Call centre employee's reasons for variation in objective productivity during a cognitive ergonomics intervention

S. Khattak, M. Fray, L. Clift
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Abstract

Call centre employees experience of mental game playing during work breaks were recorded in this study. The qualitative study involving two focus group discussions at different call centres, with 6 employees in one focus group and 9 in the second, stated employee's reasons for variations in the key performance metric by which they were being evaluated. In this case the key performance metric was the average speed of answer. In a previous study, where the mental games were introduced as an intervention during work breaks, the participants were asked to provide feedback on variations in productivity during a 4-week intervention study. Volunteer sampling was utilized, and the information was categorized into codes. Similar codes were grouped into themes. It was found that players are efficient in the middle of the week either because daily routine settles middle of the week or because employees try to average their metrics related to time. They also thought that productivity increased towards the end of the intervention because of games being accepted in the routine by that time, because the focus shifted from fun to work towards the end or because the employees knew they were being evaluated. According to participants, the non-players were more efficient than the players because games served as a bad distraction for the players and that players were considering games as something to do rather than an actual break. As a conclusion, it felt important to improve on the timings and frequency of the games played during work before it can be considered an effective intervention.
认知人机工程学干预下呼叫中心员工客观生产力变化的原因
本研究记录了呼叫中心员工在工作休息时的心理游戏体验。定性研究涉及在不同的呼叫中心进行的两个焦点小组讨论,其中一个焦点小组有6名员工,第二个焦点小组有9名员工,说明了员工在评估他们的关键绩效指标上发生变化的原因。在这种情况下,关键的性能指标是平均回答速度。在之前的一项研究中,心理游戏被引入工作休息期间作为干预手段,参与者被要求在为期四周的干预研究中提供关于生产力变化的反馈。利用志愿者抽样,并将信息分类为代码。类似的代码被归类为主题。我们发现,玩家在周中效率最高,要么是因为他们的日常工作在周中固定下来,要么是因为员工试图将他们与时间相关的指标平均下来。他们还认为,在干预结束时,工作效率会提高,因为到那时游戏已经被日常工作所接受,因为注意力从娱乐转移到工作上,或者因为员工知道他们正在接受评估。根据参与者的说法,不玩游戏的人比玩游戏的人效率更高,因为游戏对玩家来说是一种糟糕的分散注意力的方式,而玩家把游戏视为一种活动,而不是真正的休息。综上所述,在将其视为一种有效的干预措施之前,改善工作期间玩游戏的时间和频率是很重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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