Pioneering Play: My Early Adopter’s Edge in Workplace & Tech Innovation

Julie Trell
6 min readMay 8, 2024

--

me with all the “old” “retro” tech

As an early adopter who has surfed the cresting waves of technological innovation, from the dulcet dial-up tones of Q-Link chat rooms in 1985 to the sophisticated dialogues with AI like ChatGPT (who helped me write this), I’ve always been fascinated by the interplay between technology and human PLAYFUL potential. Over the decades (and as a former classroom teacher and technology specialist), I’ve witnessed firsthand how each technological leap has promised to revolutionise education and the workplace. Yet, despite these advancements, many educational institutions and organisations still grapple with fundamental challenges — effective communication, fostering innovation, and encouraging risk-taking remain elusive. Ironically, the solution I’ve found most compelling isn’t a cutting-edge technology but a fundamental human experience: play.

Why Play? The Gap in Modern Workplaces

Today’s corporations invest millions in sophisticated tech tools aimed at enhancing productivity and innovation. From seamless communication platforms to advanced AI analytics, the digital workplace is more equipped than ever. However, these tools often overlook the human element — the need for creativity, connection, and adaptability. This is where play comes in. Play isn’t frivolous; it’s a strategic tool that enhances cognitive functions and fosters a collaborative, fearless culture. It encourages improvisation — or where I come from — Applying the principles of Improvisation — aka “the other AI” — a skill as critical as any algorithm for solving unexpected problems.

Play as a Technological Augmenter

Throughout my career, starting from networking Apple IIe computers using AppleTalk in 1996 to embracing the latest in AI, I’ve championed technologies that enhance human capabilities. Play does just that. It’s not a replacement for technology; it’s an enhancer — an augmenter. Playful work environments leverage the power of human creativity and interaction to amplify the benefits of technological tools. For instance, while a CRM system can manage customer relationships, playful, improvisational customer interactions can transform satisfaction and loyalty in ways no system could dictate.

Economic and Strategic Benefits of Play

Integrating play into the workplace is cost-effective. Unlike high-end technological solutions, which require significant investment in installation, maintenance, and upgrades, play requires minimal expenditure for a potentially massive return. Playful strategies can lead to innovative ideas that might save a company millions or open up new markets. Moreover, play reduces burnout and increases job satisfaction, leading to lower turnover rates and higher employee engagement.

Real-World Impact and Personal Experience

In the mid-90s, as a technology specialist in a middle school, I realised the power of play when troubleshooting the dreaded sad Mac face on PowerMac 5400s. Those moments of challenge were opportunities for creative problem-solving, which felt much like play. Later, in corporate settings, facilitating workshops where teams engaged in improv games, I saw walls come down and new ideas flourish — clear evidence that play could achieve what traditional training could not.

A Call to Action

Leaders and decision-makers should consider play not just as a nice-to-have, but as a necessity for a thriving, innovative, and adaptable workplace. Start small with team-building activities that incorporate elements of play and improvisation. Monitor the impact on team dynamics and business outcomes. The results will speak for themselves.

The Timeless Technology of Play

As we look to the future, integrating play into work cultures is more than a trend — it’s a return to what makes us human, engaging deeply with our work and each other. It’s time to play it forward, using this age-old strategy to enhance our newest technologies and drive the workplace forward. After all, if play is the simplest form of learning, shouldn’t it also be a fundamental part of working?

If integrating play could transform your team’s creativity and cohesion, what’s stopping you from taking this playful leap forward? Remember, the most innovative tools at our disposal might just be the ones that brought us joy as children.

As I rifled through my collection of tech’s greatest hits, it struck me how each gadget was more than a tool; they were my objects to play with in a world where learning and productivity were the games. Here’s a peek at the lineup that kept me ahead of the game, one playful byte at a time. How many of these technologies did YOU play with?

  1. Commodore 64 (Early 1980s): Writing code for games from the Commodore 64 magazine, my early foray into software development and programming that inspired my learning “enough to be dangerous” (ok, some BASIC, LOGO and simple HTML).
  2. Atari 2600 (1982): Playing “Adventure,” where dragons looked like 8-bit chickens, sparking imagination and problem-solving skills through gaming.
  3. Q-Link (1985): Early online chat rooms that set the stage for social media and online communication — that later became AOL. <insert that old modem dial-up tone>
  4. Networking Apple IIe Computers Using AppleTalk (1985): Facilitated early computer networks (with very little trainng) in education, promoting digital literacy, problem solving, and playing Oregon Trail.
  5. ccMail (acquired by Lotus 1991): One of the first email systems, paving the way for digital business communication. I managed the schools mail hosted on a Mac LC II ‘server’.
  6. Troubleshooting PowerMac 5400s running OS 7.1 (Mid-1990s): Highlighting the challenges and solutions in early personal computing.
  7. Using AOL for Chat and Chat Rooms (Mid-1990s): How many CDs did you get in the mail to launch AOL? My AOL name: CTPeach (for Connecticut Peach — grew up in CT, schooled and taught in Atlanta).
  8. Managing Computer Labs to Deliver Courses in Middle School (1996): Early integration of technology in education, enhancing learning environments and using Apple’s AT EASE to have “oversight” of the 300 computers across the school)
  9. Palm Pilot (1997): A forerunner of PDAs, helping manage personal information digitally. (I liked playing the game DopeWars on it — hey it was a game of strategy!)
  10. Apple’s eMate 300 (1997): A green-shelled portable computer designed primarily for the educational sector. Life span = 1 year!
  11. Ask Jeeves (1996): An early attempt at making search engines more user-friendly and accessible.
  12. PowerBook G3 (1998): Receiving as part of the Apple Distinguished Educator cohort, this laptop marked a significant leap in processing power and design for Apple’s portable computing. And was heavy 7.8 pounds (3.5 kg!
  13. Working for Salesforce (Early 2000s): Contributing to one of the first companies to offer software solutions via the internet before ‘cloud’ or ‘SaaS’ became common terms. And one of the first tech companies to pioneer Corporate Philanthropy (Salesforce Foundation), the 1/1/1 model (now Pledge 1%) and where I had the title of VP of All Things Fun, Meaningful & Rewarding.
  14. First iPod Generation (2001): Revolutionised how we carry and listen to music, leading to the development of multimedia smartphones.
  15. iPhone First Generation (2007): Transformed the smartphone market and consumer expectations for mobile technology.
  16. Embracing and Using ChatGPT (2020): Early adoption of advanced AI in everyday tasks, enhancing productivity and interaction (including this blog
Old Palm Pilot (actually HandSpring with Palm OS)
Who’d like to come play and help bring this Atari and PowerMac G3 back to life?
It turns on, but doesn’t hold battery, nor does it have bluetooth, rendering my AirPods useless!
Before AirTags, this was the way to protect property?

--

--

Julie Trell

Chief Play Officer, Enterprising Educator, Naive Expert, Creative THNKr, Authentic Connector, Light Bulb Turner-On, Avid Explorer