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We define digital leadership as doing the right things for the strategic success of digitalization for the enterprise and its business ecosystem. Digital leadership means thinking differently about business strategy, business models, the IT function, enterprise platforms, mindsets and skill sets, and the workplace. Based on the decade-long digitalization journey and experiences of the LEGO Group, this article provides insights on building the foundations for enhancing enterprise capabilities for digital leadership. Leveraging digitalization is one of the LEGO Group’s four strategic priorities and is fundamental to it being a world leader in its industry

 

Defining Digital Leadership1 234 McKinsey & Company has observed that while companies are rushing headlong to become more digital, executives have very diverse perspectives as what “going digital” really means.5 These perspectives range from a focus on technology, to digital customer engagement, to new digital business models and more. The lack of clarity often results in piecemeal initiatives, missed opportunities and false starts in the digitalization of the enterprise. The term digitalization goes beyond an organization taking advantage of digital platforms, but rather reflects the way that digital media and platforms influence the restructuring of the economy, society and culture.6 In a corporate context, Gartner uses the term to describe the process of moving to a digital business and the use of digital technologies to change business models and value-producing opportunities. Gartner also sees digitalization as a new era for enterprise IT, in which business innovation and IT innovation are more integrated and where  corporate IT switches from a legacy perspective to a digital perspective—suggesting that there is a critical need for digital leadership.7 Similarly, a 2015 survey of 4,800 U.S. management professionals confirmed that the keys to successful digital transformation (the North American term for digitalization) are concerned more with strategy, culture and talent development than with technology issues.8 That survey also showed that respondents were apprehensive about whether business leaders had the capabilities to lead their organizations in a digital environment. Clearly, there is a need for clarity on what is meant by effective digital leadership, what enterprise capabilities it requires and how the foundations of digital leadership can be built and reinforced. We define digital leadership as “Doing the right things for the strategic success of digitalization for the enterprise and its business ecosystem.”9 This definition reflects the difference between leadership and management highlighted by leadership scholar Warren Bennis: “Leadership is about doing the right thing for the success of the organization, while management is about doing the thing right.”10 We have included “business ecosystem” in the definition because in today’s connected world it is not possible to achieve strategic success independently of the business ecosystem.11 There is, as yet, no common consensus on the operational aspects of digital leadership. However, there are six foundational building blocks of strategy and organization that will have to change when implementing a successful digitalization strategy: 1. A different kind of business strategy: Digital technologies are becoming fused into the very fabric of the business,12 which means the concept of business strategy should be enlarged to include digitalization. The prevailing view of a functional-level IT strategy aligned to an enterprise’s chosen business strategy but always subordinate to it needs to be replaced with an enterprise-wide digital view that reflects the fusion between digital strategy with business strategy. This view is sometimes termed “digital business strategy.”13 Furthermore, business development often occurs in collaboration with partners that leverage ecosystem platforms to co-create value around products and services.14 2. Different kinds of business models: An integrated digital business strategy and collaborative ecosystem platforms enable new digital business models for creating business value. These models often have different value propositions and different revenue-sharing modes. They often also bring together both physical and digital features of products and services.15 3. A different kind of enterprise platform integration: Intensive interactive digital connectivity to the outside requires integration between the outside and inside of the enterprise that goes beyond the traditional ERP and supply chain management integration paradigm. The upcoming era of adaptive and dynamically responsive digital platforms16 and accompanying organizational arrangements requires a new kind of platform integration. 4. A different kind of people mindset and skill set: All the above will require a different mindset at all levels of the organization. Top management and all employees will need to be more adaptive and willing to experiment and innovate while occasionally failing.17 Everyone throughout the enterprise will need to have an appropriate adaptive skill set and digital know-how. 5. A different kind of corporate IT function: The organizational changes required for digital leadership and a digital business strategy will require rethinking the roles of the corporate IT function and the CIO. 6. A different kind of workplace: As more “born digital” younger employees enter the workforce with different values, they will have different expectations of the workplace in terms of flexibility of location and working hours, sophistication of mobile online access, and the extent to which the workplace environment is humanized.”18 Creating such a workplace as digitalization increases is especially a key priority in Scandinavia. To illustrate the kinds of changes that a digitalization strategy entails, this article describes the LEGO Group’s decade-long digitalization journey. LEGO Group Background Founded in 1932 by Ole Kirk Kristiansen, a carpenter who made wooden toys, the LEGO Group (referred to as LEGO in the rest of the article) is a private company (still owned by the Kristiansen family) with headquarters in Billund, Denmark, and main offices in the U.S., U.K., China and Singapore. Renowned for the iconic LEGO brick, LEGO products are sold in more than 140 countries. It has more than 17,000 employees worldwide and factories in Billund, Hungary, the Czech Republic, Mexico and China. 2015 revenues were 35.8 billion Danish krone (over $5 billion). Net profit was 9.2 billion krone (over $1 billion). To date, more than 760 billion LEGO elements have been manufactured. In 2014, about twothirds of revenues were from new products that did not exist the year before. The company is committed to the development of children and aims to inspire and develop the “builders of tomorrow” through creative play and learning. The company’s main goal is to “inspire and develop children to think creatively, reason systematically and exploit their potential to create their own future and thus exploit man’s infinite possibilities.”

Organizational Structure

LEGO depicts its organizational structure as a “wheel” (see Figure 1). This structure reduces silos and emphasizes communication and sharing of knowledge and insights as well as making decisions in plenary groups. In addition to an external Board of Directors, top management consists of a Management Board of the CEO and four Executive VPs, and a Corporate Management team of 21 people at Senior VP level.19 The four core business areas—Operations, Market Management and Development, Product and Marketing Development, and Business Enabling—are represented in the Management Board. The CIO, who is the Senior VP for operations. Playfulness is an important element of LEGO’s business and management. As LEGO CEO Jørgen Vig Knudstorp likes to say: “We don’t stop playing because we grow old. We grow old because we stop playing.” Near-Death Experience and the Start of the Transformation Journey Although LEGO is now a thriving business, in the early 2000s it verged on defaulting on its debt.21 Manufacturing was in Europe and the U.S., while competitors were manufacturing in Asia at much lower cost. The toy market had become more fickle with the advent of new electronic games. LEGO had diversified too quickly into adjacent markets: amusement parks, video games, toys for infants, clothing and others that it had little experience in. It almost seemed like the company “lost faith in the brick” and its identity as a company. As LEGO’s press officer articulated in 2014: “We were a little bit complacent, thinking that we knew what we were doing as a company and we knew best. Second, we were not focusing much on our customers. And thirdly, there was a lack of flow of information inside the company.” A major organizational transformation and a new business strategy were needed to save what some had called a “burning platform.” The starting point for the transformation was the replacement of the CEO in October 2004 when 35-year-old Jørgen Vig Knudstorp, who had initially joined LEGO as a business strategist in 2001 from McKinsey & Company, became CEO. Since 2004, LEGO has enjoyed almost a decade of consecutive growth. The new CEO’s initial focus was on survival, and he instigated a two-pronged strategy based on reducing production costs and closing nonprofitable product lines, and on a clearer focus on the core brand and identity. The emphasis in 2005-2007 was on creating a defensible core of products. Product lines that were neither profitable nor core were shut down, and the capital structure was Corporate IT, is part of the Business Enabling area covering group/corporate functions. As Figure 1 depicts, members of the Management Board and the Corporate Management team comprising the wheel run the company, and they often communicate across areas as part of the transparent communication culture. They also all meet together regularly. Values and Culture The LEGO culture is based on openness and trust, and core values are creativity, imagination, fun, learning, quality and care.20 Since the company was founded, LEGO’s top managers have consistently expressed concern for maintaining the values and beliefs for which the brand stands. The founder’s motto of “only the best is good enough” is still applied in all aspects of LEGO’s rebalanced. LEGOLAND parks were sold to Merlin entertainment. The company downsized from 8,500 to 5,000 employees. Open communication about problems was encouraged and practiced. Refocusing on the LEGO core (the brick) was key, while also pursuing complementary digital opportunities that reinforced that focus and did not wander into adjacent markets. In 2008, the strategy shifted from stability to growth and the focus was on building sustainable platforms for growth while continuing to improve the core business. Although the Corporate IT department had been supporting the recovery, stability and growth of the company through enterprise systems, there was a realization of the growing importance of digital platforms for the

LEGO Group. LEGO Group Strategy

The LEGO Group has a long-term corporate strategy toward 2032 consisting of four strategic priorities—one of them being “leverage digitalization” (se Figure 2). When it was establishing the strategy, LEGO decided that it would look to respond to the external adaptive challenge of digitalization by purposefully “evolving” its existing business model to integrate digital into everything it does. LEGO consciously decided that it would not have a separate digital products business unit.

Figure 2: The LEGO Strategy © The LEGO Group

Jørgen Vig Knudstorp has an often-repeated quote: “You do not think your way into new ways of acting—you act your way into new ways of thinking.” It is in that spirit that LEGO has developed the capabilities for digital leadership by attempting multiple (but focused) digitalization moves and learning through the experience. We describe some of these moves below. Digitalization at the LEGO Group LEGO used three lenses for leveraging digitalization: a “Products” lens, which centered around product innovation and the product ecosystem; a “Marketing” lens for digital marketing; and an “Enterprise” lens, which centered around enterprise platforms and integration of the outside and the inside of the enterprise. Since 2009, LEGO has undertaken several product and marketing digitalization moves, which have necessitated associated digitalization moves in the enterprise IT platforms. We describe a representative selection of all three types of moves below.

 Product Digitalization

 Moves The first hybrid digital/physical LEGO experience was LEGO MINDSTORMS®, launched in 1998. MINDSTORMS is a robotics platform created in collaboration with MIT’s Media Lab and was targeted at an older segment. A month after its launch, LEGO discovered that the proprietary operating system had been hacked. This was a major surprise to the company, which traditionally was tightly closed, with a culture of close control over every aspect of the LEGO experience. However, LEGO realized that opening up could create a much stronger community of users and become a source of additional value. Instead of prosecuting the hackers, it talked to them and found they were LEGO fans who wanted to build their own creations. As a result, LEGO developed a process-based solution that addressed the real needs of the company and its customers, and the first platform for community interaction was launched. Since then, LEGO has launched numerous digital platforms to strengthen its connections to the large communities of LEGO fans and strengthen the collaboration and involvement of passionate builders in the development and design process of new models. Additionally, after LEGO MINDSTORMS, numerous product lines combining physical and digital play have been launched, and LEGO now operates an R&D Future Lab to study, improve and nurture those experiences. For example, LEGO Fusion was launched in 2013 and combined real builds with bricks with virtual games: users build something with the bricks and scan the shape with a downloadable app into a smartphone or tablet and watch their creation become part of a virtual game. LEGO Dimensions was launched in late September 2015. This is an actionadventure video game for popular consoles (Sony PlayStation, Nintendo Wii, Microsoft Xbox) that includes many characters from 14 different LEGO franchises. It combines the physical and digital in that the player has LEGO figures and a gateway built with bricks that can be played within the game. Another product digitalization move involved crowdsourcing innovation and developing LEGO community platforms. LEGO has always designed its products together with children to try to ensure that they are loveable products, and the advent of digital platforms has strengthened this.22 In 2008, the company launched LEGO Ideas (https://ideas.lego.com), a website where amateur designers share their ideas for new LEGO sets, and fans vote on them and give them “likes.” This website has about half a million visits per month and over 100,000 registered users. Any project proposal with more than 10,000 votes goes to a LEGO review board. A chosen project will be developed in collaboration with the project creator, who receives 1% of net sales if the product is launched. Crowdsourced LEGO sets (for example, The Big Bang Theory Apartment set) do as well in the market as standard sets. Crowdsourcing product ideas in this way has added thousands of designers to the 200 in-house product designers. The LEGO Ideas website can monitor trends and changing interests among LEGO set builders and fans. It also mobilizes communities for user-designed projects as well as deepening the connection between users and the company. The LEGO Group has also created several community platforms for children. LEGO® Club has 5 million registered users and offers content and tools to stimulate the creativity of children aged 4 to 13. My LEGO Network (www. mln.lego.com) is a safe social networking site for children, where they can share their LEGO creations. ReBrick (www.rebrick.lego.com) is a sharing platform designed for users aged 13+, known as Teen Fans of Lego (TFOL). Projects are created outside of brand-implemented tools and published on independent platforms such as blogs or Flickr. There is also a growing number of Adult LEGO User Communities (AFOLs, or Adult Fans of LEGO) that have their own websites, blogs and discussion forums. The 220+ LEGO user community groups each have a representative who is part of the LEGO Ambassador Network, which serves to nurture the relationship with the LEGO Group. All of these initiatives further the digitalization of the company around product design and community building for the future. Marketing Digitalization Moves There is a lot of overlap between marketing and managing the product experience in a digital environment, because the digital experience is part of the product. Furthermore, in an age of social media, chatter, public critique of products, website interaction and customer communities, marketing has become a pull activity and is more about engagement and interaction with customer communities than a push activity for product information. LEGO divides its market constituencies into customers (retailers such as Target, Walmart and Amazon), shoppers (adults such as parents and grandparents who buy LEGO products for children), consumers (those who play and learn with LEGO products, mostly children) and fans (adult and teenage fans who are both shoppers and consumers). The marketing digitalization moves have addressed all four constituencies in different ways. We highlight three of the moves below. 1. The Omnichannel Marketing Move. Reaching out to customers in a digital environment requires omnichannel marketing— i.e., using different kinds of digital channels as well as physical channels. LEGO products have physical presence in the company’s own stores and retail stores, and brand presence created by several LEGOLAND parks and LEGOLAND Discovery Centers, and very active “Brick” conventions around the world (the conventions are often arranged by AFOLs, not by the LEGO Group.).

In its marketing digitalization efforts, LEGO increased the use of various digital channels, such as social media, the main LEGO website and websites specially designed for fan groups. It has also started using interactive story telling within “trailer” online games to engage with children around new characters in LEGO sets. The company has also created an augmented reality product catalog. A product box can be scanned with a downloadable mobile app, and an animation of the construction set being assembled is instantly displayed. LEGO has also realized that cycle times are very fast for producing interactive digital content for marketing. Although it has an internal ad agency, it has partnered with external digital ad agencies to speed up marketing digitalization efforts. In addition, LEGO has partnered with Warner Animation, which released The LEGO Movie® (www.thelegomovie.com) in 2014. This is an animated adventure comedy film based on LEGO construction toys and became a $486 million global blockbuster. The company received royalties for the use of its brand and the film’s intellectual property rights, but most importantly, the construction sets launched in conjunction with the movie were extremely successful both in terms of revenue and of greatly increasing brand affinity with families. Two sequels have been announced, for 2017 and 2018.

2. Increased Digital Engagement with LEGO Communities.

Increased engagement with a customer community drives innovation and revenue growth, and LEGO has committed considerable resources to maintaining a culture of engagement around its community platforms. The affinity pyramid (see Figure 3) suggests that the more digitally and directly connected members of a community are with an organization and other community members, the more likely they are to engage in providing information, in having two-way dialogues, in collaborating with each other and in co-creating products. Moreover, the more customers move up the affinity pyramid through digital engagement, the more effective personalized micromarketing becomes. LEGO has used micromarketing data to better understand the path to purchase for its digitally connected customers and fans. The company also continuously measures customer experience through a Net Promoter Score, a program that asks customers to rate their experience in real time on the web.

3. Globalizing Digital Assets.

LEGO has continuously increased its intellectual property for new characters and franchises that have been hits, such as Chima and Ninjago, balancing its own IP with externally licensed IP rather than resorting to licensing deals. Furthermore, as combined physical and digital play has increased, the number of digital assets that the company has created to promote its products has also increased. For example, “trailer” online games mentioned above may need to be deployed to multiple major markets around the world, with multiple languages. The LEGO Group has sought to globalize these digital assets and to take advantage of economies of scale and scope. This has presented challenges in global governance and has highlighted a new dimension of marketing digitalization that the LEGO Group is learning about through the global deployment of its digital assets.

Enterprise Platform Digitalization Moves

 The product and marketing digitalization moves have involved ecosystem partners and have put new demands on enterprise systems and platforms and on LEGO’s Corporate IT function. The moves have created requests for applications and IT functionality that have grown from 5% to 30% of the IT portfolio, and that growth is expected to continue. Digitalization moves have also prompted the Corporate IT function to rethink the architecture of its enterprise platforms to meet the new business demands from customers and partners who want more responsive digital engagement. New features and capabilities have been continuously added to the enterprise platform to make it more responsive to digitalization, and its complexity has grown, prompting the need for two different enterprise platforms: a traditional one for transactions and a second-generation one for interactions and customer engagement. We describe five of the most significant enterprise platform digitalization moves.

  1. Bolstering the Enterprise IT Platform.
  2.  Developing and bolstering the existing LEGO enterprise IT platform began as long ago as 1999, when the company wanted to consolidate and increase the efficiency of business processes and formulated a “one company, one system” mission. A company-wide ERP project was launched with four principles: simple, global, consistent and standardized work processes. In late 2001, LEGO had a global enterprise-wide ERP system based on these principles and that supported the basic core processes. In 2002, a new IT plan was formulated based on the company’s corporate strategy and the needs of the business units and business partners. The plan identified areas for providing business units with better IT systems support.23 Despite the implementation of standardized processes globally, in 2004, the flow of information inside the company was inadequate. The LEGO Group had many silos and lacked visibility into which areas were running inefficiently and which were losing money. Consistent with the new CEO’s action plan, the period 2004-2007 was characterized by continuously improving the enterprise IT platform, stabilizing the organization, streamlining processes and improving data sharing and business intelligence capabilities to create transparency and visibility about operations. When Henrik Amsinck joined the LEGO Group as CIO in 2007, he was pleasantly surprised by the robust state of the ERP platform. But, as he quickly discovered, there was still much work to be done in the ensuing years as the company’s digitalization moves started to have major impacts on enterprise IT platform requirements. From 2007, there were continual efforts to bolster the enterprise platform in many ways to support operational excellence, including knowledge sharing, collaboration and supply chain management. LEGO continued to enhance its business process management capabilities and its capabilities for sharing knowledge about processes “the LEGO way.
  3. However, there were other factors that influenced the evolution of LEGO’s enterprise platform, driven by changing employee expectations as digitalization progressed. The “consumerization” of enterprise IT started to take hold as the experiences of employees as consumers influenced their expectations of ease of use of applications, friendly intuitive graphical user interfaces and simplicity. Just about everyone had a smartphone and was downloading apps, and employees wanted more than the standard cluttered ERP interfaces. As a consequence, LEGO’s Corporate IT function augmented the enterprise platform with personalized end-to-end app experiences for employees, with simple graphical interfaces. Employees only got the apps they needed for their work tasks. In this way, Corporate IT managed to deliver personalized ERP functionality on employees’ smartphones. Its philosophy was “what you see is what you need” rather than “what you see is what you get,” and each app served its own individualized use. To meet these employee demands, LEGO changed its application development process to have 100% user involvement before development, using collaborative prototyping tools with visualization, such as iRise. The benefits of involving users are shown in Figure 4. Increased connectivity with customers, whether through the LEGO website, online shops, community groups, LEGO fan clubs or social media, has also put many new demands on the enterprise platform. Similarly, product and marketing digitalization moves have placed further demands on both the IT organization and the enterprise platform. The enterprise platform was growing in multiple directions and now had started to become like a gigantic aircraft carrier that housed all applications, whether they related to operations and transactions or to consumer digital engagement and interaction. As time went on, there was a growing realization that developing digitalization applications was very different from traditional enterprise applications development. The business priorities with traditional enterprise platforms are first cost, then quality, then reliability and then time. With digitalization platforms the business priorities are different. Time is the highest priority because the ability to release new business functionality becomes a competitive advantage. Reliability is a close second because in a digitalization environment (such as an online store) a technology failure cannot be compensated for by manual workarounds of processes (as in a physical store). The third priority is quality, which is still a key requirement in areas such as security but becomes less important in the presentation layer as users become part of the testing and prototyping process. Cost is the lowest priority. Furthermore, development practices for digitalization platforms are much more fluid, and there are fewer established industrial[1]strength development practices than there are for enterprise platforms. Moreover, the required delivery model and characteristics are also very different. Eventually, it became clear to LEGO that it needed a separate enterprise engagement platform. 2. Designing a Complementary Engagement Platform. LEGO identified the need for an engagement platform that would complement the enterprise platform, with the two co-existing. By 2015, API (application programming interface) technology was sufficiently advanced to enable the two platforms to be loosely and dynamically connected, even though the engagement platform would change rapidly. LEGO’s enterprise platform is rock solid, carefully designed and thoroughly tested. Its purpose is to handle transactions and records, and its architecture is tightly integrated. Platform requirements are carefully specified ahead of time. It is not easy to add functionality quickly and in an ad-hoc manner, and its integrity is guarded like the crown jewels because all enterprise operations depend on it. However, new customer and partner demands from digitalization moves have a very different set of platform requirements: digital interaction, 24/7 availability even as changes are made, user[1]driven experience, experimentation, quickly added functionality that is “good enough” and a two-way real-time dialogue with users through a simple intuitive interface. It was clear to LEGO that it needed a different engagement platform and that the two platforms could not be tightly coupled but had to co-exist. It was also clear that open architecture, micro-services and APIs would drive the architecture of the engagement platform and that it would have loose-tight connectivity to the enterprise platform. At the time of writing (August 2015), the engagement platform and its governance mechanisms were at an advanced stage of design. The conceptual idea behind the engagement platform is shown in Figure 5 and contrasted with the enterprise platform. The key dimensions in the figure are the extent of architecture governance exercised and the speed of platform change. LEGO’s expectation is that this new design will result in a 75% decrease in time for delivering functionality and a three-fold increase in development staff productivity (based on function point calculations using scrum/agile development methods). The engagement platform is designed to handle customers’ digital interactions and is essential if digitalization is to be effective. 3. Restructuring the Corporate IT Organization for Business Responsiveness. LEGO’s rapid revenue growth and the strategic need for increased digitalization has resulted in the Corporate IT organization expanding its staff base by close to 20% year on year for the last three to now approximately 600 full-time regulars. Historically, most IT employees have been located at LEGO headquarters in Billund and at the Enfield hub in the U.S.24 However, now that LEGO has established new major office hubs in London, Singapore and Shanghai, IT employees are also being located at these locations. This transition started in January 2015, and Corporate IT (CIT) expects there to be more than 50 new colleagues at these three new hubs before the end of 2016. CIT will keep the competencies for developing the core enterprise platform components in[1]house at Billund and Enfield. But locating other IT people alongside the rest of the organization helps them appreciate, understand and share their colleagues’ business challenges. Even their office space reinforces that they are LEGO employees first and IT employees second—they are surrounded by assembled LEGO products that range from Ninjago Master Wu Dragon sets to Star Wars Millennium Falcon displays to LEGO brick model replicas of the Sydney Opera House. They may be working on digital platforms, but they should never forget the core focus of the company—LEGO bricks. With rapidly increasing digitalization, and changing needs from customers and the lines of business, CIT is under constant pressure to be agile and responsive to the business. CIT has therefore been restructured to mesh more closely with the business (see Figure 6). It is now organized into five functions, three of which work directly and very closely with the business: CIT Business Enabling, CIT Marketing and CIT Operations. CIT Technology & Security is more internally oriented and manages infrastructure and operations. The fifth function, CIT Strategic Business Development, was established on January 1, 2015, in the Office of the CIO to drive IT business planning and to create the ideas driving the need for new architectures for enterprise platforms and the development of the digital workforce. Each of the three business-oriented functions has its own business CIO, and the technology[1]oriented Technology & Security function has a chief technology officer (CTO). This allows CIT to be led by one Executive CIO who can then spend more time focusing on long-term strategy and digitalization, together with the Director of CIT Strategic Business Development. As well as delivering IT solutions, CIT Business Enabling’s responsibilities include internal user experience management, business intelligence solutions, data warehousing, business process management, vendor management and portfolio management. CIT Marketing, which supports the product development, marketing and sales arms of the business, is responsible for CRM, e-commerce, digital marketing and customer front-end management. CIT Operations supports manufacturing, engineering and supply chain management. CIT Technology & Security is focused on the security of the enterprise architecture, core systems, infrastructure and hosting, and is also responsible for the global service desk and local end-user support. There is a high degree of cross-functional collaboration within CIT and between it and the business. CIT has made a conscious effort to move from the traditional “plan-build[1]run” requirements-focused model of systems development to a joint collaboration model for finding solutions together with the business units. It has also realized that a very rapid and agile response is typically needed. CIT has also increased collaboration with external partners that bring special expertise, especially for products that have a digital component and for digital games. 4. Orchestrating Distributed Digital Innovation with Multiple Digital Officers. As more businesses offer products and services through digital platforms, they are appointing chief digital officers (CDOs) in addition to CIOs.25 The CDO is typically closer to the business’ customer offerings than the CIO and manages the customer engagement part of the platform as well as the generation of value from the digital product platform. For example, a digital entertainment company might have a CIO to manage its enterprise platform and a CDO to manage the content platform, creating value from it and managing how customers search for and consume digital entertainment content. The CDO will also monitor and manage the introduction of new technology innovations relating to the content platform. LEGO, however, has taken a different approach to managing digital innovation: it has appointed a digital officer for each business area. LEGO’s CIO and his team realized that digital innovation and technological advances that impacted the different business areas were becoming too numerous and overwhelming for CIT to manage by itself. Thus, LEGO is creating digital officers in a growing number of business areas (see Figure 7). For example, it has a Digital Games Officer in the marketing area who monitors and manages digital innovations and solutions for digital (online) games, then works with CIT to implement platform solutions for digital games. Having function-specific digital officers increases the digital savvy and proactive digitalization moves of the business units and their ownership of the resultant digital solutions. The appointment of multiple digital officers is also changing the way that digital innovation occurs at LEGO because the innovation process is now distributed and is closer to the point of business expertise (see Figure 8). As a result, the innovation process is now more effective. In the past, the CIO and CIT managers were order[1]takers; a business unit brought its requirements for a system to CIT, and CIT provided the solution, the platform and technology innovation. Now, the business unit proactively discovers a digital innovation in its area, picks a solution and then discusses it with CIT as a partner. CIT then helps to integrate the solution into the existing enterprise platform (and in the future into the engagement platform as appropriate). The CIO and CIT are now solution-takers, partners and platform-integrators. Distributed digital innovation is a more effective approach in the dynamic and hectic environment of digitalization in the midst of organizational transformation. 5. Building up the Digital Workforce and the Work Environment in Corporate IT. An effective digitalization initiative requires a conscious effort to build up the skill set and change mindsets in both the corporate IT workforce and the entire workforce. Achieving this is especially challenging for a legacy bricks[1]and-mortar company like LEGO, where there are both traditional long-term employees and born[1] digital younger employees who are continually joining the company. The dynamic demand for new product and marketing digitalization moves (which resulted in the need for an engagement platform) is changing the mix of work for LEGO’s CIT employees. They now spend more time with the business units, devising IT solutions, preparing specifications and prototyping, rather than on traditional development and programming. Not only is the work itself changing, but the mindset within CIT is now one of being more willing to experiment, learn and take risks, and of having an external orientation. There has been a conscious effort to create a mindset that fits with dynamic digitalization. Together with coaching from CIT managers, the new mindset has started to change the work culture. There has also been a conscious effort to encourage CIT employees in particular and LEGO employees in general to collaborate with the many external partners that provide complementary expertise. In 2015, informal “chatter” from partners was suggesting that collaborating with LEGO is a pleasant experience because of the “playfulness” of the LEGO culture. CIT has changed its hiring policies so it can develop the flexibility needed for dynamic digitalization. Previously, CIT hired for narrowly specified positions and often recruited highly specialized people. Since 2011, new recruits have been hired for a career at LEGO rather than for a specialized job in CIT. There has been a preference for people who can adapt to task and position changes, whether in CIT or other parts of the enterprise. Every year, about 50 CIT employees are redeployed within the company. This has resulted in CIT people getting greater exposure in the wider organization, their knowledge and expertise being spread more broadly and the internal hiring process having access to a supply of digital talent. CIT has also put a lot of effort into creating a motivating and exciting workplace. It has taken various initiatives to blend CIT employee development with workplace excitement. In 2013, for example, it ran a two-day digitalization boot camp for young and recently hired graduates, with participation from CIT management and some mid-level CIT employees. The boot camp was facilitated by a prominent consulting firm and covered new digital trends as well as the organizational, cultural, ecosystem, partnering and customer challenges of digitalization. CIT’s efforts to build up the digital workforce and the work environment have paid off. In 2014, LEGO ranked second to Google as being the most popular IT workplace in Denmark among IT graduates.26 Three years before, LEGO was not even in the top 100. Among IT people with five years’ experience, LEGO CIT now ranks in the top five in Denmark. Business Impacts of Digitalization at LEGO As described above, the LEGO ecosystem of customers, partners and employees has been transformed through its digitalization moves, resulting in innovative products, new processes and new types of relationships. In combination, the moves have helped LEGO in its multi-year transformation. The pain and critical problems that plagued the group in 2004 after its near[1]death experience were complacency, excessive diversification into areas in which the company had little experience, losing focus on the bricks, not focusing enough on the customer, lack of flow of information and knowledge silos. LEGO and its ecosystem are better off thanks to digitalization. The group is now on a healthy growth path of increasing revenues and profits. Focus on the customer has soared during the multi-year transformation. In 2015, LEGO was rated as the most powerful global brand. That cannot be attributed solely to digitalization, but many of the product and marketing moves described above have helped to build brand affinity and enormously enriched digital engagement and interaction with the customer ecosystem in numerous ways. The company, its partners—and most importantly its customers, consumers, shoppers and fans—are all appreciating and enjoying the enhancements that digitalization has brought about. LEGO’s Journey Toward Digital Leadership Figure 9 shows how LEGO depicts its progression toward enterprise digital leadership. Digitalization is primarily a process (and a continual one), but it is also a state, and there can be different levels of digitalization. At first, digitalization efforts are typically ad hoc and disjointed. Next, some enterprises will execute increasingly enterprise-wide digitalization and become committed to it. This is an inflection point at which it is possible to accelerate up the curve. Businesses become more successful at building the foundations and capabilities for enterprise digital leadership. LEGO’s digitalization moves and the new ways of thinking about enterprise[1]wide digitalization indicate that the company is beyond the inflection point and has been building those capabilities, and is climbing the curve to increasingly higher levels of enterprise digital leadership. The LEGO case shows that it is favorably poised for digital leadership. It is clear that the company, from the CEO and top management team downwards, has a deep commitment to enterprise-wide digitalization, and there are many examples that indicate its capabilities for digital leadership have been enhanced. One is the development of the new separate (but coupled) engagement platform. The design of this platform would not have been possible without the platform capabilities built over the years that allow LEGO to simultaneously take advantage of software-as-a-service (SaaS) applications and APIs in a well-structured open three-layered architecture, while also solidly operating core enterprise platform components such as Oracle ATG and SAP. It would not have been possible to design a full-governance framework and operating model for dynamic adaptive development of applications and new functionalities for the engagement platform without CIT’s workforce capabilities that have been developed for digitalization applications over the years. The user experience focus of the engagement platform would not have been possible without the enterprise-wide digitalization capabilities that have developed over the years. Some of LEGO’s early digitalization moves were painful and only partly successful, which caused the company to rethink the approach to building platforms for digitalization and led to the twin platform model. All the learning that was gained from multiple aspects of enterprise-wide digitalization through the years is being built into the new engagement platform so it can serve the digitalization needs of LEGO’s business ecosystem of customers, partners and employees in a more agile and resilient way. LEGO has enhanced its enterprise capabilities through digitalization and has moved further along the path toward digital leadership. It is poised to continue this journey and is much better equipped to handle future digital leadership challenges. To assist other organizations in their digital leadership journeys, we have constructed Tables 1 to 6, one for each of the six foundational building blocks of digital leadership—business strategy, business models, enterprise platforms, people mindset and skill set, the corporate IT function and a humanized workplace. Each table describes the characteristics of the particular building block and the enterprise capabilities needed for that building block. Based on LEGO’s journey toward digital leadership, the right-hand column of each table lists some of the possible mechanisms for enhancing enterprise capability for a particular characteristic. These tables are not comprehensive because, to avoid overloading readers, we have selected only three distinctive characteristics for each foundational building block.
موافقین ۰ مخالفین ۰

HR Role

Abstract.

The role of Digital Human Resources Management (DHRM) in the era of globalization, especially in the COVID-19 pandemic, has made a major contribution to sustainable business performance. This is interesting to study considering that the DHRM work process will take place through mobile, electronic media, social media via the internet, and also with the help of IT (information technology). This research aims to analyze the role of Digital Human Resource Management (DHRM) in contributing to the improvement of sustainable business performance in companies in DKI Jakarta. The importance of the role of DHRM is investigated because DHRM is able to do human work through software and several applications, which are supported by the internet network. Digitalization in HRM will enable companies to operate more efficiently and relevantly in the future. This type of research is qualitative which involved managers working in oil companies and transportation companies in DKI Jakarta who used DHRM in the companies where they worked. This study analyzed the data using the triangulation method through documentation, interviews and direct observation in the field with case studies. The results of the study explain that several digital HRM practices have been carried out in several companies, but other practical activities have not been carried out optimally. This is because the support from the system and the digitization of business processes that are included in HR practices are not yet optimal. However, the company realizes that DHRM is able to improve business performance in a sustainable manner.

 Keywords: Digital Human Resources Management (DHRM) · Business performance · Environmental performance and social performance

 

1 Introduction

In the current era of globalization and the COVID-19 pandemic, technological devel[1]opments have improved the organization’s digital performance. With digitalization, dis[1]ruptive changes are not only occurring at the company’s operational level, but also at the environmental and social levels. This is the reason that shows that during the last two decades research on DHRM has become a growing concern, with various topics investigated in the literature [1]. Digitalization is becoming one of the dominant aspects in the business world. It must be admitted that without digitalization, companies and their employees will be outdated [2, 3]. The acceleration of DHRM is increasingly being intensified by most organizations around the world as a consequence of globalization, especially in the era of the COVID-19 pandemic. DHRM is inseparable from sustainable business development. Sustainability is understood as an effort to maintain a balance between economic, environmental and social factors [4]. Today, the digital shift has been forced by external circumstances, but internal impacts also need to be considered. If organizations and leaders better understand the mechanisms behind digitization, it will be easier for organizations in building long-term strategies that are more aware and that can make a positive contribution to social and environmental change [5–7]. Just like every other part of the organization, DHRM trans[1]formation is critical where technology disruption is becoming a norm [8]. HRM teams that still rely on Excel sheets to collect and interpret data need to turn to digitization. This is because it is not only a waste of time, effort and cost, but also the accuracy factor in analyzing is relatively low. The DHRM work process will take place through mobile, electronic media, social media via the internet, and also with the help of information technology [9]. In simple terms, DHRM transformation requires implementing human resource tools, practices and strategies with the use of digitization, so that it can improve employee experience and optimize operational performance. In addition, this is also due to the need for data-based automated practices. A successful DHRM will not only optimize HR processes, but if done correctly, it can have a holistic effect in overall and sustainable organizational improvement [9]. This research wants to know how far the impact of DHRM can affect the improvement of sustainable business performance.

 

2 Literature Review

 2.1 The Role of DHRM in Business Sustainability

 Changing human resource practices from conventional to digital-based practices is very time consuming. All of which require patience and confidence that the decision to implement DHRM will succeed. Top management support is needed to prevent the organization from returning to its original practice. If companies want to be successful in this 21st century, companies must start to determine the position of human resource activities today. [10] argued that human resource management policies and practices are activities carried out by organizations effectively to achieve various goals. In theoretical studies, [11] put forward three theoretical perspectives on human resource management practices and policies, including;

1. The structural functionalism perspective, which states that the human resources department and all its activities are the result of organizational growth and/or the need to carry out activities carried out by a specialist.

 2. The strategic contingency perspective, which views human resource management as a creative form of increasingly critical external pressure

3. The perspective of human resource management strategy, where human resource management activities are designed to support the company’s strategic objectives in an integral way.

The development of the implementation of human resource management practices is currently directed at the management and utilization of strategic human resources to achieve organizational goals. Consequently, managers in companies should pay more attention to the management of human resources. The management of human resources must be carried out effectively and efficiently to help achieve organizational goals by improving organizational performance.

 In general, human resource management will be related to recruitment, selection, development, compensation, retention, evaluating and promoting personnel in the organization [10]. Added by [12, 13] which stated that human resource management is the life of an organization that focuses on the management and effective use of people to increase productive contributions to the organization through strategic, ethical and accountable ways. [14] defines that human resource practices are specific actions used to attract, motivate, or retrain the workforce for general human resource activities (planning, staffing, appraisal, compensation, training and development, and determining and maintain effective working relationships. The activities involved in human resource management are numerous and varied, which can be grouped into six policy areas. The six policy areas are;

 1. Organizational design, including; human resource planning, job analysis, job design, work groups and information systems

2. Staffing, including; withdrawal/interview/hire, approval action, promotion/separation/transfer, outplacement service, induction/orientation and labor selection method,

3. Communication and Public Relations, including; personnel records/reports/information systems, workforce communication, suggestion system, and personnel research,

 4. Performance management, including; management assessment/management by objective, productivity/expansion program and consumer-oriented performance appraisal,

5. Fulfillment, benefits and reward system, including; safety programs, health/clinical services, complaint procedures, compensation administration, Equal Employment Opportunity Commission compliance, wage/salary administration, insurance administration, non-employment compensation administration, pension/profit sharing programs, labor relations/collective bargaining,

 6. Manpower and organizational development, including; management development, career planning, manpower assistance/counseling programs, skills training, layoff readiness programs and attitude surveys. These six human resource practice activities are very difficult to judge as good or bad because they are not easy to implement. This is because the company depends on the characteristics of existing policies and procedures.

 

In the era of globalization and pandemic-19, almost all organizations rely heavily on Internet-based performance. It will be very helpful for the HRM Department to try to understand and analyze the relationship between HRM and information technology. Adaptation of digital technology will strike the perfect balance between efficiency and innovative aspects of any organization [9]. In the era of globalization and the Covid-19 pandemic, digitalization and technology have penetrated human life to the technology needed to perform routine and even mundane tasks. DHRM will help organizations through optimization of Social, Mobile, Analytics and Cloud (SMAC) technology, so that digitization in HRM will make it more efficient and relevant in the future [9, 15]. Several studies that examine the influence of HR practices on business performance have also been carried out by many researchers [16, 17]. HRM practice is expected to involve initiatives and ideas from management to be environmentally friendly so that it can reduce costs [18], can reduce the impact on the environment [19] and can be used as capital to manage the internal and external environment in their business operations, including social relations with the community [20, 21]. Companies must be able to translate their social goals into practice, namely having the company’s social mission into reality and aligning it with the interests of the community [22]. Some of these researchers generally underline that digital human resource practices can have an influence on sustainable performance (business performance, environmental performance and social performance).

 

3 Method

This research approach used case studies by analyzing one particular object, namely companies that had used DHRM even though it had not been fully implemented in HRM Practices. This study places more emphasis on exploration to answer the question “How was DHRM done and why was DHRM done?” This is useful to provide an overview of the knowledge of DHRM practices that are implemented and their contribution in improving sustainable business. The events studied in this research are the extent to which digital HRM practices are in improving sustainable business performance [23–25]. This research was conducted at an oil company and liquid product transportation company in DKI Jakarta, Indonesia. The research participants are managers in developing companies that had implemented DHRM in their offices, but had not fully implemented it in every HR practice. This is because in certain practices sometimes the manager still uses a manual system.

This type of research is descriptive qualitative using primary and secondary data. Primary data was obtained from 3 managers who understood the company’s internal conditions and the need for using digitalization within the company. These three participants happened to be HRD managers as users of the digitalization system in the company. Researchers conducted written interviews and direct interviews with respondents and made direct visits to company locations. 70% of DHRM had been implemented in the company, but in certain practices, for example e-recruitment, had not fully used the digitalization system, considering the trust and psychological factors in recruitment. More emphasis was placed on character recognition, ability and honesty and trustworthiness of the applicant who was already known by people in the company. In addition, HRD staff sometimes still made special notes either through word or excel in personnel administration.

 

. The researchers then conducted direct interviews by coming directly to the location of the companies. The goal is to make it easier to accommodate the answers submitted and to have participants provided high responses and participation. That was needed becasue the participants were used as key participants. This research conducted validity testing by searching for references and consulting with experts. Furthermore, regarding the reliability, the researchers carried out careful field observations and re-checking process with the participants. The research team also used and conducted structured inter[1]views which were directed at the digital role of HRM practices in improving sustainable business performance. Furthermore, in testing the reliability of the study, triangulation was carried out. The way to test the reliability was by conducting interviews with other managers and staff in the field as well as the local community [26–28].

 

. 4 Research Result and Discussion This study focuses on the contribution of the role of digitizing HRM in maintaining business sustainability in the era of globalization and the COVID-19 pandemic. Three key participants concluded the need for careful use of DHRM. The main thing that managers actually have to do is implementing DHRM in its entirety and explore it further, whether it has been implemented according to existing procedures. The ability to carry out digitization had not been fully mastered by the staff under these managers. Besides that, there is still dependence on the owner in making decisions for recruitment. Therefore, in the future, it is hoped that a system can work for humans, so that humans can control digitization well, without any fear of using digitalization. Likewise, there should be an even distribution of digitalization capabilities among all directors, managerial and staff, so that the company will be able to maintain its business (business, environmental and social performance). A new McKinsey Global survey of executives statds that companies have accelerated the digitization of customer interactions and supply chains and their internal operations by three to four years [29]. Almost all respondents said that the company has provided at least a temporary solution to meet the many new demands on the organization, and much faster than managers thought before the Covid-19 pandemic crisis. What’s more, the respondents expect that the board of directors will invest in digitalization, in order to be able to sustain the business. The results of interviews with key participants indicate that they are more famil[1]iar with the term information technology system in HR than digital human resources management. In more detail, the results of the interview can be written as follows: Respondent X: Participant 1 “So far we have done DHRM to improve green practices in business. However, considering that the company is still family-run and the ability to digitize is not evenly distributed, even the directors themselves still don’t understand digitization, managerial staff have not used DHRM to its full potential”. “According to managers, the digitalization of e-recruitment interviewed exists, but its implementation has not been well implemented. This is because recruitment is still more from insiders, partners who know more about the abilities of prospective employ[1]ees. Meanwhile, E-training does not yet exist, because employees are still limited, and training is held as needed. E-training has not been properly scheduled. DHRM emphasizes more on the payroll system, attendance, performance appraisal, and employee data. Managers are proposing to the board of directors for a complete DHRM that facilitates HR administration and improves HR performance”.

“We now rarely hold regular meetings to discuss the digitalization system in the com[1]pany because currently the company is more focused on company development through finding new clients for liquid transportation companies, meanwhile, oil companies are focusing on finding new investors to develop their companies.” “The Board of Directors has not focused on the administrative system in the company but is more focused on finding clients and investors. In addition, the directors often hold meetings outside the office. But we think that the directors have worked hard to advance the company, so our managerial team must continue to support the directors by working better and maximizing the managerial and staff capabilities. We have to work hard, because the directors have worked hard, so, we, who work in this company, also need to work hard to be able to participate in growing the company. Nevertheless, we still think and believe that DHRM will enable us to work more efficiently, be more on a green operation basis, and focus on increasing benefits to the community.” Respondent Y: Participant 2 “We actually want to maximize the DHRM system within the company as much as possible, but sometimes the family business system is still applied in the company where we work. However, the board of directors is very open to input from management. However, because the directors are busy developing the company, they sometimes pay less attention to the use of DHRM in the company, especially to the green environment which has not been a priority for the organization.” “We propose a DHRM that uses data and analytics to measure progress at every stage of the employee life cycle, from recruitment to learning and development to retention and offboarding. This is done with the aim of the company being able to turn quickly when the given strategy does not work. Besides that, we also participate in monitoring the company’s business development so that the company can survive and even get the right investors so that the company can become bigger. In the end we will have increased welfare and feel comfortable working in this company because the directors are quite close to the employees.”

 

Respondent Z: Participant 3

“Our managers are in talks to propose to the board of directors that DHRM utilize social media, such as recruiting using social media facilities and including social media in learning strategies. That includes consumerizing HR and reimagining HR self-service as a truly user-friendly experience for employees. But we still support the current board of directors who are very busy. Even with the zoom meeting, the meeting of the board of directors to find investors and develop the company can be carried out at any time. We as the management team are happy to support the company’s vision and mission, although currently the implementation of DHRM has not been fully implemented in the company where we work. However, the board of directors is very concerned about business sustainability and managerial also actively participates in the development of the company. We even feel that this company belongs to us too because of our closeness to the board of directors.”

“The most important thing in the implementation of DHRM is the effectiveness and efficiency in managing human resources. This can be done by increasing employee productivity through DHRM and DHRM is made cloud-based so that data is safe and easily accessible”.

5 Conclusions, Limitations and Implications

Based on the results of the research presented, it can be concluded that DHRM was highly considered by the managerial staff at the research site and had been carried out even though it is only 70%. Managers realized that DHRM was important for the company but the directors and staff did not fully have the desire to practice the company’s digitalization system as a whole. This is due to the uneven knowledge of digitization capabilities. Therefore, there is a need for digitalization training which is attended by directors, managers and staff. Likewise, recruitment that currently does not utilize E

Recruitment owned by the company is expected to be able to utilize social media so that it can enable companies to get qualified employees in accordance with company expectations. Social media can also be used for learning and e-training, and it is hoped this will be included as a special training agenda.

The company also has not completely focused on the company’s internal green environment, because the company is currently focusing on company development. This study has limitations, namely the number of participants involved is only three people. This may allow this study to be less useful for general conclusions. Researchers conducted in-depth interviews, even saw the condition of companies that are all busy with their respective responsibilities, so that there was no right time to take part in digitalization training. From the results of interviews with managers, and literature reviews from previous studies, the authors conclude some of the company’s advantages when utilizing DHRM facilities, as follows:

1. DHRM is not only for HRM administration, attendance and payroll systems, but DHRM can improve the HRM process by using analytics to determine what is and is not aligned with the HRM strategy.

2. The duplicative system used can be streamlined, for example HR and the learning system, into one portal so that it can be more efficient and effective

3. Using a mobile-first strategy can help provide a better employee experience for job candidates and workers by making HR self-service and other processes easier to use, which in turn can increase engagement and retention.

4. Taking an agile approach to strategy, processes, and people, where projects are launched quickly and iteratively, can lower the risk of widespread strategy and technology failure that cannot be easily changed.

5. By using design thinking throughout technology implementation, HR can ensure that employees truly adopt digitization. If that doesn’t work, design thinking can help HR leaders and professionals quickly change direction.

6. Cloud Human Capital Management and talent management systems can streamline processes across the employee lifecycle, lower costs, and enable integration of modern tools and technologies.

The implication of this research is to provide views on the importance of practicing HRM digitization for companies that are developing. In the era of globalization, especially during the COVID-19 pandemic, organizations need to pay attention to the readiness of industry 5.0 and the company’s competitive advantage. Organizations must implement a first mover in the field of DHRM, so that it can be something interesting but must still consider the costs and risks that will be borne. This must really be taken into account carefully and thoroughly in order to remain profitable

موافقین ۰ مخالفین ۰

DIGITAL TRANSFORMATION IN HUMAN RESOURCE MANAGEMENT

ABSTRACT

Digitalization is common everywhere today. It is frequently being adopted and trusted for its accuracy and time saving. The digital age is moving at such a fast pace that it is fundamentally transforming the way organizations operate, and hence digital transformation has also been seen in human resources functioning. This paper seeks to investigate prominence of digital transformation in human resource management and various positive and negative ways in which it is affecting various functions of HR and its employee. The study also considers various digital tools came in light with Industy 4.0 which are widely used in HR functioning like artificial intelligence, robots, virtual reality, cloud based services, SaaS etc. The study was conducted using secondary data and is descriptive in nature. Data has been collected from web sources, existing research papers, blogs, articles and company reports. ___________________________________________________________________________________ Keywords: Digital Transformation, Human Resource Management, HR, Industry 4.0, SaaS. ___________________________________________________________________________________ Introduction Digital Transformation Digital transformation can be said as the integration of digital technology in every area of a business, it brings out fundamental changes in how one operates and delivers value to the customers. It can also be considered as a cultural change that requires an organization to continually challenge the current status, experiment, and get ready to accept certain failure. (Stolterman and Fors, 2004) described digital transformation as digitalization, and a business model which is driven by the changes related to the application of digitalized technology in all possible aspects of human society. We must not forget the fact that digital transformation is different from digitization, where digitalization is considered as ability of transforming the available products and services into digital variants and hence offer advantages more than tangible products (Gassmann et al., 2014). The fourth industrial Revolution, widely known as Industry 4.0, refers to the combination of physical assets and current age digital technologies—the internet, artificial intelligence, robots, drones, autonomous vehicles, 3D printers, nanotech, cloud computing and several more that transfer, conduct analysis, and act upon information, ultimately enabling organizations, all the consumers, and the society to become more flexible and enhance responsiveness and make more data driven and rational decisions. According to Ram Jambunathan, managing director, SAP.iO in order to fundamentally transform business models and processes Companies are beginning to understand the humongous impact of Industry 4.0 and the important role of digital technology. The challenge yet is to figure out the intermediate steps which are needed to take to harness and exploit the benefits of the Industry 4.0 in future. It is not only about creating a technology adoption roadmap, but also a roadmap for business and investment for the long term.

 

Digital Transformation in HRM Today HR can be seen in the form of portal, rather than a person. Almost every firm is now providing access to HR services via technology and web- based applications universally, gradually changing the practice of human resource management. According to the report of Transforming HR through technology conducted by Richard D. Johnson and Hal G. Gueutal all the organizations that are combining their HR management processes with effective HR technology are more likely to be productive and profitable than those that are not doing the same. There have been ample of researches and reviews already done on the move towards digitalization by businesses because with digitalization in every walks of life it only inclusive to businesses to participate and this helped the organization in various ways. In a review research report of MIT sloan (2013) it was revealed that 78% of the managers and executives in various business industries believed that achieving digitalization is becoming critical to their organizations. Technical transformation is very important to move along with the time and world. As said by Osman Bayraktar and Canan Atac (2018) for achieving sustainable competitive power, investing in technology is most important condition. Competition will become impossible if an organization stays behind global economy. In order to move along industry 4.0, the country, the companies, the employees, and the machines will have to enhance their capabilities. Objectives • To study digital transformation in the context of human resource management. • To recognize the benefits of having digital transformation for human resource management. • To recognize the challenges HR has to face in the process of adopting digital transformation. • To identify various ways of making digital transformation in HR smoother. Research Methodology This study is of descriptive nature, based on secondary data obtained by reviewing the existing literature available on the topic and related aspects in the forms of research papers, articles, company report, expert blogs, and etc. The data hence obtained from various sources then was used to identify various objectives of the study. Digital Transformation Tools in HRM There are various innovative digital transformation tools used in HRM for various activities, for recruitment process: RPA & Applicant tracking systems (ATS), which is used to widely to eliminate candidates who do not qualify. AI-powered job post writers for writing good and standard job postings. Onboarding softwares provide easier way of orientation of newly recruited employees. Recruiter chatbots, these are also AI enabled softwares that help the recruiter throughout the process (Cem Dilmegani, 2020). SaaS, which provides several services like, payroll, benefits, recruiting and onboarding, training, and various other tools which directly or indirectly implemented in HRM. Benefits of Digital Transformation to HR Digitalization in human resource can have several benefits for HR performance that can not be overlooked it is found in the research done by (Mohammad Yusuf M, Dr. Shubha Muralidhar, 2019) that digital transformation in HR helps the organization in increasing efficiency, performance and competency. Not just this, digital transformation helps human resource management in many fold ways if we talk about HRIS (human resource information system) it has minimized time for various lengthy tasks like communicating information within the organization, processing paperwork, correcting errors, feeding the data, making staff decisions and recruiting and training the staff etc. (pallavi singh, 2021). Other important digital tools like cloud computing which have already proved their usefulness and benefits to various organizations also help in HR by reducing their cost, less dependency on their internal infrastructure and resources, better communication, enhanced flexibility and completely agile workplace (poonam arora, 2019). The bottom line is digitalization empowers new work frames through better approaches for conveying and associating all around with the utilization of computerized apparatuses. E-HRM (electronic human useful resource control) is boost business answer which offers a complete on-line support inside the control of all processes, sports, statistics and statistics required to manipulate human sources in a modern business enterprise. (Tanvi Rana, 2019).

Challenges Faced by HR in Adopting Digital Transformation “When digital transformation is done right, it’s like a caterpillar turning into a butterfly, but when done wrong, all you have is a really fast caterpillar”. -George Westerman A study by MIT Sloan Management Review and Capgemini Consulting found that these days companies face a digital urgency, either adopt new technologies promptly or face competitive antiquation. While there is general agreement on the increasing importance of implementing digital technology, most employees tend to find the strenuous and slow. Many employees said that their leaders do not show urgency and hence fail in sharing a systematic vision for implementations of technology to change the business. Companies that succeed tend to have leaders who share their vision and define a road map, create cross-organizational authority for adoption and reward employees for working towards it. It vouched that the most frequently cited obstacle to digital transformation was “lack of urgency”. As most of the organizations already have automated HR administration to some extent, hence simple automation of processes involved in HR can no longer provide a competitive advantage. Adding to this, with enhanced use of technology there are certain social cum economic variables that might get affected like employment. In the research conducted by Osman Bayraktar and Canan Ataç(2018) The common opinion of business managers interviewed is that some of the low-qualified employees will lose their jobs, while Industry 4.0 will widely affect employees’ expected skills and profiles of skills, which will result in higher demand for highly-qualified employees. The important demarcation between work and personal life is destroyed: employees have to be available almost anytime and anywhere. Digital technologies inevitably make companies more “transparent” by accessing specialized resources, you can see salary levels, find out the specifics of conducting interviews in specific companies, including possible questions, etc. Information about companies is spreading quickly on the network, and bad feedback from employees is made public. The amount of feedback that a company receives from employees increases on average by a factor of 10 with the qualitative implementation of relevant mobile HR applications (E.A. Mitrofanova et al (2019). A problem expressed by a plant manager in a research interview conducted by (Jonet Johansson, 2017) that we have neither lack of information technology experts nor have shortage of people who are familiar with their work. However, in order to make improvements in information efficiency through this new management system, such people are needed who are both good at using the system and familiar with the whole operation process in the manufacturing industry. Ways to Make Digital Transformation in HR Smoother There have been several ways found out by various previous researchers in order to make new age technological transformation in HRM possible in a better way. Starting from certain suggestions given by (Zhao Lei and Yang Jing, 2016) that we need to follow the overall strategy of unified planning, top-level design, step-by-step implementation and constant improvement, emphasize the value, and refine the procedure of relevant business and eliminate the individual Information Island through business integration. Besides, we should also standardize the “weighting system” of management, realize the high[1]level resource sharing, and gradually enlarge the application range to bring the final purpose into reality. Conclusion The purpose of this study was to analyze the existing literature and valid information available regarding HRM digital transformation and to find out impact on human resources and various underlying benefits and challenges faced by HRM in the process of digital transformation. Digitalization brought out various changes in the working of HRM some desirable some not so, but all mentionable. Organizations apply various tools for digitalization in HR like artificial intelligence for screening candidates through Q&A, checking social media. AI cuts down work amount of management, cloud based human capital management which ensures shareability of resources and their accessibility at one place or the other, VR training another very important tool emerging which helps in providing real time experience training, and several other tools like chatbots and SaaS etc. application of these digital tools has benefitted HR in many ways, summing up increasing efficiency and productivity of the organizations, it has shorten the time spent for almost every lengthy tasks from communication to training employees. But all the benefits can be availed without facing certain challenges come along with digital transformation like resistance to change amongst employees, not getting the right talent, lack of urgency amongst leaders and hence vision less implementation, and many more challenges but the question is how to resolve these, though there is very little available on this aspect such as preparing an overall strategy of unified plans for long term, top-level design, gradual implementation and constant improvement. Lack of availability of practical ways for smooth digital transformation in HR can become an area of focus for future researchers

 

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Knowledge Management Challenge

Digital Skill Transformation and Knowledge Management Challenge in a Global IT Service Firm An Empirical Study 

Abstract.        This  paper  aims  to  discover key  performance  indicators (KPIs) in°uencing  digital  skill transformation in global IT service ¯rms, reveal its unique features, and assert the e®ect of these KPIs on ¯rms' digital skill transformation and knowledge management initiatives. This research is mainly based on primary data. The researcher started data collection by conducting a Focused Group Discussion (FGD) with subject matter experts (SMEs), followed by in-depth personal interviews with the key organisational individuals. Then, a primary survey is carried out using a qualitative questionnaire across all the existing employees of the largest business unit of a global IT service ¯rm. Findings suggest that Total IT Expe- rience (EXP), Reading Time (RT), E®ective Mentoring (EM), and Training E®ectiveness (TE) primarily impact employees' digital skill transformation. Besides, the technical capability and understanding of existing employees' supervisors or managers directly correlate with the project environment, which in turn impact employees' e®ectiveness during their digital skill transformation journey.

1.  Introduction
There is an ongoing interest across Indian global IT service organisations in how existing employees can be reskilled into digital technology areas (Data Science, AI/ ML, Cloud, etc.) and deployed e®ectively into competitive project environments. Knowledge management and skill-building process are directly related to project success via knowledge workers' satisfaction (Shahzadi et al., 2021). This scenario motivates global IT ¯rms to invest considerable money in di®erent online learning platforms,  conducting  virtual  training  sessions,  and  human  resources  (learning champions, coordinators, managers, etc.). A lack of digital skills results in a skill gap and can jeopardise the ¯rm's ability to gain a competitive edge in the changing digital industry (Gartner, 2020). Meeting the cognitive category's necessary skill

demand requires strengthening the learnability of the existing workforce through e®ective knowledge management practices (Ra et al., 2019).

However, though many initiatives are taken across the global IT organisation towards e®ective knowledge management, most of them lack e®ectiveness, resulting in a shortage of digitally skilled workforce (Sivaraman, 2020). There exists an in- terrelation  between  strategic  foresight  of  organisation  leadership  and  e®ective knowledge management (da Silva Nascimento et al., 2021). When leaders think about digital skill-building, they should primarily focus on identifying and investing in a capable workforce to make digital technology e®ective for the organisation. Contrary to popular belief, digital skill transformation is more about people than technology, and leadership teams often overlook people (Frankiewicz and Chamorro- Premuzic, 2020). Further scope exists in carrying out data-driven analysis to un- derstand the fundamental problem across the organisation and carry out statistical modeling  to  identify  attributes  that  are  primarily  in°uencing  digital  learning. Establishing such a model can help organisations decide with better precision re- garding di®erent measures to improve the in-house reskilling e®ectiveness.

The purpose of this research is to carry out a holistic analysis and get a 360o view of the current digital skill transformation problem involving di®erent stakeholders — Delivery  Partners  (DP),  Delivery  Managers  (DM),  relevant  technology  Subject Matter Experts (SMEs), Human Resource (HR) key personnel, Talent Development Team (TDT) key personnel, Talent Acquisition Team (TAT) key personnel, Re- source Management Team (RMT) key personnel and existing employees across the business unit. This analysis helps identify key performance indicators (KPIs) that in°uence existing workforce learning and reskilling. This research also uses statistical modeling  to  understand  the  in°uence  of  di®erent  identi¯ed  KPIs  on  existing employees' digital skill-building and how underlying organisation-level activities and processes impact the initiative.

The complex nature of the digital skill transformation process involves signi¯cant commitments from both the organisational level and individual employees. This paper focuses on the following research questions:

RQ1. What are the critical performance measures that a®ect the e®ectiveness of an

IT service ¯rm's digital skill transformation initiative?
RQ2. How do individual and organisational level measures impact IT service ¯rms'

digital skill transformation journeys?

2.  Review of Literature
Technology has become the mainstream of innovation recently (Kumar et al., 2021). Knowledge-driven societies like IT service ¯rms' acquisition, sharing, nurturing, and usage of knowledge become a vision for management (Tallapalli, 2018). Software development  is  knowledge-intensive  and  requires  collaborations  across  di®erent stakeholders  of  the  ¯rm.  In  line  with  the  organisational  goals  and  growth
opportunities, every IT ¯rm strategizes its knowledge management practices and deploys them to gain a competitive advantage in the industry (Andriani et al., 2019; Vasanthapriyan et al., 2017).

Knowledge-intensive organisations are characterised by the organisation's pro- active approach toward building knowledge and elevating employees' skills organi- sation-wide. Here, skill or knowledge transformation of individuals or team members is essential (Kirchner and Cudanov, 2011). Overall knowledge management and skill transformation directly impact employees' performance in the workspace (Ahmad et al., 2018) and thus become the need of the hour for the IT ¯rms.

Digital transformation in line with Industry 4.0 is very resource-intensive, com- plex, and more complicated than traditional technology transformation (McKinsey and Company, 2018). In this era, digital technologies like Arti¯cial Intelligence (AI), Machine Learning (ML), big data, and cloud platforms are in high demand, and this leads IT ¯rms to think about e®ective skill transformation of their existing workforce (Ghobakhloo and Iranmanesh, 2021). Understanding the maturity level of knowl- edge transfer e®ectiveness among team members in an IT service organisation in digital technologies is crucial. Organisational understanding, valuing, and adequate support for knowledge acquisition, knowledge conversion, knowledge application, and  knowledge  transfer  are  critical  in  any  organisation's  successful  knowledge transition (Ginting, 2020). Research has shown that skill transition e®ectiveness is low across IT service organisations. Individual readiness, capability, history of suc- cessful  knowledge  transformation,  learning  organisational  culture,  and  adequate corporate support to its employees play an essential role in the skill transformation initiatives (Tornjanski et al., 2020; Olteanu, 2018).

Knowledge management is treated as a managerial fad that focuses on knowledge generation, dissemination, and utilisation. It is argued that knowledge and skill management's objectives are not to build knowledge management systems (KMS) but to increase an organisation's value by capitalising on the potential value of knowledge (Jang et al., 2002). Organisational culture and knowledge management in°uence corporate innovation, which is considered a strategic driver for a ¯rm to gain a competitive advantage. Knowledge is the primary resource to gain a com- petitive advantage over rival ¯rms (Zhang and Zhang, 2017). E®ective knowledge management  and  skill  transformation  heavily  depend  on  organisational  culture (Abdi et al., 2018; Carlile and Rebentisch, 2003).

In the current digital era, gathering information or data is no longer a di®eren- tiating attribute. The onus creates knowledge and codi¯es it into the organisational routine (Datta and Acar, 2010). Forming strategic alliances with partners is essential to sustain within the knowledge industry and gain a competitive advantage. Stra- tegic alliances can be considered strategic knowledge to develop skills and creativity and in°uence organisations' human capital (Widodo, 2015).

The digital economy depends on knowledge. The ultimate objective of a knowl- edge-driven organisation is to apply skill transformation and knowledge building toward organisational performance improvements and gain a competitive advantage
(Tikakul  and  Thomson,  2018).  Organisations'  business  strategies  shifted  from managing tangible assets to intangible resources. Organisations need to provide learning  and  knowledge  management  infrastructure  to  explore  organisation's knowledge wealth (Lytras and Pouloudi, 2003).

Employees' knowledge management directly in°uences their productivity in day- to-day work (Shujahat et al., 2021). The level of technological innovation in the software industry during the past decade is unparallel in human history, which creates skill gaps across IT organisations. This skill gap leads global IT ¯rms to think about the pillars of technological transformation like people, process, technology, and culture to take strategic planning to prepare employees' digital skills (Sivara- man, 2020). Most of the time, a ¯rm's approach is similar to all employees and does not consider that one employee's learnability may di®er. To e®ectively transform the employees' skills, organisations need to access the employees' learning styles before recommending any training program or skill transformation initiatives. It is found that age group, work experience, job role, workspace hierarchy, geographic location, and workforce diversity can play an essential role in determining the learning style of global IT service companies (Kellogg, 2021; Tikakul and Thomson, 2018; Lele and Nayak, 2017; Krome, 2014).

The  Indian  IT  industry's  business  model  mainly  provides  low-end  human resources-intensive software services to Western multinationals. But this industry is arising as one of the vibrant sectors in the Indian economy. To gain competitive advantages and cope with dynamic technology advancement, IT ¯rms are trying to implement innovative culture and adopt niche digital technology skills. The pre- vailing trend  in         the digital  skill               areas    is   likely             to       generate    new      exciting opportunities in the recent future (Cherian and Kamalanabhan, 2019; Baragde and Baporikar, 2017).

Digital technology transformation changes the employee's skills that an organi- sation needs to succeed (Ostmeier and Strobel, 2022). The industry-wide focus on digital technology skill areas immediately demands human resource development and  intern  reskilling  of  the  existing  workforce  into  digital  technology  areas  to improve ¯rms' market performance and reduce the talent gap (Rishabharaja and Nisha, 2021; Uraon and Gupta, 2020). Global IT service companies respond by training employees in relevant areas. Still, they disregard the question of adequate training and prepare managers capable enough to lead the initiatives in the current data-driven era (Carillo, 2017).

The reviewed literature discussed the importance of knowledge transformation and skill set building, focusing on the digital technologies in the IT service industry. The  existing  literature  lacks  exploring  and  quantifying  the  impact  of  di®erent organisational level attributes on such skill transformation initiatives. As against existing literature, this paper is uniquely positioned in two ways. First, this paper investigates the global IT service ¯rms' challenges while carrying out their skill transformation  journey  in  digital  technologies.  Second,  this  paper  analyses  and builds a statistical model to show how di®erent attributes impact the e®ectiveness of  

¯rms' skill transformation initiatives. Subsequently, a discussion with managerial implications is put forward.

Based on the literature review and research questions (RQ1 and RQ2), the fol- lowing alternate hypothesis is framed:

H1  (Project  Environment):  Organisations'  project  environment  positively

in°uences employee's learning e®ectiveness.
H1  (Training  E®ectiveness):  Organisations'  training  e®ectiveness  positively

in°uences employee's learning e®ectiveness.
H1  (Reading  Time):  Individual  employees'  reading  time  positively  in°uences

employee's learning e®ectiveness.
H1  (IT Experience): IT experience of individual employees positively in°uence

employee's learning e®ectiveness.

3.  Objectives
This paper's objectives align with the rationale of the research and the research gap presented in the literature review section. The ¯rst objective is to quantify the ine®ectiveness of reskilling measures across a global IT ¯rm in terms of revenue loss and use it as an indicative measure across similar business units. Further, the aim is to  get  a  360o  view  of  the  problem  by  considering  inputs  from  di®erent  stake- holders — DP, DM, SMEs, HR, TDT, TAT, RMT, and existing employees from the largest business unit of the global IT ¯rm. The key objective is to identify di®erent KPIs most in°uential to employee reskilling initiatives and develop a statistical model to understand their in°uence. Establishing such a model will help us know whether the said KPIs signi¯cantly impact skill transformation initiatives and grasp the  distinctive  information  worthy  for  IT  forms  to  consider  in  their  knowledge management and skill transformation initiative.

4.  Methodology

4.1.     The source of data and sample frame selection
This study's research design mainly considers primary qualitative data obtained through Focused Group Discussion (FGD), in-depth personal interviews, a primary survey among DP/DM of one sub-business unit, and a second primary survey across all the employees of the largest business unit of a global IT ¯rm.

In terms of books and internet-based resources, secondary data sources are con- sidered while carrying out the analysis. The KPIs identi¯ed using these data help comprehend their impact on the existing employees' skill transformation and read- iness toward digital skill-based projects.

4.2.     Quanti¯cation of the problem
Di®erent business units face challenges in e®ectively reskilling the existing workforce and deploying them in challenging projects where rigorous client interview(s) and
digital skill sets are in demand. One primary survey conducted among delivery partners (questionnaire sent through e-mail) of one sub-business unit reveals that the current reskilling problem results in a potential loss of $1,223 K to the corre- sponding sub-business unit during Q2 of FY: 2020–2021. The analysis also shows that, on an average, only 13% of the ¯rms' internal workforces are deployable in a competitive environment (see Table 1).

4.3.     SME feedback and suggestions — Focused group

discussions (FGD)
After quantifying the problem, FGD was conducted involving very knowledgeable

SMEs chosen from pan-Indian locations. Nine SMEs participated in the discussion, and  one  trained  moderator  moderated  the  process.  The  FGD  revealed  several potential issues and discussed how to e®ectively handle the skill transformation problems.  A  summary  of  the  key  points  and  suggestions  are  shown  as  follows (see Table 2).

4.4.     Other key stakeholders' feedback and suggestions — In-depth

personal interview
As part of the root cause identi¯cation exercise of the skill transformation problem,

key personnel from TDT, HR, RMT, and TAT are requested for personal interview sessions.  These  in-depth  interviews  are  conducted  over  organisation  provided Microsoft Teams and/or phone. A summary of the key insights and suggestions from the interview sessions are listed in Table 3.

4.5.     In-house employees' feedback from the largest business

unit — Primary survey
One primary survey was conducted among the existing employees of the largest

business unit across multiple geographic locations (India, USA, Mexico, UK, and mainland Europe) through an online questionnaire to complete the 360o  analysis. The organisation's in-house survey platform helps in administrating the primary survey. This survey was responded to by 1072 employees across di®erent projects and locations of the business unit. Thirteen mandatory questions (3 of which have one interactive question based on the response) were presented to the associates to gather information. One free °ow text box (as an optional 14th question) was pre- sented, and respondents were encouraged to comment on what they feel in the current context critically. The survey was kept strictly con¯dential, and no identi- ¯able information like Name, employee number, project name, gender, grade and location were stored as part of the survey. The author performed the data screening to check for any missing values and con¯rmed that all the responses were complete to start a further analysis.

Likert's ¯ve-point scale was used for ordinal or categorical data capture while forming questionnaires for the survey.


Table 2.     SME FGD key highlights.

Serial no.       Key focus                                                                   SME suggestions

1                    Technical SMEs are burdened with

managerial and operational work.

2                    There are the role and job-content

mismatches for senior technical candidates.

3                    Junior employees' skill level is usually lower than expected, whereas client expectations

are high. A signi¯cant number of recruits are below the average category.

4                    The project leadership team has very minimal

or no technical understanding and skills.

5                    Internal online learning platforms and

training are not e®ective.

Source: Author's compilation based on FDG.

Table 3.     Key stakeholders insights and suggestions.

Technically skilled employees should not

be burdened with operational work.

Technology growth path should be celebrated more and needs to be given

prime importance organisation-wide.

The recruitment policy needs to be re-

looked. The prime focus should be given to the premier educational institutes while recruiting candidates.

Supervisors/managers need to play a

signi¯cant role in ¯rst upbringing themselves and their team. The senior leadership team needs to re-look at the traditional approach of giving operational managers a leadership role.

Currently, the technology life span is drastically reduced. This situation makes some skillsets obsolete fast. E®ective reskilling plans and project-

level long-term investments are needed.

Serial No.      Stakeholders      Insights                                            Suggestions

1                  TDT Personnel  1.  Only self-learning via online

mode cannot provide a ho- listic picture and make a candidate's digital project ready.

2.  Identi¯ed     candidates     lack the passion for learning new digital skills.

2                   HR Personnel      Key business unit stakeholders

do not consider learning a rigorous a®air.

3                  RMT Personnel  Business units and projects are

not seriously interested in investing time and money towards the upbringing of existing employees.

Table 3.     (Continued)

Serial No.      Stakeholders      Insights                                            Suggestions

4                  TAT Personnel  In-house technical SMEs are

often unavailable during recruitment sessions because of their deep involvement in the project and client delivery.

1.  Business units should plan for SEM time

to screen quality candidates during re- cruitment drives.

2.  Emphasis  should  be  given  to  selecting

above-average candidates while recruit- ing (both Trainees and experienced professionals).

Source: Author's compilation based on personal interview sessions.

4.6.     Statistical model development
The author has considered a three-stage approach to study how di®erent KPIs in°uence associates' skill transformation in digital technologies and their readiness to take challenging assignments. In the ¯rst stage, an analysis of di®erent attributes gathered through the primary survey is performed. In the second stage, KPIs are analysed and chosen. Lastly, a statistical model is developed using Ordinal Logistic Regression to understand and quantify how selected KPIs in°uence associates' skill transformations and readiness to take challenging technical engagements.

4.7.     Statistical and analytical software/tolls used
Microsoft Excel and Data Analytics software R is used for descriptive statistics and statistical model development.

5.  Analysis and Results

5.1.     Descriptive statistics and analysis
5.1.1.    Distribution of respondents — Total IT experience and current grade
Based on the primary survey result, the distributions of respondents classi¯ed based on their total IT experience and current grade are shown in Tables 4 and 5.

Table 4.     Distribution of respondents — Total IT experience.

IT experience                 No. of responses

0 to 3 years                                78

3þ to 6 years                             128

6þ to 10 years                           202

10þ to 15 years                         417

> 15 years                                 247

Source: Author's derivation based on the Primary Survey Data.


Table 5.     Distribution of respondents — Current grade.

Current grade                              No. of responses

Up to SE or Equivalent                          144

ITA & AST or Equivalent                     495

ASOC or Equivalent                              319

CON or Equivalent                                 90

Above CON or Equivalent                     24

Source: Author's derivation based on the Pri- mary Survey Data.
Notes: SE — System Engineer; ITA — Infor- mation Technology Analysist; AST — Assis- tant Consultant; ASOC — Associate Consultant; CON — Consultant.

The response pattern shows that the primary survey received responses from employees across all the experienced bands and grades.

5.1.2.    Distribution of respondents — Reading time/week
From the above analysis (see Table 6), only a few number of current employees have regular reading habits. This reading time includes any technical/non-technical with all possible channels (hard copy, soft copy, online learning platforms, etc.). The result shows that only 7.7% of respondents (82 out of 1072) study more than 2 h per day, which is negligible.

Further analysis shows that the workforce who regularly read nine or more hours per week (Total: 231) comprises employees with 10þ years of experience (71.43%). The existing workforce in the lower experience range of 0 to 3 years (Juniors) and 3þ to 6 years (sub-juniors) are the lowest at 5.2% and 8.2%, respectively, which is alarming.

Junior/sub-junior associates with low reading likelihood may signi¯cantly hinder reskilling initiatives. Firms' may relook their recruitment policy, and emphasis may

Table 6.     Distribution of respondents — Reading time/week.

Reading time                       No. of responses

0 to 2h                                            240

3 to 5h                                            354

6 to 8h                                            247

9 to 14h                                          149

> 14h                                               82

Source: Author's derivation based on the Primary Survey Data.


Preparedness                               Total number         Percentage

Fully prepared                                     164                     15%

Prepared to a large extent                    229                     21% Have some preparation        403            38%

Insigni¯cant preparation                      217                     20% No preparation                                            59                       6%

Source: Author's derivation based on the Primary Survey Data.

be given during recruitment to those academic institutions/Universities renowned for their academic excellence and rigor across the country.

5.1.3.    Respondents feeling about their current state — Employee readiness

for digital projects
The analysis of individual readiness (self-assessments) to take digital skill assign-

ments is carried out. These details are shown in Table 7.
The primary survey data shows that 36% of the existing workforces feel either

fully prepared (15%) or ready to a large extent (21%) to take challenging digital technology assignments. Most of the workforces feel they lack relevant digital skill sets that have market demand. The analysis also clearly shows that among the 393 respondents (36% of the sample) who believe they have acquired adequate digital technical skills, mostly (□ 63%) comprise the senior workforce with 10þ years of experience. Table 8 depicts this in detail.

It may be alarming to note that more than 80% of the relatively junior workforce pool (up to 6 years of experience) considers themselves lacking in knowledge and skills to take up challenging assignments. These results may lead to any of the three possible conclusions — recruited junior and sub-junior workforce are not competent enough, are not getting enough opportunities, or are not motivated to build/develop technical  competency.  The  analysis  is  conducted  among  the  responses  of  self- declared  prepared  (including  prepared  to  signi¯cant  extent  cases)  respondents (a total of 393 samples) to understand what factors help them to build their digital competency (see Table 8). Most skilled respondents consider \on the job" working

Table 8.     Distribution of skilled workforce — IT experience wise.

Years of experience        Number of skilled workforce        Percentage

0 to 3 years                                           22                                   5%

3þ to 6 years                                         50                                  13%

6þ to 10 years                                       75                                  19%

10þ to 15 years                                    153                                 39%

> 15 years                                             93                                  24%

Source: Author's derivation based on the Primary Survey Data.

Table 9.     E®ective digital skill transformation mediums.

Digital skill transformation mediums          No. of employees preference

On-job working experience                                               221

Instructor lead trainings                                                     29

Attending post-graduate program                                      47

In-house online learning                                                     73

Expert mentoring                                                               23

Source: Author's derivation based on the Primary Survey Data.

knowledge  mostly  helpful  in  their  skill  transformation  journey.  In-house  online learning and joining postgraduate programs with academic institutes are other ef- fective measures (see Table 9).

In-house instructor lead technical training seems to be mostly ine®ective in the knowledge transformation journey, and only 7.4% of the respondents think there are bene¯ts from such training programs. The current time can be an excellent time for the organisation to introspect the e®ectiveness of the current instructor-led training programs and see how the training can bene¯t the workforce.

5.1.4.    E®ectiveness of in-house online learning platforms
The  organisation  continues  investing  a  signi¯cant  amount  of  money  in  online learning platforms like Udemy, LinkedIn learning, Safari books, and its in-house learning platform. The organisation needs to know how e®ective all these platforms are for the existing workforce's digital skill transformation initiative. Feedback from SMEs via FGD con¯rms that organisations' in-house learning platform is ine®ective, but  Udemy  and  Safari  books  are  better.  The  primary  survey  results  show that  around  74%  of  the  workforce  thinks  organisations'  online  learning  modes have  average  or  below  average  e®ectiveness  (see  Table  10).  Further  analysis  is conducted  among  the  respondents  who  rated  the  usefulness  of  online  learning platforms on a larger scale. The outcome shows that only 6% of junior associates (0 to 3 years Exp) and 10% of sub-junior associates (3þ to 10 years Exp) consider the online learning platforms e®ectively helping them in skill transformation initiatives (see Table 11).

Table 10.     E®ectiveness of in-house online learning platforms.

E®ectiveness of online learning platforms         Employee's responses

Not at all e®ective                                                               70

Somewhat e®ective                                                            285

Average e®ective                                                               437

Highly e®ective                                                                  259

Extremely e®ective                                                             21

Source: Author's derivation based on the Primary Survey Data.

Table 11.     Associate experience and e®ectiveness of in-house online learning platforms.

Experience range           Total response            Percentage of response

0 to 3 years                               17                                     6%

3þ to 6 years                             28                                    10%

6þ to 10 years                           50                                    18%

10þ to 15 years                        120                                   43%

> 15 years                                 65                                    23%

Source: Author's derivation based on the Primary Survey Data.

The thought that online learning platforms would eventually transform junior/ sub-junior associate skill levels and make the existing workforce market-ready with digital skills is super¯cial. It is time for the organisation to re-think its knowledge management and skill transformation strategy.

5.1.5.    E®ectiveness of learning champions in skill transformation journey
The organisation selects employees from individual projects and deploys them across business units to facilitate learning activities. These associates are referred to as learning champions of individual projects. It is evident from the analysis that these learning champions (LCs) are playing a very ine®ective role in employees' digital skill transformation (see Table 12). The learning champions of di®erent projects (including their supervisors) somehow gather some data points and circulate a report to senior management. These may be the probable cause of the ine®ective role played by learning champions. Putting unwilling candidates forcefully into the LC position by purely \excel" driven supervisors may also be counterproductive.

Based on the analysis and FGD inputs, the author suggested that senior lead- ership of the organisation consider reports as secondary items and strategize how to facilitate actual learning and skill transformation.

5.1.6.    Current supervisor/managers technical competency and acumen
Employees' current supervisor/manager behavior (Agarwal et al., 2022), technical competency, and understanding play a signi¯cant role in the employees' learning

Table 12.     E®ectiveness of LCs.

E®ectiveness categories       Responses       Percentage of responses

Very high value                           48                              4%

Somewhat value                          207                            19%

Not sure                                      446                            42%

Very less value                            128                            12%

No value                                     243                            23%

Source: Author's derivation based on the Primary Survey Data.

B. Talukder

350

300

250

200

150

100

50

0

Supervisor/Manager TechnicalCompetency/Acumen

346

297

180                         180

69

Exteamly Knowledgable

Knowledgable               Less

Knowledgable

Not Knowledgable

Purely Operational Person

Source: Author's derivation based on the Primary Survey Data.

Fig. 1.     Current supervisor/manager's technical competency/acumen.

journey. Analysis reveals that more than 60% of the respondents think their su- pervisor/manager does not possess enough technical skills (see Fig. 1). The super- visor/manager  category  which  does  not  have  any  technical  skills  and  is  only interested in operational work can negatively impact the project environment.

5.1.7.    Current project environment — Mentoring and encouragements

in digital skill transformation
The project's mentoring and encouragement are critical in existing employees' res-

killing journey and a quest for a digital skillset. The primary survey response and analysis clearly show that only 16.6% of respondents think they receive e®ective mentoring from their project. A total of 68.5% of respondents believe there is either ine®ective mentoring or no mentoring in their current project (see Fig. 2).

A similar line analysis of respondents' current project environment (see Table 13) suggests that most of the workforce (60%) lack encouragement in learning from their project. The analysis also reveals that this is a probable cause of ine®ective leader- ship; learning is seen as only data collection activities coupled with improper or no

In-Project Mentoring

496

500

400

300

200

100

0

41

238

136                          161 

Effective & Adequate

Mentoring

Effective but not adequate

Moderately Effective

Mentoring

Ineffective Mentoring

No Mentoring

Source: Author's derivation based on the Primary Survey Data.

Fig. 2.     In-project mentoring of associates.


Table 13.     Project environment.

Current project environment                                                                        Responses       Percentage of response

Learning is in the DNA of the project                                                                60                              5.6

Excellent encouragement in learning                                                                 372                            34.7

Ine®ective encouragements                                                                               202                            18.9

Learning data collected only for generating metrics                                          319                            29.8 Non-technical leadership, no proper planning, no encouragement                   119                            11.1

Source: Author's derivation based on the Primary Survey Data.

planning by the project leadership. These results can be alarming and can negatively in°uence associates' digital skill transformation, job satisfaction, and day-to-day client technical delivery. The current observations inevitably raise the question of the managerial/leadership capability of some managers in the studied business unit across multiple geographic locations.

Further analysis suggests that only a handful percentage of respondents in the junior (0 to 3 years) and sub-junior (3þ to 6 years) category (6.6% and 9.4%, respectively) think that their current project environment encourages them to learn. The current situation may conclude that most projects failed to promote their junior workforce. Introspection is needed to ¯nd out the probable cause and address this aspect. Based on the experience, the author may point out a few possibilities as potential causes for this issue.

The leadership team's disconnection from team members, seniors' bossy attitude, an ego problem, high power distance in the project, technically incompetent su- pervisor/manager, and most importantly, high operational hazards for project ex- ecution contribute the most.

There is a high probability that supervisors/managers lacking in technical un- derstanding may experience challenges in encouraging associates in their learning journey and doing/arranging proper mentoring. The correlation coe±cients between three ordinal datasets, namely \Supervisors Technical Acumen", \Mentoring" and \Current  Project  Mentoring"  are  calculated  using  Spearman  Rank  Correlation (Croux and Dehon, 2010) and given in Table 14. The result indicates that the supervisor/manager's technical acumen has a signi¯cant positive correlation (Hair et al., 2019) with the project environment. The project environment has a signi¯cant positive correlation with project mentoring.

Table 14.     Correlation matrix using Spearman's rank correlation.

Supervisor's technical acumen          Mentoring       Project environment

Supervisor's technical acumen                                                                        0.405                        0.509

Mentoring                                                              0.405                                                                0.484

Project environment                                               0.509                                0.484

Source: Author's own derivations.

We can statistically  infer that the higher the supervisor/manager's technical competency, the better the project can provide associates with learning encourage- ment and mentoring and help them in their reskilling journey.

5.1.8.    Existing workforces' skill transformation journey — Challenges/Hurdles
One  of  the  most  important  contexts  in  the  digital  skill-building  journey  is  the challenges faced by the organisations' existing workforce. It is the responsibility of all relevant stakeholders to understand the workforce's problems and address them accordingly to facilitate digital skill-building. The analysis and the result are shown in Fig. 3.

The result clearly shows that only 16.6% of the respondents (178 total) do not face any challenge. But at the same time, more than 80% of the respondents face di®erent challenges that they consider create hindrances in their digital skill trans- formation journey. Too much client billable work pressure is a signi¯cant problem for the associates, followed by not getting a fair opportunity and too much non- technical workload. This outcome aligns with SME feedback gathered during FGD mentioned in Sec. 3.3.

The  relevant  stakeholders'  responsibility,  including  the  business  unit's  senior leadership, is to ensure that the existing workforce gets suitable skill transformation opportunities and is less burdened with multiple operational works.

5.1.9.    E®ectiveness of the in-house trainings
Most of the respondents (□ 50%) consider that the in-house training provided is not fully  e®ective,  and this  training  is  not  helping  them  much in  their  digital  skill transformation. Simultaneously, about 36% of the respondents consider in-house training helpful. About 14.5% of the associates say they are yet to get an opportunity to attend any training in digital skill areas. The analysis is shown in Fig. 4.

Further analysis was performed on the respondent's suggestion to improve in- house training. The study is given in Table 15. About 39% of respondents consider labs/hands-on sessions inadequate, and 46% think a dedicated sandbox environment

Challenges Faced by Existing Workforce

372

400

300

200

100

0

178

228                       285 

9

No Challenges      Too much billable work

pressure

Burdened with too much non technical work

Working in legacy systems and not gettng opportunities

Not interested in learning

niche technical skills

Source: Author's derivation based on the Primary Survey Data.

Fig. 3.     Challenges faced by existing workforce.


Source: Author's derivation based on the Primary Survey Data.

Fig. 4.     In-house training e®ectiveness.

Table 15.     Respondents' suggestions — Training e®ectiveness improvements.

Training improvement suggestions          Responses       Percentage of response

No improvement needed                                64                              7%

Provide quality training material                     73                              8%

More labs/hands-on                                        355                            39%

Dedicated sandbox for practice                      427                            46%

Source: Author's derivation based on the Primary Survey Data.

is required for practice. The learning department should prioritise hands-on lab sessions and the availability of sandbox environments while planning any in-house training. Once addressed, we may expect more e®ective skill-building among the existing employees.

5.1.10.    Existing workforce redeployment & challenges faced in last 2 years
Existing employees who get a release from a project and deploy in a new project may face several challenges. An analysis of respondents who changed their project one or more times during the last two years (see Table 16) and the outcome show that around 40% of the respondents changed their project within the past two years. It is

Table 16.     Employees' project change during last 2 years.

Redeployment in past 2 years          Response       Percentage of response

No project change                                 644                           60%

1 time change                                        280                           26%

2 Times change                                     100                            9%

More than 2 times Change                     48                             5%

Source: Author's derivation based on the Primary Survey Data.


200

150

100

50

0

Experience Band Wise Release in Past 2 Years

162

120

71

47

28

0 to 3 Yrs                  3+ to 6 Yrs               6+ to 10 Yrs             10+ to 15 Yrs                 > 15 Yrs

Source: Author's derivation based on the Primary Survey Data.

Fig. 5.     Experience band-wise release.

also interesting to see that more releases happen for the associates in the 10þ to 15 years' experience band (38%), followed by > 15 Years' experience band (28%) and 6þ to 10 Years' Experience band (16.6%) (see Fig. 5). The earlier analysis reveals that respondents who are proactive in their digital learning initiative and made themselves skilled and ready for the challenging assignments to a more considerable extent belong to these senior categories only.

Business units should critically investigate this aspect beyond thinking workforce cost reduction measures only while releasing senior workforce who are technically skilled. It is also evident from earlier analysis that the junior and sub-junior pool of associates  may  lack  skills,  and  they  are  sometimes  detached  from  learning  and upskilling themselves. In the current context, senior associates may play a critical role in mentoring and technically contributing to the project e®ectively. Keeping a signi¯cant focus on cost reduction and not preserving senior technical candidates can be detrimental to any technical knowledge-building initiative. It will negatively af- fect client delivery in the future.

Further analysis of the respondents' data that got released during the last two years reveals the following signi¯cant problems faced by them during the rede- ployment process (see Table 17):

5.1.11.    Digital skill transformation facilitation — Organisational support
The existing workforce looks for organisational support and encouragement during their digital skill transformation journey. In the primary survey, respondents were asked to select up to three organisation-level support they think might help them acquire  digital  skills.  Analysis  of  the  response  and  top  four  suggestions  from respondents are shown in Table 18.

Respondents are primarily looking for strengthening alliance partnership and dedicated classroom training, part-time study in reputed universities/institutions with Organisational sponsorship and full-time short duration (8 to 10 weeks) study in premier institutes. The current project or business unit has a signi¯cant role in


Table 17.     Redeployment challenges after release from existing project.

Serial No.                 Category                 Challenges faced

.  Senior employees are forced to take project management

or operational roles.
.  Projects do not have any structured onboarding plan

based on technology pattern mapping.
.  A biased supervisor or manager sometimes has ethical

issues.
.  Unhealthy working atmosphere — technology work is

not earning signi¯cant respect.
.  Projects are not motivating an enthusiastic and skilled

workforce in digital skill-building.
.  Lack of proper mentoring

3                              Appraisal                 .  Faced appraisal cycle issue (project release results in a

lower performance band)
4                     Supervisor/Manager         .  Less competent supervisor/manager.

.  Severe lack of transparency from the supervisor.
.  A supervisor is not open to considering new ideas or

points of view.
.  The existing workforce's °uidity is not planned.

Source: Author's own derivations from primary survey responses.

providing end-to-end plans, from practical training to employees' deployment to the right project. Total/partial reimbursements of postgraduate degree/diploma (of selected institutes/universities) carried out by associates in their interest may en- courage others to learn.

Table 18.     Suggested organisational supports.

Organisational support                                                                                                                                                    Responses

Reimburse fully/partially postgraduate degree/diploma from Premier Universities/

Institutes.

Set up collaboration with leading Universities/institutes and facilitate company-

sponsored study (Part–time).

333

440

Invest in associates and send them to premier institutes full-time for a short duration.                     422 Strengthen alliance partnership and e®ectively conduct in-class training and allow

associates to attend that training dedicated way.

E®ectively leverage highly skilled associates in mentoring others.                                                  334

Provision \Shadow Resource" concept in the project                                                                        324

The project must provide an end-to-end plan starting from e®ective learning to

deployment.

The project/Business unit failed to utilise my niche skill sets.                                                          276

Source: Author's derivation based on the Primary Survey Data.


5.2.     Critical performance indicators and their impact on digital skill

transformation
The analysis carried out so far suggested that signi¯cant factors in°uencing the skill

transformation are employees' total IT experience, time spent on reading, current supervisor/manager technical skillset/acumen, training e®ectiveness, good mentor- ing, and project environment. The author considers the respondent's self-judgment of readiness to take on digital technology assignments to measure e®ective digital skill transformation. Table 19 shows the dependent variable, independent or pre- dictor variables, and their possible role in the analysis.

The above KPI identi¯cation and analysis of their possible impact leads us to build a conceptual model shown in Fig. 6.

The main descriptive statistics of the considered KPIs is shown in Table 20. One crucial aspect considered in the KPI selection process is avoiding multi-collinearity among the explanatory variables.

Table 19.     Digital skill transformation e®ectiveness and variables.

Variables/KPIs                           Property                   Category                                      Remarks

Total IT experience (EXP) (in Years)

Reading time (RT)

(in h/week)

E®ective mentoring

(EM)

Current supervisor/ managers technical

competency (CSTC)

Project environment

(PE)

Training e®ectiveness

(TE)

Associates' readiness for

challenging work (AR)

Higher is better      Predictor variable       Considered as KPI in further analysis.

EXP has +ve in°uence on the dependent variable. This KPI is individual employee-dependent.

Higher is better      Predictor variable       Considered as KPI in further analysis.

RT has +ve in°uence on the dependent variable. This KPI is individual employee-dependent.

Higher is better      Predictor variable       Considered as KPI in further analysis.

EM has +ve in°uence on the dependent variable. This KPI is organisation-dependent.

Higher is better      Predictor variable        This has strong correlation with EM.

CSTC is not considered for statistical model development to avoid possible \multicollinearity" issue. This KPI is organisation- dependent.

Higher is better      Predictor variable          Not considered for statistical model

development. The argument is same as above. This KPI is organisation-dependent.

Higher is better      Predictor variable       Considered as KPI in further analysis.

TE has +ve in°uence on the dependent variable. This KPI is organisation-dependent.

Higher is better  Dependent variable  Considered as KPI in further analysis.

Source: Author's own derivation.


Individual-Specific Measures 

-EXP (+ve impact)
-RT (+ve impact) 


Digital Skill  Transformation 

Organisation

Specific Measures

-EM (+ve impact)
-TE (+ve impact) 

Source: Author's own derivation.

Effectiveness Measure


-AR

Fig. 6.     E®ect of individual and organisation speci¯c KPIs on skill transformation e®ectiveness.

Table 20.     Descriptive statistics of selected KPIs.

KPIs       Frequency distribution                                       Mode

EXP       0 to 3 years: 7.3%
3þ to 12 years: 12%

6þ to 10 years: 18.9% 10þ to 15 years: 38.9% > 15 years: 23.1%

RT          0 to 2 h: 22.4%

3 to 5 h: 33%
6 to 8 h: 23.1%
9 to 14 h: 13.9% > 14 h: 7.7%

EM         Adequate and e®ective: 3.9% E®ective but not adequate: 12.7%

Moderate e®ective: 15.1%
Very less and ine®ective: 22.2%
No mentoring: 46.3%

TE          Not helpful: 15.8%

Somewhat helpful: 34.1%
Helpful: 25.5%
Very much helpful: 10.4%
Not attended any training: 14.4%

AR         Prepared: 15.3%

Prepared in large extent: 21.4% Some preparation: 37.3%
No Signi¯cant Preparation: 20.3% No Preparation: 5.5%

Source: Author's own derivation.

10þ to 15 years

3 to 5 h

No mentoring

Somewhat helpful

Some preparation

3.        Statistical model development
This study aims to recognise critical KPIs' in°uence on respondents' readiness for digital technology work through a statistical model. Here the dependent variable (AR) is ordinal. Accordingly, the Ordinal Logistic Regression model (STATA, 2020) with KPIs — EXP, RT, EM and TE is identi¯ed in Sec. 4.2 as the predictor variable and AR as the dependent variable. The results are shown in Table 21.

The model clearly shows that EXP, RT, EM, and TE positively impact respon- dents' digital skill transformation and readiness for challenging projects. Apart from the EXP, all three predictor variables are signi¯cant at a 95% con¯dence level, as shown in Table 21. These results suggested acceptance of the alternate hypothesis H1 (Project Environment), H1 (Training E®ectiveness), and H1 (Reading Time) at a 95% level of signi¯cance. EXP may not be statistically signi¯cant in the current dataset. It might be the case that EXP has an insigni¯cant impact on AR at a 95% con¯dence level but is substantial at a 90% con¯dence level. Thus, the alternate hypothesis H1 (IT Experience) can be accepted at a 90% level of signi¯cance.

6.  Conclusion and Managerial Implications
It is evident from this study that in the existing workforce's digital skill transfor- mation and readiness towards niche technical skill assignments, factors like reading time,  e®ective  mentoring,  and  training  e®ectiveness  contribute  signi¯cantly.  It should be the endeavor of all relevant stakeholders to ensure the e±cacy of all these factors.

All the existing workforce of the IT service ¯rm should be encouraged to read more (o®line/online) and focus on their chosen technology. The focus should be on promoting the workforce to read and learn more rather than collecting a few metrics from online learning platforms' access points.

E®ective mentoring is a signi¯cant aspect that directly correlates with current supervisors' technical competency and interning with the current project environ- ment. Senior leadership may think of putting non-technical managers on the oper- ational                        team                    and  deploying               knowledgeable                candidates           willing          to               contribute technically in critical decision-making roles. IT is a knowledge industry or becoming so, and there are dying needs for \Playing Captain" to handle the project decisions. Emphasis should be given to ensure the project leadership team is not burdened with operational hazards and does not end up only doing data collection and preparing many reports.

Lastly, most of the existing workforces do not appreciate current training e®ec- tiveness. In the digital skill transformation journey, this is one of the critical parts. Initiatives like enhancing collaboration with global vendors, setting up a partnership with  premier  universities/institutes,  encouraging  part-time  and  short  full-time study, and providing suitable training environments can signi¯cantly improve the current  situation.  Organisations  can  create  an  e®ective  training  environment

through  quality  trainers  and  mentors,  quality  study  material,  ample  sandbox environments for hands-on activities, and appropriate SME involvement by bal- ancing SME client delivery and organisation-building activities. Appropriate SME involvement substantially impacts mentoring and the e®ective intake of the new workforce.  The  individual  projects  need  to  make  end-to-end  plans  for  their employees' training and deployment, without which other initiatives may lose their e®ectiveness.

7.  Limitations and Way Forward
This research investigates a 360o view considering all relevant stakeholders' inputs (located across multiple geographies) but concentrates mainly on one of the largest business units of a global IT service ¯rm. This study could have been enhanced by considering similar data across the organisation. Other researchers may consider actual data of the existing workforce deployed in digital projects after clearing one or multiple rounds of client evaluations, if available. These may reveal some more interesting insights about the problem. Others may consider qualitative factors like employees' willingness to be in the comfort zone, technology fear, demand prediction appropriateness and hostile customer environments for future study and enhance- ments. The study reveals that ine®ective digital skill transformation and improper workforce deployment may lead to employees' dissatisfaction. The IT service in- dustry is an industry of high attrition. Other researchers are encouraged to deep- drive and consider the attrition angle and its relation to skill transformation and employees' dissatisfaction levels. This attrition angle can be valid and worth further research  in  the  current  era  of  the  \great  resignation"  period  in  the  IT  service industry.

As an early measure, every project requiring digital technology-skilled candidates should be encouraged to develop e®ective planning from training to actual deploy- ment. The project should seek appropriate in-house SME feedback where necessary. Besides, relevant stakeholders should think of the suggestions provided in this re- search and start piloting some of them on a smaller scale to see their e®ectiveness. Once successful, the organisation may scale up these small initiatives to ful¯ll more signi¯cant needs.

Acknowledgments
The author is grateful to the journal's anonymous referees for their helpful sugges- tions to improve the quality of the article. Usual disclaimers apply.

Thanks to Mr. Lakshman Akella, Delivery Head, for bringing the digital skill transformation challenge to my notice and reviewing and providing insights on the primary survey questionnaire. The author is thankful to Mr. Sumit Ghosh, Solution Architect, for providing comments that improved the paper.


Appendix A.  Primary Survey Questionnaire
Survey Title: Digital Skill Transformation and Knowledge Management Challenge in the Organisation
Welcome to the survey. Di®erent business units are currently facing challenges while deployingexistingemployeesfordigitalskillspositions(likeAI/ML,DataScience,Cloud, to name a few) in competitive environments. The purpose of this survey is to understand the problem from the employee's point of view and suggest corrective measures based on the responses we will receive from you. Your answer will help us take appropriate actions in the existing reskilling initiative business unitwise to make the same more useful.

As  part  of  this  survey,  personally  identi¯able  information  like  Name, Employee Number, Gender, Project, Work location, and Business unit will not be captured or stored. This survey response will be considered as con¯dential and will be used only to improve organisation's digital skill transformations initiative for existing employees.

Thank you very much for your inputs and suggestions.

Section-A

1.  What is your total IT experience?

o 0 to 3 years
o 3 to 6 years
o 6 to 10 years

o 10 to 15 years
o More than 15 years

2.  What is your current designation?

o Up to SE or equivalent
o ITA & AST or equivalent
o ASOC or equivalent
o CON or equivalent
o Above CON or equivalent

2250090-27

B. Talukder

3.  During a week how many hours do you generally spent in reading (includes any

type of reading)?

o 0 to 2 h
o 3 to 5 h
o 6 to 8 h
o 9 to 14 h

o More than 14 h

Section-B

1.  Do you consider yourself market ready to take challenging/niche skill positions

(e.g. AI/ML, Data Science, Cloud, etc.) across the business units?

o I am prepared to take the position.
o I am prepared to a large extent but need some guidance.
o I have some preparation and can ¯ll the gap through self-learning online

platforms and guidance.
o I have no signi¯cant preparation. I would like to build the skills through

training and expert mentoring.
o I have no preparation so far. I would like to build the skills through

training and expert mentoring.


[


The following question will come up if associate selects either ¯rst or second option of Question#1

1A. Which of the below option helps you most in your reskilling initiative?

o On-job working experience.
o Instructor lead trainings provided by the business unit/project.
o Attending  post-graduate  degree/diploma/certi¯cate  courses  with  aca-

demic institutions.
o In-house online learning platforms like Fresco Play, Udemy, LinkedIn

learning.
o Expert mentoring from in-house experts or outside of TCS mentors or both.


]


2.  As per your experience how you rate e®ectiveness of available online learning platforms like Fresco Play and LinkedIn learning in transforming associates to acquire niche skills?

o Not at all e®ective. Need to have signi¯cant expert training and men-

toring to ¯ll up the gap.

2250090-28

Digital Skill Transformation and Knowledge Management Challenge in a Global IT Service Firm

o Somewhat e®ective but need expert training and mentoring.
o Average e®ective. Suggestion and mentoring from expert will be needed to

¯ll the gap.
o Highly e®ective. The knowledge gap can be ¯lled using online self-study.

o Extremely e®ective in transforming associates. No further interventions

needed.

3.  How e®ectively business unit-wise learning champions are helping you in trans-

forming and gaining niche skill sets?
o Learning champions are adding very high value to my learning journey.

o Learning champions are somewhat adding value to my learning journey. o Not sure if learning champions are adding value to my learning journey. o Learning champions are adding very less value to my learning journey.

o Learning  champions  are  adding  no  signi¯cant  value  to  my  learning

journey.
4.  How you rate your current supervisor/manager's technical acumen?

o Extremely knowledgeable and technical. Capable of helping associates in

case of technical challenges in his/her own technical areas.
o Knowledgeable and technically capable. Capable of guiding associates in

case of technical challenges in his/her own technical areas.
o Somewhat technically knowledgeable but usually not available to con-

tribute in technical challenges.
o Seems  not  in  technology  touch.  Only  spoke  very  high-level  stu®s  or

terminologies.
o No technical acumen as such. Only interested in operational stu®s.

5.  Do you get adequate technical mentoring in niche skill areas (AI/ML, Data

Science, Cloud, etc.) in your own project?
o Always get adequate mentoring from knowledgeable seniors/peers.

o Sometimes get mentoring from knowledgeable seniors.
o Mentoring is moderately e®ective as knowable seniors are not accessible

most of the time.
o Very less and ine®ective mentoring in my own project.

o No mentoring as such in my project.

6.  How do you rate your current project environment in terms of encouragement

towards learning niche skills areas (AI/ML, Data Science, Cloud, etc.)?
o Learning is in the DNA of almost all the associates starting from Delivery

Partner to junior associate. Majority of the seniors are role model to the team.

o Learning is encouraged and majority of the associates including project

leaders/managers are actively involved in learning.

2250090-29

B. Talukder

o There are not much e®ective learning initiatives taken in the project.
o Learning data is collected just for managing di®erent metrics. No e®ective

learning outcome and deployment planning is done by the project.
o Project leaders/managers are purely non-technical, and work with excels

only. Proper planning and encouragement towards learning journey are completely missing from the project leadership team.

Section-C

1.  What major challenges are you facing in your reskilling journey to gain knowl-

edge in niche technology areas (AI/ML, Data Science, Cloud, etc.)?
o I do not face any challenge and already made myself up to the mark.

o I have too much client billable work to do and do not get much time to

spend in learning new technology.
o I am burdened with di®erent non-technical work which kills my e®ective

time. This is impacting my learning initiative.
o I am working in older technology stack and project is not o®ering e®ective

learning opportunity to me.
o I am not much interested in learning niche skills technology stack.

2.  Your opinion on e®ectiveness of training towards your reskilling journey: Do feel the trainings attended by you help you in getting desired project in niche areas (AI/ML, Data Science, Cloud, etc.)?

o Not helpful

o Somewhat helpful

o Helpful

o Very much helpful
o I have not attended any training in niche skill areas


[


The following question will come up if associate selects any option other than the last one for above response.

2A. What is your Opinion to improve the Training? o Trainings are good, no improvement needed o Should provide quality training material

o More lab/hands-on time needed
o Should be provided with Sandbox so that hands-on/PoC can be performed

as and when needed


]


2250090-30

Digital Skill Transformation and Knowledge Management Challenge in a Global IT Service Firm

3.  How many times you are redeployed/changed your project in the past two years?

o Not changed my project/redeployed in the past two years
o 1 time

o 2 times
o More than 2 times


[


The following question will come up if associate selects any option other than the ¯rst one for above question.

3A. Please mention two signi¯cant challenges you faced at the time of redeploy- ment Challenges:


]

4.  What do you think projects/business unit should do to e®ectively transform you into a market-ready niche skill professional (Please select multiple options if you wish. Maximum number of selections is 3)?

o Reimburse fully/partially post-graduate degree/diploma from premium

Universities/Institutes carried out on self-interest basis.
o Set up collaboration with leading Universities/institutes and facilitate

company  sponsored  study  part  time  basis  (over  weekend  or  during evening).

o Invest on associates and send them to premier institutes fulltime for short

duration (8 to 10 weeks) to build the desired skill sets.
o Strengthen alliance partnership (e.g. with Microsoft, AWS, IBM, etc.)

and e®ectively conduct in-class trainings and allow associates to attend those training dedicated way.

o E®ectively leverage highly skilled associates in mentoring others.
o Associates with less or no experience should be provisioned to shadow an

experienced person for 2 to 3 weeks to gain better contextual knowledge. o Project must provide end to end plan starting from e®ective learning, doing hands-on, mentoring, shadowing, and ultimately deploying to work.
o I have niche skill sets but those are currently not utilised due to inap- propriate work assigned to me. My skill sets should be properly utilised

within the project and in the ISU level.

.

موافقین ۰ مخالفین ۰

دستگاه فرتیلایزر - دستگاه FERTILIZER آبیاری و کوددهی تمام اتوماتیگ گلخانه و مزارع

شرکت امید

تولید کننده‌ی دستگاههای تمام اتوماتیک 

برخط Online و ذخیره‌ایbach 

قابل بهره گیری در گلخانه و مزارع

جهت آبیاری و کوددهی در فواصل قابل برنامه ریزی

قابل استفاده در گلخانه ها و مزارع

خاکی ، هیدروپونیک

 

جهت سفارش دستگاه

09906044811

 

 

خدمات پس از فروش پنج ساله

نصب و راه اندازی در محل

امکان توسعه و بهبود با توجه به محل اجرا

قابلیت برنامه ریزی از راه دور

قابلیت افرایش تزریق تا ۱۰۰ لاین مستقل

 

موافقین ۰ مخالفین ۰

معرفی دستگاه فرتیلایزر

دستگاه هوشمند تزریق کود از طریق   آبیاری(فرتیلایزر) بر پایه تکنولوژی  هیدروپونیک طراحی شده است. این  دستگاه قابلیت استفاده در انواع گلخانه های هیدروپونیک و خاکی را داشته و می تواند در مزارع سر باز نیز مورد استفاده  قرار بگیرد.

آبیاری به کمک این دستگاه  هوشمندانه شده و بهره وری گیاه نسبت  به آب و مواد غذایی را بیش از 10 برابر  می کند. همچنین مصرف کود ها به طور  چشمگیری کاهش یافته و به طور بهینه  در دسترس گیاه قرار می گیرد.

دستگاه  فرتیلایزر با توجه به شرایط  اقلیمی گیاه  شامل شدت نور، دمای هوا، دمای بستر،  رطوبت هوا، رطوبت بستر، میزان اسیدی  یا بازی بودن بستر و ... ، بهترین حالت  کودهی و آبیاری را برای گیاه انجام داده  و مواد مغذی را در اختیار گیاه قرار می  دهد.

 

  این ماشین همه شرایط محیطی از قبیل نور،   دما، تعریق، میزان PH و EC گیاه و بستر   و ... را سنجیده و با توجه به مرحله رشد گیاه،   مناسب ترین دستور غذایی را در اختیار گیاه   قرار می دهد.   همچنین ظرفیت این ماشین با توجه به نیاز   مشتری قابل ارتقا می باشد

 

جهت طراحی و سفارش دستگاه :


 

09906044811  محمودی

Email : abarmoj.omid@gmail.com

 

قالب

 

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