Generation Y and the Workplace Annual Report 2010 - Haworth

Generation Y and the Workplace Annual Report 2010 - Haworth Generation Y and the Workplace Annual Report 2010 - Haworth

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42 Global WorkPlace Innovation Design Approach More than a questionnaire, Oxygenz offers a unique approach to gather information using an advanced on-line tool: It is interactive and engaging by using a combination of on-line solutions It uses images and words as a way to communicate and ask the question It is educational and enables the users to discover what work and the workplace are about The Generation Y is, perhaps, the most digitally sophisticated generation we have ever seen. Studies now tell us that more than 80 percent of teenagers have Internet access, and a recent study further predicts that current 10-17-year olds will spend one-third of their lives (23 years) on the Internet. They truly are the children of what was once called the ‘microchip revolution’. As such, they have grown up with computers and using them is second nature. In tests, it has been found that, generally, their hand-eye coordination skills are extremely well developed. The Generation Y, especially in the US, are also the Nintendo Generationthey grew up with video games, with the bright colours, bells and whistles of interactive entertainment. In the video game space, the Generation Y is beginning to expect the easy manipulation of digital environments, by customizing characters (avatars) and directly affecting the digital worlds in which those characters exist. The Generation Y is most likely to be an early adopter. Copyright © 2010, Johnson Controls. Confidential. All Rights Reserved. Intellectual Property Johnson Controls, Haworth and iDEA. 43

42<br />

Global WorkPlace Innovation<br />

Design Approach<br />

More than a questionnaire, Oxygenz offers a<br />

unique approach to ga<strong>the</strong>r information using an<br />

advanced on-line tool:<br />

It is interactive <strong>and</strong> engaging by using a<br />

combination of on-line solutions<br />

It uses images <strong>and</strong> words as a way to<br />

communicate <strong>and</strong> ask <strong>the</strong> question<br />

It is educational <strong>and</strong> enables <strong>the</strong> users to<br />

discover what work <strong>and</strong> <strong>the</strong> workplace are about<br />

The <strong>Generation</strong> Y is, perhaps, <strong>the</strong> most digitally<br />

sophisticated generation we have ever seen. Studies<br />

now tell us that more than 80 percent of teenagers<br />

have Internet access, <strong>and</strong> a recent study fur<strong>the</strong>r<br />

predicts that current 10-17-year olds will spend<br />

one-third of <strong>the</strong>ir lives (23 years) on <strong>the</strong> Internet.<br />

They truly are <strong>the</strong> children of what was once called<br />

<strong>the</strong> ‘microchip revolution’.<br />

As such, <strong>the</strong>y have grown up with computers <strong>and</strong><br />

using <strong>the</strong>m is second nature. In tests, it has been<br />

found that, generally, <strong>the</strong>ir h<strong>and</strong>-eye coordination<br />

skills are extremely well developed. The<br />

<strong>Generation</strong> Y, especially in <strong>the</strong> US, are also <strong>the</strong><br />

Nintendo <strong>Generation</strong> – <strong>the</strong>y grew up with video<br />

games, with <strong>the</strong> bright colours, bells <strong>and</strong> whistles<br />

of interactive entertainment.<br />

In <strong>the</strong> video game space, <strong>the</strong> <strong>Generation</strong> Y is<br />

beginning to expect <strong>the</strong> easy manipulation of<br />

digital environments, by customizing characters<br />

(avatars) <strong>and</strong> directly affecting <strong>the</strong> digital worlds in<br />

which those characters exist. The <strong>Generation</strong> Y is<br />

most likely to be an early adopter.<br />

Copyright © <strong>2010</strong>, Johnson Controls. Confidential. All Rights Reserved.<br />

Intellectual Property Johnson Controls, <strong>Haworth</strong> <strong>and</strong> iDEA.<br />

43

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