Category Archives: Geek Peek

Ode to my muse, my fuse, my Ps and Qs

You are my bane*, my excruciating pain,
My one deep love that keeps me sane.
You are my calm, my pungent powerful balm,
My smile that sees me through all harm.

You are my tears, my real and fictional fears,
My strength to carry on amidst the imaginary jeers.
You are my sorrow, my hope for a hallowed halo,
My reason to look forward to a futureless tomorrow.

You are my plight, my bright white light,
My zany Dog Star to guide me through the darkest night.
You are my yucky smelly potty, my sexy naughty hotty,
My one true mad lovely, the one I want to live with till a hundred and forty.

You are the one I don’t want to lose you see,
Even though you are not mine and may never be.

* Yes, I am Batman

Try Everything

Try Everything #MondayMorningWakeUpCall

  • Think you can’t learn to dance to the beat cos you’ve got 3 left feet. Try.
  • Think your friend won’t forgive you even if beg for her forgiveness you do. Try.
  • Think you can’t take out time for that mountain to climb. Try.
  • Think your business idea has no ding, even after drinking Red Bull you give it many a wing. Try.
  • Think the girl who doesn’t know you exist won’t go out with you if you persist. Try.
  • Think it’ll be your death knell if you quit your job, travel the world without your heartthrob. Try.
  • Think your boss will reject your promotion plea, that your value she’ll refuse to see. Try.
  • Think you aren’t smart enough to learn algebra, even though you’re smart enough to blindly unhook a buxom bra. Try.
  • Think you can’t stand on your head, decree your brainwashed beliefs doubly dead. Try.
  • Think you’ll be alone for the rest of your life, if you decide to end this relationship so full of strife. Try.
  • Think you can’t write that story or screenplay, because you’re afraid of judgement day. Try.
  • Think you can’t forget the past, blank out the future and stay in the present, the only way to prevent constant imaginary torment. Try.

Try everything before you lie, sigh and cry about life being so darn difficult that you’d rather die.

Cos chances are, the demons in our head make it look more difficult than they actually are. And the surest way to silence them is to try. Try everything that scares you and you’ll scare the demons away.

Hint: “Try not. Do-or do not. There is no try.” Which is Master Yoda’s way of saying don’t try half-heartedly by making a lame-assed feeble attempt as you would do to save your enemy.

Give it your best shot else do not.

And if you prefer a lighter and ‘funner’ version to spur you on to ‘Try Everything’ then Shakira’s version in a loop should do the job.

The secret to chasing away the dark in you

“If we all light up we can scare away the dark” – Passenger #MondayMorningWakeUpCall

Light up to scare away the dark

Let there be light

There are colours of dark in everyone. From not so secretly fantasizing punching your boss to fleeting moments of yearning to slaughter spouse to extended ‘daymares’ of hatred, jealousy, greed and self-doubt.

The colours of the dark may vary, with the blackest rendering many an animal blind. But fighting the dark isn’t the answer to peace on earth and within. The more you fight the dark the more it enshrouds you in black.

One short-term solution: Sing along with Passenger to” Scare Away The Dark”

Well, sing, sing at the top of your voice,
Love without fear in your heart.
Feel, feel like you still have a choice
If we all light up we can scare away the dark

We wish our weekdays away
Spend our weekends in bed
Drink ourselves stupid
And work ourselves dead
And all just because that's what mom and dad said we should do

We should run through the forest
We should swim in the streams
We should laugh, we should cry,
We should love, we should dream
We should stare at the stars and not just the screens
You should hear what I'm saying and know what it means

To sing, sing at the top of your voice,
Love without fear in your heart.
Feel, feel like you still have a choice
If we all light up we can scare away the dark

Well, we wish we were happier, thinner and fitter,
We wish we weren't losers and liars and quitters
We want something more not just nasty and bitter
We want something real not just hash tags and Twitter

It's the meaning of life and it's streamed live on YouTube
But I bet Gangnam Style will still get more views
We're scared of drowning, flying and shooters
But we're all slowly dying in front of fucking computers

So sing, sing at the top of your voice,
Oh, love without fear in your heart.
Can you feel, feel like you still have a choice
If we all light up we can scare away the dark

The question however remains… how do you light up?

 

Is gamification the answer to motivation?

Is gamification the answer to motivation?

If only..

If only everyone shared Edison’s sentiments then there would be no dearth of ‘light bulb’ moments and our lives would be brighter. But alas, fun not only seems to be missing at workplaces, it’ll also probably start being recognized by Oxford dictionary as an acceptable antonym for work.

Making work fun should not be the responsibility of only HR professionals but should cut across all functions and all persons responsible for a team.

Recognizing that “Traditional incentive structures to motivate customers and employees often fall short. The carrot and the stick don’t cut it anymore; and money, status, and the threat of punishment only work up to a point. In a world of near-infinite choices, the old techniques are rapidly becoming less effective” authors Kevin Werbach and Dan Hunter believe gamification is the solution to ensure that employees are not “disengaged, demotivated, disempowered and disconnected.”

In their book ‘For The Win: How Game Thinking Can Revolutionize Your Business’ they attempt to provide you with a sophisticated understanding of the concepts around gamification along with providing frameworks and step-by-step instructions to implement your ideas along with examples of how organizations of all types are putting gamification into practice.

Here’s answers to 7 questions that might be slowly poisoning you if you want to know how gamification rhymes with motivation.

  1. What is Gamification?

Gamification is the use of game elements and game-design techniques in non-game contexts.

Example: Consumer electronics giant Samsung has gamified its website with a program called Samsung Nation. Players can earn badges and level up by reviewing products, watching videos, and providing responses for product Q&As. Samsung built a point system that assigns values to all these actions. Sharing an action on Twitter is worth 100 points, while registering a Samsung product you just bought is worth 500. The 5-to-1 ratio is arbitrary, but it represents a rough estimate of the relative benefits to the network of the two activities.

  1. How does gamification in business help?

There are three particularly compelling reasons why every business should at least consider gamification:

  • Engagement
    • The most basic answer is that gamification is about engagement. The same human needs that drive engagement with games are present in both the workplace and the marketplace. Think of gamification as a means to design systems that motivate people to do things.
    • The reason for this is simple. It turns out that our brains are wired to crave puzzle solving, feedback and reinforcement, and the many other experiences that games provide. Study after study has shown that games activate the brain’s dopamine system, which is associated with pleasure.
  • Experimentation
    • Mastering a game is all about experimentation. You expect to experience some failure, but because you can always start over, failure doesn’t feel so daunting.
    • If the game is effective—not too difficult, never too easy—players are continually motivated to strive for improvement. And they are encouraged to try new and different approaches, even crazy ones, to find better solutions.
  • Results
    • It works. Which is why established giants such as Nike, American Express, Microsoft, Samsung, to name a few, are doing it.Top of Form
  1. Where does gamification fit in your business?

To figure out where gamification might fit your needs, consider the following four core questions:

  • Motivation: Where would you derive value from encouraging behavior?
    • There are three main kinds of activities for which motivation is particularly important:
      • Creative work,
      • Mundane tasks, and
      • Behavior change.
    • Meaningful Choices: Are your target activities sufficiently interesting?
    • Structure: Can the desired behaviors be modeled through a set of algorithms?
    • Potential Conflicts: Can the game avoid conflicts with existing motivational structures?

 

  1. Why games work? The rules of motivation

Self-Determination Theory (SDT) suggests that human beings are inherently proactive, with a strong internal desire for growth, but that the external environment must support this; otherwise, these internal motivators will be thwarted.

  • SDT focuses on what human beings need to allow their innate growth and well-being tendencies to flourish.
  • SDT suggests that these needs fall into 3 categories
    • Competence – “Competence,” or mastery, means being effective in dealing with the external environment: pulling off a difficult deal, learning how to dance the tango, filing a tax return.
    • Relatedness – “Relatedness” involves social connection and the universal desire to interact with and be involved with family, friends, and others. It can also manifest itself as a desire for higher purpose, or “making a difference.”
    • Autonomy – is the innate need to feel in command of one’s life and to be doing that which is meaningful and in harmony with one’s values.

There are 3 rules of motivation:

  1. Always focus on building authentic engagement; there are no shortcuts – Gamification is not just reward design. Many gamified sites and gamification platforms seem to assume that a virtual reward is inherently compelling. It’s not. It might be a pale substitute for what people really want and might actually kill intrinsic motivation. Internal gamification can work for core job requirements, but there must be some novel motivation. That could be the status of winning a coveted employee award or the opportunity to learn new skills.
  2. Don’t mindlessly attach extrinsic motivators to activities that can be motivated using intrinsic regulators. Extrinsic rewards can encourage positive behavior and outcomes when one is dealing with dull, repetitive, and/or tedious activities – Fun Extrinsic rewards can be profoundly demotivating. Any gamification design has to take this into account. Sometimes giving people a bigger benefit to perform some activity will actually make them do it less, and worse. For tasks that are interesting, intrinsic motivation dissipates when extrinsic rewards are tangible, expected, and contingent. It turns out that if you give kids tangible rewards like gold stars for doing well at reading—or, worse, if you give them money—they will improve up to a certain point and then stop. The tangible, expected, contingent reward initially motivates the kids, but its effectiveness plateaus dramatically.
  3. Feedback in a gamified system can be the linchpin of effective motivation – In building successful gamified systems, immediate and frequent feedback is necessary but not sufficient. Here are three important lessons about feedback:
    1. Unexpected, informational feedback increases autonomy and self-reported intrinsic motivation.
      • It means that people enjoy being surprised by achievements and rewards that they didn’t anticipate.
      • Example, when you know that if you tweet 100 times about a product then you will get a “You Tweeted 100 Times About Our Product” badge—getting an unexpected badge or trophy stimulates positive feelings in the user.
    2. Users like to get reinforcement about how they are doing.
      • Informational feedback about progress toward a goal—“You’ve completed three out of the five steps necessary to unlock the AWESOME JOB badge,” or providing some continuous graph of performance against specific metrics—will typically engage a player and may motivate him or her to complete the other steps necessary to complete the task
      • Video games are veritable feedback fests, filled with scoreboards, flashing colors, musical fanfare, and more, whenever something important happens.
    3. Users will regulate their own behavior based on which metrics are provided to them.
      • If you provide feedback loops about customer satisfaction but not about sales figures, employees will begin to care more about customer satisfaction than monthly sales, and vice versa.
  1. What are the characteristics of an effective game?

  • Games are voluntary – No one can force you to have fun. Top of Form
  • Games require those who play to make choices, and those choices have consequences that produce feedback – The choices may involve picking a weapon in a first-person shooter videogame or playing a particular word in Scrabble.
    • A game can simply be defined a “a series of meaningful choices.”
    • Contingent choices highlight the connection between games and autonomy.
  • Players feel a sense of control in games that is deeply empowering.
  • Even more essential is the fact that games seem somehow different from mundane reality.
  1. What are the elements of a game?

  • Points: Points effectively keep score
  • Badges are a chunkier version of points – A badge is a visual representation of some achievement within the gamified process. (The terms “badges” and “achievements” are often used synonymously in gamification.)
    • Badges can provide a goal for users to strive toward, which has been shown to have positive effects on motivation.
    • Badges provide guidance as to what is possible within the system and generate a kind of shorthand of what the system is supposed to do. This is an important feature for “onboarding,” or getting the user engaged with the system.
    • Badges are a signal of what a user cares about and what he or she has performed – They are a kind of visual marker of a user’s reputation, and users will often acquire badges to try to show others what they are capable of.
    • Badges operate as virtual status symbols and affirmations of the personal journey of the user through the gamification system.
    • Badges function as tribal markers
  • Leaderboards
    • A leaderboard gives context to progression in a way the points or badges can’t. If performance in the game matters, the leaderboard makes that performance public for all to see. In the right situation, leaderboards can be powerful motivators. Knowing that it’s just a few more points to move up a slot or even to emerge on top can be a strong push for users.
    • On the other hand, leaderboards can be powerfully demotivating. If you see exactly how far you are behind the top players, it can cause you to check out and stop trying

Furthermore, there are three categories of game elements that are relevant to gamification that may be of help to understand and apply:

Game elements

Game Elements relevant for gamification

  1. How to gamify your business?

Gamification is best implemented in six steps –

  • Devise activity cycles – The most useful way to model the action in a gamified system is through activity cycles, a concept that has gained traction in describing social media and social networking services. User actions provoke some other activity, which in turn provokes other user actions, and so forth. Think of a user tagging a friend in a photo she uploads to Facebook, the upload triggering a notification message to the second user, the second user posting a comment on the photo, a new notification going back to the first user, and so on. There are two kinds of cycles to develop:
  • Describe your players –.
    • Ask what might motivate your players
    • Hint: Players have been categorized as 4 types
      1. Achievers love the rush of leveling up or earning a badge;
      2. explorers want to find new content;
      3. socializers want to engage with friends;
      4. and killers want to impose their will on others, typically by vanquishing them
    • It’s easy to design for four representative avatars—Lucy, Bob, Layla, and Faraz—but it’s hard to design for audience segments like “white, well-educated female players between 25 and 40,” “blue-collar male players who don’t like games,” and so on
  • Define business objectives – define specific performance goals for your gamified system, such as increasing customer retention, building brand loyalty, or improving employee productivity
  • Delineate target behaviors – Focus on what you want your players to do and how you’ll measure them. Behaviors and metrics are best considered together. Target behaviors should be concrete and specific, for example:
    • Sign up for an account on your website.
    • Post a comment on a discussion board.
    • Exercise for at least 30 minutes.
  • Engagement loops describe, at a micro level, what your players do, why they do it, and what the system does in response.
  • Progression stairs give a macro perspective on the player’s journey. They reflect the fact that the game experience changes as players move through it. That usually means an escalating level of challenges

 

5. Don’t forget the fun! – Ask yourself the following question: Would players participate in your system voluntarily? If there weren’t any extrinsic rewards offered, would they still be likely to play? If the answer is no, then you should think about what might make your system more fun. Nicole Lazzaro, a game designer and consultant who is an expert on the emotional aspects of games, found four distinct kinds of fun in studying a group of game players.

  • “Hard fun” – is a challenge or puzzle, which is fun because of the pleasure of overcoming it.
  • “Easy fun” – is casual enjoyment, a way of blowing off steam without overly taxing yourself.
  • Experimental fun – It’s the enjoyment of trying out new personas and new experiences.
  • Social fun – or “the people factor” is essentially the kinds of fun that depend on interaction with others, even if competitive.

6. Deploy the appropriate tools

  • In broad brush, though, you’re going to need a way to track interactions with game elements and integrate those results with your existing business systems.

Let the games begin!

 

 

12 music albums that weren’t invited at the 2016 Grammies

In the spirit of tradition (my attempt at making it one which I started last year), I’m sharing some of the music albums from outside the Grammy list (that haven’t been nominated for any category), that have had a delirious impact on me.

I’ve listed my favourite albums from last year, in no particular order (with artists in the brackets) and linked my favourite tracks from the albums. Give them a listen. After all, “Music expresses that which cannot be put into words and that which cannot remain silent” – Victor Hugo

And the 2016 non-grammy winners are…

  1. Mad Max: Fury Road (OST) – The soundtrack is as mad as Max, as furious as Furiosa as high-octane as the film.

  1. Wilder Mind (Mumford and Sons) – They have ditched their trademark banjo and have gone wilder, more rock than folk rock with the electric guitar. Always tough for me to choose a favourite track from their albums. Just for the sake of picking one I’ll pick the title track.

  1. Grand Romantic (Nate Reuss) – From Fun. he’s gone grand, he’s gone romantic. And he stirs up a great big storm with many a fine moment.

  1. No Place In Heaven (Mika) – That’s what he thinks about himself, but heaven or not, he deserves a especial place in my ipod

  1. Smokes + Mirrors (Imagine Dragons) – I’ll blindly bet ‘my precious’ on any of their albums

  1. Whispers II (Passenger) – He’s like a younger brother of Ed Sheeran. I’m thinking he needs to shout a bit (and sing some happier tunes) else he just might get lost if he continues to whisper.

  1. White Light (Corrs) – Resurrected after 10 years. And they’ve woken up with a bolt of white light that can make even the darkest of night ever so bright.

  1. American Beauty American Psycho (Fall Out Boys) – It’s psychotic. It’s beautiful. Hope it last for centuries.

  1. Beneath The Skin (Of Monsters And Men) – Beneath the skin I found crystals, and a whole bunch of hidden gems in this album.

  1. Blurryface (Twenty One Pilots) – They really are a super talented duo with an amazing range of musicality.

  1. Emotion (Carly Rae Jespen) – Yup, I could run away with her

  1. Furious 7 (OST) – I could ‘Ride On’ for quite a distance with this album

Bonus Track:

Downtown (Macklemore & Ryan Lewis) – Can’t but help mention my favourite track (single) from last year, almost reminiscent of Bohemian Raphsody.

So what else got missed. Share some artists/albums that rocked you last year and you feel they deserve to get noticed.

Vanity: The Road to Insanity

Vanity: The road to insanity

Look closer, the mirror does lie



When will I realize that all I am made up of is dry dust
However pretty, in time it is bound to turn course, to rust
Of use it is nought to cling to my threateningly thinning tress
To despair and depress when her my skin-deep beauty fails to impress. 
Detach from this crude matter I so so long to. I so so must.

A New Year resolution is NOT the solution

A New Year resolution is NOT the solution #MondayMorningWakeUpCall

Calvin on resolutions

If Calvin the Wise says so, it surely must be right bro!

It’s quite early into 2016 and already many are barely holding on to their New Year resolutions with their little finger. Many many more have lost the battle before it began.

No wonder I’m not a fan of resolutions…made any time of the year. Felt like sharing why I think they are a curse, in the form of a verse.

Resolutions are not your solution,
They are more a source of frustration, 
And in many cases cause of depression,
When you are unable to reach your destination.

When you get attached to your goal, 
It puts a lot of stress on your soul,
It can create a deeply distressing black hole,
Especially if you strive to reach it at the cost of your inborn role.

A better way is to use it is as a guiding direction,
Without getting fixated to your unbending ambition.
By keeping an eye on the reasons of your agitation,
And being a witness to the causes of your consternation.

Slowly but surely, innately you will find the determination and motivation,
To create an internal revolution and fulfil your aspiration.

Clear. Crystal Clear.

Clarity of thought is the path to become a zot #MondayMorningWakeUpCall

Crystal clear

Clear. Crystal Clear

Clarity of thought,
A skill seldom taught
But an ability often sought
To transform from bot to zot*

Hint:

The problem you must simplify,
Till the root cause you can clarify,
By asking as many times ‘why o why’**
And ambiguity will dissipate, clarity will fructify.

*Zot in Albanian means ‘master’. Zot is also a cult teenage superhero from yester years created by American cartoonist, Scott McCloud (Both an inspiration for http://www.skillzot.com)

**The 5 Whys technique developed at Toyota to determine root cause.

Bonus Hint: Clear your mind and the answer you will find