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CHANGE
THROUGH
INVOLVEMENT
Ask Agger
aa@workz.dk
@askagger
www.workz.dk
Source:	Norton,	Michael	I.;	Mochon,	Daniel;	Ariely,	Dan	(2012).	"The	IKEA	effect:	When labor leads to	love".	Journal	of	Consumer	Psychology 22	(3):	453–460.
Source:	Norton,	Michael	I.;	Mochon,	Daniel;	Ariely,	Dan	(2012).	"The	IKEA	effect:	When labor leads to	love".	Journal	of	Consumer	Psychology 22	(3):	453–460.
Workz A/S © 2016 – www.workz.dk
Workz A/S © 2016 – www.workz.dk
GROWING INTEREST FOR THE NORDIC APPROACH
TO LEADERSHIP, INNOVATION AND COLLABORATION…
SHARED PURPOSE, BUILDING TRUST AND
REFLECTIVE LEARNING ARE KEY
INGRIDIENCES IN THE SCANDINAVIAN
RECEPE…
SINCE BEFORE THE VIKING AGE GAMES HAS
BEEN USED TO TRAIN COLLABORATION AND
SHARPEN LEADERSHIP SKILLS
CASE:
NOVO
NORDISK
Workz A/S © 2016 – www.workz.dk
Novo Nordisk is a global pharmaceutical
company with focus on diabetes,
haemophilia, growth disorders and
obesity.
The company employs approximately
41,600 people in 75 countries and
markets its products in more than 180
countries.
Workz has worked for Novo Nordisk for
more than 10 years, designing involving
solutions within a multitude of areas -
from leadership, sales and compliance
training to quality assurance,
onboarding and trail materials for
families.
Workz A/S © 2016 – www.workz.dk
EXAMPLE:
DIABETES MARKET SIMULATION
A business simulation designed to help top
managers discuss the near future competitive
landscape in Novo Nordisk’s five sales regions.
The game simulated regional scenarios covering
the years 2013-2017. Divided into teams, each
representing a competitor to Novo Nordisk, the
participants competed for participants competed
for market share growth.
In each round of the game the participants would
focus on different strategic and tactical actions
that would either help the uptake of their new
products or defend the market share of existing
products. Actions could be adjusting a sales focus,
introducing new services, increasing customer
support and adjusting prices.
Workz A/S © 2016 – www.workz.dk
EXAMPLE:
CHANGING DIABETES TRAINING TOOL
Under the headline “Changing Diabetes” Novo Nordisk is
involved in a number of global initiatives to support the
fight against diabetes – from Team Novo Nordisk, the
world's first all-diabetes professional cycling team, to
the Cities Changing Diabetes partnership .
Earlier this year we helped Novo Nordisk to develop a
training tool to support the implementation of the
Changing Diabetes strategy and toolkit within the global
organization.
Workz A/S © 2016 – www.workz.dk
EXAMPLE:
BUILDING TRUST AND ALIGNMENT
A business simulation aimed at strengthening the
internal collaboration in Novo Nordisk between
professionals within Market Access and Public
Affairs.
The playing ground was a fictional country with
certain health care issues typical for many
emerging economies. The case also described two
sets of stakeholders: Internal stakeholders at Novo
Nordisk and external stakeholders, e.g. a key
opinion leader, a policy maker, and a head of a
health technology assessment agency.
The game demonstrated the importance of
building trust and alignment among stakeholders
and how this can help make Novo Nordisk's
products available to more people with diabetes.
Workz A/S © 2016 – www.workz.dk
CASE:
ISS
Workz A/S © 2016 – www.workz.dk
EXAMPLE: ISS STRATEGY GAME
ISS is a leading global provider of
facility services, offering services on an
international scale. With over 510,000
employees across 77 countries the
organization is one of the largest private
employees in the world.
The ISS Strategy Game is a business
simulation with focus on creating
awareness and dialogue about the
global strategy and business model of
the company.
In the game three teams compete in an
open market on how to attract and
retain the right portfolio of customers
through the delivery of a strong value
proposition. The game emphasizes the
importance of a commercial mindset,
strategic alignment, and a deep
understanding of the customer’s
purpose and needs.
The game materials combine magnetic
boards and 3D printed models with
physical action cards and game pieces.
Workz A/S © 2016 – www.workz.dk
"Despite the many benefits of online solutions, ISS treasures the
benefits of a physical design where the participants interact face to
face in the same room. Good games function as “talking pieces” that
facilitate meaningful discussions between the participants who get a
unique opportunity to share insights and experiences. The ISS
Strategy Game is currently being implemented across the global
organization – from the top management team to talent programs
and local management academies. The feedback from participants
has been overwhelmingly positive."
- Christian Lauritzen, Head of Group Learning and Development, ISS
Workz A/S © 2016 – www.workz.dk
KEY LEARNINGS ON USING PHYSICAL GAME-BASED SOLUTIONS TO
ACCELERATE INVOLVEMENT, ALIGNMENT AND CABABILITY BUILDING
1. Everybody likes to be involved as active
and contributing participants. The joy of
play and games transcend cultural
boundaries, nationalities, age groups and
job functions.
2. Designing good games is like designing
conversations. The best tools functions as
visual dialogue pieces that facilitate the
exchange of knowledge and ideas
between participants.
3. Beware of the complexity. Don’t try to
simulate everything at the same time.
4. Gamification can significantly accelerate
learning, motivation and alignment but
only if the content and context is relevant
and if there is time for reflections that can
anchor new insights and learnings.
5. By creating a safe sandbox, where new
approaches can be tested and where
mistakes can be made without real-life
repercussions, a simulation can help to
address difficult issues and build trust.
Workz A/S © 2016 – www.workz.dk
Executing strategy
Workz A/S © 2016 – www.workz.dk
www.workz.dk
Ask Agger
aa@workz.dk
@askagger

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Ask Agger - Change Through Involvement

  • 2.
  • 5. Workz A/S © 2016 – www.workz.dk
  • 6. Workz A/S © 2016 – www.workz.dk
  • 7. GROWING INTEREST FOR THE NORDIC APPROACH TO LEADERSHIP, INNOVATION AND COLLABORATION…
  • 8. SHARED PURPOSE, BUILDING TRUST AND REFLECTIVE LEARNING ARE KEY INGRIDIENCES IN THE SCANDINAVIAN RECEPE…
  • 9. SINCE BEFORE THE VIKING AGE GAMES HAS BEEN USED TO TRAIN COLLABORATION AND SHARPEN LEADERSHIP SKILLS
  • 10. CASE: NOVO NORDISK Workz A/S © 2016 – www.workz.dk
  • 11. Novo Nordisk is a global pharmaceutical company with focus on diabetes, haemophilia, growth disorders and obesity. The company employs approximately 41,600 people in 75 countries and markets its products in more than 180 countries. Workz has worked for Novo Nordisk for more than 10 years, designing involving solutions within a multitude of areas - from leadership, sales and compliance training to quality assurance, onboarding and trail materials for families. Workz A/S © 2016 – www.workz.dk
  • 12. EXAMPLE: DIABETES MARKET SIMULATION A business simulation designed to help top managers discuss the near future competitive landscape in Novo Nordisk’s five sales regions. The game simulated regional scenarios covering the years 2013-2017. Divided into teams, each representing a competitor to Novo Nordisk, the participants competed for participants competed for market share growth. In each round of the game the participants would focus on different strategic and tactical actions that would either help the uptake of their new products or defend the market share of existing products. Actions could be adjusting a sales focus, introducing new services, increasing customer support and adjusting prices. Workz A/S © 2016 – www.workz.dk
  • 13. EXAMPLE: CHANGING DIABETES TRAINING TOOL Under the headline “Changing Diabetes” Novo Nordisk is involved in a number of global initiatives to support the fight against diabetes – from Team Novo Nordisk, the world's first all-diabetes professional cycling team, to the Cities Changing Diabetes partnership . Earlier this year we helped Novo Nordisk to develop a training tool to support the implementation of the Changing Diabetes strategy and toolkit within the global organization. Workz A/S © 2016 – www.workz.dk
  • 14. EXAMPLE: BUILDING TRUST AND ALIGNMENT A business simulation aimed at strengthening the internal collaboration in Novo Nordisk between professionals within Market Access and Public Affairs. The playing ground was a fictional country with certain health care issues typical for many emerging economies. The case also described two sets of stakeholders: Internal stakeholders at Novo Nordisk and external stakeholders, e.g. a key opinion leader, a policy maker, and a head of a health technology assessment agency. The game demonstrated the importance of building trust and alignment among stakeholders and how this can help make Novo Nordisk's products available to more people with diabetes. Workz A/S © 2016 – www.workz.dk
  • 15. CASE: ISS Workz A/S © 2016 – www.workz.dk
  • 16. EXAMPLE: ISS STRATEGY GAME ISS is a leading global provider of facility services, offering services on an international scale. With over 510,000 employees across 77 countries the organization is one of the largest private employees in the world. The ISS Strategy Game is a business simulation with focus on creating awareness and dialogue about the global strategy and business model of the company. In the game three teams compete in an open market on how to attract and retain the right portfolio of customers through the delivery of a strong value proposition. The game emphasizes the importance of a commercial mindset, strategic alignment, and a deep understanding of the customer’s purpose and needs. The game materials combine magnetic boards and 3D printed models with physical action cards and game pieces. Workz A/S © 2016 – www.workz.dk
  • 17. "Despite the many benefits of online solutions, ISS treasures the benefits of a physical design where the participants interact face to face in the same room. Good games function as “talking pieces” that facilitate meaningful discussions between the participants who get a unique opportunity to share insights and experiences. The ISS Strategy Game is currently being implemented across the global organization – from the top management team to talent programs and local management academies. The feedback from participants has been overwhelmingly positive." - Christian Lauritzen, Head of Group Learning and Development, ISS Workz A/S © 2016 – www.workz.dk
  • 18. KEY LEARNINGS ON USING PHYSICAL GAME-BASED SOLUTIONS TO ACCELERATE INVOLVEMENT, ALIGNMENT AND CABABILITY BUILDING 1. Everybody likes to be involved as active and contributing participants. The joy of play and games transcend cultural boundaries, nationalities, age groups and job functions. 2. Designing good games is like designing conversations. The best tools functions as visual dialogue pieces that facilitate the exchange of knowledge and ideas between participants. 3. Beware of the complexity. Don’t try to simulate everything at the same time. 4. Gamification can significantly accelerate learning, motivation and alignment but only if the content and context is relevant and if there is time for reflections that can anchor new insights and learnings. 5. By creating a safe sandbox, where new approaches can be tested and where mistakes can be made without real-life repercussions, a simulation can help to address difficult issues and build trust. Workz A/S © 2016 – www.workz.dk
  • 19. Executing strategy Workz A/S © 2016 – www.workz.dk