Tag Archives: gamification

Smarter Risk Taking

Smarter Risk Taking

GUEST POST from Janet Sernack

After founding ImagineNation™ in Israel, I invested a year of my time and considerable money in taking what I thought were smart risks to invent an experiential business game. This involved collaborating with one of the top game design companies to co-create a live business simulation incorporating innovative gamification elements intending to teach corporations how to be innovative.

To my shock and surprise at the time, my invention initially failed!

Despite being an adult and experiential learning specialist and having designed and facilitated hundreds of corporate learning games for some of Australia’s top 100 companies over twenty-five years. It felt really horrible, and it was a visceral, heartbreaking, shameful and ego-destroying experience that I would not want anyone, anywhere, ever to experience.

Deep Learning Experience

Yet, it became a profound learning experience, enabling me to understand how:

  • My imposter syndrome played a significant self-sabotaging role. It did not set me up for success, nor did it set me up for maximising the importance of self-efficacy and self-mastery when on an innovation roller-coaster ride.
  • I had not undertaken sufficient research studies to determine if users wanted and were ready to accept such a radical innovation. Nor had I noticed how much the corporate learning market was being disrupted by technology, causing significant time and budget constraints, that I had neglected to address.
  • I had not paused long enough to consider, anticipate, plan and mitigate the risks involved in prototyping a viable minimal product in a new market.
  • I had not considered the risks involved with collaborating with a new consulting partner and co-facilitator, as well as with a new client. Nor anticipated how to resolve the values conflict that erupted when the project failed.
  • I had not fully understood the process involved in iterating and pivoting a new invention and the time it would take to produce a commercially viable product that the market would understand, be ready for, and respond to.

Finally, it seems that I had unconsciously fallen victim to the innovative start-up entrepreneur’s curse – falling in love with my product!

This was generated by my excitement, enthusiasm and energy of the possibilities rather than balancing these courageously and compassionately with the:

  • Harsh realities to be innovative.
  • Vital role of smart risk-taking and experimentation.
  • What ‘fails fast, to learn quickly’ really means at the heart (emotional), head (cognitive) and gut (visceral) levels.

Value of Failing Fast

They say that people need to teach what they need to learn themselves.

This valuable failure enabled me to invest the next ten years in learning to make sense of innovation and what it means to be innovative, including:

  • Helped me develop self-efficacy, trust my inner knowing and judgement, and make a stand for myself in the face of opposition and criticism I often received when presenting at a global conference on the people side of innovation, especially by process engineers.
  • Investing more attention, time in iterating and pivoting, testing and validating the two-day business simulation MVP to make it more tangible, simpler and teachable. 
  • Acknowledging that technology had accelerated sufficiently to accept that the original creative idea of a simple hybrid board game was the most valuable commercial option that could make the difference I wanted to make in the world. 
  • Becoming more patient, self-compassionate, and courageous in smart risk-taking and leading, coaching, and engaging in team innovation and continuous learning through various innovation, entrepreneurial and intrapreneurial learning initiatives.

Iterating and Pivoting

I iterated, pivoted, and refined my intellectual property by presenting and bespoking the Coach for Innovators, Leaders and Teams Certified Program™ for over twelve years to global change-makers.

Most importantly, I reined in my competitive, risky and restless saboteur and focused on doing just one thing, which has finally morphed into a book, supported by a board game to teach people how to be innovative and develop an innovation mindset.

Taking Risks

In the fog of a globalised, disrupted, unpredictable and increasingly uncertain world, no innovation can progress, and no one can be innovative without smart risk-taking.

No innovation can improve without rigorous experimentation, where learning mainly happens by doing things to explore, discover, and know what not to do.  

Research has shown that most successful new business ventures abandoned their original business strategies when implementing their initial plans, learned what would and would not work in the market, and conserved sufficient resources to have a second or third stab at getting it right.

Trial and Error and Cause and Effect

Innovation is a never-ending, risky, adaptive process involving trial and error and understanding cause and effect.

Because people are fearful of making mistakes and the negative consequences of failure, innovation requires leadership to develop both foresight and prospection skills to:

  • Empower and enable them to paradoxically take both a strategic and systemic perspective and a human-centred approach. 
  • Equip them to be innovative when designing business ventures and transformation initiatives that deliver commercially viable outcomes to successfully improve the quality of people’s lives that are appreciated and cherished.

Risk-taking is a Choice

In most businesses and organizations, innovation involves taking considerable risks, especially if seeking to enter a new market with a new product. It is compounded and resisted by many people in organizations because they are too focused on personal survival, personal gain, short-term gain and shareholder return.

Unfortunately, many organizations end up, paradoxically, undermining their organization’s capacity to be innovative, adapt, innovate and grow. Mainly due to their people being disengaged, resistant to change, lacking agency and being held back by bureaucracy and hierarchy that is averse to smart risk-taking and experimentation.

The Future is Permissionless

Because most people generally do not have permission, and are not allowed to make mistakes. They are not encouraged to try new things, so they become risk-averse, avoidant, oppositional and conventional, and don’t feel safe in deviating from the accepted way of doing things.

This is commonly known as the ‘status quo’ and drives people to comply with ‘what is’ (even when it no longer matters) and not apply their human ingenuity, be innovative and create new inventions from ‘what could be’ possible and through smart risk-taking to partner with AI in delivering innovative solutions in a disruptive world of complexity and unknowns.

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Bring Newness to Corporate Learning with Gamification

Bring Newness to Corporate Learning with Gamification

GUEST POST from Janet Sernack

I was first introduced to gamification upon meeting Mario Herger, in 2012, when he was a Senior Innovation Strategist at SAP Labs LLC, in Israel, as a participant in his two-day gamification workshop for Checkpoint Security Software. It was an exciting and exhilarating journey into the playful and innovative world of gamification pioneers such as Farmville, Angry Birds, and BetterWorks. Creatively exploiting the convergence of trends catalyzed by the expansion of the internet, and by the fast pace of exponential technology development making gamification accessible to everyone.

Propelled further by people’s increasing desire to socialize and share ideas and knowledge across the globe. Coupled with their desire to learn and connect in a high-tech world, to be met in ways that also satisfied their aspirational, motivational, and recreational needs, as well as being playful and fun.

The whole notion of making gamification accessible to corporate learning simmered in my mind, for the next ten years, and this is what I have since discovered.

Evolution of the gamification market

In 2012 Gartner predicted that – Gamification combined with other technologies and trends, gamification would cause major discontinuities in innovation, employee performance management, education, personal development, and customer engagement. Further claiming that by 2014, 80% of organizations will have gamified at least one area of their business.

It seems their prediction did not eventuate.

In their Gamification 2020 report, Gartner then predicted that gamification, combined with other emerging trends and technologies, will have a significant impact on:

  • Innovation
  • The design of employee performance
  • The globalization of higher education
  • The emergence of customer engagement platforms
  • Gamification of personal development.

It seems this prediction is now an idea whose time has come!

According to Mordor Intelligence – The global gamification market was valued at USD 10.19 million in 2020 and is expected to reach USD 38.42 million by 2026 and grow at a CAGR of 25.10% over the forecast period (2021 – 2026). The exponential growth in the number of smartphones and mobile devices has directly created a vast base for the gamification market.

This growth is also supported by the increasing recognition of making gamification accessible as a methodology to redesign human behavior, in order to induce innovation, productivity, or engagement.

Purpose of gamification

The initial purpose of gamification was to add game mechanics into non-game environments, such as a website, online communities, learning management systems, or business intranets to increase engagement and participation.

The initial goal of gamification was to engage with consumers, employees, and partners to inspire collaboration, sharing, and interaction.

Gamification and corporate learning

The last two years of the coronavirus pandemic caused many industries to deal with their audiences remotely and combined with an urgent need for having the right technologies and tools to:

  • Reach out to, and connect with, both their employees and customers, in new ways

Acknowledging the range of constraints and restrictions occurring globally we have an opportunity to couple these with the challenges, disconnectedness, isolation, and limitations of our remote and hybrid workplaces.

While many of us are seeking more freedom, fun, play, and adventure, yet, we are still mostly bound to our laptops, TVs, and kitchens, and locked up within the boundaries of our homes, local neighborhoods, and hometowns.

  • Expanding knowledge, mindsets, behaviors, and skills

At the same time, this period has also created incredible opportunities for expanding our knowledge, and developing new mindsets, behaviors, and skills!

In different ways to help teams and organizations adapt, innovate, and grow through gamification, which increases our adaptability to flow and flourish and drive transformation, within a constantly, exponentially changing, and disruptive workplace.

Benefits of a gamified approach

Companies that have focused on making gamification accessible within their learning programs are reaping the rewards, as recent studies revealed:

  • The use of mobile applications gamified individually or as a complement to an LMS or e-learning platform has been shown to improve employee productivity by 50% and commitment by 60%.
  • That 97% of employees over the age of 45 believe that gamification would help improve work.
  • That 85% of employees are willing to spend more time on training programs with gamified dynamics.

Gamification is finally at an inflection point

The shift from face-to-face and live events to online created an opening for improving the quality of coaching, learning, and training experiences in ways that align with the client’s or organization needs and strategic business goals.

Keeping people and teams connected, engaged, and motivated in the virtual and hybrid workplace for extended periods of time is a key factor in business success.

Atrivity is a platform that empowers employees and channels to learn, develop, and perform better through games have identified eight trends influencing the growth and adoption of gamification including:

  • Gamification for Digital Events are here to stay, people are time and resource-poor, and will more likely attend a digital event rather than invest time and resources in travelling.
  • Gamification for Millennials and gen-Z is their new normal, being a generation who have grown up with, and become habitually attuned to Facebook and Instagram.
  • The start of Virtual Reality and Augmented Reality is speeding up and offers new creative approaches.
  • Remote onboarding becomes standard as we all adapt to a globalized and diversified work environment.
  • Gamification helps to reduce hospital strains with emerging telehealth innovations.
  • Customization of, and access to contents allows us to visit museums, galleries, libraries virtually
  • Knowledge evaluation metrics have become common proactive through the use of app-based dashboards and scorecards that provide gamified reward and recognition processes
  • Gamification is an Enterprise “must-have” tactic to attract and retain talent.

Corporate learning is also finally at an inflection point

Innovative new organizations like Roundtable Learning focus on co-creating one-of-a-kind training programs that utilize innovative technologies, reflect the client’s brand, and show measurable business results by enhancing traditional corporate learning practices and embracing more interactive, engaging programs.

This is what ImagineNation™ is collaborating with Binnakle Serious Games to bring newness, creativity and play, experimentation, and learning in gamified ways to enable people and teams to innovate, by making gamification accessible to everyone!

We have integrated technology and co-created a range of blended learning solutions:

  • Digital and gamified learning experiences for groups and teams.
  • Playful and experiential learning activities that deliver deep learning outcomes.
  • Co-creation of customized or bespoke blended learning programs that deliver what they promise.

Making corporate learning accessible, affordable, and scalable

Our aim is to make corporate learning agile, by making gamification accessible, and scalable to everybody, across all time zones, modalities, geographies, and technologies.

Where people have time and space to unlearn, relearn, reskill and upskill by engaging in and interacting with both technology and people:

  • Understand and learn new innovative processes, concepts, principles, and techniques and feel that their new skills are valued.
  • Retreat, reflect and explore, discover and navigate new ways of being, thinking, and acting individually and collectively.
  • Question, challenge the status quo and experiment with new ideas, explore effective collaborative analytical, imaginative, aligned problem-solving and decision-making strategies.
  • Safely fail without punishment, make and learn from mistakes, to iterate and pivot creative ideas and innovative solutions that really matter.

To meet our client’s short- and long-term learning needs in terms of innovation focus or topic depth and breadth. Through enhancing teaming, teamwork, and collaboration, by offering products and tools that make gamification accessible to suit all peoples learning styles, time constraints, diverse technologies, and cost needs.

Who was I to know that it would take another ten years for making gamification accessible enough to reach a tipping point!

An opportunity to learn more

Find out about our learning products and tools, including The Coach for Innovators Certified Program, a collaborative, intimate, and deep personalized innovation coaching and learning program, supported by a global group of peers over 9-weeks, starting Tuesday, May 4, 2022.

It is a blended and transformational change and learning program that will give you a deep understanding of the language, principles, and applications of an ecosystem focus,  human-centric approach, and emergent structure (Theory U) to innovation, and upskill people and teams and develop their future fitness, within your unique context.

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Gamification in the Workplace

Using Game Elements to Boost Engagement and Creativity

Gamification in the Workplace: Using Game Elements to Boost Engagement and Creativity

GUEST POST from Chateau G Pato

In today’s fast-paced and competitive business environment, companies are constantly looking for innovative ways to engage and motivate their employees. One method that has gained popularity in recent years is gamification – the use of game elements and principles in non-game contexts to drive desired behaviors. By incorporating elements such as points, badges, leaderboards, and rewards into everyday tasks and processes, organizations can increase employee engagement, productivity, and creativity.

Case Study 1: Salesforce

One company that has successfully implemented gamification in the workplace is Salesforce. The global customer relationship management software company uses a gamified platform called “Trailhead” to train and motivate its employees. Trailhead allows employees to earn points, badges, and rewards for completing training modules and challenges, creating a sense of accomplishment and friendly competition among teams. As a result, employees are more invested in their learning and development, leading to increased productivity and retention.

Case Study 2: Microsoft

Another example of gamification in the workplace is Microsoft’s “The Ribbon Hero” game. Designed to help employees improve their skills in using Microsoft Office applications, the game challenges players to complete tasks and challenges within the programs, earning points and moving up levels as they progress. By making learning fun and interactive, Microsoft has seen a significant increase in employee engagement and proficiency with their software tools.

Conclusion

Incorporating gamification into the workplace can have numerous benefits for organizations, including increased employee engagement, motivation, and creativity. By tapping into employees’ natural desire for competition, recognition, and achievement, companies can create a more dynamic and fulfilling work environment. As technology continues to advance and the workforce becomes increasingly diverse and digital, gamification will play an essential role in driving innovation and success in the modern workplace.

SPECIAL BONUS: The very best change planners use a visual, collaborative approach to create their deliverables. A methodology and tools like those in Change Planning Toolkit™ can empower anyone to become great change planners themselves.

Image credit: Pixabay

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Innovative Ways to Gather Customer Feedback

Innovative Ways to Gather Customer Feedback

GUEST POST from Chateau G Pato

In a competitive marketplace, understanding the voice of the customer is crucial for innovation and sustained business growth. Traditional methods of gathering customer feedback, such as surveys and focus groups, often fall short in capturing the nuanced and spontaneous nature of customer experiences. In this article, we explore innovative ways to gather customer feedback and illustrate their effectiveness through two compelling case studies.

Leveraging Social Media Listening

Social media offers a vast river of unsolicited, real-time customer feedback. Companies can tap into this stream to discern customer sentiments, identify emergent trends, and detect potential issues before they escalate.

Case Study 1: Starbucks

Starbucks, a global coffeehouse chain, harnesses the power of social media listening tools to refine its customer experience. By monitoring platforms like Twitter, Facebook, and Instagram, Starbucks captures real-time reactions to its products, services, and marketing campaigns.

For instance, Starbucks introduced the Unicorn Frappuccino, a limited-edition beverage, that took social media by storm. The Starbucks team monitored hashtags, comments, and reviews, quickly identifying common themes and sentiments. Customers loved the drink’s vibrant appearance but there was mixed feedback on its taste. With this information, Starbucks promptly engaged with their audience, adjusting their messaging to emphasize the drink’s adventurous and whimsical nature rather than its flavor profile.

The insights gleaned from social media listening not only helped Starbucks understand customer preferences but also enabled the company to engage with customers directly, showing appreciation for their feedback and fostering a sense of community.

Utilizing AI Chatbots for Interactive Feedback

AI-driven chatbots are another innovative way to gather customer feedback. These intelligent agents can engage customers in natural, conversational dialogue, collecting detailed and context-rich feedback without the constraints of formal surveys.

Case Study 2: Amtrak

Amtrak, America’s national rail operator, implemented an AI-powered chatbot named “Julie” to enhance the travel experience and gather valuable customer insights. Julie assists passengers with ticket bookings, schedule inquiries, and travel disruptions. Beyond these functions, Julie is programmed to ask customers about their travel experience upon completion of their interaction.

For example, if a passenger inquires about train delays, Julie might follow up with questions about the overall travel experience, such as the comfort of seating, cleanliness of the train, and the quality of customer service. This conversational approach allows Amtrak to capture specific, actionable feedback in real time.

Furthermore, Julie’s AI capabilities enable her to analyze the sentiment behind the responses, flagging particularly negative or positive interactions for further review by human agents. This dual-layer feedback mechanism ensures that critical issues are swiftly addressed while also recognizing aspects of the service that delight customers.

The implementation of Julie has provided Amtrak with a continuous stream of high-quality feedback, allowing the company to make informed decisions about service improvements and operational adjustments.

The Role of Gamification in Feedback Collection

Gamification, the application of game-design elements in non-gaming contexts, offers a dynamic way to engage customers in the feedback process. By making feedback collection an enjoyable and rewarding experience, companies can significantly increase participation rates and the quality of the insights gathered.

Case Study 3: Duolingo

Duolingo, the language-learning app, uses gamification to motivate users to share their learning experiences and provide feedback. The app incorporates points, badges, and leaderboards to encourage regular usage. Periodically, Duolingo invites users to complete short, in-app surveys or participate in feedback challenges to earn additional rewards.

These gamified feedback mechanisms not only enhance user engagement but also provide Duolingo with a steady stream of user insights. For instance, when Duolingo launched a new feature, the company implemented a feedback challenge where users could earn special badges by completing targeted feedback tasks related to the feature. The responses helped Duolingo understand the feature’s impact, identify any usability issues, and gauge overall satisfaction.

By turning feedback into a game, Duolingo ensures that users are more willing to participate and more honest in their responses, resulting in richer and more reliable data.

Conclusion

In an era where customer preferences and expectations are constantly evolving, it is paramount for businesses to innovate in their approach to gathering feedback. Methods like social media listening, AI chatbots, and gamification provide richer, more immediate insights than traditional approaches.

The success stories of Starbucks, Amtrak, and Duolingo underscore the power of these innovative techniques. By meeting customers where they are and transforming the feedback process into a value-added interaction, companies can foster stronger relationships with their customers, drive meaningful improvements, and maintain a competitive edge.

Finally, innovation should permeate every aspect of a business, including how we listen to and learn from our customers. By embracing new technologies and creative strategies, businesses can unlock deeper customer insights and pave the path for continuous improvement and success.

SPECIAL BONUS: The very best change planners use a visual, collaborative approach to create their deliverables. A methodology and tools like those in Change Planning Toolkit™ can empower anyone to become great change planners themselves.

Image credit: Pixabay

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