KRISTOFFER FRANGBUSINESS DEVELOPER
+46 46 272 55 [email protected]@kristofferfrang
www.bizpartengage.com
[email protected]+46 46 32 05 85
3 TRENDSIN INNOVATIONSTHROUGHGAMIFICATION AND SOCIAL MEDIA
[email protected] www.bizpartengage.com
[email protected] www.bizpartengage.com
Demand and idea collection
• 263 000 engaged
employees.
• 2 300 ideas.
• 4 concepts with prototypes
which were presented for
management.
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TESTMARKNAD
Engagemang är nyckeln
• Entrepreneurs meet the market
• Successful project shared one
key factor; high engagement.
• Engagement created on a two-
days event.
• Coaching, unity and competition
were important elements
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• Competitions• On-boarding• Rewards• Voting of ideas• Leaderboards• Communicate progress
Gamification
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• Communicate the organizational
challenges.
• Users submit ideas.
• Users help each other build ideas.
• Users are rewarded with ”DWPeas”.
• DWPeas may be invested in other ideas.
• If an idea is successful, investors get a
return in DWPeas.
• Leaderboards, status mechanics and reward
shop.
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AwarenessCoaching
Product Development Insightful F
eedback
CuriosityLe
arni
ng
Incentive
SocialLearning
Sense of Achievement
Competi-veness
Status
Progress
Social Belonging
Collecting
Features
Motivation
Benefits
Helhetsgrepp
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Transparens
• Transparency in the entire process, from
start to goal.
• Possibility to interact with the process.
• Close contact with demand identifiers.
• Traceability from previous processes.
• Drives long-term motivation and
engagement.
• Trial and error in one place; iterative
innovation.