This document discusses the potential of mobile technology in the workforce and learning. It begins by outlining how the mobile revolution has led to unprecedented connectivity worldwide. It then examines how mobile devices can enhance learning through their built-in features like cameras, sensors, and geolocation. The document also explores how the modern workforce is increasingly mobile and brings their own devices to work. It presents a case study of how a company implemented an onboarding mobile app to improve the new hire experience. Finally, it concludes that the workforce is changing dramatically and that organizations should leverage mobile to engage employees and boost productivity.
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!
!
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
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
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
!
!
!
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!
!
!
!
!
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$training$