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 />
Image shots for a<br />
project completed<br />
on behalf of