Client
Volvo Group
Role
Power Apps Developer /
Learning and Development Designer
Industry
Truck Maintenance
Date
2024
Project Overview
Current advancements in information and communication technologies (ICTs) have highlighted the importance of knowledge as a critical organizational asset, driving the need for standardized workforce training across global operations. E-learning solutions, particularly mobile learning with the integration of microlearning, spaced repetition, and gamification, offer a promising solution for engaging and motivating corporate training while prioritizing usability and instructional design to employees.
Design Methodology
I approached this project based on User-centered Design methodology within the Agile Framework, by focusing on the users and their needs in each phase of the design process for the project. At the same time, company demands where to be met, developing an application that could be sustainable to maintain for the company.
Problem definition
Traditional face-to-face training is no longer sufficient to meet the evolving learning needs. This method is limiting the ability to keep up with changing maintenance demands across the company sites.
This is leading to a lack of global accessibility to information and employees who do not seem to engage with the existing material. This is hindering a cohesive understanding across diverse operational sites. Implementing a mobile learning platform could enhance motivation and engagement among employees in the Powertrain Sector, thereby promoting sustained utilization of such application for training purposes.
Research of Learning Methodologies
Several topics were researched as viable learning methodologies to introduce during this project. These methodologies were chosen based on their relevance to the project's goals and their effectiveness in promoting deep learning and skill acquisition.
E-learning in organizational settings
E-learning provided flexible, accessible, and cost-effective educational opportunities for employees. In organizational settings, e-learning enables employees to learn at their own pace, access resources from anywhere, and tailor their learning experiences to meet specific needs. This method supports continuous learning and up-skilling, ensuring that organizations can quickly adapt to changes and maintain a competitive edge.
Enhanced Organizational Learning (eOL)
Enhanced Organizational Learning (eOL) focuses on utilizing advanced technologies and data-driven insights to improve learning outcomes within an organization. eOL integrates traditional learning strategies with innovative tools such as AI-driven analytics, collaborative platforms, and knowledge management systems. This approach fosters a culture of continuous improvement and knowledge sharing, helping organizations to optimize performance and drive innovation.
Mobile Learning Integration in Corporate Training
Mobile learning, or m-learning, has become increasingly popular in corporate training, allowing employees to access training materials and learning modules directly from their smartphones or tablets. This approach provides greater flexibility, enabling employees to learn on the go, during downtime, or when itβs most convenient for them. By integrating mobile learning into corporate training, organizations can boost engagement, retention, and the overall effectiveness of their learning programs.
Microlearning in Corporate Education
Microlearning breaks down complex topics into bite-sized, easily digestible units, making it easier for employees to grasp and retain information. This method is particularly effective in corporate education, where time is often limited, and the ability to quickly acquire and apply new knowledge is crucial. Microlearning allows for just-in-time learning, where employees can access relevant information exactly when they need it, enhancing both productivity and knowledge retention.
Spaced Repetition
Spaced repetition is a learning technique that enhances long-term memory retention by reviewing information at strategically spaced intervals. In the workplace, this method is particularly valuable for training programs that require the understanding of complex topics or skills. By revisiting material periodically, employees reinforce their understanding and recall, leading to deeper knowledge retention and better application of skills over time. This approach ensures that critical information is remembered and readily accessible when needed.
Gamification in the Workplace
Gamification in the workplace involves applying gamified elements, such as points, badges, and leaderboards, to training and development programs. This method increases engagement and motivation by tapping into employees' natural competitive instincts and desire for recognition. Gamification makes learning more interactive and enjoyable, encouraging participation and fostering a sense of achievement. When effectively implemented, gamification can enhance learning outcomes, improve performance, and create a positive organizational culture focused on continuous improvement.
Pre-Assessment of Current Training Practices
The incorporation of mobile learning platforms in employees' agendas requires careful consideration of the target users and their needs to create an attractive, interactive, and motivating learning path.
Which is why a pre-assesment of current training practices was performed, interviewing 7 managers across diferent sites (Brazil, France, USA, Sweden), and creating a structured questionnaire for 30 employees across the different sites too(Brazil, France, USA, Sweden).
Key Insights
Ideation / Iteration
Based on the previous analysis from managers and employees perspectives, and previous research, the design and development of the platform was guided by two key principles: the mobile micro-learning approach and the incorporation of gamified affordances.
Additional features were integrated based on findings and insights obtained from the pre-study conducted with Power Maintenance employees, ensuring that the platform would cater to their specific needs and preferences. Once structure and learning principles were defined, I started wireframing template pages anf specific features to understand all access flows, in order to make the process of learning as easy-going as possible for users to feel comfortable with it.
Hi-Fi Prototyping
Bringing the workflows to life!
After the wire-framing process, I started to design all screens to be included inside the application following guidelines and regulations internal to Volvo Group design. However, for this design, I also followed guidelines and regulations from Microsoft Power Apps, to avoid any implementation problem once i started to develop connections with real data sources, as certain design and interaction limitations were present in the platform.
Programming / MVP Delivery
This application was developed in Microsoft Power Apps, which limited certain design and interaction capabilities. The implementation included connection to real data bases and easy to access data files so supervisors would easily access this information when needed.
If so limiting, Why PowerApps then?
This platform would allow the company to sustain the application in the easiest way possible, as once this platform is setted up, it doesn't require much code implication. I would deliver the initial foundation and Supervisors would easily mantain it via Excel and Sharepoint lists. This is when usability and practicality overrules design aesthetic.
Testing
Quantitative Testing
Once I finished the development of the application, I performed a testing evaluation involving 8 employees that previously answer to the pre-assesment questionnaire, to analyze if their needs and requirements are being met/somehow met with the application to be implemented.
Testing was done by creating a structured questionnaire based on the USE Questionnaire. Utilizing this tool allowed me to collect information on participant perceptions through a self-reported questionnaire, pointing out factors on βUsefulnessβ, βEase of Useβ and βEase of Learningβ variables, which correlate to user βSatisfactionβ, directly influencing the perceived likelihood of continued use of the tool.
The average and most common rate for the variables of βUsefulnessβ, βEase of Useβ and βEase of Learningβ are high on the scale, suggesting that the study participants were generally βSatisfiedβ with the tool
Qualitative Testing
At the end of the testing session, i allowed users to provide their open ended feedback verbally or by writing it down later it they wanted to remain anonymous in order to gather a more in depth perspective from their point of interaction.
Most of the participants responded positively to the utilization of the adaptive educational software. However special points were asked for improvement. Such as more interactive content formats, and animations within the application.
Positive Feedback
"Great approach, congratulations"
"Overall a user-friendly app"
"The app's navigation, design, and response speed are very good"
"The Score board is also a fun way to make people more engaged and committed to learning. Since it would be fun to compete with your co-workers to get the best results."
"Ah Iβm at the top now, itβs nice to know my level."
"can we use it now already?"
"Iβll be waiting for the official launch to practice more"
Improvements/Concerns Feedback
"I imagine that in the future the idea is to bring even more interactivity with GIFs or short videos, it would bring even greater diversity of content formats."
"A nice feature could be to get a notification if not active in the app as a reminder."
βThe only thing is that questions could be randomized if you redo the assessmentβ
"do you think employees would like for everyone to see their score?"
"will it be available for everyone in the area?"
"I am a little worried this(referring to the Score Board) could stress the employees"