Mobile – Wearable tech Trends! Certainly not the teaser – Being real.
“The software-defined data to Customer is much efficiently managed than physical infrastructure, and delivers entirely new levels of agility—through dramatically faster provisioning, policy-driven governance, scalability and workload mobility across clouds. This session addresses the operational management of a virtual infrastructure; including automation, backup/DR, service provisioning and more for heterogeneous and hybrid cloud environments.”
“I Dont understand a bit of the above, as its over my head” – Dont be Complex be simple – The customer needs this, and thats the trend, as Jim conveyed in January – that SAP would commit to simplifying everything so we can do anything, am equally thrilled by this strategy and so this blog!
Get -> Mobile-Wearable Trend -> Set -> GO
Mobile Wearable technology –> Gamify –> Collect –> Engage –> Skin patches/Head Gears/Belts/jewellery/Exoskeleton [What am i trying to tell ? the curious Q mounts here…]
Worldwide Industries Share, Invest on Trends, Growth, Size, Strategy And Forecast Research Report’s and come up with a concluding phrase that this is the “TREND” and then firms start taking up those trends, thus undergo the pure form of learning, but are those learnings made interesting enough ? Do we really need to simplify or make it an interesting piece to consume ? How do we tackle this and engage all ?
Why not SAP an all-in on mobile gamify, engage community through wearable technology?. Why not we launch a new mobile-gamification initiative that could catch the attention of employees, customers, consultants and all doyens across SAP through wearable technology, to intimate cost centre on any over budget act, its time to share knowledge they have gained, and engage customers through games.
Mobile gamify, engage community through wearable technology – “Its not as hard as it looks” its simple Play and learn, lets get in to it, think of you, as a manager wearing ‘Bang on belt‘ which speaks to your mobile – For instance, when spending occurs, feedback can be transmitted to the belt, and then again through belt itself, vibrating or even briefly squeezing the user.
Think of you presenting a demo to customer/management, nothing on slides but on a wearable shirt, and thats the product itself, you tap the data from hana cloud and place it on your lumira app thru mobile and then transferring to a shirt for a demo, and thats how the next generation engage to appeal their customers.
Why not we develop an SAP BAND, which speaks to your CAR and let you know that you need to hit the Bunk immediately!
Why not we use wearable technology like E-pullovers for learning SAP products, This is considered to be a mobile wearable-knowledge sharing initiative, think of all employees, be it freshers, scholers etc.. would be given pullovers and the hoods having earplugs which is connected to their icandy’s — tap the product you want to learn or share and play with your counter parts on quizes thus learning and sharing knowledge with eachother !
As most of us have mobile devices and are familiar with an array of diverse apps, so lets decide to create our own course apps – HANA/Cloud/Mobile etc.., with the assistance of doyens and ultimately led to gamifying content through wearable devices, thus employees are motivated to read, succeed and attempt a problem or case until they grasp the concept. What’s great about the concept of gamification is the idea of competitiveness, an employee can choose to make it as competitive as they want by competing with self or peers. There is also an inherent “permission to fail” incorporated into gaming, without penalty. Gaming allows the employee to work at getting it “right” not with external pressures, but rather with intrinsic motivation, along with an external motivation that comes in the form of points, badges or recognition. It allows them to become engaged in a fun, interactive and meaningful manner that otherwise, in a traditional setting, may be more difficult to accomplish.
The days are not far, another 2 to 3 years, we could visualize folks, singing/speaking/scribbling on air, pintching their own apparels, 3D printing their own damaged organs, speaking with their vehicles etc… and thats what the world of mobile tied with wearable electronics has got to do with humans and their business power, ranging from $14 billion in 2014 to over $70 billion in 2024, the dominant sector would remain to be the healthcare sector which merges medical, fitness and wellness. It has the largest number of big names such as Apple, Accenture, Adidas, Fujitsu, Nike, Philips, Reebock, Samsung, SAP and Roche behind the most promising new developments and hope we all join the forum.