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Introduction 
Mobile Revolution 
The new classroom 
Affordances 
The mobilized workforce 
Case study: mobile in action 
The Revolution for your business 
!
75% of the employees are not effectively 
introduced to their work environment. 
“Type a quote here.” 
Brandon Hall Group, 2012-2014! 
!
Priority boarding for your workforce 
We aim to drastically improve the new hire 
experience and therefore make a new 
employee feel at home and engaged with 
the use of a mobile app.
What is Appical about? 
“Effectively leveraging gamification to 
improve the employee experience right 
from the start by tapping into the more 
meaningful elements of gaming: social 
and environmental interaction, forced 
progression.” 
! 
Kyle Lagunas, ! 
Sr. Analyst Talent Acquisition Brandon Hall Group 
! 
!
Introduction 
Mobile Revolution 
! 
The new classroom 
Affordances 
The mobilized workforce 
Case study: mobile in action 
Conclusion 
!
The biggest platform in the history 
7.0B 
Mobile Connections in 2014! 
1 connection per head 
Gartner, Appical! 
!
10 years of Facebook 
1.5B 
Montly active users in 2014! 
1.0B 
Mobile users! 
Facebook, Appical ! 
!
Enterprises are mobilized 
1.0B 
Tablets in use in 2018 
250M 
Enterprise stake in 2018 
Forrester research, Appical! 
!
Mobile Learning opportunities 
>7.0B 
Potential endpoints 
>80% 
Minimum coverage 
Forrester research, Appical! 
!
Introduction 
Mobile Revolution 
The new classroom 
! 
Affordances 
The mobilized workforce 
Case study: mobile in action 
Conclusion 
!
How we used to learn 
OKAY! 
Assessment 
Main source of 
external 
information 
Teacher Control 
Books 
Learner not mobile 
Classroom is the arena 
Exams, homework, 
observations 
Context 
No learning in context
The shift to mobile 
eLearning Mobile learning 
‣ Software controls 
‣ Learner is immobile 
‣ Learner is not in context 
‣ Static: information on laptop or desktop PC 
when needed 
‣ Connectivity via web-browser (HTML5), 
limitation of data storage 
‣ Information is pulled from browsing 
sessions 
‣ Learner controls 
‣ Learner is mobile 
‣ Learner is in context 
‣ Mobile device provides easy and immediate 
access 
‣ Information is available anyplace anytime when 
required (no internet connection required) 
‣ Connectivity via app using native features 
‣ Native features of mobile device result in precise 
locational and behavioural data
Introduction 
Mobile Revolution 
Setting the Scene 
Affordances 
The Workforce 
Case Study 
Conclusion 
! 
! 
!
Some Theory 
Relationship - object - organism - action
OK - Got it! Let’s
Mobile affordances: A snapshot 
Camera’s 
Messaging 
Communication 
Clock 
Memory / Storage 
Cloud storage 
Geolocation 
External and internal sensors 
Document production 
Mapping 
Cinema 
Browsing Internet 
Microphone and audio 
Media viewer Individual addressability
What can we do with a camera?
What can we do with sensors? 
Measure distance 
Proximity Temperature & 
Weather 
Record lost 
weather days Share data
What can we do with geolocation?
What can we do with touchscreen? 
Identification of 
Employee 
Work with virtual 
objects 
Zoom-in Engage people to 
the context
Introduction 
Mobile Revolution 
The new class room 
Affordances 
The workforce 
Case Study 
Conclusion 
! 
! 
! 
!
Born between 1994 and 2010! 
23 million 
Watch more than 7 hours of mobile video per week! 
Sent an average of 3,364 texts per month! 
78.7% visit social networks or blogs 
Watched 23 hours 41 minutes of TV per week! 
Well-educated and most technologically advanced! 
! 
Next: The App Gen 
Premise Immersive Marketing, Qualcomm, Appical! 
!
Four key characteristics 
Personalize it! 
Technology 
Social Networks ! 
and UGC 
ME! 
Realtime 
Here and Now! 
What I want, ! 
when I want it 
Independent & ! 
Tech savvy 
Communication 
Preferably online
BYOD is here - Some facts 
In 2012, 50% of workers brought their own devices to work 
! 
Today, 90% of companies are allowing employees to use personal 
devices at work 
Fifty percent of workers are using three or more devices for work 
and nearly twenty percent are using four or more devices! 
! 
Gartner 2013, Cisco 2013, Forrester 2013, Appical Research! 
! 
!
Enterprise learning opportunities 
Some opportunities 
Onboarding 
Leadership ! 
Development 
Mandatory ! 
Training 
Assessments 
Recruitment 
Gartner 2013, Cisco 2013, Forrester 2013, Appical Research! 
! 
Employee life cycle
The Eve of the Mobile Revolution 
The new classroom 
Affordances 
The mobilized workforce 
Case Study 
Conclusion 
! 
! 
!
The challenge of Philips Healthcare 
3,300 headcount plant 
High administrative burden (high indirect costs) 
Increase engagement with new hires (300 pa) 
Difficulties integrating personnel socially 
Baby boom gen retiring! 
No mobile experience, OMG 
! 
! 
!
What they did: Mobile experience
What has been achieved? 
“With the on boarding app we were able to 
reduce the indirect time spent on first line HR 
support with nearly 50%. Moreover, we have been 
able to communicate new production techniques 
more effectively as we have been able to 
integrate the feedback of our employees” 
“Type a quote here.” 
J. van Gerpot! 
Lean Deployment Leader 
! 
Annual Win for Philips: > EUR 250,000! 
Indirect labour savings EUR 50k p.a. 
Productivity win of EUR 1,500 per FTE
The new class room 
Affordances 
The Mobilized workforce 
Case Study 
Conclusion 
! 
! 
! 
! 
!
The workforce is changing drastically 
Mobile is here to stay 
The App gen is greatly informed 
Increasing mobility of the workforce 
Flex workers will be the rule rather than the exception 
Baby boom gen will leave a knowledge gap ! 
War for talent will become a continuous challenge 
! 
! 
!
The workforce is changing drastically 
Mobile is here to stay 
The App gen is greatly informed 
Increasing mobility of the workforce 
Flex workers will be the rule rather than the exception 
Baby boom gen will leave a knowledge gap ! 
War for talent will become a continuous challenge 
! 
! 
!
Recommendations 
Utilize mobile: Make life easier for yourself and your employees 
Find opportunities to use mobile to boost productivity 
Put content in your employees hands 
Start small and preferably cross platform 
Launch then learn! 
! 
! 
! 
!
Contact us 
gb@appical.net! 
! 
Appical Linkedin! 
! 
! 
Gerrit 
! 
Brouwer (35) 
Founder & CEO
Poll results
Poll results 
1. Key HR Challenges 20%$ 
Getting the qualified talent in and 
keeping them in the organization is 
with nearly 60% the most 
important challenge in offshore! 
! 
Retiring of key personnel leads to 
a knowledge and experience gap 
that will cause additional pressure 
in the market 
39%$ 
10%$ 
2%$ 
14%$ 
6%$ 
6%$ 
4%$ 
Hiring$qualified$talent$ Reten8on$ 
Competency$development$ Budget$for$training$ 
Experienced$replacements$for$re8ring$colleagues$ Communicate$effec8vely$with$staff$ 
Managemement$of$crew$ Mo8vate$crew$
Poll results 
2. How is mobile applied? 
Apart from checking emails, 
mobile is increasingly applied in 
attracting key talent. In a majority 
of cases mobile is used for 
checking e-mails, gaming and 
watching video’s. 
15%$ 
40%$ 
5%$ 
35%$ 
5%$ 
Recrui.ng$talent$ Checking$e7mail$ 
Mandatory$training$ Other$(playing$games,$apps$etc.)$ 
Sales$improvements$
Poll results 
3. Which devices? 40%$ 
Apple iOS leads the way within the 
offshore industry. Expecting the 
fingerprint technology to become a 
key feature for identity checks and 
the native functionalities driving 
engagement for mobile learning 
19%$ 
8%$ 
19%$ 
13%$ 
Apple$iOS$ Android$OS$ Microso7$Windows$Phone$ Don't$know$ Other$
Poll results 
4. How is on boarding 
implemented 
For over 50% on boarding is done 
paper-based or blended, 
supported by F2F job related 
training by manager or 
experienced colleague. eLearning 
is seen as a challenge given the 
distance between remote 
workplace and training center 
ashore. 
9%# 
14%# 
5%# 
27%# 
27%# 
18%# 
As#a#workflow# 
eLearning# 
Mobile#Learning# 
Blended#(classroom#and#paper#and/or#eALearning)# 
Other# 
Paper#based#
Poll results 
5. Which device for 
gaming? 
Mobile is taking over control, 
tablets and smartphones 
together already contribute 
for over 50%. However PC 
gaming is still popular in the 
offshore industry. Console 
gaming seem to be less 
relevant. 
5%# 
28%# 
0%# 
3%# 
25%# 
40%# 
45%# 
40%# 
35%# 
30%# 
25%# 
20%# 
15%# 
10%# 
5%# 
0%# 
A#Playsta1on# Smartphone# Nintendo# Xbox# Tablet# Other#(PC#etc)#
Poll results 
6. How much gaming 
per week? 
Oh - Yeah! A staggering 88% 
plays games per week. Some 
hardcore gamers present in 
the industry 
78%$ 
10%$ 12%$ 
0%$ 0%$ 
90%$ 
80%$ 
70%$ 
60%$ 
50%$ 
40%$ 
30%$ 
20%$ 
10%$ 
0%$ 
0-8$hours$ 8-12$hours$ I$don't$game$ 12-24$hours$ More$than$24$hours$
Favourite games
Poll results 
7. Which areas to apply 
gamification in your 
company? 36%$ 
Both future workers and 
employees can enjoy from 
the benefits of gamification, 
being ao:! 
! 
Higher engagement levels! 
Higher return on training! 
Lower training drop-out 
levels 
28%$ 
8%$ 
11%$ 
6%$ 
11%$ 
Training$of$ 
employees$ 
Educa:on$of$ 
students$ 
eLearning$ 
Skills$training$ 
Compliance$training$

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@TypicalAppical talks #mobile revolution at #offshore #marine #crewing

  • 1.
  • 2. Don’t switch off your mobile VOTE 41 91 79
  • 3. Introduction Mobile Revolution The new classroom Affordances The mobilized workforce Case study: mobile in action The Revolution for your business !
  • 4.
  • 5. 75% of the employees are not effectively introduced to their work environment. “Type a quote here.” Brandon Hall Group, 2012-2014! !
  • 6. Priority boarding for your workforce We aim to drastically improve the new hire experience and therefore make a new employee feel at home and engaged with the use of a mobile app.
  • 7. What is Appical about? “Effectively leveraging gamification to improve the employee experience right from the start by tapping into the more meaningful elements of gaming: social and environmental interaction, forced progression.” ! Kyle Lagunas, ! Sr. Analyst Talent Acquisition Brandon Hall Group ! !
  • 8. Introduction Mobile Revolution ! The new classroom Affordances The mobilized workforce Case study: mobile in action Conclusion !
  • 9. The biggest platform in the history 7.0B Mobile Connections in 2014! 1 connection per head Gartner, Appical! !
  • 10. 10 years of Facebook 1.5B Montly active users in 2014! 1.0B Mobile users! Facebook, Appical ! !
  • 11. Enterprises are mobilized 1.0B Tablets in use in 2018 250M Enterprise stake in 2018 Forrester research, Appical! !
  • 12. Mobile Learning opportunities >7.0B Potential endpoints >80% Minimum coverage Forrester research, Appical! !
  • 13. Introduction Mobile Revolution The new classroom ! Affordances The mobilized workforce Case study: mobile in action Conclusion !
  • 14. How we used to learn OKAY! Assessment Main source of external information Teacher Control Books Learner not mobile Classroom is the arena Exams, homework, observations Context No learning in context
  • 15. The shift to mobile eLearning Mobile learning ‣ Software controls ‣ Learner is immobile ‣ Learner is not in context ‣ Static: information on laptop or desktop PC when needed ‣ Connectivity via web-browser (HTML5), limitation of data storage ‣ Information is pulled from browsing sessions ‣ Learner controls ‣ Learner is mobile ‣ Learner is in context ‣ Mobile device provides easy and immediate access ‣ Information is available anyplace anytime when required (no internet connection required) ‣ Connectivity via app using native features ‣ Native features of mobile device result in precise locational and behavioural data
  • 16. Introduction Mobile Revolution Setting the Scene Affordances The Workforce Case Study Conclusion ! ! !
  • 17. Some Theory Relationship - object - organism - action
  • 18. OK - Got it! Let’s
  • 19. Mobile affordances: A snapshot Camera’s Messaging Communication Clock Memory / Storage Cloud storage Geolocation External and internal sensors Document production Mapping Cinema Browsing Internet Microphone and audio Media viewer Individual addressability
  • 20. What can we do with a camera?
  • 21. What can we do with sensors? Measure distance Proximity Temperature & Weather Record lost weather days Share data
  • 22. What can we do with geolocation?
  • 23. What can we do with touchscreen? Identification of Employee Work with virtual objects Zoom-in Engage people to the context
  • 24. Introduction Mobile Revolution The new class room Affordances The workforce Case Study Conclusion ! ! ! !
  • 25. Born between 1994 and 2010! 23 million Watch more than 7 hours of mobile video per week! Sent an average of 3,364 texts per month! 78.7% visit social networks or blogs Watched 23 hours 41 minutes of TV per week! Well-educated and most technologically advanced! ! Next: The App Gen Premise Immersive Marketing, Qualcomm, Appical! !
  • 26. Four key characteristics Personalize it! Technology Social Networks ! and UGC ME! Realtime Here and Now! What I want, ! when I want it Independent & ! Tech savvy Communication Preferably online
  • 27. BYOD is here - Some facts In 2012, 50% of workers brought their own devices to work ! Today, 90% of companies are allowing employees to use personal devices at work Fifty percent of workers are using three or more devices for work and nearly twenty percent are using four or more devices! ! Gartner 2013, Cisco 2013, Forrester 2013, Appical Research! ! !
  • 28. Enterprise learning opportunities Some opportunities Onboarding Leadership ! Development Mandatory ! Training Assessments Recruitment Gartner 2013, Cisco 2013, Forrester 2013, Appical Research! ! Employee life cycle
  • 29. The Eve of the Mobile Revolution The new classroom Affordances The mobilized workforce Case Study Conclusion ! ! !
  • 30. The challenge of Philips Healthcare 3,300 headcount plant High administrative burden (high indirect costs) Increase engagement with new hires (300 pa) Difficulties integrating personnel socially Baby boom gen retiring! No mobile experience, OMG ! ! !
  • 31. What they did: Mobile experience
  • 32. What has been achieved? “With the on boarding app we were able to reduce the indirect time spent on first line HR support with nearly 50%. Moreover, we have been able to communicate new production techniques more effectively as we have been able to integrate the feedback of our employees” “Type a quote here.” J. van Gerpot! Lean Deployment Leader ! Annual Win for Philips: > EUR 250,000! Indirect labour savings EUR 50k p.a. Productivity win of EUR 1,500 per FTE
  • 33. The new class room Affordances The Mobilized workforce Case Study Conclusion ! ! ! ! !
  • 34. The workforce is changing drastically Mobile is here to stay The App gen is greatly informed Increasing mobility of the workforce Flex workers will be the rule rather than the exception Baby boom gen will leave a knowledge gap ! War for talent will become a continuous challenge ! ! !
  • 35. The workforce is changing drastically Mobile is here to stay The App gen is greatly informed Increasing mobility of the workforce Flex workers will be the rule rather than the exception Baby boom gen will leave a knowledge gap ! War for talent will become a continuous challenge ! ! !
  • 36. Recommendations Utilize mobile: Make life easier for yourself and your employees Find opportunities to use mobile to boost productivity Put content in your employees hands Start small and preferably cross platform Launch then learn! ! ! ! !
  • 37. Contact us gb@appical.net! ! Appical Linkedin! ! ! Gerrit ! Brouwer (35) Founder & CEO
  • 39. Poll results 1. Key HR Challenges 20%$ Getting the qualified talent in and keeping them in the organization is with nearly 60% the most important challenge in offshore! ! Retiring of key personnel leads to a knowledge and experience gap that will cause additional pressure in the market 39%$ 10%$ 2%$ 14%$ 6%$ 6%$ 4%$ Hiring$qualified$talent$ Reten8on$ Competency$development$ Budget$for$training$ Experienced$replacements$for$re8ring$colleagues$ Communicate$effec8vely$with$staff$ Managemement$of$crew$ Mo8vate$crew$
  • 40. Poll results 2. How is mobile applied? Apart from checking emails, mobile is increasingly applied in attracting key talent. In a majority of cases mobile is used for checking e-mails, gaming and watching video’s. 15%$ 40%$ 5%$ 35%$ 5%$ Recrui.ng$talent$ Checking$e7mail$ Mandatory$training$ Other$(playing$games,$apps$etc.)$ Sales$improvements$
  • 41. Poll results 3. Which devices? 40%$ Apple iOS leads the way within the offshore industry. Expecting the fingerprint technology to become a key feature for identity checks and the native functionalities driving engagement for mobile learning 19%$ 8%$ 19%$ 13%$ Apple$iOS$ Android$OS$ Microso7$Windows$Phone$ Don't$know$ Other$
  • 42. Poll results 4. How is on boarding implemented For over 50% on boarding is done paper-based or blended, supported by F2F job related training by manager or experienced colleague. eLearning is seen as a challenge given the distance between remote workplace and training center ashore. 9%# 14%# 5%# 27%# 27%# 18%# As#a#workflow# eLearning# Mobile#Learning# Blended#(classroom#and#paper#and/or#eALearning)# Other# Paper#based#
  • 43. Poll results 5. Which device for gaming? Mobile is taking over control, tablets and smartphones together already contribute for over 50%. However PC gaming is still popular in the offshore industry. Console gaming seem to be less relevant. 5%# 28%# 0%# 3%# 25%# 40%# 45%# 40%# 35%# 30%# 25%# 20%# 15%# 10%# 5%# 0%# A#Playsta1on# Smartphone# Nintendo# Xbox# Tablet# Other#(PC#etc)#
  • 44. Poll results 6. How much gaming per week? Oh - Yeah! A staggering 88% plays games per week. Some hardcore gamers present in the industry 78%$ 10%$ 12%$ 0%$ 0%$ 90%$ 80%$ 70%$ 60%$ 50%$ 40%$ 30%$ 20%$ 10%$ 0%$ 0-8$hours$ 8-12$hours$ I$don't$game$ 12-24$hours$ More$than$24$hours$
  • 46. Poll results 7. Which areas to apply gamification in your company? 36%$ Both future workers and employees can enjoy from the benefits of gamification, being ao:! ! Higher engagement levels! Higher return on training! Lower training drop-out levels 28%$ 8%$ 11%$ 6%$ 11%$ Training$of$ employees$ Educa:on$of$ students$ eLearning$ Skills$training$ Compliance$training$