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POOR ADOPTION & ENGAGEMENT WILL COST YOU

This is what’s been on my mind lately, as I speak with existing and potential clients about the issues they face getting employees to work in CRM.

 
1. Importance of an Adoption Plan
Along with an Implementation Plan, an Adoption Plan – that is a plan to make sure employees use what has been bought and paid for- is essential, no matter whether you are starting fresh or upgrading.  Many organizations simply put everything on hold while they focus on the upgrade process.  However, I’ve learned from highly productive Dynamic CRM clients, both plans should be crafted with End Users in mind.  By doing so, the project remains focused on how the CRM will support employees in their work and achieve overall company goals.  Many times we get lost in the “technology for technology’s sake” weeds.

If you look into the elements of a good Adoption Plan, you will read much about end user motivation and “What’s in it for me?”.  Explaining the Good News of CRM may not be enough and it is considered a best practice to explore and incorporate other motivations that may work within the culture of your organization.  Some motivations to consider as part of your Adoption Plan are:

 

• Appreciation from leadership
• Public Recognition before peers
• Rewards
• Peer pressure
• Competition
• Accountability

 

Finally, as with any plan, milestones, measurement and ability to adapt quickly will increase the chances of success.  Transparency and timeliness of data as spoken about by Satya Nadella at Convergence is everything.  Up to the minute reports – pictured below from CRMGamified’s Motivation Engine – easily accessed by all, will allow for decisions to be made immediately. Managers can see what is working, employees can see their progress and improve. Implementing an adoption plan with a motivation engine that measures and shares data as employees work in CRM should add to success for all!

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2.  More next time on Employee Engagement and what it means to the bottom line.  You may consider reading this NYTIMES article “When Employee Engagement turns into Employee Burnout”  about how high employee engagement, as it has been traditionally defined, is no longer sufficient to fuel the highest levels of performance

 

Debbie Rea

Dopamine: How Gamification helps its production making us healthier?

Dopamine is a neurotransmitter. It is a chemical messenger originated from a nervous termination that interacts with a specific receptor to produce different physiological responses helping in the transmission of signals in the brain and other vital areas.

Dopamine is found in humans as well as animals, including both vertebrates and invertebrates.

 

How it works?

This neurotransmitter’s main functions are promoting mental energy, improve attention, impulse control, motivation and determination. When there is a deficient production of dopamine the results are translated in fatigue, dizziness, high desires of sugar or coffee, weight gain, attention problems, decrease of sexual desire and impulse control.
A recent study done by the MIT reveals that dopamine is also the neurotransmitter responsible of motivating us in
the most difficult moments, under a promise of “reward”. This study was made in a population of rats, scientists explain this findings are applicable in the same way with humans.

The results showed that when the rat was approaching an objective or a distant prize the dopamine production increased, this can be seen with Parkinson patients where dopamine is affected and there is not enough motivation to reach objectives or long tasks.

 

Games and Dopamine

d2Dopamine Involved in learning and feelings of reward, is released in the brain’s striatum during game activities strengthening the brain cell connections underlying memory and learning, which is why games can be put to educational and therapeutic uses.

Game strategy applications have an appeal that crosses many demographic boundaries, such as age, gender, ethnicity, or educational attainment. Besides being fun and stimulating, they can be used to help set up goals and rehearse working towards them, maintain a record of behavioral change, provide reinforcement, feedback and self-esteem.

Encouraging play, creates excitement and a more lighthearted work atmosphere that in turn stimulates employees to take more creative risks.

 

How Gamification is helping?

The reasons why people play are very punctual. In a survey made by the CRMGamified team to relatives and coworkers, the answers where centered in these specific reasons:

  • Socializing: Relationships between players are stronger because entertainment can foster trust, empathy and compassion. It is a perfect way of making new friends and breaking the ice in any situation of shyness.
  • Stress relief: Play releases endorphins, the body’s natural feel-good chemicals. Endorphins promote the sense of well-being and can even relieve pain.
  • Revitalizing: As the famous Irish Nobel Prize winner George Bernard Shaw said, “We don’t stop playing because we grow old; we grow old because we stop playing.”
  • Brain challenges: Playing brain skilled games help prevent Alzheimer and improve brain functionality. Playing games with relatives, co-workers or friends help ward off depression and stress.
  • Creativity: The best way of learning something as children or adults is by playing. A fun task turns into an easy task immediately, stimulating imagination, and improving problem resolution.

 

d3Sports and Dopamine

Athletes are likely to have one thing in common: Higher levels of dopamine.  The habit of regular workouts, push them to perform way better than in their last workout. Better known as the brain’s “reward center”, dopamine is essential for concentration, quick reaction time, focus, and what’s most important, good moods.

 

 

 

d4Food and Dopamine

A balanced diet is a very important step to improve dopamine production, the neurotransmitters are produced from amino acids and these require vitamins and minerals, so the diet must be rich in proteins such as those found in meat, fish, vegetables, beans, eggs and soy.

 

 

 

Work and Dopamine

To determine the consequences of stress during work we should understand the difference between positive stress and negative stress. In both cases there is an emotional condition that models working attitude and effectivity.

Positive stress enhances productivity and performance, while negative stress does completely the opposite. Knowing dopamine is produced in very high levels when a sensation of reward and recognition is present we should be aware that a negative stress will trigger the results we want to avoid.

So how can we turn negative stress into positive stress?

After all the necessary research needed to develop a successful solution, CRMGamified combined two motivation methods proven to work together or separate depending on the needs of the company.

 

crmg-02CRM Gamified Motivation Engine Brings the excitement of a sales contest accomplishing goals and having immediate rewards through a simple game platform full of points, levels, badges, challenges under a friendly and precise colorful architecture linked to MS Dynamics CRM.

 

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image_thumb.pngHurrah! Shows the information registered in MS Dynamics CRM that can also be measured by CRM Gamified Motivation Engine, in a live slideshow exhibited in TV screens around the office with a rewarding experience of customizable videos, sounds, music, pictures and events recognizing the achievements of teams or individuals.

 

 

Webinar Recording

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This technique links work responsibilities with an entertaining game/competition experience, activating an increased production of dopamine thus a positive physical response, showing non-detectable results of work overwhelming or burnout.

 

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