eHRM And Digital Leaderhsip Flashcards
Examples of aspects that illustrate the impact of digitalization
1. New Business Models:
Companies like Uber and Airbnb use technology to connect people and create new ways to sell services. Blockchain helps make systems secure and decentralized.
2. Changing Industries:
Digital tools make it easier for small businesses to compete with big companies, and tech giants like Google are entering more industries.
3. Empowered Customers:
People now expect faster, more personalized services, thanks to apps and online platforms.
4. Workplace Changes:
Digital tools allow people to work together online, automate tasks, and take on flexible roles.
5. Better Use of Data:
Companies can analyze huge amounts of data with Al to make smarter decisions and predict future trends.
6. Improved Tech Systems:
Technologies like smart devices and cloud systems link physical and digital tools, making businesses work better.
Explain the possible influences and consequences of the so-called VUCA world
What is the VUCA World?
The VUCA world describes a world that is always changing, hard to predict, and often confusing.
VUCA stands for:
• Volatility: Things change quickly.
• Uncertainty: It’s hard to know what will happen next.
• Complexity: Problems have many parts and are connected.
• Ambiguity: It’s not always clear what’s going on.
Influences of the VUCA World
1. Fast Changes:
• Technology and trends change quickly, forcing companies to keep up.
• Example: New apps or social media trends can quickly change customer behavior.
2. Hard to Predict:
• It’s difficult to plan ahead because the future is unclear.
• Example: A pandemic or economic crisis can happen unexpectedly.
3. Complicated Problems:
• Businesses deal with issues involving many factors like global markets, technology, and culture.
• Example: Shipping delays can impact products worldwide.
Consequences of the VUCA World
1. Need for Flexibility:
• Companies must adapt quickly to survive.
2. Pressure to Innovate:
• Businesses must come up with new ideas to stay ahead
3. Employees Need New Skills:
• Workers must keep learning to handle new technology and challenges.
4. Stress for Workers:
• The fast pace and uncertainty can make employees feel anxious.
What is I-O Psychology?
I-0 (Industrial-Organizational) Psychology is about making workplaces better for both employees and companies. It uses psychology to understand how people work and how to improve jobs, teams, and organizations.
Simple Areas of Focus:
1. Hiring the Right People: Helping companies find the best employees.
2. Training: Teaching workers new skills to do their jobs better.
3. Keeping Employees Happy: Figuring out what motivates people and how to make work more enjoyable.
4. Improving Performance: Helping teams and individuals work more effectively.
5. Healthy Workplaces: Making sure workers stay healthy and stress-free.
Name and explain two possible challenges for I-O Psychology arising from rapid technological change
1. Both Psychology and Technology Change Constantly
• What it Means: Psychology evolves as human behavior changes, and technology evolves even faster, making it hard for research to keep up.
• How it Affects Research: Studies often become outdated before they are even published.
• Example: Research on a popular tool like Zoom might no longer apply when new platforms replace it.
• How to Fix It: Conduct faster, adaptable research that stays relevant as trends change.
Lack of Tech Skills in I-O Psychologists
• What it Means: Many I-O psychologists don’t know enough about technology to properly study or implement it.
• How it Affects Research: They can’t provide good advice to organizations using tech like Al or data analytics.
• Example: Struggling to analyze workplace data from monitoring tools.
• How to Fix It: Train I-O psychologists in tech skills like coding, data science, or Al basics.
Explain the levels and influences of the model from Urbach & Röglinger
Business Model
• Description: This level defines how an organization creates, delivers, and captures value. It involves identifying target markets, revenue streams, and value propositions (e.g., satisfying customer needs with innovative products or services).
• Influence: Digital technologies allow entirely new business models, like platform-based models (e.g., Uber, Airbnb) or decentralized systems using blockchain.
2. Business Processes
• Description: These are the tasks and workflows required to implement the business model.
• Influence: Digitalization requires agile processes that adapt quickly to customer needs
3. People and Application Systems
• Description: This layer focuses on how tasks are executed —manually by people, automatica by machines, or collaboratively.
• Influence: The shift to digital work requires fostering agility in employees, training them in digital skills.
4. Data and Information
• Description: Employees, machines, and systems generate and use vast amounts of data.
• Influence: Advanced analytics and Al allow organizations to process both structured (e.g., spreadsheets) and unstructured data (e.g., videos) for insights into customer behavior.
5. Technological Infrastructure
• Description: This layer includes the hardware and software that support digital operations.
• Influence: A modern infrastructure integrates traditional IT with operational technologies like loT.
Explain the basic ideas of the typology of digital HRM
1. Non-Application
• Idea: HR is fully manual, with no use of digital technologies.
2. Operational Application
• Idea: Digital technologies are used to automate HR operations, increasing speed, reduc costs, and improving quality.
• Example: Using software for payroll processing or online job portals for recruitment.
3. Strategic Alignment
• Idea: Digital tools are aligned with existing HR strategies to support their execution.
• Example: Using analytics to track employee performance against company goals.
4. Strategic Integration
• Idea: Digital technologies are fully integrated into the creation and execution of HR strategies.
• Example: Formulating strategies based on predictive analytics or artificial intelligence insights into workforce trends.
Explain the combination of digital
HRM and digital organization according to Strohmeier (2020)
Strohmeier emphasizes that the digitalization of HRM and organizations are interdependent.
Combining the two reveals new opportunities and challenges:
1. Mutual Possibilities
• Example: Real-time sensor data from production processes can inform HRM decisions like scheduling workers for optimized productivity.
2. Mutual Requirements
• Example: If production becomes digitized with real-time analytics, HR must develop digita tools to manage employees’ schedules dynamically.
Explain the differences between traditional and strategic HRM
**Traditional HRM: **
Focuses on administrative tasks like payroll and recruitment, emphasizing compliance and day-to-day operations.
Traditional HRM is not that strategic, they have administrative tasks like recruitment
**Strategic HRM: **Aligns HR activities with organizational goals to foster long-term growth, emphasizing talent.
Strategic HRM tries to fully align with the business strategy, long term goals, they are creative and future oriented. They also focus on talent development
Explain the connection between Corporate Strategy and Strategic HRM issues
The corporate strategy influences the strategic hrm, they look for certain types of employees. They set the overall direction and goals for the organization. The hrm strategy should always help the corporate strategy
Corporate strategy sets the overall direction and goals for an organization, while Strategic HRM ensures that human resource practices align with and support these goals.
Key connections:
1. Alignment: HR practices (e.g., hiring, training) are tailored to meet strategic priorities like cost leadership or innovation.
2. Competitive Advantage: SHRM builds unique workforce capabilities that support corporate differentiation or efficiency.
3. Flexibility: HR adapts to changes in corporate strategy, like market expansion or new technologies.
4. Strategic Fit: SHRM aligns HR practices with corporate and business unit strategies (vertical fit) while ensuring consistency across HR activities (horizontal fit).
5. Workforce Planning: Prepares the organization with the right talent for long-term strategic needs.
This connection ensures HR drives the success of corporate strategies effectively.
Name the different levels of Strategic HRM
1. HR Philosophy
• Defines the important principles, values, and beliefs about managing human resources within the organization.
2. HR Policies
• Sets organizational goals or objectives for managing human resources.
3. HR Programs
• Represents formal HR activities or initiatives that support policies.
4. HR Practices
• Refers to the actual implementation and experience of HR programs by employees and managers.
5. HR Climate
• The shared perceptions and interpretations employees have of HR principles, policies, programs, and practices.
Name the main tasks in the recruitment and selection process and go into the importance of digital technologies in these task
- Identification of applicants
- Applicant attraction
- Recruitment sources
- Recruitment message
- Processing applications
- Communication with applicants
Importance of Digital Technologies in Recruitment and Selection
1. Automation and Efficiency: Speeds up routine tasks like application sorting and pre-screening.
2. Broader Reach: Digital platforms like job boards and social media expand access to global talent pools.
3. Data-Driven Decisions: Al and analytics provide insights into candidate fit and hiring trends.
4. Improved Candidate Experience: Real-time updates,mobile compatibility, and gamification enhance engagement.
5. Scalability: Enables organizations to process large volumes of applications efficiently.
Name the possible limits of gamification
One of the limits is that not everyone is familiarized or know how to use technological tools which make these assessments impossible. Another limit is that some gamified practices can impact people in different ways like age-based games where the stereotype of older people could cause a negative performance.
Possible Limits of Gamification
1. Superficial Engagement
• Gamification may only provide short-term engagement
2. Excessive focus on rewards
3. Misalignment with Objectives
• Poorly designed gamification system J ay fail to align with organizational goals, rendering them ineffective in driving desired behaviors
Get a glimpse of future developments related to gamification
Gamification continues to evolve with advancements in technology, offering new possibilities for engagement, training, and organizational transformation. Here are some potential future trends and developments:
Artificial Intelligence (Al): Al-driven gamification will personalize user experiences by adapting challenges and rewards based on individual preferences and performance
Virtual Reality (VR) Immersive technologies will enhance gamified systems, creating highly engaging environments for training and collaboration
Data-Driven Insights
• Gamification platforms will integrate with analytics tools, offering real-time insights into user behavior, performance, and engagement. This
Define gamification in HRM
Go into one way in which gamification can be used in personnel selection and name a possible strength and weakness in each case
Definition: Gamification applies game design elements in non-gaming contexts, such as recruitment or training, to engage and motivate employees.
Gamification applies game design elements in a non gaming context to motivate, evaluate and enhance performance among employees or maybe some job candidates
Simulation-based assessments
Applicants complete gamified tasks or simulations that mirror real-life work scenarios, assessing their skills, problem-solving abilities, or decision-making under pressure.
Strength:
• Engagement: Gamified simulations can increase engagement, encouraging candidates to show their best effort in a less formal and stressful environment.
• Data-driven insights: They provide objective and measurable data about candidates’ competencies.
Weakness:
• Learning curve: Candidates unfamiliar with gamified tools may perform poorly due to unfamiliarity, not lack of skill.
• Bias risk: The design of the simulation may inadvertently favor candidates with specific gaming or technical experience, reducing fairness.
Specify Essential building blocks of gamification
- Points
- Badges
- Leaderboards
- Titles
- Achievements
- Challenges
- Progress bar