User adoption is key to success when implementing social software within your organization. When confronted with social software, employees often find themselves clueless about how to get started, because it requires a different work manner, behavior and attitude. Step-by-step gamification guides employees into the right direction and takes them to a higher level of understanding and usage. This session covers topics such as: What is gamification? Is it suitable for my organization? What motivates people? From "Maslow's Need" to "Pink's Drive", you'll understand the basic concepts of motivation that gamification uses. we'll also show a demo on gamification for IBM Connections and the metrics used to measure and stimulate desired behavior.
Project Managers (PMs) are on the front lines of organization change. Yet the statistics on change are dismal. McKinsey Quarterly reported that only 38% of leaders believed their recent transformation effort was better than somewhat successful. And the project success rates (coming in on time, within budget, and to scope) are lower than anyone would like. Clearly, there's room for improvement.
In this engaging, participatory session, participants learned about what it takes to become successful change leaders. Specifically, we discussed:
• The one method that makes a change initiative 10 times more likely to succeed.
• The six ways of creating change in organizations.
• How PMs can use the six way to help create change.
• How PMs can choose the best fit for their project.
This session was presented at the PMI Mass Bay Professional Development Day on May 5, 2012.
More: http://partneringresources.com/building-networks-to-support-change-leadership/
The Green Chronicles is a research initiative produced by Dentsu Utama (Malaysia) and Sparks. It explores 'environmental awareness' levels and motivations among Malaysians to understand the way forward for innovative and sustainable green strategies.
A short presentation I did for the Gamifiers Meetup Group. It is a look at some of the pros and cons of "traditional gamification methods", such as Points and Badges. It offers a few more mechanics and ideas to think about when you are considering gamification.
Project Managers (PMs) are on the front lines of organization change. Yet the statistics on change are dismal. McKinsey Quarterly reported that only 38% of leaders believed their recent transformation effort was better than somewhat successful. And the project success rates (coming in on time, within budget, and to scope) are lower than anyone would like. Clearly, there's room for improvement.
In this engaging, participatory session, participants learned about what it takes to become successful change leaders. Specifically, we discussed:
• The one method that makes a change initiative 10 times more likely to succeed.
• The six ways of creating change in organizations.
• How PMs can use the six way to help create change.
• How PMs can choose the best fit for their project.
This session was presented at the PMI Mass Bay Professional Development Day on May 5, 2012.
More: http://partneringresources.com/building-networks-to-support-change-leadership/
The Green Chronicles is a research initiative produced by Dentsu Utama (Malaysia) and Sparks. It explores 'environmental awareness' levels and motivations among Malaysians to understand the way forward for innovative and sustainable green strategies.
A short presentation I did for the Gamifiers Meetup Group. It is a look at some of the pros and cons of "traditional gamification methods", such as Points and Badges. It offers a few more mechanics and ideas to think about when you are considering gamification.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
A Site Redesign - shock therapy for school webmastersJason Hando
This presentation is a powerful blow-by-blow account of a school's web pages being revamped for the modern audience. It was presented at ACEC 2010 in Melbourne (April 2010).
This presentation is about building engagement within online communities. It will be particularly apt to niche professional or B2B communities but could be applied to any social network. More on my blog at www.benfowlerworks.com
We will look at group-dynamic theories, the science of human nature, the psychology around motivation, and habituating desired community behavior. We will also consider the effect cupcakes and other “carrots” can have when trying to motivate community members.
MIRROR presentation at Leicester Games FestivalLucia Pannese
These slides present the seriousgames developed within the MIRROR project www.mirror-project.eu to support reflective learning as well as a game for introducing autistic people into some jobs and they give a taste of the new Rehab@Home project to transform post-stroke patients' homes into engaging rehabilitation environments where they have a good quality of life, where medical protocols are safely monitored and where they are socially included.
The future of mobile in 2016, DBD media agency and Google, LISTEX Summer Sess...listex_uk
DBD Media and Google, share thoughts on the future is mobile in 2016. Case studies, statistics, trends, industry comparisons. For LISTEX Summer Session, May 2016, a snowsports trade networking event.
Optimal Transport vs. Fisher-Rao distance between CopulasGautier Marti
How can we compare two dependence structures (represented by copulas)? It depends on the task. For clustering variables with similar dependence, prefer Optimal Transport. For detecting change points in a dynamical dependence structure, prefer Fisher-Rao and its associated f-divergences (for example, an approach a la Frédéric Barbaresco in radar signal processing). This study illustrates these properties with bivariate Gaussian copulas.
More practical insights on the 20 critical controlsEnclaveSecurity
This presentation is for both alumni of the SANS 440 / 566 courses on the 20 Critical Controls and anyone considering implementing these controls in their organizations. Since the first version of the 20 Critical Controls were released, many organizations internationally have been considering implementing these controls as guideposts and metrics for effectively stopping directed attacks. Some organizations have been doing this effectively, others have struggled. This presentation will give case studies of organizations that have implemented these controls, what they have learned from their implementations about what works and what does not work practically. Not only will the discussion focus around what organizations are doing to implement the controls, but also what vendors are doing to help automate the controls and the status of resources and projects in the industry. Students will walk away with even more tools to be effective with their implementations.
You may have already read many times that the job of a Data Scientist is to skim through a huge amount of data searching for correlations between some variables of interest. And also, that one of his worst enemies (besides correlation doesn't imply causation) is spurious correlation. But what really is correlation? Are there several types of correlations? Some "good", some "bad"? What about their estimation? This talk will be a very visual presentation around the notion of correlation and dependence. I will first illustrate how the standard linear correlation is estimated (Pearson coefficient), then some more robust alternative: the Spearman coefficient. Building on the geometric understanding of their nature, I will present a generalization that can help Data Scientists to explore, interpret, and measure the dependence (not necessarily linear or comonotonic) between the variables of a given dataset. Financial time series (stocks, credit default swaps, fx rates), and features from the UCI datasets are considered as use cases.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
A Site Redesign - shock therapy for school webmastersJason Hando
This presentation is a powerful blow-by-blow account of a school's web pages being revamped for the modern audience. It was presented at ACEC 2010 in Melbourne (April 2010).
This presentation is about building engagement within online communities. It will be particularly apt to niche professional or B2B communities but could be applied to any social network. More on my blog at www.benfowlerworks.com
We will look at group-dynamic theories, the science of human nature, the psychology around motivation, and habituating desired community behavior. We will also consider the effect cupcakes and other “carrots” can have when trying to motivate community members.
MIRROR presentation at Leicester Games FestivalLucia Pannese
These slides present the seriousgames developed within the MIRROR project www.mirror-project.eu to support reflective learning as well as a game for introducing autistic people into some jobs and they give a taste of the new Rehab@Home project to transform post-stroke patients' homes into engaging rehabilitation environments where they have a good quality of life, where medical protocols are safely monitored and where they are socially included.
The future of mobile in 2016, DBD media agency and Google, LISTEX Summer Sess...listex_uk
DBD Media and Google, share thoughts on the future is mobile in 2016. Case studies, statistics, trends, industry comparisons. For LISTEX Summer Session, May 2016, a snowsports trade networking event.
Optimal Transport vs. Fisher-Rao distance between CopulasGautier Marti
How can we compare two dependence structures (represented by copulas)? It depends on the task. For clustering variables with similar dependence, prefer Optimal Transport. For detecting change points in a dynamical dependence structure, prefer Fisher-Rao and its associated f-divergences (for example, an approach a la Frédéric Barbaresco in radar signal processing). This study illustrates these properties with bivariate Gaussian copulas.
More practical insights on the 20 critical controlsEnclaveSecurity
This presentation is for both alumni of the SANS 440 / 566 courses on the 20 Critical Controls and anyone considering implementing these controls in their organizations. Since the first version of the 20 Critical Controls were released, many organizations internationally have been considering implementing these controls as guideposts and metrics for effectively stopping directed attacks. Some organizations have been doing this effectively, others have struggled. This presentation will give case studies of organizations that have implemented these controls, what they have learned from their implementations about what works and what does not work practically. Not only will the discussion focus around what organizations are doing to implement the controls, but also what vendors are doing to help automate the controls and the status of resources and projects in the industry. Students will walk away with even more tools to be effective with their implementations.
You may have already read many times that the job of a Data Scientist is to skim through a huge amount of data searching for correlations between some variables of interest. And also, that one of his worst enemies (besides correlation doesn't imply causation) is spurious correlation. But what really is correlation? Are there several types of correlations? Some "good", some "bad"? What about their estimation? This talk will be a very visual presentation around the notion of correlation and dependence. I will first illustrate how the standard linear correlation is estimated (Pearson coefficient), then some more robust alternative: the Spearman coefficient. Building on the geometric understanding of their nature, I will present a generalization that can help Data Scientists to explore, interpret, and measure the dependence (not necessarily linear or comonotonic) between the variables of a given dataset. Financial time series (stocks, credit default swaps, fx rates), and features from the UCI datasets are considered as use cases.
A portal is a website that works as a single source for all info on a particular domain. An effective Web portal deals with the user a broad array of information, organized in a way that is most convenient for the user to use. When planned, executed and maintained correctly a web portal becomes the entry point of a web user introducing him into several information, resources and other sites in the internet.
A Code Signing Certificate is a digital signature technology allows authorized software publishers to sign their software code, script and content to authenticate their identification over internet.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
Creating a feedback culture in the workplace is key to driving employee retention, engagement, and ultimately, the success of your business. Still, most organizations struggle to provide their people with the timely, ongoing insights they need to stay on track. In this session you'll learn about:
• The nature of these challenges and why they exist
• The simple, social behaviors that help overcome them
• Specific strategies you can use today to help get your people on track
Presentation also includes a bonus discussion around gamification!
Gamification...should you gamify your business ??Divya Sangwan
Should you Gamify your business?
The new talk of the town is Gamification and how in the new future it will rule the Business world.
The Gartner Group has projected 50% of corporate innovation will be "Gamified" by 2015. Deloitte called Gamification one of the Top 10 Technology Trends for 2012.
Studies claim the use of game mechanics will become embedded in daily life by 2020.
It’s the process of applying game mechanics to activities that aren't games and is rapidly becoming a big business.
So what’s making Gamification so popular today? Let’s learn more about Gamification, why is it becoming increasingly popular and how it’s helping marketers across the world enhance marketing campaigns.
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
Positive psychology and game design & dynamics: Hind el AoufiBen Gilchriest
Presentation from a recent, joint Capgemini - Badgeville event in Sydney, Australia on the role of enterprise gamification in digital transformation.
How you approach change management and game design matters. In this presentation Hind el Aoufi, Gamification Consultant at Capgemini, provides details on the role of positive psychology in game design.
Capgemini Australia's Digital Transformation practice, focused on helping our clients find, size and catalyse digital opportunities, and Badgeville, the #1 gamification and behaviour management platform, work in partnership to leverage innovative gamification techniques to accelerate digital transformation in major organizations by engaging, rewarding and motivating employees and customers.
Gamification talk I gave at LOGIN April 2011. Could also be titled: Doing Gamification the Right Way.
A couple months later, Gartner made it official and put gamifiaction on their hype cycle curve. They were a little more generous than I was.
Fun for a Change is a social innovation competition that engages youth in coming up with fun and engaging ways to create positive change. Enter the global competition or organize a challenge at your own school.
Lego Serious Play - ready for a next gen, experiential business tool?33 Emeralds
With lego, we can:
Align to one vision
Create a frame of reference
Create a level playing field for contribution
Think, articulate, communicate, problem solve
Unlock ideas of a team and secure commitment
Find connections, explore new options or solutions
Acknowledge and explore more than one 'right' answer
Deal with complex issues in a constructive atmosphere
Surface challenges that impede effective implementation
Evoke FLOW at work, essential for change & transformation
Build cultures of enquiry, essential for innovation
Improve communication.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Since 2010, the word ‘Gamification’ has been making the rounds and is still one of the most misunderstood business terms. When the term ‘Gamification’ is brought up, most people think of it as some sort of a 'Game' with a beautiful UI, Levels, Mission and Multi Player system. Gamification is not a ‘Game Game’ but a more meaningful and powerful concept. Gamification is the use of Gaming Dynamics...more
Similar to BP304 Become a social business: leverage user-adoption through gamification (20)
Your journey from Skype for Business to Microsoft TeamsSasja Beerendonk
Your journey from Skype for Business to Teams - Beezy
Office 365 & SP Connect in Haarlem, October 2019
Moving from Skype for Business is not a simple upgrade. It requires a whole new way of working, confronting employees with a lot of new apps and features. It's a first step towards team collaboration. It immediately opens the door to the next required step: organizational collaboration, knowledge sharing and communication.
Facebook never needed adoption @ SPS Barcelona 2019Sasja Beerendonk
Learn what makes change for technology in business so difficult and how to motivate your employees to adopt it.
What are the reasons employees do not simply embrace new technology?
Resistance to change is what you’ll get without a proper user adoption strategy for your collaboration platform. Unlike IT people, business users are not necessarily thrilled about new technology, features and functionalities.
Build it and they will come does not work. Most employees will need to be motivated differently to start a new way of working.
How can we bend resistance to change, to change readiness? How do we find your Champions and activate them? How do employees understand when to use what app? This session will show you how to build a successful user adoption strategy.
From Send to to Share With @ Social Connections Munich 2019Sasja Beerendonk
Any new digital tool requires new digital skills, and foremost building new collaboration habits. Social Collaboration is about changing your collaboration mindset. This often requires getting out of your email and into collaboration, using smarter features and new ways of working. The tool is merely an enabler, if you do not change your work habits, you can still use new tools for old-fashioned work styles. Let’s start creating better habits! Learn what effective new collaboration habits are, with practical steps how to achieve those.
SPS Omaha Create a Solid Communication Plan For Microsoft O365 Implementation...Sasja Beerendonk
Have you ever experienced an implementation of new technology, and found people were not aware of what was happening, or when, or what they needed to do? Or worse: there was no understanding of why we are even doing this? According to George Bernard Shaw, Irish poet “The single biggest problem in communication is the illusion that it has taken place.”
This session is about doing communication in user adoption of your Office 365 & SharePoint implementation right. User Adoption is about combining many aspects. Some of these are: project guidance, setting outcomes and measuring results, or learning strategies. And communication is one of them too.
Learn how you can develop your communication plan, execute your plan by setting the right scene and context, and capture and share stories of success. Start with why, and then create your messaging to achieve changes in mind-set, behaviour and actions using different communication channels and aimed at different target groups.
See practical examples from customers to introduce the change, trigger new ways of working, to explain the new tools and features and inform on what-when-where.
You will walk away with a clear recipe to mix your own communication cocktail.
Microsoft Teams, OneDrive and Office - the ideal threesome for co-authoring d...Sasja Beerendonk
Use Microsoft Office 365 tools and features to effectively collaborate on files together. Using Teams, OneDrive and MS Office applications Word, Excel and PowerPoint. Whether on your desktop, in a browser or on mobile devices, you never have email and version chaos again when embracing this new way of working in the co-authoring documents productivity scenario.
For European SharePoint Conference I did a webinar around this customer case using Microsoft Teams and OneNote for improving insights into sales meetings.
Sales people across EMEA are using Teams and OneNote for smarter meetings.
Particularly with a social collaboration and communication platform employees can be dazzled with all the possibilities and the huge change it requires of them. For such a transformation you need more than training 'how' to use a tool, or even 'why' to use it. Tooling is the technology-push that makes new ways of working possible, but it does not make me change my work habits.
To effectively change or start behavior requires practice and we need to take small steps that are easy to do.
Follow me along in how to make change possible through practicing tiny habits.
Learn about how this fits in the whole spectrum of user adoption strategies.
Share your experiences and feedback with each other.
Je hoort het vaak. Je bedrijf is begonnen met Office 365. Maar wat kan ik daar eigenlijk mee voor mijn werk? Juist de vele mogelijkheden en apps kunnen verwarrend werken. Wij gaan je daarbij helpen. Je krijgt duidelijk overzicht van de mogelijkheden op basis van het Silverside Collaboration Framework, je gaat aan de slag met je eigen werkscenario en we helpen je met de overstap van ‘mij’ naar ‘wij’.
Kawasaki's collaboration journey at motorspeed - Engage 2017Sasja Beerendonk
Presentation held at Engage 2017
Learn how adoption of Connections at Kawasaki Motors accelerated from pilots to general adoption for all of Europe. Connections grew through small Communities of Practice - proving real business value through real work scenarios. Work scenarios that replaced old ways of working with new ways to work. See how Kawasaki was leveraging adoption through Kudos Badges and a brand new XCC homepage.
Tiny habits @ Social Connections 10
The biggest challenge of a software implementation is in user adoption, because it is about changing behavior: moving from ‘the way we work now’ to ‘the way we work new’, until that becomes so automatic and internalized that it again will be ‘the way we work now’.
Particularly with a social collaboration and communication platform employees can be dazzled with all the possibilities and the huge change it requires of them. For such a transformation you need more than training ‘how’ to use a tool, or even ‘why’ to use it. Tooling is the technology-push that makes new ways of working possible, but it does not make me change my work habits.
To effectively change or start behavior requires practice and we need to take small steps that are easy to do. Let’s take B.J. Fogg’s Behavior model and use it for a practical Tiny Habits program to change behavior. Let’s explore how to do a Tiny Habits program to ease employees into using a new platform.
Socialising the process of reporting dangerous situationsSasja Beerendonk
Two scenarios which describe the companies Shanks and Chemgas in the Netherlands who are using IBM Connections Cloud for the QSHE reporting of incidents to prevent accidents and improve work place safety.
Presentation at IconUk 2015 in London.
Live Webinar | 20 juli – 9.30 – 10.30
In dit webinar laten we je zien hoe je slimmer kunt vergaderen met gebruik van Office 365. Leer hoe je efficiënt en effectief kunt samenwerken met Office 365 gereedschap bij de 3 fases van vergaderen: Voorbereiden, Vergaderen, ’Verwerken’.
Onderwerpen:
Het scenario ‘Slimmer vergaderen’
Eén dashboard geeft overzicht
De vergadering plannen met een gedeelde Outlook agenda
Werken met lijsten: Actiepunten, Besluiten, Agenda onderwerpen
Vergaderstukken delen in een bibliotheek. Extra metadata (kolommen) gebruiken voor meer structuur en betere vindbaarheid
Notuleren met OneNote, notities met elkaar delen, werken met pagina sjablonen
Papierloos vergaderen met gebruik van een tablet
Mobiel werken: met tablet vergaderstukken openen en annoteren
Office 365: van moeten naar willen gebruiken
Live Webinar | 6 juli – 9.30 – 10.30
Harmon.ie webinar 1
Veel organisaties worstelen met het echte gebruik van hun samenwerkingsomgevingen. Vaak ligt de focus bij de adoptie (als die er al is geweest) vooral op training in het gereedschap. In diverse onderzoeken komt een werkelijk gebruik van slechts 10-20% regelmatig terug. Hoe halen we eruit wat erin zit? Hoe zorgen we dat medewerkers Office 365 willen gebruiken, in plaats van moeten? Kortom: Hoe krijg je iedereen aan het werk met Office 365?
In dit webinar nemen we u mee in concrete adoptie strategieën voor Office 365. Onderwerpen:
Hoe krijg je iedereen aan het werk met Office 365?
Begin met ‘Waarom’ (Simon Sinek);
Adoptie curve van Rogers;
Veranderen van gedrag;
Adoptie strategieën voor diverse groepen en situaties;
Scenario’s: het werk omdenken.
What is the TDS Return Filing Due Date for FY 2024-25.pdfseoforlegalpillers
It is crucial for the taxpayers to understand about the TDS Return Filing Due Date, so that they can fulfill your TDS obligations efficiently. Taxpayers can avoid penalties by sticking to the deadlines and by accurate filing of TDS. Timely filing of TDS will make sure about the availability of tax credits. You can also seek the professional guidance of experts like Legal Pillers for timely filing of the TDS Return.
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
Kseniya Leshchenko: Shared development support service model as the way to ma...Lviv Startup Club
Kseniya Leshchenko: Shared development support service model as the way to make small projects with small budgets profitable for the company (UA)
Kyiv PMDay 2024 Summer
Website – www.pmday.org
Youtube – https://www.youtube.com/startuplviv
FB – https://www.facebook.com/pmdayconference
Memorandum Of Association Constitution of Company.pptseri bangash
www.seribangash.com
A Memorandum of Association (MOA) is a legal document that outlines the fundamental principles and objectives upon which a company operates. It serves as the company's charter or constitution and defines the scope of its activities. Here's a detailed note on the MOA:
Contents of Memorandum of Association:
Name Clause: This clause states the name of the company, which should end with words like "Limited" or "Ltd." for a public limited company and "Private Limited" or "Pvt. Ltd." for a private limited company.
https://seribangash.com/article-of-association-is-legal-doc-of-company/
Registered Office Clause: It specifies the location where the company's registered office is situated. This office is where all official communications and notices are sent.
Objective Clause: This clause delineates the main objectives for which the company is formed. It's important to define these objectives clearly, as the company cannot undertake activities beyond those mentioned in this clause.
www.seribangash.com
Liability Clause: It outlines the extent of liability of the company's members. In the case of companies limited by shares, the liability of members is limited to the amount unpaid on their shares. For companies limited by guarantee, members' liability is limited to the amount they undertake to contribute if the company is wound up.
https://seribangash.com/promotors-is-person-conceived-formation-company/
Capital Clause: This clause specifies the authorized capital of the company, i.e., the maximum amount of share capital the company is authorized to issue. It also mentions the division of this capital into shares and their respective nominal value.
Association Clause: It simply states that the subscribers wish to form a company and agree to become members of it, in accordance with the terms of the MOA.
Importance of Memorandum of Association:
Legal Requirement: The MOA is a legal requirement for the formation of a company. It must be filed with the Registrar of Companies during the incorporation process.
Constitutional Document: It serves as the company's constitutional document, defining its scope, powers, and limitations.
Protection of Members: It protects the interests of the company's members by clearly defining the objectives and limiting their liability.
External Communication: It provides clarity to external parties, such as investors, creditors, and regulatory authorities, regarding the company's objectives and powers.
https://seribangash.com/difference-public-and-private-company-law/
Binding Authority: The company and its members are bound by the provisions of the MOA. Any action taken beyond its scope may be considered ultra vires (beyond the powers) of the company and therefore void.
Amendment of MOA:
While the MOA lays down the company's fundamental principles, it is not entirely immutable. It can be amended, but only under specific circumstances and in compliance with legal procedures. Amendments typically require shareholder
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
3. About me
e-office 1970 sasja.beerendonk@e-office.com
history teacher twitter.com/sbeerendonk
collaboration http://nl.linkedin.com/in/sbeerendonk
consultant Rotterdam http://thoughtsoncollaboration.com
social IBM cooking www.e-office.com
adoption cats-and-
dogs travel sci-fi
spinach
3
4. What do you think of at the word gamification?
Gamification is the use of game elements and game design techniques
(mechanics) to enhance non-games.
Typically gamification applies to non-game applications and processes, in order to
encourage people to adopt them, or to influence how they are used.
It’s about meaning, not flair
to pursue purpose, not leaderboard points
Gamification won't solve your business problem
it only solves your (short-term) engagement problem
4 Source: Wikipedia
8. Gartner Research
• By 2014, more than 70% of Global 2000 organizations will have at least one
gamified application
• By 2015, more than 50 percent of organizations that manage innovation
processes will gamify those processes
8 http://www.gartner.com/it/page.jsp?id=1629214
9. Statistics and research
how many of you are is playing games a
gamers? waste of time?
what is the average
is it a boy thing?
age of gamers?
9
10. 2012 gaming research
33,6 million gamers
55.000.000 hours per day
women little less hrs
men little more hrs 53% men
47% women
average age is 30
10 Source: Newzoo, National Gaming Research 2012, UK
11. 2012 gaming research
157 million gamers
271.000.000 hours per day
women little less hrs
men little more hrs 53% men
47% women
average age is 30
11 Source: Newzoo, National Gaming Research 20112 US
12. What do you see?
urgency ‘anxiety’ concentration
optimism surprise
12 Phil Toledano
13. Time spent gaming training
10,000 hrs!
playing games
If we could only engage our employees to put in as many hours learning …
13 Outliers, Malcom Gladwell, The 10.000 hrs succes theory
14. How does gamification leverage user-adoption ?
The way The way The way
we work now we work new we work now
ADOPTION
14 Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
15. Make social collaboration possible
knowledge | information | everywhere process | control | predictable
network | creativity | goal oriented manage | low costs | mechanical
smart & flexible structure & process
intrinsically | independent | trust 9 to 5 | no errors | internal focus
collaborate | discipline | facilitate no change | control | process leading
Social collaboration, how do I start?
15
17. What motivates us ?
from Maslow’s Need to Pink’s Drive
17 Source: Michael Wu, Ph.D.
18. Changing behavior - Fogg’s Behavior Model (FBM)
trigger
high
(engaging)
target behaviour
motivation
activation threshold
low
low high
(difficult behaviour)
ability
18 Source: Michael Wu, Ph.D.
19. Encourage to engage in desired behavior
19 Source: Vancouver Island Assistance Dogs on Youtube: http://www.youtube.com/watch?v=tjbGKXESh24
20. Clicker training – Teaching a chain of actions
Small steps Turning on the light switch
Instant feedback Touch the plate with her nose
Positive rewards Change the position of the plate
Position the plate on the wall
Jump on the chair
(so she can reach the switch on the wall)
Put together the chair and the switch
The real switch
Put it all together: jump and switch
20 Source: Vancouver Island Assistance Dogs on Youtube: http://www.youtube.com/watch?v=tjbGKXESh24
21. How does gamification leverage user-adoption ?
The way The way The way
we work now we work new we work now
ADOPTION
21 Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
22. How does gamification work ?
measure Set goals, levels, points and measure if they are met.
reward Give feedback, give badges, show the best.
enhance Indicate what needs to be done to go further, invite to
use advanced functionality or show desired behaviour.
22
23. Encourage users to engage in desired behavior
game mechanics behaviour motivators
points reward
levels status
badges achievement
leaderboards competition
challenges self-expression
feedback altruism
23
24. Drive engagement with game design techniques
rapid/instant feedback clear goals and rules
tasks that are challenging
a compelling narrative
but achievable
24
25. Some roadblocks to change
Fear of the unknown
Comfort with the status quo
Pushback on being forced to change
Change is social !
No sense of the future possible benefit
Being overwhelmed with possibilities
Change is a process not an event
Change takes time
Change is made real by what people do
25 Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
26. How then?
Profile progress
– Photo
– About me
– Tags
– Network
– Tag others
– Status updates
26
30. Sticks and carrots: path to sustained adoption
increased utility
u
s
a
g
e
financial rewards / carrots
punishment / sticks
time
30 Source: John McGuigan, Fiberlink Communications
31. About motivation and rewards
extrinsic rewards intrinsic rewards
competetive: • being good at your job
helping, giving, welcoming, • gather knowledge
exchange, participate • autonomy
• belonging
• having fun
explorative: • doing work that matters
look at, search, collect,
complement
Source: Michael Whu, Pd. D., http://lithosphere.lithium.com/t5/Building-Community-the-Platform/The-Gamification-Backlash-Two-Long-Term-
31 Business-Strategies/ba-p/30891
33. Is gamification a long-term approach?
gamification
extrinsic rewards
intrinsic/long term
33
34. Gamification in social software
Badgeville for Yammer + Jive + IBM Connections ®
Bunchball Level Up for IBM Connections ®
ISW Kudos Badges for IBM Connections ®
TemboSocial The Hive for IBM Connections ®
34
38. IBM partner
On-premise environment
Focused on first steps and long-term
Integration with other tools
Customize Badges, Ranks
38
39. Q&A
Questions ? Need more? Get the whitepaper
– ‘Measure, reward, enhance’
Contact me (NL or EN)
sasja.beerendonk@e-office.com – ‘Social Business’ (NL)
twitter.com/sbeerendonk
http://nl.linkedin.com/in/sbeerendonk
http://thoughtsoncollaboration.com
www.e-office.com
Go see Jane McGonigal, author of
'Reality is Broken' Wednesday 8:15 – Attend my webinar on february 13th
AM Keynote 2013 http://bit.ly/Zw3Ylz
40
What I do is help organizations and users embedding the software in their organization so that work processes will be more efficient, resistance to the change will be managed and planning and communication of the change is managed.Which helps employees to actually adopt the software quicker.The benefit to my clients/customers are a successful implementation and use of new software within the organization, making sure it will enhance their business goals.
game elements = toolboxpoints, quests, badges, levels, progression, rewards, social graph, leaderboardgame techniques (mechanics) there is more to games than elements! = Think like a game designerlistening to what games can teach uslearning from game design, and psychology, management, marketing, ewconomicsappreciating funnon-game contextSome objective other than success in the game
UKTotal population: 42,7 millionActive internet poulation 10-65: 50,1 million+9% year-on-yeargrowthTotal hoursspent per day: 55 million +19% year-on-yeargrowth
USstrong growth in Social (+37%) and Mobile gaming (+37%) Read more at http://www.newzoo.com/press-releases/total-us-games-market-in-2011-21-6bn/#i6wzl8AXRhJAypeA.99 Total population: 313 millionActive internet poulation 10-65: 233 millionActive gamers: 157 million, +8% year-on-yeargrowthTotal hoursspent per day: 271 million +26% year-on-yeargrowthThe averageage of a gamer is 30 (in 2011 this was 37, and is graduallydowngrading)there are more female gamers over age 18 (30% of those surveyed) than there are male gamers under the age of 17 (18% of respondents).Casual andsocial games:87% of gamersaged 10-65 play games on online casual websites or socialnetworks (126 million)Online casual and social gaming takes 39% of all 215 million hours spent on gaming each day44% female / 56% male in online casual andsocial games53%aged 21-35, 16% aged 36-50
Thisphoto was made by Phil Toledano. He wantedtocapture the emotions of gamers. For a non-gamer: some nuances mightbe lost. Theyusuallyseesomeurgency, and a tad of anxietyandalso the deepconcentrationthatmakesyouthink he is solving a hugeproblem. For gamers: youmightrecognize the twist around the eyesandmouthwhich is a sign of optimism. The eyebrows are up, which is a sign of surprise. This person is on the verse of an ‘’epic win’’.An epic win is a resultthat is soexceptionallypositiveyoudidn’tknowit was possibleuntilyoureach it. Andwhenyoureachit, you’resurprisedit was possible.
peopledon’tread the manualtraining is expensive (time&money)time spent on games or gamifiedactivities: 10.000 hoursuntil 21, which is equalto time spent on primaryeducation.10.000 hrs is a remarkablenumber:‘’Outliers’’ byMalcomGladwell. The 10.000 hrs succes theory. Cognitivescientific research statesthatif we study hard for 10.000 hrs we becomevirtuosos. So we have a whole new generation of virtuosos!If we couldonlyengageour employees to put in as manyhourstolearnsocialcollaboration software such as IBM Connections!
Adoption is aboutchanging employees’behaviour. The new software allowsthemto do theirwork in a new way. Adoption can help themtransitionfrom the way they do theirworkinto a new way of working.
So, the purpose of gamification is toencouragepeopletoadopt, or toinfluence the usage of software.This is why e-office has always put focus on adoption of new software.In our approach we look at software implementationfrom 3 perspectives: Human– What does thismeanfor employees ? How willit help them in theirdailywork? How willtheylearn features andhowcan we help themwith change?Organization– What is the goal for the organization of the new software? How does thisaddto the vision / mission of the organization?Technology – Whattechnologywillbeused? How willitbeapplied? What are the conditions?20th centurystructures of company processes, culture andstructure (blue) are not well-suitedto support ad-hoc, veryinteractive, alwayson-lineandvery virtual, collaborationandknowledge-sharing.Blue systems are proces-oriented, one must complete pre-defined steps. Steps are clearandeasilylearned.The 21st centuryorganisation must support ad-hoc, veryinteractive, alwayson-lineandvery virtual, collaborationandknowledge-sharing. We call thisYellow. Connections is the social software tool thatcanprovide the technological support. But employees andorganisations are not ready yettofullyadoptthis new way of socialcollaboration. New and different processesneedtobedefined, with the associatedbehaviorneeded.
The purposeand benefit of an adoption approach is to help employees andorganzationsunderstandandengage in both the socialcollaborationand the more process-drivencollaboration. Gamification can point employees into the right directiontoenhanceefficencyandeffectivenessthroughsocialcollaboration.Theyoftenfindthemselveswonderinghowto start, feel overwhelmed or don’tsee the benefit of a new way of working. What steps shouldbe taken to share knowledge? Gamification can point in the right direction, step-by-step.Bekende geluiden bij adoptie Connections:Ik weet niet waarover ik moet schrijvenIk heb daar geen tijd voor
Whyandhowcan game dynamicsstimulate change in actions/behaviour?3 factors for human behavioral change:MotivationAbilityTriggerThe FBM assertsthatfor a person toperform a target behavior, he or she must (1) besufficientlymotivated, (2) have the abilitytoperform the behavior, and (3) betriggeredtoperform the behavior. These three factors must occur at the same moment, else the behaviorwillnot happen.These twoaxesdefine a plane. In the upper right hand corner is a star thatrepresents the target behavior. The placement of this star is symbolic, meanttosuggestthat high motivationand high ability are typicallynecessaryfor a target behaviortooccur. Toemphasizethisrelationshipbetweenmotivation, abilityand target behavior, Figure 1 also has anarrowthatextendsdiagonallyacross the plane, from the bottomleft corner to the upper right. Thisarrow, as the words on the figure say, indicatesthat as a person has increasedmotivationandincreasedability, the more likelyit is that he or shewillperform the target behavior.The third factor in the FBM is a trigger. Without anappropriate trigger, behaviorwillnotoccur even ifbothmotivationandability are high.Whenall 3 factors are present AT THE SAME TIME, human behaviourcanbestimulatedto do certain actions. motivationability (time, attention, mentalcapacity, resources)trigger (timing, suggestion at the right moment)Toreach the desiredbehaviour, users needto have a minimum level of abilityandmotivation. This minimum is the activationthresholdfor the behaviour.
Whycan we make anelephant do what we want, even thoughit'sstrongerthanus?Provide a clearpath...Gamification worksby making technology more engaging, byencouraging users toengage in desiredbehaviors, byshowing a pathtomasteryandautonomy, andbytaking advantage of humans' psychologicalpredispositiontoengage in gamingandrespondtorewards.
A way of training animals by reinforcing the behaviours you like, so they’ll happen again.The "clicker" is a small noisemaker that makes a distinctive "click" sound when the metal tab is pressed. The clicker is intended to tell your dog when he or she does something correctly. Once you've trained your dog to associate the clicker with rewards, he or she will quickly learn that when she performs a behavior and you click, (s)he will receive a reward. This means that your dog will be an active participant in the training process, instead of just being forced into position.
Adoption is aboutchanging employees’behaviour. The new software allowsthemto do theirwork in a new way. Adoption can help themtransitionfrom the way they do theirworkinto a new way of working.
With gamification elementssuch as points, badges, missions, leaderboards, ratings – andofcoursefun – employees are motivatedtoworktowards a common goal with a desiredoutcome. Whiletheyworktheyreceivevisiblerewards, appreciation of theirpeersand managers, a sense thatthey matter, andbeing part of a bigger picture, andotherpsycho-socialrewardsthatcan lead to the apex of Maslow’shierarchy.
Gamification is abouttaking the things in games thatmotivateus, such as goals, competition, milestones, achievablechallengesandrewards, toencourageustobeproductiveandengage in one or more desiredbehaviors.With gamification mechanismssuch as points, badges, missions, leaderboards, ratings – andofcoursefun – employees are motivatedtoworktowards a common goal with a desiredoutcome. Whiletheyworktheyreceivevisiblerewards, appreciation of theirpeersand managers, a sense thatthey matter, andbeing part of a bigger picture, andotherpsycho-socialrewardsthatcan lead to the apex of Maslow’shierarchy.Game techniquescanencouragepeopletoperformchoresthattheyordinarilyconsider boring, such as completingsurveys, shopping, filling out tax forms, or reading web sites. Available data fromgamified websites, applications, andprocessesindicatepotentialimprovements in areaslike user engagement, ROI, data quality, timeliness, or learning.
driving engagement with game design techniques, byproviding:Rapid or even instant feedback — Traditional businesses feedback cycles are muchlonger - monthly, quarterly or even annual, whichmayresult in employees losing focus on their goals.Clear goals andrules — In all but the simplest environments, there are lots of “greyareas” whendetermininghowtoachieve goals or whatshouldbedone, whichcanbe frustrating.A compellingnarrative — Participants in a game receive incentives toachievetheir goal in additiontotheirinternalmotivation.Tasksthat are challenging but achievable
change is a process, notan eventdoesn’t happen in an instant. there is a processtobeworkedthroughchange takes timepeople have to re-wire the way theywork, and re-factor the habitsthey have internalizedabouthowwork is donechange is socialthe right peoplecan have a large impact on the introduction of change. Early opinion leaders who model the desired change, and win earlyconverts, canfundamentallyrewire the way groupsandcommunitiesworktogether.change is made real bywhatpeople doChange starts as anidea (future state) andbecomesincreasingly real through a process of discussion, exploration, experimentation, learningandmid-course corrections.
What games do very well is encourage hard work. Kudos Badges providesstep-by-stepguidanceandstimulationforsomeonetobecome more involvedandactivelyparticipate in the platform. One of the keyconcepts in games, andtherefore gamification is having the right challengewhichcanbeattainedbyworking hard. Bytaking small steps, startingwithfilling out your profile andexpandingyournetwork, itcan help employees overcomecoldfeet. Or preventan employee frombeingoverwhelmedby the wide range of possibilities in Connections. Gamification shows what small steps youmay take at any time. Anditalso shows what the value of these steps is: of both the work in Connectionsitself as in measurable points. Gamification givesyou the visualrewardwhenyou have finished the actions required (youreceive a Badge, you get a notification in yournewsfeed, it shows yourposition in the Leaderboard).A user is constantly taken to a higher level, to continue, to do more. There is no failure. Youcanalwaystryto get the points again. Failure is thereforejustan incentive towork even harder!
Case study on the user adoption of salesforceThe threat of punishment is the highestmotivatorfor short-term change, followedby the promise of financial reward, but bothdeliveronly short-term gains.For long-term change, increasedutility is the highestmotivator.Taken from Michael sampson – User Adoption Strategies 2nd edition.What games do very well is encourage hard work. Gamification providesstep-by-stepguidanceandstimulationforsomeonetobecome more involvedandactivelyparticipate in the platform. One of the keyconcepts in games, andtherefore gamification is having the right challengewhichcanbeattainedbyworking hard. Bytaking small steps, startingwithfilling out your profile andexpandingyournetwork, itcan help employees overcomecoldfeet. Or preventan employee frombeingoverwhelmedby the wide range of possibilities in Connections. Gamification shows what small steps youmay take at any time. Anditalso shows what the value of these steps is: of both the work in Connectionsitself as in measurable points. Gamification givesyou the visualrewardwhenyou have finished the actions required (youreceive a Badge, you get a notification in yournewsfeed, it shows yourposition in the Leaderboard).A user is constantly taken to a higher level, to continue, to do more. There is no failure. Youcanalwaystryto get the points again. Failure is thereforejustan incentive towork even harder!
Is gamification a long term strategy?points en badges are extrinsicrewards.extrinsic incentives willultimatelydecrease a person’sintrinsicmotivationfor the gamifiedbehavior (a phenomenonknown as overjustification). Hoewel niet een gamification strategie duurzaam is, werkt het op de korte termijn. In feite werkt het zeer goed in een korte tijd (bijvoorbeeld bij adoptie).Hoe kun je de strategie zo lang mogelijk effectief laten zijn?bij het doen van de activiteit door de medewerker, creëert hij iets dat langdurig waarde heeft. Wanneer de speler deze waarden begint te beseffen, zal de extrinsieke beloning minder belangrijk worden. Het hele beloningssysteem wordt secundair en dient ter versterking van de waarde die de medewerker creëert, die vervolgens de belangrijkste motivator wordt.Vervolgens zal de op de lange termijn gecreëerde waarde (samen met de secundaire extrinsieke beloning) weer de gamified activiteit versterken. Hierdoor ontstaat een positieve feedback loop die uiteindelijk de gamified activiteit verandert in iets dat intrinsiek motiverend werkt.Bron: Michael Whu, Pd. D. http://lithosphere.lithium.com/t5/Building-Community-the-Platform/The-Gamification-Backlash-Two-Long-Term-Business-Strategies/ba-p/30891One of the biggestmistakesthatpeople make whendesigning engagement with gamification is toassumethat cash (or stuff) is the ultimate reward. Time and time again, evidence shows thattangiblerewards have serious deficits in an incentive scheme.Sowhat is the right reward schema? I have a simple approach thatI’ve been usingwith partners that – in most cases – willproduce the optimalresults. The mnemonic is easy toremember: SAPS.StatusAccessPowerStuff
Byapplying a system of incentives individualsandgroups are guidedtowrds a specific set of desiredbehavior, which in turn willinfluence a positiveoutcome (desiredresults /set goals).When gamification is appliedproperlyitbecomesan engagement mechanismforcollaborationbehaviorwhichovercomes the naturalincapacity of peopleandorganizationstoeffectivelycollaboratetowards a common goal.
Byapplying a system of incentives individualsandgroups are guidedtowrds a specific set of desiredbehavior, which in turn willinfluence a positiveoutcome (desiredresults /set goals).When gamification is appliedproperlyitbecomesan engagement mechanismforcollaborationbehaviorwhichovercomes the naturalincapacity of peopleandorganizationstoeffectivelycollaboratetowards a common goal.
Gamification partner
Gamification partnerHosted + cloud + on premise environmentCustomize levels andmissionsIntegration withother toolsFocused on training, first steps and long-term
Sharing ‘WOW moments’Focused on peer recognitionCustomawards, badges andachievements
http://www.bunchball.com/blog/post/813/gaming-the-systemGAMING THE SYSTEMByMollyKittle, Vice President, Digital Strategy, Bunchball molly.kittle@bunchball.com / @MolKittleIt exists in every aspect of our society: sports, gambling, personal relationships, video games, board games,education/academia, the healthcare system, taxes, dieting, politics, environmentalregulation, online communities,driving… It seemsthatwhereverthere's a system designedtorewardpeopleforsuccess/goodbehavior, peoplewilltrytofind a way tomanipulateitfor personal gain.The spectrum of language we usetodescribevarious types of ‘cheating’ shows ourcollectivemoralambiguity on the subject. Breaking the speed limit is against the law, but we'reallguilty of tryingto get toourdestinationfasterthan the law permits. Cheatingmaybeexcusablewhenitcomestoourdiet, but not whenitcomestoourspouse. Ifyoualready have tickets toan event, itmightbe ok tojump in line with a friend, but cuttingto the front of a line that is givingaway a finitenumber of entries means thatsomeoneelsewhowaited in line won't get in - sothat's not ok. Whetherwe'rebending the rules, taking a short-cut, creatingourown solution, finding a loop-hole... the themehereseemstobethatwhen the impact of our actions is selfcontained, there'sthismoralwiggle-room and we can 'get awaywithit' but as soon as our actions have a negative impact on others, we'vegonetoo far. As opposedto the previous real-worldexamples, in the context of gamification, someconsiderattempts at gaming a system tobe (dare I say) a positive indicator of extremely high engagement. Afterall, it is a signthatpeople have a high level of affinitywithanexperienceand are willingto go togreatlengthstocome out on top. This, of course, ignores the moralimplications of cheatingand the erosion of trust thatsuccessfulcheatingcreates. The key is to make sure the experienceanticipates the ways in whichpeople are likelytotrytobend the rulesand put measures in placetopreventthoseattemptsfromimpactingotherpeople'sexperience. Rules make a game fair. Enforcement of thoserulesprovides comfort andmakesitworthplaying. Violation of ruleserodes the validity of the system you'vecreated - andoncepeoplecan't trust that a game is fair, theydon't want toplay.It's a concern I hearoften: "Whatifpeopletryto game the system?" It's my job to help peopleunderstandthat the question isn't will they, it's howwillthey, andthenfigure out howto take thatrealityintoconsideration as we make a plan. Becausewhile we can't change the human tendencytofindcreative, morallyquestionablewaystomanipulate systems for personal gain, we canmitigate the impact of their actions on others. For the remainder of this post - let's take the focus off of how we feel aboutcheatingand put the focus on what we can do about it. Chooserewardsthatresonatewithyourcoreaudience. Make the rewardsomethingthatpeoplewhodon’t care aboutyour brand won’tbothercheatingfor. Ifyou're a media company using a contestto rally youraudience, make sure the reward is somethingthatyour fans intrinsicallyvalue (an on-air call-out), ratherthan a rewardthat'sextrinsicallymotivatingto a broadaudience (money). Ifyou’re a company onboarding new sales reps, put the focus on a rewardthattiesinto corporate culture andcareer – a lunch with the CEO, the opportunity formentorshipwith a respected leader.Put controls in place. Look at the naturalactivity of youraudience over time. How often are theynaturallydoing the thingsyou want themto do more of? Onceyou have that baseline, thenthinkabouthowmuch of anincreaseyou'dliketoseeand set rewardfrequencylimitsaccordingly.Shake things up! Make sureyou'recreating a system that has a variety of different earningopportunities. Ratherthanrewardingpeopleforevery video theywatch, rewardthemforwatching a specific video on a certainday.Make themjumpthroughhoops. Create pre-requisitesthatrequiresomeonetosatisfy a variety of different criteria within a certain timeframe.Focus on whatmatters – value vs. volume. Rewardforqualityratherthanquantity, e.g. the achievementhappensforthemwhenothersratetheircomment as helpful, notwhentheysubmit the comment.Incorporate surprise anddelight. Rewardsthat are discoveredratherthanannounced are an important part of the puzzle, so is randomization or jackpot type rewards. Youcancreate a pattern in delivering these rewardsthatcanbefigured out – creating a feeling of satisfactionforhighlyengagedparticipants – make sureto cap the reward opportunity forthatactivity at a certainthreshold.Let themthinkthey have the upper hand. Ifyou have a highlyengagedaudience, givethemopportunitiesto feel likethey've taken a shortcut or have received a benefit that no oneelse has. Youcan do this via messaging and real time feedback, creating a special level or groupfor the top x% (based on non-cheat-able criteria such as a purchaseamount) - withexclusiverewardsand/or recognition.Askfor help. Run yourfinal thinking byyourlegaldepartment - theylikely have experienceandperspectivethatcan help.Choose the right tools. Make sureyou have the abilitytomodifyyourinitial gamification solution, as needed, on anongoing basis, as the behaviorandneeds of your community shifts over time.Do yourdue diligence. Implement A/B testingtoseewhichtacticsresonate best withyouraudienceandyour goals.In a nutshell:People willtrytofindcreativewaysto win - sosolveforthatrealityAnticipate the ways in whichthey'llbecraftyPut safeguards in placeforthosescenariostoprevent the cheatingfromhaving a negative impact on othersMaintain the integrity of the experienceforeveryone.Ifyou'reinterested in other info aboutwhypeople do whatthey do I alwaysenjoy reading Dan Arielly's blog.