Showing posts with label women. Show all posts
Showing posts with label women. Show all posts

Wednesday, April 02, 2008

Hiring Women in 1943. You Go, Girl!

This has very little to do with eLearning - although I'm sure those of you with a creative mindset could think of something! It's certainly good for a laugh on a busy morning.

A client sent this scanned page to me this morning. A reprint from the July 1943 issue of Transportation Magazine (as reproduced in the September/October 2007 issue of Savvy & Sage Magazine: Getting the Most of Midlife and Beyond).

Hiring Women - 1943

Here are eleven helpful tips on the subject from Western Properties:

1. Pick young married women. They usually have more of a sense of responsibility than their unmarried sisters, they're less likely to be flirtatious, they need the work or they wouldn't be doing it, they still have the pep and interest to work hard and deal with the public efficiently.

2. When you have to use older women, try to get ones who have worked outside the home at some time in their lives. Older women who have never contacted the public have a hard time adapting themselves and are inclined to be cantankerous and fussy. It's always well to impress upon older women the importance of friendliness and courtesy.

3. General experience indicates that "husky" girls - those who are just a little on the heavy side - are more even tempered and efficient than their underweight systems.

4. Retain a physician to give each woman you hire a special physical examination - one covering female conditions. This step not only protects the property against the possibilities of lawsuit, but reveals whether the employee-to-be has any female weaknesses which would make her mentally or physically unfit for the job.

5. Stress at the outset the importance of time the fact that a minute or two lost here and there makes serious inroads on schedules. Until this point is gotten across, service is likely to be slowed up.

6. Given the female employee a definite day-long schedule of duties so that they'll keep busy without bothering the management for instructions every few minutes. Numerous properties say that women make excellent workers when they have their jobs cut out for them, but that they lack initiative in finding work themselves.

7. Whenever possible, let the inside employee change from one job to another at some time during the day. Women are inclined to be less nervous and happier with change.

8. Give every girl an adequate number of rest periods during the day. You have to make some allowance for feminine psychology. A girl has more confidence and is more efficient if she can keep her hair tidied, apply fresh lipstick and wash her hands several times a day.

9. Be tactful when issuing instructions or in making criticisms. Women are often sensitive; they can't shrug off harsh words the way men do. Never ridicule a woman - it breaks her spirit and cuts off her efficiency.

10. Be reasonably considerate about using strong language around women. Even though a girl's husband or father may swear vociferously, she'll grow to dislike a place of business where she hears too much of this.

11. Get enough size variety in operator's uniforms so that each girl can have a proper fit. This point can't be stressed too much in keeping women happy.


Today's challenge: apply one of the eleven helpful tips mentioned in this article to eLearning/instructional design.

I'll start:

#8 Give every girl an adequate number of rest periods during the day. You have to make some allowance for feminine psychology. A girl has more confidence and is more efficient if she can keep her hair tidied, apply fresh lipstick and wash her hands several times a day.

Another argument in favor of chunking your eLearning into 10-20 experiences. If I don't have the time to apply fresh lipstick during an eLearning course, then I just won't finish it!

Friday, October 12, 2007

College Women on Gamers: They Giggle

I came across this on Wired: Giggling Girls Fail Videogame-Related Quiz, in which college-aged women are asked a series of somewhat spoofy questions on games and gamers. The responses are generally preceded by a giggle and a "what's that?"

According to Wired, this video is from the folks at PurePwnage.com


I find these young womens' clueless responses interesting, especially in light of the rise in gaming culture and the onslaught of Gamers that is about to hit the corporate workplace (and perhaps is, right now, as we speak) -- at least according to Karl Kapp who wrote an entire book on it! (You can read my review of Gadgets, Games & Gizmos for Learning).

Will young women be speaking a different language from their male counterparts? Will they be left out of the Guild Master corporate cult?

Wednesday, October 10, 2007

Women Gamers on the Rise

According to an article today in Times Online (Nintendo's women gamers could transform market) , Japanese women gamers have overtaken men to become the biggest users of the Wii and DS.
"If the change repeats itself around the globe, said analysts, it could force a complete change of business model for many of the world’s largest games makers."
I don't doubt that women's use of the Wii will be on the rise, especially with games like Wii Fit on the way (although, I wonder if that's really a "game"?)
"Wii Fit, which uses an innovative floor-based sensor to register body movement, takes players through a daily regimen of yoga, balancing exercises and other fat-fighting activities."
So maybe the Guild Master Ceiling will get replaced with a Wii Ceiling?

Check out the full story: Nintendo's women gamers could transform market at Times Online.

Photocredit: "Eva" by milopeng from Flickr.

Wednesday, September 12, 2007

Women, Gaming & the Guild Master Ceiling

This post is an addendum to my first review of Karl Kapp's book, Gadgets, Games, and Gizmos for Learning.

A basic premise of the book is that gamers are on their way into the workplace and will be changing how we do business. Karl and I have had lively discussions about whether or not girls are gamers. Of course they are. But I would argue not in the same numbers as the boys.

Karl sites statistics that "Seventy percent of the players of the social interaction game The Sims are women under twenty-five," and that the number one game from May 2004-July 2006 was Princess Fashion Boutique.
"Gamer traits are cross-gender traits, because young girls play video games and are growing up in a culture influenced by those games." (p. 25)
Yes, girls play Princess Fashion Boutique in record numbers. And this will change how they think and learn to some degree. Young girls are digital natives. But gamers?

Recently, I conducted a series of interviews with college-aged women. They all had gadgets, relied heavily on their laptops, checked Facebook constantly, and considered themselves "digital natives." But very few of them were/are active game players and, as a rule, did not consider themselves gamers.

I'm concerned that women will be excluded if such a focus is put on gaming skills -- or at least the gamer label. Have you heard the urban legend regarding the big executive who was hired because he was a World of Warcraft Guild Master who had attained some really high level?

The traditional Glass Ceiling will be replaced with a new, but invisible and invincible Guild Master Ceiling.

This past Saturday, there was a Women In Games International (WIGI) Summit at the Austin Convention Center.

In Gamasutra, John Henderson has posted about a summary of a presentation by Dona Bailey. Dona was an early Atari employee (and the only woman at the time) and spoke about women in the gaming industry and provided some specific ideas for getting girls and women more involved in games and gaming.

DebySue Wolfcale, senior brand manager for Sony Online Entertainment (SOE) participated in a panel on Diversity in the Workplace.
As for how to include more women, Wolfcale said her employer, SOE, has realized women players make up a significant part of massively-multiplayer games, the sort they make, and for their sake female game developers are necessary to build the games to attract and keep women playing them.

Furthermore, women are often in roles that hold communities of players together, Wolfcale said, acting as socialite players and leaders of player groups, or guilds. “If we want people to keep playing and paying,” she said, “we have to make sure we're building games that attract women.”
I don't have a conclusion here. I'm just raising some questions.

Wednesday, February 21, 2007

Where Are All the Women?

So, where are all the women in this so-called e-Learning blog-o-sphere?

I see Brent, Tom, Dave, Tony, Jay, Mark, Steve, Clive. The dominant voices seem to be all male. Are women involved in this conversation? Are women not into e-Learning? Or have I just by chance stumbled across the old boys network? Is e-Learning an old boys network? Does it matter?

The e-Learning Queen is out there. And I was delighted to run across Wendy today. Kathy Sierra at Creating Passionate Users kicks ass, but she's not writing about e-Learning.

I just find this interesting.