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Anders
Gronstedt, Ph.D. Sam Smith, Ph.D. A lot is being said in this issue
of FOCUS about the importance of training the front line to be effective brand
ambassadors. But how, exactly, is the best way to accomplish this critical goal?
Brand training is a very different animal from the basic skills training we associate
with most customer-interface jobs, and it also poses a series of cost and logistical
challenges even for the most progressive and innovative organizations.
The good news is that there are powerful
and proven techniques for helping your work force cultivate "soft skills" like
brand ambassadorship. Better yet, simulation-based e-learning can be surprisingly
friendly to the bottom line. Wrong:
Death by CBT All too many companies realize
the imperative of utilizing emerging online training technologies, but fail to
understand the weaknesses inherent in various teaching models. This lack of understanding
results in an attempt to reproduce the classroom experience through computer-based
training (CBT), which is two mistakes for the price of one. First
off, the computer environment can't emulate the classroom effectively because
it's unable to reproduce the personal, one-to-one mentoring dynamic that is the
traditional paradigm's greatest strength. Ask people to describe the most valuable
learning experiences in their educational backgrounds, and you'll usually hear
stories that emphasize close interaction with a teacher; the same holds true for
professional and corporate education, where there's really no technique that's
as effective as one-to-one, on the job training under the tutelage of an expert.
Unfortunately, while this is the best method, it also exerts a massive drain on
the productivity of the company's workers, and is almost never cost-effective.
Instead, almost all CBT programs
wind up mimicking the worst of the 1000-year old university model's tactics, reproducing
slides, lectures and quizzes on a flat screen, with predictably abysmal results.
Second, there's no evidence anywhere to
suggest that you should attempt to apply the classroom lecture model to a professional
skills training environment. The university model can be quite useful in an academic
humanities setting, for example, but even the secondary and post-secondary establishment
understands the value of problem-based learning-by-doing for skills education.
When you think about it, most corporate training goals have more in common with
shop, auto mechanics, piano or TV production classes, and these are subjects that
even your local high school understands are best handled by hands-on training.
So why do so many companies build their
training programs around misconceived CBT models? There are probably a number
of answers, but cost is at the top of the list. But if we look past the sticker
price of a training program and focus on long-term ROI, we find that CBT fails
even on cost criteria, because while conventional CBT might be less expensive,
it's rarely effective. And if it's ineffective, then a rising outlay-to-results
ratio renders the program worse than useless. After all, if initial cost is all
that matters, then no training at all is the most efficient model. This
lesson is lost on too many companies today. In an era of ever-shrinking budgets,
cost-conscious managers are hard put to see past the next quarter, and are frequently
seduced by short-term savings. Longer-term efficacy and return issues aren't seriously
evaluated, and when the failure of a training program begins manifesting a couple
quarters down the road, the resulting shortfalls in return feed right back into
the shrinking budget problem, and vicious cycle begins again. The
bottom line: most of what passes for "e-learning" today - boring learners to death
with the facts of a situation and then quizzing them on it - is a poor substitute
for actually experiencing the situation. The best way to learn how to sell is
by selling, and the best way to learn how to serve customers is by serving customers.
Right: e-Learning by Doing That's
why we've become such big fans of learning programs that put people "in the
cockpit," letting them practice the tasks they'll be executing in their daily
work. In particular, we strongly advocate digital role-play applications built
around actual customer-engagement scenarios to our clients. Every phase of the
application can be customized to the real-world circumstances a front line employee
might encounter - the company's brand message, typical and atypical customer cases,
product and service sets, sales methodologies, technological infrastructure, major
corporate initiatives, even the minute cultural quirks each company seems to have.
Applications can be developed
around pretty much any set of client-defined learning objectives, and can be integrated
with any number of other key corporate initiatives. Our work for computer storage
manufacturer StorageTek (read
case) provides a solid illustration. This series of interactive applications
for the sales force were tailored not only around the factors noted above, but
also accounted for rapidly shifting market and competitive landscapes and an emerging
brand refocus on addressing client business and technical needs. A dedicated customization
model allowed for development of sales training that was actually a great deal
more than sales training - it was also integrated brand training that required
sales reps to execute the promise of the brand in order to effectively address
the requirements of the fictitious customer. These
kinds of precision-targeted training applications can be developed for a host
of employee audiences, and can be crafted to address nearly any identifiable behavioral
goal that affects the company's ROI position. So the next time your call center
specialists, sales reps or field techs encounter a customer, instead of engaging
in costly trial-and-error they can comfortably put what they already know to be
effective into play. And you'll
be another happy customer closer to every one of your service, sales and loyalty
targets.
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