November 27, 2012

Rules and essentials for successful Gamification:


The Game Designer Tadhg Kelly wrote an quite interesting article about Gamification and published some essential lessons which are often not addressed sufficiently. The rules are straight forward but I assume some Gamification pioneers would disagree in one or the other point, what makes it even more interesting to discuss.

The rules which really matters (posted at the end) are from my point of view somewhat oversimplified. especially the prominence of Price, as one of the most important factors. Of course, you can encourage behavior if incentives are promised. However, that should not be the first option to reach a target behavior. Instead the persuasive design, challenging activities, meaningful context and relevance should be key drivers.  Still, I totally agree that prices which are provided once can hardly be taken away from the user, what needs to be factored in in the project calculation.

In general the article is worth reading from the start to the end. Enjoy reading below or visit Tadghs Blog:


GUIDE RULES for thoughtful Gamification

Rule 1 – Pick A Number:
Acres of essay-age has been written on the importance of tone and quality of engagement, how for many services it’s really more about the quality of the conversation versus the numbers, the “signal vs. noise” factor and so on. In large part this is entirely true for games, but when you’re gamifying anything the only point is to get people to look at and use it more. You’re not really trying to get a World of Warcraft, just a neat thing-a-me-doodle to add to your site that people might like.
While Engagement may be about many things, engagement is about getting a number to go up, and that number is usually either frequency of visits, duration of average visits or sales. You want eyeballs for longer periods, more regularly, or for users to hit that Buy button more often. So just admit that and choose ONE of the three as your goal. Everybody wants to choose all three, but resist the temptation. By choosing three you open the door to a whole lot of wiggy complexity that will become very difficult to untangle.
Rule 2 – Users Aren’t Naive: It may seem as though gamifying is all about adding various quantities (levels, badges, progress bars) to actions and creating airs of mystery. It may also seem that users are sheep who follow every system like this with more significance than they actually have. The truth is – for the vast majority of users – that if users can’t see a point behind the number then they will soon drift away. Air Miles works for most people who collect them because it’s not that they just love numbers that go up: It’s that those numbers occasionally turn into free business-class seats on transatlantic flights.
Rule 3 – There’s Always One: Well, except for one. There’s always one obsessive who does collect the Air Miles because she likes numbers. There’s always one person who collects the badges because his life is so lonely that he has nothing else to do. In any group of people there are always outliers, and sometimes those outliers are very profitable (ultra-fans who buy merchandise, whale gamers who spend a lot of money in Clash of Clans). But it’s very important to understand that an outlier’s behaviour is different to that of a regular user. In most cases the point of gamification is not to find that 1-in-10,000 oddball, but to increase a general behaviour across a service. So avoid over-investing in whatever is happening beyond two standard deviations.
Rule 4 – Users Are Empirical: A lot of clients ask me should they use achievements as a part of their gamification, and I always ask whether those achievements are going to be funny. Because achievements are boring unless they are funny. They mean nothing to nobody except for the person who dreamed up the achievement scale largely because nobody else knows what the internal fiction driving them is.
This is one example of empiricism: Users only see what they see and do, not what happens inside a system, nor its ambitions. To them the back-reasoning simply does not exist. If the system is not expressed in quanta or qualia that they can immediately grasp, then it means nothing. Users need to be able to see the benefit of your gamification, touch it, and even how others are using it. It needs to be tangible.
Rule 5 –  "DRIVE" Is A Great Book, But Don’t Over-Think Its Intent: 

(Actually this applies to about half a dozen key books. You know the ones I mean.) Most of the helium surrounding gamification is generated through discussions about the importance of intrinsic versus extrinsic rewards and motivations. It waxes very lyrically on the idea that users like the intangible more, that the meaningful work of their lives is that which is divorced from monetary reward, which empowers them to self actualise and so find contentment. In the grander scheme of things, this is all true.
But in the smaller scale of a coupon scheme, a social news site or trying to create a sticky application, it’s total bullshit. Your service is not their life’s work, and most of the time your gamifying efforts are never going to get anywhere close to that level of significance in their lives. They are in large part only motivated by the extrinsic quantity (coupons, prizes, etc) that you offer. So stop kidding yourself. Most of the time motivations are not hard to understand.
Rule 6 – Ditch The Meta: The easiest thing in the world to do is to make things more complicated. Complication is seductive, results in many pages of charts and strategy documents with possible avenues that projects could take. You can spend years (if you have the budget) getting thoroughly lost in complications, use cases, potential outcomes, alternative ways to look at things and so avoid the sticky business of having to fail before you succeed. This is also known as, and putting things on, the long finger.
The only way past this (in my experience) is to ditch the meta thinking and render everything down to one sentence. I believe that if you can’t explain your gamification idea in one sentence, it’s broken. If your gamification consultant can’t break his wide-eyed thinking down into a couple of pages of useful things for your development team to do, perhaps with a few diagrams or wireframes attached, then they’re not solving your problem.
Reddit is gamified as follows: Users collect karma by posting content, which other users up- or down-vote, and occasionally they unlock trophy badges. Twitter is gamified thusly: Everybody likes to know they have more followers today than yesterday. The only written rule of Pong is: Avoid missing ball for high score. You have to learn to be this dumb.
Rule 7 – Forget Badges, Achievements, Levels And Experience Points:
 If I may use a fancy game designer’s term for a moment: Be wary of ludemes. A ludeme is a rule or convention commonly seen across many games, essentially cribbed from one to the next. They are highly recognisable as a result.
Gamifiers often reach for levels, badges, experience points and achievements because those are ludemes with which their clients are familiar. The clients are often not gamers, but they may have tried something like FarmVille or read a book like Reality Is Broken, and encountered them as terms. Their assumption is frequently that these terms hold some universality of truth, but actually they don’t.
Rather, familiarity breeds contempt. Remembering that users are not naive and likely use more services than just yours, it’s likely that they will have encountered many of these same ludemes as you. If they see they have a level of 1 and 0 experience points, chances are that this induces a feeling of grind. Having ground their way through one or more games with the same ludemes, they don’t want to do that all over again.

WHAT WORKS IS

Only three kinds of gamification are generally worth pursuing, and in many cases none of them apply to a service (In those cases the service should not be gamified because to do so is a giant waste of time and money). They are: validation, completion and prizes.
Here’s what each means:
Validation: Upvotes, likes, retweets and follower counts are numbers which tell a user that she is popular. They are generated by the quality of what the user creates, shares or expresses, and they are awarded by other users. Whether her contribution is opinion, fan fiction, photography, music, clever observations, jokes, comedy accounts or whatever, the gamified element is the representation that says “we liked this, we like you” to the poster. Validation is one of the strongest drivers of long-term quality engagement because it helps communities form. However it also requires that the source content or service is taken somewhere outside of the provider’s control, so you need to be comfortable with that.
Completion: 
One of the neat things about Linkedin is the progress bar. Like a piece of software installing itself on your hard drive, Linkedin tells you that your profile was 70 percent done, and with only a few more actions (like adding your academic achievements, say), it could hit 100 percent. It’s an example of sticky completion because it guides the user through the whole site and gets them to make useful contributions that improve the service for them and the people who read their profile. It also takes a while to do.
However be warned. Completion that involves such actions as inviting friends or spamming them on Facebook is not the same. This kind of completion is just a thinly veiled excuse to get users to do your advertising for you, and we are long past the point where that kind of duping works. Don’t make the mistake of thinking that the average user doesn’t know what a wall-share is. She does, and has accidentally spammed her friends a couple of times before. She does not like it.
Prizes: Air miles, lotteries, health apps and more are all attractive because they offer a prize like upgrades, money or the dropping of 25 pounds. These are extrinsic benefits. They are clear and popular because everybody knows somebody who has already taken advantage of them somewhere down the line. They involve some kind of action, like purchasing only from certain providers or buying tickets.
Yet the more involved the action becomes (such as exercise), the tougher it is to maintain interest. Prizes also lens how people regard a service. If they do become about prizes then they only become about prizes, and that puts you in a certain kind of category. Take the prizes away at a later date and you invite only negative reactions from users and a decline in engagement. So if you want to give prizes, you have to be all in.

THE PROCESS IS EASY. THE HARD PART IS ACCEPTANCE.

At the end of the day the most successful kinds of gamification are simple. They are about one kind of action leading to one kind of outcome. Complexity is anathema, as is over-explaining a system or expecting too much from it. It only works if you reduce your objectives to the improvements of one quantity that players can influence and one kind of emotion sitting behind that. So why is it so hard for most services (and indeed most gamifiers) to get to that point?
I think it’s because both service providers and gamifiers tend to share a positivity bias. Between them they share this story of the Noble Customer who likes to Engage With Services and Brands and find Meaning. They seem to believe that because it’s Games that this somehow makes things Better. They find it demeaning, or even personally threatening, to accept that the only goal of their gamification might be to sell more or attract more clicks, and that the way to doing that is often as simple as one button or one number.
People are bad at thinking baldly. So that’s they why want their gamification festooned in levels and badges, to talk about user journeys and experiences and the psychology of play. It’s hard to accept that all that talk is often delusional, and so the reason why there’s often more money to be made in making things worse is because the people you’re working for don’t want it fixed. Instead they want the story.
Personally, I prefer to get things done.

September 27, 2012

Gamification Summit 2012 Videos

Gamification Summit 2012 videos are published and free of charge

The worlds thought leaders on topics of Gamification, loyalty, user experience design and consumer engagement gathered in June 2012 in San Fransisco. 

The videos contain forecast as well as basic modells and case studies of Gamification and related topics.

Two videos I can recommend are Nicole Lazarros  talk about 4 types of fun/ motivation which can be found in games and similar activities.

Successful Gamification Strategy: Emotions, Not Badges


And Michael Wus talk about three elements which are essential to amplify certain behaviors: Motivation, Ability and Trigger.

Michael Wu: The Science of Gamification

There are many more videos about the science of making the world a more engaging and motivating place.

Go through the videos and feel free to post your favorites.


August 20, 2012

Coca Cola - Brand Experiences

Two great ways of emotionalizing vending machines to create lasting brand experiences:

1. Hug me!

Coca-Cola has created an attention-grabbing publicity stunt in Singapore - a vending machine which gives out free cans of Coke in return for hugs.
The whacky idea is part of the company’s Open Happiness campaign designed to target young people in a gesture-based marketing stunt being tested out in Singapore.
Students at the National University of Singapore were surprised to find that the soft drinks giant had unfurled the machine on campus overnight.

Scroll down for video


But instead of the drinks brand’s logo, the words ‘Hug Me’ are emblazoned across its iconic red-and-white logo.
Instead of paying money, customers have to squeeze the sides of the drinks machine to receive a free can of Coke.
Public displays of affection are uncommon and have long been discouraged in Singapore, but are on the rise amongst young people.
The move is part of a campaign created by advertising firm Ogilvy & Mather, intended to position the brand as a non-threatening ally to demonstrating youth.
In a statement as part of the company's Open Happiness campaign, Leonardo O’Grady, Coke's Asia Pacific Director for Sparkling & Activation Platforms, said: 'Happiness is contagious. The Coca Cola Hug Machine is a simple idea to spread some happiness.



'Our strategy is to deliver doses of happiness in an unexpected, innovative way to engage not only the people present, but the audience at large.'

The machines have been such a success that there are plans to roll them out across Asia.
Mr O'Grady added: 'The reaction was amazing - at one point we had four to five people hugging the machine at the same time as well as each other! In fact, there was a long line of people looking to give hugs.'




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2. Coke's Friendship


The second case demonstrates this huge Coca Cola vending machine created by Ogilvy Argentina Agency to celebrate Argentinian friendship day. You’ll need your friend(s) to help you buy the Cokes from this vending machine.

Why? Because the slot to slide in some coins is way too high! You’ll have to ride on your friend shoulder to be able to reach the position. But your hard work will be rewarded with a bonus/extra bottle for free. Friendship is beautiful!
Evaluation:
Both cases are perfectly in line with Coke's "open happiness" communication strategy. They engage the customers and challenge them in different ways with a pleasurable result for all participants. 
The Hug Me Case shows, how old social traditions are challenged in an amusing way. However, people need to earn the coke by overcoming social hurdles. Therewith Coke demonstrates that they understand the young generation by encouraging them in showing affections.

Utilized elements from Games are challenge, surprise and teamwork. The following examples of the Happiness truck adds a sense of randomess, what is typically for games and all types of slot machines. Most outputs are Coke bottles, but surfboards and other gifts are distributed as well.

Check out some more examples of Coke's Brand Experioences:

Happiness Truck:


  please click here, if the video is not shown
Coke's Transformer:
please click here, if the video is not shown

Additional Examples:


July 27, 2012

Well elaborated gamification introduction with 10 steps "How to gamify"  by Bart Hufen


Special: Trash Run Project outline which still needs sponsors
How can picking up trash at parks and forrests get engaging and fun? 
See the youtube video at the end of the presentation or view here: 




Updated M2 2012 research regarding Gamification effectiveness and Vendors portfolios


The most interesting facts:

- As expected the Gamification market will increase rapidly within the next years (2,8 Bil $ in 2016)
- Enterprise Gamification 38% ; Consumer market 62 %
- Presentation of Engagement, Loyalty, Commerce and Virality metrics



June 15, 2012

Veröffentlichung Masterthesis: 

Bedeutung von Gamification für eine nachhaltige Konsumentenverhaltensänderung 

Die Grundfragen der Thesis sind:
  •       Ist es möglich, durch Gamification zentrale Motivationsmechanismen des Menschen anzusprechen?
  •      Wirkt sich gesteigerte Nutzermotivation signifikant auf das Nutzerverhalten aus?
  •      Unter welchen Umständen ist es möglich, Motivation auf langfristiger Ebene zu fördern?
Um diese Fragen zu beantworten wurden Anknüpfungspunkte zwischen etablierten       Theorien der Motivation und des Game Designs mit praktischen Ansätzen von Gamification untersucht. 

Zur Überprüfung aufgestellter Hypothesen wurden internationale Meinungsführer aus Game Design, Gamification und Psychologie wie Gabe Zichermann, Sebastian Deterding und Mario Herger interviewt.

Des Weiteren greift die Arbeit einen häufig vernachlässigtes Element auf: Wie wirkt sich die Einbindung von Gamification auf die Markenwahrnehmung aus und wann passt das Motivationsprofil der gamifizierten Anwendung auch zur Marke?
      
      Ich wünsche allen Interessierten eine gute Lektüre und freue mich auf Eure Kommentare.


June 14, 2012

New M2 Report about Gamification in 2012 and Consumer and Business Market trends has been published

As expected, Gamification will rise continuously for the next years:



Click here for the full M2 report:

June 11, 2012

What your designs say about you - by Sebastian Deterding



 A great talk which combines ethical design questions with general proposals for persuasive user experiences.

What is the design intention?
What are the effects?
What values do you use to judge?
What vision of the good life does your design convey?
How does it apply to persuasive and any type of design we create?
What vision of the good life do you want to live?


May 31, 2012


The role of Gamification for sustained Consumer Behavior Change

The Master Thesis focuses on the effects Gamification can have on human behavior and motivation. Behavior models have been applied to analyse their contribution for explaining nowadays Gamification success.
The whole thesis will be published at this blog soon.

Publication of summarized research findings



To conduct the survey international thought leaders from the fields of Gamification, Psychology and Game Design have been interviewed.
The interviewed experts are: 

Gabe Zichermann
- gamification thought leader. He is the chair of the Gamification Summit and Workshops, and is co-author of the book “Game-Based Marketing” (Wiley, 2010). Gabe frequently muses about games and the world at http://Gamification.Co  and hosts the Gamification Summit.

Sebastian Deterding
-  is a researcher and designer working on user experience, persuasive design, video games, and gamification. His PhD research at the Research Center for Media and Communication at Hamburg University looks into the use of game design to motivate user behavior in non-game contexts. Today, he speaks and publishes internationally on persuasive design and gamification at events such as reboot, re:publica, or Playful, and consults game companies on game usability and playability. http://codingconduct.cc/

 Mario Herger
 -  is a Senior Innovation Strategist at SAP Labs in Palo Alto, California and global head of the Gamification Initiative at SAP. He has worked in the past on a series of new SAP products and drives several communities around innovative topics at SAP.  http://enterprise-gamification.com

Seth Cooper
-  is the creative director of the Center for Game Science at the University of Washington. He received his PhD in Computer Science and Engineering from the University of Washington. His current research focuses on using video games to solve difficult scientific problems. He is the co-creator and lead designer and developer of Foldit. He has also done research in real-time animation for games, often in the mocap lab. He has previously worked at Square Enix, Electronic Arts, Pixar Animation Studios and the UC Berkeley Space Sciences Laboratory (on BOINC).

Christopher Lynch
- is Badgeville’s Director of Product Marketing. Badgeville is one of the leading Gamification Vendors and has more than 150 global customers like ebay, Samsung and Danone.

BJ Fogg
- is specialized at the change of human behavior through persuasive technologies. He is industry consultant and professor at Stanford University and leads Stanford Persuasive Tech Lab. Fortune Magazine listed him as one of “10 New Gurus You Should Know.” http://www.bjfogg.com/http://captology.stanford.edu/

Markus Breuer
- is a consultant for developing digital strategies. He is specialised in Gamification, Targeting, Personalisation, Engagement and User Involvement. Furthermore he is the CEO of the E-Business Consultancy  Beratung Elephant Seven and manager of the Predictive Behavioral Targeting company nugg.ad. He writes frquently at his Gamificationblog http://intelligent-gamification.de/

Johannes Schneider
- is one of Germanys most reputable Brand Consultans and Partner of the Neuro Marketing Consultancy Decode. As an advertisement psychologist he develops market startegies based on the Codes of products and brands. Beyond that he is CEO of Belo Horizonte. http://www.hellobelohorizonte.com/

Jettie Hoonhout
- is a psychologist and senior scientist for Philips product development. She is doing research about innovative interaction technologies für consumer goods.

Paige Petersen 
- is Account Manager und Loyalty Expert of a leading Gamification Vendor BigDoor. She consults companies like Big Brother, Wetpaint and Dell. BigDoor was founded in  2009 and consults nowadays more than 300 international companies. http://www.bigdoor.com/

Tobias Keil
-is psychologist and Managing Director of Manawa Marketing. He is specialized at  (Neuro-) Marketing Research, Consumer Insights, Market Research Marktforschung and Innovations. His strategy consulting includes Marketing- & Brand-Management, Relationship-Management, Neuromarketing and  psychological  Marketing.









May 30, 2012


15 Ways to Integrate Gamification Features into Your SEO Strategy




stromtroopers













If You Have a Crappy Product, Gamification is Unlikely to Help

It’s a fair point. If you’re selling crap on the internet, points, badges and leaderboards are never going to sell you more crap on the internet. There are (unfortunate) exceptions to this, but they tend to be examples of terrible games with brilliant game mechanics wrapped around them.
You either have to build very small Gamified features (which we’ll cover in this post) or devise a beautiful, unique experience with Gamification elements engineered in at the core, just like my favourite designer’s showcase and textbook Gamification example, Dribbble.com:
dribbble

Here are 15 ways to add Gamification into your SEO strategy.

#1 Award Points for Participation

Rule 101 of Game Mechanics: award points for participation. SEOmoz have led in this field for as long as I remember, with points awarded for QA and commenting. A self regulating mechanism exists where other users can thumbs down, should a comment be poor, spammy or plainly in conflict with the community guidleines.
mozpoints

#2 Integrate a Leaderboard to Rank Your Heavy Users

If you’re collecting participation data about your users, let’s say, experience points, then why not rank those users based on the most active? I had an interesting conversation with Dan Sodergreenafter the session and we mutually agreed that integrating other metrics, such as Klout score would be a really interesting addition to an otherwise internally focused leaderboard. Having a leaderboard encourages competition, provided the incentive to do so is appropriate. That incentive could be as simple as recognition and status in and outside of the gamified system.
inbound-top-users

#3 Create a Virtual Currency to Apply Reward Discounts on your Retail Site

Fab.com has a clever customer referral scheme. Introduce friends, and Fab.com will reward youwith currency to spend in their store. Note the simplicity of the “invite more people” section with integration with Gmail and GMX.
fab

#4 Allow Your Users to Earn Status

People desire status. Look at “Top Contributors” in the Google forums. Those guys get flown out to Google to take part in the Top Contributor Summits. You have to participate heavily (and to some extent compete) for this level of status, and people do! Meetups for VIP’s, your heaviest users and biggest brand advocates are easy to organise and execute.
top-contributor

#5 Create Tangible Rewards for Your Users Who Participate, like Stickers

Entertainment check-ins grew by 800% in 2011 for GetGlue.com, reaching a record high of 11.5 million check-ins in August last year. Tangible rewards don’t have to be financial incentives, they can be small things, like sweets, stickers, cakes (thanks Neeru) even handwritten thank you notes.
getglue

#6 Incentivise Profile Completeness

Profile completeness indicators are pretty standard, but LinkedIn.com’s profile completeness incentive is quite interesting. They visually communicate levels thair users need to complete with a promised reward at the end. In my case; 12 times the potential career opportunities. Thanks Linkedin, but I think I’m OK for those for now.

#7 Reward Your Users for Creating Content or Ideas

Every SEO I know is involved with the creation of content, be it via a content team, outsourcing or by themselves. Why not get your users to submit the content for you? We’ve just completed an exciting Gamification project with a recipe startup – needless to say their raw material is recipe submissions, so we’re helping them incentivise users who do so. Let’s not forget Youmoz and SEOmoz QA, excellent examples of community content contribution and participation.
I love using TheFunTheory.com as an example of user 
generated
 assisted link bait via creative competition entries.
thefuntheory

#8 Incentivise Content Creation with Financial Reward

Actually pay people for their hard work? Ok. Via Minted.com you can submit a greetings card design, the community votes and the retail site sells the winning designs. The winning contributors receive prize money and ongoing commission for their sales.
minted

#9 Motivate Your Visitors to Register

I love how Cheezeburger use loss aversion to encourage new visitors to register, or previously registered users to login. As a visitor, you participate (rating memes, clicking links) and a pop up appears awarding a badge. To keep the badge, you have to login!
cheezeburger

#10 Motivate Your Users to Refer a Friend by Giving Away a Little of What You Offer

Dropbox incentives to refer a friend exist on almost every channel imaginable and they reward their users for learning more about the product, following them on Twitter, giving feedback. It’s a simple, gamified system with a clear and appropriate reward for carrying out the actions most important to the growth of their business. I suppose that’s why they’ve grown so well with very low marketing budgets. PS: follow this link if you’re thinking of signing up for Dropbox…
dropbox

#11 Motivate Your Users to Link to You

In the Dropbox example, I just linked out because I’ll get something for it. While some SEO’s argue the case against this practice, I think it’s ok most of the time. I use dropbox, I’m a happy customer and I would vouch for their service with our without the extra space awarded via referral. There are heaps of different ways to incentivise users to send traffic to you via referral link (affiliate programs aside), and the reward doesn’t necessarily have to be anything more than a simple value-add to your target site – embeddable objects can look great, users gain by improving the quality of their content.
SEOmoz have a refer a friend program that uses a 302 redirect on the referrer link, to play it totally safe, while Google encourage you to link to them in exchange for authorship snippets in the search results:
google

#12 Implement a QA System for Long Tail and User Votes

Last year we helped a small car finance operation called carfinance247 develop their long tail traffic via a QA system. We learned, through keyword research that users tend to ask a lot of questions about finance, for example: “how can I get approved for a car loan with a CCJ?”. We implemented a simple system that took off and grew very quickly. This is SEO traffic to their QA section since launch:
carfinance247
It’s extremely simple, where users can rate responses according to usefulness, and reply if they choose. We discussed running internal competitions for in-house staff to compete for prizes based on the number of thumbs-up they get from visitors.
cf247qa

#13 Create Badges that Evidence Expertise (and add to your user profile pages)

I really don’t like the way badges get plastered on almost everything in the name of gamification. Users earn badges for hard work, participation, fun, learning – and when they’re a valued commodity, you’ll get a community seeking ways to earn more. Codeacademy displays the badeges you’ve earned on your profile page. This partial nod to self expression (along with the ability to upload your own photo) might encourage more people to link to their profiles from say, their Google+ pages. I do:
codeacademy

#14 Award Points and Badges for Comments

If you want an out-of-the-box community management tool for WordPress, Disqus would be a great place to start. Their (upgraded) comments plugin creates a community leader-board for your site to rank most frequent commenters. Be warned that while Disqus is a free plugin, their ranks functionality starts at $299 a month.
disqus

#15 Focus Social Activity on a Shared Outcome

Back in September 2011, Innocent gave away veg pot offers and numerous discounts in a twitter campaign called Tweet and Eat. The campaign gave consumers a discount depending on the number of people that tweeted its hashtag #tweetandeat. Based on the volume reached, you could opt to recieve a DM with notification of the next discount code available. Very smart and as Hannahputs it, one of the brands that really “get it”.

Design thinking & story telling makes hospital scans enjoyable for kids (min 7:00)

David Kelly presented an inspiring talk about building creative confidence - even for engineers.