1
Geoff Stead,

Head of Mobile Learning

The future of mobile learning at work
Insights from an “at work” coal-face

@geoffstead
Who is Qualcomm?
The biggest mobile company you haven’t heard of . . .
Global leader in mobile and wireless engineering development
Partners with wireless operators, device manufacturers, software
vendors and distribution suppliers

3
Qualcomm employee landscape
Over 30,000 employees
~65% have engineering
backgrounds

139 worldwide locations
Headquartered in San Diego, CA
24% of employees located
internationally

Employee growth
Total employee base grew 90% in past five years
International employee base grew 200% in past
five years

4
My mission: using mobile to simplify work, and
learning
Apps to make work life easier

Mobile content from anywhere
Support when you need it most
Learning what works for us,
then sharing outside QC
5
Some (typical) corporate challenges
Learning
• Global business, California culture
• Rapid growth. Effective onboarding
• Resource abundance !
• E-learning fatigue
• Lack of external evidence to drive innovation

IT
• Very real security concerns (Corporate spying!)
• Multi-vendors
• BYOD
6
Mobile Learning in the Workplace (BYOD)
One size can never fit all
Device
Characteristics

Usability

Employee
Needs

Mobile
Learning
Security
Logistics

Stead, 2012
Koole, 2010

Content
Personalized
Engaging

Employer /
Organization
Needs

Successful m-learning is built
around specific needs, or
contexts
When designing a solution, need
to balance the inter-relationship
between device, employee &
employer
Success isn’t only about a
Learning Outcome!

www.worklearnmobile.org/articles/a-model-for-corporate-mobile-learning/
7
A global, iterative test lab for mobile use!
•
•

“Launch and Learn” culture
Makr attitude extends to informal learning

•

•

Contained system = great analytics
= continual iterative improvements
Darwinian

•

Beyond “learning” to
-

-

Mobile ecosystem
Performance support. Workflow. etc
Contextual awareness / support
User generated: employee apps!
8
The Qualcomm Employee App Store
Open ecosystem. BYOD.
Web apps. Android apps. iOS apps
Homemade apps. Vendor apps
Wide range:
• Engineering Development

• Leadership Development
• Learning
• Productivity
• Culture & Orientation
• Reference
9
QC Lingo

Hybrid game engine + Leitner memorising system

http://bit.ly/qclingo_demo
11
Exec Photo Booth.

http://bit.ly/virtualpb

Museum Tour

http://bit.ly/QMuseumTour
12
3rd party vendors

13
14
Types of content delivered to employees via mobile
devices
80%
70%

Series 1

67.9%

60%

50.7%

50%

47.1%

40%

30.0%

30%
20%

10.0%

10%
0%
Reference material

Performance
support

Source: ASTD, Mobile Learning White Paper, 2012

Video

Full courses

Other

16
QC Mobile audience
Current mobile activity = approx 18,000 staff

Android dominates, but iOS comes a close second
Small but significant WinPhone audience, with strong regional variation
Android

Email

AppStore

49

iOS

WinPhone

BB

35

61

7

32

4

6.5
17
Global differences
Devices
WinPhone in India
iOS and low Android in China
China is different:
−
−
−

No Play. Multiple competing markets
Many niche Android devices
Many MANY custom Android ROMs

Connectivity
Native vs Web? (big differences!)

Behaviours
The myth of learning during the commute
Bragging apps
Language learning
Is it a course? Certificates vs Learning

18
Digital Reality
Real + Digital + Virtual

19
Real + Digital + Virtual
You already do this . . .

20
Real + Digital + Virtual
Indoor positioning. Geofence. Device to device. Internet of Everything

21
Real + Digital + Virtual
Wearables. Waveables
Glass = “no hands”
Gesture = “no touch”
Toq / smartwatch = “glance”

22
Real + Digital + Virtual
Augmented Reality, Smart Terrain, SLAM

http://bit.ly/vuforiaSLAM
23
Working on the next generation of mobile technologies

Augmented
reality

Peer-to-peer
communication

Context
awareness

Faster performance,
longer battery life

Connecting the
physical to
the virtual

Collaborating between
devices, without going
online. Sharing files.
Collaborative apps
and games.

Your phone
understands where
you are, and offers
appropriate content

Apps can access special
hardware-optimised features
for higher performance

qualcomm.com/vuforia

alljoyn.org

gimbal.com
26
Sharing our lessons on WorkLearnMobile.org
Free news, advice
and resources from
across the industry
Everything you
need to know abut
mobile learning at
work

Encouraging
smarter use of mlearning for all!
worklearnmobile.org

Expert Insights
Free advice from the experts

Case Studies
Find out what others are
doing

News & Views
Insights from Qualcomm’s
m-learning team

Resources
Links to all the resources
that matter
27
MLL14

Influencing
Employers:
http://www.worklearnmobile.org/event/mobile-for-learning-leaders/
28
Where to get some of these apps
Battery Guru

Google Play

Lynda.com *

AppStore, Google Play & Web (not free)

Pathgather.com

AppStore & Web

Anatomy 4D

AppStore & Google Play

Spacecraft 3D

AppStore & Google Play

QC Lingo

http://bit.ly/qclingo_demo
29

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The future of mobile learning in the workplace: Qualcomm Insights

  • 1. 1
  • 2. Geoff Stead, Head of Mobile Learning The future of mobile learning at work Insights from an “at work” coal-face @geoffstead
  • 3. Who is Qualcomm? The biggest mobile company you haven’t heard of . . . Global leader in mobile and wireless engineering development Partners with wireless operators, device manufacturers, software vendors and distribution suppliers 3
  • 4. Qualcomm employee landscape Over 30,000 employees ~65% have engineering backgrounds 139 worldwide locations Headquartered in San Diego, CA 24% of employees located internationally Employee growth Total employee base grew 90% in past five years International employee base grew 200% in past five years 4
  • 5. My mission: using mobile to simplify work, and learning Apps to make work life easier Mobile content from anywhere Support when you need it most Learning what works for us, then sharing outside QC 5
  • 6. Some (typical) corporate challenges Learning • Global business, California culture • Rapid growth. Effective onboarding • Resource abundance ! • E-learning fatigue • Lack of external evidence to drive innovation IT • Very real security concerns (Corporate spying!) • Multi-vendors • BYOD 6
  • 7. Mobile Learning in the Workplace (BYOD) One size can never fit all Device Characteristics Usability Employee Needs Mobile Learning Security Logistics Stead, 2012 Koole, 2010 Content Personalized Engaging Employer / Organization Needs Successful m-learning is built around specific needs, or contexts When designing a solution, need to balance the inter-relationship between device, employee & employer Success isn’t only about a Learning Outcome! www.worklearnmobile.org/articles/a-model-for-corporate-mobile-learning/ 7
  • 8. A global, iterative test lab for mobile use! • • “Launch and Learn” culture Makr attitude extends to informal learning • • Contained system = great analytics = continual iterative improvements Darwinian • Beyond “learning” to - - Mobile ecosystem Performance support. Workflow. etc Contextual awareness / support User generated: employee apps! 8
  • 9. The Qualcomm Employee App Store Open ecosystem. BYOD. Web apps. Android apps. iOS apps Homemade apps. Vendor apps Wide range: • Engineering Development • Leadership Development • Learning • Productivity • Culture & Orientation • Reference 9
  • 10. QC Lingo Hybrid game engine + Leitner memorising system http://bit.ly/qclingo_demo 11
  • 11. Exec Photo Booth. http://bit.ly/virtualpb Museum Tour http://bit.ly/QMuseumTour 12
  • 13. 14
  • 14. Types of content delivered to employees via mobile devices 80% 70% Series 1 67.9% 60% 50.7% 50% 47.1% 40% 30.0% 30% 20% 10.0% 10% 0% Reference material Performance support Source: ASTD, Mobile Learning White Paper, 2012 Video Full courses Other 16
  • 15. QC Mobile audience Current mobile activity = approx 18,000 staff Android dominates, but iOS comes a close second Small but significant WinPhone audience, with strong regional variation Android Email AppStore 49 iOS WinPhone BB 35 61 7 32 4 6.5 17
  • 16. Global differences Devices WinPhone in India iOS and low Android in China China is different: − − − No Play. Multiple competing markets Many niche Android devices Many MANY custom Android ROMs Connectivity Native vs Web? (big differences!) Behaviours The myth of learning during the commute Bragging apps Language learning Is it a course? Certificates vs Learning 18
  • 17. Digital Reality Real + Digital + Virtual 19
  • 18. Real + Digital + Virtual You already do this . . . 20
  • 19. Real + Digital + Virtual Indoor positioning. Geofence. Device to device. Internet of Everything 21
  • 20. Real + Digital + Virtual Wearables. Waveables Glass = “no hands” Gesture = “no touch” Toq / smartwatch = “glance” 22
  • 21. Real + Digital + Virtual Augmented Reality, Smart Terrain, SLAM http://bit.ly/vuforiaSLAM 23
  • 22. Working on the next generation of mobile technologies Augmented reality Peer-to-peer communication Context awareness Faster performance, longer battery life Connecting the physical to the virtual Collaborating between devices, without going online. Sharing files. Collaborative apps and games. Your phone understands where you are, and offers appropriate content Apps can access special hardware-optimised features for higher performance qualcomm.com/vuforia alljoyn.org gimbal.com 26
  • 23. Sharing our lessons on WorkLearnMobile.org Free news, advice and resources from across the industry Everything you need to know abut mobile learning at work Encouraging smarter use of mlearning for all! worklearnmobile.org Expert Insights Free advice from the experts Case Studies Find out what others are doing News & Views Insights from Qualcomm’s m-learning team Resources Links to all the resources that matter 27
  • 25. Where to get some of these apps Battery Guru Google Play Lynda.com * AppStore, Google Play & Web (not free) Pathgather.com AppStore & Web Anatomy 4D AppStore & Google Play Spacecraft 3D AppStore & Google Play QC Lingo http://bit.ly/qclingo_demo 29

Editor's Notes

  • #11: Mapping information to help you move around our many offices, and buildings
  • #13: Mapping information to help you move around our many offices, and buildings
  • #16: But in order to help develop the mLearning market and better educate students, we not only need devices, we need a range of different tools and services.This includes everything from (trends.pptx):Mobile devicesDigital contentCloud computingPersonal WebSecurityApplication platformsSocial networksGesture-based computingAnalyticsMobile learning will only be attractive to both students and employees if they have a complete and robust ecosystem of tools to pull from.
  • #22: APP DEMOSPOSSIBLE VIDEO
  • #23: APP DEMOSPOSSIBLE VIDEO
  • #24: APP DEMOSPOSSIBLE VIDEO