I’m taking an online course in Creative Problem Solving via Coursera and the University of Minnesota. One way it aims to challenge and develop the creativity of participants is by asking them to take on unusual challenges called Do Something Different. The first challenge was Eat Different.
“Conceptualize, plan in advance and eat something different. Eat something different; that is, eat something completely different, not something that has been just left out of your diet; suggestions: a different culture, an entirely new creation, or a different manner or definition of eating. You should understand that this is not an assignment solely about food, but about the process of eating, literally and figuratively. Again, plan and implement your plan; report on the results”
Product Camp is an unconference for product managers. There is no schedule, no keynote speaker, no list of hot topics prepared in advance. Instead, those who want to speak claim a spot, write their title on the board, and see who comes along.
This is the last week of one of the courses I’m studying through Coursera – Critical Thinking in Global Challenges. The final exam asked students to apply their critical thinking skills to the problem of publication bias in medicine. One of the sources we were asked to evaluate was this TED talk by Dr Ben Goldacre.
I make no secret of my admiration for Ben Goldacre. I loved his Guardian columns, and I think his book Bad Science is a must-read for anybody who aims to make evidence-based decisions. His campaigning for the the findings of all clinical trials to be reported, AllTrials, is commendable, and this TED talk explains why it matters so much.
Bonus: here’s an article from the NY Times on publication bias from 1999.
This is my answer for the first written assignment for the Gamification class I’m taking through Coursera. You can read the question in full here.
Provide as many reasons as you can why gamification could be a useful technique to apply to the situation your manager has presented to you. Explain why these reasons address the specific scenario provided. At this stage, focus on the problem rather than the solution. In other words, describe the goals of the project, not the particular game elements or other techniques you plan to use.
Why would gamification be useful in marketing a new line of breakfast pastries? I will outline five reasons.
Firstly, a new product has an engagement gap – it needs to get more people to engage with and buy the product. We can do this by making the product fun, and making the user experience game-like is certainly a powerful way to do that.
This is the first written assignment for the Gamification class I’m taking through Coursera. I’ll publish my answer later this week.
Why use gamification to market breakfast pastries?
Project Part I: Definition
You are an employee of Cereals Incorporated, a large manufacturer of breakfast food products. Your supervisor, Madison County, approaches you because she knows you recently took a course on gamification, which she has heard will revolutionize marketing. She tells you that Cereals Inc. is about to release a new line of ready-to-eat breakfast pastries, and she wants to know whether to use gamification as part of the marketing strategy. The breakfast pastries will be aimed at the 18-35 age bracket. Surveys show members of this demographic often skip breakfast because they don’t want to eat the typical cereals of their youth, and they are too active to cook their own breakfasts.
This is the latest in a series of posts relating to the Gamification class I’m taking through Coursera.
“A game is a series of meaningful choices” – Sid Meier
What is the difference between games and play? In broad terms, play is unrestrained, spontaneous, exuberant, whereas games are formal, structured, and driven towards outcomes. In lecture 2.3, Kevin Werbach discussed the work of Roger Callois, who drew the distinction between ludus – structured activities with explicit rules, i.e. games) – and paidia – unstructured and spontaneous activities, i.e. playfulness. You can read more about Callois and his ideas here. Continue reading Games and Play→
I’ve enrolled in a short course about Gamification. It’s run by Kevin Werbach of the University of Pennsylvania, and I’m studying online via Coursera.
What is gamification? It can be difficult to pin down the definition of a fast-evolving phenomenon, because it changes so quickly. But let’s try. Right now, in the context explored by this short course, gamification is the use of game elements in non-game contexts to engage users or change behaviour.
Distinguishing between facts, assertions and opinions particularly resonates with me because of my background as a public sector policy officer. I’m used to evaluating the credibility of evidence from my work in market research. It’s especially interesting in terms of the vanity metrics that Eric Ries talks about in The Lean Startup (and in this post on Tim Ferriss’s blog): does this evidence really show what it claims to show? Critical thinking is essential for designing services and products. It is a skill best developed through constant doing and practice; this course is a great opportunity for me to keep my mind in shape.