Saturday, November 12, 2011

The Effective Executive by Peter F. Drucker – Part One


Introduction

I recently started reading a book called “The Effective Executive” which in a nutshell tries to guide the knowledge workers as executives in an organization. We all have heard the adjective “Go getter”; also the phrase “He gets the job DONE”. But the integral point of this book is the attempt to guiding the executives to be effective by getting the RIGHT THINGS done. In the following summary of the book, you will find how and why right things need to be done.

Why Effective Executives

As the main focus of the book is on educating EFFECTIVE executives, the question of why we need such people in the first place is answered. To answer this question we need to distinguish a typical worker from a knowledge worker. Knowledge workers are the educated workers whose abilities are not mainly physical but rather what they can contribute using their mind. Also, the motivation of a knowledge worker is thrived by the effectiveness of his contribution to his work. There are many workers who can get things done right but only effective knowledge worker who are potentially the effective executives who are the ones that get the RIGHT things done. During the past 100 years, we have leant to be efficient by doing thing s right; what is more important now is to be effective and get the right things done.

The Effectiveness

Intelligent, imagination, and knowledge are three essential resources to be an executive but only effectiveness converts them into results. Executives are not in an organization to operate same as other workers. They own vital role in an organization to make executive decisions which define the path of the organization. There are many distractions such as meetings, events, other employee’s problems etc. for an executive’s effective time but one (executive) will defiantly fritter himself away OPERATING if he let the flow of events determine his work, his priorities, and his decisions. In that case, the mentioned executive has wasted his knowledge, brilliance, and all abilities not knowing of effectiveness he might have achieved.

The best part about effectiveness is that it is not a gift. It is not a talent that one is born with. If it was so, the human’s civilization would be completely invulnerable if not untenable. Effectiveness is a habit which requires competence and balancing scales. Now that we know it can be learned, questions such as the constitution of it, the aspects and lessons of it, and its method of learning – concept through education, skill through apprentice, or practicing elementary actions over and over will arise.  

There are five practices for this habit of the mind that have to be acquired for making effective executives. Those are knowing how to effectively using your time, focusing on outward contribution to produce expected results from executives,  concentrating on strengths and making decisions based on the strengths of self and the organization, focusing on priorities and managing the scope, and finally, taking the time and making effective decisions.

Time

Before starting to plan, before starting tasks, and before setting any priorities an effective executive starts with his time. He starts learning how his time is being used. Time, Time, Time….the fact that the time is being mentioned in this book as the first factor to become effective, stresses on its importance. Time is a limiting factor. ANY other resource is replaceable, negotiable, and storable except time. The most important factor that distinguishes an effective executive is tender loving care of time.

Identifying Where Time Goes

There are three steps to fully assess where one’s time is being used. They are recording time, managing time, and consolidating time. Managers tend to waste more time than others in an organization. Since their time is mainly wasted by dealing with everyone’s problem, they are the first people who should start managing their own time. In order to find out where one’s time goes, an effective executive tends to ask three important questions from himself first and then the people in his organization. The first question tires to identify and eliminate the things that are only waste of time and do not add any productivity. That question is “what would happen if this were not done at all?” The answer immediately determines if the activity needs to be stopped or not. The second question tends to allocate time to the people who can make the best use of it. It is “which of the activities on my time log could be done by somebody else just as well, if not better?” Let that sink in for moment... This does not mean that one is trying to get rid of his own responsibility. This rather means if a certain job could be done by somebody else so one does not have to delegate but can really get to one’s own work, that is a major improvement in effectiveness. And the last question which one should ask from others in his organization is “What do I do that wastes your time without contributing to your effectiveness?” This question must be asked with complete open-mindedness.

By identifying where time is being wasted, an effective executive realizes that disposing large chunks of time for productivity instead of small dribs and drabs of time, directing his and others’ focus on specialty and away from opportunities, and centering his concentration on results and the outcome (outside) away from his own vision for increasing performance is the first step to approach maximum effectiveness.

Other Time-Wasters

There are other time wasters; over-staffing is one thing. If the senior people of an organization spend more than small friction of their time on problems of human relations, then the work force is certainly too large. Another common time waster is mal-organization. Excessive meeting is one of the symptoms. Ideally, in an organization which is systematically perfect, there are no meetings. Imagine any car manufacture where robots do almost all the assemble; there is no meeting among robots and electric devices. And that is because they all know what they are supposed to do. They have been orientated once and they keep doing what they are supposed to. Yes, we are not robots, but if all the required information for everyone’s responsibilities is available and job descriptions are fully understood by job owners there would not be any unnecessary meeting. Too many meetings indicate that responsibility is diffused and that information is not addressed to the people who need it. But sometimes meetings are needed for instance brainstorming sessions; but let’s not forget that meetings must be exceptions not habits or rules. In that case, the meeting needs to be purposefully directed; otherwise they become DANGER, not only a small chunk of wasted time. And that last time waster is malfunction of information which typically is the result of miscommunication.

Consolidating Discretionary Time

Effective executives begin with estimating how much discretionary time they have on their own. Then they set aside continues time in a proper amount. If later they realized there are matter which encroach their reserved time, they scrutinize their record again for making the maximum productivity out of their time by eliminating time wasters. This process should always go on as an executive’s log must be updated in order to be effective. 


To be continued...

Friday, October 21, 2011

Where is the problem?


I was reading a book from Leo Buscaglia and I came across a saying which made me thinking where the problem is?

When a problem arises, we expect a solution from the person responsible. Sometimes, that person is us. Now, based on the problem, we may spend a while to come up with a solution; we may even find ourselves wasting a long period of time struggling to find a solution, and then suddenly another problem appears. At this point we feel the problem is that we cannot find a solution for the original problem. Now we panic even more so. But one thing that we failed to notice is that the problem is not about being unable to find a solution, rather it is because we have not completely understood the original problem in the first place.

You know when your girlfriend or your wife gets really upset at you and no matter what you do, just gets her even more disappointed. That is because 1. You do not know what you did, and 2. You do not know her enough in order to do the right thing to make her be happy again. It surprises you how many times I have seen people trying to propose a solution for a problem without completely comprehending the question. Most likely the solution won’t work without researching and gathering enough information about the problem. I tell you that right now, knowing everything about the problem is almost as finding the solution.

Most of the time in projects, we encounter with problems that have such simple solution if we know the source of them. We as human beings are creative and knowledgeable enough to come up with solutions as long as we do our homework; and that is, getting to the root of the problem. If we truly spend time to observe and study the problem from every possible angle, no problem would be left unsolved.  

Sunday, September 18, 2011

Task Prioritization-On the Board


Initiated by constant guidance of Patrick Kelly during pre-production phase of Final Project, the following model was created that was improved through production phase. This model illustrates how Internal Producers could inform every team member about their tasks. This model includes six lists.  


In progress list, and next task list are the primary level of lists that are needed to be on the board at all times. Below you can see the quick version of those three lists:



Intiated by constant guidance of Patrick Kelly during pre-production phase of Final Project, the following model was created that was improved through production phase. This model illustrates how Internal Producers could inform every team member about their tasks. This model includes six lists.  


In progress list, and next task list are the primary level of lists that are needed to be on the board at all times. Below you can see the quick version of those three lists:


Based on the icons, A’s current task is in progress and he can simply move on to his next not-done task with no problem after he is done with his current task.  S’s current task is in progress as well however, his next task is blocked. Even though this is the information any IP has access on Hansoft to and should be aware of, the blocked icon on S’s next task alerts the IP that arrangements must be made in order to remove the blockage before S finishes his current task. And lastly, M is almost done with her very high priority task but unfortunately she is blocked and cannot finalize it  (due to many possible reasons such as, the needed file being checked out by someone else, or the finalized assets are not done); at this point she can proceed to her high priority task. Once she is done with her high priority task, hopefully the IP has made the required arrangements to remove those blockages and M can finalize her very high priority task.


The secondary level of lists is GP staff feedback/bugs list, and art queue list which could be additions to the primary level lists. Below you can see the quick version of those three lists:



The feedback/bugs list assists team members to have their eyes on required improvements for the game. The art queue list is mainly created for the small adjustment of art assets which are mainly requested by programmers. However, distracting artists by constant art assets request impede their work flow. Therefore, this list requires programmers to write their needed assets on the board without disturbing artists. For both lists, you can simply erase any item that is completed. 


Not In Game list and Stats are the tertiary level of lists. Below you can see the quick version of those three lists:


Not In Game list is typically comes in handy during the last week of each sprint. This list includes every single feature that is listed on MSA yet is not in game. This list alerts team members about the amount of tasks/features that are required to be done before the sprint ends. Stats are simply the number of “not done” and “completed” tasks. Also in the stats, you can find the number of remaining days of each sprint. For each feature, there are two parts to be completed. One is the asset and the other is the integration of that asset into the game.  


This icon represents that what is left of a feature is the integration portion.    






This icon represent that the code portion of a feature is done yet the finalized art asset is yet to be made. 




And finally, this icon indicates that both asset and code for a feature has not been done yet.





Sunday, September 4, 2011

Under-Standing

Leo Buscaglia in his book of "Born for Love" says: 


When I noticed the literal meaning of the word "understanding", I was amazed. This words states standing and watching something from the beneath. The word indicates that in order to understand something, you need to observe it from bottom to top. 


In order to truly understand another human being, we need to understand ourselves first. For understanding another person, we need to observe one from the bottom (the appearance) to the top (the conscience). Also, picturing yourself as the smaller one, eliminates ego and opens mind. Real understanding only occurs when one stops justifying oneself, and starts appreciating another. One only has the right to look at another from top, is when when one needs help to stand. 


The same rule applies when facing a problem. In order to form a solution for a problem, we need to study everything single bit of information about that problem. When it occurred, why it occurred, who/what it affected, etc. By learning more about the problem, we slowly guide our focus toward the top which is the causing root of the problem. Once we reached to the root, it is time to provide solutions; it is the time to solve the problem.


Never approach a problem without enough information about it; never attempt to fix a problem without knowing what truly causes it; never suit yourself with little; never set your expectations low; never stop, until your expectations are met.


Thursday, August 25, 2011

Every problem has a solution

One the problems that we encountered during the first month of production of ROTFN, was constant requests of assets from artists by our programmers. Our level designer was constantly distracted due to different requests for assets and as the result, he could not focus on his own tasks. In order to solve this issue, we proposed two solutions. One was that, we took 15min to sit down with every single programmer and created a list of all their needed assets based on their tasks. This way, we could prioritize the tasks in such a way that nobody was blocked after that. The second solution was for minor assets. Since we always had board in our work area (i.e. classrooms) we asked all the programmers to come up to the board and list all the minor required assets (or the ones they forgot to mention before) on there instead of disturbing the artist at will. By applying those two solutions, we witnessed major improvement in our workflow and productivity of artists and programmers. 


I'd like to refer to the following video of Steve Johnson's book about innovative ideas:
http://www.youtube.com/watch?v=NugRZGDbPFU&feature=related

Tuesday, August 9, 2011

What if I'm wrong?

How often do I get it right? How often do I overlook my actions or statements? How often do I try to justify my behavior? 


Throughout 25 years of my life, I have seen many wrong actions; I have made many wrong statements; I have experienced many incorrect paths. But what justifies what's right and what's wrong? To what extent do I tend to defend what I have done? What is the actual criterion for defining what's right? 


Let's say I have tried a method which has given me the result I was looking for in a project; does that mean I have chosen the the right method? or even deeper than that: does that mean the result I was looking for is the right result? 


What I have learned is that in any action I take, there are many variuables which justify the validity of that action. and unfortuantely, there are unlimited prespectives that could question the authenticity of those variables. The issue has become so complex in my mind that I have decided to follow what others do. I will act based on the situation and attempt to do my best. Yes, this sounds like a very straight forward answer and you might ask yourself why did I even bring up such a matter in the first place? Well, to answer that I should say let's not forget that if I do not question myself based on all those variables mentioned above, how can I say that I did my BEST? 


Therefore, I believe one's mind should be always open to all the possibilities in order to produce a more accurate outcome. One must always oversee the problem from a higher stand point to better understand the existing issues and future consequences before taking any action. 


I would like to reference a speech pertaining to how wrong we are as human beings about every action we have taken throughout history as well as our daily lives:

http://www.youtube.com/watch?v=E8V8rtdXnLA

Wednesday, July 27, 2011

Designing Outside of the Box by Gamification

Jesse Schell did a talk in Dice 2010 where he talked about unexpected phenomenal of game development opportunities such as Facebook. He used an example of Farmville which has more players than number of twitter accounts. Using of virtual money has expanded social gaming to the extent that players tend to upgrade their own character or their own virtual world by spending hundreds of dollars to feel better. We can see that for many people who are social network savvy, virtual friends have become like real friends or even better. There is a lot of psychological tricks involved with social games in order to making players spend money. 

He also pointed out an interesting though that the virtual-technology-fad during the past 20 years has made us demanding the real world even more so. Creating many reality shows on TV, promoting organic products groceries stores, and even the movie Avatar which in core is about how can we use technology to penetrate back into the reality are examples of that. It seems that there is demand in for authenticity.

He later concluded with his original point in regards to Gamification and designing outside of the box by introducing inspiring ways to Gamify everything. From class curriculum (leveling up rather than gaining grades), to every daily life activity such as shopping (gaining points upon purchases), transportation (using public transportation in peak hours to gain more points), hanging out with friends, and watching TV; Even integrating point system to brushing your teeth every night. 

In my opinion, in order to effectively integrate Gamification and point system with daily life's activities, game designers should be involved; All they have to do is doing the best they always do when they create a video game.

Solving World's Problems with Video Games

Jane McGonigal talk about gaming can make a better world was about solving worlds problem by playing games for 21 billion hrs a day. She presented of an immersed face of a gamer caught on camera right before an epic win and referred it as the real face. In order to solve the world's problems we need that kind of impression. The World of Warcraft provides this virtual world that everything is achievable if you try hard enough. According to her, WOW players have spent 5.93  million years of gameplay on this game. This is equal to the time of human's evolution; Is there something that gamers are learning in games? They seem to be pretty good at it. Based on her talk, interestingly playing MMOs or Social games have evolved us into more collaborative species. So she believes if we can figure out what players learn and how they solve problems while playing video games, we can propose solutions for real world's problems such as world hunger, global warming, oil, etc.


Later she continues saying that WOW has made its players to believe that they can solve the virtual world's problems; but what about the real world? how can we turn the real world into games so people as player can solve the problems? We're using games to get away with dissatisfying real world's problems so let's use the idea of games which encourages us to employing our current experiences, solve problems in order to make the future a better place .




In my opinion, Many problems are solved within video games' virtual scope but what if resemblances of real world's problems could be introduced and implemented in games in order to create an opportunity to have everyone involved in problem-solving and decision-making process which later, it could inspire people first and then alert the authorities. After all, a problem is never fixed until it is eliminated from the root and that is why creating a culture of problem solving among the people is more effective rather than assigning authorities to solve issues.  

Wednesday, July 20, 2011

How to act as a leader in chaos

When everything's broken, art assets are not in the game, the game is buggy, the camera just decided not to display alphas, your Tech Lead is missing and not answering his phone, and the build is due in 2 hours, how a leader should behave? Is there a place for me as a leader to push them more than this? everyone is stressed at this point so how should I lead my team when they are working hard but it seems impossible to deliver the build on time? 


One the things I learnt in such situation is to act calm. Everyone is already stressed therefore, pushing them to hard worker or asking them to give me a build, is not going to go anywhere at all. I need to act cool and motivate them. In the mean time, I need to use every resource that I can find to help my team. Worst case scenario, I will deliver a build which is playable but lacks certain features. I will NOT fail; I was told to "deliver a build" and I WILL deliver a build.

Monday, July 18, 2011

Did he understand?

During my management experience for my Final Project, as a leader,  I learnt that when I explain my request, my comment, or my feedback to a team member, it is NOT completely conveyed until they can rephrase my message back to me accurately. Having them to take notes is one thing but to ensure that he/she understood what I need from them is another. They must be able to repeat the request for me in their own words and even better, provide examples based on their own interpretation of the message.

Sunday, July 17, 2011

A Good Milestone Acceptance (MSA)

During my Final Project, I learnt that a good MSA should reflect equal amount of productive work hours for every single team member. When a producer decides to prioritize game features to form a MSA, the amount of work hours for every team member must be considered. If I do that right, once every task is broken down on Hansoft or MS Project, the working hours for every team member will be pretty equal. This means every one spends the same amount of time on the project during each sprint. efficient time allocation for resources leads to a proper flow of the project and ends in project success.

Indecision

Through my experience as being an Internal Producer for Revenge of the Fat Ninja I learnt that I must make a decision on time no matter what. Making a bad decision is more effective than not making any decision at all. A team looks at its leader as a person who has a say in any situation. This is not to encourage bad decision-making skills; A leader can make the best decision and slowly but surly guide the team to the right direction even though he/she knew the decision was a mistake in the first place. Sometimes, it's about choosing between bad and worse. Therefore, I learnt that I need to make the good or the bad decision once it is needed to maintain the flow of my team. The last thing that a team wants from its leader is creating blockages. After all, removing blockages is the initial purpose of a leader on a team. A pretty funny and cool example of indecision in general is in Simpsons Movie where the guys gets smashed under the dome since he could not make up his mind. Below is the link to that video:


00:41-00:51


http://www.youtube.com/watch?v=5dDSdJ5EOyE

What will I post in this blog

I will be posting everything that I learn through my life experiences mainly pertaining to my game development and game production.