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Skill Quest - Gamifying Employee
Onboarding & Upskilling
Group 5
Shanmukhi Banala
Chandra Vadhan Dasaradhi
Nicolas Arias
Tobias Benning
Sushanth Kumar
PGPGC202200057
PGPGC202200214
PGPGTC20230003
PGPGTC20230038
PGPGC202200268
AGENDA
COMPANY INDUSTRY
Background & Environment
Idea, Vision & Mission
FEATURES
& STRATEGIES
Gamification Mechanics &
Concepts
CLIENTS & USERS
The Need for Skill Quest
1 2 3
4 5
3 YEAR PLAN
Prioritization of features,
Marketing, Pricing
6
BUSINESS CANVAS
Comprehensive overview
via business canvas
Skill Quest: Idea, Vision & Mission
• Every company uses a
different set of technologies,
tools & machines
• Starting a new job requires
time to build a new skill set
• Motivating and gamified app
providing a unified learning
environment to develop skills
as easy as possible
Onboarding and employee
development can be:
• Cheaper
• Faster
• Step-by-step
• Continuous
• Fun
• 2D open world game that
makes skill development
easy
• Users develop their
individual skill path
• Companies receive an all-in-
one solution for personnel
development
Idea Vision Mission
Industry: Outlook & Statistics
• Scarcity in highly qualified & experienced staff
• Increasing employee fluctuation
• Existing e-learning apps mostly video based
e.g. Coursera, LinkedIn Learning, edX
0
20
40
60
80
100
120
2021 22 23 24 25 26 2027
Education Apps market size in bn USD*
*https://www.linkedin.com/pulse/education-apps-market-size-share-trends-forecasted/
• $4000 average onboarding costs
• 5.5% CAGR of personal
development market size
20
30
40
50
2019 2020 2021 2022 2023
Average company turnover rate in
UK and US from 2019 to 2023
Our MVP & Target Industries
Minimum Viable
Product
We will design a 2D interactive generic game tailored to specific industries that capture the essence of their working conditions and
challenges. We use the MVP to pique the interest of industry leaders. Once we onboard clients, we will add modules that meet the
unique training needs and operational specifics of the client's company
Healthcare Manufacturing
Recruitment & Upskilling Spend: $20
Billion (2020)
Skilled labour shortage: Very High
• Rapid Medical Advances
• Patient Handling in varied scenarios
• Healthcare Standards compliance
Industry Overview
Pain Points
• Continuous Medical Education
• Improved Patient Care training
• Standardized Training
compliance
Value Proposition
• 2D Interactive Hospital Environment
• Scenario-based learning modules
• Progress tracking & Skills
assessment
Core Features
Recruitment & Upskilling Spend: $26
Billion (2020)
Skilled labour shortage: Very High
• Skill Gaps
• Safety Concerns
• Retention Issues
Industry Overview
Pain points
• 2D Interactive shopfloor simulation
• Customizable learning paths
• Progress Tracking & Skills
Assessment
Core Features
• Effective upskilling
• Immersive Safety training
• Standardized Training
compliance
Value Proposition
User Motivation & Behaviour
Healthcare
• Effective Patient
care
• Career growth
• Learn about the
latest medical
advancements
Motivation
Behaviours
Emergency
Responders
Administrative Staff
Doctors/Nurses
Manufacturing
Quality Assurance
Specialist
Managers
Floor Workers
Empathetic,
continuous learning
about real patient
scenarios
• Efficiently
manage records
• Compliance
with regulation
Preferring learning
resources that
enhance their
organizational and
administrative skills.
• Prepare for a
wide range of
emergency
scenarios
• Effective patient
care
Values simulations
that create high
pressure situations
that will need quick
decision-making
• Career
Advancement
• Skill mastery
More technical and
emphasis on
practical hands-on
experience
• Team Efficiency
• Workforce
Management
Interested in
process
optimization and
team leadership
• High Production
quality
• Regulatory
Compliance
Interested in
learning about
quality control and
latest technological
trends
Epic Meaning & Calling
Development &
Accomplishment
• Virtual integration of
“fake” certificates.
• Future integration of
official certifications
and accreditations
• Storytelling adapts to
different
industries. Ex.
Manufacturing &
Healthcare
• Inspire Higher
purpose
Empowerment of
Creativity & Feedback
Employee suggestions
will shape future modules
and improvements
Octalysis Framework: Features & Strategies
Ownership & Possession
Social Influence
& Relatedness
• Employees can see each
other’s progress and
achievements.
• Fostering
social environment
• Plans for
further personalization
in game.
• Enhancing
the connection
between employees
and their virtual selves
Scarcity & Impatience
• Limited-time
learning modules.
• Structured
learning paths designed
to motivate
continuous progress.
Octalysis Framework: Features & Strategies
Unpredictability &
Curiosity
Loss & Avoidance
• Introduce a skill decay
system.
• Nudge employees to
engage with the material
and avoid “accidents”
• Introduce random events and
scenarios connected to the
industries.
• Maintain interest and
relevance
Octalysis Framework: Features & Strategies
• A Virtual Space that contains all the tasks & trainings assigned to the
user. The space updates in real time, with respect to the tasks
assigned.
• This Virtual Space takes the appearance of the industry that it’s built
for, but the users have certain levels of customizability which
encompass creating their own Avatars, choosing the color theme that
defines the Virtual World, The location of this Virtual World (Could be
on Earth, the Moon, In the Ocean, etc.)
• Every virtual world will contain a daily updates icon that helps the user
understand tasks, deadlines & other alerts such as messages, etc.
• The concepts or learnings that are desired to be imparted are done
using practical & scenario-based mechanisms to ensure effective
learning.
• Users can also generate flashcards or prep tools of their own where
they can start the important learnings from each course and put it
together. They can combine pictures, audio recordings, etc.
• The working of equipment & tools can be showed in an animated
manner allowing users to experiment with it
2D Virtual Worlds & Scenario Based Learning
• Users will have the ability to create their own Avatars, the scope
encompasses aspects such as the background that each Avatar
possesses, the way they react and respond to situations, the outfits they
wear, etc.
• The world will dynamically shift to accommodate multiple users, based
on the audience for each task or training. For instance, if it’s a team-
based training, users will be able to see their friends’ avatars and interact
through voice or message functionalities.
• Users although will not be given access to complete customizability,
based on their completion & performance of trainings assigned they will
be able to unlock certain functionalities.
• Users are given a certain amount of XP Points basis the nature of the
training, the difficulty & other parameters like how fast they finished the
training, their performance, etc. They would be able to unlock these
offerings by redeeming these points.
• All of the trainings & tasks would now be delivered through storylines.
For instance, you could choose to be Indiana Jones, and all your
trainings would be the clues that he uses to find the treasure.
Personalised Quests & Avatar Creation
• Basis completion & performance of users in the various
training's users will be awarded XP Points. Every specific
level of points award them with specific badges.
• Users will be prompted to input their goals &
expectations before each training. They will be assisted
to design a schedule basis their calendar and constraints.
The schedule contains timely goals & checkpoints. Users
will receive extra points provided they achieve these
goals on time.
• Users are also given streaks for staying consistent with
their training routines, achieving consistent
performances, etc. If users deviate from their routines,
their streaks will start decreasing
• The social platforms inside organizations [Ex: Yammer],
are integrated with this interface, and users will be able
to share their achievements for colleagues and other
employees to witness. They can also pin these badges to
their productivity tools to showcase their achievement.
• Users will also be able to see leaderboards for each
attribute - points, badges & streaks.
Badges, Streaks & Leaderboards
• Once users have attained a certain level of points, they will
have the opportunity to attempt challenges that unlock
exclusive learning opportunities.
• These challenges can be unlocked using clues that are
mini tasks themselves. The locations of these mini tasks
are spots within the office that the user has to decipher &
navigate to. The challenges are timed, and successful
completion of the same awards access.
• Once users attain a specific streak level, they will be able
to redeem the points they’ve accumulated in exchange for
an hour off. Collecting 8 hours would translate to a day off.
• Users who have specific badges can engage in learning
activities together and activities on & off the office
workplace in order to build camaraderie and bonds.
• When users are stuck while engaging in training, they can
request people from their communities to assist them in
their learning experience, making way for collaborative
learning. The user who has helped will gain extra points.
Communities & Exclusive Access
Plan for the next three years
Partnerships & Marketing
Pricing
Partner with Human Capital
Management solutions like
Workday or Darwin Box to offer
bundled services & ensure easier
penetration.
Engage in Promotions on
recruitment platforms like Fishbowl,
Naukri, Indeed & Work India to gain
visibility amongst HR Professionals
Showcase solutions & impact at HR
conclaves like HRPA 2023, HR
Transform, SHRM, etc.
Utilize influencer marketing
strategies to gain fast and increased
visibility. Use combinations of Micro
& Medium influencers.
Since the market isn’t entirely
occupied or saturated, a value-
based pricing model would be the
way ahead.
A tiered pricing model consisting of
three different stages basis the
features could be offered. Moreover,
the best tier on offer would also
deliver recommendations & insights
on employee behavior, habits and
skills.
A prudent way ahead would involve
moving a little backward in the user
journey. So essentially, SkillQuest
would start solving for and
enhancing employee onboarding
procedures.
Helping e-learning platforms the
likes of Coursera, Udemy, etc. in
gamifying user’s experience.
Diversification Strategy
TIMELINE
1st Year 18 months 2nd Year 30 months 3rd Year
Establishing PMF
with MVP, A/B
Tests, Influencer
Marketing
2D Virtual
Worlds +
Scenario Based
Learning
3 Months
in
Initial 6
months
Community
features
Personalized
Quests & Avatar
Creation
Badges, Streaks
& Leaderboards
Analytics
Exclusive
Access
Promotions at HR
Conclaves to gain
visibility &
recruitment
platforms to
generate
awareness
Diversify into
onboarding
segment
Diversification
into gamifying
E-learning
platforms
Partnerships
with Human
Capital
Management
firms
Define Problem Define Success Behaviours Motivation
Define User Journey Define People Mechanics Emotions
Activities (Calls to Action, Actions, Feedback, System Changes
1. Adoption rate of SkillQuest
2. Successful completion of
employee training modules.
3. Reduction in onboarding costs
& time.
1. Initiates onboarding & training
process.
2. Learns & improves skills
3. Checks their progress &
compares
4. Motivating others to use
1. Professional Development
2. An engaging learning
experience
3. Recognition, Rewards, Social
Proof
4. Convenient training &
upskilling process
1. Employees
2. HR Department
3. Training & Development teams
1. Badges
2. Streaks
3. Avatars
4. Leaderboard
5. XP Points
6. Exclusive Access
7. Community Engagement
1. Sense of accomplishment
2. Positive impact on work-life
balance by redeeming pts
3. Achievement & fulfillment of
their goals
Call to Action:
1. Nudging users to create Avatars
2. Encouraging users to share
platforms progress on social
media
3. Asking users to set up their
schedules & goals
Feedback:
1. Sharing progress with their
friends on social media
2. In-App ratings
2. Regular surveys on overall
satisfaction, improved efficiency
System Changes:
1. Retaining streaks to earn
exclusive learning access.
2. Points earned based on
performance can be used to create
customization in virtual space
1. Discover: Social media
platforms, targeted email
marketing, direct marketing to
HR’s, industry
conferences/events
2. Onboarding: App walkthrough,
Demo videos, In App support bot
3. Immersion: Engaging in the
interactive 2D virtual world,
completing quests, and interacting
with skill modules
4. Mastery: Expert rewards,
recognition on leaderboards, day
off’s, exclusive learning access &
collaborative learning
Providing employees with a
simplified, engaging and
effective recruitment as well
as onboarding process.
Business (GDF) Canvas
Thank You

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Peak Performance & Resilience - Dr Dorian Dugmore
 

GDBCE_Group5_Presentation.pptx

  • 1. Skill Quest - Gamifying Employee Onboarding & Upskilling Group 5 Shanmukhi Banala Chandra Vadhan Dasaradhi Nicolas Arias Tobias Benning Sushanth Kumar PGPGC202200057 PGPGC202200214 PGPGTC20230003 PGPGTC20230038 PGPGC202200268
  • 2. AGENDA COMPANY INDUSTRY Background & Environment Idea, Vision & Mission FEATURES & STRATEGIES Gamification Mechanics & Concepts CLIENTS & USERS The Need for Skill Quest 1 2 3 4 5 3 YEAR PLAN Prioritization of features, Marketing, Pricing 6 BUSINESS CANVAS Comprehensive overview via business canvas
  • 3. Skill Quest: Idea, Vision & Mission • Every company uses a different set of technologies, tools & machines • Starting a new job requires time to build a new skill set • Motivating and gamified app providing a unified learning environment to develop skills as easy as possible Onboarding and employee development can be: • Cheaper • Faster • Step-by-step • Continuous • Fun • 2D open world game that makes skill development easy • Users develop their individual skill path • Companies receive an all-in- one solution for personnel development Idea Vision Mission
  • 4. Industry: Outlook & Statistics • Scarcity in highly qualified & experienced staff • Increasing employee fluctuation • Existing e-learning apps mostly video based e.g. Coursera, LinkedIn Learning, edX 0 20 40 60 80 100 120 2021 22 23 24 25 26 2027 Education Apps market size in bn USD* *https://www.linkedin.com/pulse/education-apps-market-size-share-trends-forecasted/ • $4000 average onboarding costs • 5.5% CAGR of personal development market size 20 30 40 50 2019 2020 2021 2022 2023 Average company turnover rate in UK and US from 2019 to 2023
  • 5. Our MVP & Target Industries Minimum Viable Product We will design a 2D interactive generic game tailored to specific industries that capture the essence of their working conditions and challenges. We use the MVP to pique the interest of industry leaders. Once we onboard clients, we will add modules that meet the unique training needs and operational specifics of the client's company Healthcare Manufacturing Recruitment & Upskilling Spend: $20 Billion (2020) Skilled labour shortage: Very High • Rapid Medical Advances • Patient Handling in varied scenarios • Healthcare Standards compliance Industry Overview Pain Points • Continuous Medical Education • Improved Patient Care training • Standardized Training compliance Value Proposition • 2D Interactive Hospital Environment • Scenario-based learning modules • Progress tracking & Skills assessment Core Features Recruitment & Upskilling Spend: $26 Billion (2020) Skilled labour shortage: Very High • Skill Gaps • Safety Concerns • Retention Issues Industry Overview Pain points • 2D Interactive shopfloor simulation • Customizable learning paths • Progress Tracking & Skills Assessment Core Features • Effective upskilling • Immersive Safety training • Standardized Training compliance Value Proposition
  • 6. User Motivation & Behaviour Healthcare • Effective Patient care • Career growth • Learn about the latest medical advancements Motivation Behaviours Emergency Responders Administrative Staff Doctors/Nurses Manufacturing Quality Assurance Specialist Managers Floor Workers Empathetic, continuous learning about real patient scenarios • Efficiently manage records • Compliance with regulation Preferring learning resources that enhance their organizational and administrative skills. • Prepare for a wide range of emergency scenarios • Effective patient care Values simulations that create high pressure situations that will need quick decision-making • Career Advancement • Skill mastery More technical and emphasis on practical hands-on experience • Team Efficiency • Workforce Management Interested in process optimization and team leadership • High Production quality • Regulatory Compliance Interested in learning about quality control and latest technological trends
  • 7. Epic Meaning & Calling Development & Accomplishment • Virtual integration of “fake” certificates. • Future integration of official certifications and accreditations • Storytelling adapts to different industries. Ex. Manufacturing & Healthcare • Inspire Higher purpose Empowerment of Creativity & Feedback Employee suggestions will shape future modules and improvements Octalysis Framework: Features & Strategies
  • 8. Ownership & Possession Social Influence & Relatedness • Employees can see each other’s progress and achievements. • Fostering social environment • Plans for further personalization in game. • Enhancing the connection between employees and their virtual selves Scarcity & Impatience • Limited-time learning modules. • Structured learning paths designed to motivate continuous progress. Octalysis Framework: Features & Strategies
  • 9. Unpredictability & Curiosity Loss & Avoidance • Introduce a skill decay system. • Nudge employees to engage with the material and avoid “accidents” • Introduce random events and scenarios connected to the industries. • Maintain interest and relevance Octalysis Framework: Features & Strategies
  • 10. • A Virtual Space that contains all the tasks & trainings assigned to the user. The space updates in real time, with respect to the tasks assigned. • This Virtual Space takes the appearance of the industry that it’s built for, but the users have certain levels of customizability which encompass creating their own Avatars, choosing the color theme that defines the Virtual World, The location of this Virtual World (Could be on Earth, the Moon, In the Ocean, etc.) • Every virtual world will contain a daily updates icon that helps the user understand tasks, deadlines & other alerts such as messages, etc. • The concepts or learnings that are desired to be imparted are done using practical & scenario-based mechanisms to ensure effective learning. • Users can also generate flashcards or prep tools of their own where they can start the important learnings from each course and put it together. They can combine pictures, audio recordings, etc. • The working of equipment & tools can be showed in an animated manner allowing users to experiment with it 2D Virtual Worlds & Scenario Based Learning
  • 11. • Users will have the ability to create their own Avatars, the scope encompasses aspects such as the background that each Avatar possesses, the way they react and respond to situations, the outfits they wear, etc. • The world will dynamically shift to accommodate multiple users, based on the audience for each task or training. For instance, if it’s a team- based training, users will be able to see their friends’ avatars and interact through voice or message functionalities. • Users although will not be given access to complete customizability, based on their completion & performance of trainings assigned they will be able to unlock certain functionalities. • Users are given a certain amount of XP Points basis the nature of the training, the difficulty & other parameters like how fast they finished the training, their performance, etc. They would be able to unlock these offerings by redeeming these points. • All of the trainings & tasks would now be delivered through storylines. For instance, you could choose to be Indiana Jones, and all your trainings would be the clues that he uses to find the treasure. Personalised Quests & Avatar Creation
  • 12. • Basis completion & performance of users in the various training's users will be awarded XP Points. Every specific level of points award them with specific badges. • Users will be prompted to input their goals & expectations before each training. They will be assisted to design a schedule basis their calendar and constraints. The schedule contains timely goals & checkpoints. Users will receive extra points provided they achieve these goals on time. • Users are also given streaks for staying consistent with their training routines, achieving consistent performances, etc. If users deviate from their routines, their streaks will start decreasing • The social platforms inside organizations [Ex: Yammer], are integrated with this interface, and users will be able to share their achievements for colleagues and other employees to witness. They can also pin these badges to their productivity tools to showcase their achievement. • Users will also be able to see leaderboards for each attribute - points, badges & streaks. Badges, Streaks & Leaderboards • Once users have attained a certain level of points, they will have the opportunity to attempt challenges that unlock exclusive learning opportunities. • These challenges can be unlocked using clues that are mini tasks themselves. The locations of these mini tasks are spots within the office that the user has to decipher & navigate to. The challenges are timed, and successful completion of the same awards access. • Once users attain a specific streak level, they will be able to redeem the points they’ve accumulated in exchange for an hour off. Collecting 8 hours would translate to a day off. • Users who have specific badges can engage in learning activities together and activities on & off the office workplace in order to build camaraderie and bonds. • When users are stuck while engaging in training, they can request people from their communities to assist them in their learning experience, making way for collaborative learning. The user who has helped will gain extra points. Communities & Exclusive Access
  • 13. Plan for the next three years Partnerships & Marketing Pricing Partner with Human Capital Management solutions like Workday or Darwin Box to offer bundled services & ensure easier penetration. Engage in Promotions on recruitment platforms like Fishbowl, Naukri, Indeed & Work India to gain visibility amongst HR Professionals Showcase solutions & impact at HR conclaves like HRPA 2023, HR Transform, SHRM, etc. Utilize influencer marketing strategies to gain fast and increased visibility. Use combinations of Micro & Medium influencers. Since the market isn’t entirely occupied or saturated, a value- based pricing model would be the way ahead. A tiered pricing model consisting of three different stages basis the features could be offered. Moreover, the best tier on offer would also deliver recommendations & insights on employee behavior, habits and skills. A prudent way ahead would involve moving a little backward in the user journey. So essentially, SkillQuest would start solving for and enhancing employee onboarding procedures. Helping e-learning platforms the likes of Coursera, Udemy, etc. in gamifying user’s experience. Diversification Strategy
  • 14. TIMELINE 1st Year 18 months 2nd Year 30 months 3rd Year Establishing PMF with MVP, A/B Tests, Influencer Marketing 2D Virtual Worlds + Scenario Based Learning 3 Months in Initial 6 months Community features Personalized Quests & Avatar Creation Badges, Streaks & Leaderboards Analytics Exclusive Access Promotions at HR Conclaves to gain visibility & recruitment platforms to generate awareness Diversify into onboarding segment Diversification into gamifying E-learning platforms Partnerships with Human Capital Management firms
  • 15. Define Problem Define Success Behaviours Motivation Define User Journey Define People Mechanics Emotions Activities (Calls to Action, Actions, Feedback, System Changes 1. Adoption rate of SkillQuest 2. Successful completion of employee training modules. 3. Reduction in onboarding costs & time. 1. Initiates onboarding & training process. 2. Learns & improves skills 3. Checks their progress & compares 4. Motivating others to use 1. Professional Development 2. An engaging learning experience 3. Recognition, Rewards, Social Proof 4. Convenient training & upskilling process 1. Employees 2. HR Department 3. Training & Development teams 1. Badges 2. Streaks 3. Avatars 4. Leaderboard 5. XP Points 6. Exclusive Access 7. Community Engagement 1. Sense of accomplishment 2. Positive impact on work-life balance by redeeming pts 3. Achievement & fulfillment of their goals Call to Action: 1. Nudging users to create Avatars 2. Encouraging users to share platforms progress on social media 3. Asking users to set up their schedules & goals Feedback: 1. Sharing progress with their friends on social media 2. In-App ratings 2. Regular surveys on overall satisfaction, improved efficiency System Changes: 1. Retaining streaks to earn exclusive learning access. 2. Points earned based on performance can be used to create customization in virtual space 1. Discover: Social media platforms, targeted email marketing, direct marketing to HR’s, industry conferences/events 2. Onboarding: App walkthrough, Demo videos, In App support bot 3. Immersion: Engaging in the interactive 2D virtual world, completing quests, and interacting with skill modules 4. Mastery: Expert rewards, recognition on leaderboards, day off’s, exclusive learning access & collaborative learning Providing employees with a simplified, engaging and effective recruitment as well as onboarding process. Business (GDF) Canvas

Editor's Notes

  1. Skill quest represents a motivating and gamified app that provides a unified learning environment to develop the skill set as easy as possible
  2. 30.3 33.4 36.1 38.9 41.4
  3. Source: https://www.cnbc.com/2020/01/17/manufacturers-to-spend-26point2-billion-on-upskilling-workers-in-2020.html