What the Apple iPad and Other Mobile Devices Mean for Collaboration Planners

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What the Apple iPad and Other Mobile Devices Mean for Collaboration Planners
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                          This research note is restricted to the personal use of Anthony Santucci
                                                 (santucciaj@appstate.edu).

                 What the Apple iPad and Other Mobile
                 Devices Mean for Collaboration Planners
                 11 July 2013 | ID:G00252872

                 Jeffrey Mann

                 Rich mobile devices like Windows and Android phones and tablets and Apple iOS devices
                 have raised expectations about accessibility and the user experience. This shapes
                 expectations about how people work. Enterprise collaboration planners must anticipate
                 how mobility will affect collaboration.

                 Overview

                 Impacts
                       Mobile devices provide users with improved access to their collaborative
                       functionality.
                       New mobile applications enable users to access innovative collaboration features.
                       Mobile applications provide users with the possibility of new ways to collaborate.

                 Recommendations
                       Assume that new applications will be used primarily on mobile devices first, even if
                       they won't be.
                       Allow for the usage of collaboration tools in unexpected contexts.
                       Make it easy to switch between different tools and devices.
                       Beware of creating silos, where the people using apps made for iPads, for example,
                       become isolated from those using other devices.

                 Analysis

                 Marshall McLuhan's aphorism that "We shape our tools and thereafter our tools shape us,"
                 is nowhere more apparent than with the use of smartphone and tablet devices in the
                            1
                 workplace. At first, workers started using these devices on their own with little official
                 enterprise support because they allowed them to do the work they already did at times
                 and places of their own choosing.
                 As enterprises began to adopt (or at least tolerate) these devices formally, the devices'
                 capabilities began to change how individuals and organizations work:
                       Products without mobile components and enterprise applications that are
                       inaccessible with mobile browsers threaten to fall into disuse.
                       People without mobile devices or who have the wrong device get excluded from
                       important interchanges.
                       Business content is evolving to become more graphic, interactive and consumable
                       on new devices.
                 The tools we use are changing how we work.
                 Many IT departments started out fighting against the use of these user-oriented tools.
                 However, most have come to accept the concept (see "Forecast: Tablets and Ultramobiles,
                 Worldwide, 2011-2017, 1Q13 Update" ).
                 Many IT departments actively embrace teleworking projects, bring your own device

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                 (BYOD) initiatives and official support for mobile devices. However, the use of tablets has
                 largely been a user-driven phenomenon, with IT struggling to keep up with the energy and
                 innovation of its end users. Individual end users are introducing non-PC devices and using
                 them in different ways more quickly than IT departments are able to cope with. Whether
                 or not they come from official purchases, sanctioned BYOD initiatives or rogue usage,
                 tablets are here to stay.
                 Gartner has identified, at three levels within organizations, the impact of mobile devices on
                 enterprise collaboration. IT organizations need to anticipate the effects of these impacts on
                 the different levels as their mobile collaboration efforts mature and gain strength.

                 Figure 1. Impact and Top Recommendations for Mobile Device
                 Collaboration

                 Source: Gartner (July 2013)

                 Impacts and Recommendations

                 Mobile devices provide users with improved access to their
                 collaborative functionality
                 In this first-level impact, mobile devices provide improved access to the collaborative
                 functionality that is currently in use. The most common example is email access on
                 smartphones, but IM and Web conferencing are also available in mobile counterparts to
                 familiar desktop applications. Employees can make use of small amounts of time that
                 would otherwise be unproductive, like waiting for meetings to start, waiting in line at
                 airports, or doing personal errands.
                 Because the tools and capabilities are generally familiar, users quickly adapt to these new
                 possibilities with little need for explicit directions. They develop new ways of using existing
                 tools in the new context. This access allows workers to do what they already do, but with
                 greater freedom in terms of location and time:
                       Smartphones are often used to triage emails and other messages, deleting what is
                       not needed while saving important or substantive messages for reading and replying
                       to on a desktop.
                       Having mobile versions of existing applications means that it is not necessary to be
                       in the office to work productively. Employees work more flexibly at locations and
                       times that suit them, at the potential risk of extending the working day so that it
                       disrupts their work-life balance.
                       Mobile devices can provide an effective "second screen" experience that adds depth
                       to physical meetings and conferences. The devices are less intrusive than desktops
                       and can be used to monitor a back-channel IM or activity stream discussion.

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                       The instant-on and fast access attributes of mobile devices encourage short, fast
                       interactions. Users can make short postings and comments with mobile devices,
                       while deferring writing longer, more considered contributions until they have access
                       to desktops or tablets.
                 Aside from making mobile access possible (which could in itself take considerable effort),
                 this level of impact requires minimal IT intervention. Users can mostly be depended on to
                 figure out the best way to use their familiar tools in these new contexts.
                 Recommendations:
                       Anticipate and encourage the use of existing collaboration tools in new or
                       unexpected contexts.
                       Warn users and put mobile device management controls in place to guard against
                       inappropriate or unsecure use of these tools, especially if they are accessed with
                       user-owned devices.
                       Anticipate or fast-follow what people need. If they use iCloud or personal Dropbox
                       accounts, secure an enterprise solution.
                       Use this period to ramp up IT efforts to understand and support mobile
                       requirements before they become more complex and demanding.
                 New mobile applications enable users to access innovative
                 collaboration features
                 This second-level impact goes beyond extending access to what is already available. By
                 using the unique capabilities of these devices, new applications — designed primarily for
                 mobile devices — can enable new ways of working that were not possible before.
                 Touch-based UIs and smaller designs allow users to create and interact with information in
                 new ways. Consumer applications can be a rich source of inspiration for capitalizing on the
                 new features that these devices introduce:
                       Tablets are ideal devices for drawing and sketching with apps like Skitch and
                       SketchyPad. Users can draw concepts and ideas with their fingers and share them
                       with other users.
                       Tablet-based brainstorming and mind mapping tools such as MindMeister and
                       Mindjet can capture ideas better than with a keyboard.
                       Dashboards and analytical tools on mobile devices make it far easier to visualize
                       data and underlying relationships. Swiping and manipulating data controls with
                       fingers is more engaging than using standard business intelligence tools, especially
                       when used in meetings to explore ideas with others.
                       Although personal preferences play a strong role, long documents that combine text
                       with rich media can be read, reviewed and annotated more conveniently on a tablet
                       device than with a conventional PC or printouts. Documents like sales brochures,
                       technical documentation, policy documents and reports typically fit this profile.
                       Mobile devices' camera and audio recording capabilities and GPS positioning
                       information make it easy to collect rich-media information. A map, digital
                       photograph or video can illustrate a concept much better than a text blog post. For
                       example, this technique has been used to capture experiences from soon-to-retire
                       employees.
                 The first-level impact relates mostly to BYOD initiatives. This level sees a growth in bring
                 your own application activities where individuals augment their own productivity using
                 tools they prefer themselves. Enterprises reach this phase when building or adopting
                 applications that are explicitly designed for mobile devices, rather than simply ported from
                 the desktop. Enterprise app stores can play an important role in providing these apps in a
                 manageable way.
                 Recommendations:
                       Assume that new applications will be used primarily on mobile devices first, even if
                       they won't be. Design and usability principles for enterprise applications are
                       increasingly being shaped and defined by mobile devices (see "Fit Mobility Into a
                       Multichannel and Multiplatform Strategy" ). Assuming that phones and tablets will
                       be users' primary devices helps prevent the common mistake of treating mobile

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                       access as an afterthought, or as a stripped-down version of desktop applications.
                       This approach is unlikely to prove satisfactory. Basing mobile designs on desktop
                       metaphors with the aim of providing mobile access as a weak follow-on will prove to
                       be self-fulfilling — mobile components will become mediocre. A feeble mobile
                       implementation will drive users toward waiting until a desktop is available to get
                       work done. Even if they use a traditional desktop application to access collaboration
                       applications, users will benefit from this "mobile first" design principle. The discipline
                       required to deliver rich applications on mobile devices is more likely to deliver a
                       simple and therefore more engaging user experience.
                       Make it easy to switch between different tools and devices. Users are likely to have
                       multiple devices at their disposal and will expect to be able to switch between them
                       while working. The IT department will have limited control over what devices are
                       used, so must allow for heterogeneity. File synchronization, mobile versions of
                       enterprise apps, cloud-based servers, data repositories and common data formats
                       will make this easier.
                       Beware of creating silos, where the people using apps made for iPads, for example,
                       become isolated from those using other devices. BYOD initiatives should include
                       cross-device common app frameworks for the most important functionality.

                 Mobile applications provide users with the possibility of new ways
                 to collaborate
                 This third-level impact builds on the new collaborative possibilities stemming from the use
                 of smartphones and tablets, to create entirely new ways of working, or servicing new
                 constituencies. Especially when combined with the other nexus forces (cloud and
                 information), mobility and social collaboration can create new business possibilities and
                 transform existing models (see "Social and the Nexus of Forces: Supporting People's
                 Interactions" ).
                 Mobility traditionally allows mobile workers to "phone home" to the office, providing an
                 extension of existing models (as described in the first-level impact). However, when all
                 participants are mobile, it can create new ways of working. For example, field service
                 workers can use mobile devices to reach data repositories or support personnel back at the
                 office (first- and second-level impacts). However, they can also reach each other using a
                 mobile social network to engage other experienced engineers to solve problems or
                 coordinate activities on the fly. This third-level impact not only makes engineers more
                 effective, it also requires fewer support personnel back at the office.
                 In this impact level, enterprises use or build mobile apps in novel ways that have not been
                 seen before. Workers on factory, restaurant, hospital or retail store floors who previously
                 had little contact with each other, or the rest of the organization, will get access to
                 information and colleagues through their own mobile devices for the first time. Physical
                 workplaces will be designed around mobile capabilities.
                 Recommendations:
                       Enterprises need to be open to innovative ways of working together, sparked by
                       new devices that employees, partners or customers develop.
                       Opportunities are likely to be found in areas where access to information and new
                       interaction methods — made possible by smartphones and tablets — intersect with
                       customer interactions or other operational areas.

                 Case Study

                 InterPortPolice — a global law enforcement association comprised of airport and seaport
                 police and public safety jurisdictions — has deployed a mobile enterprise social network
                 based on Tibco Software's tibbr platform. Police and security officers rarely spend time in
                 front of a desktop computer, so mobile devices are the primary form of access. As well as
                 a lightweight mobile enterprise social network that connects people in the seaports and
                 airports, InterPortPolice uses geolocation facilities and live data streams — from objects
                 such as ships, containers and airplanes — to push vital information to officers in the field.

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                 Recommended Reading

                 Some documents may not be available as part of your current Gartner subscription.
                 "Secure Low-Cost Data Sharing and Collaboration With iPad"
                 "The Impact of Mobile and Social on User Experience Design Metaphors"
                 "Tablets and Smartphones Are Changing How Content Is Created, Consumed and
                 Delivered"
                 "Don't Fall for the Myth of the Converged Mobile Device"
                 "Predicts 2012: The Rising Force of Social Networking and Collaboration Services"
                 "Magic Quadrant for Mobile Device Management Software"
                 "Fit Mobility Into a Multichannel and Multiplatform Strategy"
                 "Mobility for Enterprise 3CS: At The Tipping Point"

                 Strategic Planning Assumption

                 By 2016, most collaboration applications will be equally available on desktops, mobile
                 phones, tablets and browsers.

                 Evidence
                 1
                     Marshall McLuhan, "Understanding Media: The Extensions of Man," McGraw-Hill, 1964

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