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	<title>Velocity Made Good &#187; eLearning</title>
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		<title>7 tips to help your learning go viral</title>
		<link>http://velocitymg.com/explorations/learninggoesviral/</link>
		<comments>http://velocitymg.com/explorations/learninggoesviral/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 18:55:40 +0000</pubDate>
		<dc:creator>Jon Lloyd</dc:creator>
				<category><![CDATA[Getting Down to Business]]></category>
		<category><![CDATA[explorations]]></category>
		<category><![CDATA[cloud]]></category>
		<category><![CDATA[customer training]]></category>
		<category><![CDATA[eLearning]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[SaaS]]></category>
		<category><![CDATA[SaaS Training]]></category>
		<category><![CDATA[social learning]]></category>

		<guid isPermaLink="false">http://velocitymg.com/?p=2839</guid>
		<description><![CDATA[So you'd like to see your training go viral huh? Whether it's for sales, technical, customers, partners or internal to your organization, there are some clear guidelines to make this happen. At VMG, we love the cloud, so I'm going to reference one of the best in the business on helping you to take your [...]]]></description>
			<content:encoded><![CDATA[<p>So you'd like to see your training go viral huh? Whether it's for sales, technical, customers, partners or internal to your organization, there are some clear guidelines to make this happen. At VMG, we love the cloud, so I'm going to reference one of the best in the business on helping you to take your training to the next level and get real business results.</p>

<p>Kevin Dobbs runs <a href="http://www.montclairadvisors.com/">Montclair Advisors</a>, which is a Software-as-a-Service advisory firm focused on strategy, revenues and product solutions. His blogs (and tweets) are always filled with keen insight into this rapidly growing space which also includes learning technologies of all kinds, from social learning to learning platforms and everything in between.</p>

<p>Kevin's latest post holds some great tips on how you can achieve Facebook, Zynga, and Yammer-like adoption for your cloud solution. As I read <a href="http://montclairadvisors.com/blog/2010/10/12-tips-package-for-viral-adoption/">this post</a> over again, it dawned on me that it is not <strong>that</strong> much different for your learning program. With a tip of the hat to Kevin, I offer you seven tips to make your learning viral.</p>

<p><strong>Offer a free version</strong></p>

<p>What better way to gain adoption by making it '<em>free</em>'. Now this is learning, this version is probably customer focused rather than internal. What kind of training do you give your customers to help them get started? It's not always about getting butts in seats (classroom, webinar, or otherwise). The first thing you should consider is early adoption and usage of the product. People who buy the product and jump into a 2-5 day class are unlikely to know enough about the product to maximize all of that knowledge and those skills that you are likely to impart in that classroom. And there are probably others in the organization that could use small bites of info that don't need a class. Finally, that 'getting started' package can be a prerequisite to the classroom experience, allowing you to make deeper knowledge and skill transfer with a qualified instructor at the helm.<br />
<strong><br />
Clear pricing for your product</strong></p>

<p>How many product companies don't list their training prices on the website? It's a registration form or a link to a sales person! Why would you not make it easy? In some cases, especially with cloud companies who sell their own products in a subscription pricing mode, you can align your learning business model and offer subscription (monthly, annual, etc) prices as well. If the customer is buying the product via subscription, it makes it easy for both the customer and the sales rep to add a line item for pricing on ILT, vILT, elearning libraries, office hours, etc. At renewal, drop the training price substantially (say, 60-80% discount) to encourage renewal and allow new users to access the same great training, continuing to maximize the usage of the product.</p>

<p><strong>Trials</strong></p>

<p>How about for your prospects? Maybe the free training (above) is only available through an adoption/implementation portal (e.g. the intranet). Lynda.com offers a great example of how you can use a trial version to sample your training materials and allow prospects to see the whole 'library' of what's there as opposed to keeping it secret behind closed doors (unless you really don't have any training to support adoption, which in that case, you've got bigger problems).</p>

<p>The other key point here - these trials allow prospects to see your learning materials and methodology, understand how easy it is to use, and get a picture of how good your training is so that they can quickly maximize the ROI on their product purchase. When I ran direct training through eHelp (RoboHelp, Captivate) as well as indirect as Macromedia, we found that almost 20% of attendees in the classrooms were prospects - yes, training as a pre-sales tool!</p>

<p><strong>Intuitive interface</strong></p>

<p>Two obvious points here. A really easy to use interface on the product makes it easier to create training that provides higher order value. Instead of low level functional training, you can focus on best practices, workflows, and insights you've gained along the way to help customers get smarter, faster.</p>

<p>If you are creating elearning, an intuitive interface makes it really easy for users to navigate by themselves instead of always having to provide branching and instructions for what to do next. It allows them to choose their own direction and putting that power in the hands of the users will always drive adoption more than force-feeding.</p>

<p><strong>Keep training to a minimum</strong></p>

<p>Kevin is spot on the money here. Given an intuitive interface, training should be kept to a minimum and within context as much as possible. Too many learning organizations try to boil the ocean (usually listening to SMEs and the engineers who try to convince them that <strong>every</strong> feature needs to have training), burning <strong>out </strong>resources and burning <strong>through </strong>budgets. Getting the right amount of training, in the right context, and supporting that with communities and user generated content is the right approach. Think about reusable content, disposable content, and content that you shouldn't create (or have created) in the first place. Use metrics and reviews to identify high value training content, topics, and most of all listen to your customers for what they need and want the most.<br />
<strong><br />
Small consumable chunks</strong></p>

<p>Well, duh. After years and years of stories about 'chunking', I still see organizations creating 60min, or even multi-hour elearning modules, webinars, etc. It doesn't matter how engaging the training is if it doesn't fit into their work day. For ILT, chunking means don't make the instructor blather on for the first three or four hours of class before allowing them to get their hands on the product. It means providing plenty of hands-on labs, troubleshooting, deep thinking and collaboration and discussion to get the most not only from their instructor, but from the wisdom of the crowd that makes up the rest of the class. Everyone has something valuable to contribute and share.</p>

<p><strong>Rapid Time to Value</strong></p>

<p>Okay, one last 'duh' moment right? But do you really integrate this into your discussion and strategic planning for your learning program? If you are creating training for any audience - sales, technical, customers, partners...they all want the same thing. To be successful with your product (selling it, using it, implementing it) and bringing value back to their own business. So as you architect your learning solution, make sure you understand who your customers are, how they are measuring success, and how you can get them to seeing results on that metric as quickly as possible. This probably will drive a more longitudinal approach to your learning (thus, chunking) and allow for continued touch points of the customer through the lifecycle of that customer. This is especially key in cloud solutions as the switching costs are low, and adoption, retention, and renewal are key metrics in the business overall.</p>

<p>Kevin summarizes with the following, and I couldn't agree more.<br />
<em><br />
Just to recap, getting a product to go viral requires a lot of thought around how your customers are going to use your product, keeping everything simple and focusing on making sure customers are successful when they use your product.</em></p>]]></content:encoded>
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		</item>
		<item>
		<title>The Classroom Is Empty: Learning in the Cloud</title>
		<link>http://velocitymg.com/explorations/the-skys-the-limit/the-classroom-is-empty-learning-in-the-cloud/</link>
		<comments>http://velocitymg.com/explorations/the-skys-the-limit/the-classroom-is-empty-learning-in-the-cloud/#comments</comments>
		<pubDate>Thu, 30 Sep 2010 23:05:35 +0000</pubDate>
		<dc:creator>Thomas Kraack</dc:creator>
				<category><![CDATA[The Sky's the Limit]]></category>
		<category><![CDATA[change]]></category>
		<category><![CDATA[cloud]]></category>
		<category><![CDATA[content]]></category>
		<category><![CDATA[disruption]]></category>
		<category><![CDATA[eLearning]]></category>
		<category><![CDATA[learning industry]]></category>
		<category><![CDATA[LMS]]></category>
		<category><![CDATA[SaaS]]></category>

		<guid isPermaLink="false">http://velocitymg.com/?p=2786</guid>
		<description><![CDATA[This post was originally published in the September 2010 VMG newsletter. Sign up for our newsletter to get first-look at new articles like this:&#160;&#160;





The Least Noticeable Difference

Years ago I heard Noel Tichy describe the concept of least noticeable difference.  In a nutshell, it means that those inside an industry are often the least likely [...]]]></description>
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<br />

<p><strong>The Least Noticeable Difference</strong></p>

<p>Years ago I heard <a href="http://www.monitortalent.com/talent/Noel-Tichy-Profile.html">Noel Tichy</a> describe the concept of least noticeable difference.  In a nutshell, it means that those inside an industry are often the least likely to observe and respond to significant discontinuous change.  One of his examples was the icebox manufacturer whose response to the development and introduction of the refrigerator was to build better, fancier iceboxes. Today, many companies have implicitly organized their employee and customer training around the classroom model, without realizing that the classroom is empty. If they don’t respond to the cultural and technological changes that shape today’s worker, we might well end up with the learning equivalent of that icebox company.<br /></p>

<p><strong>The New Knowledge Worker</strong></p>

<blockquote>“There must be a new generation of knowledge tools to facilitate the growing social nature of work and to allow a more ad hoc and unstructured approach for knowledge work.”</blockquote><br />

<p>That quote from <a href="http://www.mfauscette.com/software_technology_partn/2010/08/supporting-work-in-the-information-economy.html">Michael Fauscette’s recent post</a> stuck with me. Most of the business systems in use today follow designs and processes established decades ago. While they still address the same underlying needs of businesses today, they completely fail to address the nature of knowledge work for the current generation.  This is true for everything from ERPs to CRMs, and as I’ll talk about more in depth, enterprise learning.</p>

<p>It’s precisely such discrepancies between the tools at hand and the needs of a new generation that create opportunities for innovators to bring widespread, discontinuous change to an industry - and this is precisely what SaaS and cloud computing companies have done. They have jumped into the breach, providing flexible solutions that can scale rapidly and integrate new technologies as quickly as they’re developed - from mobile applications and platforms, to social networking features, to collaboration tools, and beyond.  When a solution this powerful comes along, it’s not just an answer to a problem, it’s a revolution.</p>

<p>The same forces that have brought this revolution to enterprise IT are spurring similar disruptive change in enterprise learning. Similar to cloud computing, this disruption in learning is driven less by technology and more by contextual factors. In the case of the cloud, the disruption is created by the commercial and service models as much as by the core applications.  In learning, the central driving force is about content – its creation, form, access and utilization.</p>

<p>Why does this matter to you? Whether you lead an enterprise learning organization or a rapidly growing SaaS company, your employees or customers expect learning and knowledge tools that are in step with the way they work and think. Just as we've learned that for students in the computer age to be successful, they have to be taught with computers, workers in this new generation want access to tools that embrace the mobile, social, crowd-sourced environment they live in.<br />
<br /><br />
<strong>The More Things Change… Welcome to the Third Wave in Enterprise Learning</strong></p>

<p>The last revolution in learning began perhaps 20 years ago – that journey has brought us a whole industry around e-learning and spawned what is now a relatively mature set of learning management and content management applications and service providers.  Interestingly, despite the enormous power and undeniable impact of this change, the central paradigm for learning has stayed the same. Whether it’s sales training, technology certification, SaaS customer training, or anything else, it’s still centrally driven by the classroom model.  In a way, the e-learning revolution is to learning what automation was to transaction processing – it sped things up but it didn’t change the model.  Measurement, pricing, learner access, and vendor supplied content was still organized around a traditional educational classroom model.</p>

<p>Now a new wave of transformation is at hand, created in part by new technologies, but primarily originating from the adaptation of social media to learning. Ironically, the literature in learning for many years has pointed to just-in-time, real-time learning as a far more powerful delivery model for learning that sticks.  Most of us recognize implicitly the power of great mentors and trial-and-error learning.  Our challenge has been to find ways to scale that model, and to build in capability to reduce the inherent variability in process and quality – the SaaS and cloud computing models now give us the tools to do that.<br />
<br /><br />
<strong>What’s Driving the Change in Learning?</strong></p>

<p>There are a number of convergent factors which are building this momentum.  They stem from three primary drivers:</p>

<ol>
<li>The sources of content: Historically, learning content was created by instructional designers, building from source documents and subject matter experts.  Increasingly, this model is giving way to user generated content (think YouTube), immediate access to experts (think threaded chat), and sophisticated search capability (think Google). In addition to the ubiquitous capability to connect with colleagues and extended resources through capabilities such as AIM, MSN, Yammer and others.  While such sources carry with them their own risks and some companies have been reluctant to endorse such unfiltered sources for fear of liability, it is clear that, supported or not, such content sources will flourish and expand.</li><br />
<li>The nature of content:  There are two somewhat disparate factors in this category.  One of the biggest is the migration of gaming and simulation capabilities from entertainment to learning. It’s still early days, but the declining price/value ratios, the capacity for rapid development and the undeniable power for learning from these experiences will spur dramatic expansion of these methodologies. The other major factor is the ability to create and deliver context sensitive learning.  This is another migration journey, this time moving capability from e-commerce into learning.  Presenting learners with content specifically suited for them, based on a deep understanding of their current performance, style preferences, current tasks, most recent updates to policy or process, and just in time support is all within our grasp. This is especially important in a cloud computing environment, where frequent updates and releases are part of the fabric.</li><br />
<li>The nature of work and workers: The impact of the Next Gen worker is well documented. We are now perhaps 5 years into a workforce that has grown up with and expects to utilize the capabilities cited above. Perhaps just as important, however, is the nature of work itself.  Mike Fauscette’s argument (read his <a href="http://www.mfauscette.com/software_technology_partn/2010/08/supporting-work-in-the-information-economy.html">whole post</a>) is that we are moving to a whole set of complexity driven by knowledge work, which defies the standardization that legacy applications have been built to create and support. In a recent meeting on health care service delivery, one of the participants said: “the practice of medicine now is beyond the capability of human cognition.” In ever increasing numbers, today’s jobs and workers live in an environment where it is impossible to perform relying on routine, memory or policy manuals.</li></ol>

<p><strong>Implications of This Change for Learning</strong></p>

<p>This coming change is so large, it can be hard to recognize for what it is. Like the icebox manufacturers of the last century, many in the learning industry are caught up in responding to small pressures without grasping the wide-ranging implications of this new wave. The classroom is empty; learning today has to be recreated where the learners went – in the cloud.  And the cloud demands changes in every area: from the roles of learners, to the structure of training, to the technologies that will be needed.</p>

<p>The greatest impact will be the nature of the roles and responsibilities for service providers.  While good instructional design will always be needed, new roles will need to evolve which may look more like librarians – one of my former clients took a cue from Foursquare and anointed “mayors” of his online communities.  These were not necessarily people designated to training or learning, but deep experts in their field who served as collectors, resource managers and community organizers. Perhaps an even better analog stems from roles in art, museums and libraries: the role of “curator”. The key emerging skill set in learning may well be the ability to organize, maintain and present content versus structured creation of content.</p>

<p>Just as impacted will be commercial and organizing frameworks. Over time, we have evolved a well-developed set of commercial structures for creating, delivering, and acquiring content. But when the unit of measure is no longer a course and the creator of content may no longer be an instructional designer, we will need to develop a whole new set of commercial models. Likewise, our current system of measurements is deeply tied to our current learning paradigm.  Both measures of volume and outcomes will need to be examined. How do we apply Kirkpatrick’s model in an environment where learning and doing are tightly bound together? And what are the impacts to the learning BPO marketplace?  In other markets, BPO is giving way to KPO – Knowledge Process Outsourcing. Could that be the next iteration for these large service providers?</p>

<p>Finally, what are the implications for the legacy learning technology industry?  Already, we are rapidly disintermediating the boundaries between traditional learning management systems (LMS) and newer portal technologies. If the trend continues, these more nimble, flexible learning and knowledge portals will likely replace our current notions of learning management systems. The SaaS model, itself a disruptive model, for acquiring and utilizing these technologies could be but a step on the way to cloud sourcing.  And we will see yet another iteration of innovative companies undertaking the reapplication of existing technologies in gaming and e-commerce to the learning marketplace.</p>

<p>Once again disruptive change is coming, driven by new demands of the cloud-based worker and fuelled by changes to learning content and technology. This change will create a new wave of innovation and service capability every bit as big as the last one, and it will affect every aspect of the learning value chain.  Some companies will embrace the cloud and everything it offers, while others will be left behind, looking in the classroom, wondering why it’s empty.</p>

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		<title>Seven Tips for Bringing the Rapid Back to Rapid eLearning</title>
		<link>http://velocitymg.com/explorations/leveraging-learning/seven-tips-for-bringing-the-rapid-back-to-rapid-elearning/</link>
		<comments>http://velocitymg.com/explorations/leveraging-learning/seven-tips-for-bringing-the-rapid-back-to-rapid-elearning/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 21:43:03 +0000</pubDate>
		<dc:creator>Beth Chmielowski</dc:creator>
				<category><![CDATA[Leveraging Learning]]></category>
		<category><![CDATA[eLearning]]></category>
		<category><![CDATA[eLearning development]]></category>
		<category><![CDATA[Rapid eLearning]]></category>

		<guid isPermaLink="false">http://velocitymg.com/?p=2035</guid>
		<description><![CDATA[My colleague Jon continues to tally up the hits for his tell-it-like-it-is blog post There’s Nothing Rapid About Rapid eLearning. While he does a great job laying out the realities and timelines of “rapid” eLearning development, I thought a follow-up offering some tips and tricks for rediscovering the rapid might be in order. So here’s [...]]]></description>
			<content:encoded><![CDATA[<p>My colleague Jon continues to tally up the hits for his tell-it-like-it-is blog post <a href="http://velocitymg.com/explorations/theres-nothing-rapid-about-rapid-elearning/" target="_blank">There’s Nothing Rapid About Rapid eLearning</a>. While he does a great job laying out the realities and timelines of “rapid” eLearning development, I thought a follow-up offering some tips and tricks for rediscovering the rapid might be in order. So here’s a starter list. Got some favorite tips and tricks of your own? Would love it if you’d add them to the comments.</p>


<strong>The Tips</strong><br />
<ol>
	<li><strong>Provide pre-defined not blank-slate solutions</strong>: Drive-throughs have value-meals for a reason. Lose the drawing board and offer your sponsor a few simple options to choose between.  If possible, show examples. They get to chose the option they like most, know what to expect, and you’re less likely to be surprised downstream by requests for more functionality than you had proposed. (Nothing like a late-breaking request for branching, or audio, or interactive simulation to completely blow the budget and timeline…)</li>
	<li><strong>Triage</strong>: Identify and prioritize the must-have topics and then build and deliver using a rolling-hand-off approach.</li>
	<li><strong>Think short and discrete</strong>: Forget the all-or-nothing hour-long recordings – give me a bunch of small, targeted “lessons” that I can find and use in the moment of need. Please. Please. Please.</li>
	<li><strong>Skip the storyboard</strong>: Save the polish for the final product not the interim deliverables. SMEs already know the tool, so you really don’t need fancy screen shots with callouts. A simple script or step/action table should do it. Put your energy into getting the core content right, rather than providing exhaustive documentation.</li>
	<li><strong>Use templates</strong>: This should be a no-brainer, but it’s amazing how often we re-invent the wheel, and how much time we waste in the process. Instead, for each of your pre-defined solutions (see tip #1) have a simple set of templates that at minimum serve as a baseline you can tailor to meet customer needs. (Strive to get as close to plug-and-play as you can.) Though the templates will surely vary depending on whether you’re building technical how-to demos, sales webinars, or educational marketing value-prop recordings, you should have a set associated with each solution type: start with consistently laid out scripts, slides, and style guides, and add in pre-defined wire-frames and a library of interactive eLearning assets as you develop them. Think and design for reuse even for those things originally “sold” as a one-off.</li>
	<li><strong>The first one’s the prototype</strong>: If you’re following tip #3, then it is just as easy to build the first “lesson” as it is to build a generic prototype.  And, once it’s reviewed, revised, and approved, you’ve not only got the look and feel locked down, you’ve also got your first deliverable ready for handoff.</li>
	<li><strong>Streamline the process</strong>: Keep it simple and front-load the check-points in order to minimize post-production rework. Try this:
<ol> a. <strong> Lock your SMEs in a room</strong> (real or virtual) for a 2-to-4 hour working session: identify the topics; get agreement on the priorities, and which to tackle first; have SME demo as many topics as there is time for (starting with top priorities); ask questions, and take notes on the steps.  b. <strong>Convert notes to a script</strong>. Do your homework, review source materials and/or get familiar with the application, and fill out as much content as possible. Flag any missing info or open questions inline. c. <strong>Have SMEs review script</strong>, answer questions, fill-in missing data: Ideally you will only need one review cycle for the script. Ask the SME to alert you if they need to see another version before moving into production. If requested, take the time to do another round here– it’s much easier and faster to redo a word doc than an eLearning lesson.
<em>Note: Steps b and c are done off-line by ID and SME, respectively. If the SME can support iterative handoffs, you can save time via parallel processing by having ID move on to the next script while the first is in review. (Alternately, process scripts in batches appropriately sized to the SMEs bandwidth.)</em>

d. <strong>Build (and QA) the lesson</strong>: use your favorite tools and templates; focus on high-accuracy vs. high-fidelity. Where possible, employ a specialist who can do this in their sleep. (Lots of saving can be had from paying a slightly higher rate for a top-notch developer vs. using a less-experienced yet cheaper resource.) e. <strong>Allow your “client” one review cycle</strong> of finished lesson:  <strong><em>set this expectation upfront</em></strong>. Encourage them to coordinate and consolidate the reviews of all pertinent stakeholders. f. <strong>Revise, finalize, and deliver. </strong>By this stage, there should be no major surprises. Anything more than a few tweaks or additional color commentary is an indicator that either a) you didn’t front-load enough, or b) your client is introducing a change of scope. Assess this honestly and then a) take the hit and improve your process moving forward or b) revisit scope with your client and discuss how the request impacts costs and/or schedule.  If the latter, be sure to do this before making any changes, so they can make an informed decision about whether the change is worth the impact.</ol>
What have you found that works well?</li>
</ol>]]></content:encoded>
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		<title>There&#8217;s nothing rapid about Rapid eLearning</title>
		<link>http://velocitymg.com/explorations/theres-nothing-rapid-about-rapid-elearning/</link>
		<comments>http://velocitymg.com/explorations/theres-nothing-rapid-about-rapid-elearning/#comments</comments>
		<pubDate>Mon, 05 Oct 2009 19:42:50 +0000</pubDate>
		<dc:creator>Jon Lloyd</dc:creator>
				<category><![CDATA[Getting Down to Business]]></category>
		<category><![CDATA[Leveraging Learning]]></category>
		<category><![CDATA[explorations]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[eLearning]]></category>
		<category><![CDATA[measurement]]></category>

		<guid isPermaLink="false">http://velocitymg.com/?p=1551</guid>
		<description><![CDATA[The term ‘rapid elearning’ has befuddled me for some time. Beth's reference to "Rabid eLearning" in her recent blog post got me thinking about this topic once again. Given that I came from one of the pioneers in the industry (eHelp) which brought RoboDemo, now Adobe Captivate, to market (which btw we purchased from a [...]]]></description>
			<content:encoded><![CDATA[<p>The term ‘rapid elearning’ has befuddled me for some time. Beth's reference to "Rabid eLearning" in her recent <a href="http://velocitymg.com/explorations/leveraging-learning/five-warning-signs-that-your-training-is-expendable/">blog post</a> got me thinking about this topic once again. Given that I came from one of the pioneers in the industry (eHelp) which brought RoboDemo, now Adobe Captivate, to market (which btw we purchased from a guy selling the previous incarnation out of his garage in Australia), you would think that I am a true believer in the concept.  The fault merely lies in the interpretation – not the tools themselves. These tools have created a massive disruptive change in our field, and other tools today will continue to do so. </p>

<p>Rapid eLearning has seen a 7 or 8 year maturation that sometimes amuses me quite a bit. Why? Because many of the young developers have probably never had the experience of working within a large multimedia development team consisting of designers, storyboard teams, Flash developers, and creative artists. They are reduced to storyboarding in PowerPoint or Post-its, developing in Captivate or Articulate, and using iStockPhoto to fill in for their illustrative work.</p>

<p>Thus, I believe that rapid is only relative if you compare development to the ‘old days’ – which consisted of fairly large teams with fairly specialized talent (not excluding the folks using Director or Authorware!). Interestingly, when eHelp released their first version of RoboDemo, and even though it was a brand new tool in a new market, there was a high degree of difficulty selling people on the value of going to our training classes. <em>Hey, this is easy! I can crank out training in no time!</em></p>

<p>Not so fast Sparky! The people who attended training came out of the classroom blown away by the functionality of the product but more importantly, the need to understand the bigger picture of storyboarding, user experience, and level of interactivity. This was core to the teams of long ago. With so much effort riding on a large team, the development was treated as a PRODUCT. The problem of course, was the cost of the team, and the time to market. So tools like RoboDemo and Articulate Presenter were indeed rapid – slimming the team to sometimes a single person and being faster by half or more. </p>

<p>However, in today’s times, it’s worth understanding that rapid just isn’t what it says it is.</p>

<p>As a testament to this, I did some quick research and found four studies over the past seven years to demonstrate the reality of the situation. Interestingly, the findings are very similar (see below for details):  the time to create one full hour of an intermediate level, Captivate/Articulate style elearning product is around <strong>200-250 hrs</strong>. This includes some basic level of testing and interactivity. Higher orders of assessment and interactivity take this number up another 100+ hours of development per hour of content. <strong>That is one person working 6-8 weeks to create one hour of elearning!</strong></p>

<p>My key takeaway from this is -  rapid elearning does not exist, especially in the hands of an untrained developer. </p>

<p>Therefore, eLearning development is still an expensive and costly proposition, "rapid" or otherwise. You still need to ensure that you understand the business need, goals, and expected outcomes before commissioning any work. </p>

<p>And most importantly:</p>

<p>Tie your development to outcomes and measurable results (actionable metrics), in order to prioritize what content gets built, and have a clear gameplan that gives you the clarity to build it out, or the ability to put your outsourcing vendors on a fixed bid to control costs and ensure accountability without fingerpointing.</p>

<p><strong>Benchmarking data:</strong></p>

<p><a href="http://www.astd.org/LC/2009/0809_kapp.htm">ASTD (August 2009) </a></p>

<p>Limited interactivity; no animations<br />
Low 118     High 365</p>

<p>Moderate interactivity; limited animations<br />
Low 90       High 240</p>

<p>High interactivity; multiple animations<br />
Low 136     High 324</p>

<p><a href="http://brandon-hall.com/bryanchapman/?p=7">Bryan Chapman (March 2007)</a> (also has links to all of the studies)</p>

<p>• 34:1 Instructor-Led Training (ILT), including design, lesson plans, handouts, PowerPoint slides, etc.<br />
• 33:1 PowerPoint to E-Learning Conversion. Not sure why it takes less time than creating ILT, but that’s what we discovered when surveying 200 companies about this practice<br />
• 220:1 Standard e-learning which includes presentation, audio, some video, test questions, and 20% interactivity<br />
• 750:1 Simulations from scratch. Creating highly interactive content</p>

<p><a href="http://www.elearningguild.com/pdf/1/time%20to%20develop%20Survey.pdf">eLearning Guild  (July 2002)</a></p>

<p>Asynchronous vs Synchronous<br />
Simple 117 vs 86<br />
Average 191 vs 147<br />
Complex 276 vs 222</p>

<p><strong>Experienced Captivate Consultant/Developer</strong> (my own data)</p>

<p>Assumption of existing template, style guide – otherwise, add 20-40<br />
hours for preparation</p>

<p>• Given that 1 captivate = 1 lesson = 5min --&gt; course --&gt; curriculum<br />
• 1 course is usually 1 hour, 12-15 Captivates<br />
• It takes 8-10hrs of development per CP, so 1hr course = 120-150 hrs<br />
of development which includes production, recording, edits and QA,<br />
testing, etc</p>

<p>• Add another 80 hrs for writing (= scripting)<br />
• Add another 100 hrs for audio if needed (professional audio/voiceover)</p>

<p>This leads to a conservative total of 300-350 hours for one hour of<br />
elearning with ‘intermediate’ levels of interactivity (or 200-250<br />
without audio).</p>]]></content:encoded>
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		<title>What Training Costs Part I: Converting Content from ILT to WBT</title>
		<link>http://velocitymg.com/explorations/leveraging-learning/what-training-costs-part-i-converting-content-from-ilt-to-wbt/</link>
		<comments>http://velocitymg.com/explorations/leveraging-learning/what-training-costs-part-i-converting-content-from-ilt-to-wbt/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 23:55:21 +0000</pubDate>
		<dc:creator>Beth Chmielowski</dc:creator>
				<category><![CDATA[Leveraging Learning]]></category>
		<category><![CDATA[costs]]></category>
		<category><![CDATA[eLearning]]></category>
		<category><![CDATA[pricing]]></category>
		<category><![CDATA[scoping]]></category>

		<guid isPermaLink="false">http://velocitymg.com/?p=860</guid>
		<description><![CDATA[The pricing of training development often involves a lot of mystery and a little bit of smoke and mirrors, especially for web based training. There is plenty of research available on pricing, but it’s typically hard to find, quickly out-dated, and often too general to be helpful. And if you ask three different vendors for [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">The pricing of training development often involves a lot of mystery and a little bit of smoke and mirrors, especially for web based training. There is plenty of research available on pricing, but it’s typically hard to find, quickly out-dated, and often too general to be helpful. And if you ask three different vendors for a quote, you’re likely to get three different (often very different) price points. So how do you figure out what something <em>should</em> cost? How do vendors get from industry benchmarks to actual bids? Is there an easy way to evaluate whether or not a quote is reasonable? And how can you ensure that you’re comparing apples to apples?</p>
<p class="MsoNormal">When I was on the buy side, managing corporate training, I really wished there was a cheat sheet of some kind that I could reference to help me with budgeting projects and evaluating bids. Now that I’ve spent the last 4+ years on the sell side with consulting companies, I deeply appreciate that the correct answer to the question “what will it cost me” really is “it depends.” (For a discussion on some of the factors that enter into this, see my earlier post on <a href="http://velocitymg.com/explorations/leveraging-learning/transcending-constraints/" target="_blank">transcending constraints</a>.) Still, “it depends” is frustratingly unhelpful. So I thought I’d do a series on how I approach pricing, offering perspective from the inside of the sausage factory, as it were. I have gotten pretty good at back of the envelope estimates, and figured other folks might find it helpful to have a working model. Note that some of the benchmarking research I draw from may be a bit dated, so feel free to replace any baseline numbers offered here with your own benchmarks. Better yet, please use the comments to point me to more recent findings, or to describe your approach. I’d love to hear how others think through this. Meanwhile, let’s dive into the first topic.</p>
<p class="MsoNormal"><strong>How to price content conversion from ILT to WBT</strong></p>
<p class="MsoNormal">A top-down pricing model for converting ILT content to self-paced WBT content involves three factors:</p>
<p class="MsoNormal" style="padding-left: 30px;"><strong>1. Compression ratio</strong>: What would the length of the course be if it were online vs. classroom based? There's been a lot of research on this, and answers vary anywhere from 20% to 80% of the original length, but there's general agreement that an average compression ratio is <strong><em>typically about 50%</em></strong>, or a four hour course in the classroom should take the student 2 hours to complete online.</p>
<p class="MsoNormal" style="padding-left: 30px;"><strong>2. Development costs</strong>: What would it cost to convert the materials into web based training? This is usually expressed as cost per hour of completed WBT. <strong><em>Varies wildly</em></strong>, depending on how sophisticated you want that online training to be, though these costs have been trending downward for some time. Best research I’ve found is from a 2007 <a href="http://www.bersin.com/Lib/Rs/Details.aspx?docid=10334970" target="_blank">Bersin article</a> which indicated average price points <strong><em>based on level of interactivity</em></strong>:</p>

<ul>
	<li>Level 1: $15,000 per finished hour</li>
	<li>Level 2: $23,000 per finished hour</li>
	<li>Level 3: $30,000 per finished hour</li>
	<li>Level 4: Undefined. What level 4 actually offers in terms of level of interactivity can be all over the board, for example, from branching sales scenarios to a full-fledged flight simulator. No real way to estimate cost per hour of Level 4 WBT without clear design parameters.</li>
</ul>
<p style="padding-left: 30px;"><em>Sidebar: “Level of interactivity” is something that can be defined very differently from vendor to vendor. While there are some general guidelines, such as level 2 includes audio but not video, there is still a lot of room for variance. For example, how much audio does it include in terms of total recorded minutes? Is the audio professionally scripted, recorded, and edited, or just a talking SME with a ppt deck? Is the audio the same or different from on-screen text? Is it timed to play with each changing “screen” or are there smaller audio clips that play upon click? And so on.) As you can see, you’re going to need vendors to very clearly define what it is they propose to build. Otherwise you’ll be comparing apples to oranges, or potentially even apples to an entire fruit basket</em>.</p>
<p style="padding-left: 30px;"><strong>3. Reusability savings</strong>: How much effort can be saved in development since you have existing source materials from the ILT course? <strong><em>Varies wildly</em></strong> based on how stable the content is, and how easily it translates to the web (which largely maps back to level of interactivity desired). <strong><em>My best guess,</em></strong> based on my experience,<strong><em> </em></strong> is that you could reduce LOE by:</p>

<ul>
	<li>50-75% for level 1</li>
	<li>25-50% for level 2</li>
	<li>No more than 25% for level 3</li>
	<li>No more than 10% for level 4</li>
</ul>
<p class="MsoNormal">So, the formula would be:</p>
<p class="MsoNormal" style="padding-left: 30px;">Length of course in hours x compression ratio x (cost per finished hour based on level of interactivity x reusability savings)</p>
<p class="MsoNormal">For example, if you wanted to convert an 8 hour ILT (with completely stable content) into a Level 2 WBT, the math would be:</p>
<p class="MsoNormal" style="padding-left: 30px;">8 x .5 x ($23,000 &#215; 50%) = $46,000.</p>]]></content:encoded>
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		<title>eCoaching for Sales?</title>
		<link>http://velocitymg.com/explorations/the-business-of-learning/ecoaching-for-sales/</link>
		<comments>http://velocitymg.com/explorations/the-business-of-learning/ecoaching-for-sales/#comments</comments>
		<pubDate>Fri, 19 Jun 2009 19:44:08 +0000</pubDate>
		<dc:creator>Jon Lloyd</dc:creator>
				<category><![CDATA[Getting Down to Business]]></category>
		<category><![CDATA[eLearning]]></category>
		<category><![CDATA[sales training]]></category>

		<guid isPermaLink="false">http://velocitymg.com/?p=566</guid>
		<description><![CDATA[Is it possible to deliver sales training online? In my experience, there needs to be a strong understanding of the audience that you are delivering to, and the cultural aspects of the company in terms of gauging receptivity. Depending on the nature of the sales beast so to speak, will drive the acceptance of delivering [...]]]></description>
			<content:encoded><![CDATA[<p>Is it possible to deliver sales training online? In my experience, there needs to be a strong understanding of the audience that you are delivering to, and the cultural aspects of the company in terms of gauging receptivity. Depending on the nature of the sales beast so to speak, will drive the acceptance of delivering some or most of your training virtually, either via an elearning solution or blended with a live virtual coach. Sales teams are probably one of the hardest groups to engage and please with training. Truly understanding your audience is a tricky play here. Remember that sales reps are who they are for one reason - they are primarily motivated by money. That is wholly different than just about any other audience. (the only audience harder than sales are probably trainers themselves!)</p>

<p>From a coaching perspective, face to face has one giant advantage and one giant challenge. The advantage is that a great coaching instructor will always be able to read audiences and interact more effectively in person, generating memorable discussions, lively debates, and dig out so many opportunities for others to learn from. Unfortunately, face to face on these types of trainings are so typically thought of as an event - you train, they learn, off you go! ouch. Throw in the costs of these events in this economic environment, and you get the double whammy.</p>

That said, the overall effectiveness is going to be much stronger through a blend of f2f, online for study and reinforcement, and a continuum of training and interaction that happens to keep the application of the learning going. Here are some opportunities to consider if you decide to go down that path:<br />
<ul>
	<li>Online worksheets that involve client scenarios, case studies, etc</li>
	<li>"Office hours" with live coaching</li>
	<li>Forming local groups to have informal lunch n learns to review particular topics and peer 2 peer coaching</li>
	<li>Submission of recordings (mp3, youtube, etc) to 'role play'</li>
	<li>Certification at various levels</li>
</ul>
One other idea might be to establish a forum to have the teams share best practices and ask questions that can be answered across the board (not just by the coach). You could run a rewards program, or contest to help get things flowing, but once they usually get started, they keep their own momentum.

<p>Even game-based simulations can convey some great risk free environments where sales reps can engage and practice in a wide variety of methods. Sales people being sales people, need short bites, high interactivity, and immediate applicability to their jobs. If they can't easily take at least one key concept from each and every engagement with your program (no matter how short) and transform that into becoming better sales people (and making more money), then you might as well go bang your head on the brick wall outside!</p>]]></content:encoded>
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