2Know Magazine: Sharing KM Knowledge
2Know: Sharing KM Knowledge
September 2016 - Magazine No. 204
September 2016 - Magazine No. 204
Edition:

The last few decades have been full of technological changes which affect our lives and the nature of our work. Smartphones, laptops, fast internet, cloud computing among others enable communication, storage and transmitting information nearly anywhere. In the past, one had to be physically present at the workplace in order to make phone calls, send faxes, work on computer files and even send emails. These technological changes have affected our lives and the nature of our work.
Nowadays, work is characterized by flexibility, empathy to the worker, consideration and creativity due to these technological changes as well as the following factors:

  1. Workers appreciate their flexibility to work from anywhere, anytime, using any device.
  2. Generation Y characteristics: workers considered part of Generation Y aren't willing to sacrifice their family life for a promotion; they don't rank vocational security highly and do not wish to assume responsibilities at the workplace if doing so requires considerable effort. The outcome of this phenomenon is the following astounding statistic: according to Wikipedia, an average 'Generation Y'

Hereby are a number of technological changes that affect the nature of our work:

  • The ability to work from any location, at all times, using any device: companies are providing their workers with laptops and Smartphones and support users securely from any location. Support in a mobile work environment enhances workers' availability and efficiency.
  • Usage of video clips: Businesses use video for instruction, data presentation and transmitting information. VCMS (Video Content Management Systems) provides this ability, as do other popular document management systems.
    Usage smart machines and automatization for daily business tasks: utilizing "smart robotics" diagnoses users' emotional state and offers solutions accordingly, thus saving both time and effort. For example, IPsoft is based on cognitive abilities which enable interacting with people using many applications and act as a help desk, providing solutions and saving what would have otherwise been spent on outsourcing.
  • MCC (Mobile Cloud Computing): companies provide real-time access to company resources from any location and device (as well as managing any complications that can occur when storing data from a mobile device) through a cloud supplier. Enabling work via mobile devices in a "cloud workplace" increases productivity and workers' satisfaction which in turn leads to improved service (according to a KPMG survey report).
  • The digital organization: converting processes from an analogical format to a digital one, enhances organization performance and better provides products and services. The digital organization is essential for all technologies that may enhance future work force.

In conclusion, companies understand that in order to improve their productivity and reach business goals they must advance technologically while retaining 'talents'. They offer workers a technologically-advanced quality user experience in order for their workplace to succeed as well as be more preferable than other workplaces.

References:

https://he.wikipedia.org/wiki/%D7%93%D7%95%D7%A8_%D7%94-Y 

http://www.forbes.com/sites/ajagrawal/2016/01/11/8-tech-trends-changing-how-we-work-in-2016/2/#3dd2ea9c2d3a 

https://ecowiki.org.il/wiki/%D7%A9%D7%99%D7%A0%D7%95%D7%99_%D7%98%D7%9B%D7%A0%D7%95%D7%9C%D7%95%D7%92%D7%99#.D7.A7.D7.9C.D7.99.D7.98.D7.94_.D7.95.D7.93.D7.97.D7.99.D7.99.D7.94_.D7.A9.D7.9C_.D7.A9.D7.99.D7.A0.D7.95.D7.99.D7.99.D7.9D_.D7.98.D7.9B.D7.A0.D7.95.D7.9C.D7.95.D7.92.D7.99.D7.99.D7.9D 

Written By Sharon Cohen-Arazi

Many writers choose to write intermittently, writing a small segment each time. This method has many advantages including:

  1.  Instead of writing over an extended period and publishing an entire book at once, one's time can be divided more comfortably.
  2. Reading segments is easier on the readers and requires less concentrated time; the average reader has five minutes a day to spare and can rarely allocate an hour or two for reading.
  3.  This type of writing generates a buzz due to extended exposure which cannot be reached when launching or marketing a book.
  4.  Certain suspense is generated due to readers waiting for the next segment to be published (which is why it is important to update readers when said segment will indeed be published).
    A blog is one means to publish segments in an orderly fashion which provides both writer and readers with freedom and communication.

Furthermore, writers who have already wrote an entire book yet wish to gradually expose readers to it in order to attain suspense can set up a blog and publish the next segment from their book each time.
A blog can revolve around any subject on whom we wish to express our opinion, whether personal or professional. Blogs can either serve as storage space for unrelated yet interesting material or contain a sequence of material. Usually, readers will enter new content and be oblivious of older material. These cases require collecting the important and/or interesting content and concentrate it in one place; a fine way to do this is to edit the material and publish it as a Blook.
A fine example of a Blook is "Knowledge Management in the 21st Century" by Dr. Moria Levy.
Before one decides to edit a Blook from a blog, one must ask the following questions: is the oldest material even relevant? Is there any significance to the order in which the blog's content is published? Is there any advantage to concentrating the accumulated material? Will our target audience be interested in an entire book or perhaps we might reach another target audience? Etc.
A Blook is useful when one wants to stop posting new material yet doesn't want to lose all the material accumulated in the blog. This solution can also be applied when dealing with other platforms, such as Facebook posts. Social networks contain an immense amount of content and comments unrelated to the subject; therefore, one must thoroughly edit the material and differentiate between relevant and irrelevant material. Furthermore, it is important to check whether this ordeal is financially worthwhile.
It is possible and preferable to publish the Blook as a smart PDF file or e-book thus expanding its accessibility.

The KM advantages of a Blook include:

  • Knowledge is accessible at all times and from any location thanks to the internet blog or via the Blook.
  • The Blook allows retaining knowledge.
  •  The blog format allows efficient Knowledge Management.
  • The Knowledge can be further developed via the blog platform and if required publish another edition of this blog's Blook.

 

Writing a blog? You just might want to edit a Blook.


Good luck!

Written By (Staff)

Have you heard of Pokémon Go? Of course you have. I believe it is an exceptional user interface, and it is no wonder that the application has generated a global hysteria in merely 5 days.
Let's review the professional definition of UI:
The field of UI (User Interface) is essential for an optimal user experience; without a UI, the potential for which the users positioned themselves in front of a screen will not be actualized. That said, it is only one component out of an array of components from which the UX is comprised. When discussing a user experience, one is actually referring to the connection between users and technology- the component which is visible and presented to the user when performing an activity. An interface's quality is dictated by its developers who are responsible for a clear and organized physical platform.
Developers wish to create an exceptional and unique experience so that it may be a memorable one. What is the secret behind a cool UI, such as that used by 'Pokémon Go'?
A bit about the game:
Pokemon Go is a game for Smartphones with an Android and IOS which brings the adorable monsters from the successful 90's anime show to life. It is a "layered reality" game which integrates digital images with recording from the phone camera with GPS data. Thus, when you look through the phone camera, you can see Pokémon in real location. The goal is to catch the Pokémon and raise them, eventually sending them to fight other 'trainers' Pokémon. Players need to roam around with their Smartphones and collect these small monsters, in their house and (mainly) outside. This is how one participates in the global game.

I have encountered many people, whose attention is dedicated solely to the screen; they were all searching for Pokémon: some in the workplace corridor, some in the street. Most smiling broadly, all tell of an enjoyable application. People are simple hooked!
When working on a UI, developers should aim to address the users' needs on different levels, from suitable functionality to providing the user with personal meaning. Steven Anderson described these different levels in a manner which resembles Maslow's pyramid of needs:

 

An interface which makes us want to say 'wow' and excitedly rush and share the experience with friends or co-workers (either orally or via social networks) usually includes the pyramids two top levels: Meaningful and Pleasurable. Generating a meaningful experience requires substantial effort: connecting to the community, generating interest, creativity, challenges etc. These are things that should be embedded into the planning process for an application's interface. A pleasurable experience, on the other hand, can be attained more simply. The secret that makes 'Pokémon Go's UI into such a huge success probably stems from a combination of using characters as popular as these 'pocket monsters' (which indeed enjoy a wide fan base), successfully developing a fun (and seemingly addictive) formula and the novelty of chasing these colorful creatures in real-world settings which make this story into ideal material for Facebook, Instagram, and YouTube.

t is nearly inevitable to use the term 'Gamification' in this context: a model in which elements from the world of gaming can be applied in order to benefit processes and activities otherwise unrelated to gaming- making them a fun experience. Gamification has generated a buzz in technological discourse as it has proven that integrating virtual gaming into the real world is possible. Organizations have realized that games can make boring routine tasks into more interesting and/or enjoyable. This realization has led to an integration of gaming elements into work routines which in turn led to increased motivation of clients as well as workers and enhanced commitment.
Gamification is widely used in order to generate commitment. For example, an organization which wishes to promote a learning process in a certain area might choose design said process as a game in which workers are active and involved in the learning process. This is not a fad or gimmick; it is a proven method for connecting users to a brand. In a world which showcases such an abundance of products and services competing for the attention of each client, it is critical to dedicate serious thought on how to win over clients using an extraordinary user interface. Gamification can provide you with a certain advantage if correctly implemented in the organization.


References:
http://www.slideshare.net/stephenpa/creating-pleasurable-interfaces-getting-from-tasks-to-experiences/15 
http://uniqui.co.il/make-it-wow/ 
http://mbahr.colman.ac.il/%D7%9E%D7%99%D7%A9%D7%97%D7%95%D7%A7-gamification-   
http://yazamnik.com/how-to-implement-gamification 

 

Written by Rom Knowledgeware
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