We all need to educate ourselves and stretch our creative muscles regarding blockchain and, maybe, cryptocurrency. It’s a bummer blockchain is so hard to understand, but that’s no reason to dismiss it.
Blockchain will be used to store medical records and also to accelerate the advancement of medical research. Cryptocurrency could be incorporated into employees’ Total Rewards packages. And, if the will is there, it may be used to advance more participatory workplace practices — representing real progress for employee wellbeing.
Civil, an application of blockchain and cryptocurrency, is focused on democratizing journalism (not workplaces or employment — though they do say their own employees have “equity/token opportunity”). Still, Civil’s model, in which currency represents not nothing — the accusation commonly and rightly leveled against, say, Bitcoin — but influence.
Imagine influence issued as an employee benefit. At first blush, it may seem unlikely — but not if viewed as a future iteration of employee ownership, co-ops, or even stock options and other equity awards.
You’ve probably read dozens of Blockchain-for-Dummies explainers and still don’t get it. Here’s one I’ve found helpful:
There’s been a lot of talk lately about how to take wellness past well-being and into the future. Specifically, how can we expand beyond physical health and, as wellness professionals, deliver maximum value to our organizations.
Check out the milestone 100th episode of Jen Arnold‘s Redesigning Wellness podcast.
As a result of all the interviews she’s conducted, combined with her own experience and insight, Jen has her finger on the pulse of employee wellness more than just about anyone.
In this solo episode, Jen — with her characteristic candor — systematically lays out a case for a new vision of wellness and previews exciting opportunities she’s creating for wellness professionals who want to make good things happen.
Listen to “Celebrating 100 Episodes” on the Redesigning Wellness podcast wherever you usually get podcasts, or stream it here…
Right down to the way it uses the word “organic,” the article aligns with my recent post about the importance of a work environment that encourages employees to craft their own “fun at work,” rather than simply having fun activities prescribed:
And the best cultural markers are those that aren’t imposed on employees—mandatory game night or spin classes!—but are those that are formulated by employees. These create a shared sense of continuity, which creates the foundations for trust and support and strengthens the bonds between people. Organizational culture is rooted in the ways companies encourage these organic interactions but also in how they support their employees themselves.
Big thanks to the folks at Lumity, Inc. for inviting me to present the webinar “Wellness, Wellbeing, and Workforce Sustainability: 3 Routes to Employee Wellness and Optimal Performance.” If you missed it, check out the recording.
In this orderly mash-up, I present about 40 years of work in 33 minutes (plus Q&A). It has something for everyone — from the HR generalist who’s been assigned to wellness but may not know much about it, to veteran managers of comprehensive programs trying to figure out what does and doesn’t work. I cover
the premise of health risk costs and risk reduction;
the distinctions between wellness and wellbeing;
ROI vs. VOI;
typical wellness program components;
work, stress, and health;
Without being overly prescriptive, I offer my own interpretations of evidence and practices, some of which you’ll find immediately applicable and some of which will irk you to no end. This link, exclusively for my blog readers, takes you directly to the recording.
Viewed through the lens of job crafting, “Banana Time: Job Satisfaction and Informal Interaction,” a classic in the annals of organizational studies, offers clues about how to foster real “fun at work” that can boost employee wellbeing and, with any luck, improve business results.
If you were absent the day they assignedBanana Timein Industrial Sociology class, I highly recommend this unique article. Sociologist Donald Roy’s story, embedding himself in a small group of die press operators, was published in 1959 and is unlike anything else you’ve read in a journal. At times it’s humorous, sarcastic, and self-deprecating. And it’s always empathetic.
Roy didn’t set out specifically to explore fun at work. He primarily was studying how laborers coped with tedious work. He also sought to “penetrate the mysteries of the small group,” recognizing there might be a relationship between surviving monotony — and it’s “twin brother,” fatigue — and the human relations that take place among co-workers.
Roy describes the isolation he and his small cadre of co-workers experienced:
…This was truly a situation of laissez-faire management. There was no interference from staff experts, no hounding by time-study engineers or personnel men hot on the scent of efficiency or good human relations. Nor were there any signs of industrial democracy in the form of safety, recreational, or production committees.
Roy cites forerunners who described humans’irrepressible impulse to engage in play, which can help “the worker findsomemeaning in any activity assigned to him.”
Short-Range Production Goals with Achievement Rewards
He shares his experience of this impulse, in the initial days before he interacted with the three other die press operators — “clicker operators,” as Roy called them — in his work area. Hecognitively craftedwhat he called “the game of work”:
‘As soon as I finish a thousand of the green ones, I’ll click some brown ones.’ And, with success in attaining the objective of working with brown materials, a new goal of ‘I’ll get to do the white ones’ might be set. Or the new goal might involve switching dies.
“Thus,” Roy writes, “the game of work might be described as a continuous sequence of short-range production goals with achievement rewards in the form of activity change.”
Ultimately, he acknowledges, “These games were not as interesting in the experiencing as they might seem to be from the telling.”
After his first week, however, Roy realizes that another game — one played daily by his co-workers — is taking place.
Looking Forward to Banana Time
First, he notices a regular pattern of horseplay and teasing. In one example, one of the clicker operators, Ike, would steal a banana from the lunchbox of another, Sammy:
Ike would gulp it down by himself after surreptitiously extracting it from Sammy’s lunch box, kept on a shelf behind Sammy’s work station. Each morning, after making the snatch, Ike would call out, “Banana time!” and proceed to down his prize while Sammy made futile protests and denunciations. The banana was one which Sammy brought for his own consumption at lunch time; he never did get to eat his banana, but kept bringing one for his lunch. At first this daily theft startled and amazed me. Then I grew to look forward to the daily seizure and the verbal interaction which followed.
Roy describes a variety of “time” activities the workers wove into their daily work routine. Many revolved around refreshments, such as peach time, a daily mid-morning ritual in which Sammy shared two peaches with the other press operators. There were also coffee time, Coke time, and many other “times,” including, of course, quitting time.
(SorryFamily Guyfans… No peanut butter and jelly time!)
Team Job Crafting
These playful activities, initiated organically (that is, intrinsically) within the group, are a form ofteam job crafting. They met specific employee needs like social support and relief from monotony, and were enjoyed by everyone whochoseto engage. Contrast organic, worker-crafted fun with activities planned by management or by a fun-at-work committee.
Roy observed other kinds of social interaction, as well, and the influence they all had on what we now call the employee experience:
The interaction was there, in constant flow. It captured attention and held interest to make the long day pass. The 12 hours of “click, —move die, click, — move die” became as easy to endure as 8 hours of varied activity. The “beast of boredom” was gentled to the harmlessness of a kitten.
Seven Lessons for Workplace Leaders
It may feel like a stretch, at first, to apply Roy’s 1959 die press operator experience to the modern workplace, but it suggests no less than seven insights relevant to most modern work situations:
Workers engage in playfulness to remain stimulated.
Fun delays or cloaks fatigue.
Workers use gamification to findmeaningin their work.
Playful rituals during the workday are used to mark time and support short-term intrinsic motivation.
Workplace fun often revolves around food and beverages.
Playing with others is more meaningful than playing alone.
Informal interaction between members of a work group is important for job satisfaction.
As for management goals, Roy posed one possibility: “Leavening the boredom of individualized work routines with a concurrent flow of group festivities had a negative effect on turnover.”
He observed that the more he played the less tired he felt, which may have positive implications for productivity, but Roy neither measured productivity nor speculated about it.
One of Roy’s most important observations, in my opinion, is that, given the opportunity,workers craft their own fun,especially via social interaction.
Job Crafting, Gamification, and Play
Arnold Bakker and Marianne van Woerkom, in last year’s article “Flow at Work: a Self-Determination Perspective,” posit that job crafting and “designing work to be playful” are two strategies workers use to satisfy basic needs, which leads to improved job performance. They cite (as Roy did) a well accepted theory that humans have a “natural tendency” for play. And they point to research suggesting that fun at work “leads to higher job satisfaction, morale, pride in work, creativity, service quality, as well as lower burnout and absenteeism.”
Echoing Roy’s experience of cognitive game-playingbeforehe discovered Banana Time (Remember? “As soon as I finish a thousand green ones, I’ll click some brown ones”), Bakker and van Woerkom share testimonials from people who gamified their work, such as one HR manager who said:
When I need to work on a boring, bureaucratic task, I gamify it by building additional tasks into the boring task. One option is to fill out the form using the fewest words possible yet covering all the content that must be addressed. This makes it a writing challenge and so, more interesting.
Bakker and van Woerkom conclude,
Proactively creating conditions at work that foster play – to which we will refer to as “playful work design” could therefore be an effective strategy to increase flow at work.
(Flowat work, the author’s explain, is “a short-term peak experience characterized by absorption, work enjoyment, and intrinsic work motivation.”)
Beyond “Fun” Activities at Work
Bakker and van Woerkom focus onindividualgamification, which Roy found to be “not as interesting in the experiencing as it might seem to be from the telling,” rather than socially interactive play. Nevertheless, their research affirms Roy’s finding 50 years ago:workers will find ways to craft fun into their work.And the authors encourage leaders to create conditions that encourage workers to do so.
For today’s manager, the lesson is clear: Ping-pong tables, office scooters, outings, office parades, and dress-up-as-whatever days in the office are all well-and-good, but more important is an environment that supports employeescrafting their ownfun. (The foremost benefit of social outings, office parties, and other gatherings — especially when accompanied by autonomy designed into the work — may be to provide opportunities to interact in ways that foster future fun and relational job crafting.)
When all is said and done, as we contemplate Roy’s insights, as well as the theories advanced by Bakker and van Woerkom, we may conclude that trying to provide funatwork needn’t be nearly as high a priority as enabling the funofwork.
Thank you to Dmitrijs Kravcenko and team, who introduced me to Donald Roy andBanana Timevia their remarkable podcast “Talking About Organizations.” Check it out. Start with the first episode, or jump right in withtheir discussion ofBanana Time.