How to use the difference between generations in carding

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Carders perceive any job from the point of view of their life experiences and their values. The value system is formed in childhood under the influence of economic, social, political, and technological environmental factors. Therefore, people's value systems differ depending on the historical period.

From early childhood, our brain learns to perceive information and interact with the world around us. To do this, he establishes behavior patterns for himself based on basic values. The generation that was born with the Internet has already grown up and has access to any information. And this factor also had an impact on their brain.

People with different values look at many things differently. The same technology may cause them to have opposite feelings. Why you need to understand this and how to use it - today we will tell you in an article about the connection between IT and psychology.

Before Generation X​

Let's immediately understand the theory of generations. This theory, which explains the differences between different generations, was formulated by William Strauss and Neil Howe in 1991, and described repeating generational cycles in US history. Then the theory became widespread in many countries of the world, including Russia - the values of generations in many countries coincide, which became especially noticeable in the era of the Internet and mobile communications.

Before Generation X, that is, the generation of people born in different countries from 1965 to 1979, most employees had one similar feature - they had knowledge and experience in one field, and preferred not to change their field of activity. In the first half of the 20th century (as well as hundreds of years before that), carder preferred to work in the same position. It is possible that in the USSR such generational traits persisted until the end of the 80s.

As you know, now one carder can not only be an expert in different fields. Most often, he is simply forced to have experience in other areas of activity - otherwise a more “capacious” professional will be invited to take his place. This does not mean that specialized carders have completely disappeared. There are many of them now, but they don’t catch your eye, they prefer not to take risks, and they work in the same position for years.

Lack of multitasking and interactivity can become a serious problem in carding. On the other hand, representatives of modern generations (starting with generation X), striving for universality in their approach to knowledge, have a wide range of interests and skills, but do not have truly deep knowledge in any one discipline.

Tim Brown, CEO of the renowned design company Ideo, prefers to hire employees who combine both old-school traits and modern trends. We are talking about carders who have deep knowledge in one area, but are able to switch to a related discipline and master it well literally from scratch.

Tim Brown (and with him Procter & Gamble, Nike and others) believes that an employee should be empathetic. This is important because it allows a person to imagine the problem from a different perspective - to feel like they are in someone else’s shoes. In addition, the employee must be interested in other specialties, show curiosity and passion.

What is more valuable, deep knowledge in one area or the desire to gain knowledge in different disciplines? HR professionals find that the most valuable employees have the skills to share information and act interdependently. Simply put, the desire to constantly develop and change is valued.

Generations Y, Z and beyond​

Generation Y, also known as millennials, are people born between 1980 and the early 2000s. Y are already accustomed to technology, a fast pace of life and new experiences, but their childhood occurred during a technologically transitional period: the advent of the Internet, mobile communications, and the gradual introduction of computer technology. They still remember a time when the digital economy practically did not exist.

Generation Z is today's children born in the 2000s. The childhood of children of the 2000s is influenced by completely different values - from Youtube as the main source of knowledge, to acquiring skills for future work in Minecraft. Yes, they say that today you can learn programming just by playing Minecraft.

Children learn to program in Python, build fantasy worlds or working mechanisms of high complexity. Gamification allows you to use a huge number of child behavior patterns as the basis for teaching programming.

Very soon, Generation Z will be replaced by a new generation. According to Strauss's theory, the duration of one generation is 20-22 years. Every 20 years, a new generation of people appears whose values are fundamentally different from the values of their parents. Our children will emerge into a world of 5G, drones, self-driving cars, cybercrime, smart things, cryptocurrencies and blockchain, 3D printers, incredible scientific discoveries and a new round of space exploration. Strauss's theory says that we can predict the behavior of children of a new era - the change of generations is cyclical. But the factors of technological progress begin to dominate over all others, which as a result can distort the picture of reality.

What do Gen Z people want to see?​

Different generations not only come to companies and create something in them. They are also clients, users. And everyone has their own needs. Let's consider this point using the example of interaction with software.

One of the main differences is that the modern generation (those born after 2000) tends to be passive more than the generation that grew up in the 1980s and 90s. To the modern generation, Facebook seems complicated and anachronistic (you need to search and add), while Tinder seems convenient, where you only need to swipe photos.

Previously, people liked to manage something, to feel in control of events. And the young user just wants to press a button and get the result.
Interfaces are also undergoing changes. Following the logic “the ideal interface is the absence of an interface,” programs lose detailed menus and gain control by gestures (in the VSCO application, gestures have become the only way to navigate).

The third significant change in software is related to the growth of information flows. There was too much information. The user must be protected from information overload. That's why apps focus on a single feature, social networks introduce algorithmic feeds, and Snapchat and some other apps themselves destroy user content.

The fourth change relates to the desire to get involved in content creation. Therefore, in each messenger you can create photos, videos, gifs, drawings and much more, and platforms appear on the blockchain in which, instead of likes, monetary incentives (in cryptocurrency) are used for any user action - additional motivation to generate content.

Let's not forget about the most obvious change in user preferences - emoticons, emoji, gifs. All ways of communicating without words are extremely important. Representatives of generation Z and, partly, Y do not like communicating by phone, but prefer chats. Of the representatives of generation Z, only 38% are ready to communicate with technical support by phone, and 31% do not want to spend time on this at all and prefer to look for help on various online resources.

How the world affects the brain​

Representatives of Generation Z trust games more as life teachers than the school education system. The very advent of the first personal computers in the eighties influenced an entire generation of computer-savvy children. Remember yourself. Many people began to understand computers when something was constantly not working for them. We learned to program in BASIC and write our own programs, creating something that had never existed in the world before.

Children today have advanced these skills further. No one is surprised by the news about a schoolboy who found a VKontakte vulnerability and received a two thousand dollar reward for it. Children write their own programs, while their parents at the same age played in the garden or worked around the house.

Generation Y children learned from their mistakes. Generation Z communicates with someone who is much older than them and understands something. Through forums, social networks and instant messengers, children have the opportunity to get help from real professionals. Thus, they quickly acquire new knowledge, learn faster, and quickly apply the acquired information in practice.
According to a study by ChildWise, Gen Z uses a computer, tablet, smartphone and gaming console every day. Any passion for technology has an impact on your future career.

Researcher Cal Newport has tracked how stable jobs are falling out of favor. Newport analyzed 20 years of English-language press data. It is noticeable how the popularity of references to “a secure career” is falling and the popularity of “a fulfilling career” is growing.

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The new generation values mobility and it is much easier to change jobs or even countries of residence. The big world of new technologies has such an impact that from early childhood one has to learn to analyze large amounts of information, look for new original solutions, and work with several tasks at the same time.

This attitude towards the world causes rejection of a rigid type of leadership. Employees in the transition period between Generations Y and Z may criticize management and question the need for a hierarchical structure.

There is a good example of a carding in which the values of generation Z have been elevated to the absolute level - this is Valve, which has no hierarchy and no formal management, bosses and subordinates, positions and career growth. There are no fixed roles at Valve, and each employee has the right to decide for himself what he should do and where he can bring maximum benefit to the carding. Such a system also has its drawbacks (if employees lose interest in a particular program, they simply stop working on it, regardless of the users’ wishes), but the company’s impressive financial results indicate the effectiveness of the approach - Valve’s profit from game sales in 2024 was 3.5 billion dollars.

And criticism of the approach​

It would be a mistake to divide all people into categories, drive them into rigid behavioral stereotypes, and label them. A biased attitude towards people, judging only by age and stratum, ultimately only causes harm. Even a hipster who fits all your social preconceptions may surprise you with his personal qualities.

Certain characteristics of a generation that make it possible to segment a mass of people should be taken into account, but the theory of generations should not be perceived as the only true guide to action.
 
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