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Dec 5, 2013

Mohit Garg
Co-founder, MindTickle
	
  
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Agenda
What is next generation onboarding?
Best Practices
Case Studies
Summary
Q&A

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Lets start with the “what” and “how” of nextgen onboarding…	


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The Next Generation Employee
§ 

Short attention span

§ 

Digital natives, tuned to
“social” & “mobile”

§ 

Prefer self-paced learning

§ 

High expectations of user
experience / engagement

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4
The Next Generation Onboarding
§ 

Engaging

§ 

Social

§ 

Mobile, anytime-anywhere

§ 

Consumerized user
experience

§ 

Global

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5
Structure of Next-Gen Onboarding
§ 

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)

Next Gen	

Onboarding	


§ 

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)

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6
Benefits
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

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7
Congrats! You levelled up… 	


Now lets review some concepts and best practices…
The Toolkit for Next-Gen Onboarding

Gamification	


Social	


Analytics	


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9
What is Gamification?
Gamification is a scalable framework for encouraging users to
engage in desired behaviours voluntarily 	


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10
How does Gamification work?
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	
  

	


(1) Source: Philosophy of Motivation, Csikszentmihalyi, BunchBall
Whitepaper
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11
Gamification is not “Gaming” 
or “Serious Gaming”, for that matter
Business	


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
Play	


Source: http://www.slideshare.net/dings/from-game-design-elements-to-gamefulness-defining-gamification	


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12
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

High

Low

Cost Model

Upfront Sunk Cost

Value Based/Per User

Depth of Simulation

High

Medium

(graphics, servers, manpower)

Source: http://www.hrzone.com/	


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  2013	
  

13
How does “Social” work?

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	
  

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  Rights	
  reserved,	
  2013	
  

14
The blend of “social”, “gamification” and
“analytics” achieves best results

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

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  2013	
  

15
Congrats! You levelled up… 	


Lets review some success stories…
Case Study 1	


Opportunity: Engaging New Hires
between offer and join date at HCL
Learning
Objectives:
1.  Communicate
Employer Value
Proposition
(EVP)
2.  Company
orientation
3.  Technical Skills
4.  Soft skills

Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
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17
Case Study 1	


Solution: Gamified online learning
platform for pre-boarding of new hires
Achievement
badges for creating
sense of aspiration
and achievement	


Gamified journey
for creating
awareness about
HCL’s history,
employer value
proposition and its
culture	


Leaderboard for
healthy competition –
acts as a driver of
motivation 	


Updates/wall for
creating an online
social environment, an
online community of all
joiners	


Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
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  reserved,	
  2013	
  

	


18
Case Study 1	


Business Impact
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%


4.  Better matching of skills and projects

Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
©	
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  Rights	
  reserved,	
  2013	
  

	


19
Case Study 2	


Technology onboarding for teachers at
Des Moines School District, Iowa
	


https://www.slideshare.net/secret/E6RN2bDvaFD41I 	

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  reserved,	
  2013	
  

20
Case Study 2	


Business Impact
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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  reserved,	
  2013	
  

21
21
Congrats! You levelled up… 	


Summary…
Key Success Factors	


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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  Rights	
  reserved,	
  2013	
  

23
Congrats! You have done it!… 	


100% complete!
Thank you! Questions?
Visit http://bit.ly/nextgenonboarding
Download these slides
Download a comprehensive guide to
next generation onboarding

D	

 View a live online demo
Contact:
mohit.garg@mindtickle.com
@mohgar
+1 (973) 404 0329

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Next Generation Onboarding - Social, Gamified and Mobile

  • 1. Image Credit: Anurabh Das, Flickr Dec 5, 2013 Mohit Garg Co-founder, MindTickle   ©  All  Rights  reserved,  2013  
  • 2. Agenda What is next generation onboarding? Best Practices Case Studies Summary Q&A ©  All  Rights  reserved,  2013  
  • 3. Lets start with the “what” and “how” of nextgen onboarding… ©  All  Rights  reserved,  2013  
  • 4. The Next Generation Employee §  Short attention span §  Digital natives, tuned to “social” & “mobile” §  Prefer self-paced learning §  High expectations of user experience / engagement ©  All  Rights  reserved,  2013   4
  • 5. The Next Generation Onboarding §  Engaging §  Social §  Mobile, anytime-anywhere §  Consumerized user experience §  Global ©  All  Rights  reserved,  2013   5
  • 6. Structure of Next-Gen Onboarding §  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) Next Gen Onboarding §  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) ©  All  Rights  reserved,  2013   6
  • 7. Benefits 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 ©  All  Rights  reserved,  2013   7
  • 8. Congrats! You levelled up… Now lets review some concepts and best practices…
  • 9. The Toolkit for Next-Gen Onboarding Gamification Social Analytics ©  All  Rights  reserved,  2013   9
  • 10. What is Gamification? Gamification is a scalable framework for encouraging users to engage in desired behaviours voluntarily ©  All  Rights  reserved,  2013   10
  • 11. How does Gamification work? 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   (1) Source: Philosophy of Motivation, Csikszentmihalyi, BunchBall Whitepaper ©  All  Rights  reserved,  2013   11
  • 12. Gamification is not “Gaming” or “Serious Gaming”, for that matter Business 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 Play Source: http://www.slideshare.net/dings/from-game-design-elements-to-gamefulness-defining-gamification ©  All  Rights  reserved,  2013   12
  • 13. 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 High Low Cost Model Upfront Sunk Cost Value Based/Per User Depth of Simulation High Medium (graphics, servers, manpower) Source: http://www.hrzone.com/ ©  All  Rights  reserved,  2013   13
  • 14. How does “Social” work? 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   ©  All  Rights  reserved,  2013   14
  • 15. The blend of “social”, “gamification” and “analytics” achieves best results 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 ©  All  Rights  reserved,  2013   15
  • 16. Congrats! You levelled up… Lets review some success stories…
  • 17. Case Study 1 Opportunity: Engaging New Hires between offer and join date at HCL Learning Objectives: 1.  Communicate Employer Value Proposition (EVP) 2.  Company orientation 3.  Technical Skills 4.  Soft skills Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification ©  All  Rights  reserved,  2013   17
  • 18. Case Study 1 Solution: Gamified online learning platform for pre-boarding of new hires Achievement badges for creating sense of aspiration and achievement Gamified journey for creating awareness about HCL’s history, employer value proposition and its culture Leaderboard for healthy competition – acts as a driver of motivation Updates/wall for creating an online social environment, an online community of all joiners Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification ©  All  Rights  reserved,  2013   18
  • 19. Case Study 1 Business Impact 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% 4.  Better matching of skills and projects Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification ©  All  Rights  reserved,  2013   19
  • 20. Case Study 2 Technology onboarding for teachers at Des Moines School District, Iowa https://www.slideshare.net/secret/E6RN2bDvaFD41I ©  All  Rights  reserved,  2013   20
  • 21. Case Study 2 Business Impact 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 ©  All  Rights  reserved,  2013   21 21
  • 22. Congrats! You levelled up… Summary…
  • 23. Key Success Factors 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 ©  All  Rights  reserved,  2013   23
  • 24. Congrats! You have done it!… 100% complete!
  • 25. Thank you! Questions? Visit http://bit.ly/nextgenonboarding Download these slides Download a comprehensive guide to next generation onboarding D View a live online demo Contact: mohit.garg@mindtickle.com @mohgar +1 (973) 404 0329 Share This Document

Notas del editor

  1. There is clear relation of these gamification elements with user motivations such as: -if badges gives the feeling of achievement, instant gratification, then the levels can set as small achievable goals. …..Social setup enahnces the gamification and enforaces a repeat behavior.
  2. There is clear relation of these gamification elements with user motivations such as: -if badges gives the feeling of achievement, instant gratification, then the levels can set as small achievable goals. …..Social setup enahnces the gamification and enforaces a repeat behavior.
  3. There is clear relation of these gamification elements with user motivations such as: -if badges gives the feeling of achievement, instant gratification, then the levels can set as small achievable goals. …..Social setup enahnces the gamification and enforaces a repeat behavior.