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Dan Power

Greetings to all of my friends who work in the area of computerized decision support. This blog is a way for me to share stories from my encounters related to decision support, to comment on industry events, and to comment on other blogger's comments, especially those of my friends on the Business Intelligence Network. I'll try to state my opinions clearly and provide an old professor's perspective on how computers and information technology are changing the world. Decision making has always been my focus, and it will be in this blog as well. Your comments, feedback and questions are welcomed.

About the author >

Daniel J. "Dan" Power is a Professor of Information Systems and Management at the College of Business Administration at the University of Northern Iowa and the editor of DSSResources.com, the Web-based knowledge repository about computerized systems that support decision making; the editor of PlanningSkills.com; and the editor of DSS News, a bi-weekly e-newsletter. Dr. Power's research interests include the design and development of decision support systems and how these systems impact individual and organizational decision behavior.

Editor's Note: More articles and resources are available in Dan's BeyeNETWORK Expert Channel. Be sure to visit today!

In my April 5, 2008 blog post, I quoted Jane McGonigal on alternate reality games, or ARGs. She claims "ARGs will provide a truly stimulating framework for doing everyday work." Supposedly alternate reality games help users develop 10 collective-intelligence competencies, like "influency", "emergensight" and "mobbability". I noted the skill names seem strange, but I promised to investigate and blog about the competencies/skills in a future posting. So this is what I uncovered and think.

First check Jane's powerpoint slides at http://www.slideshare.net/avantgame/10-collaboration-superpowers/. She defines the 10 collaboration and collective intelligence compentancies and skills. Her points have a * ...

Mobbability --> to me this means skill at synchronous work in large virtual teams

* The ability to do realtime work in very large groups.
* A talent for coordinating with many people simultaneously - "scalable collaboration"

Cooperation radar --> to me this means skill in selecting virtual teammates

* The ability to sense, almost intuitively, who would make the best collaborators on a particular task.

Ping quotient --> to me this means fast interaction and response

* Measures your responsiveness to other people's requests for engagement.
* Your propensity and ability to reach out to others in a network.

Influency --> to me this means building trust and exerting influence

* The ability to be persuasive in diverse social contexts and media spaces.
* Understanding that each work environment and collaboration space requires a different persuasive strategy and technique.

Multi-capitalism --> to me this means skill in using all of one's skills and resources

* Fluency in working with different capitals, e.g., natural, intellectual, social, and financial.

Protovation --> to me this means innovation, rapid prototyping and rapid response

* Fearless innovation in rapid, iterative cycles.
* Ability to lower the costs and increase the speed of failure.

Open authorship --> to me this means content sharing with appropriate attribution of authorship

* Creating content for public consumption and modification.

Longbroading --> to me this means examining the current and future context of a situation, taking a broad, holistic view

* Thinking in terms of higher level systems, cycles, the big picture.

Emergensight --> to me this means intellectual flexibility, situational awareness and planning skills

* The ability to prepare for and handle surprising results and complexity.

Signal/noise management --> to me this means selective scanning and information load management

* Filtering meaningful info, patterns, and commonalities from massively multiple streams of data.

Well Jane, I still don't like the terms you use, but I think my skills in all these areas are improving from my experiences in the virtual world called Second Life.


Source: Harvard Business Review; February 2008, Vol. 86 Issue 2, pp. 17-45.


Posted April 13, 2008 9:21 AM
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