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Why Work Is Looking More Like a Video Game

james_bong666 writes "According to the New York Times, business software vendors can learn a great deal from how video games are designed. This makes a lot of sense — how many professionals like working with their software in the office as much as gaming after hours? Developers can deal with looking at tables and grids full of data to make decisions and get things done, but other types of workers (executives, salespeople, etc.) have little to no attention span and need a picture to be worth a thousand words, i.e. their software designed completely differently."

31 of 138 comments (clear)

  1. work / play by Anonymous Coward · · Score: 3, Interesting

    Actually videogames are becoming more like work than being a diversion where a person can blow off steam. Have you played GTA: San Andreas? All those mini button pushing games just to get the character up to snuff to complete a quest. Don't get me started on Harvest Moon. Pokemon with its breeding, hatching eggs, growing berries and other nonsense. Games don't reward the player for their skill or talent at completing a level or pulling off a stunt. Nowadays games simply add hours to their playtime by adding hours and hours of pointless grinding to unlock something really stupid.
    By the way, I don't care how much someone loves their job. Anyone who stays after-hours and plays games or just hangs out is sad.

    1. Re:work / play by Short+Circuit · · Score: 5, Interesting

      Anyone who stays after-hours and plays games or just hangs out is sad. It's not the job, it's the coworkers. Work is one of the few places I can meet computer geeks IRL.
  2. Uh. by ewhenn · · Score: 4, Insightful

    Actually it's not the interface that makes the game fun... There are some games that have great interfaces - that I personally do not find fun to play (CIV, WoW), etc. I also disagree with this statment: "other types of workers (executives, salespeople, etc.) have little to no attention span and need a picture to be worth a thousand words" I fail to see how employment position is a realisic and valid way to determine attention span.

    1. Re:Uh. by erareno · · Score: 5, Insightful

      I believe that executives (especially those that have worked their way to the top) would not have a very short attention span. To the contrary, they can see the big picture and work their way towards their ultimate goal. However, I also believe that people who work would be much more productive if they felt they got some form of enjoyment out of what they're doing. Isn't that why Ben Franklin (I think) said something along the lines of 'The day you get a job that you really like is the day you get your last paycheck'?

    2. Re:Uh. by buswolley · · Score: 4, Interesting
      I agree. The blanket claim that only developers have long attention spans is ridiculous and insulting. I can't believe that the Slashdot article made this claim.

      Scientists, small business owners, executives, and even the person tending the grill at the burger joint have normal attention spans.

      Do not underestimate the difficulty and attention required of other people's work. I am now a lab manager of a memory development lab at a major university, but I've spent many years working at mini-markets, coffee shops, etc.

      Let me tell you. If you have 14 fraps, 5 iced lattes, 3 vanilla lattes, 4 hot mochas, and several ice teas to make in under 6 minutes, all the while greeting customers and making small talk, you damn well better pay attention, and concentrate.

      In such cases, you transcend the planning of one or two drinks, and start planning and attending to the situation at a larger scale. At that level, its Zen.

      --

      A Good Troll is better than a Bad Human.

    3. Re:Uh. by Tickletaint · · Score: 5, Insightful

      Exactly. Here's a hint to computer programmers: If the user's not getting what they need from your application, then you fucked up. It's your job to make your software usable. Stop blaming others for problems caused by your shitty UI design skills. Good Christ, I'm sick of the condescension I see coming every day from my fellow developers.

      --
      Make Slashdot readable! See journal.
    4. Re:Uh. by code_nerd · · Score: 3, Insightful

      Spoken like someone who has no idea what an executive job is like. Just because you cannot get those jobs does not mean they do not require skill. Sure, there are crap managers, executives, etc. But there are even more crap programmers, sysadmins, dbas, and so on. Saying management self-selects for incompetence is nothing more than sour grapes and envy.

      Cry more.

    5. Re:Uh. by dodobh · · Score: 4, Interesting

      Perhaps we need to stop requiring developers to design user interfaces and have UI specialists write that part of the code?

      Developers write fantastic User Interfaces. Also see Unix. Not quite what you mean? Find a specialist who specialises in UIs for non developers.

      --
      I can throw myself at the ground, and miss.
    6. Re:Uh. by asuffield · · Score: 2, Insightful

      Exactly. Here's a hint to computer programmers: If the user's not getting what they need from your application, then you fucked up. It's your job to make your software usable. Stop blaming others for problems caused by your shitty UI design skills. Good Christ, I'm sick of the condescension I see coming every day from my fellow developers.


      But equally and in the opposite direction: if your staff can't use the system to get their work done, there is a good chance that you fucked up in hiring them. Stop blaming the system for problems caused by you hiring people with no computer literacy at all, and not bothering to test whether they had any skills before giving them the job.

      There are certainly many badly designed applications in the world, but most real-world problems with computer usage in the workplace are the result of idiotic hiring practices. You do not save money by offering lower salaries.
  3. Naked Objects by eennaarbrak · · Score: 4, Interesting

    The guys at Naked Objects (http://www.nakedobjects.org/) have been singing a similar tune for some time now. Not the part about making business more like games, but about using "open-ended" and proper object oriented software that allows user interaction similar to games. I think they even used The Incredible Machine as inspiration.

  4. Jaded MMORPGer by MichailS · · Score: 5, Funny

    You mean

    "Gaming is more like work nowadays"

    ?

  5. Non-programmers can't do without pictures? by DAharon · · Score: 4, Insightful

    but other types of workers (executives, salespeople, etc.) have little to no attention span and need a picture to be worth a thousand words I'm as prejudiced against non-programmers/techies as the next person, but that just jumped at me immediately as pretty damn condescending.
    1. Re:Non-programmers can't do without pictures? by volsung · · Score: 4, Insightful

      One thing that was drilled into us in an Engineering Communications class was to assume your audience (often management) was impatient, had limited reading comprehension, and generally ignorant of your subject matter. At the time we thought this was amusing, as we imagined the standard Dilbert stereotype of a manager.

      Looking back now, I see this was more of a mental exercise than a statement about our future bosses' intellectual abilities. Engineers tend to be detail-oriented, especially about their particular work. This is generally good, because details matter in implementation, but bad for communication if it clutters up the main points you are trying to convey. By telling engineers to write like their audience is stupid and lazy, you might end up with something that is almost understandable. :)

      In reality, your boss might not be an expert in the field, and they also have lots of information flying at them from all directions. Making prose simple and compact speeds comprehension for busy people. Unfortunately, people who are predisposed to have a negative attitude toward management (bad previous managers, overly large nerd egos, social insecurity, etc) just remember this advice as "Write simply because my boss is dumb."

  6. Patronising BS by Timesprout · · Score: 3, Insightful

    Developers can deal with looking at tables and grids full of data to make decisions and get things done, but other types of workers (executives, salespeople, etc.) have little to no attention span and need a picture to be worth a thousand words, i.e. their software designed completely differently.
    The attention span of executives, salespeople, etc. is perfectly in fine. What they have in most cases is badly designed software often due to the 'attentive' developers who failed to gather or understand the correct requirements and then delivered a poor and inflexible implementation of this misunderstanding which does not deliver the information they really require.

    These people don't need their software designed completely differently, they just need it designed better.
    --
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    What truth?
    There is no dupe
    1. Re:Patronising BS by ScentCone · · Score: 3, Insightful

      It isn't just that it's condescending to say that sales and management people have no attention span... it's rather disengenuous, actually. In fact, I've worked with plenty of IT people who can't keep their employer's business objectives (you know, the things that actually allow the paychecks to be cashed?) in mind for more than one minute after they leave a meeting or delete an e-mail. Sales people stay focused on what they need to stay focused on (usually, cultivating a relationship with the person who has money to spend). That can take YEARS to cement. And one IT guy who's more interested in finding a machine to burn down so he can install some new distro than he is in making sure that the sales guy's CRM database doesn't puke while he's on the road and needs it the most... that can kill the cash cow that allows IT to exist at all. Basically: snotty IT types that describe all sales/management people in such patronizing terms are just illustrating exactly why sales/management types so often roll their eyes whenever they have to deal with IT.

      --
      Don't disappoint your bird dog. Go to the range.
  7. missing the point by yskel · · Score: 5, Insightful

    I think TFA is missing the point. After reading it, I came away with "If we make work less like work and more like fun, then it will be fun." However, fun does not equal associating pictures, likes/dislikes, favorite colors etc with a business contact. I think the point is that if your job requires you to use a CRM system, then it is not fun by definition, and no amount of reskinning that interface is going to make it more enjoyable.

    I agree that the ideas of connection, management and cooperation within MMORPG are potentially interesting in the context of managing large companies, but the "making work like a videogame" metaphor doesn't work for me.

    yskel

  8. It's always been like a video game. Says BOFH. by Rahga · · Score: 4, Funny

    From here:

    Another user rings "I said what I wanted was more space on my account, *please*"

    "Sure, hang on"

    I hear him gasp his relief even though he'd covered the mouthpeice.

    "There, you've got *plenty* of space now!"

    "How much have I got?" he simps

    "Well, let's see, you have 4 Meg available"

    "Wow! Eight Meg in total, thanks!" he says, pleased with his bargaining power

    "No" I interrupt, savouring this like a fine red at room temperature, with steak, extra rare, to follow; "4 Meg in total.."

    "Huh? I'd used 4 Meg already, How could I have 4 Meg Available?"

    I say nothing. It'll come to him.

    "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaggggggh hhhhH!"

  9. The Next Level by Anonymous Coward · · Score: 5, Funny

    Does this mean that in order to advance to "the next level," you have to kill the Big Boss at the end of the current level?

    1. Re:The Next Level by symbolic · · Score: 3, Funny

      No, in this game, the big boss kills you - through all the soul-leaching, mindless, bureaucratic, pointless nonsense that comes rolling down from the top. Once you've submitted (or have been properly assimilated) you can move to the next level.

  10. Obvious, but overlooked by donnyfire · · Score: 5, Insightful

    This has parallels with what I am learning in medical school (yes, a med student who reads slashdot *gasp*). We are taught that we cannot use medical jargon to explain things to patients, because our level of training and experience is completely different from that of the average patient. This is also true in software, but I don't think developers are taught this point. This often results in the user not understanding what may have been obvious to the software designer, and a program that is not popular with the public. In both fields, I feel one must think at the level of the end user. In medicine, it is to provide the best health outcome by promoting understanding. We do this because we recognize that not everyone is health literate. In software, I think to be successful, it is also important to recognize that not everyone is tech literate, and design products accordingly.

    1. Re:Obvious, but overlooked by jimicus · · Score: 2, Interesting

      You're absolutely right.

      My computer science course, for instance, did spend some time in the first year emphasising that getting user requirements was absolutely crucial, and if you didn't have a good idea what they wanted you may as well go home now.

      But most of the marks came from designing and producing code. There was only one project which required us to go out and find user requirements before implementing them, and that was in the final year. Everything else, the requirements were given to you in plain language right at the start. Even developing some sort of sane user interface was of minimal importance.

      This might work OK if you're a developer in a huge organisation and all you ever do is churn out code to requirements which have already been given to you - but you'll have to put in a lot of work to advance beyond that point.

  11. Interesting. by Explodicle · · Score: 3, Interesting

    I can definitely see this sort of thing happening in my line of work; I'm a mechanical engineer who specializes in design. I'll spend the bulk of my work week playing with 3D models, and the finite element model does all the work I hated having to do by hand. The people who use my work give ratings for how much they like the final product, so I like to think of (that rating)/(total cost) as my "score".

  12. Etrade does this by Animats · · Score: 2, Interesting

    ETrade's user trading interface was deliberately designed to look something like a video game. Not too many choices, self-guiding, big type. This encourages users to trade too much.

  13. Re:Be afraid... by TheVelvetFlamebait · · Score: 2, Funny

    When your workplace starts looking like Doom 1, you probably need glasses.

    --
    You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
  14. My word processor as Pacman by kanweg · · Score: 2, Insightful

    I've always wanted a word processor where backspace and delete would show Packman eating away the letters.

    Bert

  15. A bit of a forced analogy, but a good point. by SlimSpida · · Score: 3, Insightful

    I don't think it's a matter of work imitating games, I think it's that application developers are now going down the same usability design paths that games require. Most people aren't required to play games, so the successful ones are the engaging ones, the games that give you a clear idea of what you need to do, and clearly present the required information. People like overcoming challenges when they think they see the way to do it. At work people are often dealing with scenarios where they would like to do a good job, but may not have the information on what is required, or they are dealing with too many factors to filter the wheat from chaff. They may lose focus because they have forgotten what their goals are. Most of management training revolves around how to present information to people, which provides the feedback loop people need to do their jobs. The idea that this is starting to show up in applications is an interesting, but natural step.

  16. A videogame, sure, but this is not a good thing. by BrianRagle · · Score: 2, Funny

    I actually made the comparison between a video game and my work just a few days ago, though not in the manner being discussed in the above article. Here is an example:

    I was tasked with setting up the Outlook profiles of 3 new users in the accounting office. This should be a very straight-forward, brain-dead job. To complete this, however, involved me eventually having to replace a machine in the office, which meant a trip across campus to the purchasing office in order to locate a spare box. The purchasing guy wouldn't give up his spare box willingly unless I performed another task he needed accomplished and which had been far lower on IT's priority list. To complete THAT task, I had to drive to another location, speak to yet another person, fix yet another problem, and finally wind up back where I started.

    Had someone asked me to climb a magic mountain to retrieve an ancient artifact in order to unlock some secret spell would have made as much sense.

    On the flipside, I gained +750 EP, +200 gold, and rose 2 levels. ;)

  17. From the game designer's perspective by solar_blitz · · Score: 2, Insightful

    I'm an up-and-coming game designer who has spent a lot of his time researching fundamental game mechanics and play concepts. A lot of what's coming out of the slashdotted article is that the program is being redesigned to make more sense to the user. Business productivity and sales software was never meant to be "exciting" or "flashy", it was just designed to get the job done.

    The reason why video games such as Second Life, World of Warcraft, and even RTS games such as SimCity, Civilization, and Age of Empires are so successful is that they present their data in a way that makes sense to the Player. The data is shown in a way that the Player can easily interpret in terms of His/Her progression, and it is this simplication of statistics the game's software provides that removes a lot of the number-crunching and interpretation that is usually involved in the real-life equivalent the game simulates (being mayor of a city, for instance). Thanks to this the Player spends less time interpreting data and more time thinking about how to resolve conflicts or improve performance. In terms of software design, more is being done under the hood to better address the connection between abstract data and the user's goals. Like the article points out, the kinds of organizations found in MMORPGs such as World of Warcraft and Second Life are so prevalent and successful thanks to the design of each games' respective interface. Guilds succeed because the game was designed to handle them.

    I don't think that salespeople have "short attention spans" like the article claims, I just believe that there is a larger gap between the Users' goals and the software that sustains them. Programmers these days have it easy with high-level languages such as C++, but if we all went back to the age where we had to program in machine code or assembly language we would be dealing with similar issues.

  18. Sounds like my work by jassa · · Score: 2, Funny

    I see where they're coming from - my work resembles World of Warcraft. I'm a Level 2 Helpdesk Officer, work with trolls and orcs, don't have nearly enough gold, and have to grind for ages (often repeating the same missions multiple times) to get enough experience to level up.

  19. But I'm a Systems Administrator by cyrax256 · · Score: 2, Interesting

    I already can make work look like a videogame... Just look at my interface to kill processes :-D

  20. Yup - would you trust a developer to sell? by FredThompson · · Score: 2, Insightful

    Yes, it's a monstrously ignorant AND arrogant statement. The writer condescends that anyone other than "developers" has depth of thought.

    Besides the comment above concerning the juggling of a large number of time-sensitive tasks, there are many, many different types of thought and operating environments.

    I've been a software developer, a salesmen and an executive. Each role has its own focus and its own "style" of thinking. Most developers can't sell because they can't properly communicate with people who are interested in the result, not the tool itself. Technical people also tend to get very, very jealous of salespeople who are perceived as "playing" all the time. Being good at anything takes investment, effort, guts and skill. Ask the average software developer to make 10 cold calls on the phone to potential clients and see what happens.

    There's a wonderful scene in the Zulu Dawn movie where the British infantry men need ammunition. Their supply sergeant makes them stand in line and will only give them one box at a time following procedures. He's so focussed on the task and enamored with his skill at performing it he totally misses the big picture and the soldiers can't get the ammunition they need.

    Likewise, I can't tell you the number of times I've watched a designer screw up a presentation because he's clueless about the non-verbal queues from the prospects or how to speak confidently and at the level of details the client wants. They usually don't comprehend the business of business or the impact of many decisions they make upon the clients. Are they "bad" people? No, they're just ignorant and unaware. Their focus might be just what is needed to get the little details right and go from "almost there" to "it works." but it takes many different personality, activity and communication styles working as a team to have any kind of real success.