Designing a learning ecosystem for sustained engagement

How we combined behavioral research, learning design and gamification to engage 100+ leaders throughout a seven-month development journey.

Domain

Discovery · Behavioral Research · Experience Strategy · Service Design · Gamification

My Role

Service Designer

Team

+5

Timeline

2021 · 7 months

Impact Overview

Scale

100+ leaders

Duration

7-month program

Engagement

~72%

Context

Sustaining attention over seven months

Context

Sustaining attention over seven months

Ambev, a Brazilian brewery under the Anheuser-Busch InBev umbrella, holds the title of the world’s biggest beer producer, dominating roughly 69% of Brazil’s market.

The company was moving its sales and distribution processes into a more digital model. Service Level leaders needed training to understand that shift and apply it to their work.

BEES Academy was a leadership development program created for Service Level leaders (GNS). The experience needed to remain relevant to participants with demanding routines, different learning preferences, and different reasons for taking part.

Short-term enthusiasm would not be enough: the program needed to create repeated reasons to return without making learning feel like another obligation.

Design Challenge

How might we sustain meaningful participation throughout a seven-month journey while accommodating different motivations and limited time?

I contributed across discovery and experience strategy, from research planning, interviews and synthesis to workshop facilitation, journey design and the behavioral and gamification model.

I worked with an HR consultant, a project manager and two members of Ambev’s Learning & Development HR team.

Research

Competition motivated leaders in different ways

Research

Competition motivated leaders in different ways

Ranking was the expected answer

Competition was already a strong part of Ambev’s culture. Leaders were familiar with visible performance, and ranking was presented to the team as a natural choice for the program’s gamification model.

Our research investigated whether that expectation could sustain participation over seven months. In the interviews, we explored what leaders valued in a development experience, which formats fit their routines and what made recognition meaningful to them.

We confirmed that ranking could motivate some participants. However the interviews also showed that competition did not work the same way for everyone. Some leaders were more interested in practical learning, recognition, development or the impact they could have on their teams. For them, ranking could reduce motivation instead of increasing it.

We noticed some common points in all conversations

Development preferences

Hands-on learning

Valuing the overall experience, not just individual moments

Quick and dynamic activities that fit into their busy routines

Strong geographic identification

Experience

Team-building moments

Applicable projects

Exchange with other areas of the company

Collaboration within the team

Immersion moments

Learning formats

Lectures

Videos

Training sessions

Tests and quizzes

Different Perspectives

We observed three different perspectives regarding how they approach problems and what motivates them.

Practical Vision

“As a true Ambev person, I love a good ranking!”

Manage problems and pain points practically and agilely in their day-to-day activities. They aim to keep problems from affecting results and performance.

Motivators

Competition → High

Recognition → rankings and rewards

Results-oriented

Critical Vision

“Sometimes I feel like people just want to come in first, but there’s no real outcome behind it.”

Take a more critical and detailed approach to the company's pain points, demanding faster solutions to the problems.

Motivators

Competition → Mid

Recognition → Visibillity

Development-oriented

Genuine appreciation

Curious Vision

“What really motivates me is seeing the impact I’m making on my team!”

Primarily includes who are newly appointed to the position. Their pain points were related to onboarding and adaptation process.

Motivators

Competition → High

Recognition → Ranking

Numbers-oriented

Synthesis

Competition needed a defined role

Synthesis

Competition needed a defined role

Ranking could create momentum without defining success

The initial ranking proposal made sense within Ambev. Leaders understood it, and visible performance was already part of the culture. The profiles showed that ranking appealed most strongly to results-oriented participants. Others responded better to genuine recognition, development, practical learning or the impact they could have on their teams.

We assigned each mechanic a distinct role so the system could respond to different motivations while keeping competition in the program.

Position in the ranking became one signal among several. The system also recognized what leaders learned, completed and contributed to the group.

Mechanic

Role in the experience

Profiles addressed

Rankings

Made individual and team progress visible and created momentum.

Practical Vision and Curious Vision

Profiles: Practical Vision and Curious Vision

Badges

Recognized completion milestones regardless of ranking position.

All three profiles

Profiles: all three profiles

Ambassadors

Recognized influence, contribution and participation among peers.

Critical Vision and Curious Vision

Profiles: Critical Vision and Curious Vision

Mystery boxes

Added anticipation through surprise and limited availability.

Critical Vision and Curious Vision

Profiles: Critical Vision and Curious Vision

Reward marketplace

Turned accumulated points into choice and personally relevant rewards.

All three profiles

Profiles: all three profiles

Individual and collective goals

Balanced personal performance with collaboration and team progress.

All three profiles

Profiles: all three profiles

Research became a set of design criteria

The research translated into five criteria for the experience:

  • Fit demanding routines: keep activities quick and combine synchronous and asynchronous moments.

  • Make participation visible: use measurable activities so leaders could follow their progress.

  • Stay close to the work: connect activities to situations leaders faced in their routines.

  • Balance competition and collaboration: create momentum without making ranking the only path to recognition.

  • Offer choice and meaningful recognition: acknowledge what leaders accomplished during the course and in their work.

Solution

A connected learning ecosystem

Solution

A connected learning ecosystem

One journey, multiple ways to move forward

We organized BEES Academy as a sequence of themed learning cycles called “colmeias.” The journey began with the GNS role and leadership, then moved through business concepts, customer experience, tools and routines, strategy and career development.

Bloom’s Taxonomy structured each colmeia as a progression through six cognitive stages:

1. Build knowledge: remember and understand.

2. Apply at work: apply.

3. Solve a challenge: analyze, evaluate and create.

Leaders began with content sessions and short activities that introduced the subject and helped them understand it. They then applied that knowledge through tasks connected to their routines. A review consolidated the content before a final challenge asked them to analyze a situation, evaluate possible responses and create a practical proposal or solution.

Synchronous sessions gave leaders shared context and time for discussion. Asynchronous activities gave them room to participate around demanding schedules. A common system of progress, recognition and rewards connected both formats throughout the seven months.

Multiple mechanics, one behavioral strategy

The mechanics worked together across four moments of the experience:

Moment

How it worked

Participation

Leaders earned points by attending sessions and completing activities and final challenges. Each task was weighted according to its relevance, difficulty and required effort.

Progress

Badges marked completion milestones within each colmeia, while individual and team rankings made progress visible.

Integration

Teams met, reviewed their shared progress and recognized ambassadors chosen by their peers for their influence and participation.

Recognition and choice

Mystery boxes rewarded ambassadors and created anticipation through surprise and limited availability. Other participants could spend accumulated points in a marketplace with limited vouchers and rewards.

Together, these moments connected personal progress to team performance and made participation and completed work visible beyond a participant’s position in the ranking.

Each interaction created a reason to return

The experience connected learning, action, feedback and recognition in a repeating cycle:

Learn → Participate → Progress → Receive feedback → Gain recognition → Return.

Rankings, badges and rewards helped participants understand progress, while new goals, contribution opportunities and marketplace choices created reasons to come back.

  • Hands-on Activity: Leaders needed to fill in Ambev's Leadership collaborative canvas inspired by the Empathy Map on Miro

    Hands-on Activity: Leaders needed to fill in Ambev's Leadership collaborative canvas inspired by the Empathy Map on Miro

    Hands-on Activity: Leaders needed to fill in Ambev's Leadership collaborative canvas inspired by the Empathy Map on Miro

  • Challenge: Leaders needed to make mentorships meetings with their teams.

    Challenge: Leaders needed to make mentorships meetings with their teams.

    Challenge: Leaders needed to make mentorships meetings with their teams.

  • Integration session: We closed each colmeia with a relaxed team session designed to bring leaders together and recognize those who had stood out during the cycle.

    Integration session: We closed each colmeia with a relaxed team session designed to bring leaders together and recognize those who had stood out during the cycle.

    Integration session: We closed each colmeia with a relaxed team session designed to bring leaders together and recognize those who had stood out during the cycle.

Outcome

72% attendance-based engagement

Outcome

72% attendance-based engagement

The program ran for seven months in 2021 and reached more than 100 leaders. It recorded approximately 72% engagement, measured by attendance at each activity.

The attendance measure showed whether leaders kept returning throughout the program. The qualitative feedback helped explain what supported that participation, especially the social energy of the sessions and the opportunity to meet colleagues across teams.

What participants said

Participants highlighted the energy of the closing session, the rotating groups, and the chance to meet colleagues they had previously known only through remote work.

What worked

“I had never taken part in such a fun closing session on Zoom. It changed my view of these HR sessions.”

“For me, as someone new here, it was good to meet the rest of the team and know who I was talking to on the other side.”

“The rotating groups and challenges were fun and gave us a chance to get to know people.”

What needed improvement

One participant asked for more interaction between teams:

“I missed having more interaction between the teams.”

What I learned

Behavior is shaped by the system

What I learned

Behavior is shaped by the system

Participation depended on how its parts worked together

Points and competition alone could not sustain engagement for seven months. The mechanics had to respond to different motivations and stay connected to the purpose of the program. Individual and collective progression opened more ways to participate. Linking learning with feedback, recognition, rewards and contribution gave leaders several reasons to return. Behavioral research identified those reasons, and service design turned them into a program that participants could follow and a multidisciplinary team could deliver.

Each Colmeia improved the next

Iteration was built into the program

The sequence of colmeias created a second feedback loop, this time for the design team. After each cycle, we reviewed participation and feedback, identified what needed to change and applied those adjustments to the next colmeia. The seven-month format gave us an agile cadence for improving the program while it was running.

Credits and responsibilities

Lucas | Service design contribution

Research: discovery, research planning, interviews, and behavioral synthesis.

Facilitation: workshops and multidisciplinary collaboration.

Experience strategy: journey design, behavioral model and gamification model.

Multidisciplinary team

1 HR consultant · 1 project manager · 2 Ambev Learning & Development HR team members

Let’s create impact together

Let’s create impact together

Let’s create impact together