Professional Documents
Culture Documents
Improving Customer Service - Activities
Improving Customer Service - Activities
Improving Customer Service - Activities
customer
service
- activities for trainers
-
Contents
1. Customer service poster
2. C.U.S.T.O.M.E.R.
3. Like Alice in Wonderland
4. Act it out!
5. Yes/No Game
6. Who am I?
7. Customer service keychain
8. Tongue-twisters
9. Ten rules of...
2
Time:
10 minutes
service language. Then, the participants are asked to design a poster related to
customer service on the given sheet of paper, by using their post-it notes and the
observations the trainer has previously written on the flipchart. The poster will be
eventually used as a contents list/index in the following training
sessions/activities, as the trainer will go through each subject, point by point.
2. C.U.S.T.O.M.E.R.
Objectives: Warm-up, Follow-up
Time:
5 minutes
3. Like Alice in
Wonderland
Objectives: - understanding call-centre
work, clients expectations, needs vs.
wants, types of clients, reactions etc.
Time:
30 minutes
story (if necessary). Then, the participants should work in groups, trying to match
the characters/ story to working in a call centre. For example, the cat is always
smiling smiling on the phone takes you a long way; the mad hatter the same
client who calls over and over again, without having the patience to listen to all
explanations etc.
4. Act it out!
Objectives: - intonation, clarity, speed, accent, volume
- customer service: acting on the phone (pre-task)
Time:
15 minutes
Materials:
5. Yes/No Game
Objectives:
6. Who am I?
Objectives:
Time:
- questioning technique
5 minutes/ person
Time:
10 minutes/ keychain
8. Tongue-twisters
Objectives:
speed, accent
Time:
1 minute/ tongue-twister
Warm-up activity
10 minutes
his hands on a
sheet of paper (palm down, just like they used to do in kindergarten). Then, they
should write 10 rules they have learned that they (dos and donts) on each finger
from the drawing. In the remaining palm space, they should write a few relevant
examples for each rule they have listed.
10 minutes/ pair
Description: The trainees work in pairs. The trainer can use either playing cards
(he can have a coded table containing information about each card; e.g.: the
Queen of Hearts is a mellow customer as opposed to the Queen of Spades, who is
an angry customer; the Joker can change personalities during the same role-play
etc.), or the cards he created himself.
Suggestion: he can create characters based on the natural elements, astrological
signs, animals etc.
The trainer provides each pair with a script/ story related to the training topic that
they are supposed to follow and act according to the character indicated on each
individual card.
Variation: A more classical approach: customer agent; landlord-tenant; 2 roommates etc.
10 minutes
Description: Divide the trainees in groups, pairs and make sure you also have a
few working individually. All students will have access to the same materials: folding
paper, scissors, glue.
Group 1: Work as a team. Create an origami figure by following the instructions in
the manual; you can ask your colleagues how they are creating their figures, ask for
advice and help.
Group 2: The trainer gives the instructions as he is folding his own figure. He goes
with the trainees step by step
Pair 1: Watch a video showing how to create the figure. You can pause and stop
whenever you want.
Pair 2: The trainees dont receive any instructions. Just give them an already built
figure and let them create their own by working on the model
Individual work: Just like group 1, follow the instructions in the manual to create
your figure
At the end, the instructor asks each participant if it was easy for them to create
their paper figures. Which methods were more efficient? Why? Why didnt other
methods work? How would you instruct someone to do this?
12. Blindfolded
Objectives: Pair work
- asking relevant questions, troubleshooting
Time:
10 minutes
is
blindfolded. The other chooses an object from your trainers kit and the blindfolded
partner has to guess what object the other has, by asking relevant questions. The
trainer can set a limited number of questions (say 7-8 questions and they cant all
be closed or opened).
13. Its a
matter of
perspective debate
Objectives:
- use assertive skills to convince
the others, arguments, careful
interruptions, relevant
questions, patience
Time:
10 minutes
Description: Divide the group in 2 equal teams. Provide each team with the
instructions of how to carry on a debate. Then, pick a subject for debate such as
Complaining - minor subject or necessary evil (of course, the trainer can choose any
other topic for debate, related to the training topic). One group will present
arguments for and the other one, arguments against the statement. The winning
group is the one who is capable of presenting solid arguments, who uses assertive
techniques, questioning, who is capable of convincing the other of the advantages
of their point of view.
14. Stereotypes
Objectives:
- types of customers, customers
needs vs. their wants
- empathy, politeness, adaptability
Time:
10 30 minutes
Description: Start the activity by asking the participants to associate each flag
to a country and to give a few characteristics of that nationality. Then, watch the
videos (depending on the time you have at your disposal, you can watch both or
just one). Ask if their previous knowledge of that country was confirmed by the
video and explain what stereotypes are. The participants should state their opinion
on stereotypes and explain how they expect a certain customer from a particular
country to react when they call a contact centre. Ask if any of them have ever been
stereotyped and how they felt at that moment.
Explain what empathy is and ask them to come up with phrases and techniques to
overcome stereotyping people and to adapt more easily to different types of
customers.
11
10 30 minutes
12
10 15 minutes
17. Taboo
Objectives:
- rephrasing, avoiding repetition, avoiding negative
words
- time management
- explaining
Time:
1 minute/ word
13
18. Activity
Objectives:
- explaining, guessing, relevant
questions
- time management
Time:
14
When drawing, player mustn't use words or gestures and drawings mustn't contain
any letters or numbers.
When explaining words and phrases, player can do that with the help of words, but
he mustn't use any words which forms phrases given by a card. Player also mustn't
use any gestures while explaining the words.
When pantomiming, player mustn't talk nor can he point at any objects in the room.
Player can choose the cards numbered 5, 4 and 3. Numbers represents how many
spaces the team will promote if they guess the phrase. The higher the number of a
card, the tougher are phrases. The teams have time until it runs out on the sand
clock (around 1 minute).
15