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Don’t switch off your mobile
41 91 79VOTE
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IntroductionMobile RevolutionThe new classroomAffordancesThe mobilized workforceCase study: mobile in action
The Revolution for your business !
!
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“Type a quote here.”
Brandon Hall Group, 2012-2014!
!
75% of the employees are not effectively introduced to their work environment.
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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.
Priority boarding for your workforce
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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
!!
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Mobile RevolutionIntroduction
!
The new classroomAffordancesThe mobilized workforceCase study: mobile in action
Conclusion
!
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The biggest platform in the history
Gartner, Appical!
!
Mobile Connections in 2014!1 connection per head
7.0B
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10 years of Facebook
Facebook, Appical !
!
Montly active users in 2014!
1.5B
Mobile users!
1.0B
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Enterprises are mobilized
Forrester research, Appical!
!
Tablets in use in 2018
1.0B
Enterprise stake in 2018
250M
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Mobile Learning opportunities
Forrester research, Appical!
!
Potential endpoints
>7.0B
Minimum coverage
>80%
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The new classroomIntroductionMobile Revolution
!
AffordancesThe mobilized workforceCase study: mobile in action
Conclusion
!
!
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How we used to learn
OKAY!
Main source of external
information
Teacher Control
Books
Classroom is the arena
Learner not mobile
Exams, homework, observations
Assessment
Context
No learning in context
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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
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Affordances
IntroductionMobile Revolution
Setting the Scene
The WorkforceCase Study
Conclusion !
!
!
!
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Some Theory
Relationship - object - organism - action
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OK - Got it! Let’s
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Mobile affordances: A snapshot
Camera’sMessaging
Clock
External and internal sensors
Cloud storage
Geolocation
Media viewer Individual addressability
Memory / Storage
Document production
Browsing InternetMapping
Communication
Microphone and audio
Cinema
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What can we do with a camera?
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What can we do with sensors?
Measure distance
Record lost weather days Share data
Proximity Temperature & Weather
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What can we do with geolocation?
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What can we do with touchscreen?
Identification of Employee
Work with virtual objects
Zoom-in Engage people to the context
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The workforce
IntroductionMobile Revolution
The new class room
Affordances
Case StudyConclusion !
!
!
!
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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!
!
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Four key characteristics
Personalize it!
Social Networks !and UGC
ME!
Realtime
What I want, !when I want it
Here and Now!
Independent & !Tech savvy
Technology
Communication
Preferably online
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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!
!
!
!
BYOD is here - Some facts
Gartner 2013, Cisco 2013, Forrester 2013, Appical Research!
!
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Enterprise learning opportunities
Gartner 2013, Cisco 2013, Forrester 2013, Appical Research!
!
Onboarding
Leadership !Development
Mandatory !Training
Assessments
Recruitment
Some opportunities
Employee life cycle
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Case Study
Introduction
The Eve of the Mobile Revolution
The new classroom
Affordances
The mobilized workforceConclusion
!
!
!
!
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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 !!
!
The challenge of Philips Healthcare
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What they did: Mobile experience
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“Type a quote here.”
What has been achieved?
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
“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”
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Conclusion
The new class room
Affordances
The Mobilized workforce
Case Study
!
!
!
!
!
!
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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
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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
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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! !!
!
!
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Contact us
Gerrit Brouwer (35)Founder & CEO
Appical Linkedin!
!
!
!
!
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Poll results
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Poll results
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
1. Key HR Challenges 20%$
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$crew$
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Poll results
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.
2. How is mobile applied?15%$
40%$
5%$
35%$
5%$
Recrui.ng$talent$ Checking$e7mail$
Mandatory$training$ Other$(playing$games,$apps$etc.)$
Sales$improvements$
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Poll results
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
3. Which devices? 40%$
19%$
8%$
19%$
13%$
Apple$iOS$ Android$OS$ Microso7$Windows$Phone$ Don't$know$ Other$
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Poll results
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.
4. How is on boarding implemented
9%#
14%#
5%#
27%#18%#
27%#
As#a#workflow#eLearning#Mobile#Learning#Blended#(classroom#and#paper#and/or#eALearning)#Other#Paper#based#
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Poll results
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. Which device for gaming?
5%#
28%#
0%#3%#
25%#
40%#
0%#
5%#
10%#
15%#
20%#
25%#
30%#
35%#
40%#
45%#
A#Playsta1on# Smartphone# Nintendo# Xbox# Tablet# Other#(PC#etc)#
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Poll results
Oh - Yeah! A staggering 88% plays games per week. Some hardcore gamers present in the industry
6. How much gaming per week?
78%$
10%$ 12%$
0%$ 0%$0%$
10%$
20%$
30%$
40%$
50%$
60%$
70%$
80%$
90%$
0-8$hours$ 8-12$hours$ I$don't$game$ 12-24$hours$ More$than$24$hours$
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Favourite games
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Poll results
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
7. Which areas to apply gamification in your company? 36%$
28%$
6%$
11%$
8%$
11%$
Training$of$employees$
Educa:on$of$students$
eLearning$
Skills$training$
Compliance$training$