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SNACK SIZE WORK
Gamification is dead!
Long live snack size playful work processes

Sonja.angesleva@igda.fi

A book on
the same
topic in
Finnish
(2014)
This deck
• What’s so special about gaming?
• Why gamification is not the thing?
• Constant learning
• Change of work
• Game mechanics
• Snack sized process model
• Recognition and learning
• Change of work
• How to measure success?
Special about gaming
1. Sharing experiences, emotions, moments
2. Trying and Failing
3. Fun
4. Mesh
5. Incremental rewards
Kids learn to
use computers
by playing
games

Humans are
playful

Games are
about
disruption,
creativity,
unexpected,
surprise…
Why game mechanics?
A way to…
• Demonstrate complex issues
• Motivate to reach the next goal
• Break a bigger problem into smaller pieces
• Engage and become immersed

Four drivers make us do things:
1.
2.
3.

4.

The acquirers (gather things and status)
The defenders (defend what is theirs)
The socializers (hard-wired need to bond)
The contributors (contribute to something bigger)
Using game mechanics does not mean turning work into
collecting points, achievements, challenges, bonus sectors
and boss fights.
It means applying motivating gameplay processes and
solutions into the work routines to efficiently improve
policies and make better results.
Why not Gamification?
• Gamification is a carrot automata without a stick
• Gamification is too expected, badgeable & quantifiable
• That’s not fun without unexpected excitement and surprises
• There are working gamification solutions like FoldIt,

Painsquad, Zamzee, Khan Academy, crowdRise,
SuperBetter, Opower, RecycleBank
• No possibility to take those into more general use:
• To demonstrate

• To motivate by incentives
• To engage

“Gamification is used in applications and
processes to improve user engagement,
return on investment, data quality,
timeliness, and learning.”
What should it be then?
• Inspire people, stretch thinking a bit further, help to realize

new alternatives and ideate in a smaller groups – in order
to start something new and improve the existing
• It is all about opening up opportunities compared to
gamification where options are merely closed
• Snack size is already the norm of modern consumer
culture
Snack size process:
1 Projects into tasks

2 Constant learning

3 “Swarms” aka small
task forces taking
responsibility

4 Unexpected

5 Utilize mesh

6 Reviews and rewards
Recognition drives people to do things
• Interesting work
• Involvement
• Increased visibility
• Information sharing

• Independence (taking responsibility)

People are motivated by different incentives:
• Tangible incentives

• Cash incentives
• Social incentives
• Experience incentives
Work = constant learning
• Re-examine assumptions, values, methods, policies and
•
•
•

•
•
•

practices
Develop new skills and learn from the customers
Living knowledge
On demand staffing
On demand swarms
Milestone specific
challenges
Digital driven
Change of work
• Overlapping layers of life 24/7
• Millennials bring new procedures to the work
• Bigger problem middle-aged work force and their routines
• Resistance is futile
• “Every company is a technology company; every business leader is

becoming a digital leader and every person is becoming a technology
company.”
Peter Sondergaard, Gartner 2013

• Expectations are changing: work should be motivating, fun
• Work is an experience where one can express herself
• Change of work requires new processes
Snack size process

Snack size process is about solving problems, clearing all
the levels, reaching new high scores – and in the end
having still all three lives left.
Snack size process model
Snack size model is about introducing activity loops to work
days, splitting bigger project into smaller tasks, making every
day routines concrete challenges, giving feedback and rewards
of failures and successes, efficiently utilizing networks and
working in small groups to get things prepared for decision
making.
Key ingredients:
1. Emotion
2. Depth
3. Learning from failing
4. Network driven business
5. Snack size process
6. Brain training
• Start: task carousel or
a backlog.
• Weekly cycle and project cycle.
• 4 steps: split, swarm work,
iterate and review/reward.
• The steps will be repeated over
the project lifecycle.

Basic process

Task
carousel

Review/
reward

Split
problems
into tasks

Meet to
agree and
iterate

Swarms to
prepare
ideas

Backlog

Time
Learn more in Finnish:
http://haukkapalapeli.
tumblr.com/

Or
Sonja.Angesleva@igda.fi

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Snack size work

  • 1. SNACK SIZE WORK Gamification is dead! Long live snack size playful work processes Sonja.angesleva@igda.fi A book on the same topic in Finnish (2014)
  • 2. This deck • What’s so special about gaming? • Why gamification is not the thing? • Constant learning • Change of work • Game mechanics • Snack sized process model • Recognition and learning • Change of work • How to measure success?
  • 3. Special about gaming 1. Sharing experiences, emotions, moments 2. Trying and Failing 3. Fun 4. Mesh 5. Incremental rewards Kids learn to use computers by playing games Humans are playful Games are about disruption, creativity, unexpected, surprise…
  • 4. Why game mechanics? A way to… • Demonstrate complex issues • Motivate to reach the next goal • Break a bigger problem into smaller pieces • Engage and become immersed Four drivers make us do things: 1. 2. 3. 4. The acquirers (gather things and status) The defenders (defend what is theirs) The socializers (hard-wired need to bond) The contributors (contribute to something bigger)
  • 5. Using game mechanics does not mean turning work into collecting points, achievements, challenges, bonus sectors and boss fights. It means applying motivating gameplay processes and solutions into the work routines to efficiently improve policies and make better results.
  • 6. Why not Gamification? • Gamification is a carrot automata without a stick • Gamification is too expected, badgeable & quantifiable • That’s not fun without unexpected excitement and surprises • There are working gamification solutions like FoldIt, Painsquad, Zamzee, Khan Academy, crowdRise, SuperBetter, Opower, RecycleBank • No possibility to take those into more general use: • To demonstrate • To motivate by incentives • To engage “Gamification is used in applications and processes to improve user engagement, return on investment, data quality, timeliness, and learning.”
  • 7. What should it be then? • Inspire people, stretch thinking a bit further, help to realize new alternatives and ideate in a smaller groups – in order to start something new and improve the existing • It is all about opening up opportunities compared to gamification where options are merely closed • Snack size is already the norm of modern consumer culture Snack size process: 1 Projects into tasks 2 Constant learning 3 “Swarms” aka small task forces taking responsibility 4 Unexpected 5 Utilize mesh 6 Reviews and rewards
  • 8. Recognition drives people to do things • Interesting work • Involvement • Increased visibility • Information sharing • Independence (taking responsibility) People are motivated by different incentives: • Tangible incentives • Cash incentives • Social incentives • Experience incentives
  • 9. Work = constant learning • Re-examine assumptions, values, methods, policies and • • • • • • practices Develop new skills and learn from the customers Living knowledge On demand staffing On demand swarms Milestone specific challenges Digital driven
  • 10. Change of work • Overlapping layers of life 24/7 • Millennials bring new procedures to the work • Bigger problem middle-aged work force and their routines • Resistance is futile • “Every company is a technology company; every business leader is becoming a digital leader and every person is becoming a technology company.” Peter Sondergaard, Gartner 2013 • Expectations are changing: work should be motivating, fun • Work is an experience where one can express herself • Change of work requires new processes
  • 11. Snack size process Snack size process is about solving problems, clearing all the levels, reaching new high scores – and in the end having still all three lives left.
  • 12. Snack size process model Snack size model is about introducing activity loops to work days, splitting bigger project into smaller tasks, making every day routines concrete challenges, giving feedback and rewards of failures and successes, efficiently utilizing networks and working in small groups to get things prepared for decision making. Key ingredients: 1. Emotion 2. Depth 3. Learning from failing 4. Network driven business 5. Snack size process 6. Brain training
  • 13. • Start: task carousel or a backlog. • Weekly cycle and project cycle. • 4 steps: split, swarm work, iterate and review/reward. • The steps will be repeated over the project lifecycle. Basic process Task carousel Review/ reward Split problems into tasks Meet to agree and iterate Swarms to prepare ideas Backlog Time
  • 14. Learn more in Finnish: http://haukkapalapeli. tumblr.com/ Or Sonja.Angesleva@igda.fi

Editor's Notes

  1. http://davidlazarphoto.com/amp/wp-content/uploads/2012/07/31-David-Lazar-Playful-Novice-Monks.jpgYoungstershavelearned to use a computerbygamingHumans are playfulGames about disruption, creativity, ambiquity, surprise, unexpected
  2. http://www.yukaichou.com/gamification-examples/top-10-gamification-examples-human-race/