- People and change -
In my daily job I have a lot of experience dealing with people that get introduced to new software. Did a fair bit of implementation on site with customers as well. Those projects could take up a lot of time but I had a first row seat in watching how organisations and people react to introducing new systems. There are a number of things that I know that apply here.
- When people are comfortable with their old setup they will resist change. Because they are used to the old way of doing things.
- Information is key. When the new system is introduced people will resist more if no or inaccurate information is given.
- People don’t like to read (a lot). The way new information is presented matters.
- People are more willing to change if they initiate the change themselves or think they do.
A prime example I encountered was two different companies that both bought the same software. They both were in the same type of business. One project went without a hitch. The other one failed.
Why? For the failed project the change was forced on the organisation from higher up. The successful project was implemented with the help of the people that actually had to work with the software.
What didn’t work?
- Giving people a manual to read with all the information about the system.
- Giving an hour long lecture about the software. People will not retain the information.
- Only show the new software without regards to the old ways.
What DID work?
- Categorising the way people worked in the old system. What could they do? How did they do it?
- Start a project with the people like they would normally do in the old system but within the new system.
- Show people where things could be improved and make things easier or more efficient. This will lighten their workload. People really like that.
- Aftercare. Lots and lots of after care.
- Stabilisers -
When the new power system was introduced it brought a whole set of new blocks.
I would categorise them in 3 groups.
Positive:
Chambers. They will make a whole new set of effects possible. Great we have new things to play with.
Neutral:
New power block. Produces power. Not to exciting just goes about it in a different way.
Conduits. They don’t really add or subtract anything from your build. They’re just a way on linking things. Again not to exciting. Could be a weak point on the ship and make it more exciting.
Negative:
Stabilisers. This blocks does not add anything of value to you ship. It only introduces a restriction. Both in power generation and ship size.
Why is only the Stabiliser seen as negative in this grouping?
Because people really don’t like restrictions if they had all the freedom before.
People will be forced to change their way without them having the feeling they have control over it.
The same type of reaction but in a lesser degree was seen when people were first introduced to mass enhancers. This is also a block that add no actual benefit to your ship. It just speeds up the turrets to where you were used to have them to be.
Why not the same negative feeling towards the power block? This block is very similar to the old one. Thus more familiar.