norcal bma gamification event aug 27 2014
DESCRIPTION
Gamification is emerging as a powerful new tool that can be used to create excitement and enthusiasm for both employees and customers and drive an increase in engagement and loyalty. In today’s increasingly competitive business environment, it’s critical for organizations to provide exceptional customer experiences that result in increased brand loyalty and sales. Rick DeMarco of Inward Consulting shares his experiences at leading brands like HP, Carrier and Kitchen Aid to tie together this new tool with proven brand strategies.TRANSCRIPT
GAMIFICATION:How Can You Use It To Create
Exceptional Customer Experiences?
Exceptional Employee Experiences Result In
Exceptional Customer Experiences
Engaged and Inspired
Employees
Engaged and Inspired
Customers
Inward’s Internal Dialogue Communications ModelTHEORETICAL ALIGNMENT – SEQUENTIAL ORDER
Hierarchy of Effects
Objectives
Inform
Understand
Commitment
Behavioral
Change
Media Hierarchy
Strategy
Written Explanations
Participatory
Learning
Recognition &
Rewards
Companywide
Communications
FocusContinuity
Tiered
Communications
Corporate
Level
Divisional/BU
Level
Local Office or
Functional Area
=
=
=
Value
Benefit
Attribute
Hierarchy of
Relevance
Message
BY 2014, 70% OF GLOBAL
ORGANIZATIONS WILL HAVE AT LEAST
ONE GAMIFIED APPLICATION
BY 2015, 50% OF ORGANIZATIONS
THAT MANAGE INNOVATION
PROCESSES WILL
GAMIFY THEM
MANY OF THE WORLD’S LARGEST
BRANDS ARE CURRENTLY DEPLOYING
GAMIFICATION, INCLUDING COKE,
AOL, NISSAN, NIKE, AND VIACOM
GAMIFICATION HAS A 10X HIGHER
LEVEL OF ABSORPTION AND
RETENTION THAN TRADITIONAL
TRAINING OR CBL TECHNIQUES
LET’S EXPERIENCE IT!
Situation: T-Mobile wanted to motivate its customer care and
retail store representatives to make T-Mobile's online
social business community their go-to resource for
answering customer questions. T-Mobile wanted to
drive up customer satisfaction scores by engaging
more than 30,000 frontline representatives so they
could effectively respond to customers' queries,
even as the devices they sell and support grow more
complex.
Results:• User participation in T-Community increased by
1,000%
• Within the first two weeks, more than 15,000
frontline employees completed an array of Getting
Started missions -- far better than historical
adoption rates for self-guided tutorials
• 187,000 achievement badges were awarded in
the first six weeks
• The number of "likes" assigned by employees
to indicate a helpful response increased a
staggering 6,000 percent.
Situation: Ford wanted to train, motivate, and support sales,
parts and service employees to deliver the optimal
customer experience and increase sales. The
solution was to motivate dealership employees to
make more use of the courses and resources
available to them by rewarding exploration and
demonstration of knowledge gained within a
collaborative online community.
Results:• From day one, the site experienced a burst of
activity with over 100,000 unique visits.
• By week five, actions per user more than doubled,
and total actions increased another 60%.
• Engagement with the portal increased with all
employees, and a positive correlation between
engagement and key sales and satisfaction
performance indicators was proven.
NIKE+
Gamification of Running:
• Motivate Behavior
• Build a community of fans
• Drive customer engagement &
loyalty
NIKE+
SOURCE: Gamification: The Engine of Loyalty 3.0 and Nike.com 20
• Concept: Partnered with Apple to provide runners a fun and easy way to track their runs using a GPS sensor that is connected to an iPod
• Business Goals: Build a community of fans around a common interest
• Gamification Mechanics: real-time feedback, transparency, goals, trophies, levels, competition, Nike fuel points & community
• Big Data: tracks running habits, frequency of runs, ability to analyze data by gender, age, geography
• Results: The Nike+ community has more than 10 million users
GAMIFICATION MECHANICS
21
BIG DATA
22
STARBUCKS
Gamification of buying coffee:
• Motivate Behavior
• Drive customer engagement &
loyalty
MY STARBUCKS REWARDS™
SOIURCE: Starbucks.com 24
• Concept: Loyalty program that allows customers to pay for their coffee straight from their mobile phones
• Business Goals: Motivate members to register and spend their gift cards in order to receive benefits with every purchase
• Gamification Mechanics: progress bars, leveling and rewards
• Results: 4.5 million active members at the end of October 2012. (Expected to reach 9 million members by the end of fiscal 2013) Over 3 million mobile transactions per week in the U.S.
DRIVE CUSTOMER ENGAGEMENT & LOYALTY
25
LIVEOPS
Gamification of Training:
• Motivate Behavior
LIVEOPS
27
A provider of cloud-based contact-center technology and talent
that focuses on a distributed workforce with independent agents
and complete employee autonomy.
They added gamification to their online employee portal, 80% of
agents opted-in to the program, 75% returning on a bi-weekly
basis.
• Onboarding process for agents dropped from 4 weeks of
classroom training to 14 hours
• 10% improvement in service levels
• 15% reduction in the average time to handle a customer
inquiry
• 8-12% improvement in sales performance
SUMMARY
CONSIDERATIONS FOR
INTRODUCING GAMIFICATION
Who is your
audience?
What are you
really trying to
accomplish?
What kind of
technology are
you going to use?
What kind of rewards
and recognition
will you use?
Game Mechanics:
How to make it
all come together?
How are you going
to measure success?
1. Get executive buy-in and make it count
TOP 5 RULES FOR BRINGING
GAMIFICATION INTO YOUR COMPANY
2. Explain the rules of the game
3. Create a master communication plan
4. Reward employees who spread the word
5. Ask for feedback and do something with it
THANK YOU!
Rick DeMarcoManaging Director
650-804-8268
Boston | Orlando | San Francisco | Bentonville
www.inwardconsulting.com