Dias nummer 1 - relationtech.expositus.comrelationtech.expositus.com/Files/Billeder/relation... ·...

58
Leif Sørensen CEO / Relation Technologies Contact: Email: [email protected] Tel: +45 2879 4777 dk.linkedin.com/in/leifsorensen Get my Twitter/ RT_Latest_News

Transcript of Dias nummer 1 - relationtech.expositus.comrelationtech.expositus.com/Files/Billeder/relation... ·...

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Leif Sørensen CEO / Relation Technologies Contact:

Email: [email protected]

Tel: +45 2879 4777

dk.linkedin.com/in/leifsorensen

Get my Twitter/ RT_Latest_News

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Need the Scientific World No Cash cow Gamification

Complexity reduction Wish

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Agenda

The Market Relation

Technologies

The marketing innovation

schism

The future

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Approach

PHYSiCAL THEORiCAL ViRTUAL TO GO

DESiGN

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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10 – 20 – 70

Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Relation Technologies develop and deliver state of the art Gamification and learning

technologies

Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Business Model and Strategy

Concept & Service

Relation Technologies End user

Training

Executive level

Employee

Design & Architecture

Consultancy / Partner

Internal Consultant / Partner

Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Used by: Vestas, Grundfos, Aller Media,

Carlsberg, Hapag-Lloyd, and …..

Partner: Implement, Deloitte, Mannaz,

Henley, ISB, Kinetcc, Team Licia, CBS,

Propellor

Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Approach

Approach

DES

iGN

1. Case Perspective

2. Theory Perspective

Graphic Design Distribution Design

3. Game Engine Technology

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Streams

PC workstation/ class room, at work

Mobile/ “In between accessiblity”

Physical material / Classroom

To Go / webinars, pods, videos, championships

Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market

Information billede

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Potential Partner 148 148

XXXX 77% 114 114

Remarks 1

started supper 201x 2

XXXXX 3

4

5

Above 75%

Knowles off the market 4 5

use to work on the market 4 3

network in top 100 business 3 2

network in executive consultants firms 3 2

network in the executive level 3 4

access to network 5 5

already success in the top 100 firms geographically 2 2

working with other products alike 2 5

success with personal test toll or alike 2 1

understanding complex sales/ products 3 3

use to work with S.D logic 2 1

know about sim 4 5

use to work on academy programs 4 2

have there own products align with RT 2 5

43 43

105% 45 45

Can paid the entrance fee 3 1

Running positive for some years 3 2

working firm + 5 employee 2 1

Can open the market and run for at least 1 year with no sale 4 3

Have experience with finials and realistic views on the market potential 4 2

Understand our business model 5 4

Credit-Worthiness 4 2

will become 25% of the partners economy (consultants delivery) 3 5

Power to be the creditor towards clients 3 2

31 31

71% 22 22

Have opened up other products on the market 3 2

Have access to local consultants network 4 2

will make a marketing plan and know the value of such 3 1

will allocate sales power to the project (dedicated) 4 2

experience with sales to top 100 2 2

experience with sales to other consultants firms 2 2

have a established network to top 100 4 2

participation on relevant exhibition 3 1

Familiar with market feedback to provider (us) 3 1

Internal marketing power and experience for making local material, Homepage , Folder 2 1

30 30

53% 16 16

Languages skills to translate and make local sales material 2 1

more than one Mann band 4 1

Familiar with export / Import 3 1

support from top management team 5 5

Geographic coverage country 2 1

Knowles in the organisation for the project 4 4

20 20

65% 13 13

After sales service experience 2 2

It skills for first degree service 4 2

pre sales skills 5 4

S.D. Logic awareness I pre sales 3 1

access to authorization process location 5 4office for clients meeting 5 5

24 24

75% 18 18

Service

Financials

General settings

score

Bad

Below average

Average

Above average

good

Ok

Text Weighting Estimate Total

Organisation

Sales and Marketing

The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market

Intro to thoughts and ideas

Looking at the market

Concepts and possibilities

Clients at your market

Service

1 week 2 to 4 weeks 2 weeks and then an on-going dialog

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market

Process development

Meeting and closing deal

Authorization process

Meeting end user

Process

Development

Meeting and closing deal

After sales and service

First contact

Meeting

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market

3.

Process development

4.

Meeting and closing deal

5.

After service

Value added service

1.

First contact

2.

Meeting

The sales circle “End client”

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Business on serious games!

• Market analyses

• Segmenting clients in Consultants, companies, university

1

• Contact one field minimum 10 contact

• Looking for ways

• deciding on next field

2 • Contact direct mail all companies

• Follow up on contact

• New contact

3

• Follow up

• Direct contact

• Keep up for 8 weeks more.

4

The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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What is new to the client!

The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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The marketing innovation schism

2010 No game 2011 Simulation 2012 Simulation 2013 Gamification or?

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Innovation Dilemma

The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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4 Challenges by Henriksen, T. D.

The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

DIDACTICAL DESIGN: WHAT IS THE GAME GOING TO

DELIVER?

• Create reflection? • Gather knowledge? • Boost collaboration? • Support storytelling? Etc.

IMPLEMENTATION DESIGN: WHERE IS THE GAME GOING TO

WORK?

• Technological platform? • Facilitation needs? • Classroom, Shop floor, Mobile? • Roll-out, Time line, Modules?

MECHANICAL DESIGN: HOW IS THE GAME GOING TO

WORK?

• Is it a competition? • Is it physical, visual, virtual? • What does the game feed back? • What are criteria for mastery?

BUSINESS DESIGN: WHO SUPPORTS WHAT?

• Handling and materials? • Administration and service? • Update and development? • Measurement and effect?

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The marketing innovation schism

DES

iGN

1. Case Perspective

2. Theory Perspective

Graphic Design Distribution Design

3. Game Engine Technology

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Wise decisions….

The marketing innovation schism

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Part of something bigger…

The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Complexity Reduction

The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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One more time

Complexity Reduction

The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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Complexity Reduction

The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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WISH

The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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WISH

The future

Need the Scientific World No Cash cow Gamification

Complexity reduction Wish

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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RELATION TECHNOLOGIES

ACADEMY PROGRAM

WORKSHOP PROGRAM

CONSULTATION PROGRAM

ORGANIZATIONAL DEVELOPMENT PROGRAM

CERTIFICATION PROGRAM

E-LEARNING PROGRAM

SAFE SPACE PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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EMBRACING CHANGE

ACADEMY PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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PERSONAL CHANGE: MINDFULLNESS AND MEDITATION

MAIN TRACK

GETTING PEOPLE ON

BOARD

ADRESSING RESISTANCE

LEADING CHANGE

SYSTEMATIC CHANGE

DAY 2 DAY 1 DAY 3 DAY 4

OFF TRACK

FOCUS & APPROACH

ORGANISATIONAL UNDERSTANDING OF CHANGE AND

STRATEGY

WORKING WITH THE PROCESS OF

CHANGE

CASE-WORK SIMULATION

PERSONAL ADAPTATION

SPOTTING AND WORKING WITH

RATIONAL, EMOTIONAL AND

PERSONAL RESISTANCE

THEORY

GROUP WORK TRAINING PERSONAL

REFLECTION

WORKING WITH LEADERSHIP STYLE AND PERSONAL

IMPACT

SIMULATION PERSONAL

PROFILE FEEDBACK

WORKING WITH OWN CHANGE

PROJECTS, APPLYING

METHODOLOGIES

CASE-WORK COACHING

ON-LINE PREPA-RATION

PLANNING MIND-SETTER

LIVE

ACADEMY PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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CHANGE IN A BOX

WORKSHOP PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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WORKSHOP PROGRAM

PLANNING MIND-SETTER

LIVE

HOUR 1

HOUR 2

HOUR 3

INTRODUC-TION TO

RESISTANCE

INTRODUC-TION TO CYCLE

OF CHANGE

ANALYSIS COACHING

BOARD AND COMPARISON

COM-MON LAN-

GUAGE

STEP 2 STEP 1 STEP 3 FOCUS

SIMULATION PHASE 1

DEBRIEFING

INTRODUC-TION TO

SIMULATOR

SIMULATION PHASE 2

DEBRIEFING

UNDER-STAND-

ING PRO-CESS

PERSPECTIVES TO STRATEGY, PROJECT, ETC.

TRANSFER OF LEARNING TO

OWN CONTEXT

CONCLUSION AND COMMIT-

MENT

COM-MON

PICTURE

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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CHANGE 911

CONSULTANCY PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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CONSULTANCY PROGRAM

DAY 1 RESISTANCE +

OUR RESISTANCE

CYCLE OF CHANGE +

OUR CHANGE

SIMULATION + OUR

SITUATION

EVALUATING CHANGE +

OUR LEARNING

STEP 2 STEP 1 STEP 3

PLANNING MIND-SETTER

LIVE

STEP 4

DAY 2

ANALYZING CHANGE +

OUR STAKE-HOLDERS

8 STEPS + OUR STEPS

COMMUNI-CATING

CHANGE + OUR CULTURE

SYSTEMATIC CHANGE + OUR PLAN

FOCUS RELATIONS PROCESS COMPLEXITY LEADERSHIP

FOCUS PROJECT RATIONALITY RELATIONS PROCESS

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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CHANGING TRACKS

ORGANIZATIONAL DEVELOPMENT PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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ORGANIZATIONAL DEVELOPMENT PROGRAM

CHANGE LEADER - COACHING PROCESS

TRAC-KING

MIND-SETTER

LIVE

’DRIVING TEAM’ DESIGN

PROCESS CULTURE PROCESS

LEADERSHIP TRAINING

TEAM TRAINING

DESIGN: AMBITION/ VISION

ROADMAPPER

STRATEGY PROCESS

TEAM-PROCESS

LEADERSHIP MODEL

6STYLES

MINDSETTER TAILORED CHANGE

CASE

CULTURE ANALYSIS

CULTURE INTERVENTIONS

MINDSETTER

EMPLOYEE ED.

COMMUNICATION AMBITION/ VISION

ROADMAPPER

STRATEGY BREAKDOWN

LEADERSHIP MODEL

6STYLES

MINDSETTER

ROADMAPPER STRATEGY

BREAKDOWN

TEAM-ZONES

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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PLUG AND CHANGE

E-LEARNING PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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E-LEARNING PROGRAM

READING AND INTRO-DUCTION

REFLECTIVE EXERCISE: MY RESPONSE TO RESISTANCE

SIMULATION A: CHANGE

COMMUNI-CATION

SIMULATION B: GETTING

PEOPLE ON BOARD

ON-/OFF-LINE DOCUMENTATION

REFLECTIVE EXERCISE: MY

CHANGE APPROACH

SIMULATION C: ANCHORING OF

THE CHANGE

REFLECTIVE EXERCISE: MY

CHANGE APPROACH

PERSONAL PROFILE:

MY RESPONSES TO CHANGE

REFLECTIVE EXERCISE: MY RESISTANCE

REPORTING AND DEVELOP-

MENT

E-MAIL COACHING ACCESS

STEP 1 STEP 2 STEP 3 STEP 4 STEP 5

STEP 8 STEP 9 STEP 10 STEP 6 STEP 7

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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SAFE SPACE

SAFE SPACE PROGRAM

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business

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SAFE SPACE PROGRAM

INTRODUCTION CYCLE OF

CHANGE AND REACTION

LEVELS

INTRODUKTION TO CASE

LOG ON TO COMPUTER

GROUP DECISION PROCESS

SAFE SPACE PROCESS

PLENARY DEBRIEFING

GROUP DECISION PROCESS

SAFE SPACE PROCESS

PLENARY DEBRIEFING

45 MINUTES

45 MINUTES

45 MINUTES

Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business