Bees Academy by Ambev

Gamified Leadership Development System

Bees Academy by Ambev

Gamified Leadership Development System

Project Details

What I've done in the project

Team

1 Project Manager

1 Service Designer

1 HR consultant

Skills used

Research Service Design Gamification Design Thinking Miro Instructional Design

My individual contribution

Planning and Conducting the research phase Facilitating discovery and ideation workshop sessions Conducting in-depth interviews Processing collected information Ideating the gamified user flow Validating concepts Coordinating the implementation of the design solution

Team

1 Project Manager

1 Service Designer

1 HR consultant

Skills used

Research Service Design Gamification Design Thinking Miro Instructional Design

My individual contribution

Planning and Conducting the research phase Facilitating discovery and ideation workshop sessions Conducting in-depth interviews Processing collected information Ideating the gamified user flow Validating concepts Coordinating the implementation of the design solution

Client details

Understanding the company

About

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 is currently transitioning toward a more digitalized sales and distribution system. The Service Level department's management requires education on digital transformation processes.

Design Challenge

Utilizing the Design methodology for creating a training course for Service Level Management leaders. The course required to:

- Maintain strong alignment with leadership

- Increase value and excellence in the program

- Boost interaction through gamification strategies

- Develop ways to verify learning outcomes

Research

Key Observations

Asking the right questions

Research Goals

Before the research starts, we made an effort to plan and understand the research goals, which company information we would need to collect, and which research tools and techniques we could use.

What is the profile of the leadership and what motivates them?

What level of dedication is expected for their development?

What are the expectations regarding the program?

What are the expectations of the project sponsors?

How does the leadership develop themselves?

User Research

We conducted in-depth interviews with 5 leaders with diverse profiles to understand their backgrounds, motivators, pain points and needs. Additionally, we interviewed the project sponsor to align expectations regarding the outcomes.

Moreover, we joined the WhatsApp group they use to observe their communication.

PERSONA DETAILS

Synthesizing user research

PERSONA DETAILS

Synthesizing user research

PERSONA DETAILS

Synthesizing user research

Common Ground

We noticed some common points in all conversations, among them:

Development preferences

Preference for practical, hands-on learning

Valuing the overall experience, not just individual moments

Preference for quick and dynamic activities that fit into their busy routines

Strong identification with the geographic region they are allocated to

Learning formats

Lectures

Videos

Training sessions

Tests and quizzes

Experience

Team-building moments

Applicable projects

Exchange with other areas of the company

Collaboration within the team

Immersion moments (without work)

Different Perspectives

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

Practical Vision

This perspective represents employees who tend to manage problems and pain points with practicality and agility in their day-to-day activities. Their intention is not to let problems impact the results and performance.

Motivators

High competition

Recognition through rankings and rewards

Results-oriented

Critical Vision

This group represents employees who are passionate about the company and dedicate themselves entirely to their roles. Consequently, they take a more critical and detailed approach to the company's pain points, demanding faster solutions for the problems.

Motivators

Medium competition

Recognition through means other than rankings

Genuine appreciation

Development focused on results

Curious Vision

Primarily includes individuals who are newly appointed to the position, but not necessarily new to the company. These employees present a practical and critical perspective toward the company and its context but prioritize the pain points related to their onboarding and adaptation to the position.

Motivators

High competition

Recognition through rankings

Results beyond numbers

User Stories

Based on our findings, we created user stories to guide and align the solution with the users' needs.

As a leader...

I want training that provides autonomy and practicality, allowing me to do it at a suitable time.

I want a clear view of my results to assess my performance.

As a leader with a Practical Vision...

I want training that provides autonomy and practicality, allowing me to do it at a suitable time.

I want a clear view of my results to assess my performance.

I want to develop with a dose of competition because I strive to be the best at what I do, and that motivates me greatly.

As a leader with a Critical Vision...

I want the training not to disrupt my routine and quality of life because I highly value them.

I want genuine recognition for my efforts and results.

I want immersive moments with meaningful and profound exchanges so that people can truly engage in the process.

As a leader with a Curious Vision...

I want to adapt quickly to achieve more results.

Solution

Ideation Process

Let's make some ideas

Experience Guidelines

We defined some guiding criteria to start the program's ideation, considering various parameters:

Activities

Easy to measure

Dynamic and quick activities

Applicable projects with elements from daily life

Show strategic aspects for the business

Experience

Alternating moments of immersion and asynchronous activities

Balancing competition and collaboration moments

Not compromising the daily routine and quality of life

Empowering users with choices

Feedback

Moments of public recognition

A clear view of performance

Use of rankings

Aligned with real results

User Journey

We conducted an ideation session based on the program's timeline, thinking about creating the best learning journey and using gamification techniques to improve engagement.

Evaluation

We used Bloom's Taxonomy as a basis to think about activities for memorization and application of knowledge.

Final Results

Project Outcomes

Macro themes

The program's journey was divided into macro themes, discussed each month of the program, with each theme having a series of activities:

1. Moments of Content Exposure

2. Memorization Activities

3. Theme Challenge: A more elaborate activity requiring participants to apply the acquired knowledge in their day-to-day work

Each activity generated points for the participants, defined based on aspects such as relevance, challenge, and effort required. This allowed us to calibrate the point system effectively according to the proposed tasks.

The program's journey was divided into macro themes, discussed each month of the program, with each theme having a series of activities:

1. Moments of Content Exposure

2. Memorization Activities

3. Challenge: A more elaborate activity requiring participants to apply the acquired knowledge in their day-to-day work

Each activity generated points for the participants, defined based on aspects such as relevance, challenge, and effort required. This allowed us to calibrate the point system effectively according to the proposed tasks.

A challenge that managers needed to fill a collaborative canvas, based on the Empathy Map, on Miro and tell what the attributes of a good leader have.

Integrations

We planned moments to foster interaction among the participants through social gatherings. The main purpose was to promote recognition, engagement, and motivation within the team.

Individual and Collective Rankings

To engage participants and make their performance clear, we disclosed general performance rankings weekly. Additionally, we created a collective ranking based on geographic regions, where the entire region needed to collaborate to achieve success.


Result Badges

At the end of each theme, participants received badges based on the percentage of completion of their tasks:

- Gold Badge: 100% completion

- Silver Badge: 75% completion

- Bronze Badge: 50% completion

The number of badges was tallied by the team to create collective rankings presented during integrations.

Program Ambassadors

Participants who were highly recognized by their teams were named Ambassadors. This recognition valued their influence within the team and their engagement in the program. Ambassadors received surprise awards (mystery boxes) during integrations.


Mystery Boxes

Mystery boxes were rewards designed to create engagement through curiosity about their contents and their limited availability. These rewards were used to recognize the Ambassadors.

Marketplace

At certain points in the journey, participants could exchange points for limited vouchers to be used in various stores and services.

Let's create impact together!

Email me to discuss your exciting projects.

Let's create impact together!

Email me to discuss your exciting projects.

Let's create impact together!

Email me to discuss your exciting projects.