Dyson wanted to explore how we can incorporate gamified elements to their Store Leaders Curriculum in order to provide learners with tangible practice to drive store targets and model behaviours in stores.The aim of this module was to reconcile retail math concepts and experience metrics empowering store leaders to not only strengthen their own knowledge but that of their retail teams as well.
The game dashboard including 4 mini games, allows store leaders to brush up on their own skills but also be used as a working resource at in-store opening briefings with their teams. This solution was designed to be accessed from iPads.
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Key to this approach are the concepts of repetition and discovery. Learners are encouraged to play and discover information as well as build new skills, rather than simply absorbing knowledge presented to them. Like every game, each mini-game starts with an instruction page where the learner will get all the information they need in order to successfully complete the quest.
GAME 1: ENGAGE
In order to successfully complete the game learners need to both understand the needs of the customer and also communicate Dyson technology effectively. For each customer, learners are asked to ask the right open-ended questions in order to understand in depth who they are, what they are looking for and what brought them to the store today. For each correct question, the learner get 10 reward points. Now they have all the information they need to make a personalised product recommendation.
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GAME 2: EXCITE
In the second game, learners are asked to choose the right demo they need to perform in order to excite the customer for a product based on what the customer has said. The demos are short videos that show what the learners should do during a demo session in-store.

GAME 3: EXPLAIN
One of the main goals for Dyson is to make sure that store staff are able to explain the Dyson complicated technology in an easy to understand way so that customers can fully understand what the product is all about. In the third game, learners are asked to identify 'hard to understand' language used when explaining products to customers in a spot-it type activity. Once they have identified difficult terms, they need to think simpler ways of explaining the technology. At the end, they receive some ready to use examples.

GAME 4: EXECUTE
During this game learners will see how a successful sale unfolds between the customer and a colleague in-store. At the closing of the sale, the conversation will stop, and the learner will be presented with a few options to choose from. They need to decide which elements of the conversation led to close the deal.

This project ultimately demonstrates how thoughtful gamification can transform routine training into an engaging, confidence-building experience. By blending realistic system simulations with playful game mechanics, the dashboard equips store leaders to practise, make decisions, and learn through exploration rather than instruction.
The result is a training tool that not only improves skill retention but also creates a more motivating and enjoyable learning journey.