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Customer	
  Gamifica/on	
  Pyramid:	
  8	
  Core	
  Drivers	
  of	
  Unhappy	
  People,	
  Products,	
  and	
  Workplaces	
...
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The 8 Core Drivers of Unhappy People, Products, and Workplaces: Why the World Needs Gamification, Now!

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Publié le

http://goo.gl/aM9zfj

Publié dans : Business
  • @juaomaya: Juao, Thanks for your heartfelt comment. It deeply resonates with me. Sometimes, our deepest thoughts are expressed without using words. I'm reminded of Artur Schnabel, the Austrian classical pianist, who said: 'The notes I handle no better than many pianists. But the pauses between the notes ... ah, that is where the art resides.' For me, Juao, it is the silence of your thoughts ... that's where the deeper message resides. Have a great day!
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  • I read a dialogue like the one below and I feel my heart relieved. Thank you both, Rod and Ali, two masters of the mind and soul understanding. I was overcome by emotion when I first read this presentation. I wish I had the right words to express what I felt. Sorry, Rod
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  • @RodKing
    Hi Rod- I wish you also and all readers a joyful and successful new year.

    In my presentation 'The iceberg of opposites' and Slide 18 in particular I wrote:
    A lighters' light is enough to illuminate your way in darkness. Look for the life of hope. So, happiness and unhappiness are not different: they are borne from the facet of each other. Therefore, I am in full agreement with your insightful response above.

    http://www.slideshare.net/hudali15/the-iceberg-of-opposites
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  • @hudali15: Ali, First, a very Happy New Year to you. May all our dreams come true in 2014. Thanks for your succinct and insightful description of the logic of the 3Ws-Pyramid (Customer Gamification Pyramid). I appreciate it. In previous presentations of the the Customer Gamification Pyramid, I focused on the logic of creating, delivering, and sharing happiness. The relationship between Unhappiness and Happiness reminds me of the relationship between Darkness and Light. We naturally prefer and like the Light. But, we better appreciate the Light when we have first experienced Darkness. Similarly, we better appreciate Happiness when we have first experienced Unhappiness. In a way, I see Unhappiness as the motivation or rationale for Happiness. Hopefully, the 8 Core Drivers of Unhappiness will help us to better understand unhappiness so that we can better create, deliver, and share happiness especially in 2014.
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  • Rod- this presentation is sheer brilliance. It is the 3-Ws Pyramid. What, Who and Why? All human needs (what needs), and the corresponding Whos and then Whys make a 3-Ws Act story. The way you covered the what needs is amazing. Physical needs moving to intellectual needs, rising to emotional needs and ending with spiritual needs. The corresponding who is equally impressing. That sets the stage to answering why.
    Simplicity that shows shining creativity. Rod, you filled your one-page presentation with wisdom.
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The 8 Core Drivers of Unhappy People, Products, and Workplaces: Why the World Needs Gamification, Now!

  1. 1. Customer  Gamifica/on  Pyramid:  8  Core  Drivers  of  Unhappy  People,  Products,  and  Workplaces   Profitably  Create,  Deliver,  and  Share  Happiness   Drivers  of  Unhappiness   S:  SPIRITUAL  Unhappiness   q Powerlessness   q Low  Self-­‐esteem   q IdenFty  Crisis   q Incompetence/Unskilled   (Constraints/Barriers/Obstacles)   q InjusFce/Selfishness   q Disunity/Hopelessness   q Society’s  DeterioraFon   q Being  Unrecognized   Achiever   Compe99on   E:  EMOTIONAL  Unhappiness   q Loneliness/Lack  of  Support   q RejecFon/Being  Bullied   q MiscommunicaFon   q Feeling  Unloved/Unwanted   q Apathy/Ugliness   q No  Romance   q Poor  Exchanges   q Egocentrism   q No  Big-­‐picture  Sense  or  Meaning   q Disempowerment  &  Low  Status   Socializer   q No  Social  Influence   q Trouble/Conflict/Fights   Collabora9on   I:  INTELLECTUAL  Unhappiness   q Ignorance/Mental  Block   q Boredom/Delay   q Confusion/Complexity   q Chaos/Being  Lost   q Indecision/Doubt   q Secrets/Mystery   q Uncertainty   q Inaccessibility   Discoverer   q Info  Overload   q Mundaneness   Explora9on   P:  PHYSICAL  Unhappiness   q Fear/Tension   q Hunger/Waste   q FaFgue/Stress   q Sickness/Death   q Physical  Pain   q Poverty/Debt   q Physical  Craving   q Danger/Stress   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q No  Sign  of            Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hFp://businessmodels.ning.com  &  hFp://twiFer.com/RodKuhnKing  

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