enterprise gamification in the cognitive era - ibm cebit 2016

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Take engagement to the next level with cognitive computing Patrick Bartl, Managing Consultant March 14-18, 2016 Enterprise Gamification in the Cognitive Era Hall 2, Stand A10

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Page 1: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Take engagement to the next level with cognitive computing

Patrick Bartl, Managing Consultant

March 14-18, 2016

Enterprise Gamification in the Cognitive Era

Hall 2, Stand A10

Page 2: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Engage your employees with Enterprise Gamification

2

High sustainable engagement drives

business performance

35YrsAverage age of gamers

44%Female gamers

74%Gamers older than 18yrs

Enterprise Gamification drives Employee

Engagement

9.9%

14.3%

27.4%

Low traditional engagement companies

High traditional

engagement companies

High sustainable

engagement companies

~3x1yr operating

margin87%

80%

Talent development

Employee engagement

and commitment

Employee Engagement is a top

priority of CHROs

Take engagement to the next level with cognitive

computing

Page 3: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Talent development and employee engagementare the highest priorities of CHROs

3

87%80%

68% 65%60% 60% 58% 57% 55%

Talent development

Employee engagement

and commitment

Talentretention

Workforce productivity

Sourcing and recruiting

Performance management

evaluation

Talent management

Rapid development of workforce skills

Collaboration and knowledge

sharing

Source: IBM CHRO Study 2014; n=320 [CHRO only]

Importance of workforce challenges today

Page 4: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Employee Engagement drives Business Performance

4

9.9%

14.3%

27.4%

Low traditional engagement companies

High traditional engagement companies

High sustainable engagement companies

~3x1yr operating

margin

Source: Source: Towers Watson, 2012; n=50

Page 5: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Can Enterprise Gamification address your workforce?

5

35Yrs Average age of gamers

44% Female gamers

74% Gamers older than 18yrs

Source: Entertainment Software Association, 2015

Page 6: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

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Enterprise Gamification

is the use of game mechanics and experience design in a

non-game context to motivate and (digitally) engage employees

to achieve their objectives and in turn

meet aligned organizational goals.

Patrick Bartl, IBM, 2015

Page 7: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

IBM applies state-of-the-art methods and frameworks

7

Octalysis Gamification Framework Level 1-3

IBM Better Change Method

IBM Design Thinking

Scrum

Page 8: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Examples

Page 9: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

IBM internal Enterprise GamificationGermany, Austria and Switzerland

9

+63% more log ins per user per

week

CRM

15kWiki visits

>2kstatus updates

76% enjoyed participating in the challenges

>850 participants

79% would like to participate again in a similar initiative

+33% more log ins overall per

day

+17%more status updates per

week

ESN+11%

more unique users per

week

(1) Seamless adoption of a new CRM solution(2) Internal promotion of IBM Connections as

enterprise social network (ESN)

Objectives

An Enterprise Gamification initiative let employees discover the two tools voluntarily by mastering 9 challenges over 12 weeks

Solution

Results

Source: IBM, 2014

Page 10: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Enterprise Gamification powered by IBM Watson

10

Page 11: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Take Engagement to the next level with Cognitive Computing

11 Source: IBM, 2016

Retrieve and Rank

Personality Insights

DialogTradeoff Analytics

The IBM Watson Retrieve and Rank service helps users

find the most relevant information for their query by using a combination of

search and machine learning to find ‘signals’ in the data.

The Dialog service provides a comprehensive technology

platform for managing conversations between virtual agents and users through an Application

Programming Interface (API).

Gain insight into how and why people think, act, and feel the way they do. This service applies linguistic analytics and personality theory to infer attributes

from a person’s unstructured text.

Helps users make better choices to best meet

multiple conflicting goals.

Watson learns from, and infuses intelligence into, the physical world to transform business and enhance the human experience

Page 12: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

The Suspect – Watson Natural Language Processing

12 Source: IBM, 2015

Play the game here: http://www.thesuspect.comVideo: http://ibm.biz/BdHNW5

Page 13: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

IBM’s Return Serve

13 Source: IBM, 2015

Videos: (1) http://ibm.biz/BdHNW7 (2) http://ibm.biz/BdHNWWMore information: https://www-07.ibm.com/innovation/au/ausopen/serve.html

Page 14: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016

Contact

14

Patrick BartlManaging Consultant

IBMNahmitzer Damm 1212277 Berlin

Email: [email protected]

LinkedIn: www.linkedin.com/in/patrickbartlTwitter: @bartlpatrick

Page 15: Enterprise Gamification in the Cognitive Era - IBM CeBIT 2016