator Paul Wilkinson of Gaming Works at a
workshop in Trondheim at the ITSmF, the meeting grounds of the native IT people
in my town.
I meet Paul Wilkinson as he is
leaving lunch. We just get to exchange a couple of sentences, but instead this
gives me the opportunity to meet his target audience. I’m always prepared to be
surprised: it is my anthropologist’s special skill. And already during lunch I
realize that I’m further out in the wilderness than I knew. I’ve been
about a bit, and only after a couple of minutes I get to hear a usual phrase: “whatever
has worked elsewhere, won’t work here, because we are so different.”
This is
typically a stereotype bias. Because we see only part of what people elsewhere
do, we are free to impose them with any qualities possible, so simple that they
could be explained by the tiniest story. But when it comes to us: we know ourselves,
and the people we know, so well. We know that there are exceptions, deviances,
variations and traits that make us completely unsuited to stereotyping. Except
the one about us being different from everybody else we know.
I think I’m
on safe grounds when I tell the lunch crew that I’m interested in the use of
games in organizations. And then I realize that the use of games is possibly
not accepted here as I thought before I came. “You have to work hard if you are
to talk about games in this trade”, someone tells me.
And in
deed, I was to see Paul Wilkinson work very hard to talk about games a few
minutes later. So hard I was puzzled. And maybe, can my problems in understanding his approach be
explained by the ITIL self-image as “no nonsense”-people. I must admit I’d be
happy to hear other explanations.
Paul
started by telling us his background story. People couldn’t get enough of his
book on “IT Service management from Hell.” He described worst practices instead
of best practices, and he accompanied them with humorous drawings. However, after
reading the book, people still are fools about those worst practices, so he has
made those drawings into 57 cards of a game.
We were asked
to find the three cards we thought was the absolutely worst one we had
encountered in our own organization, especially thinking of the end user. Now I
was in a group too, and saw that one of the members of my group got stressed
out because we had too little time to dwell upon each card, and she did not
know whether she had made the right choices.
Her stress, I think, was further fueled by Paul’s
insistence on making statistics out of our choices, making us note down the
selected cards.
After a break he took us through a traditional
lecture. Paul told us about the solutions of others who had picked the
same cards. Most of the solutions were about shift of perspective. As an
anthropologist I do agree that this often makes all the difference. His talk
reminded me of IDEO, the design firm that made the mouse and numerous other inventions.
They employed an anthropologist, Jane Fulton Suri– to really understand the
value a product has for customers. (Check out some pictures from her book, Thoughtless acts)
He gave that other perspective useful new terms such
as consequence management, the business focused mindset, and the following
definition of service:
All of this is consistent with a processual and
practice oriented way of understanding knowledge. However, the content was in
stark contrast to the delivery. It seemed like he subscribed to a theory-driven
perspective, where we listeners are empty containers just waiting to be filled
up with new knowledge, and organizations places just waiting to implement the
next solution. It is further puzzling since he in the accompanying book is
talking about “Not Invented Here”-syndrome, that makes people skeptical to
solutions they haven’t been a part of making themselves. But it is a fallacy to
think that "Not invented here" is only about resistance. It is also about
possible effect.
In my PhD material I have a brilliant example of a
solution that is bunk when it is “not invented here”. The encouragement
administration is a seemingly official agency meant to handle encouragement.
But it is the invention of the good mood farmer and his colleagues in the life
works. They deliver encouragement certification to organizations, businesses
and local communities, helping their collaborators to be better at seeing
others, encouraging new solutions, boldness and outstanding performance – in
the small things as well as in the big. One of their tools is the encouragement
cards. These are handed out to others, and they also use them to compete
internally on having given out the most. There are unwritten rules on how to do
it, for example that one has to really notice something that the recipient
would like to get feedback on. A simple: “You are great” won’t do.
Instead, you can fill out a card stating that you have been evaluated by the "Encouragement Adminstration", describing the admiring act in a couple of sentences and then checking one of the following alternatives:
Conclusion:
O
Absolutely qualified, I am impressed!
O The deviances are asked corrected
within
O Hmmm, how should I put it now....
However, this “card game” is dependent on it being a
voluntary effort. If you have to fill out a card like this because your boss
requires you to do so a certain number of times each month, the joy of handing
them out is diminished, if not totally dwindling away. It can still be useful
to practice being more observant, but the aspect of empowerment when we make the decision ourselves that this is important to do, goes away.
I got this vest for my birthday to really feel the plight of being an encouragement agent. I use it only occasionally in my home office. |
I do think that the ABC of ICT card game could be a good way of coming up with “invented here” solutions. But I think that requires time to come up with them instead of listening to others’ solutions, and that in turn requires a better explanation of the aesthetic rationality that makes it work.
For example on the matter of picking cards. I don’t
think it matters that one is picking the three cards that are objectively the
most right for you. If this was that type of science that is to end up with the
one best answer, that would have been important. But it is not. If everyone in
the group picks three that they resonate with, that is a good indication that they
have something to discuss and work on.
We are not looking for best practices, but improving
the ever evolving practices of the organization. Everything is repeated, and
with each new repetition, one has the opportunity to do things just a little
bit differently. One evades the imagined linear path to reaching a (new) best
practice. It is a circular thinking, identifying what is repeatedly done in a
way that is suboptimal, or even the worst possible way. In this situation,
every teeny tiny little improvement would do. Sometimes, simply the awareness
of the problem is enough to make an effort to make it go away. In other
situations, the awareness can be the start of assessing what to do.
With 57 cards there are enough of the cards to give a
variety of problems. Hopefully each player can find some that hits home, and that
they recognize immediately as true - for them. This is subjective knowledge,
and that is a starting point for discussion, since it is no direct cause-effect
relationship between the exact practices of the organization and the choice of
a particular card.
Paul Wilkinson agreed with me when I pointed out that
any improvement would do. However, he made a puzzling choice of recording the
choices of the groups, and comparing them to the ten worst practices chosen
elsewhere. Given the short amount of time available to make a choice, and the
loose connection between problem and problem formulation on the card, I cannot
help to think that this is making a useful heuristic (rule of thumb) seem like
science, which it isn’t. Daniel
Kahneman has written quite a bit about the usefulness of statistics made up
on the fly, to make hunches less biased. (More about Kahneman in this blog
post on female leaders)
I can see two advantages of using statistics and
comparisons in this situation. The first is to find comfort in that “we are not
alone”, and it allows the solutions of others be relevant as inspiration for our
choices. After all, that is one of the advantages of using consultants; they
know how others, whom we’d like to compare with, have made their choices.
The second advantage is that it borrows legitimacy
from the realm of science to get into the organization to start working. Science
about the future of organizations are at best approximations, but they may be
useful to think with. As an advocate of aesthetic tools in organizations, I
think connecting games to hard science may be wise because hard science is
useful to make a dent in the organizational self-image, much more so than soft
science. And whatever is needed to make tools work for you, I applaud with standing
ovation.
However, it is a fine line to balance between
strengthening the sell, and weakening the tool. The connection to hard science
can make the card game weaker as a tool, because the subjective solutions, the
ones that will work for you, can be hindered by trying to copy the assumed
objective solutions. Then you are making the same mistake as the tool is
supposed to solve, namely that the ITIL framework is implemented badly because
the solutions are too technically oriented.
I do understand the dilemma. The people he is talking to are expecting
solutions. They are also people fluent in computer code, which is unambiguous
if not straight forward, where everything subscribes to the linearity of
natural science. With the whole of western culture being partial to natural
science ideals, it is no wonder that people who understand the inner workings
of computer code would like also to know the unambiguous codes of culture. Only
that these are not unambiguous codes hidden under a gloss of user interface.
They are consistently inconsistent, and we have no problem handling those
inconsistencies in everyday life because we hardly ever have to make those
inconsistencies apparent.
When we do, they often take the nature of jokes, and
then we delight in the inconcistencies. Jokes are funny because they are true, and not
true, at the same time. Is throwing solutions over the wall what people
actually to at your workplace? Of course not. It’s a metaphor. It is stretching
it a bit too far, but we can recognize elements as if they were solutions
thrown over a wall. The good will of both receiver and deliverer makes sure
that most of the time things work at least somehow for those things they are to
do.
When we laugh at a joke, it is
because we resonate with the inconsistency. We should look for laughter,
because that is where one can make those very small changes, with solutions we
make ourselves, and that we know how to make. But when the listeners are looking for evidence that this approach works, they have to do so before they know that it has worked. So the legitimacy is borrowed from the future, or from the possible evidence of previous successes - and the last one sells stronger, even if it has a weaker effect.
I don’t think it is bad to learn
about the solutions that other people have made. But we have to understand that
they only can be an inspiration. If we want to use our full power to implement
changes, we have to decide and do so ourselves, not because some consultant or
leader has said so. Leadership becomes like herding cats, but then again, it has always been so.
You just scrolled to see if there were any more pictures, didn't you? |
To fully understand the scope of
this, we have to learn how to know when to use our ideals of science, and when
rules of thumb will do. And when the search for solutions might be hindered by even using rules of thumb. This is the discussion I think we should be having if we want to use the power of games and aesthetics more purposefully in organizations. Sadly, the words for that are not yet widely available. Or from my perspective, happily. Because that's the place where I think I will my dent in the world.
What do you think? Could you stray from the path of scientific evidence to play games at work?
Ingen kommentarer:
Legg inn en kommentar