EY wavespace: CX Capabilities Program

A four-module program delivered to four global cohorts - with an NPS of +65.

Client:
EY
Category:
Programs & Workshops

The context

EY wavespace is the firm's global network of innovation centers - spaces designed to spark bold thinking with clients. But even the most forward-looking environments need sharp human skills to match the ambition.

The opportunity

The wavespace team wanted to elevate CX capability across their global network. Not through more frameworks or theory. Through practice.

The gap wasn't knowledge. It was the ability to actually do client-centric work under pressure: reading rooms, building trust with diverse stakeholders, designing experiences that stick, telling stories that don't lose the room.

What we built together

A four-module program where 75% of each session was hands-on. No lengthy slide decks about CX principles. Scenarios, drills, and real application.

The design challenge

The brief sounded simple: build CX capability across a global team. The real challenge was harder.

How do you teach something as instinctive as reading a room? How do you scale an experiential program across time zones without losing what makes it work? And how do you make senior professionals practice skills they think they already have?

We ran a multi-week sprint with wavespace leaders, digging past the official brief to surface the real needs underneath.

What emerged: skill gaps that couldn't be solved with more frameworks, a need to link creative work more closely to business outcomes, and pain points that required practice rather than theory.

Game design meets learning design

We used our SDS framework (Skills, Drills, Scenarios), but the real innovation was in the mechanics. Each module combined:

  • Scenarios built like escape rooms for the mind - complete fictional worlds, competing pressures, no obvious right answers
  • Drills designed as timed challenges with immediate feedback, including voice-note exercises where participants had to respond in the moment
  • Primers introduced not as theory but as tools participants needed to solve the problems in front of them

Drills like "Dial It to 11" pushed participants to take safe ideas and make them genuinely memorable.

The program's catalog of Primers, Drills andScenarios

The Four Modules

The program moved from human fundamentals to experience architecture to live application:

Module 1: Understanding Humans

Diagnostic tools for reading people and situations. The 5 Whys for getting past surface-level answers. Social Styles (TRACOM) for adapting communication. Practice scenarios where participants had to decode what clients weren't saying out loud.

Module 2: The Art & Science of CX

Experience architecture fundamentals. The 6 Phases of Experience Design as a lens for sequencing moments. Inspiration drawn from hospitality - Will Guidara's Unreasonable Hospitality, sensory design principles.

Module 2 warmup - ideate, sketch, compare, remix

Module 3: CX in Action

Subtlety and spectacle. The Eventness framework for understanding what makes moments memorable. Format anatomy for designing repeatable experiences. References ranged from Brian Eno's generative art to Hot Ones interview prep.

'Eventness' - applied to Glastonbury Festival, before teams apply it to a real-world scenario

Module 4: Immersion & Impact

Story science and the 7 story types. Three levels of immersion - sensory, narrative, ontological. How technology can amplify meaning rather than just add flash.

Each module included a resource pack with frameworks, prompts, and references participants could return to after the program.

Scaling without flattening

The harder problem was iteration at scale. Each cohort surfaced what worked and what didn't.

For cohorts 3 and 4, we refined drills for greater complexity, added clearer scenario scaffolding, and introduced new frameworks based on what participants were actually struggling with:

  • New Wine, Old Oak - reframing familiar formats with fresh twists
  • Levels of Immersion - giving people language for depth and memorability
  • Paired reflections - added as cool-downs to strengthen peer connection

By cohorts 3 and 4, the program had evolved significantly from where it started. Participants from Denver to Hong Kong went through the same structure, but each cohort shaped what came next.

What shifted

NPS of +65 across cohorts 3 and 4, with an overall rating of 8.86/10.

But the qualitative feedback told the fuller story. Participants consistently highlighted practical application:

Frameworks like Eventness, Journey Mapping, and Levels of Immersion gave people concrete language to talk about experience design. The global peer connections were valued as much as the content itself.

Cohort 4 in the (virtual) house

What's next

The program has expanded beyond the original brief:

  • CX Champions Circle: Alumni from Cohorts 1-4 now form a global community of practice, sharing what's working and what they're learning.
  • Cross-EY activation: The CX playbook and frameworks are being shared into broader EY initiatives, taking what started in wavespace into client-facing work across the firm.

What began as a capabilities program became something more: shared language, genuine community, and a way of thinking about experience design that participants carry into every client engagement.