<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for shift and share</title>
	<atom:link href="http://shiftandshare.com/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://shiftandshare.com</link>
	<description>Collaboration Blog</description>
	<lastBuildDate>Wed, 01 Sep 2010 18:21:04 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>Comment on The rights of the question by Nicole</title>
		<link>http://shiftandshare.com/?p=146&#038;cpage=1#comment-4906</link>
		<dc:creator>Nicole</dc:creator>
		<pubDate>Wed, 01 Sep 2010 18:21:04 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=146#comment-4906</guid>
		<description>Thanks!</description>
		<content:encoded><![CDATA[<p>Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Design of Games, Innovation and Collaboration by Dave Gray</title>
		<link>http://shiftandshare.com/?p=140&#038;cpage=1#comment-2434</link>
		<dc:creator>Dave Gray</dc:creator>
		<pubDate>Mon, 14 Dec 2009 23:48:17 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=140#comment-2434</guid>
		<description>Hi Aaron,

I&#039;m sure I don&#039;t need to say that design is a big broad word with lots of potential interpretations. So I&#039;ll begin by saying that when I think of design for group interaction and experience I am always thinking of design for emergence. Certainly you can design an experience in a very controlled manner such as you might see in a theme park or in a movie, but for the kinds of things we are talking about here, true engagement comes from people who are involved in the process and to some degree participating in the design of it.

I do think you can do a lot to set and maintain an emotional tone. The setting matters a lot: for example a campfire will generate a very different dynamic than a board room. Music or food change the emotional dynamics, sometimes in profound ways. Even something as simple-sounding as a high ceiling can make a difference.

Certainly in the conceptual dimension you can make a difference by who you invite -- or who you choose not to invite, or by the rules of engagement you lay down in the beginning of an event. I happen to believe informality tends to help.

A general observation is that the things that are most important in designing for emotional and conceptual emergence must be thought through in advance of the meeting. They are the subtle but important decisions on things like the invite list, the venue, the dress code, the time of day, the food or lack thereof, the duration of the event, and so on. Once the meeting is underway there are things you can do but they are, as a rule, far less effective. Look forward to seeing th set of posts you envision!

Cheers,

Dave</description>
		<content:encoded><![CDATA[<p>Hi Aaron,</p>
<p>I&#8217;m sure I don&#8217;t need to say that design is a big broad word with lots of potential interpretations. So I&#8217;ll begin by saying that when I think of design for group interaction and experience I am always thinking of design for emergence. Certainly you can design an experience in a very controlled manner such as you might see in a theme park or in a movie, but for the kinds of things we are talking about here, true engagement comes from people who are involved in the process and to some degree participating in the design of it.</p>
<p>I do think you can do a lot to set and maintain an emotional tone. The setting matters a lot: for example a campfire will generate a very different dynamic than a board room. Music or food change the emotional dynamics, sometimes in profound ways. Even something as simple-sounding as a high ceiling can make a difference.</p>
<p>Certainly in the conceptual dimension you can make a difference by who you invite &#8212; or who you choose not to invite, or by the rules of engagement you lay down in the beginning of an event. I happen to believe informality tends to help.</p>
<p>A general observation is that the things that are most important in designing for emotional and conceptual emergence must be thought through in advance of the meeting. They are the subtle but important decisions on things like the invite list, the venue, the dress code, the time of day, the food or lack thereof, the duration of the event, and so on. Once the meeting is underway there are things you can do but they are, as a rule, far less effective. Look forward to seeing th set of posts you envision!</p>
<p>Cheers,</p>
<p>Dave</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Graphic facilitation, visual modeling and meaning by zang</title>
		<link>http://shiftandshare.com/?p=83&#038;cpage=1#comment-2401</link>
		<dc:creator>zang</dc:creator>
		<pubDate>Thu, 10 Dec 2009 17:11:48 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=83#comment-2401</guid>
		<description>I like your drawing, particularly &quot;The four layers in conversation&quot;. it&#039;s inspirating.thank you.
And it&#039;s interesting that you mentioned the old Taoist ways of representing communication and knowledge.</description>
		<content:encoded><![CDATA[<p>I like your drawing, particularly &#8220;The four layers in conversation&#8221;. it&#8217;s inspirating.thank you.<br />
And it&#8217;s interesting that you mentioned the old Taoist ways of representing communication and knowledge.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dave Gray: Knowledge Games by Aaron</title>
		<link>http://shiftandshare.com/?p=115&#038;cpage=1#comment-1896</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Thu, 15 Oct 2009 13:14:59 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=115#comment-1896</guid>
		<description>Thanks, Steve! I really enjoyed his talk here in Toronto.</description>
		<content:encoded><![CDATA[<p>Thanks, Steve! I really enjoyed his talk here in Toronto.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dave Gray: Knowledge Games by Steve Cherches</title>
		<link>http://shiftandshare.com/?p=115&#038;cpage=1#comment-1893</link>
		<dc:creator>Steve Cherches</dc:creator>
		<pubDate>Thu, 15 Oct 2009 05:14:20 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=115#comment-1893</guid>
		<description>Just came across your VizNotes on Dave Gray&#039;s &quot;Knowledge Games&quot; after attending his lecture in NYC tonight.  Very excellent job with the notes...!  Dave&#039;s talk was really interesting and thought-provoking.  

Good stuff... Steve</description>
		<content:encoded><![CDATA[<p>Just came across your VizNotes on Dave Gray&#8217;s &#8220;Knowledge Games&#8221; after attending his lecture in NYC tonight.  Very excellent job with the notes&#8230;!  Dave&#8217;s talk was really interesting and thought-provoking.  </p>
<p>Good stuff&#8230; Steve</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on On the Fuzziness of Goals by Brandon Klein</title>
		<link>http://shiftandshare.com/?p=134&#038;cpage=1#comment-1861</link>
		<dc:creator>Brandon Klein</dc:creator>
		<pubDate>Fri, 09 Oct 2009 18:51:24 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=134#comment-1861</guid>
		<description>Aaron- great post- I think what is missing in most knowledge work, especially that in big companies is a true captain. With a strong leader, knowledge workers can excel. I think the excitement comes from the changes, the environment, the ingenuity of the captain and the kw&#039;s willingness to adapt and improve with the surroundings.</description>
		<content:encoded><![CDATA[<p>Aaron- great post- I think what is missing in most knowledge work, especially that in big companies is a true captain. With a strong leader, knowledge workers can excel. I think the excitement comes from the changes, the environment, the ingenuity of the captain and the kw&#8217;s willingness to adapt and improve with the surroundings.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on On the Fuzziness of Goals by Dave Gray</title>
		<link>http://shiftandshare.com/?p=134&#038;cpage=1#comment-1852</link>
		<dc:creator>Dave Gray</dc:creator>
		<pubDate>Thu, 08 Oct 2009 21:30:01 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=134#comment-1852</guid>
		<description>Another aspect of fuzzy goals is that they keep the excitement alive. If you always know what&#039;s next you can lose the sense of adventure. Exploration and discovery is fun, let&#039;s not forget, and if you always know what comes next where&#039;s the fun? An industrial business process is like a railroad track: you always know where you&#039;re going. But a voyage of discovery is bound to lead to things you don&#039;t expect.</description>
		<content:encoded><![CDATA[<p>Another aspect of fuzzy goals is that they keep the excitement alive. If you always know what&#8217;s next you can lose the sense of adventure. Exploration and discovery is fun, let&#8217;s not forget, and if you always know what comes next where&#8217;s the fun? An industrial business process is like a railroad track: you always know where you&#8217;re going. But a voyage of discovery is bound to lead to things you don&#8217;t expect.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Knowledge Games: Threading Games Together by Dave Gray</title>
		<link>http://shiftandshare.com/?p=124&#038;cpage=1#comment-1847</link>
		<dc:creator>Dave Gray</dc:creator>
		<pubDate>Thu, 08 Oct 2009 14:16:49 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=124#comment-1847</guid>
		<description>Very nice post Aaron. 

I fully agree that the art of the &quot;knowledge game designer&quot; is in stringing games together to achieve a bigger result. In fact I see knowledge games as a set of components that can be mixed and matched ad-hoc to address a particular need, kind of like the mountain climber&#039;s set of tools and skills: only a few are needed at any one point in the process of climbing a mountain, but -- since mountain climbing is full of unanticipated challenges, having the right tool or skill at the right moment can make all the difference in the world. The analogy to a journey is one that I agree with a thousand percent.

Regarding your three dimensions, tactical, emotional and conceptual, I&#039;m encouraged that we came to similar conclusions independently -- it makes me feel that we are aligned and on the right track. In fact to quote you, I think we&#039;re in the stage of &quot;sketching the outline of something, then slowly layering in the detail.&quot; I&#039;m excited that our &quot;thumbnail sketches&quot; overlay rather well on each other.

For me, the reason for coming up with &quot;dimensions&quot; to knowledge games is because I am searching for a set of principles that can guide people in the knowledge game design. I&#039;ve been reviewing a lot of literature and interviewing a lot of people, and there seems to be a gap between theories of creative work and the actual practices of creative workers. I&#039;m trying to find these guiding principles by combining a &quot;bottom-up&quot; review of things that work for people in the field with some of the theories you find in group dynamics -- but I&#039;ve been especially excited to find a wealth of literature on game design. Although much of the stuff I have found is oriented toward video games, much of the thinking is applicable to our field.

Look forward to further conversations on what i see as a very lush and fertile area for exploration!</description>
		<content:encoded><![CDATA[<p>Very nice post Aaron. </p>
<p>I fully agree that the art of the &#8220;knowledge game designer&#8221; is in stringing games together to achieve a bigger result. In fact I see knowledge games as a set of components that can be mixed and matched ad-hoc to address a particular need, kind of like the mountain climber&#8217;s set of tools and skills: only a few are needed at any one point in the process of climbing a mountain, but &#8212; since mountain climbing is full of unanticipated challenges, having the right tool or skill at the right moment can make all the difference in the world. The analogy to a journey is one that I agree with a thousand percent.</p>
<p>Regarding your three dimensions, tactical, emotional and conceptual, I&#8217;m encouraged that we came to similar conclusions independently &#8212; it makes me feel that we are aligned and on the right track. In fact to quote you, I think we&#8217;re in the stage of &#8220;sketching the outline of something, then slowly layering in the detail.&#8221; I&#8217;m excited that our &#8220;thumbnail sketches&#8221; overlay rather well on each other.</p>
<p>For me, the reason for coming up with &#8220;dimensions&#8221; to knowledge games is because I am searching for a set of principles that can guide people in the knowledge game design. I&#8217;ve been reviewing a lot of literature and interviewing a lot of people, and there seems to be a gap between theories of creative work and the actual practices of creative workers. I&#8217;m trying to find these guiding principles by combining a &#8220;bottom-up&#8221; review of things that work for people in the field with some of the theories you find in group dynamics &#8212; but I&#8217;ve been especially excited to find a wealth of literature on game design. Although much of the stuff I have found is oriented toward video games, much of the thinking is applicable to our field.</p>
<p>Look forward to further conversations on what i see as a very lush and fertile area for exploration!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dave Gray: Knowledge Games by Jon Litwack</title>
		<link>http://shiftandshare.com/?p=115&#038;cpage=1#comment-1738</link>
		<dc:creator>Jon Litwack</dc:creator>
		<pubDate>Wed, 23 Sep 2009 16:08:55 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=115#comment-1738</guid>
		<description>OK! Thanks for the src :)
Check out my full blogpost including the video and your image at http://bit.ly/dOsGT.</description>
		<content:encoded><![CDATA[<p>OK! Thanks for the src <img src='http://shiftandshare.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Check out my full blogpost including the video and your image at <a href="http://bit.ly/dOsGT" rel="nofollow">http://bit.ly/dOsGT</a>.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dave Gray: Knowledge Games by Aaron</title>
		<link>http://shiftandshare.com/?p=115&#038;cpage=1#comment-1732</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Wed, 23 Sep 2009 02:50:08 +0000</pubDate>
		<guid isPermaLink="false">http://shiftandshare.com/?p=115#comment-1732</guid>
		<description>I just linked the image so you can get the full size...flickr was bothering me with incessant captchas which, sadly, i&#039;m too tired to solve. :)</description>
		<content:encoded><![CDATA[<p>I just linked the image so you can get the full size&#8230;flickr was bothering me with incessant captchas which, sadly, i&#8217;m too tired to solve. <img src='http://shiftandshare.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
</channel>
</rss>
