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Clark Quinn’s Learnings about Learning

Thoughts on story, games, and VR

22 November 2016 by Clark 1 Comment

story games VRAs luck would have it, I found out about an event on Storytelling Across Media being run in the city, and attended a couple of the panels: half of one on interactive design and  Telltale Games, one on  story and  games, and one on  story and VR.  There were interesting  quotes from each about story, games, and VR that prompted reflection, and I thought I’d share my thoughts  with  you.

Story and Games

The first quote that struck home was  “nonlinear storytelling strikes a balance between narrative and choice”. This is the challenge that I and I think all game designers struggle with. So, I subsequently asked “How do you integrate storytelling with experience design?”  The panelists acknowledged that this was the ongoing challenge. Another comment was that “stories are created in your imagination”.  That’s key, I think, to create experiences that the player will end up writing as a story they can tell.

I found myself  thinking about story machines versus experience engines.  It appears to me that, ala Sid Maier’s “a good game is a series of interesting decisions”, that it’s all about the decisions you make.  It’s easier to tell a good story when you put a game ‘on rails’; it’s harder when you want to have an open world and still ramp up the tension across the board.  Having rules and timers give you the opportunity.  For serious games, however, not commercial ones, I reckon it’s more ok for the story to be somewhat linear.

Another interesting comment was about how things are going transmedia.  An issue that emerged was the business of transmedia, how you might start with a comic to build interest and revenue to fund adding in a game, or a movie.  Telling stories across media is an interesting challenge, and could have real opportunity for learning. I have been a fan of Andrea Phillips  Transmedia Storytelling  and Koreen Pagano’s  Immersive Learning,  which I think give good clues about how this might go.  I’m also thinking about the movie  The Game (Michael Douglas & Sean Penn), and how it’s a great example of an alternate reality game. I’d love to do something like that, but serious. We did a demo once about sales that captured some of the opportunity, but…

Also, I’ve looked at many instances of experience design: movies, theatre, amusement parks, games, etc.  And I’ve advocated that those interested in making experience engaging, particularly learning, should similarly explore this. It’s hard work, you know ;).  However, one of the panelists commented on ‘circus design’. That’s something I had never thought to explore, so it’s now on my ‘todo’ list!

There were  also several mentions of a theatre experience in New York called Sleep No More.  It involves two intersecting stories: Macbeth and a lady looking for someone. There’s no dialog, and it plays out across several venues. The interesting thing is that you, as an audience member, choose where to go, who to follow, and what to watch.  Now I need to find a way to experience this! (Wish I’d heard about it before my keynote there in June.)

VR

The other theme was VR, and there were some very interesting comments made. It was repeatedly made clear by the practitioners that this was a field  still very much in development. The tools and technologies had become good and cheap enough to allow tinkering and exploration, but the business models and viable experiences were still being explored.

One quote that was interesting was a response to the issue of what the ‘frame is’.  In computer games, the frame is the screen. But in VR there’s no ‘screen’, you’re surrounded.  A response to this was “the player is the ‘frame’ in VR”.  That’s an interesting perspective.  I might reframe it as “the player’s  attention is the ‘frame’ in the game”, and manipulating that may be the key.  To ponder.

Another interesting comment was “proximity breeds empathy”.  I was reminded of the phrase “familiarity breeds contempt”, but I can see that an experiential approach  may help generate sympathy and comprehension.  Can you actually share someone else’s experience?  Certainly, immersion has yielded concrete learning improvements, and successful behavioral interventions.

Which brings up a response  on the question of where the future of VR is (that seemed to be reflected  by the other panelists) is that  shared VR is the future.  Clearly, social has big benefits for learning, and can be the basis of strong emotions (sometimes negative!)

There are clearly times when VR has unique and valuable advantages for learning, though I continue to think that AR may provide  the greater overall opportunity, when it’s done right.  It might be like the difference between courses and mentoring.  That is, VR to make a step change, and the AR for continual development.  Where do ARGs fit in?  Perhaps more for developing the ability to deal with the unexpected?

One of the panelists  mentioned Magic Leap, and I was reminded that that type of experience will be where we can  really get opportunities for transformative experiences. I think that’s where Google Glass was going, and they’re right to hold off and get it right, but when we can really start annotating the world, combining it with ARGs, there will be real potential.  We can start designing now, but it’ll definitely be some time before tools and technologies hit the ‘experimentation’ phase VR has reached.

Lots of fodder for thinking!

Karen McGrane #DevLearn Keynote Mindmap

18 November 2016 by Clark Leave a Comment

Karen McGrane closed the DevLearn conference talking about adaptive content. She had addressed mLearnCon in the past, a great presentation, so my expectations were high.  Plus, given that I riffed on background integration in my ELearning strategy pre-con and then content strategy as a session in the xAPI camp the next day, this is a talk I was eager to hear (congrats to the eLearning Guild for putting the topic on the table).

In this entertaining and illuminating session, she made the point that responsive is better than customizing to screen, and adapting is hard, so responsive is a good starting point.

Karen McGrane Keynote Mindmap

Tony DeRose #DevLearn Keynote Mindmap

17 November 2016 by Clark 2 Comments

Tony DeRose opened the second day of DevLearn with a geeky (and intriguing) presentation on the links between math and story in making animation.  With clips and anecdotes he showed how it works, and inspired about how they’re connecting this to STEM.

Tony DeRosa Keynote Mindmap

Maxwell Planck #DevLearn Keynote Mindmap

16 November 2016 by Clark 1 Comment

Maxwell Planck gave the afternoon keynote for the opening day of DevLearn. He talked about the trajectory of VR, with very interesting reflections on creativity, story, and meaning.

maxwell planck keynote mindmap

Penn Jillette #DevLearn Keynote Mindmap

16 November 2016 by Clark Leave a Comment

Magician Penn Jillette opened the DevLearn conference with a fascinating presentation on storytelling, telling his story and unpacking magic for us.

Penn Jillette Keynote mindmap

Collaboration, Communication, and Cooperation

15 November 2016 by Clark 2 Comments

Teams, Communities, & Networks for collaboration and cooperationIn thinking about the Coherent Organization, the original proposal from my colleague Harold Jarche was that  were two key  attitudes: collaboration and cooperation. And I find myself talking about collaboration and communication.  It’s time to try to reconcile those, and propose why I think collaboration is a new business watchword.

So, Harold argues that there are two key ways of working, collaborating and cooperating.  To him, collaboration is when you’re committed to a goal to achieve, whether involuntarily or voluntarily.  Cooperation, for him, is when you have the willingness to continue to contribute on an ongoing basis: putting out your own work, commenting on others, and answering questions. And he suggests that cooperation is the more important, as it’s more voluntary. And I agree that it’s likely that needs  will drive collaboration, and cooperation comes from within (and in a safe environment).  I think he’s talking about personal commitment, and rightly so.

So why do I talk about communication and collaboration? Because the vehicle for cooperation is communication, and so we not only need the impetus to contribute, but the skills. He’s talking about creating an effective network, and I’m talking about getting the job done.  He’s nurturing a culture, and I’m about developing practices.  Which are both needed and mutually reinforcing, and so I think we’re agreeing furiously.

And as I write this, my own thinking is changing. I do believe  collaboration is what’s going to get things done for organizations in the short term, but I think there are two notions of collaboration.  One is the traditional form of a team working on a project. However, there’s another approach that takes the longer term view.  Here, it’s about people keeping a casual eye on what’s going on and serendipitous sparks fan flames.  That does require cooperation, of course.

I’ve recently been reading  Stephen Johnson’s  Where Good Ideas Come From, and Keith Sawyer’s  Group Genius    (both recommended), and  it’s clear that true innovation  is  about getting people to work together over time.  Real innovation percolates, suffers  mistakes, and can’t be forced or planned. While  I think progress can be made by teams working on specific needs, the change in my thinking is realizing that the longer term process of real innovation requires continual contribution in networks. What Sawyer terms ‘collaboration webs’.  And this will require cooperation.

As an aside, there are still big opportunities for collaboration tools.  On a recent #lrnchat, a colleague shared how she was collaborating on presentations using Google Slides. And I’ve done much important work with others using Google Docs and Sheets.  And tools exist for diagramming, and white boarding, and more.  Still, the tools feel embryonic. I want voice  and text live as well as comments. I want to have flexible representations mixed in, so I can be working on numbers and diagrams and text in one doc (a brief eulogy here for the fabulous program Trapeze that had a revolutionary  document  model decades ago).

While collaboration may get the immediate focus and the ink inches (I guess pixels these days :) – because of new tools, and the immediate business benefits – I think the longer term need will be to create an environment where the culture, the practices, and the tools are aligned for successful learning.  I think there’re reasons to focus on both, but the important thing is to recognize the differences and get both  right.  Amy Edmondson, in her book on organizational agility Teaming,  suggested using the term ‘learning’ instead of innovation, as it focused on longer term and made it safer.  So perhaps I’ll talk about organizational learning for the long term, and use  collaboration for the short term work.  What do you think?

 

Extending engagements

9 November 2016 by Clark Leave a Comment

In a couple of recent posts, I’ve been telling tales of helping organizations, and I wanted to tell at least one more. In this case, I’m extending the type of work I’ve done to have a real impact, still with a low overhead.  The key is to include some followup activities.

Serious eLearning

In one  instance, a person who’d attended my game design workshop wanted to put it into practice.  With a colleague, they were wanting  to improve  their online learning to better support their stakeholders, and wanted to deepen the experience.  The goal was to provide their learners opportunities to practice success skills.

We knew they were were going to be developing scenarios, so the key was the develop the skills of these two. Consequently, we  arranged a series of meetings where they’d deliver their latest work, and I’d not only critique it, but use it as opportunities to deepen their understanding. This occurred  over a period of a couple of months, on calls for an hour or so.  Each call would occur a short time after they delivered their latest version.

It took several iterations, but their outputs improved substantially.  When we  were comfortable with their progress, the engagement was over.

Learning Strategy

In another instance, a company was moving to a ‘customer experience’ focus, and wanted to workshop what this meant for the training function.  They had already planned on using a particular process that involves a team of stakeholders on a week-long meeting, and in particular that process called for one outsider (yours truly).  Beforehand, I got up to speed on their business and current status.

During that week, I found my role to continue to advocate for taking a bigger picture of meeting customer learning and performance needs.  They found it easy to slip back into thinking of courses, but continued to ‘get’ that they should look at augmenting their work with performance support. Given that their product was complex, it became clear that ‘how to’ videos were a real opportunity..    They were particularly excited about the concept of ‘spacing’ practice, and loved the spacing diagram originated by my colleague Will Thalheimer.

What’s more important is that we also built in several ongoing reviews. So, their process had a few subsequent deliverables, and we worked out that they would come through me for feedback.  In general, new ideas can backslide if not reinforced, and this process helped them cement in several new features, including a new emphasis on the videos.

consulttaleslogoThe point being, extending engagements with a few simple followups provides a much higher likelihood of improvement than just a one-off.  It doesn’t take much, and the outcome is better.  It  is a spaced practice, really, and we know that works better.  I reckon the marginal extra investment yields a much bigger benefit.  Does that make sense to  you?

Demoing Out Loud (#wolweek and #DevLearn)

8 November 2016 by Clark Leave a Comment

demofestlogoDemoing is a form of working out loud, right?  So I recently was involved in a project with Learnnovators where we designed some demo elearning (on the workplace of the future), and documented the thinking behind it.  (The posts, published by Learning Solutions, are aggregated here.)    And now there’s be a chance to see it!   So, a couple of things to note.

First, this is Work Out Loud Week, and you should be seeing considerable attention to working out loud (aka Show Your Work). On principle, this is a good practice (and part of the Workplace of the Future, to be recursive).  I strongly recommend you have an eye out for events and posts that emerge.  There’s an official site for Work Out Loud week: Wolweek.com, and a twitter account: @Wolweek, and the  hashtag #wolweek, so lots of ways to see what’s up. There are many benefits that accrue, not least because you need to create a culture where this practice can live long and prosper. Once it does, you see more awareness of activity, improved outcomes, and more.

Second, if you’ll be at DevLearn next week, I’ll be demoing  the resulting course at the DemoFest (table 84). Come by and share your thoughts and/or  find out what the goal was, the tradeoffs faced, and the resulting decisions made.   Of course, I encourage you to attend my  workshop on elearning strategy and mythbusting session as well.  I’ll also be haunting the xAPI camp on the Tuesday. Hope to see you there!

Strategy Sessions

2 November 2016 by Clark Leave a Comment

In a previous post, I talked about a couple of instances where I worked with folks to let them ‘pick my brain’.  Those were about learning design in particular, but I’ve also worked with folks on strategy.  In these strategy sessions, things work a little differently.

So, in a typical strategy session, I prepare by looking at what they’ve done beforehand: any existing strategy documents. I also look at their current context, e.g. their business, market, customers, and products/services.  Finally, I look at their  stated goals. I also explore their stated needs, and see if there are some they may be missing. Then we get together.

I typically will spend an hour or so going over some principles, so we have a shared framework to discuss against.  Then we brainstorm possible actions.  We’ve prepped for this, circulating the space for topics, so people have had time to identify their individual ideas. We get them documented, diverging before converging.  This may be a relatively large group, with representative stakeholders, but not so large that it can’t be managed.

Then, typically, a smaller group will take those ideas and prioritize them. To be clear, it’s informed by the context and infrastructure, so that the steps don’t just go from easier to harder, but it’s also about choosing steps that are strategic in securing credibility, building capacity, and leveraging other initiatives.  At the end, however, the team I’m working with has both a general roadmap and a specific plan.

And I think this is good. They’ve gotten some new and valuable ways to think about strategy, and custom advice, all in a very short engagement.  Sometimes it’s happened under the rubric of a mobile strategy, sometime’s it’s more general, but it always open eyes.  In two particular instances, I recall that the outcomes they ended up focusing on most weren’t even on their radar when they started!

consulttaleslogoThis is another instance of how folks can get high benefit from a small engagement.  Picking my brain can be valuable, but it’s not a fair engagement unless we make it mutually rewarding.  That’s not so hard to do, however.  Just so you know.

Measuring Culture Change

1 November 2016 by Clark Leave a Comment

Someone recently asked how you would go about measuring culture change, and I thought it’s an interesting question.  I’ll  think ‘out loud’ about what might be the possibilities.  A  learning culture is optimal for organizational innovation and agility, and it’s likely that not all elements are already in place.  So it’s plausible that you’d want to change, and if you do, you’d like to know how it’s going.

I think there are two major categories of measures: direct and indirect. Direct measures are ones that are impacting the outcomes you’re looking for, and indirect ones are steps along the way. Say, for instance, one desirable outcome of a learning culture would be, well, learning!  In this case, I mean the broad sense of learning: problems solved, new designs generated, research answering questions.  And indirect would be activity likely to yield that outcome. It could be engagement, or social interaction, or…  If we think of it in a Kirkpatrickian sense, we want to generate the indirect activity, and then measure the actual business impact.

What direct measures might there be?  I can see time to solve customer problems or problems solved per time.  And/or I might look at the rate of research questions answered.  Or the rate of new product generation.  Of course, if you were expecting other outcomes from your culture initiative, you’d naturally want aligned methods.   You could just be concerned with employee engagement, but I’m somewhat inclined (and willing to be wrong) to think about what the outcome of increased engagement would be.  It could also be retention or recruitment, if those are your goals.

These latter – engagement, recruitment, retention – are also possible indirect measures.  They indicate that things are better. Another indirect but more targeted measure might be the amount of collaboration happening (e.g. the use of collaboration tools) or even activity in social networks.  Those have been touted as the benefits of building community in social media, and those are worthwhile as well.

As a process, I think about what I might do  before, during, and after any culture change initiative.  I’d probably want a baseline to begin with, and then regular (if not continual) assessments as we go.  I’d take small steps, perhaps in one unit to begin, and monitor the impact, tuning as I go along.  Culture change is a journey, not an event, after all ;).

 

So ok, that’s off the top of my head, what say you?

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