Maak spelers van je werknemers: gamification bij het contact center van Knab - Frankwatching. Er is al aanzienlijk geblogd over gamification, maar het volledig plaatje blijft vaak hangen op losse aanbevelingen.
De essentiële bouwstenen zijn voor de meesten wel duidelijk, maar dan komt de vraag: ‘how to make it happen’. Om meer duidelijkheid te scheppen zal ik jullie, aan de hand van een recente invoering van een business game, meenemen in het hele proces. Deze case study betreft het contact center van de bank Knab. De mix aan verschillende aspecten als fun, spel, player journey en experience én de ontwikkeling van meetbare en vooral duurzame systemen om zakelijke doelstellingen te dienen zal ik hier structureren in een stappenplan. Gamification, wat is het ook alweer? Maar voordat we de stappen van het proces doorlopen, nog even een keer de definitie van gamification. Games zijn gewild en succesvol.
Stap 1: Definieer de doelen Start met het boven water halen van de strategische doelstellingen. Tip: Stel een lijst op met potentiële doelstellingen. 11 Things I Wish I Knew When I Started My Business — I.M.H.O. “A lot of people like to fool you and say that you’re not smart if you never went to college, but common sense rules over everything.That’s what I learned from selling crack.”
-Snoop Dogg My name is Stephanie St.Claire, and I am an unfunded entrepreneur. I’ve been in business for 4 years, after engaging in my own personal and tenuous renaissance (uh…divorce) and rediscovering my Divine Core Purpose. In other words, I grew a pair of ladyballs, launched a business, and started figuring out how to coalesce my efforts into profit. But there was a LOT to learn, and some of those things weren’t covered in Who Moved My Cheese.
Throw these 4 rockstars into a blender, and you’ll have a composite sketch of me in the first three months of my business: Glitter was literally shooting out of my eye sockets as I quit my PR firm job and started my own business. Yes, those are bitterly gesticulated air quotes.
How To Survive A Death March. I suspect that everyone reading this has worked truly insane hours at one time or another.
And you've probably suffered the consequences. So as my first post for Charlie's blog, here's something slightly different: a survival guide to working insane hours, based on many years in the film industry watching dawn break from my chair in the edit suite. Whilst I've been thinking about topics for guest-posting, I've spent some time considering what writers like Charlie and moviemakers like me have in common. And one thing that sprang to mind immediately was the ubiquitous death march. I've seen Charlie go through more than a few 10,000 word a day writing sprints, and I've pulled some pretty manic stunts on that line myself.
I'd say I recall staying up for more than 72 hours to finish the trailer for my first film. The trailer was bloody terrible, too. Since then, I've ended up in the hundred-hour work week club at least once a year for various things. Should You Death March In The First Place? TI4. Express Interview with Gabe Newell. Welcome to the Bossless Company. Www.valvesoftware.com/company/Valve_Handbook_LowRes.pdf. Www.valvesoftware.com/company/Valve_Handbook_LowRes.pdf.
Valve: How I Got Here, What It’s Like, and What I’m Doing. It all started with Snow Crash.
If I hadn’t read it and fallen in love with the idea of the Metaverse, if it hadn’t made me realize how close networked 3D was to being a reality, if I hadn’t thought I can do that, and more importantly I want to do that, I’d never have embarked on the path that eventually wound up at Valve. By 1994, I had been working at Microsoft for a couple of years. One evening that year, while my daughter was looking at books in the Little Professor bookstore on the Sammamish Plateau, I happened to notice Snow Crash on a shelf. I picked it up and started reading, decided to buy it, and wound up devouring it overnight. I also started thinking to myself that I had a pretty good idea how about 80 percent of it could work right then, and wanted to implement it as badly as I had ever wanted to do anything with a computer – I had read SF all my life, and this was a full-on chance to make SF real.