Developing the user path in a digital staffing platform
Niemikallio, Viivi (2019)
Niemikallio, Viivi
2019
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2019053113897
https://urn.fi/URN:NBN:fi:amk-2019053113897
Tiivistelmä
The staffing industry is growing and changing fast which has brought new digital alternatives for the traditional staffing services. One of these new digital alternatives is Treamer Oy, a Finnish startup company that has developed a digital staffing and recruiting platform. Treamer Oy is the commissioning party for this thesis. The company is growing rapidly and planning to expand abroad. This makes it much needed to develop the user path as a scalable digital process.
This thesis is product based and aims to develop the user path for the digital staffing platform that has been developed by the commissioning party. Developing the user path also includes creating a functional introduction process for the jobseekers. The goal for the product is to increase customer satisfaction both with the jobseekers and the employers. This can be done by developing the user path for the jobseekers so that they all will have the same knowledge regarding basic work rules and to keep them motivated and engaged in using the platform.
The first part of this thesis report includes theoretical background about Generation Z, their expectations for work, motivating them and important aspects when training a young employee as well as about gamification, its key mechanics and how to use it in business purposes.
After familiarization with the theoretical background, I created and executed interviews with seven jobseekers and three employers of the platform. The interviews were used to find out experiences with the platform, expectations and motivational factors as well as things to improve, both with the platform and with the jobseekers. With the help of the interviews, the introduction process and the user path were designed.
Eventually, the product was divided clearly into two parts, the introduction process and the developed user path. The introduction process was designed and created completely by me, as an automated email with links to two presentations. The email will be sent through an inbound marketing, sales and service software in order to get the necessary data from the process. For the user path, I designed it and a plan for its implementation, and it will be coded into the platform later. Gamification mechanics are more implemented into the developed user path.
The result of this thesis is successful. The commissioning company will benefit from the product and it can also be easily developed further. It is also beneficial to other parties since it combines Generation Z and gamification with a digital staffing platform.
The thesis process started in January 2019 and was completed in May 2019.
This thesis is product based and aims to develop the user path for the digital staffing platform that has been developed by the commissioning party. Developing the user path also includes creating a functional introduction process for the jobseekers. The goal for the product is to increase customer satisfaction both with the jobseekers and the employers. This can be done by developing the user path for the jobseekers so that they all will have the same knowledge regarding basic work rules and to keep them motivated and engaged in using the platform.
The first part of this thesis report includes theoretical background about Generation Z, their expectations for work, motivating them and important aspects when training a young employee as well as about gamification, its key mechanics and how to use it in business purposes.
After familiarization with the theoretical background, I created and executed interviews with seven jobseekers and three employers of the platform. The interviews were used to find out experiences with the platform, expectations and motivational factors as well as things to improve, both with the platform and with the jobseekers. With the help of the interviews, the introduction process and the user path were designed.
Eventually, the product was divided clearly into two parts, the introduction process and the developed user path. The introduction process was designed and created completely by me, as an automated email with links to two presentations. The email will be sent through an inbound marketing, sales and service software in order to get the necessary data from the process. For the user path, I designed it and a plan for its implementation, and it will be coded into the platform later. Gamification mechanics are more implemented into the developed user path.
The result of this thesis is successful. The commissioning company will benefit from the product and it can also be easily developed further. It is also beneficial to other parties since it combines Generation Z and gamification with a digital staffing platform.
The thesis process started in January 2019 and was completed in May 2019.