Come up with groundbreaking solutions and ideas
Improve customer experience
Increase employee engagement and satisfaction
Improve efficiency and workforce mobility
Train people efficiently – Start behavioral change
Be forerunner – Increase your brand value
Engage stakeholders and exploit the existing brainpower
Save time and money
For the Health Care Sector
Using Altogame improves operational safety and efficacy, enhances customer/patient experience, increases workforce mobility, and employee engagement and satisfaction.
Practise safely complex real life situations requiring real-time human-to-human interaction: unanticipated events in an operating theatre, difficult conversations with patients on dementia, end of life care or around genetic counselling. Create a shared culture of “bed side manner 2.0” for an entire care home or hospital district staff permitting a better mobility of the workforce.
Train your people efficiently. Save time and money and break down barriers without taking people out of their daily work.
Altogame innovation and collaboration tools
Develop and communicate a shared vision (team, product, R&D target, …). Make different interpretations visible and acquire everybody’s value based proposals.
Replace a traditional survey. Engage stakeholders. Reinvent e.g.: customer focus group survey, job satisfaction survey, community or other stakeholder discussion.
Arrange group coaching sessions. Arrange e.g. a weekly group brainstorming sessions.
Energise your meetings. Read Excel or Power point documents beforehand and ask key questions.
Practise real life situations and events. Learn and improve in real life processes.
Art stimulation is a crucial ingredient for creativity.
Using visual arts as stimulation develops new neural pathways and helps to break out of the cycle of experience-dependent categorisation.
Art helps you to think outside of the box.
This leads to lateral thinking – Lateral thinking is solving problems through an indirect and creative approach, using reasoning that is not immediately obvious and involving ideas that may not be obtainable by using only traditional step-by-step logic. The term was coined in 1967 by Edward de Bono.
Altogame, a member of the University of Cambridge’s innovation hub ideaSpace, specialises in developing immersive, serious games for organisations and offering innovation training and coaching. Altogame´s vision is to change the way people innovate and collaborate, to enable them to ‘go beyond the obvious’ together.
Our approach is rooted in Eija Mäkirintala’s research work and her career as international violist. We utilize our long experience of training and coaching agile and lean ways of working as well as creative top-performance & well-being.
Eija Mäkirintala’s doctoral thesis (Behavioural sciences) can be found here
More information for the Finnish speaking readers can be found at:
• Eija Mäkirintala’s coaching book: “Luova ote huippusuoritukseen – resonanssi ratkaisee”, publisher Talentum.
• Eija Mäkirintala’s report on integrating arts and business.