Twitch Speed: Reaching Younger Workers Who Think Differently

Every parent, educator, and manager knows thatworking with the best, most knowledgeable people,
"Nintendo children"--those born after 1970 and raisedwherever they may be. Such virtual teams often
on video and computer games, Walkmans, the Internet,recruit each other via messages on the Internet,
etc.--are different. Unfortunately, the Gen-X discussionoperate smoothly from widely scattered parts of the
has focused mainly on the youths' supposedly shortworld, and many never physically meet their clients or
attention spans and attention-deficit disorders, ignoringeach other. As they finish their day, software
or underemphasizing what is perhaps the most crucialdevelopers around the globe often electronically
factor--that this under-30 generation thinks, and seesforward their work to a colleague in another country
the world, in ways entirely different from theirwho is just waking up. Managers must become more
parents.An example: This generation grew up on videoadept at managing these connected capabilities and
games ("twitch speed"), MTV (more than 100 images adirecting the acquisition, enhancement, and appropriate
minute), and the ultra-fast speed of action films. Theirdeployment of intellectual capital around the
developing minds learned to adapt to speed and thriveworld.Active vs. PassiveOne of the most striking
on it. Yet when they join our companies, we typicallycross-generational differences can be observed when
begin by putting them in corporate classrooms, bringingpeople are given new software to learn. Older folks
in poor speakers to lecture at them, and making themalmost invariably want to read the manual first, afraid
sit through an endless series of corporatethey won't understand how the software works or
videos.Speedwise, we effectively give themthat they'll break something. Nintendo-generation
depressants. And then we wonder why they're bored.Iworkers rarely even think of reading a manual. "RTFM"
don't mean to suggest that Sega and Sony have("read the [expletive] manual") is a term of derision.
created new intellectual faculties in under-30s but,They'll just play with the software, hitting every key if
rather, that technology has emphasized and reinforcednecessary, until they figure it out. If they can't, they
certain cognitive aspects and de-emphasized others.assume the problem is with the software, not with
Most of these changes in cognitive style are positive.them. This attitude is almost certainly a direct result of
But however one feels, it's important that managersgrowing up with Sega, Nintendo, and other video
(as well as educators and parents) recognize thatgames where each level and monster had to be
these changes exist so that we can deal with thefigured out by trial and error, and each trial click might
younger generation effectively.Below are 10 of thelead to a hidden surprise or "Easter egg."We now see
main cognitive style changes, which raise a number ofmuch less tolerance in the workplace for passive
important and difficult challenges. We have alreadysituations such as lectures, corporate classrooms, and
begun to see the development of new businesseven traditional meetings. As the younger generation
structures, ideas, and products that take into accountprogresses up the managerial ranks, it is likely that
under-30 employees' cognitive changes andsuch old-fashioned managerial standbys will be
preferences. It is likely that the full impact of thesereplaced by more active experiences such as chat,
changes will not be felt until the younger generationposting, surfing for information, and interactive learning.
fully comes to power, just as the movies wereThe process of "designing for doing," i.e., designing
impacted by the coming-of-age of George Lucas andsystems and experiences that employees can actively
Steven Spielberg. That time is not far off.Twitchuse, rather than things they need to listen to or be
Speed vs. Conventional SpeedThe under-30afraid of doing wrong, may become the new
generation has had far more experience at processinggenerational equivalent of the industrial "designing for
information quickly than its predecessors, and ismanufacture." Nike's "Just do it" slogan hits this
therefore better at it. Humans have always beengenerational change squarely on the head. It also
capable of operating at faster-than-"normal" speedsexplains why Bob Dole's saying to Gen-Xers, "Just
(as airplane pilots, race-car drivers, and speed-readingdon't do it" placed him so squarely in the past.Play vs.
guru Evelyn Wood can attest). The difference is thatWorkWhile often derided in the press as intellectual
this ability has now moved into a generation at large,slackers, in reality the under-30s are very much an
and at an early age. One problem this generationintellectual problem-solving generation. Many types of
faces is that, after MTV and video games, theylogic, challenging puzzles, spatial relationships, and other
essentially hit a brick wall--short of piloting a jet, little incomplex thinking tasks are built into the computer and
real life moves that fast. This generation's "need forvideo games they enjoy. Their spending on such
speed" manifests itself in the workplace in a number ofelectronic games has surpassed spending on movies;
ways, including a demand for a faster pace ofPCs are now used more for running entertainment
development, less "time-in-grade," and shorter leadsoftware than for any other application, including word
times to success.An important challenge for today'sprocessing. While some have argued that play and
managers is how to reassess and speed up theirgames are simply preparation for work, I think that, for
assumptions around time, while still keeping sight oftoday's younger generation, play is work, and work is
other key objectives, such as quality and customerincreasingly seen in terms of games and game play.
relationships. They also need to create experiencesThe fact that the real-life games are very serious
that maintain the pace and exploit the facility of "twitchdoes not make the player's approach any different
speed" while adding content that is important andthan the way she approaches software. Achievement,
useful. Several possible approaches include speedingwinning, and beating competitors are all very much part
things up via technology (such as by providing workersof the ethic and process.As the post-1970 generation
with the kinds of real-time data that financial tradersenters the workforce, its preference for the computer
use), installing faster infrastructures with fiber-opticas the medium of play is already beginning to have a
cable and T-1 telephone lines, and creating new,profound impact on how work gets done. Game
MTV-style corporate videos. Re-engineering systemsinterfaces are appearing in the workplace. Financial
and activities so that things simply move faster iscompanies are inventing gamelike trading interfaces in
another.Parallel Processing vs. Linear ProcessingMuchwhich winning the game means making an actual profit.
of the under-30 generation grew up doing homeworkNew associates at Bankers Trust learn about the
while watching TV and doing almost everything whilebank's policies by playing a nonviolent,
wearing a Walkman. Many of them feel much morecustomer-focused video game.One of older managers'
comfortable than their predecessors doing more thanmost difficult challenges is to be willing to let the
one thing at once. While some argue that this limitsyounger generation's play attitude enter the "real"
attention to any one thing, this is not necessarily theworld of business as quickly and smoothly as possible.
case. The mind can actually process many tracks atInstead of resisting play by removing or banning all
once and often has quite a bit of "idle time" from itsgames in the workplace, for example, they could be
primary task that can be used to handle other things.supporting and funding the development of new game
Today you see young computer artists creatinginterfaces that help the younger generation work and
wonderful graphics while listening to music and chattinglearn in their own cognitive style. The preference for
with co-workers, and young bankers having multipleplay is also influencing business in the form of pressure
conversations on the phone while reading theirfor a less formal workplace. Older managers should
computer screens and e-mail.This growth ofreconsider their resistance to such changes carefully.A
parallel-processing ability appears to be acknowledgedpotential opportunity for managers to relate to the play
by Bloomberg TV News, in which the anchor personattitude of the new generation might be to supplement
takes up only one-quarter of the TV screen, thetraditional sports-oriented competitions such as softball
remainder being filled with sports statistics, weatherwith inter- and intra-company tournaments in video and
information, stock quotes, and headlines, all presentedother games. Doing so would engage the minds, as
simultaneously. It is quite possible, and even fun, for awell as the bodies, of employees in healthy competition
viewer to take in all of this information and receiveand perhaps foster additional company spirit. Finally, the
much more "news" in the same amount of time.Ratheryounger generation's play preference has implications
than admonishing their young workers to concentratefor employee recruiting, as companies that go on
on only one thing at a time, managers should becampus with business simulations and other challenging
thinking of additional ways to enhance parallelgames for potential recruits tend to be very
processing and take advantage of this increasedwell-received.Payoff vs. PatienceOne of the biggest
human capability. This might take, for example, thelessons the under-30 generation learned from growing
form of multiple types of information hitting employees'up with video games is that if you put in the hours and
computer screens at once--the objective of so-calledmaster the game, you will be rewarded: with the next
"push" technology and Microsoft's new vision for thelevel, with a win, with a place on the high scorers' list.
corporate desktop. With all the information needed toWhat you do determines what you get, and what you
do the job--numbers, video feeds, links, simultaneousget is worth the effort you put in. Computers excel at
meetings, and the ability to move seamlessly betweengiving feedback, and the payoff for any action is
them--it's the Nintendo worker's nirvana.Thistypically extremely clear. A key outcome of this is a
generation's enhanced parallel-processing ability mayhuge intolerance on the part of the younger generation
also help them slide easily into the new "boundarylessfor things that don't pay off at the level expected.
organizations," in which each worker is expected toWhy, they ask, should I finish school when elementary
wear multiple hats and be part of many constituencies.school kids can design professional Web sites,
I remember when the requirement that consultants at20-year-olds can start billion-dollar companies, and Bill
firms such as BCG and McKinsey serveGates, who left school for something with more
simultaneously on multiple-project teams waspayoff, is the world's richest man?Young people make
considered unusual and highly suspect. With the arrivalthese payoff-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 the
applications, in CD-ROMs, and on the Web. This newsometimes long waiting times in a game like Myst. I
information structure has increased their awarenesssuspect it is because they have decided, or realized,
and ability to make connections, has freed them fromthat the payoff is worth the wait. The challenge for
the constraint of a single path of thought, and isolder managers is to understand just how important
generally an extremely positive development. At thethese payoff-vs.-patience tradeoffs are to younger
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 will
more difficult for these workers to follow a linear trainpay off "in the long run."One clear business
of thought and to do some types of deep or logicalmanifestation of this requirement for payoff is the
thinking. "Why should I read something from beginningincreasing demand for a clearer link between what
to end, or follow someone else's logic, when I can justemployees do and the rewards they get, leading to
'explore the links' and create my own?" While followingthe growing trend toward pay-for-performance.
one's own path often leads to interesting results,Another result is the increasing use of equity as a
understanding someone else's logic is also verycomponent of compensation, along with the replication
important. A difficult challenge is how to createof equity-like compensation structures to reward
experiences that allow people to link anywhere andworkers with a "piece of the action" for their own
experience things in any order yet still communicateinitiatives and efforts. The growing realization that this
s!equential ideas and logical thinking.One approach is togeneration wants its payoff now has also led to an
set up new information-delivery systems, such asincreased willingness on the part of many businesses
corporate intranets, that let workers break out of theto provide seed capital and to "spin-off" internal
traditional boxes in which corporate information hasstart-ups, allowing workers to potentially cash in more
been stored, and then to create tools to link thisquickly and allowing the firm to benefit long-term
information to systems that provide logical andthrough an equity position.Fantasy vs. RealityTo me,
decision-making structure. The U.S. intelligence andone of the most striking aspects of the under-30
military communities recently created Intelink, angeneration is the degree to which fantasy elements,
intranet-based system in which information becomesboth from the past (medieval, Dungeons & Dragons
universally available as quickly as it gets created,imagery), and the future (Star Wars, Star Trek, and
allowing users at all levels the freedom to create andother science-fiction imagery) pervade their lives. While
explore random paths that lead to new ideas. Theyoung people have always indulged in fantasy play, the
linking and browsing structures of the Internet andcomputer has by its nature made this easier and more
intranets have many positive benefits, and managersrealistic, in many ways bringing it to life. Sociologists
of Nintendo-generation employees should encourage,might say that some or all of this is due to a desire to
rather than discourage, their creation and use.escape the realities of today's life: fewer good jobs,
Managers should also be exploring nonlinear electronicmore alienation, and a degrading environment.
alternatives to today's reports, manuals, lectures, andWhatever its cause, the fantasy phenomenon has
lengthy narrational videos.Graphics First vs. Text FirstIncertainly been encouraged by technology. Network
previous generations, graphics were generallytechnology allows people not only to create their new
illustrations, accompanying the text and providing somefantasy identities but to express them to others and
kind of elucidation. For today's young people, thejoin in fantasy communities. The huge interest in chat
relationship is almost completely reversed: The role ofrooms and in individual home pages is, at least in part,
text is to elucidate something that was firstanother manifestation of this.Rather than admonish
experienced as an image. Since childhood, the youngeryounger workers to "grow up and get real" and
generation has been continuously exposed toabandon their rich fantasy worlds, managers should
television, videos, and computer games that putlook for new ways to combine fantasy and reality to
high-quality, highly expressive graphics in front of themeveryone's benefit. One place it may be possible to do
with little or no accompanying text.The result of thisthis is in the design of work spaces: Spaces designed
experience has been to considerably sharpen theirby the younger generation are very different from
visual sensitivity. They find it much more natural thanthose of their predecessors and from those designed
their predecessors to begin with visuals, and to mixfor them by the older generation. Companies already
text and graphics in a richly meaningful way. Anrun by Nintendo-generation individuals generally have
excellent example of this is Wired, whose intensivemuch more informal furniture and settings, and often
use of graphics makes it highly appealing to youngerhave special rooms for games, etc. Microsoft's
readers but difficult for many older folks to read--"Why"campus" is full of indoor and outdoor play
can't they just give us the plain text?" is the complaint Iopportunities.The younger generation's fantasy
hear from colleagues. This shift toward graphicpreferences can also seen in the growth of new
primacy in the younger generation raises some"off-the-wall" job titles, such as Yahoo's "Chief Yahoo"
extremely thorny issues, particularly with regard toor Gateway 2000's "chief imagination officer." Young
textual literacy and depth of information.Theworkers may be willing to go a lot further with their
managerial challenge is to design ways to use this shiftimaginations--Gateway decorates its shipping boxes
to enhance comprehension, while still maintaining theas cows. We are also seeing an increasing
same or even greater richness of information in thedebureaucratization of systems and procedures in
new context. In the training area, creative groups suchmany organizations. Perhaps it is not too far off when
as Corporate Gameware, my unit of Bankers Trust,some companies will sport their own "Klingon," "Borg,"
are presenting important but not especially "sexy" oror "Wookiee" divisions doing serious business while
exciting material in ways that conform with thedecked out appropriately.Technology as Friend vs.
preferences of younger employees by using the highlyTechnology as FoeFinally, growing up with computers
graphic style of video games. Another promisinghas engendered an overall attitude toward technology
development is data visualization, in which large arraysin the minds of the younger generation that is very
of information are presented as colorful, ever-changingdifferent from that of their predecessors. To the older
graphic images that visually accent differentgeneration, technology is generally something to be
characteristics of the data. These tools are beginningfeared, tolerated, or at best harnessed to one's
to make serious headway in data-intensive businesspurposes. No matter how easy we make it, this
fields such as finance and marketing. However, theygeneration doesn't want to program its VCRs or even,
should be considered by managers in all industries asfor the most part, surf the Net (though there are, of
an approach that fits the new generationalcourse exceptions, such as the Internet's becoming a
style.Connected vs. Stand-aloneWhile the previoususeful way for the retired generation to stay
generation was linked by the telephone, that system isconnected and productively use their leisure time).Yet
synchronous (i.e., both people have to be there). Theeven if the older generation comes to technology
under-30 generation has been raised with, andwillingly, or is forced by a changing culture to learn and
become accustomed to, the asynchronous worldwideembrace technology, it will never be as entirely
communication of e-mail, broadcast messages, bulletincomfortable and trusting of it as are their children. To
boards, usegroups, chat, and Internet searches. As athe younger generation, the computer is a friend. It's
result of this "connected" experience, young peoplewhere under-30s have always turned for relaxation
tend to think differently about how to get informationand fun. For many in the generation, owning or having
and solve problems. For example, if I need a questionaccess to a computer feels almost like a birthright.
answered I'll typically call the three or four people I thinkBeing connected is a necessity. The huge generational
might know. It might take me time to get to them, andreversal in technical skill, where parents must turn to
take them a while to get back to me. When mytheir children for help in using their expensive
22-year-old programmer wants to know something, heequipment, is now legendary. "What technology will I
immediately posts his question to a bulletin board,have?" is often the key factor in a young worker's
where three or four thousand people might see it, anddecision about what job to accept.How can an older
he'll probably have a much richer answer moregeneration of managers relate to and help employees
quickly.The challenge for managers is to invent wayswho see computers and related technology in this
of taking advantage of this connected mode in theirway? One way is to empower them to create new
interactions with the younger generation, as thebusiness elements--computer applications, structures,
younger people do among themselves. The more wemodels, relationships, Web pages--that make sense for
help connect these employees to each other and totheir generation. Another possible approach is to
customers, the quicker they will invent positive ways tocontinually seek ways to communicate, transfer
take advantage of it. The "connectedness" of theneeded information, and build desired skills via the
generation has also made young workers much lessmedia the younger generation willingly engage in, such
constrained by their physical location and more willingas computers 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.