To survive as a company, the organization needs to become a shapeshifter: sometimes hierarchical, sometimes networked; sometimes efficient, sometimes effective; sometimes great at execution, and other times great at innovation. You can only achieve this by motivating people to change continuously. To achieve this, we take a closer look at gamification and habit-forming. Because games and habits are the keys to intrinsic motivation and change. And you need those in your company to become a great shapeshifter!
18. The Ultimate List of 13 Global Workplace Trends
http://bit.ly/13globaltrends
Organizational Agility
The “redesign of organizational design” is a top
trend for the C-suite.
The Employee Experience
Employees demand an experience that covers
happiness and well-being.
The Blended Workforce
The workforce is more than just the employees.
Scalable Learning
The half-life of learned skills continues to fall.
Skillful Talent Acquisition
The demands on recruiters and candidates keep
growing.
Digital HR and Workplaces
HR must become a leader in the digital
organization.
People Analytics
With computers all around us, data is driving
everything.
Rejuvenated Leadership
A different time calls for a different leadership.
Robotics and AI
Intelligent machines and cognitive computing have
gone mainstream.
Continuous Performance Management
A new paradigm for performance measurement
and rewards is needed.
Networks and Platforms
Value streams are replaced with value networks.
Purpose and Values
Companies start caring about sustainability,
transparency, and more.
Diversity and Inclusion
Fairness and equality are now CEO-level issues
worldwide.
39. You don’t want to lose the
benefits of control while
achieving the benefits of self-
organization.
“Stop Your ‘Agile’ Transformation! Right. Now.”
https://medium.com/agility-scales/stop-your-agile-transformation-right-now-
6cf2ef2fa1a
42. 18 months passed between version 4.0 and
version 4.5 of the Scaled Agile
Framework.
3 years passed between version 2013 and
version 2016 of the Scrum Guide.
2 years passed between version 4.0 and
version 4.1 of Holacracy.
“Agile Methodologies Are Not Agile”
https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80
43. When continuous deployment
is painful, do it more
often! Create the
technology to make it
easier.
“Agile Methodologies Are Not Agile”
https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80
44. “Scrum’s roles, artifacts,
events, and rules are
immutable and, although
implementing only parts
of Scrum is possible, the
result is not Scrum.”
https://www.scrum.org/
Scrum
45. “Scrum’s roles, artifacts,
events, and rules are
immutable and, although
implementing only parts
of Scrum is possible, the
result is not Scrum.”
Pull or push?
https://www.scrum.org/
52. Changing them versus changing ourselves
Wrong approach to strategy/planning
Not thinking systemically
Lack of awareness of context
No options and scenario planning
No continuous improvement process
Not creating a guiding coalition/champions
Lack of leadership capabilities
Not enough resources available
Technological incapabilities
No coaching/training available
No compelling reasons were offered
Intrinsic motivation was not addressed
Lack of repetition/bad communication
Lack of action, only talking
Expecting a quick fix/instant success
Not removing obstacles/impediments
Not celebrating short-term wins
Lack of incentives/monitoring/steering
Declaring victory too soon
57. Game developers know better
than anyone else how to inspire
extreme effort and reward hard
work.
Jane McGonigal
Reality Is Broken
58. Gamification is the application of game-
design elements and game principles in
non-game contexts [...] to improve user
engagement, organizational productivity,
flow, learning [...] A majority of studies
on gamification find it has positive
effects on individuals.
- Wikipedia
87. That is how agility
scales in large (and
small) organizations.
88. To be agile and innovate at scale,
organizations must be shapeshifters,
by continuously trying practices,
shifting between control and freedom,
gamifying all small improvements,
and turning behaviors into habits.