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Creative Content Issue 1

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CREATIVE<br />

CONTENT<br />

HOW SUPERMARKETS ARE NOW<br />

INDUSTRY GAME-CHANGERS<br />

Large retail companies are leading the way<br />

with their approach to digital learning<br />

CASE STUDY<br />

GOING UNDERGROUND<br />

Transport For London and their<br />

innovative Learning path<br />

ISSUE ONE


2 3<br />

<strong>Content</strong>s<br />

3 INTELLIGENCE IN ACTION<br />

How Transport for London transformed<br />

cusomer service, supported significant team<br />

restructuring and reskilled 5,000 employees<br />

and managers through digital learning<br />

4 GOING UNDERGROUND<br />

How to transform customer service,<br />

support significant team restructuring and<br />

reskill all 5,000 employees and managers<br />

5 BEHAVE YOURSELF<br />

Long-lasting behavioural change is<br />

possible but only through the modification<br />

of simpler behaviours<br />

6 GAMES WITH PURPOSE<br />

Bespoke content, gamefully designed from<br />

the ground up with your learners’ needs at<br />

the forefront of consideration<br />

8/9 SUPERMARKET SWEEP<br />

Find out how bespoke content is used<br />

as a game-changer for workforces of up to<br />

500,000 employees for some of Britain’s<br />

favourite supermarkets<br />

10 AUTHORING PREFERENCES<br />

Discover the best of authoring tools in the<br />

industry - and how they compare<br />

11 TOBY WHITE’s iNSIGHTs<br />

Words of wisom from the man in the know<br />

and his thoughts on what the future holds<br />

Welcome to issue one of <strong>Creative</strong><br />

<strong>Content</strong>. In this edition we take a<br />

look into how behavioural change<br />

can be achieved, and the psychology<br />

behind it.<br />

We’re also examining how some of<br />

Britain’s favourite supermarkets are<br />

positioning themselves as learning<br />

leaders for large organisations – how<br />

do you get a butcher, a baker and<br />

bookkeeper trained for their specific<br />

needs using the same system?<br />

We also compare the most popular<br />

authoring tools, whilst industry expert<br />

Toby White shares his thoughts on<br />

the latest research in the industry.<br />

Intelligent training for intelligent systems<br />

Recent research has shown that employees gain<br />

better and faster understanding when undertaking<br />

e-learning compared to classroom training – figures<br />

show that individuals learn up to 60% faster online.<br />

A blended learning approach brings the best of<br />

online and classroom-based training in harmony<br />

but in some circumstances, e-learning can enhance,<br />

and even replace, classroom training to ultimately<br />

save costs and time to achieve fantastic results..<br />

Systems’ training is one area that is popular<br />

amongst many organisations to make digital<br />

- but it is critical that the training is right.<br />

Whilst off-the-shelf content can bring a generic<br />

understanding to learners for generic systems<br />

mainstream systems, bespoke learning content can<br />

immerse learners into real-life scenarios, adding a<br />

layer of familiarity to the content whilst reflecting<br />

how the system would be used within their specific<br />

organisation.<br />

Bespoke e-learning content can be designed with<br />

consistency to reflect the training message required<br />

throughout the organisation. This will ensure<br />

that tasks and particular steps will be carried out<br />

to organisational-standards to reduce the risk of<br />

mistakes. Systems’ training should allow learners to<br />

perform predefined tasks allowing learners to gain<br />

hands-on experience of the system before using it<br />

unaided.<br />

When taking systems training online, there are<br />

additional advantages not seen in classroombased<br />

training. Online resources can be accessed<br />

anywhere, anytime, anyplace – making it ideal for<br />

remote workers. This reduces travelling time which<br />

would be required when attending classroom-based<br />

training, alongside financial costs.<br />

It also allows for on-the-job training, or reminder<br />

training for remote workers to be carried out<br />

on-to-go, making it ideal for remote workers. In creating an<br />

immersive experience with example screens branded to the<br />

same specifications as the actual programme, organisations can<br />

expect to achieve their desired results.<br />

Digital systems training also allows organisations to accurately<br />

assess its users and the success of its training. An e-learning<br />

course may contain a simulation, for example, asking the user<br />

to replicate the steps required.<br />

The e-learning course can score the user on their accuracy<br />

in completing the steps, and how many hints or tips they<br />

required. This information can then be relayed to a Learning<br />

Management System.<br />

Whilst all systems are different – and more crucially, are used<br />

differently across all organisations – bespoke content can<br />

be tailored to reflect the training message of each specific<br />

organisation.<br />

This gives learners the confidence they need that they are using<br />

the system correctly as per the organisation’s requirements.<br />

Online systems training also allows<br />

organisations to accurately assess its<br />

users and the success of its training.<br />

KALLIDUS<br />

ISSUE ONE


4 5<br />

Taking<br />

award-winning<br />

content<br />

underground<br />

Transport for London (TfL) made the<br />

bold decision to make fundamental<br />

changes to its operations and culture, to<br />

include workforce structure, customer<br />

service and the stations themselves.<br />

Branding the ambitious three-year programme as the ‘Fit for the<br />

Future Stations’ initiative, the programme was designed as the largest<br />

business transformation in Europe. The initiative intended to transform<br />

customer service, support significant team restructuring and reskill<br />

all 5,000 employees and managers. It was hoped that in equipping<br />

employees with these knowledge and skills, the London Underground<br />

would be renowned for being world-class.<br />

To do so, TfL needed to deliver e-learning that would inspire and<br />

engage learners, whilst promoting knowledge transfer and create<br />

lasting behavioural change. To add a layer of complexity, the modules<br />

needed to work across different devices and crucially, be accessible<br />

with little to no internet access.<br />

Using immersive, media-rich e-learning and an interactive game to<br />

supplement experiential workshops, TfL successfully drove staff<br />

engagement for a complete, targeted learning experience.<br />

The award-winning content created for TfL has created a truly<br />

engaging, innovative e-learning experience to develop a workforce<br />

prepared for change, to be on track to deliver a world class service. The<br />

solution is future-proofed thanks to the content being developed in<br />

Storyline, which enabled TfL’s in-house development team to update<br />

and maintain future e-learning course content.<br />

As a result of this, TfL enjoyed truly phenomenal results.<br />

Post-transformation, customer satisfaction levels have significantly<br />

increased, and KPI targets around staff presence, helpfulness and<br />

attention have reached a record high.<br />

Staff helpfulness<br />

increased from a<br />

network score<br />

of 92 to 97<br />

Employees now have the skills and<br />

confidence to provide hands-on<br />

support for customers throughout<br />

the station, and immersive e-learning<br />

simulations have allowed employees<br />

to practice problem-solving in a safe<br />

environment.<br />

▪ Over eight industry and trade<br />

awards<br />

▪ Staff helpfulness increased from<br />

a network score of 92 to 97<br />

▪ 80% of learners have accessed<br />

the ticketing modules<br />

▪ 96% of managers have accessed<br />

the customer service modules<br />

▪ 100% implementation of individual<br />

development plans for supervisors<br />

transferring into customer service<br />

management roles<br />

Behavioural change for the better<br />

REMOVING ‘BAD’ HABITS AND REPLACING THEM WITH ‘GOOD’ WITHIN ORGANISATIONS<br />

For learning to be effective<br />

and result in long-lasting<br />

change, the process<br />

should be continual and<br />

agile to keep up with the<br />

latest technologies and<br />

thought-leadership. You<br />

and your Learning and<br />

Development team have<br />

a responsibility to be a<br />

pivotal role in this process<br />

to change behaviours to<br />

equip employees with the<br />

knowledge and tools they<br />

need to perform. A learning<br />

campaign can be created by<br />

building a learning journey.<br />

This journey should<br />

compose of bite-sized<br />

content accessible anytime,<br />

anywhere. Following<br />

completion of a learning<br />

journey, learners should<br />

accept new behaviours and<br />

incorporate them into their<br />

daily lives intuitively. The<br />

journey is thought to consist<br />

of five steps:<br />

1. Knowledge.<br />

The learner will hear of<br />

new learning objectives<br />

through internal communications<br />

which could include<br />

direct email, advertising<br />

within the organisation’s<br />

LMS, or even physical<br />

posters!<br />

2. Persuasion..<br />

Persuasion can be difficult,<br />

but a learning campaign<br />

offers learners multiple<br />

opportunities to participate.<br />

When content is based<br />

around practical<br />

experiences rather than<br />

pure theory, organisations<br />

can convince the learner<br />

to act rather than simply<br />

ignore the initiative. It is<br />

particularly effective to<br />

encourage employees to<br />

take part in challenges,<br />

simulations and devise their<br />

own scenarios.<br />

3. Decision.<br />

This is out of your hands<br />

– once learners have<br />

consumed your learning<br />

content, it is up to them<br />

whether they change their<br />

behaviour as a result.<br />

However, by showing them<br />

the value of the change and<br />

what they can gain from it,<br />

learners are more likely to<br />

engage.<br />

This can be further<br />

encouraged by tying<br />

learning objectives to<br />

professional goals; they<br />

should see a link between<br />

the training and their future<br />

progression.<br />

4. Implementation.<br />

Learning campaigns can<br />

include a variety of media<br />

including user generated<br />

content.<br />

By asking learners to<br />

demonstrate how they are<br />

achieving their learning<br />

objectives, they are<br />

providing you with a wealth<br />

of highly relevant assets that<br />

other learners can relate to<br />

and identify with. Once new<br />

behaviour has been seen in<br />

action, other learners are<br />

more likely to ‘give it a go’.<br />

5. Confirmation.<br />

Once learners have seen<br />

what new behaviour means<br />

in practical terms, they can<br />

decide whether to adopt a<br />

change in their behaviour.<br />

However, if they disregard<br />

the training, you can<br />

continue to make use of an<br />

entire campaign’s worth of<br />

learner interaction analysis.<br />

This will increase your<br />

understanding as to why the<br />

new initiative didn’t have the<br />

desired impact.<br />

When designing learning<br />

programmes, make use of<br />

activities such as scenarios<br />

and role-plays to relate to<br />

your learners, playing on<br />

their thoughts, feelings and<br />

beliefs – and emphasise how<br />

their behaviour impacts the<br />

resulting outcome.<br />

Prior to giving learners<br />

access to your content, give<br />

them time to reflect on their<br />

inner state to take ownership<br />

of their emotions around<br />

their performance. In doing<br />

so, learners should identify<br />

their own interferences,<br />

giving them the opportunity<br />

to determine how best to<br />

manage it.<br />

The ideal learning<br />

environment relies<br />

solely on you and<br />

your team and<br />

the ability to share<br />

new innovations<br />

throughout the<br />

organisation, across<br />

all departments.<br />

Once this happens,<br />

the learning culture<br />

has altered, and<br />

you will find that<br />

you have better<br />

future control of it.<br />

KALLIDUS<br />

ISSUE ONE


6 7<br />

Transport your<br />

training strategy<br />

with a ticket to<br />

learn<br />

Bespoke content, gamefully designed<br />

from the ground up with your learners’<br />

needs at the forefront of consideration<br />

Call 01285 883911 for more details<br />

Image shots for a<br />

project completed<br />

on behalf of<br />

KALLIDUS<br />

ISSUE ONE


8 9<br />

Game-changers for large workforces,<br />

using bespoke content to understand<br />

their diverse workforce<br />

CASE STUDY<br />

At home with some of the UK’s<br />

favourite superstores<br />

Large retail companies are leading<br />

the way with their approach to<br />

training, whether is to improve the<br />

customer experience or safeguard<br />

their employees. With up to 500,000<br />

employees working in departments<br />

across thousands of stores<br />

varying from butchers, bakers and<br />

bar-suppliers, supermarkets face<br />

unique challenges that require specific<br />

initiatives. Here we explore how some<br />

of Britain’s favourite supermarkets are<br />

driving innovation through learning.<br />

Delivering a world-class home<br />

shopping experience<br />

Supermarkets are retail-leaders in<br />

providing home delivery, but this comes<br />

at a cost. Research by management<br />

consultancy Kurt Salmon, conducted<br />

for trade publication Retail Week,<br />

found that UK supermarkets are<br />

losing approximately £300m each<br />

year from online business. However,<br />

retailers are increasingly forced to<br />

compete with their rivals on cost and<br />

speed of delivery. As such, retailers<br />

have identified a need for customer<br />

experience to be the best-in-class for<br />

grocery home shopping.<br />

Leading supermarkets also recognised<br />

the relatively high turnover in their<br />

delivery driver population, which was<br />

impacting customer experience.<br />

One of the UK’s leading supermarket’s<br />

has therefore designed learning<br />

content for their diverse group of<br />

delivery drivers to enhance the overall<br />

learning experience and improve<br />

customer service, whilst using content<br />

as an influential component of<br />

improving staff retention.<br />

It revolutionised its training through<br />

the delivery of a bespoke, interactive<br />

and engaging game lasting 30<br />

minutes via an app.<br />

Its features included five routes<br />

through the game, real-world<br />

scenarios that delivery drivers could<br />

relate to, humour, mini-games to<br />

reinforce some of the lighter points,<br />

and mini-quizzes.<br />

Whilst the app could be downloaded<br />

by drivers to their personal<br />

smartphone and was therefore<br />

optional, the total usage time for<br />

2,000 potential users was 2,000<br />

hours.<br />

Prepare for the expected<br />

The British Journal of<br />

Criminology claims that<br />

supermarkets may be linked<br />

to crime, possibly due to<br />

the large volume of people<br />

and products concentrated<br />

in one area – and<br />

supermarkets’ own statistics<br />

back this up.<br />

One supermarket alone has<br />

reported that 0.5% of its staff<br />

has been hospitalised in an<br />

assault whilst at work, with<br />

an estimated £36m of items<br />

lost through theft.<br />

As such, supermarkets are<br />

taking steps to reduce crime<br />

in stores, which can include<br />

the purchase of CCTV<br />

systems and changing store<br />

layouts.<br />

However, following incidents<br />

it was observed that some<br />

occurrences could have<br />

been better handled by staff<br />

members for a more positive<br />

outcome.<br />

The Co-op has<br />

implemented video-based<br />

e-learning programmes,<br />

staff engagement<br />

could be increased<br />

when combined with<br />

appropriate, well-matched<br />

communication techniques<br />

and styles.<br />

After being presented with<br />

dramatic video scenarios<br />

including ‘The Angry<br />

Customer’ and ‘Store<br />

Robbery’, employees of the<br />

supermarket were asked<br />

what they would do, with<br />

perspectives of both store<br />

colleagues and customers.<br />

Through filming in a<br />

real store and using a<br />

steady-cam system for<br />

added realism, Co-op has<br />

provided an immersive<br />

experience for all learners.<br />

By training employees<br />

for real-life situations in<br />

a safe environment and<br />

eliminating risk whilst<br />

preparing staff for all<br />

outcomes, the Co-op is positioning<br />

itself as a leader in implementing<br />

resources to prepare and protect its<br />

workforce regardless of its size.<br />

Software specialists<br />

Alongside enhancing the customer<br />

experience and protecting their<br />

workforces through superior training<br />

content, supermarkets are also<br />

leading the way for staff from a variety<br />

of functions across the business to<br />

competently be able to use relevant<br />

software, including Electronic Point<br />

of Sale (EPOS) till software. One<br />

supermarket noticed that when<br />

content is divided into a number<br />

of short, focused topics, branded<br />

appropriately and given a warmer<br />

tone and human voice, learners<br />

would select the relevant part of<br />

the screen to simulate sequences<br />

necessary to perform each<br />

function.<br />

The supermarket has proved<br />

time and time again that systems<br />

training can be produced in<br />

a timely manner to provide<br />

consistent, on-brand training on a<br />

business-critical system to enable<br />

smooth conversion to the new<br />

systems without disruption.<br />

Supermarket giants are leading the way when<br />

it comes to bespoke learning content.<br />

Proving that content needn’t be lengthy or<br />

complicated, supermarkets empower their<br />

employees to take control of their learning in<br />

a risk-free, relatable environment. We want to<br />

know: when will other industries catch up?<br />

KALLIDUS<br />

ISSUE ONE


10 11<br />

What’s on the market?<br />

We spoke to developers about their favourite authoring tools<br />

INDUSTRY<br />

INSIGHTS<br />

KALLIDUS<br />

GOMO<br />

Gomo is an online tool<br />

where your build work is<br />

completed on their platform in the cloud.<br />

Strengths:<br />

▪ Easy and quick<br />

▪ Fully responsive and adaptive<br />

▪ Good performance and small file sizes<br />

▪ Support are very responsive<br />

▪ Collaborative<br />

Weaknesses:<br />

▪ Limited functionality out the box<br />

▪ Requirement to be proficient at<br />

building assets<br />

▪ CSS/JavaScript knowledge needed to<br />

fully customise<br />

Rating: 93/100<br />

Strengths:<br />

ADAPT<br />

Adapt is an open-source platform with a recently<br />

launched authoring tool.<br />

▪ Plays well on all devices<br />

▪ Responsive<br />

▪ Collaborative<br />

▪ No up-front costs<br />

Weaknesses:<br />

▪ Not easy to use<br />

▪ Support relies on the Adapt community<br />

▪ Limited functionality out the box<br />

▪ Coding required for advanced development<br />

Adapt is a very powerful tool but requires a level of programming<br />

skill to really get the most out of it.<br />

Rating: 54/100<br />

Strengths:<br />

▪ Easy and quick<br />

▪ Customisable<br />

ARTICULATE 360<br />

Articulate 360 comes with a few<br />

new applications compared to<br />

Articulate Storyline 3.<br />

▪ Added tools within the package<br />

▪ Multiple templates and asset library<br />

▪ Support team is good<br />

Weaknesses:<br />

▪ Not fully responsive<br />

▪ Large file sizes are larger and poorer<br />

performance than others<br />

▪ Not collaborative<br />

Rating: 83/100<br />

CAPTIVATE 9<br />

Captivate has been around for<br />

many years and was originally<br />

focused on systems training.<br />

Strengths:<br />

▪ Easy and quick<br />

▪ Customisable<br />

▪ Uses a ‘show me, try me, test me’<br />

approach<br />

Weaknesses:<br />

▪ Not great for smartphones<br />

▪ Poor support<br />

▪ Not collaborative<br />

Rating: 58/100<br />

ARTICULATE STORYLINE 3<br />

Functionally, both versions of Articulate are the same,<br />

but 360 is an annual subscription; Storyline 3 can be<br />

purchased as a perpetual licence.<br />

Strengths:<br />

▪ New output is ‘smartphone friendly’<br />

▪ Strong in tablet and mobile publishing<br />

Weaknesses:<br />

▪ Forces landscape-mode only<br />

▪ Not fully responsive<br />

Rating: 46/100<br />

Which company are you based with,<br />

how long have you been there, and<br />

what do you do?<br />

I’ve been working at Kallidus for the past six years<br />

in a Lead Sales function for the Bespoke <strong>Content</strong><br />

department. You could say that I have the most<br />

one-dimensional CV as this is the third time I have<br />

done the same job, and I’m not sure I will ever be<br />

able to change what I do!<br />

I am lucky though – I genuinely love it.<br />

The evolution of<br />

mobile devices is<br />

probably the biggest<br />

game changer over<br />

the past few years<br />

with<br />

Toby<br />

White<br />

What types of clients do you work with,<br />

and what has been your favourite project to<br />

date – and why?<br />

Most of the businesses that undertake bespoke projects are<br />

larger organisations. These projects can be quite complex in<br />

terms of both their build and what they are trying to achieve.<br />

The TfL project is probably my highlight to date – the<br />

solution we developed underpinned a major transformation<br />

and changed the way the organisation will learn going<br />

forward.<br />

The solution had everything: gamification; scenario-based<br />

learning; really high-quality dramatized video; and classroom<br />

training supplied by Interact. It’s something we are all really<br />

proud to have been involved with.<br />

Having said this, very few projects are quite so large in scale.<br />

I am a closet (and frustrated) musician so I like the more<br />

creative courses we have built, and there are quite a few of<br />

them.<br />

One course, built for Co-Op, which dealt with aggression is<br />

a great example of how dramatized video can deliver really<br />

impactful learning. The work we did for first-time managers<br />

of a fast-food restaurant chain was built specifically<br />

for a very young audience and uses micro-learning and<br />

gamification in a really interesting way.<br />

ISSUE ONE


12 13<br />

What do the majority of prospective<br />

clients come to you for?<br />

Clients mostly come to us because they can’t<br />

find the answer from their internal capabilities<br />

or generic e-learning courses. The nature of our<br />

work is interesting because we have to really get<br />

under the bonnet of a company and understand<br />

the problems they are trying to address.<br />

I guess a lot of them are looking for a firm who<br />

can elevate some pretty dry subject matter<br />

into something more engaging. We are also<br />

developing quite a strong presence in retail so<br />

some of our clients come on the back of this.<br />

Has bespoke content changed over<br />

the past 10 years?<br />

Monumentally – I am getting too old to be doing<br />

this so have probably seen more change than<br />

most in the industry!<br />

What’s the most frustrating part of<br />

your role?<br />

The travel involved – my role is national so I spend a lot<br />

of time getting from A to B. It’s not unusual for me to be<br />

in five different places in a week! I now spend more and<br />

more of this is on the train so that I can work ‘on-the-go’<br />

but it can be absolutely shattering at times.<br />

What would the ideal authoring tool<br />

do for you and your team?<br />

To be honest it changes with the requirement.<br />

If a client is looking to design content that will be primarily<br />

accessed on smartphones, we favour Gomo rather<br />

than Adapt. If not, we use Storyline with some courses<br />

developed in Captivate.<br />

This said, we also work in other tools. The authoring tool<br />

itself seems to be less relevant, whereas the tools we use<br />

to create the assets are becoming more important.<br />

What do you envisage will be the biggest<br />

challenges of creating bespoke content<br />

in the next 5 years?<br />

I’m interested to see if smartphones have a greater effect<br />

on how we learn. Although we have built content that is<br />

designed for this, I think it’s fair to say it’s certainly not<br />

dominant on the corporate learning landscape.<br />

If I look at the way I use devices there is no question<br />

it’s changing - I have started watching video and more<br />

structured content on my smartphone, using it for more<br />

complex information.<br />

We have to ask ourselves is a smartphone going to<br />

become the go-to device and if so, how will be change our<br />

approach to learning design?<br />

How do you keep up to date with<br />

research to ensure that your content<br />

is an industry-leader?<br />

We have a really creative production team at<br />

Kallidus. Part of each one of their roles is to stay<br />

on top of what’s happening – they’re always on<br />

the lookout for new software that can help them<br />

produce something different.<br />

A lot of what I know comes from them – it’s part<br />

of my job to relay what they are thinking to the<br />

customer.<br />

On top of this we’re also constantly looking out<br />

for new technologies. I try to spend some time<br />

each month looking outside of what we do – last<br />

week I spent some time with a business that<br />

has built a VR platform that enables hands-on<br />

coaching through a VR environment… whilst it<br />

may not happen tomorrow, we’re not far away<br />

from its general use in the learning world.<br />

There is always something that people are talking<br />

about, whether its rapid e-learning, scenarios,<br />

gamification, VR… but I’d say that the evolution<br />

of mobile devices is probably the biggest game<br />

changer over the past few years. Taking the<br />

source of content from desktop to your hand<br />

means people can learn on-the-go, which<br />

fundamentally changes the rules of engagement<br />

for learning design in many ways.<br />

Our production team use programmes such as After<br />

Effects, Fuse, and rubber hose animation and are always<br />

looking out for something that can give them something<br />

fresh to work with.<br />

We have a really<br />

creative production team<br />

at Kallidus. Part of each<br />

one of their roles is to<br />

stay on top of what’s<br />

happening...<br />

KALLIDUS<br />

ISSUE ONE


Keeping your colleagues safe<br />

with innovative content that<br />

packs a punch.<br />

Call 01285 883911 for more details<br />

or email: info@kallidus.com<br />

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project completed<br />

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