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Next Step: Play Time!

Trisha Gee
February 03, 2025

Next Step: Play Time!

Congratulations—you've made it through three inspiring days of learning, innovation, and connection! Your mind is buzzing with fresh ideas and new technologies. But as the conference wraps up, one question remains: What's next?

When you return to work, will you fall back into old habits? Or will you use what you've learned to evolve—both as a developer and as a teammate?

In this closing keynote, we'll explore how play can unlock your potential. Play isn't just fun—it's a proven way to learn, innovate, and solve problems. By experimenting with new tools, revisiting pet projects, or trying fresh approaches, you can turn inspiration into impact.

Let's turn the excitement of this conference into your launchpad. Together, we'll uncover how playful exploration can supercharge your skills and make your day-to-day work more engaging and impactful.

Trisha Gee

February 03, 2025
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  1. Trisha Gee Lead Developer Advocate, Gradle Next Step: Play Time!

    What do you do with what you just learned?
  2. • Lead Developer Advocate at Gradle • Java Champion &

    JetBrains Community Contributor • 20+ years development experience • Author and Person With Opinions Trisha Gee
  3. • Lead Developer Advocate at Gradle • Java Champion &

    JetBrains Community Contributor • 20+ years development experience • Author and Person With Opinions Trisha Gee
  4. “In the modern office context, [knowledge workers] tend to rely

    on stress as a default heuristic for moderation.” Slow Productivity: The Lost Art of Accomplishment Without Burnout Cal Newport
  5. “Research indicates that when organizations overload employees, base their incentives

    primarily on the amount of time they work, and excessively monitor their activities, productivity and efficiency actually drop.” https://hbr .org/2023/03/beware-a-culture-of-busyness
  6. “[Knowledge workers] exist at that point of… having too much

    to do, but… just manageable enough to avoid reform.” Slow Productivity: The Lost Art of Accomplishment Without Burnout Cal Newport
  7. If you want to make the most of what you’ve

    learnt here, you probably need to make some changes
  8. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/attracted-to-the-desert-or-the-forest Kent Beck
  9. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck
  10. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck You Are Here
  11. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck You Are Here
  12. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck You Are Here
  13. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck You Are Here
  14. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck You Are Here
  15. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck You Are Here
  16. The bald fact is that many companies provide developers with

    a workplace that is so crowded, noisy, and interruptive as to fill their days with frustration. That alone could explain reduced efficiency as well as a tendency for good people to migrate elsewhere.” https://tidyfirst.substack.com/p/the-trough-of-despair Kent Beck You Are Here
  17. “The Joys of the Craft” 1. The sheer joy of

    making things 2. The pleasure of making things that are useful to other people.
  18. “The Joys of the Craft” 1. The sheer joy of

    making things 2. The pleasure of making things that are useful to other people. 3. The fascination of fashioning complex puzzle-like objects of interlocking moving parts and watching them work
  19. “The Joys of the Craft” 1. The sheer joy of

    making things 2. The pleasure of making things that are useful to other people. 3. The fascination of fashioning complex puzzle-like objects of interlocking moving parts and watching them work 4. The joy of always learning
  20. “The Joys of the Craft” 1. The sheer joy of

    making things 2. The pleasure of making things that are useful to other people. 3. The fascination of fashioning complex puzzle-like objects of interlocking moving parts and watching them work 4. The joy of always learning 5. The delight of working in such a tractable medium
  21. Breaks and recess are not deviations from learning. They are

    part of learning. Years of research show…. kids who have recess work harder, fidget less… focus more intently…. earn better grades.… develop better social skills, show greater empathy, and cause fewer disruptions. They even eat healthier food. In short, if you want kids to flourish, let them leave the classroom.” When: The Scientific Secrets of Perfect Timing Daniel H. Pink
  22. Breaks and recess are not deviations from learning. They are

    part of learning. Years of research show…. kids who have recess work harder, fidget less… focus more intently…. earn better grades.… develop better social skills, show greater empathy, and cause fewer disruptions. They even eat healthier food. In short, if you want kids to flourish, let them leave the classroom.” When: The Scientific Secrets of Perfect Timing Daniel H. Pink
  23. Breaks and recess are not deviations from learning. They are

    part of learning. Years of research show…. kids who have recess work harder, fidget less… focus more intently…. earn better grades.… develop better social skills, show greater empathy, and cause fewer disruptions. They even eat healthier food. In short, if you want kids to flourish, let them leave the classroom.” When: The Scientific Secrets of Perfect Timing Daniel H. Pink
  24. Where to play? Pet projects Spikes or prototypes Build system

    / deployment tools / CD pipeline Automated tests Internal tools New project or service
  25. Where to play? Pet projects Spikes or prototypes Build system

    / deployment tools / CD pipeline Automated tests Internal tools New project or service
  26. Where to play? Pet projects Spikes or prototypes Build system

    / deployment tools / CD pipeline Automated tests Internal tools New project or service
  27. Where to play? Pet projects Spikes or prototypes Build system

    / deployment tools / CD pipeline Automated tests Internal tools New project or service
  28. Where to play? Pet projects Spikes or prototypes Build system

    / deployment tools / CD pipeline Automated tests Internal tools New project or service
  29. Where to play? Pet projects Spikes or prototypes Build system

    / deployment tools / CD pipeline Automated tests Internal tools New project or service
  30. Where to play? Pet projects Spikes or prototypes Build system

    / deployment tools / CD pipeline Automated tests Internal tools New project or service
  31. “We engineers automate so that we can focus on the

    fun stuff — and the fun stuff is the work that uses most of your brain, and it’s not usually something you can do for hours and hours, day after day.” The Manager's Path: A Guide for Tech Leaders Navigating Growth and Change Camille Fournier
  32. “There’s absolutely nothing you can do to motivate others. People

    are already intrinsically motivated, engaged, and interested.” Organizational Physics: The Science of Growing a Business Lex Sisney
  33. “Adapting to an ever-accelerating sequence of new technologies also trains

    the mind to explore and master complex systems.” Everything Bad is Good for You: How Popular Culture is Making Us Smarter Steven Johnson
  34. “Sometimes I just don’t have the energy to tackle a

    new feature, but I want to work. Picking an item off the Fun List… brings me joy. Don’t underestimate how much better you are as a programmer when you’re happy.” Tidy First?: A Personal Exercise in Empirical Software Design Kent Beck
  35. “Learning drains cognitive resources, but after you’ve learned it, using

    the now-automatic knowledge and skill is fast and effortless. Knowledge in the head trades slower learning time now for faster using time later.” Badass: Making Users Awesome Kathy Sierra
  36. “One major weak spot for managers is losing touch with

    the tools and processes for actually developing, testing, deploying, and monitoring code.” The Manager's Path: A Guide for Tech Leaders Navigating Growth and Change Camille Fournier
  37. How is it that so many knowledge workers end up

    with workloads calibrated to the exact edge of the overhead tax tipping point? Newport, Cal. Slow Productivity: The Lost Art of Accomplishment Without Burnout (p. 61). Penguin Books Ltd. Kindle Edition.
  38. In knowledge work, when you agree to a new commitment,

    be it a minor task or a large project, it brings with it a certain amount of ongoing administrative overhead: back-and-forth email threads needed to gather information, for example, or meetings scheduled to synchronize with your collaborators. This overhead tax activates as soon as you take on a new responsibility. Newport, Cal. Slow Productivity: The Lost Art of Accomplishment Without Burnout (p. 56). Penguin Books Ltd. Kindle Edition.
  39. Most workers who are fortunate enough to exert some control

    over their efforts—such as knowledge workers, small- business entrepreneurs, or freelancers—tend to avoid taking on so much work that they crash and burn, but also tend to avoid working a reasonable amount. Newport, Cal. Slow Productivity: The Lost Art of Accomplishment Without Burnout (p. 61). Penguin Books Ltd. Kindle Edition.
  40. They exist at that point of maximum sustainable overhead tax

    that seems to represent the worst of all configurations, as it maintains the pain of having too much to do, but keeps this pain just manageable enough to avoid reform. Newport, Cal. Slow Productivity: The Lost Art of Accomplishment Without Burnout (p. 61). Penguin Books Ltd. Kindle Edition.
  41. How do knowledge workers decide when to say no to

    the constant bombardment of incoming requests? In the modern office context, they tend to rely on stress as a default heuristic for moderation.
  42. “…should be celebrating is not their mastery of a specific

    platform… but rather their seemingly effortless ability to pick up new platforms on the fly, without so much as a glimpse at a manual. What they've learned is not just the specific rules intrinsic to a particular system; they've learned abstract principles that can be applied when approaching any complicated system.” Johnson, Steven. Everything Bad is Good for You: How Popular Culture is Making Us Smarter (pp. 176-177). Penguin Books Ltd. Kindle Edition.
  43. “There’s absolutely nothing you can do to motivate others. People

    are already intrinsically motivated, engaged, and interested. In fact, when you try to motivate people by offering incentives, threats, bribes, and rewards, you’re actually creating a disincentive to work, lowering both job satisfaction and productivity.” Sisney, Lex. Organizational Physics: The Science of Growing a Business (p. 295). Kindle Edition.
  44. “We engineers automate so that we can focus on the

    fun stuff — and the fun stuff is the work that uses most of your brain, and it’s not usually something you can do for hours and hours, day after day.” Fournier , Camille. The Manager's Path: A Guide for Tech Leaders Navigating Growth and Change (p. 121). O'Reilly Media. Kindle Edition.
  45. Why do you personally want to dive in and learn

    more? (FOMO is a poor driver) You must be selective