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#Back office and admin support in UK
thxnews · 8 months
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UK's New Proposed Public Services Productivity Programme
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  Unlocking Productivity Across Public Services
In a groundbreaking announcement, the Chancellor of the Exchequer, Jeremy Hunt, is set to unveil a comprehensive plan to overhaul public services, with a focus on cutting administrative tasks that force some public servants to waste a full working day each week. The proposed reforms, part of the Treasury's Public Sector Productivity Programme, aim to harness technology, streamline processes, and deliver early interventions to alleviate pressure on essential services.   Massive Potential to Cut Admin and Boost Frontline Services The updated Productivity Programme, scheduled for release in the Autumn Statement, has identified staggering opportunities to free up over 38 million police hours annually – equivalent to nearly 750,000 hours each week. This could empower police officers to prioritize frontline duties, and teachers might see a reduction in their workload by up to five hours a week.  
Three Key Areas for Improvement Identified
Workforce, AI, and Prevention The Productivity Programme, a collaborative effort between technology, business, and public service experts, identifies three key areas for improvement: workforce, artificial intelligence (AI), and new technology, and prevention.   Workforce Reforms Underway Chancellor Hunt has already initiated reforms, including a Civil Service Numbers Cap that aims to save £1 billion during the current spending period. A review of equality and diversity spending in the Civil Service is also in progress. With some public servants spending up to 8 hours weekly on administrative tasks, taskforces are actively exploring ways to ease this burden, particularly in professions like policing and teaching.   Police and Teacher Reforms on the Horizon The Home Office is poised to publish recommendations that could save police up to 38 million hours annually, as part of the independent Police Productivity Review. Simultaneously, the government aims to reduce teacher workload by up to five hours a week within three years, focusing on tasks like lesson planning and data input.  
Seizing the Potential of AI and New Technology
AI Integration to Transform Public Services While the UK is a global leader in AI readiness, Chancellor Hunt aims to leverage this technology further. Across England, AI tools are already assisting stroke treatment, reducing treatment time by half and improving patient outcomes. Moreover, a pilot AI-powered lesson planner for teachers is underway, backed by £2 million in government funding.   A Call to Safely Embrace AI The Productivity Programme looks ahead to the spring, exploring how AI can be safely integrated to enhance public services.  
Focusing on Prevention Amid Demographic Changes
Long-Term Workforce Plan for NHS The update emphasizes the need to relieve pressure on public services due to demographic changes. The government's Long-Term Workforce Plan for the NHS includes a focus on care in the community and mental health provision. A £150 million investment up to April 2025 aims to better support those experiencing mental health crises outside of A&E.   National Kinship Care Strategy Later this year, the government will unveil the first-ever national kinship care strategy, acknowledging the crucial support provided by kinship carers for vulnerable children. A £9 million funding package, along with training and support programs, will accompany this initiative.  
Commitment to Streamlining Public Services
Removing Red Tape from Policing Home Secretary James Cleverly expresses a commitment to public safety by reducing bureaucracy in policing. Already making strides, Cleverly pledges to work with the police to implement recommendations from the ongoing review.   A Holistic Approach to Improvement Chief Secretary to the Treasury, Laura Trott, underscores the significance of embracing new technology, streamlining bureaucracy, and proactively addressing issues to enhance public services. Trott asserts that the Productivity Programme will persist in collaborating with experts and organizations, steering the government's strategy to bolster productivity growth in the public sector. According to Trott, this approach is critical to thwart the expansion of the state, averting the need for increased borrowing and taxes.   Sources: THX News, HM Treasury, Home Office, Laura Trott MBE MP, The Rt Hon James Cleverly MP, & The Rt Hon Jeremy Hunt MP. Read the full article
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larphacks · 3 years
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Process Hack: Welfare
Hi all! After a long hiatus, ya boy is back with more unsolicited advice!
What are we talking about this week? It’s LARP welfare!
Common at medium and large games, the role of welfare officer, sometimes called “site parent”, and sometimes divided into crew welfare and player welfare, is very important. It’s also something which can go really smoothly if you do some decent prep before the event. I’ve been discussing the role with some LARPer friends recently, and I’ve put together some advice for good ways to tackle this role.
Some of the below advice falls into the category of sensible prep that everyone can do before a game too, so feel free to read even if you don’t hold (or want to hold) a position like this!
Some of the jobs I outline below might not fall into every welfare officer’s purview - mix and match as you choose. (If you’ve been asked to look after player or crew welfare and don’t know which of the below are your responsibilities, that means you need to have a chat with the chief organisers and find out!)
1. Positive Energy
This can be a surprisingly high-energy role. Particularly in the crew room, one of the most important things a welfare officer can do is be positive and energetic when everyone is feeling a bit tired and down. This is hard! But a bit of jollying-along goes a huge way to changing the dynamic. This is even harder when YOU'RE the one feeling tired and cold and sad. But if you are visibly struggling, nobody will approach you when they need help! A "brave face" is your best weapon.
2. Shut Up!
Sometimes you need to be the "voice of reason" - getting people to concentrate, or quiet down, when it's important that something needs to be done quickly. One good way to do this is to be cheerful enough most of the time that people LISTEN on the rare occasions that you raise your voice and ask them to please shut up for a minute.
3. Early Start, Late Finish
The two above points are ESPECIALLY important during set-up and take-down. You need to be "on the ball"/on duty during periods where other people are transiting into and out of the game. During set-up, your keen crew and players will all be busy frothing and sniffing each other's butts because they haven't seen each other for a year, they want to show off their new kit, and their adrenaline is through the roof. But - it's 30 minutes to time-in and nobody's in kit and the IC areas aren't set-dressed. You need to get them moving!
During take-down, everyone is exhausted, a bit overwhelmed, and wants to sleep (including the refs). But the site needs to be taken down, cleaned and tidied up, lost property needs to be organised, and there are always last-minute disasters involved in the logistics of getting people off site. You can't collapse now - your job isn't done. You might not be in charge of take-down, but you ARE the right person to gently corral and rally tired people towards the plan.
4. Who does what?
If you're the first point of call for someone who's having an issue, being able to confidently signpost to other crew is really important. So firstly, you should know exactly what the other other staff members do and where they're likely to be (in both time and space). If a player comes to you and says "I'm really struggling with the Sorcery rules and I feel very stupid", then sure, you can (and should!) offer them some immediate comfort and consolation. But in order to help them with the root of the problem, you need to know several bits of information:
a) What are the different staff members' responsibilities/expertises? Who does what? (Mike is the person who handles Sorcery rules.) b) Where in space are the other staff located? (Mike is currently refereeing the Clawed Fiend encounter on top of the hill.) c) When in time are the other staff available? (The Clawed Fiend encounter can't be interrupted. It is scheduled to end at 2100hrs. Mike should come back to the crew room after that.)
I'd also recommend you have a good "ticket-tracking" system to make sure your incoming queries are handled and nobody falls through the cracks. You could devolve this onto players ("Come back at 2110hrs and ask to speak to Mike") but it will help things flow smoothly if you are also logging things yourself. I'd recommend carrying a small notebook and pen so you can note things down and tick things off. You can also help things along by being an active communicator and setting the emotional context for solutions. If Mike comes back at 2100 and immediately gets jumped by an emotional player, he might be tired and confused and not give the best answer. But if he comes back and you tell him "There's a player who is having a bad time with the Sorcery rules, they seem quite distressed, I think you can help, they'll be around in 10 minutes" then he won't be surprised and will have the right bit of his brain switched on.
5. It’s all in the Filofax
There is admin information about players/crew which will really help you if something goes wrong too. I'd suggest having the following on-hand, glued into your notebook, on a tablet, or otherwise kept secure on your person (since some of it's sensitive personal data):
a) A list of everyone's allergies and medical conditions. b) A list of qualified first-aiders, and the locations of first-aid kits. c) A list of every vehicle on site, registration number against player/crew name, in case you need a car moved in a hurry. d) A rough understanding of who arrived from where, with whom. It doesn't need to be exhaustive, but if the vehicle which brought 6 people from London breaks down irrecoverably, then being able to help sketch out solutions to get those people and their kit home will be massively easier if you know roughly where people came from.
6. The Outside World
You are likely to also need to be able to signpost to help *outside* the game. If a player comes to you with a problem that can't be fixed with on-site resources, what are you going to do about it? You can't predict every scenario, but at a minimum I'd suggest having the following prepared:
a) A breakdown service for the vehicle that won't start (in the UK the most common is the AA). b) A mental health or emotional support helpline, like the Samaritans (116123). c) The emergency number for injured wildlife - in the UK, the RSPCA (0300 1234 999). d) The emergency and non-emergency medical numbers (in the UK: 999 emergency, 111 non-emergency) and police numbers (UK: 999 emergency, 101 non-emergency). e) A clear understanding of where on site you can get mobile phone signal. f) A plan for how you would get an ambulance onto site if you needed one: run through the whole thing (where on site can I get enough signal to call the ambulance? What is the postcode of the site, and do I have a set of clear directions to give the dispatcher in my notebook? Who am I sending to the site entrance to walk the ambulance on? Is their most likely route of approach clear for a large vehicle?). If you've never called an ambulance in this country, then ask someone who *has* to practice with you, so you understand what questions they'll ask and in what order.
7. Kit & kaboodle
The following are things which LARPers reliably fail to provide for themselves, and which you will benefit greatly if you have on hand. Find out from the organisers what your budget is, and buy accordingly:
a) Salty snacks (crisps/nuts) and quick energy (sweets/fruit). Keep a small separate store aside from the usual 'crew food' to help someone who is struggling. b) The ability to make a hot sweet drink in a hurry. c) Hydration solution (Dioralyte, Powerade, or the cheap alternative, which is six teaspoons of sugar and half a teaspoon of salt per litre of clean water). d) Paper and pens. e) High-powered torch (for searching for lost objects). f) Your own phone on an in-country network, plus at least one charged mobile phone powerbank with multiple charger ends. g) Ice packs - ideally the "squeeze to activate" sort so you aren't relying on the site freezer. (Most common item left out of first aid kids - and immediate relief/comfort for the most common LARP injuries.) h) Warm blankets. i) An idea of how you'd provide a simple hot meal in a hurry. (This could be a packet of rice you can chuck in the microwave, a cup-soup and kettle, a ration pack and a Jetboil, or a good understanding of what the caterers' plan is for an emergency meal.)
If someone is in a lot of distress, going through the process of dealing with their physical needs (food/water/temperature/etc.) can often help them become better able to communicate their psychological/emotional needs. Often a LARPer who is dehydrated or low on blood sugar doesn't KNOW that's the problem, they just know they feel awful and are crashing hard.
8. Know the Ground
KNOW YOUR SITE - I can't stress this enough. If someone has a costume disaster and needs somewhere private to change, where can they do that? If someone is overwhelmed and needs a quiet, safe, cool (or warm) room or tent to lie down in for an hour, where can they do that? If a shy new player shows up and asks "Where do I put my kit?", then being able to answer them quickly and competently with a smile on your face will immediately endear you (and mean that they WILL come to you later, when they're suffering, instead of sitting alone on their bed being sad about it).
9. Late Bloomers
What is the late arrivals plan? If you went IC at 1900 and the traffic means some of your players don't arrive till 2200, then most of your key refs/crew will be busy running the game. You're the most likely person to escort the late arrivals onto site, get them set up, and get them integrated into the game. You'll need to reassure, but you'll also need to understand a lot of admin details to make sure they don't feel any more overwhelmed and embarrassed than they already do. This might involve giving a second safety briefing, pointing out any last-minute changes that weren't included in the game pack, and pointing them to the right ref to get their characters timed in. You can be as nice and friendly as you like - but some people will be even more reassured by practical, reliable and clear directions when they’re feeling rushed and panicky.
10. Herd those Cats
What is the crew plan? Depending on role, you may or may not be involved in "crew wrangling" - this is often a separate role, and deserves its own post. But even if you aren't "crew boss", you need to understand and be able to help balance crew energy and engagement. If there are long periods where crew are likely to be sitting around bored, where are the "pick-up-and-play" roles they can briefly read, digest, and go out to engage in? If crew are doing three hours of back-to-back combat roles, where is the plan for ensuring that they're all fed, watered, rested and properly kitted before their next high-energy role? The best refs will have considered this and have a clear plan for managing crew in small teams to maintain their energy levels - but as a welfare officer you are likely to be the advocate/interface if it doesn't seem to be working well, so make sure you understand where the weak spots and frictions in the plan might be so you can deal with them in advance.
What happens if a crew member comes to you and says they're really struggling with their NPC role and aren't enjoying it? (If you're the approachable face, they'll likely come to you first before a busier ref!) Do you understand the crew matrix well enough to think about solutions, alternative roles they could do, or how the timetable could be re-worked to end their role early? Wherever possible, you should strive to go to the refs with a solution rather than a problem: "Harry is struggling and I think if we brought the poisoning forward an hour, then let him play a gremlin for the rest of the night, that would fix it" is better than "Harry is struggling". They may not accept your solution, but the conversation is already moving onto alternative ways to fix the problem.
11. Easy In, Easy Out
How do players enter/leave the game if they're fatigued or unwell? Your game may not have a clear system for this, and it may be players' own responsibility to manage their fatigue. However, some will struggle to cross the IC/OC divide here: if the character is fighting for their life, how do they resolve that with the player needing to have a lie-down for an hour so they're safe to drive the next day? One of the best games I've run had a clear, signposted system where players who needed a break could "vanish" IC (with a clear IC logic for their disappearance) and take as much time as they wanted. When they were rested, they could go see a ref for a special briefing which told them what had happened while they were away (and explained how they reappeared). You won't find this in every game, but think about ways to make taking an OC break feel like a positive and productive experience, which leaves the character with plenty to talk about when they return, rather than a potentially embarrassing one which leaves the player out-of-the-loop and feeling like they've missed out on the fun.
12. Look After Number One!
Practice active self-care, both to facilitate all of the above and as a good example to others. Going back to the first point, most people can't project positive energy if they're sad, wet, cold, tired and hungry. Have a routine worked out to look after yourself. Understand what you can and can't do and work to your limitations. If you have lots of physical energy but are struggling to deal with six emotional crises in a row, get up and walk around site. If moving exhausts you, pick a central location to base yourself and make sure all the things you need to do your job are in easy reach.
Feel free to reblog with your own additions, checklist items or hacks for looking after your fellow LARPers’ welfare. Suggestions gratefully accepted!
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