next generation onboarding - social, gamified and mobile
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Mohit Garg Co-founder, MindTickle
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Dec 5, 2013
Agenda
What is next generation onboarding?
Best Practices
Case Studies
Q&A
Summary
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Lets start with the “what” and “how” of nextgen onboarding…
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The Next Generation Employee
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§ Short attention span
§ Digital natives, tuned to “social” & “mobile”
§ Prefer self-paced learning
§ High expectations of user experience / engagement
The Next Generation Onboarding
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§ Engaging
§ Social
§ Mobile, anytime-anywhere
§ Consumerized user experience
§ Global
§ Pre-boarding (engage and educate new hires with non-proprietary content)
§ Blended approach - Flip the classroom sessions (deliver company orientation, benefits, policies, IT orientation online; classroom sessions only for discussions)
§ Social and Gamified Learning Platform for new hires (self-paced engaging learning/Role based functional and technical content for cutting down days to productivity)
§ Measure and Iterate (with big data - analytics, reports and charts)
Structure of Next-Gen Onboarding
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Next Gen Onboarding
Benefits
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Pre-boarding • Reduced Pre-join churn • Higher engagement levels among new
hires
Flipped Classroom • Cut down classroom hours / costs
Social & Gamified Learning
• Improved learning / absorption • Role base / personalized onboarding is
easy to implement • Faster productivity
Now lets review some concepts and best practices…
Congrats! You levelled up…
The Toolkit for Next-Gen Onboarding
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Gamification
Analytics
Social
What is Gamification?
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Gamification is a scalable framework for encouraging users to engage in desired behaviours voluntarily
Game mechanics mo:vate and engage § Badges: Sense of achievement, instant
gra:fica:on § Levels: Achievable goals and incremental sense
of progress § Challenges: Balance between skill and difficulty § Points: Differen:ate commiLed learner from
casual dabbler § Leaderboard: Reputa:on, Bragging Rights,
Healthy Compe::on
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How does Gamification work?
(1) Source: Philosophy of Motivation, Csikszentmihalyi, BunchBall Whitepaper
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Source: http://www.slideshare.net/dings/from-game-design-elements-to-gamefulness-defining-gamification
Gamification is not “Gaming” or “Serious Gaming”, for that matter
Gamification is a framework for designing repeatable and agile business processes/ technology
Gaming on the other hand focusses on deep interactions in game play, resulting in higher degree of customization but limited extensibility
Business
Play
Gamification is more suited for today’s dynamic business environment
Gaming/ Simulation / Serious Gaming
Gamification
Agility / Time to deploy 3-6 months < 4 weeks Flexibility Low High Resources Required (graphics, servers, manpower)
High Low
Cost Model Upfront Sunk Cost Value Based/Per User Depth of Simulation High Medium
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Source: http://www.hrzone.com/
Social enhances informal learning and par:cipa:on § Invites: Makes it viral and increases par:cipa:on
Updates & § Discussions: Be a part of the larger community § Likes: Encouragement from peers § Share: Sharing achievements and updates § Comments: Informal learning and feedback
How does “Social” work?
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The blend of “social”, “gamification” and “analytics” achieves best results
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If “Social” and Gamification are an engine to enable change, analytics is the fuel. Analytics lets you measure impact and identify where further refinement is needed. Nearly all Gamification efforts are iterative in nature.
- Charlie Bess, Chief Technologist, HP
Lets review some success stories…
Congrats! You levelled up…
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Opportunity: Engaging New Hires between offer and join date at HCL
Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
Case Study 1
Learning Objectives: 1. Communicate
Employer Value Proposition (EVP)
2. Company orientation
3. Technical Skills 4. Soft skills
Solution: Gamified online learning platform for pre-boarding of new hires
Case Study 1
Gamified journey for creating awareness about HCL’s history, employer value proposition and its culture
Achievement badges for creating sense of aspiration and achievement
Leaderboard for healthy competition – acts as a driver of motivation
Updates/wall for creating an online social environment, an online community of all joiners
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Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
Business Impact
Case Study 1
1. > 60% new hires participated voluntarily (6K+ new hires in 2013)
2. The pre-join churn was reduced by 90%
3. Classroom hours for new hire training reduced by 50%
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Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
4. Better matching of skills and projects
Technology onboarding for teachers at Des Moines School District, Iowa
Case Study 2
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https://www.slideshare.net/secret/E6RN2bDvaFD41I
Business Impact Case Study 2
1. IT training for 3000 teachers was automated, resulting in huge $$$ savings
2. 39% drop in support calls to the IT helpdesk since introduction of the MindTickle gamified learning platform
3. The IT helpdesk now focuses on issues that require a higher level of technical expertise
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Summary…
Congrats! You levelled up…
Summary
§ Identify the business objectives and metrics
§ Align with user aspirations and incentives
§ Gamification for the sake of gamification is likely to fail
§ Integrate “social” and strong “analytics”
§ Measure, learn and iterate
§ Branding of the “onboarding” program and buy-in from all stakeholders
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Key Success Factors
100% complete!
Congrats! You have done it!…
Visit http://bit.ly/nextgenonboarding
Download these slides
Download a comprehensive guide to next generation onboarding
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Thank you! Questions?
Contact: [email protected] @mohgar +1 (973) 404 0329
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