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Synthetic Civilization's avatar

What you’re really describing here is legitimacy computation drifting away from work-as-done and into interfaces.

Once that happens, Run/Serve/Change stops being a design problem and starts behaving like a coordination artifact: load migrates into people because the system no longer knows where to put it.

From that angle, burnout and theatre aren’t organizational failures so much as equilibrium states in a post-institutional environment.

Curious whether you see this as primarily an organizational pathology or as a local manifestation of a broader shift in how power now organizes itself beyond institutions.

Aden Date's avatar

I want to test my thinking here and hopefully provide a useful metaphor. Considering spinning this out into a longer series on the parallels between game design and work design.

So: I have not done large scale OD work. I've never led a change transformation program. However, I have played an absurd number of video games, board games, and roleplaying games.

Games are a helpful metaphor, I think, because they're a microcosm of agency. Game designers are agency designers. An organisational designer can do a subpar job because the purpose of an organisation (or component thereof) provides some basic coherence. This basic coherence, even if it's diffuse and confused, grounds the heroics of 'Run' — treating patients, drilling for oil, or whatever.

A game designer has no such luxury. If the game is not fun (which is to say: if the agencies are unclear) players will simply stop playing. Game designers have to be more selective than organisational designers with structural load. Therefore, games are a model of structural load done right.

So, with that in mind:

- Run (Axis 1) is playing the game. Players have clearly defined agencies and goals, and within the game have end-to-end responsibility over clearly defined domains and outcomes.

- Serve (Axis 2) is the game's rules and goals. These are legible, explicit, and codified. The game designer has to do this well because they cannot be physically present to adjudicate them — any and all insight needs to exist in the box (or in the code, if it's a video game). The rules need to be simple and coherent enough to be enforceable by players without oversight.

- Change (Axis 3) doesn't apply so much here since a game is typically a fixed artefact, but it could be e.g. regionalisation of games (Monopoly Australia), thematic adaptations to reach new markets (a SciFi reskin of a fantasy game), rule adaptations to changing player needs and desires (T20 cricket), or the phenomenon of house rules in games. This could also include what Bernard Suits calls 'ludic attitude,' the perspective players bring to games that gives a game designer moral authority.

The metaphor extends a bit further. Consider Dungeons and Dragons, where the Dungeon Master (DM) functions a bit like a HR Business Partner. The game is sufficiently complex that rules demand some interpretation. The DM exists for both interpretation across rulesets (e.g. adjudicating between preserving the narrative while respecting combat mechanics) and as a carrier of tacit knowledge.

Which perhaps brings me to a question, pulling from the metaphor: Is there a place for tacit knowledge in the 'Serve' layer? Not all boundaries can be fully codified and enforced and some coordination and integration work is always non-propositional in nature.

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