I gave a talk on the role of Design Thinking to leaders in the financial industry. The focus was on user centric thinking to innovate financial products and digital services. (all case material is removed)
"Gamification: Practical Strategies for Your Courses" (Nov. 21, 2014)Sherry Jones
Nov. 21, 2014 - I was invited by Academic Impressions to present a webinar on Game Design and Gamification Strategies for education.
The live webinar can be obtained from Academic Impressions:
http://www.academicimpressions.com/webcast/gamification-practical-strategies-your-course#Overview
Monica Cornetti
Workshop Title and Description
ACCA
September 17, 2015
Gamification 101
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in human resources, talent development, instructional design, and even employee engagement.
Humans like to play, and when there is play involved, we become clever and skillful learners. Add the word “challenge” to any activity, and watch people become intrigued.
As you define the mission, create an epic adventure, add a variety of scenarios for discovery and learning, build a game layer, and tie it all together with aesthetics and design – you’ll get first-hand experience of how gamification design is used to create change within organizations.
You’ll be 100% engaged as you experience gamification for talent development. It’s like getting a gold star for a good job… only better.
For more ideas on the power of gamification and the use of games in learning, get started with a Sententia Level 1 Gamification Certification - enrolling now for online certification.
About the Author: Monica Cornetti Founder and CEO, Sententia www.SententiaGames.com www.monicacornetti.com
A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.
I gave a talk on the role of Design Thinking to leaders in the financial industry. The focus was on user centric thinking to innovate financial products and digital services. (all case material is removed)
"Gamification: Practical Strategies for Your Courses" (Nov. 21, 2014)Sherry Jones
Nov. 21, 2014 - I was invited by Academic Impressions to present a webinar on Game Design and Gamification Strategies for education.
The live webinar can be obtained from Academic Impressions:
http://www.academicimpressions.com/webcast/gamification-practical-strategies-your-course#Overview
Monica Cornetti
Workshop Title and Description
ACCA
September 17, 2015
Gamification 101
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in human resources, talent development, instructional design, and even employee engagement.
Humans like to play, and when there is play involved, we become clever and skillful learners. Add the word “challenge” to any activity, and watch people become intrigued.
As you define the mission, create an epic adventure, add a variety of scenarios for discovery and learning, build a game layer, and tie it all together with aesthetics and design – you’ll get first-hand experience of how gamification design is used to create change within organizations.
You’ll be 100% engaged as you experience gamification for talent development. It’s like getting a gold star for a good job… only better.
For more ideas on the power of gamification and the use of games in learning, get started with a Sententia Level 1 Gamification Certification - enrolling now for online certification.
About the Author: Monica Cornetti Founder and CEO, Sententia www.SententiaGames.com www.monicacornetti.com
A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.
Gamification: Silly fad or important trend for marketers?Mike Kujawski
Gamification refers to the integration of game dynamics into a service, community, content or campaign, in order to drive engagement and participation. The technique can be useful to encourage people to perform tasks that they generally considered boring, such as completing reviews, filling out tax forms , driving efficiently or tracking caloric intake. In 2010, organizations spent barely $100 million on gamification, the early days of the trend. However with the emergence of social media, mobility and cloud technologies the gamification industry is expected to touch $2.8 billion by 2016. A major driver of this is the use of gamification to influence behaviour surrounding health and environmental issues. The private sector is catching on, however where are the public and not-for profit sectors in all of this? In this visual presentation Mike covers the basics behind gamification along with the latest trends, statistics and examples from around the globe. Critical viewpoints are presented as well so that participants can decide on their own if this is indeed a trend or just a silly fad.
BUSINESS DESIGN PERIODIC TABLE (BDPT): The Amazing Global Race to Achieve Uni...Rod King, Ph.D.
There is an amazing but apparently invisible race going on in the world of business problem solving and project management. Global corporate giants such as IBM, GE, and Samsung are massively acquiring talent and other resources for the pending cognitive war of “Universal Problem Solving & Project Management (UPSPM).” Global corporations want to rapidly develop and deploy frameworks for UPSPM, the three main legs of which are Business Planning, Business Model/Design Thinking, and Lean Startup Method.
In today’s volatile, uncertain, complex, and ambiguous environment, there is increasing consensus that complex or “wicked” problems are best solved holistically in one tent rather than in a piecemeal manner in several silos. In other words, there is increasing agreement that Holistic Thinking, Collaboration, and Wisdom of the Crowd trump Mechanistic Thinking, Individualism, and the Lone Genius.
Although traditionally bespoke tools have been used for creative problem solving and project management, there is a need - in the name of greater efficiency and effectiveness - to integrate paradigms and tools for problem solving solving and project management. Today, integrated approaches and tools are subsumed under the heading of “Business Design.” Educational institutions such as the University of Toronto’s Rotman School of Management and Domus Academy in Milan (Italy) offer postgraduate degrees in Business Design. Companies, which embrace Business Design, include P & G, GE, Samsung, SAP, and Airbnb. Long-term practitioners of business design include the world's most innovative companies such as Apple and Google.
Basically, there are two polarizing schools of thought regarding the holistic paradigm of UPSPM. On the one hand, there is the school of UPSPM. It is fair to say that UPSPMers believe one methodology can be used to solve both "tame" and "wicked" problems. On the other hand, there is the school of Anti-UPSPMers who believe that "one size does not fit all:" each class of business problems is unique and demands bespoke or customized tools and solutions. Although business has been dominated by Anti-UPSPMers, the number of UPSPMers is on the rise especially as the paradigms of Business Design and Ambidexterity gains more prominence.
More and more books are being published regarding the paradigm of UPSPM and in particular, Business Design. However, the tools are sparse and poorly integrated. Integrated frameworks for Business Design include the following: IDEO's Design Thinking, Dan Roam's SQVID, Simon Sinek's Golden Circle, Steve Blank's Customer Development Stack, Ash Maurya's Lean Stack, and Kevin Boudreau's Framework of Frameworks. With the exception of Boudreau's Framework of Frameworks, there's no other framework that ties together apparently disparate tools of Business Design. However, Boudreau's Framework of Frameworks is conceptual unlike in this presentation that features a visual and scalable framework for UPSPM.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Gamification: Silly fad or important trend for marketers?Mike Kujawski
Gamification refers to the integration of game dynamics into a service, community, content or campaign, in order to drive engagement and participation. The technique can be useful to encourage people to perform tasks that they generally considered boring, such as completing reviews, filling out tax forms , driving efficiently or tracking caloric intake. In 2010, organizations spent barely $100 million on gamification, the early days of the trend. However with the emergence of social media, mobility and cloud technologies the gamification industry is expected to touch $2.8 billion by 2016. A major driver of this is the use of gamification to influence behaviour surrounding health and environmental issues. The private sector is catching on, however where are the public and not-for profit sectors in all of this? In this visual presentation Mike covers the basics behind gamification along with the latest trends, statistics and examples from around the globe. Critical viewpoints are presented as well so that participants can decide on their own if this is indeed a trend or just a silly fad.
BUSINESS DESIGN PERIODIC TABLE (BDPT): The Amazing Global Race to Achieve Uni...Rod King, Ph.D.
There is an amazing but apparently invisible race going on in the world of business problem solving and project management. Global corporate giants such as IBM, GE, and Samsung are massively acquiring talent and other resources for the pending cognitive war of “Universal Problem Solving & Project Management (UPSPM).” Global corporations want to rapidly develop and deploy frameworks for UPSPM, the three main legs of which are Business Planning, Business Model/Design Thinking, and Lean Startup Method.
In today’s volatile, uncertain, complex, and ambiguous environment, there is increasing consensus that complex or “wicked” problems are best solved holistically in one tent rather than in a piecemeal manner in several silos. In other words, there is increasing agreement that Holistic Thinking, Collaboration, and Wisdom of the Crowd trump Mechanistic Thinking, Individualism, and the Lone Genius.
Although traditionally bespoke tools have been used for creative problem solving and project management, there is a need - in the name of greater efficiency and effectiveness - to integrate paradigms and tools for problem solving solving and project management. Today, integrated approaches and tools are subsumed under the heading of “Business Design.” Educational institutions such as the University of Toronto’s Rotman School of Management and Domus Academy in Milan (Italy) offer postgraduate degrees in Business Design. Companies, which embrace Business Design, include P & G, GE, Samsung, SAP, and Airbnb. Long-term practitioners of business design include the world's most innovative companies such as Apple and Google.
Basically, there are two polarizing schools of thought regarding the holistic paradigm of UPSPM. On the one hand, there is the school of UPSPM. It is fair to say that UPSPMers believe one methodology can be used to solve both "tame" and "wicked" problems. On the other hand, there is the school of Anti-UPSPMers who believe that "one size does not fit all:" each class of business problems is unique and demands bespoke or customized tools and solutions. Although business has been dominated by Anti-UPSPMers, the number of UPSPMers is on the rise especially as the paradigms of Business Design and Ambidexterity gains more prominence.
More and more books are being published regarding the paradigm of UPSPM and in particular, Business Design. However, the tools are sparse and poorly integrated. Integrated frameworks for Business Design include the following: IDEO's Design Thinking, Dan Roam's SQVID, Simon Sinek's Golden Circle, Steve Blank's Customer Development Stack, Ash Maurya's Lean Stack, and Kevin Boudreau's Framework of Frameworks. With the exception of Boudreau's Framework of Frameworks, there's no other framework that ties together apparently disparate tools of Business Design. However, Boudreau's Framework of Frameworks is conceptual unlike in this presentation that features a visual and scalable framework for UPSPM.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Making data-informed decisions and building intelligent products (Chinese)Jay (Jianqiang) Wang
this talk is presented in Mandarin Chinese. In this talk, i discuss how to make data-informed decisions and build data-driven engineering culture. I also cover stitch fix, which is a AI-driven fashion company. I go over various aspects of the business and data challenges.