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Saturday, January 18, 2014

From the Archives: Written in June, 2009 - RULES FROM REVOLUTIONARIES, Considerations for the practical use of Virtual Reality in everyda Professional Environments

** This is a book chapter that I authored for book publication in mid-2009. We witnessed a few "quiet" years during which Virtual Reality was not a hot topic. Now, with the imminent ubiquity of consoles (Steam/Valve) and Innovative haptics (Oculus Rift), the topic may be here to stay. 5 year-old strategies and Conceptualized (and realized) implementations may now be poised for an audience that has caught up to the innovations described here-in.

As the title suggests, the objective was to define strategies for overcoming typical corporate resistence to raw innovation, regardless of the evidenced value.
  
CHAPTER 9: RULES FROM REVOLUTIONARIES

ESSAY 3: Brian Bauer, Étape Partners.

OVERCOMING OBJECTIONS

Objection 1: Virtual World Technologies are not “serious” technologies

Quite often technology that ends up becoming a valuable business tool did not start out that way

Public “chat rooms” and web forums also did not begin as business tools. (e.g.: AOL in 1992 was not focused on chat rooms for “co-worker collaboration”). Virtual Worlds can be as serious as you want them to be, but you must define your business objectives first, and rationally dissect Virtual World technologies to clearly and explicitly identify the components that will help meet these objectives. For example “implement a virtual employee lounge” is not a valid business objective

 

Essential technology is defined as such only because it has displaced something else, or filled a functional void within an organization. “Serious” technology is defined as such because it is used to accomplish a serious task or business objective.  Much of the skepticism around VW technologies comes from people who have only been exposed to the not so serious side of the technology  (e.g. whimsical avatars flying around fantasy gardens).


The same technology that is used to share presentations online (e.g. WebEx, Live Meeting) can just as easily be used to share photo albums and/or children’s stories.  Microsoft does not market Live Meeting by showing friends huddled around their screens looking at photos of a birthday party. They show their technology in context, they TELL you what the advantage is, and they show it performing a serious business task.   We must do the same thing with Virtual Worlds.

 
Objection 2: We don’t have the money to invest in non-essential technology

Very few companies do. If your company is not able to make a commitment to investing in Virtual World technologies, and spend the time/energy needed to understand how it can be leveraged as an essential technology, then your organization is not ready.


That being said, the economic environment today is ideal for introducing innovative technologies. Travel budgets are slashed, flex time and work from home is becoming even more prevalent.  And yet, the necessity for coworker collaboration, and leverage of existing human capital is being pushed to new limits. Why would you believe that with legacy tools alone you can forever continue to squeeze more performance out of the same, or reduced numbers of people?  Is there a sound historical basis for this?  Rather, let’s focus on empowering the human capital that remains, and make every IT dollar count more than it ever has.


Define your highest priority business objectives.  Define your most urgent organizational financial pressures, and work to construct a credible, successful argument for how Virtual World technologies can address them more effectively and efficiently than the existing suite of collaboration tools within the enterprise. If you cannot define your business objectives down to an actionable level of detail, and if you cannot define your financial constraints (and opportunities), then you are not ready for Virtual Worlds.

 
Objection 3: There are many high profile cases of “limited success” in VW TECHNOLOGIES deployments, why should we try it?

Virtual worlds are such an immature technology, especially in the corporate environment, that even the best business managers may forget everything they know to be true when it comes to this kind of technology.  In other words, irrational exuberance could lead to certain failure.

Many of the historical emerging technology failures have resulted from implementations that were not properly crafted for the target audience.


The application of Virtual World technology as a corporate business tool is in its infancy.  To do it well is not fast, easy or cheap. It can be done well, but this requires a deep level of commitment.  Today, there are a couple of major problems in the way that corporations are introduced to this emerging technology:

 
First, Virtual World technology vendors sell what they have.  This assumes that the customer wants/needs what the vendor has built. Microsoft can sell Word and Excel this way because for most of the business world, the product is mature enough, and feature rich enough to meet the needs of the purchaser. With Virtual World Technologies, we are still in the proverbial garage tinkering. Selling the enterprise application of Virtual Worlds must begin with asking the question to the customer “what are your business needs”. Not “what do you need a Virtual World for”, and certainly not “let me tell you how great my product is”.

 

Second, Virtual World marketing tends to “go big” rather than small.  Big is quite often harder to achieve than small. It is much easier to accomplish a task, than it is to accomplish a concept.  For example, “collaborate more with your colleagues” is a concept while “Pick up the phone and call your colleague,” is a task. We must define, and then explain to our target audience, not just the concepts that Virtual Worlds enable, but the activities and tasks that they improve or transform.

 
Goals are achieved through a process. A process is defined by series of tasks. Tasks are accomplished using tools.  A Virtual World is a tool.  Like a hammer.  A hammer does not build a house, but you can’t build the house without one.  This is the way that we must talk to our target audience about Virtual World technologies.

ESTABLISHING A BEACHHEAD

The best reference and precedent for understanding what will ultimately be successful with Virtual World Technologies technology is to remember the “flight to the internet” from 1998 to roughly 2000.  Everybody became part of the movement.  There seemed to be limitless potential for every idea to become a success. 

 
But, ten years later, we can see with some clarity that “good” ideas, will always be good, and bad ideas will always be bad.  So what can we take away from this?  Let’s understand what made the good ideas good, and postulate that what has been a good, sound, business decision in the past, may continue to be in the future. 


The internet delivered success onto:

·         Services that could not be performed in physical reality due to physical constraints.  eBay is a good example of that.  It is not viable to attempt a physical auction where “everything” is up for bid. WebMD is another good example:  it is not physically viable to try and bring together a large enough collective of doctors to provide such a clearinghouse of medical information

·         Services that could be delivered Faster, Better, Cheaper on the internet.  E*TRADE is great example of this.

Our intent by pausing to reflect on internet success/failure, is to reference the introduction of the last great “disruptive technology” and learn the lessons that are so important. When we look for low hanging fruit with Virtual World Technologies, we can do one of 2 things:

·         Take every unvetted idea that comes to mind, through it into Virtual World Technologies space, and wait to see what sticks

·         Take a good hard look at those things that are simply not possible using any other technology and focus on them

If time and money are not a factor, and it’s not important that your initiatives attain a high rate of success, the scatter-bun approach might be interesting.  However, if your business, like most businesses, is highly scrutinized using ROI and program success statistics, our advice is to focus on a small number of real business tasks that like the successful internet programs, target services that really are not possible without the advent of new technology.

SECURING SPONSORSHIP

When it comes to navigating the IT waters of a large enterprise, Virtual World technologies are not really that unique. The same variables are in play:

·         Who will pay for it?

·         Who will support it?

·         What is the business value”

·         Do we already own this sort of technology? Have we tried it before?


In a utopian corporate environment, the dog will always wag his tail.  But, in many large institutions, the tail (IT) very often wags the dog (The Business).  We could spend an entire book (and this has surely been done already) trying to understand this phenomena, or we can accept the rules of the game, and play it with the following rules in mind:

 
First, we are going to spend money.  This money needs to come from someone’s budget. Therefore we need a business sponsor. The business sponsor will almost always need to answer to a higher “business authority” before they can spend their money. The higher authority will want to see business value clearly defined. So have your business objectives mapped out to the real dollars of this project.

 
Second, you need to satiate IT. The best way to do this is to ask for IT’s help as early in the adoption process as is feasible, even if you don’t need it or want it. IT will need to host and support your product.  This is more work for them.  But, the savvy IT manager will also recognize that:

·         They can get their hands on cool, geeky new stuff

·         They can get credit for a successful project
 

MAKING THE CASE

In today’s corporate environment defined by flexible work schedules, disparate physical locations and functional alignment, providing an impactful tool that breaks through these process-challenges is essential.  The Virtual Corporate Environment is such a tool.

 
VCEs will help unify an organization’s diverse population of associates who are both physically separated and functionally discrete.  Efficiency and effectiveness can be raised to levels not currently achievable in the physical space resulting in favorably impacted business results.  The VCE will be an environment that exists for bringing together associates who are separated not only by physical space, but by function as well.

 
The VCE will enable both structured and casual encounters with co-workers much in the same way people would interact with other when they work in close physical proximity.  The belief is that the facilitation of more frequent and impactful encounters with co-workers will enhance working relationships and ultimately yield improved business results driven by increased productivity and efficiency. 

 
A VCE will create a collaborative and social environment that encourages both formal and informal co-worker encounters.  It is anticipated that increased encounters between functional silos and physically separated associates will encourage communication and cross-functional awareness among individuals and groups who are all part of a cross-functional process. 


Process awareness that transcends functional responsibilities is believed to be a key enabler of success when the goal is to improve a singular result.  VCEs create a platform for ensuring that all associates are well equipped with an understanding of business priority, cultural principals and process oriented objectives.  It is believed that if all process contributors are fully immersed in process and not just function, the unique ability of each contributor will help to improve the quality of the end result

CROSSING THE CHASM

High quality Virtual World Technologies can be a very effective medium for gaining an employee’s full attention. It is also a powerful tool that can be used for teaching and collaboration.  But do we need a “world” to accomplish our business objectives? Or are we better served with a set of Business Tools that are deployed as needed in specific situations?  After all, we are not trying to create the “Matrix” we are trying to achieve business results. 

Employees use Business Tools to accomplish tasks that are part of a process followed to achieve a result.  As such, we can think of Virtual World Technologies as a business tool, if deployed the right way.  Think of it this way: when Microsoft first created MS Word, were they attempting to change the way in which people fundamentally did their jobs? Or were they looking to create a vastly improved typewriter?  More than 20 years later we might argue that Microsoft Office has fundamentally changed the way people work, but in the beginning, the goals were more modest. 

Revolutionary change happens incrementally.  Paradigm shifting tools are delivered discretely and become ubiquitous.  When the timing is right, these tools can be conjoined, and we will find that the office-of-the-future exists. The death trap of Virtual World technology adoption in corporations is to attempt to create a parallel reality that is as large as your physical reality. Do you need a room, or a world?  Be honest with yourself and your organization. 

GOING MAINSTREAM

We cannot force the issue of “mainstreaming”  Virtual World technologies. They are still bleeding edge and niche. This may change very quickly, but let’s not take on the burden.  Instead, let’s focus on ensuring that our new technology has everything it needs to cross over, and does not have any of the constraints that would prevent it from crossing over.

 
The following is your recipe for success. Deviate from these priorities at your own peril:

·         Ease of use

·         Stability

·         Business Functions

·         Performance
DEMONSTRATING VALUE

How do you demonstrate value to your stakeholder? You start by asking your stakeholders what their business objectives are in terms of Objectives, Processes and Tasks. You survey the landscape of existing tools used to perform essential tasks. What are the strengths, weaknesses, gaps, etc. You explore what can be done (as opposed to what has already been done) using Virtual World technologies, and determine if this approach provides a better tool for performing the objective, process and/or task.

If you can establish that Virtual World technologies do indeed provide value-add to the business issue, your last bit of work is building and implementing.  But this is the easy part.  Manage your project well, and the new tools will go into the toolbox and quickly be recognized as faster, better, easier than legacy methods of work

DOUBLE LOOP REFLECTION

Do not get involved in Virtual Worlds as a “me too” play

Second Life is riddled with hundreds of millions of dollars’ worth of “me too”. The internet is a similar graveyard. Take the time to understand what Virtual World technologies can do for your business.  And don’t just ask the Virtual World vendor, do some soul searching and proper business analysis within your organization, document and think about your challenges and needs. Only then do you call the tool salesman.

Define your business objectives as an actionable level

“Improve Performance” is not actionable, “Reduce Costs” is not actionable. “Improve Customer Intimacy” is not actionable. These are all great business objectives, but as we know, objectives are met by following a process, comprised of tasks, performed using tools. Actionable change happens at the tasks and tool level (unless of course you are also changing your business objectives). Be clear how the business objectives tie to task through process and be sure that Virtual World technologies being applied provide significant differentiated value over existing collaboration tools.

Approach Virtual Worlds as business critical technology, nothing less

It’s not just about the money. Your employees are busy.  They have methods of work that they employ because they are well understood, require less thought (than change), and are quite often efficient.

Introducing a disruptive technology as “hey try this” is quite likely going to yield a different result than “this new technology is easy to use and will reduce your workload by 25% so you can spend more time with your family”.  While this may be an extreme example, the point is that you must manage people’s perceptions of your Virtual World initiative. If you do not tell them what to think, they will form their own conclusions, and that is not good risk mitigation.

 




 

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