Thursday, 9 February 2012

A grizzly story of loyalty

Jan with Ted
This is one of a series of posts about boosting loyalty and engagement among customers, employees and investors.

Bear with me


Yesterday I visited
Tedworth House, the new Personnel Recovery Centre from Help for Heroes. I was there to see the CFO of H4H, and he showed me around the amazing facilities that they are building to look after recovering servicemen and women.

Jonathan brought me a cup of coffee at the canteen and paid using a card. He carries an impressive collection of loyalty cards, and as Jan behind the counter made the coffee he told me a story about loyalty which clearly shows why Help for Heroes has done such a great job of capturing the public loyalty in the last 4 years.


I asked about the roles played by contractors at Tedworth House. I had noticed that Jan was working for a separate organisation called
Blue Apple. Jonathan explained that engaging with contractors was a high priority at Help for Heroes, and that with so many different experts involved in the recovery process it was essential to help everyone feel fully involved. Then he told me about a recent crime.

Unbearable


The ransom note

The Tedworth House mascot is a large bear, naturally called Ted, and he lives behind the canteen. A few months ago, Ted disappeared. Shortly after his disappearance, a ransom note appeared, demanding that the canteen staff raise money for Help for Heroes to secure Ted's return. Further photos appeared showing a blindfolded Ted with menacing looking masked guards.


Jan and her colleague from Blue Apple set about collecting funds and quickly hit their fundraising target, but the kidnappers - or bearnappers as they became known - continued to demand more.


Eventually Ted was released, and when I visited he was seated in comfort in the canteen, where I photographed him with a relieved Jan.

Honey trap


Jan and her team mates are committed to the work of Help for Heroes and even though they are employed by a separate organisation they play a valuable part in the life and vibrancy of the recovery centre, which is a positive and optimistic place. As a visitor I was really impressed how Jan and her colleagues are an integral part of the Help for Heroes story. After all,
leadership is largely about storytelling - narrative gives a focus for loyalty. And of course praise for great suppliers is always important.
Jonathan told me another story of a leader in action building loyalty - and recognising the contributions of suppliers. Though Tedworth House is already a great facility, Help for Heroes has plans to make it even better, and much of the site is humming with builders and construction machinery. Bryn Parry, the founder of Help for Heroes, gathered the builders from Vinci, the building contractor, on the first day of a 26 week project, invited a couple of wounded soldiers to speak to them, presented each of them with a H4H Tshirt, and explained how important their work was. The Vinci team completed their 26 week project in 16 weeks, with builders volunteering to work 100 hour weeks to keep the project moving.

Help for Heroes is doing a great job looking after the wounded, but it is also a fine example of loyalty-building and leadership. And if you are looking for good examples in catering and construction, I can certainly recommend Blue Apple and Vinci!

Tuesday, 7 February 2012

The Tattoo Test - Where Are You On The Loyalty Spectrum?


This is the first in a series of posts about boosting loyalty and engagement among customers, employees and investors.

In 2012 loyalty building expertise will be a key advantage for organisations from retail to financial services as austerity bites and consumer, employee and investor confidence is put to the test. In tough times a proactive approach will build bonds that embed loyalty for years to come. In coming posts I'll be exploring some of the tried and tested, and some of the emerging loyalty and engagement techniques, including
  • loyalty among suppliers
  • skin in the game
  • social marketing and word of mouth
  • points based loyalty schemes
  • employer loyalty
  • crowdfunding
But first let's establish where you are on the loyalty spectrum - it's time to take the Tattoo Test.

How passionate are you about your work? Or about the companies from whom you buy goods and services? Or about your favourite sports team? Would you consider getting a tattoo of their name or logo?

This is one of the most extreme tests of brand loyalty - would you permanently and painfully mark yourself to show your commitment? Here is a list of common tattoo choices:
  1. Mum & Dad
  2. Girlfriend / Boyfriend / Husband / Wife
  3. Sports Team
  4. Employer
  5. Favoured Brand
If you have any of these tattoos then you are demonstrating real commitment and loyalty - and if you are the mum, dad, bf, gf, husband, wife or brand owner involved then you have achieved a marketing milestone - you have embedded yourself indelibly. If you don't have a tattoo of your own, think of the tattooing choices of people you know and what they indicate about their personal and tribal loyalties.

Incidentally, the only more extreme test is the branding test - the origin of the term "brand" - in which your imprint is burned on with a hot iron!

After completing my Royal Marines training in 1996, I worked with and Army unit in Northern Ireland. 7 of my fellow subalterns (junior officers) decided to add a tattoo their regimental crest to their right buttocks. For years afterwards whenever they encountered each other a photograph was taken showing the tattoos. Now the tattoos are blue smudges and the regimental crest is hard to recognise, but the loyalty remains. They encouraged me to get a tattoo of the Globe and Laurel or a Commando Dagger tattooed on my bum too, but that's all behind me now...

Sunday, 15 January 2012

What's In A Name?

There is an article in the current edition of The Economist (Baby Names, Thanks Mum) which explores the different rules around the world for baby names. For example, it is illegal to call your child "*" in New Zealand. Using names that suggest rank is also banned in NZ - so perhaps "My Name is Earl" is not broadcast there.

More interestingly, there is evidence that people called George are more likely to become Geologists, while a Dennis is more likely than most to become a Dentist.

Since many of our names derive from our real or hoped-for activities (surnames often reflect profession or trade) while given names are often encouragements to virtue or success - for example "Patience Potter".

I've long wondered the extent to which names are destiny - in other words whether causation flows from the name to the nature rather than the other way round. Are people called Patience really more patient? Would that which we call a Rose by any other name smell as sweet?

I think HR departments may have some explaining to do here. The British military spokesman in former Yugoslavia in the 1990s was a Colonel Coward. He was replaced by a Colonel Chicken - was this pure coincidence? I once visited a Royal Navy ship whose captain was called Commander Thicknesse. He was replaced by Commander Bone ("bone" is military slang for "stupid").

And do people with problematic surnames suffer in the marketplace - both professionally and personally? Is Miss Hoare more likely to marry hastily and Mr Snodgrass more likely to remain a batchelor? Is Master D'eath drawn irresistably towards medicine?

Do you have any experience of nominal determinism? If so please share!

Wednesday, 4 January 2012

A Farmer's Prescription for Growth

I celebrated the start of 2012 staying with friends in the countryside. As I made coffee on new year's morning, I saw a tea-towel hanging above the stove. On it was written a testament to farmers, and I think it provides a compelling argument for growth and balanced budgets - the perfect prescription for what will for many be an austere year...

     Let the wealthy and great
     Roll in splendour and state.
     I envy them not, I declare it.
     I eat my own lamb,
     My own chickens and ham.
     I shear my own fleece and I wear it.
     I have lawns, I have bowers,
     I have fruits, I have flowers,
     The lark is my morning alarmer.
     So jolly boys now
     Here's God speed the plough
     Long life and success to the farmer.

I wish you long life and success for 2012!

Saturday, 31 December 2011

Space Invaders - a game to see in the new year

If you're staying up to see in the new year, here's a game you might want to try to while away the hours until midnight.

I was introduced to this game on Exercise Tenderfoot, the first week-long exercise in my training in the Royal Marines. One afternoon we were waiting for an instructor to arrive and one of our section leaders introduced us to this game to while away the time.

If you've spent the last few days sharpening your reflexes on a Nintendo Wii, PlayStation PS3 or Microsoft Xbox, you are probably honed and ready for this - it's a real-world recreation of a classic computer game - Space Invaders.

You will need:
  1. A supply of soft projectiles - foam balls, tomatoes etc
  2. A large room or rectangular space
  3. About 30 friends 
Now organise your friends. Their roles are:
  • 1 defender
  • 1 "special"
  • 28 invaders
  • 1 drill instructor - you
Next ask your invaders to line up in 7 rows (with 4 in each row) with an arm's length between each row, along one wall of the room and facing the opposite wall. The defender waits against the opposite wall with the supply of projectiles.

As the drill instructor, you need to manage the invaders. Take command! When you shout "One", they must snap to attention, with their feet together and their arms by their sides. When you shout "Two" they should step their left foot to their left, squatting down and raising their arms to the "I surrender" position. When you shout "One" again, they return to the attention position by brining their right foot up to their left.

As you command "One, Two, One, Two, One, Two..." the invaders will move to their left  (and the defender's right) until they reach the wall. At this point you give the command "Three" at which point they all take one pace forwards. Now they start each "Two" move with their right foot, moving to their right.

While your invaders begin their advance towards the defender, he or she attempts to stop them with the projectiles. Each invader hit by a projectile is knocked out of the game and moves off the playing area. The invaders win if any of them reach the defender's wall before being hit by projectiles.

The "special" runs along the wall behind the invaders wailing "Woowoowoowoowoo..." and waving their arms above their heads. If the defender is able to hit them they win the game outright.

Enjoy - and happy new year!

Thursday, 22 December 2011

The Ten Principles of War

This is one of a series of articles on lessons from Commando training. Here is the full list.

In the British Armed Forces, all leaders are trained in the 10 Principles of War. These short principles - many of them only a single word - are distilled from centuries of studying conflict and competition. While they are designed for warfare, they are a great set of guidelines for life in general and business in particular.

The first principle is usually singled out as pre-eminent, with the second also considered to be special:
  1. Selection and Maintenance of the Aim
  2. Maintenance of Morale
  3. Offensive Action
  4. Security
  5. Surprise
  6. Concentration of Force
  7. Economy of Effort
  8. Flexibility
  9. Cooperation
  10. Sustainability
These principles were codified by JFC Fuller, a Major General and Military Historian, after the First World War, but they incorporate the ideas of the greatest military thinkers in history including Sun Tsu, von Clausewitz and Napoleon. They are at the core of current British military thought - as the former Chief of Defence Staff writes in his foreword to British Defence Doctrine (which also gives a detailed analysis of each of the principles in Chapter 2),

"[doctrine] is meant to educate the mind of the future commander, or, more accurately, to guide him in his self-education, not to accompany him to the battlefield"

So this is not a set of rigid rules - the principles are an educational tool that the leader can reflect upon before battle. As you prepare to face 2012 you may find it useful to reflect on how these principles can help you win in the new year and beyond.

This is one of a series of articles on lessons from Commando training. Here is the full list.

Sunday, 11 December 2011

Leaders - How Games And Recognition Can Boost Your Team

Gamification - the use of game design techniques and mechanics to solve problems and engage people - is now a managerial buzz-word. A recent special report in The Economist explores how the psychology of video games is being used by employers and researchers to improve performance in teams from the military to molecular research.

Leaders often have to motivate teams to perform difficult tasks and expend considerable effort - both of which are also often required of game-players. So if you are a leader, you should study the motivations of game-players to see if some of those motivations can be harnessed in support of your team objectives.

Making work seem like play


If people believe that what they are doing is leisure rather than work, they may want to do more of it and they may even pay - rather than seeking to be paid - to do it. While persuading employees to pay to work is likely to be unsustainable, team-members are likely to be more happy, loyal and motivated if they are getting psychological rewards as well as material ones.

Wellington - a keen player
Getting the boot in

The idea that games are important in leadership and learning is not new. The Duke of Wellington said "The battle of Waterloo was won on the playing-fields of Eton" and the language of game-playing pervades management-speak: "raise your game", "gamble", "player" etc. Chess - the archetypal game of strategy - evolved as an early war-game. It has been used both as a general learning tool and to focus strategic thoughts ever since.

While I was a young military officer I was required to study scenarios in which I talked through TEWTs (Tactical Exercises Without Troops) with senior officers. This was a kind of game, but without friendly forces, let alone an enemy, it lacked the interactivity that is the appeal of the most successful games. A friend of mine discovered Command & Conquer, a computer game which required exactly the same skills - a grasp of the relative performances of friendly and enemy forces and equipment, an understanding of the terrain and weather conditions and a tight grip of the resource and logistic constraints. Perhaps the training budget might have been better invested in sending all young officers to play Command & Conquer.

From urban design to corporate strategy, companies such as Codemasters and G2G3 are creating game-based services that help organisations achieve their goals by conducting low-cost experiments and simulations, training key decision makers and scenario-testing. But if you have a smaller budget there is a simple gamification technique you can apply in a wide range of situations.

Give recognition


A key feature of most games is that they involve winning and losing. In other words, they give results. Recognising relative, competitive performance is essential to game-play, and all sorts of managerial tools reflect this from the use of sales leaderboards used to motivate salesmen to the honours system used to recognise civil servants. And of course those selected by competitive process to join a club often recognise each other with some token of membership such as a club strip or the green beret of the Commandos. I recently posted about the use of symbols in recognition in How to Boost Team Performance Without Increasing Costs.

Leaders can give recognition in a wide range of ways from simple oral encouragement to elaborate displays - however it's done, recognition is a form of keeping score - reminding players of the progress they are making at times when the game is tough. And while that recognition may be costly in cash terms, it need not be. Many of the most highly prized rewards are virtually neligible in cash cost terms. The metal used to make Victoria Crosses (the highest award for courage in the UK) is scrap - recycled from guns captured from the Russians at Sevastopol.

ARRSE avatar medals
A still lower cost way to use medals to reward behaviour is demonstrated by the Army Rumour Service - ARRSE. The ARRSE website now attracts over 450,000 monthly unique visitors with its mix of news and views on defence and security topics and general interest. This social networking site was set up by some friends of mine who cleverly recruited a small army of moderators who manage the active discussion forums. These moderators and others who help with the running of the site are rewarded with medals that appear by their avatars on forum posts.

It's not surprising that medals appeal to a community with such a strong military connection, and medals - virtual or real - will not deliver a sense of recognition for every team. But perhaps you can identify a comparable form of recognition that will resonate in your team culture. The UK Department of Work and Pensions has used gamification to improve its staff suggestion box, awarding contributors "DWPeas" - points that they can then allocate to other suggestions, both showing that their contribution is valued and recognising their role in crowdsourcing other good ideas.

His Captain's hand on his shoulder smote


Money, awards and fame all have a part to play in motivation, but great leaders motivate their teams with recognition. Sir Henry Newbolt summed it up in the first verse of his poem Vitae Lampada, an 1892 poem about gamification that motivated a generation through the horrible ordeal of the First World War:

There's a breathless hush in the Close to-night
Ten to make and the match to win
A bumping pitch and a blinding light,
An hour to play, and the last man in.
And it's not for the sake of a ribboned coat.
Or the selfish hope of a season's fame,
But his captain's hand on his shoulder smote:
"Play up! Play up! And play the game!"

The sand of the desert is sodden red -
Red with the wreck of a square that broke;
The Gatling's jammed and the colonel dead,
And the regiment blind with dust and smoke.
The river of death has brimmed its banks,
And England's far, and Honour a name,
But the voice of a schoolboy rallies the ranks -
"Play up! Play up! And play the game!"

This is the word that year by year,
While in her place the school is set,
Every one of her sons must hear,
And none that hears it dare forget.
This they all with a joyful mind
Bear through life like a torch in flame,
And falling fling to the host behind -
"Play up! Play up! And play the game!"

So if you are leading a team, remember to smite your people on their shoulders from time to time - they'll raise their game if you do!