ATD Blog
SimWord of the Day: Failure
Wed May 24 2006
Content
Nothing is more boring than playing a computer game "perfectly," i.e. never failing.
Nothing is more boring than playing a computer game "perfectly," i.e. never failing.
Content
There are big failures, that can only be recovered using a "start-over" or "load game" option, and little failure, that require small a series of small corrections.
There are big failures, that can only be recovered using a "start-over" or "load game" option, and little failure, that require small a series of small corrections.
Content
Game designers need to spend a whole lot of time thinking about failure. What are different types of failures? What do they look like? How can one learn from them?
Game designers need to spend a whole lot of time thinking about failure. What are different types of failures? What do they look like? How can one learn from them?
Content
Most training people, meanwhile, focus on one brittle path to success. Focusing just on success is faster, after all. One can cover more ground. It is easier and more "positive" as well. Failures are harder to research as well, as most SME's from sales people to engineers, hate thinking about and dwelling on failure.
Most training people, meanwhile, focus on one brittle path to success. Focusing just on success is faster, after all. One can cover more ground. It is easier and more "positive" as well. Failures are harder to research as well, as most SME's from sales people to engineers, hate thinking about and dwelling on failure.
Content
Ironically, of course, is that by sticking to the brittle path of success, so many training programs fail to achieve real behavioral transformation.
Ironically, of course, is that by sticking to the brittle path of success, so many training programs fail to achieve real behavioral transformation.