~/talk

Going Deep on Gamification

Talkat YOW! Melbourne 2022 · 2022-12-08..12-09· [design-collaboration]
slides:none on file

Argues that slapped-on gamification — points, badges, leaderboards — reduces collaboration and skews behavior; instead design team agency by specifying concrete goals, rules and abilities. Recommends tooling and practices: observability and SLOs, trunk-based deploys with feature flags, shorten lead time to deploy and speed tests (watch for builds >30 minutes), and use ensemble programming to spread knowledge. Measures sit at team level (deployment frequency, lead time), not individual ticket counts, and focus on engine-building so work becomes faster and safer over time.

AI-written summary · about

  1. 0:00Gamification introduction
  2. 2:53Game vs software projects
  3. 6:22Defining games
  4. 8:31Gamification limits
  5. 12:43Gamifying work
  6. 17:43Game design for teams
  7. 19:52Striving play in work
  8. 22:43Games as art
  9. 25:10Designing for flow in games and software development
  10. 28:25Goals and abilities
  11. 29:48Social conflict at work
  12. 33:42House rules for teams
  13. 35:50Engine building teams
  14. 38:17Session design
  15. 40:44Multiplayer dynamics
  16. 43:11Heuristics and measurement
  17. 46:42Value capture dangers
  18. 49:36Agency and alignment
  19. 50:39Striving play detachment
  20. 52:27Measuring team performance
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