Several weeks back I reported on the results of running two editions of the Marshmallow Challenge. Yesterday I tried it out with my colleagues at Karos Health. Three teams completed three towers — a 100% completion rate, a higher rate than at the previous two events that I wrote about. It was good fun, though after facilitating three of these events it would be fun to build something as well.
Scary pumpkins at Karos Health
We had a fun end-of-day session at Karos on Wednesday this week, carving pumpkins into Jack-o’-lanterns in anticipation of this weekends’s Hallowe’en holiday. This was the first time that some our team had ever carved one before, which made the session special. We had children from some of the team come to the office, as well, to contribute their scary carvings. I managed to let my four-year-old work on his own carving without too much interference, and he did a great job without losing any of his fingers! As the photo shows, the results make for a fine display.
Marshmallow-centred design
Last week I had the good fortune to facilitate not one, but two Marshmallow Challenge events. Briefly, the Marshmallow Challenge has the deceptively simple goal of building a tower using spaghetti, masking tape, and string, that will hold a marshmallow highest above a table top. Of course the lessons learned and the experience of building the tower, rather than just reading about it, are revealing and meaningful. The two big ones are to question your assumptions and to prototype early and often to learn as much as possible.
The first event, on Thursday, was the September meeting of uxWaterloo. The competition was close, and the teams all had a great time. After declaring a winner, we watched a video of a TED talk about the Marshmallow Challenge. That was really just a starting point for some enlightening discussion about the experience of building towers and about the ideas explored in the video. My favourite moment of the night was the realization that when designing for user experience, the user isn’t a marshmallow that can be plopped on at the end. Tower-builders that take that approach rarely succeed, and a user interface that doesn’t involve users early in the design process will often fail as well.
The second event, on Friday, was at VeloCity residence at the University of Waterloo. Having experienced the uxWaterloo event, I knew that VeloCity should go well, but I was still taken aback by the large number of students and by the enthusiasm and positive energy in the room. The event structure was the same as for the previous night, and the students dived in and seemed to have a great time with the challenge. Needless to say, I had a fine time as well, and enjoyed the conversations immensely. A major bonus for me was that Dan and PJ from tinyHippos were their as well, their young family in tow, to talk about what’s important in building software products at a startup.
Thanks for the invitation, Jesse.
Motivation 3.0: doing more at Karos Health
I wrote earlier this week about the importance of purpose in motivating people who are engaged in creative work. Karos Health has a pretty motivating mission that easily provides a sense of purpose.
We go beyond that, though. Karos has a policy of letting employees devote a percentage of their working hours to doing good out in the community at large. That could be achieved by organizing a fund-raising event for a not-for-profit, or building a web presence for a hospice, or serving meals in a homeless shelter — it could be anything. There are only two rules. First, present your idea to the team — not company management, but the entire Karos team. Second, provide updates on your progress with your activity. That’s it.
We truly believe that allowing people to pursue purpose on their own terms, as Dan Pink puts it, is an important path to growing a high performance team.
Does that sound appealing? Check out our careers and get in touch if you think there’s a fit.
Motivation 3.0: a sense of purpose
Some time ago I read a book by Dan Pink called Drive: The Surprising Truth About What Motivates. It’s a fine read and I highly recommend it to anyone interested in understanding how to get the most out of a team (or just out of yourself). If you want to get a taste of the book, have a look at this wonderful illustrated version of a talk that Pink gave to the RSA.
Pink identifies three things that matter to people who are working in creative positions, or positions that don’t just involve repeating the same kinds of tasks again and again.
- Autonomy. Ideally, over what you do, when you do it, who you do it with, and how you do it.
- Mastery. Your abilities are finite, but infinitely improvable; improvement demands effort; and mastery can never be fully attained, which is part of the allure.
- Purpose. Within an organization, use profits to reach purpose, emphasize more than just self-interest, and allow people to pursue purpose on their own terms.
At Karos Health, last week, I was vividly reminded of the role that purpose plays.
Karos Health is about improving the quality of health care through information-sharing and collaboration amongst health care stakeholders. Among the things that our products do, for example, is moving diagnostic images like CT scans from a scanner to a radiologist who will read the scan, and moving the resulting diagnosis from that radiologist to the physician who requested the images.
In a meeting with a customer we heard that in many cases their expected turn-around time for having a CT scan read by a radiologist and a result delivered to the requesting physician is under twenty minutes. Why? It isn’t for money-related or market-related reasons. It’s because for a stroke victim waiting to receive treatment, every second counts. That’s a highly motivating purpose for us at Karos.
Obviously purpose isn’t confined to helping save lives. What’s your purpose?
Oblique strategies provide a creative spark
Anyone who has a job that requires creativity — artists, engineers, scientists, musicians — has encountered blocks where the ideas just don’t seem to be there. While potentially frustrating, it’s not at all unusual and can be dealt with. There are many approaches to drawing out creative thinking, often with the goal of unblocking creative flow by guiding you down paths of thinking otherwise untaken.
A favourite tool of mine is Oblique Strategies, which started life as a set of cards created by Brian Eno and Peter Schmidt in the 1970s (and which have been updated several times sine). The Oblique Strategies cards provide a way to get around creative roadblocks, each featuring an instruction on how to proceed. By selecting a card at random and following the guidance on the card, one can ‘trick’ the mind into exploring potentially novel paths in response to the card. My favourite has always been “Honour thy error as a hidden intention”, but they are all useful. Here are some random selections:
- Breathe more deeply
- Use an old idea
- Destroy -nothing -the most important thing
- Think of the radio
- Only one element of each kind
- Would anybody want it?
Now the ideas that emerge may not be good ones, but you’ll at least have explored a part of the solution space that you may have missed otherwise.
For those interested, a current version of the card deck is available at Eno Shop.
There was, in the past, an elegant Mac OS X dashboard widget that provided access to the text of the Oblique Strategies cards (all editions), as well as a similar iPhone app. It appears that both are no longer available via Apple, possibly for quite reasonable reasons relating to copyright. I still have my app, though, sitting next to Bloom, Trope, and Air on my iPhone, and I still draw on it regularly for inspiration. It would be lovely to see Oblique Strategies made available in these formats again.