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1 pagina © Copyright 2014 by Lifelike SA – Tutti i diritti sono riservati – Materiale confidenziale di proprietà di Lifelike SA IMPROVING THE HUMAN FACTOR FOR THE PERFORMANCE EXCELLENCE SKILLGYM SIMULATORS INTERNATIONAL

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Page 1: Skillgym introduction

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© Copyright 2014 by Lifelike SA – Tutti i diritti sono riservati – Materiale confidenziale di proprietà di Lifelike SA  

IMPROVING  THE  HUMAN  FACTOR  FOR  THE  PERFORMANCE  EXCELLENCE  

SKILLGYM  SIMULATORS  

INTERNATIONAL

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Introducing  Lifelike  

With   over   10   years   of   experience   in   the   field   of  mulMmedia  soluMon  for  training,  Lifelike  SA  is  a  swiss-­‐based   private-­‐owned   company   focused   on   the  development  of  mulMmedia  simulaMons.    Lifelike   is   acMvely   cooperaMng   with   internaMonal  universiMes   and   daily   works   side   by   side   with   its  clients,  over  20  mulMnaMonal  companies  in  Europe  and  Middle  East,  belonging  to  different   industries  such  as:  Finance,  Pharma,  Healthcare,  Retail  and  Telecom.      A   total  of  12  FTE  people  work   in  Lifelike  covering   the  following   specialMes:   training   methodologies,   graphic  and   mulMmedia   design,   soVware   and   advanced  technologies  development,  markeMng  and  sales.    Lifelike   also   cooperates   with   a   network   of  professionals   as   regards   training   methodologies   and  scienMfic   content   wriMng,   for   the   development   of   its  simulaMon  in  the  different  subjects  dealt  with.  

Lifelike   develops   highly   immersive   simulaMons   based  on   arMficial   intelligence   and   interacMve   cinema   and  branded  as  “Skillgym”.    We   believe   that   the   total   and   complete   emoMonal  engagement   of   the   user   is   necessary   to   obtain   any  training  results.      Our   simulaMons   improve   people’s   automaMc  behaviors   because   they   allow   the   user   to   gather  experience   from   conMnuous   dynamic   feedbacks   in   a  highly  realisMc,  unpredictable  and  dynamic  simulaMon  environment.    ScienMfic   researche   conducted   by   presMgious  uiniversiMes   around   the   world   confirm   the  effecMveness   of   our   approach   and   of   our  “ingredients”.    The   very   high   usage   redempMon   by   over   100  thousands  users   spread  around   the  world   tesMfy   the  quality  of  our  soluMons.  

Who  we  are   The  concept  of  our  solu=ons  

2  

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The  Human  Factor  Value  

CRUCIAL  SUCCESS  FACTOR  

PERFORMANCE  

External  factors  

(MARKET)  

Internal  factors  

(ORGANIZATION)  

PEOPLE  BEHAVIORS  

RESULTS  

Product,  Price,  MarkeMng,  Brand,  

LocaMon,  OrganizaMon  ...  

CompeMtors,  RegulaMons,  Economics  ...  

Prerequisites  

Sell,  moMvate,  delegate,  solve  problems,  Innovate,  customer  retenMon...  

The  performance  of  the  organizaMon  grows  when  people  improvement  includes  these  aspects  

A  good  management  of  these  factors  just  

allows  you  to  «  stay  on  the  market  »  

Today,  the  most  effecMve  method  to  boost  business  results  is  through  training  of  people’s  negoMaMng  skills:  

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ATHLETES  CONSTANT  TRAINING  

BUSINESS  PEOPLE  

MATCH  

BUSINESS  

Training  the  Human  Factor  

Like  athletes,  also  business  people  need  to  improve  their  behaviors  (an  thus  performance)  via  a  progressive  and  constant  training  pracMce.  

In  order  to  opMmize  people’s  performance,  boosMng  their  knowledge  is  not  enough.  A  constant  training  of  their  behaviors  is  absolutely  required.  

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Behaviors  &  A-tudes  

Knowledge  

Hard  to  understand,  anMcipate  and  change  

Behavioral  simula.ons  (Based  on  Ar7ficial  Intelligence  and  Interac7ve  Cinema)  

On-­‐line  SERIOUS  

GAMES    and  other  roleplay  

10%  

90%  

94%  

1%  

WHAT  DO  YOU  NEED  TO  IMPROVE  HUMAN  PERFORMANCE  

5%  

Classroom  training  and  “tradi7onal”    e-­‐Learning    

Very  easy  to  transfer  

Training  needs  and  available  soluMons  

SOLUTIONS  AVAILABLE  ON  THE  MARKET  

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Why  using  a  simulaMon?  

Our brain does not store data, instead it learns by EXPERIENCES in the form of STORIES. Repetead experiences become (new) HABITS.

6  Source:  Knowles,  M.  S.  (1968).  Andragogy,  not  pedagogy.  Adult  Leadership  

Teach to others

Read

See

Listen + see

Talk - Write

DO

Trainers

Simulators, Role Play

Interactive e-learning

Audio, video

PowerPoint

email, manuals

% learning effectiveness of different teaching approaches  

EXPERIENCING  is  the  best  way  to  learn  

 

+ Effectiveness

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Skillgym  

SIMULATORS   DASHBOARD  

A  unique  tool  that  brings  the  user  fully  inside  a  life-­‐like  world  in  order  to  measure,  train  and  maintain  the  best  performance-­‐oriented  behaviors  over  

Mme  

The  natural  companion  of  SimulaMons:  comprehensive  analyMcs  to  monitor  in  real  Mme  the  most  important  performance-­‐

related  KPIs  of  people    

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Check  these  videos  on  youtube  

Healthcare  simulaMons  (4  min)  

Corporate  simulaMons  (6  min)  

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Skillgym  ObjecMves  

1  MEASURE  

PERFORMANCE  

2  BOOST  

PERFORMANCE  

3  MAINTAIN  PERFORMANCE  

It  is  crucial  to  be  able  to  measure  what  you  need  to  

improve.  Moreover,  a  reliable  assessment  of  the  team’s  

overall  potenMal  is  the  key  to  set-­‐up  effecMve  strategies  inside  the  organizaMon.  

TradiMonal  training  alone  is  not  able  to  change  established  

behaviors.  It  must  be  integrated  and  supported  by  a  constant  training  conducted  in  life-­‐like  

business  scenarios  where  powerful  feedbacks  drive  users  to  bemer  

behaviors.  

Performance  usually  drops  over  Mme.  This  is  why  it  is  mandatory  to  leverage  monitoring  programs  

in  order  to  periodically  train  performance  and  keep  people’s  

results  at  their  best.  

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1.  Choose  a  client   2.  Simulate  the  interview  

3.  Self  evaluate  

4.  Listen  to  the  feedback  5.  Think  about  it  

6.  Try  again  

How  the  training  happens  

Skillgym   is   a   powerful   tool   for   behaviors   assessment   and   training.   It   is   designed   to   work   on  people’s  negoMaMng  skills,  boosMng  their  performance  during  problem  solving,  and  negoMaMng  acMviMes.  

Each   simulator   engages   users  with   realisMc   experiences   (based   on   InteracMve   Cinema   and   powered   by   ArMficial   Intelligence)  where   a   “trial   and   error”   approach   with   contextualized   feedbacks   allows   them   to   experiment   the   consequences   of   their  behaviors  

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Our  Unique  Selling  ProposiMon  

InteracMve  Cinema  

•  Real  Mme  interacMon  with  real  actors  showing  their  body  language  

•  PersonificaMon  of  target  profiles  with  greater  emoMonal  involvement  

ArMficial  Intelligence  

•  16  millions  possible  combina=ons:  the  simulaMon  dynamically  reacts  to  any  choice  of  the  user,  by  adapMng  its  own  behavior  

•  TRIAL  &  ERROR:  the  user  is  free  to  try  and  make  mistakes,  with  an  enormous  advantage  in  terms  of  experience-­‐led  learning.    

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InteracMve  Cinema  

TradiMonal  simulaMon  approach   Skillgym  

§  Only  verbal  communicaMon  §  RaMonal  involvement  §  Metaphoric  approach  

§  Body  language  §  EmoMonal    involvement  (like  cinema)    §  Real  Mme  interacMon  

vs  

Most  of  communicaMon  does  not  happen  by  speaking  

This  approach  does  not  really  involve  emoMonally  and  most  of  communicaMon  channels  are  

simply  cut.  

It’s  like  being  into  the  movie:  realMme  and  emoMon  fully  

involve  the  user  

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The  character  interacts  in  real  Mme  thanks  to  the  Ai  

engine  algorithms  

Th  euser  interacts  with  the  simulaMon  by  selecMng  what  to  say  among  

different  opMons  (many  languages  available)  

Real  Mme  video:  realisMc  and  emoMonal  simulaMon  

The  answer  of  the  character  is  not  pre-­‐determined.  It  depends  

on  how  the  meeMng  is  developing.  

The  character  is  full  video,  real  Mme.  

InteracMve  Cinema  =  no  puppets,  no  avatar  

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ArMficial  intelligence  

TradiMonal  Branching  SimulaMons   Skillgym  ArMficial  Intelligence  

§  Limited  scenarios  (normally  not  more  than  50)    §  Predictable  outcomes  §  Sta=c  reac=ons  of  the  characters  (it  will  

always  answer  the  same  way)  

§  16  millions  possible  scenarios  §  Total  unpredictability  §  Dynamic  reac=ons  

vs  

Life  is  not  predictable.  And  people’s  approach  does  not  change  simply  because  you  “know”  how  to  make  it  change.  

It  does  not  prepare  to  the  challenges  of  real  life:  once  the  user  understand  the  branching  

(very  soon),  the  training  is  over.  

ArMficial  intelligence  makes  the  situaMon  truly  realisMc  and  the  user  can  improve  his  approach  by  dynamically  and  insMcMvely  reacMng  to  the  situaMon  and  learning  from  the  feedback  

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Every  “nuance”  makes  a  difference  Theory  suggests  the  best  path  to  get  to  the  result  (assuming  that  our  counterpart  will  react  accordingly).      Reality   shows   that   it’s  not  always   the   case:   the   reacMon  of  our   counterpart   to   our   acMons   is  most   oVen   coherent   but  hardly  predictable  in  advance.    Each  Skillgym  simulaMon  is  built  arount  a  SPHERA  including:  

•  800-­‐1500  spheres  (what  the  character  does/says)  •  1000-­‐2000  pipes  (what  the  user  can  do/say)    

Spheres   and   pipes   connect   to   each   other   in   16   millions  different   ways,   always   coherently   but   sMll   always   different  (the  “nuances”).    Each   Mme   the   user   generates   one   connecMon   between   a  pipe   and   a   sphere   a   new   situaMon   will   generate,   maybe  similar   to   one   already   tried,   but   sMll   different.   (just   like   in  DNA:  you  change  one  limle  connecMon  and  the  new  baby  will  have  eyes  of  a  different  color)    12   different   algorithms   manage   the   balancing   of  connecMons.  

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What  happened  before  the  meeMng  

What  has  just  happened  

What  happens  now  

ExpectaMon  of  what  can  happen  next  

RelaMonal  targeMng  

EmoMonal  peaks  

Unpredictable  occurrencies  during  the  meeMng  

Implicit  needs  of  the  character  

Psychometric  model  type  of  the  character  

MeeMng’s  Mme  management  and  interacMon  reacMvity  

Implicit  beliefs  of  the  user  

Character’s  hesitaMons  (fuzzy  model)  

The destination answer dinamically moves while the user tries to reach it, so it’s not always the case that you get where you expected to

BLUE: algorithms governing the environment of the simulation

GREEN: algorithms reacting to the decisions of the user

RED: Algorithms governing the reactions of the character

Twelve  A.I.  algorithms  inside  the  Sphera  Engine  

This  is  what  the  character  say  

This  is  what  the  user  says  

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Comparison  with  direct  compeMtors  

Main worldwide direct competitors  Lifelike   SkillSoft   NexLearn   PDI   HBP  

Spherical Interaction Engine (Artificial Intelligence: 16 millions stories) ü        

Branching tree approach (predictable: tens of stories) ü   ü   ü   ü  

Real time video action ü          Video ü   ü   ü   ü  

Cartoons ü  Realistic Environment ü       ü    

Not realistic Environment ü   ü   ü  Advanced metrics of Consensus ü      

Scorecard Actions/Effects ü  Olistic Feedback ü          

Didascalic Feedback ü   ü   ü   ü  Endorsed Contents ü   ü     ü   ü  

Production tools ü   ü  

Artificial Intelligence

Real time video

Effective feedback

We  differenciate  by:  

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The  unique  approach  of  Skillgym  

Tradi=onal  approach   Skillgym  approach  

•  It  is  all  about  training  and  passive  knowledge  transfer  

•  It  is  focused  on  performance  and  on  its  impact  on  business  results    

•  It  “tells  you  how  to  do  it”   •  It  “makes  you  able  to  do  it”  

•  It  helps  companies’  training  processes  by  providing  “one-­‐shot”  pedagogical  support  

•  It  supports  also  front-­‐line  managers  by  providing  KPIs  of  performance  which  help  organizaMons  to  strategically  plan  decisions  

•  It  is  not  able  to  conMnuously  support  people  with  performance-­‐maintenance  programs  over  Mme  

•  It  is  designed  around  medium-­‐long  term  support,  provided  by  a  specific  and  constant  training  acMvity  

•  It  lacks  of  reliable  tools  for  measurement  of  people’s  real  behaviors  

•  It  is  based  on  analyMcal  dashboards  which  objecMvely  measure  people’s  natural  behaviors  

•  It  is  not  able  to  provide  a  reliable  ROI  measurement  

•  It  comes  with  specific  dashboards  designed  to  give  total  control  over  the  ROI  

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•  Control:  stakeholders  always  have  direct  access   to   training  process  and   results,   for  ROI  opMmizaMon  and  real-­‐Mme  fine-­‐tuning  of  the  whole  training  process  

•  Effec=veness:  this  new  conMnuous  training  approach  is  focused  on  the  human  factor,  which  is  crucial  to  effecMvely  improve  everyday  business  performance  

•  Engagement:  users  are  more  engaged  because  of   interacMve  content  -­‐  they  are  not  forced   to   learn,   vice   versa   they   are  happier   than  with   tradiMonal   training   and   gain  trust  toward  the  company  

•  Costs:   direct   access   to   online   simulators   with   no   travel   &   classroom   costs   and  reduced  training  Mming  

Benefits  of  Skillgym  

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CompeMMve  posiMoning  of  Skillgym  

SOFT  SKILLS  (ComportamenM)  

HARD  SKILLS  (conoscenze)  

SoluMons  on  the  market  for  the  conMnuaMve  improvement  of  behaviors  

EFFECTIVENESS  

SCALAB

ILITY  

+  

+  -­‐  

-­‐  

ConMnuous  Role  playing  

One-­‐to-­‐one  Coaching  

Classroom  training  

Books  

TradiMonal  eLearning  

Branching  serious  game  

Indirect  compeMtors  

Direct  compeMtors  

Seminars  

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Track  record  

FINANCE + 15%

AVERAGE  INDIVIDUAL  

PERFORMANCE  INCREASE    

as  measured  by  our  clients  

(Quarter  following  the  train

ing  session)  

TELCO + 12%

PHARMA + 12%

HEALTHCARE + 16%

One  scienMfic  research  carried  out  in  2014  by  the  presMgious  University  of  Switzerland  (USI)  shows  that  training  through  Lifelike  SimulaMons  brings  3x  long  term  behavioral  improvements  compared  to  tradiMonal  training  (including  serious  games).  

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Market  scenario  

EDUCATION   BUSINESS   UNEMPLOYMENT  

 MATCHING  

 

ORIENTEERING  +  

TALENT  FINDING  

BEHAVIOURAL    IMPROVEMENT  

VIRTUAL  PATIENTS  +  

SIMULATIONS  PREJOB  SKILLING  

SERIOUS  GAMES        

KNOWLEDGE    TRANSFER   CONTENT  TRANSFER  

TECHNICAL  EXPERIENCE    LEARNING  

 

PREDICTABLE  BRANCHIN

G  TREES  

(Serious  Gam

es)  

ARTIFICIAL

 INTELLIGEN

CE  

(Learning  Simulators)  

COMPE

TITO

RS  

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Main  references  

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INTERNATIONAL

POWERED  BY