| | | Skilful Minds | | Providers | 8 articles |
| Page 1 of 1 | Previous | Next | SKILFUL MINDS MAY 21, 2011 Social Flow in Gameful Design Play is the baseline requirement for any game designed to provide useful indicators for gauging individual and organizational successes over time. Don't Gamify Wild Bill discussed the importance of designing for voluntary play in serious games. Specifically, my point is that those interested in gamifying employee engagement in social business, and who also aim to effectively use collaboration, must optimally design for emergence not just competition and cooperation as guiding principles. Collaboration Community 2.0 Experience Design Gameful Design Social Business Design Social Learning | SKILFUL MINDS APRIL 15, 2010 Transformations in the Grocery Shopping Service Journey What I want to do is provide a brief history of the grocery shopper's journey, and key transformations of that journey. Grocery shopping is one of those chores that we all have to do from time to time. I'm introducing the topic of grocery shopping as a service journey not because the concept is new. Few people who analyze what grocers do and how people who shop in their stores get the job of buying groceries done would be surprised that it is a journey. | | | | | | | SKILFUL MINDS AUGUST 18, 2009 Shaping Social Business Ecosystems as Learnscapes The emergence of social media provides people inside and outside organizations with a way to actively speak about, speak to, and engage the product and service offerings of enterprises. Currently, 25% of search results for the World’s Top 20 largest brands are links to user-generated content and 34% of bloggers post opinions about products & brands. Enterprises, on the other hand, listen to, engage, and act on insights gained from social media. Social Networks Web 2.0 brand Dachis Group e-Learning 2.0 Innovation learnscapes social network user experience wiki | SKILFUL MINDS APRIL 6, 2009 Brand Experiences are for Employees and Customers The topics discussed at Skilful Minds fall in a range of challenges involved in translating strategic business goals, and the complex needs of people, into exceptional experiences, for employees who provide products and services and those who consume them, whether the latter are customers, users, learners, or just plain people. Commentators and practitioners of experience design tend to focus on the latter while largely ignoring the former. few recent posts by influentials speak directly to these concerns and merit specific attention for their insights into experience design and brands. | SKILFUL MINDS MAY 9, 2013 Podular Organization and Edge Businesses Richard Adler the Rapporteur for the Aspen sessions, notes that, "New findings about the power of collective intelligence and about the most effective ways of organizing teams are providing practical insights about how to accelerate innovation." 'My last post, Institutional Innovation and Podular Design, noted a number of insights from the Aspen Institute''s report, Institutional Innovation: Oxymoron or Imperative? One insight which I did not discuss is relevant to understanding the changing way teams work together in organizations and, by implication, in a Connected Company. | SKILFUL MINDS MARCH 29, 2010 Learnable Services, CRM, and Social Business Design increasingly think it provides a basic framework to think about as an overall framework for social business design. Marketing, especially social media marketing, and learning are both essential components of a dialogue strategy for customer experience design and management. dialogue strategy builds on the assumption that companies learn more from customers when customers learn from them, and doing so benefits both. social business design brand Customer Experience Management empathy with customers engagement SCRM social CRM social media social networking | | | | | | | | | -
SKILFUL MINDS | MONDAY, OCTOBER 4, 2010 Failing to See Money Hiding in Plain Sight What matters is whether we develop the research questions around the assumption that sociocultural practices provide the data source for answers. I've discussed ethnography, especially digital ethnography, several times taking note that, whether we use ethnography in marketing or design research remains irrelevant to the methods employed. Ethnographers research settings, situations, and actions, with the discovery of surprising relationships as their most basic goal. The most surprising relationships though are often hiding in plain sight, right under our noses. MORE >> -
SKILFUL MINDS | TUESDAY, APRIL 20, 2010 Wayfinding, Purposive Desire, and Service Design Not to mention the direct costs to the grocer in providing the disposable bags. My last post dealt with transformations in the grocery shopper's service journey in the United States since the late 19th century after creation of the shopping bag. In recent years, local and state governments, grocery and other retailers, as well as many shoppers increasingly understand the environmental impact of using so many disposable bags, whether paper or plastic. MORE >>
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