Twitch Speed: Reaching Younger Workers Who Think Differently

Every parent, educator, and manager knows thatwherever they may be. Such virtual teams often
"Nintendo children"--those born after 1970 and raisedrecruit each other via messages on the Internet,
on video and computer games, Walkmans, theoperate smoothly from widely scattered parts of the
Internet, etc.--are different. Unfortunately, the Gen-Xworld, and many never physically meet their clients or
discussion has focused mainly on the youths'each other. As they finish their day, software
supposedly short attention spans and attention-deficitdevelopers around the globe often electronically
disorders, ignoring or underemphasizing what isforward their work to a colleague in another country
perhaps the most crucial factor--that this under-30who is just waking up. Managers must become more
generation thinks, and sees the world, in waysadept at managing these connected capabilities and
entirely different from their parents.An example: Thisdirecting the acquisition, enhancement, and
generation grew up on video games ("twitch speed"),appropriate deployment of intellectual capital around
MTV (more than 100 images a minute), and thethe world.Active vs. PassiveOne of the most striking
ultra-fast speed of action films. Their developingcross-generational differences can be observed when
minds learned to adapt to speed and thrive on it. Yetpeople are given new software to learn. Older folks
when they join our companies, we typically begin byalmost invariably want to read the manual first, afraid
putting them in corporate classrooms, bringing in poorthey won't understand how the software works or
speakers to lecture at them, and making them sitthat they'll break something. Nintendo-generation
through an endless series of corporateworkers rarely even think of reading a manual.
videos.Speedwise, we effectively give them"RTFM" ("read the [expletive] manual") is a term of
depressants. And then we wonder why they'rederision. They'll just play with the software, hitting
bored.I don't mean to suggest that Sega and Sonyevery key if necessary, until they figure it out. If
have created new intellectual faculties in under-30sthey can't, they assume the problem is with the
but, rather, that technology has emphasized andsoftware, not with them. This attitude is almost
reinforced certain cognitive aspects andcertainly a direct result of growing up with Sega,
de-emphasized others. Most of these changes inNintendo, and other video games where each level
cognitive style are positive. But however one feels,and monster had to be figured out by trial and error,
it's important that managers (as well as educatorsand each trial click might lead to a hidden surprise or
and parents) recognize that these changes exist so"Easter egg."We now see much less tolerance in the
that we can deal with the younger generationworkplace for passive situations such as lectures,
effectively.Below are 10 of the main cognitive stylecorporate classrooms, and even traditional meetings.
changes, which raise a number of important andAs the younger generation progresses up the
difficult challenges. We have already begun to seemanagerial ranks, it is likely that such old-fashioned
the development of new business structures, ideas,managerial standbys will be replaced by more active
and products that take into account under-30experiences such as chat, posting, surfing for
employees' cognitive changes and preferences. It isinformation, and interactive learning. The process of
likely that the full impact of these changes will not be"designing for doing," i.e., designing systems and
felt until the younger generation fully comes toexperiences that employees can actively use, rather
power, just as the movies were impacted by thethan things they need to listen to or be afraid of
coming-of-age of George Lucas and Steven Spielberg.doing wrong, may become the new generational
That time is not far off.Twitch Speed vs.equivalent of the industrial "designing for
Conventional SpeedThe under-30 generation has hadmanufacture." Nike's "Just do it" slogan hits this
far more experience at processing information quicklygenerational change squarely on the head. It also
than its predecessors, and is therefore better at it.explains why Bob Dole's saying to Gen-Xers, "Just
Humans have always been capable of operating atdon't do it" placed him so squarely in the past.Play vs.
faster-than-"normal" speeds (as airplane pilots,WorkWhile often derided in the press as intellectual
race-car drivers, and speed-reading guru Evelynslackers, in reality the under-30s are very much an
Wood can attest). The difference is that this abilityintellectual problem-solving generation. Many types of
has now moved into a generation at large, and at anlogic, challenging puzzles, spatial relationships, and
early age. One problem this generation faces is that,other complex thinking tasks are built into the
after MTV and video games, they essentially hit acomputer and video games they enjoy. Their
brick wall--short of piloting a jet, little in real lifespending on such electronic games has surpassed
moves that fast. This generation's "need for speed"spending on movies; PCs are now used more for
manifests itself in the workplace in a number ofrunning entertainment software than for any other
ways, including a demand for a faster pace ofapplication, including word processing. While some
development, less "time-in-grade," and shorter leadhave argued that play and games are simply
times to success.An important challenge for today'spreparation for work, I think that, for today's
managers is how to reassess and speed up theiryounger generation, play is work, and work is
assumptions around time, while still keeping sight ofincreasingly seen in terms of games and game play.
other key objectives, such as quality and customerThe fact that the real-life games are very serious
relationships. They also need to create experiencesdoes not make the player's approach any different
that maintain the pace and exploit the facility ofthan the way she approaches software.
"twitch speed" while adding content that is importantAchievement, winning, and beating competitors are all
and useful. Several possible approaches includevery much part of the ethic and process.As the
speeding things up via technology (such as bypost-1970 generation enters the workforce, its
providing workers with the kinds of real-time datapreference for the computer as the medium of play
that financial traders use), installing fasteris already beginning to have a profound impact on
infrastructures with fiber-optic cable and T-1how work gets done. Game interfaces are appearing
telephone lines, and creating new, MTV-stylein the workplace. Financial companies are inventing
corporate videos. Re-engineering systems andgamelike trading interfaces in which winning the game
activities so that things simply move faster ismeans making an actual profit. New associates at
another.Parallel Processing vs. Linear ProcessingMuchBankers Trust learn about the bank's policies by
of the under-30 generation grew up doing homeworkplaying a nonviolent, customer-focused video
while watching TV and doing almost everything whilegame.One of older managers' most difficult challenges
wearing a Walkman. Many of them feel much moreis to be willing to let the younger generation's play
comfortable than their predecessors doing more thanattitude enter the "real" world of business as quickly
one thing at once. While some argue that this limitsand smoothly as possible. Instead of resisting play by
attention to any one thing, this is not necessarily theremoving or banning all games in the workplace, for
case. The mind can actually process many tracks atexample, they could be supporting and funding the
once and often has quite a bit of "idle time" from itsdevelopment of new game interfaces that help the
primary task that can be used to handle other things.younger generation work and learn in their own
Today you see young computer artists creatingcognitive style. The preference for play is also
wonderful graphics while listening to music andinfluencing business in the form of pressure for a less
chatting with co-workers, and young bankers havingformal workplace. Older managers should reconsider
multiple conversations on the phone while readingtheir resistance to such changes carefully.A potential
their computer screens and e-mail.This growth ofopportunity for managers to relate to the play
parallel-processing ability appears to be acknowledgedattitude of the new generation might be to
by Bloomberg TV News, in which the anchor personsupplement traditional sports-oriented competitions
takes up only one-quarter of the TV screen, thesuch as softball with inter- and intra-company
remainder being filled with sports statistics, weathertournaments in video and other games. Doing so
information, stock quotes, and headlines, all presentedwould engage the minds, as well as the bodies, of
simultaneously. It is quite possible, and even fun, for aemployees in healthy competition and perhaps foster
viewer to take in all of this information and receiveadditional company spirit. Finally, the younger
much more "news" in the same amount ofgeneration's play preference has implications for
time.Rather than admonishing their young workers toemployee recruiting, as companies that go on campus
concentrate on only one thing at a time, managerswith business simulations and other challenging games
should be thinking of additional ways to enhancefor potential recruits tend to be very
parallel processing and take advantage of thiswell-received.Payoff vs. PatienceOne of the biggest
increased human capability. This might take, forlessons the under-30 generation learned from growing
example, the form of multiple types of informationup with video games is that if you put in the hours
hitting employees' computer screens at once--theand master the game, you will be rewarded: with the
objective of so-called "push" technology andnext level, with a win, with a place on the high
Microsoft's new vision for the corporate desktop.scorers' list. What you do determines what you get,
With all the information needed to do theand what you get is worth the effort you put in.
job--numbers, video feeds, links, simultaneousComputers excel at giving feedback, and the payoff
meetings, and the ability to move seamlesslyfor any action is typically extremely clear. A key
between them--it's the Nintendo worker's nirvana.Thisoutcome of this is a huge intolerance on the part of
generation's enhanced parallel-processing ability maythe younger generation for things that don't pay off
also help them slide easily into the new "boundarylessat the level expected. Why, they ask, should I finish
organizations," in which each worker is expected toschool when elementary school kids can design
wear multiple hats and be part of manyprofessional Web sites, 20-year-olds can start
constituencies. I remember when the requirementbillion-dollar companies, and Bill Gates, who left school
that consultants at firms such as BCG and McKinseyfor something with more payoff, is the world's
serve simultaneously on multiple-project teams wasrichest man?Young people make these
considered unusual and highly suspect. With the arrivalpayoff-vs.-patience decisions every minute, and
of the new generation, such parallelism is beingsometimes in ways that are counterintuitive. For
demanded.Random Access vs. Linear ThinkingTheexample, it was at first strange to me that the same
under-30 generation is the first to experiencepeople who prefer "twitch" games often have great
hypertext and "clicking around," in children's computerpatience with slow Internet connection speeds and
applications, in CD-ROMs, and on the Web. This newthe sometimes long waiting times in a game like Myst.
information structure has increased their awarenessI suspect it is because they have decided, or realized,
and ability to make connections, has freed themthat the payoff is worth the wait. The challenge for
from the constraint of a single path of thought, andolder managers is to understand just how important
is generally an extremely positive development. Atthese payoff-vs.-patience tradeoffs are to younger
the same time, it can be argued--with somepeople, and to find ways to offer them meaningful
justification--that unbridled hyperlinking may make itrewards now, rather than advice about how things
more difficult for these workers to follow a linearwill pay off "in the long run."One clear business
train of thought and to do some types of deep ormanifestation of this requirement for payoff is the
logical thinking. "Why should I read something fromincreasing demand for a clearer link between what
beginning to end, or follow someone else's logic,employees do and the rewards they get, leading to
when I can just 'explore the links' and create mythe growing trend toward pay-for-performance.
own?" While following one's own path often leads toAnother result is the increasing use of equity as a
interesting results, understanding someone else's logiccomponent of compensation, along with the
is also very important. A difficult challenge is how toreplication of equity-like compensation structures to
create experiences that allow people to linkreward workers with a "piece of the action" for their
anywhere and experience things in any order yet stillown initiatives and efforts. The growing realization
communicate s!equential ideas and logical thinking.Onethat this generation wants its payoff now has also
approach is to set up new information-deliveryled to an increased willingness on the part of many
systems, such as corporate intranets, that letbusinesses to provide seed capital and to "spin-off"
workers break out of the traditional boxes in whichinternal start-ups, allowing workers to potentially cash
corporate information has been stored, and then toin more quickly and allowing the firm to benefit
create tools to link this information to systems thatlong-term through an equity position.Fantasy vs.
provide logical and decision-making structure. The U.S.RealityTo me, one of the most striking aspects of
intelligence and military communities recently createdthe under-30 generation is the degree to which
Intelink, an intranet-based system in whichfantasy elements, both from the past (medieval,
information becomes universally available as quickly asDungeons & Dragons imagery), and the future (Star
it gets created, allowing users at all levels theWars, Star Trek, and other science-fiction imagery)
freedom to create and explore random paths thatpervade their lives. While young people have always
lead to new ideas. The linking and browsingindulged in fantasy play, the computer has by its
structures of the Internet and intranets have manynature made this easier and more realistic, in many
positive benefits, and managers ofways bringing it to life. Sociologists might say that
Nintendo-generation employees should encourage,some or all of this is due to a desire to escape the
rather than discourage, their creation and use.realities of today's life: fewer good jobs, more
Managers should also be exploring nonlinear electronicalienation, and a degrading environment. Whatever its
alternatives to today's reports, manuals, lectures, andcause, the fantasy phenomenon has certainly been
lengthy narrational videos.Graphics First vs. Textencouraged by technology. Network technology
FirstIn previous generations, graphics were generallyallows people not only to create their new fantasy
illustrations, accompanying the text and providingidentities but to express them to others and join in
some kind of elucidation. For today's young people,fantasy communities. The huge interest in chat rooms
the relationship is almost completely reversed: Theand in individual home pages is, at least in part,
role of text is to elucidate something that was firstanother manifestation of this.Rather than admonish
experienced as an image. Since childhood, theyounger workers to "grow up and get real" and
younger generation has been continuously exposedabandon their rich fantasy worlds, managers should
to television, videos, and computer games that putlook for new ways to combine fantasy and reality to
high-quality, highly expressive graphics in front ofeveryone's benefit. One place it may be possible to
them with little or no accompanying text.The resultdo this is in the design of work spaces: Spaces
of this experience has been to considerably sharpendesigned by the younger generation are very
their visual sensitivity. They find it much more naturaldifferent from those of their predecessors and from
than their predecessors to begin with visuals, and tothose designed for them by the older generation.
mix text and graphics in a richly meaningful way. AnCompanies already run by Nintendo-generation
excellent example of this is Wired, whose intensiveindividuals generally have much more informal
use of graphics makes it highly appealing to youngerfurniture and settings, and often have special rooms
readers but difficult for many older folks tofor games, etc. Microsoft's "campus" is full of indoor
read--"Why can't they just give us the plain text?" isand outdoor play opportunities.The younger
the complaint I hear from colleagues. This shiftgeneration's fantasy preferences can also seen in the
toward graphic primacy in the younger generationgrowth of new "off-the-wall" job titles, such as
raises some extremely thorny issues, particularly withYahoo's "Chief Yahoo" or Gateway 2000's "chief
regard to textual literacy and depth ofimagination officer." Young workers may be willing to
information.The managerial challenge is to designgo a lot further with their imaginations--Gateway
ways to use this shift to enhance comprehension,decorates its shipping boxes as cows. We are also
while still maintaining the same or even greaterseeing an increasing debureaucratization of systems
richness of information in the new context. In theand procedures in many organizations. Perhaps it is
training area, creative groups such as Corporatenot too far off when some companies will sport their
Gameware, my unit of Bankers Trust, are presentingown "Klingon," "Borg," or "Wookiee" divisions doing
important but not especially "sexy" or excitingserious business while decked out
material in ways that conform with the preferencesappropriately.Technology as Friend vs. Technology as
of younger employees by using the highly graphicFoeFinally, growing up with computers has
style of video games. Another promisingengendered an overall attitude toward technology in
development is data visualization, in which large arraysthe minds of the younger generation that is very
of information are presented as colorful,different from that of their predecessors. To the
ever-changing graphic images that visually accentolder generation, technology is generally something to
different characteristics of the data. These tools arebe feared, tolerated, or at best harnessed to one's
beginning to make serious headway in data-intensivepurposes. No matter how easy we make it, this
business fields such as finance and marketing.generation doesn't want to program its VCRs or
However, they should be considered by managers ineven, for the most part, surf the Net (though there
all industries as an approach that fits the neware, of course exceptions, such as the Internet's
generational style.Connected vs. Stand-aloneWhile thebecoming a useful way for the retired generation to
previous generation was linked by the telephone, thatstay connected and productively use their leisure
system is synchronous (i.e., both people have to betime).Yet even if the older generation comes to
there). The under-30 generation has been raised with,technology willingly, or is forced by a changing culture
and become accustomed to, the asynchronousto learn and embrace technology, it will never be as
worldwide communication of e-mail, broadcastentirely comfortable and trusting of it as are their
messages, bulletin boards, usegroups, chat, andchildren. To the younger generation, the computer is
Internet searches. As a result of this "connected"a friend. It's where under-30s have always turned for
experience, young people tend to think differentlyrelaxation and fun. For many in the generation,
about how to get information and solve problems.owning or having access to a computer feels almost
For example, if I need a question answered I'lllike a birthright. Being connected is a necessity. The
typically call the three or four people I think mighthuge generational reversal in technical skill, where
know. It might take me time to get to them, andparents must turn to their children for help in using
take them a while to get back to me. When mytheir expensive equipment, is now legendary. "What
22-year-old programmer wants to know something,technology will I have?" is often the key factor in a
he immediately posts his question to a bulletin board,young worker's decision about what job to
where three or four thousand people might see it,accept.How can an older generation of managers
and he'll probably have a much richer answer morerelate to and help employees who see computers
quickly.The challenge for managers is to invent waysand related technology in this way? One way is to
of taking advantage of this connected mode in theirempower them to create new business
interactions with the younger generation, as theelements--computer applications, structures, models,
younger people do among themselves. The more werelationships, Web pages--that make sense for their
help connect these employees to each other and togeneration. Another possible approach is to continually
customers, the quicker they will invent positive waysseek ways to communicate, transfer needed
to take advantage of it. The "connectedness" of theinformation, and build desired skills via the media the
generation has also made young workers much lessyounger generation willingly engage in, such as
constrained by their physical location and more willingcomputers and games.Rather than forcing the
to work in the so-called "virtual teams" that areyounger generation to use the methods of the past,
becoming more useful in a variety of businesses andmanagers should be offering them the resources to
industries.Workers who have grown up online tend tocreate their own approaches that will work in their
be much more comfortable with seeking out andnew cognitive environment.
working with the best, most knowledgeable people,