It's Time To Change The Rules Of Work

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When making products and services, companies struggle with complexity, poor customer insight, and team dysfunction. Governments face the same challenges when engaging with their citizens. Serious games provide a way to change the rules or work, producing dramatically different and better results.

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  • It's Time To Change The Rules Of Work

    1. 1. It’s Time To ChangeThe Rules Of WorkTom Grant, Senior AnalystForrester Research
    2. 2. Software innovation could be a lot more successful© 2012 Forrester Research, Inc. Reproduction Prohibited 2
    3. 3. © 2012 Forrester Research, Inc. Reproduction Prohibited 3
    4. 4. Dad, why dopeople hate your software?
    5. 5. Problem #1: COMPLEXITY
    6. 6. Complexity leads to failure Standish Group • 32% succeeded. CHAOS • 44% were challenged. Summary 2009 • 24% failed. report • Iterative: 71% succeeded. Dr. Dobb’s • Agile: 70% succeeded. Project Success • Traditional: 66% succeeded. Survey • Ad hoc: 62% succeeded. KPMG Global IT • Nearly one-half of the respondents experienced a project failure the year Project before. Management • 86% reported losses of as much as 25% Survey 2005 of targeted benefits across the portfolio.
    7. 7. Problem #2: POOR CUSTOMER INSIGHT
    8. 8. We’re not like our customers
    9. 9. Customers don’t tell us everything
    10. 10. We don’t see them in their natural habitat© 2012 Forrester Research, Inc. Reproduction Prohibited 12
    11. 11. And we don’t take enough time to learn
    12. 12. Problem #3: TEAM DYSFUNCTION
    13. 13. © 2012 Forrester Research, Inc. Reproduction Prohibited 16
    14. 14. Innovators need serious games© 2012 Forrester Research, Inc. Reproduction Prohibited 18
    15. 15. Invention and innovation are not the same 1617 1787 John Woodall Some time passes… James Lind Convinces the Publishes his Admiralty to findings about adopt a simple the origins of cure scurvy© 2012 Forrester Research, Inc. Reproduction Prohibited 19
    16. 16. Innovation depends on adoption© 2012 Forrester Research, Inc. Reproduction Prohibited 20
    17. 17. Companies take adoption seriously User experience Design Usage analytics© 2012 Forrester Research, Inc. Reproduction Prohibited
    18. 18. Companies need to be adoption-driven The old rules won’t make this possible© 2012 Forrester Research, Inc. Reproduction Prohibited 22
    19. 19. How do serious games changethe rules of innovation?Structured Rules, but often no winnersPurposeful Definite outcomeTime-bound By definition, a time-boxed exerciseParticipatory Success depends on everyone participating.
    20. 20. Reducing complexity
    21. 21. Gaining better insights© 2012 Forrester Research, Inc. Reproduction Prohibited 25
    22. 22. Challenging team dynamics© 2012 Forrester Research, Inc. Reproduction Prohibited 26
    23. 23. Serious games face innovation challenges© 2012 Forrester Research, Inc. Reproduction Prohibited 27
    24. 24. At the large and small scale SMALL LARGE Using serious Making games in my serious games organization generally successful© 2012 Forrester Research, Inc. Reproduction Prohibited
    25. 25. AT THE SMALL SCALE… Speak the words your audience wants to hear© 2012 Forrester Research, Inc. Reproduction Prohibited 29
    26. 26. COMPLEXITY: How do we arrive at the minimum viable product? PRODUCT BOX© 2012 Forrester Research, Inc. Reproduction Prohibited 30
    27. 27. CUSTOMER INSIGHT: How can we change the conversation with the customer? FEATURE COST SPENT Android app for activity management $5,000 - Custom pipeline stages $2,000 $500 More complex lead-scoring options $3,500 - More canned reports $1,500 $300 BUY A FEATURE© 2012 Forrester Research, Inc. Reproduction Prohibited 31
    28. 28. TEAM DYSFUNCTION: Do we share the same vision and priorities? Quality Features Ease of use Reliability Customizability KNOWSY© 2012 Forrester Research, Inc. Reproduction Prohibited 32
    29. 29. AT THE LARGE SCALE… Use the same techniques as previous innovators© 2012 Forrester Research, Inc. Reproduction Prohibited 33
    30. 30. A familiar challenge Market share You are here Innovators Early Early Late Laggards 2.5% adopters majority majority 16% 13.5% 34% 34%
    31. 31. We’ve been here before© 2012 Forrester Research, Inc. Reproduction Prohibited 35
    32. 32. Agile improves processes Serious games improve decisions© 2012 Forrester Research, Inc. Reproduction Prohibited 36
    33. 33. How do you move to the next stage?© 2012 Forrester Research, Inc. Reproduction Prohibited 37
    34. 34. Go forth and tell these stories
    35. 35. To help people find the right game Innovation games Training simulations Gameification Advergames Wargames Role-playing Persuasive games© 2012 Forrester Research, Inc. Reproduction Prohibited
    36. 36. http://seriousgamesatwork.org tomgrantgamer@gmail.com© 2012 Forrester Research, Inc. Reproduction Prohibited 40
    37. 37. Be an adoption-driven organization© 2012 Forrester Research, Inc. Reproduction Prohibited 41
    38. 38. And be like Luke© 2012 Forrester Research, Inc. Reproduction Prohibited 42
    39. 39. Thank youTom Grant+1.650.581.3846tgrant@forrester.comhttp://blogs.forrester.com/tom_grant@TomGrantForr

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