“Apple Card” or Apple safety net ?


To fully understand Apple’s decision to enter the fintech market with its new smart credit card; we must first take a look at the company situation. iPhone sales are collapsing. After getting the 2019 second-quarter results, the numbers are crystal clear, people are buying fewer iPhones and the competition is thriving. 

If we compare it to last year’s phones shipments: Samsung (ranked 1st) grew 7,1%, Huawei (ranked 2nd) grew 4,6 %as Apple (ranked 3rd) fell 11,9%

Other than Samsung, the competition comes from Huawei and Xiaomi. Xiaomi (+44 %annual growth, 4th worldwide in market share) is dangerously closing the gap with Apple for third in the amount of sold smartphones. These competitors are forcing the prestigious Californian tech giant to come up with a new solution to keep customers satisfied. Apple had no choice but to expand their brand and not only offer products but now services.

“Apple Card”, along with the new upcoming streaming service, “Apple TV”, is the answer that will maintain the company at the top.

What is the Apple Card?

According to Apple, it is “the smartest credit card ever”…

Now available for American customers and issued by Goldman Sachs Bank U.S.A., it is connected to the “Apple Wallet”, as it provides users with quite advanced features unseen on other platforms like it. It gives Weekly or Monthly detailed summaries of spendings along with classifying the card’s activity using color codes and categories. A map is also available to check where the money is spent as well as an advanced fraud protection system. Some other small but practical features are scheduled payments, reminders based on spending frequency and automatic calculation on saving interests. 

But that is not it. Apple guarantees no fees … No hidden fees. No foreign-transition fees, a true promise. Then comes the “Daily cash” feature, the company’s special added touch to digital banking. 

As explained on the Apple website, it works as a membership reward program that truly benefits the users. The more purchases are made with the card, the more “Daily Cash” is earned. 3% cashback is earned on every purchase through apple.com or its partners like Uber. A spectacular reward in the finance industry. Then 2% cashback is earned on every other purchase that goes through the Apple Pay process. All types of purchases with no limits. And don’t worry, if the store doesn’t take Apple Pay, you may use the physical card and receive a 1% cashback. 

However, the operation is not always immediate. The cashback or “Daily Cash” is not as daily as it sounds. The process can take a few days before users receive the money in the Wallet App, or more specifically on the “Apple Cash” card.  

Ps: According to Apple, the physical card can not come into contact with leather or denim (jeans and most wallets are off-limits) among not touching another credit card, loose change, keys or other items that could scratch it. Let’s say innovation comes with fragility.

The Apple way

Google, Sony, Samsung, and others use the same materials to build their devices and Apple’s employees aren’t more qualified than the ones at other tech companies. What makes Apple so different? Marketing. Apple sells 18% of smartphones globally but earns 87% of smartphone profits.

” Simplicity is the ultimate perfection “

Leonardo de Vinci. 

Apple has managed to build an empire through the simplicity of their product and by building a close to perfect brand image. 

By transforming the niche market of new technology into products that most can use without a struggle might be Apple’s greatest advantage. The company manages to sell high tech products utilizing non-high-tech terms. By doing so it reduces customers’ confusion and increases the target.

Apple and Fintech

The fintech market is predicted to grow 13,7% in the next 5 years. Expected to reach 7,640 billion USD by 2024, it is full of potential for a tech company like Apple. If we compare to the smartphone market, it only grew 1,2% this year and the competition is once again quite aggressive.

” It’s the cult. It’s what kept the damn thing afloat during some of the most incredibly bad business decisions I’ve seen anywhere”

Former Apple CEO, Gil Amelio.

Apple has managed to create a customer base that is treating the brand as a religion. With the Apple card, the company is entering a new market, meaning more targets. Combining the fact that many individuals would buy anything Apple has to sell along with the company budget and innovation capacity, Apple will further its presence in society and continue to expand.


The Apple Card is more than a new service; Apple is entering a new era by diversifying its activity today for the sake of staying one of the most profitable and popular brands tomorrow. With their notoriety along with large financial and marketing means, entering the fintech market will presumably be lucrative and beneficial in the long term to the prestigious Californian giant.


Sources: apple.com / macworld.co.uk / pwc.nl / counterpointresearch.com / mediakix.com / mordorintelligence.com

Will Virtual Reality Ever Become Standard?

To properly tackle this question, we must first have a clear definition of what virtual reality is. Virtual reality is defined as “things, agents and events that exist in cyberspace.” – (IEEE, Abstract). Following this interpretation, our social media profiles, virtual events and games, digital media, and essentially all the human interactions of our current cyber space are engagements in a virtual reality. While modern conceptions of simulated spaces depict a segregated, detached element to virtual reality, the 21st century consumer already facilitates many interactions and activities within the cyber space already, which begs the question: will a majority of our social interactions, standings, and activities be someday driven by technological platforms? And if so, when and to what extent will virtual reality supersede our sensory reality? 

Recount the last few times you exchanged information with someone, and specifically how and where you communicated with them. Was it via social media, messenger, over-the-phone, and/or in-person? Think to how this interaction came to be. Was it facilitated by dating app, event planner, or by random coincidence? How many of your engagements were through a virtual medium such as a video game, videotelephony (FaceTime), or social apps?

Our lives and activities are already deeply rooted in virtual interaction, but all are based in a sensory reality. We see the image on our phone, we hear the audio of the recording, and we feel the rumble of the controller. Individuals experience and gauge products in the very same ways. Businesses sell us the images, feelings, and promise of goods prior to our purchase of them. We, as consumers, are sold on the possibility of an experience commodities may bring us, not how they truly are. Presently, all of our mechanisms for virtual interaction accommodate these sense-based perceptions, and advertisers sell us services and products solely on how they seem to be.

Now imagine a world in which you could experience products before any purchase, engagement, or sort of interaction. Imagine a world in which you are not sold on how things seem to be but how they truly are. Imagine a world in which you can gain experience much in the same way a computer downloads data.

Although currently rudimentary as compared to its potential, brain-machine interfaces (BMI’s) promise to fulfill this very thing: a high-bandwidth link between humans and machines. On July 16. 2019, tech billionaire Elon Musk updated consumers on his BMI venture, Neuralink, releasing progress on its new neurocybernetic chip which boasts both “read and write” capabilities. “Read and write” meaning it has the potential to input and output information directly with our brains.

neuralink’s “N1” chip connects directly to the human brain using a hyper-accurate machine to implant thousands of hair-like, electrode threads. – (Neuralink report)

Currently focused on the medical applications of the chip, such as cybernetic prosthetics and sense restoration, Neuralink’s long-term goal is “merging with AI” by providing a direct connection between humans and computers. Far and away from full engagement in virtual worlds, but still close enough to see the horizon, BMI’s are the key technology to which virtual will supersede our sensory reality.


Streaming Services: the New Standard

« The purpose of the video is to inform, teach, entertain and inspire. That purpose is lost if we don’t remember what we learn, don’t follow the steps we’re given, don’t appreciate the laughs and don’t turn inspiration into action. » – Niklas Göke

Thanks to Netflix, HBO, Hulu, and others, watching series has become easier than ever. From a TV, a smartphone, a computer or a tablet; your favorite shows are available 24/7 and the impact is unprecedented. Employees are watching Netflix at work, teenagers are depriving themselves of sleep by staying up late to make sure Rick doesn’t get bit by a zombie or to discover who Cersei assassinates this time.

TV shows are diverse and made for all types of viewers. My grandparents, my parents, and my siblings all watch Netflix; do they watch the same shows? Absolutely not.  According to a survey conducted by network FX, 495 scripted original series were made available in 2018 which doesn’t include the reality shows and new shows that have aired since then. From Drama to Makeover, without forgetting Cartoons; the demand is well met.

Here are some of the most popular TV-Shows by the number of viewers:

“The Big Bang Theory” — CBS: 18 million viewers

“Game of Thrones” — HBO: 17,8 million viewers

“NCIS” — CBS: 16,7 million viewers

… and one of the biggest finales ever: “Friends”, which aired May 6, 2004, had 52.46 million viewers (counting delayed viewers).

Top streaming services:

Netflix stays at the top with over 151 million paying subscribers worldwide along with 6.56 million customers on a free trial. Catching up is Bezos’ streaming service, Amazon Prime Video with over 100 million subscribers worldwide. Youtube also wants in on the market and with Youtube TV,  the service now claims to cover over 98 percent of households in the US.

The competitors are Hulu with 28 million subscribers in total, HBO Now ( thanks to the Game of Thrones), was reported to have 8 million subscribers and CBS All Access which has reached its streaming goal of 8 million (two years earlier than expected).

But with such a flourishing market, big-time players want in, such as Disney and Apple through Apple TV.

Impact:

Let’s start with an astonishing fact: Americans on average watch 2.7 hours of television a day (18.9 hours a week…).

Now that we have that number in mind, let’s think about the many things we can do during these 2.7 hours every day. In 162 minutes, you learn and practice another language; have a solid workout; catch up on friends or family,  plan a weekend trip, catch up on sleep and MANY others.

Most of the actions in correlation with watching lots of TV shows are sadly not positive on your well being. Junk food is for many complementary to watching series for an extended amount of time. With the possibility to log on Netflix and other streaming services on your phone, it can easily deprive you of sleep. And finally, the content can be very addictive as the producers conceived them to be.

Nevertheless, we all know lots of alternatives that we decided not put to use. Why? Simply because watching series is simply entertaining and relaxing … 

The lesson is always the same. Nothing is “bad” in moderation. Despite the addictive content now made easily available for everyone; time spent behind the screen must be managed and pros and cons must be thought of when thinking about intensely watching series.


Here are some of the most popular shows and how long it takes to watch them. Feel free to calculate how much time you spent behind your screen …

The Office: 4 days, 3 hours, 30 minutes

The Game of Thrones: 2 days, 22 hours, 15 minutes          

Arrow: 6 days, 16 hours 

Friends: 5 days, 1 hour

Stranger Things: 20 hours, 50 minutes

Breaking Bad: 2 days, 14 hours

Black Mirror: 21 hours, 20 minutes

Walking Dead: 5 days 11 hours

How I Met Your mother: 4. Days, 8 hours 

Rick and Morty: 6 days, 15 hours, 30 minutes

Riverdale: 2 days, 9 hours

NCIS Los Angeles: 10 days

NCIS: 15 days, 18 hours

Grey’s Anatomy: 14 days, 6 hours

Family Guy: 6 days, 21 hours

South Park: 6 days, 7 hours, 30. Minutes

Pretty little liar: 6 days 16 hours

Lost: 5 days, 1 hour

For more go to : https://www.bingeclock.com

Mobile Games and its Impact

As games and phones evolve it has become very easy for people to play on their phones everywhere and at all times. As the gaming’s platform becomes more popular, scientists have found important impacts on our society, and especially on the kids and teens.

We most certainly know all the benefits of mobile games: it’s fun, you can socialize etc. I would like to focus on the impact that is not as easy to distinguish.

Productivity

Many mobile games have a social aspect or rely on other players. And in this kind of game, it’s common to have notifications and updates throughout the day about various things happening in those different games. It makes it very tempting to take a look which will most likely turn into actually going on the game to check it out and the user ends up playing for an x amount of minutes. Unfortunately, all of those quick times playing can quickly add up over the course of a day or a week, resulting in many wasted hours of productivity.

SLEEP

Do you get a full 8 hours of sleep at night? If not, one of the reasons might be because of mobile games. Mobile games have been linked to the disruption of sleep patterns. A study conducted at the Flinders University’s Sleep Laboratory by masters student Daniel King found that teens who play video games before bed caused significant sleep disruptions, even when they fell asleep at their usual bedtime.

Flinders University child sleep psychologist Dr. Michael Gradisar, who supervised the study, said there was a 27-minute loss in total sleep time after 150 minutes of gaming based on the polysomnography tests and also caused a 39-minute delay in sleep for the teens.

“While they went to bed at their regular bedtime, the adolescents’ still experienced significant sleep disruptions caused by frequent awakenings throughout the night,” -Dr. Gradisar said.

On another hand, a group of teens only played for 50 minutes and they had no trouble falling asleep or staying asleep the whole night. So there is a clear limit on how much time you should play before going to sleep.

COST

Most of the mobile games are free, but almost all of them have a “free to premium” mode which means that you go from the free basic game to a paid game to get extra items such as new levels. There are also games where you can purchase elements with actual money such as “v-bucks” in the very popular game Fornite which has generated $455 million in revenue on Fornite mobile iOS. These kinds of games can be a big problem for vulnerable people such as kids and/or people with game addictions. There have been many stories about parents allowing their kids to play free games but then ends up paying for things their kids purchased on the game without any refund possible for the parents. The 2.3 billion gamers across the globe have spent $137.9 billion on games, in those $137.9 billion 51% of it came from mobile games.

DISTRACTION

Not only mobile games cause a distraction that makes you lose productivity but that distraction can also be dangerous for the users and in multiple ways. With things simple as receiving a notification from a game while you’re driving, that notification might make you go on the app as you drive which can become greatly dangerous and has caused many road accidents over the last few years. Even when you’re not driving games can be a dangerous distraction, for example the game Pokemon Go has also caused a large number of accidents, a rough estimate of 114,000 has been reported in the US where pedestrians and drivers were distracted by the game and a lot of pedestrians got hit by cars and even fell over cliffs. For instance, in Japan on August 2016, a distracted driver playing the game did not notice a woman crossing the street and struck her with his truck. The victim died of a broken neck and it was the 79th Pokemon go related accident in Japan.

PERSONAL IMPACT

I’ve had many mobile games that I loved such as Clash of Clan, Fornite, and others but these games were not only a positive thing for me. Yes, it would make me happy to play but it was also a big distraction that caused mainly a loss of productivity and some sleeping problems. At the time when I was really into the games, I would play around 4-5 hours a week depending on my school work. When I think about, it is crazy! How could I spend so much time on a game when I could be doing better things? I think that all of you readers should think about that too, and for the ones of you that have an iPhone I recommend for you to use the “screen time” option available on your phone, it will tell you how much time you spend on each app every day and over the week.

Sources: itstillworks.com / spacewhalestudios.com / sciencealert.com

QUI SOMMES NOUS

Cette plate-forme a été créée pour apprendre et discuter du pouvoir et de l’impact de la technologie numérique sur notre société.

P.D.W. a pour objectif de rassembler les internaute pour ensuite engager une conversation basée sur le partage de leurs expériences et leurs points de vue. Les sujets discutés sont variés allant de l’impact des réseaux sociaux, les nouvelles technologies, la productivité ou même à la finance numérique.

L’équipe P.D.W. est composée d’auteurs écrivant d’Europe et d’Amérique du Nord pour offrir plus de perspectives aux lecteurs.

Nous avons décidé de partager nos convictions personnelles à travers des articles tout en restant ouverts à la conversation sur tous les sujets que nous couvrons. Nos perspectives peuvent différer de celles des autres; mais la raison pour laquelle nous partageons notre travail sur la plateforme est pour inciter à la conversation. .


Les articles sur «The Power of our Digital Wolrd» sont écrits par des étudiants mais sont lues par tous.


The Power of Data

What is Facebook?

In order for Facebook to be evaluated effectively, a brief summary is necessary. Facebook is a social media platform that allows for near limitless networking. Users must sign up for a free profile and are then able to share photos, videos and messages, both publicly and privately to those they have “friended”. It was originally created in 2004, by Mark Zuckerberg while enrolled at Harvard University. The initial intended user base was solely college students but by 2006, it shifted to anyone who claimed to be 13 years of age or older, with a valid email address. Facebook is currently the largest social media platform in the world, with approximately 2.38 billion monthly users worldwide according to statista.com. 

Facebook promotes communication, networking, social marketing and the discovery of nuanced insights. Facebook provides a smorgasbord of resources ranging from showing you what your 9th grade ex-girlfriend Vanessa did for 4th of July, to providing you with the latest and greatest business pages newsletter. While Facebook provides those who utilize it with undeniably convenient and useful assets, they are in turn allowed access to an abundance of their users’ personal information. As Uncle Ben famously said to Spiderman, “With great power comes great responsibility” and over the years, Facebook has been less than responsible. 

Scandals

Facebook has had countless scandals spanning over the last decade, primary predicated on their inability to effectively protect data privacy. These incidents have fallen at various places on the spectrum of severity but the truth of the matter is the frequency of these issues are indicative of a fundamentally flawed system. The three primary issues with Facebook and the way they handle user privacy are: Those who use the app willingly divulge a large amount of highly personal information, Facebook does not prioritize the safety of this information and lastly, third parties are actively attempting to attain user information. According to a Facebook data privacy scandal timeline provided by Tech Republic, the first known infraction occurred in 2005, a mere year after the app was launched. The scandal exposed researchers at MIT constructing a script which downloaded publicly posted information of 70,000+  Facebook users. Facebook’s failure to protect this data more comprehensively is one of their first missteps and certainly not their last. 

One of Facebook’s most recent and groundbreaking breaches of trust was brought to light on March 18th, by The New York Times, The Guardian and many other credible news sources. The articles covered a data mining site by the name of Cambridge Anayltica and their groundbreaking exploitation of 50 million Facebook profiles in order to gain an unfair advantage in the 2016 election. This was Facebook’s biggest breach of privacy ever.

What is Cambridge Anayltica?

In order to understand how Cambridge Anayltica’s piece fits into the puzzling 2016 election, we must answer the question of, what is Cambridge Anayltica? CA is described by the British daily newspaper, The Guardian, as being; a company that provides its services to political parties and businesses interested in shifting their public perception. Its headquarters are located in London and it was  originally created in 2013 as a deviation of another similar company called the SLC group. The way it performs its analysis is by acquiring large amounts of consumer data (from sites like Facebook), and cross referencing that with behavioural science in order to identify individuals they can target with specialized marketing techniques. 

The founder of Cambridge Anayltica, Alexander Nix, explained the purpose of his company as being “to address the vacuum in the US Republican political market”. He continued by stating, “The Democrats had ostensibly been leading the tech revolution, and data analytics and digital engagement were areas where Republicans had failed to catch up. We saw this as an opportunity”. The previous statements were an excerpt from Nix’s interview with the website Contagious, in September of 2012. The information provided by Nix helps us, the listeners, begin to further understand the motive driving CA’s actions.

In 2014, Aleksander Kogan created an app titled, “this is your digital life”. Around 270,000 individuals downloaded it and took personality quizzes revealing intimate information about themselves. At the time, Facebook allowed developers like Kogan to access information about Facebook users and their friends. Kogan harvested around 50 million users’ information and passed it along to Cambridge Analytica. This information was then used to target eligible voters through digital ads, model voter turnout and provide a compass for where Trump should travel to gain more support.

What Now?

If nothing else, this incident should be regarded as a lesson in the power of data. Through the use of relatively basic and vague information, a British data mining firm was able to greatly influence, if not dictate who became the next President of the United States. While it is unrealistic to expect everybody to delete Facebook, I do encourage those who are reading this article to be aware of the irresponsibility Facebook exhibits with your personal data. Next time a personality quiz about which Harry Potter character you are pops up on your timeline, think twice about taking it.

Sources:

  1. https://www.statista.com/statistics/264810/number-of-monthly-active-facebook-users-worldwide/
  2. https://www.techrepublic.com/article/facebook-data-privacy-scandal-a-cheat-sheet/
  3. https://www.theguardian.com/news/2018/mar/18/what-is-cambridge-analytica-firm-at-centre-of-facebook-data-breach
  4. https://www.nytimes.com/2018/03/17/us/politics/cambridge-analytica-trump-campaign.html
  5. https://www.youtube.com/watch?v=VDR8qGmyEQg
  6. https://www.contagious.com/news-and-views/interview-alexander-nix

The Real Culprit

It’s easy to take a look at the vile, openly racist, authoritarian-esque Twitter feed of the current President of the United States and think “man, Twitter isn’t great for politics.” It’s a lot easier to be told that by a cable news network with everything to lose if people begin looking for other sources of information. That line of thought also misses the origin of nearly all of Trump’s tirades – they directly stem from the words of Fox News’ half entertainment, half news, entirely propagandized daily lineup. Propaganda is not a term anyone should use lightly, but the line between bias and propaganda was crossed the second Donald Trump picked up the phone and began discussing messaging with Fox anchor Sean Hannity.[1]

Take a look at the President’s attacks on Rep. Ilhan Omar, those which culminated in the disgusting “send her back” chant at a Trump rally in North Carolina on July 19th. Ten days before Trump’s crowd demonstrated what a white supremacist political movement sounds like, Tucker Carlson went on a similarly abhorrent rant on Fox News. Carlson – who has referred to Iraqi people on live radio as “semiliterate primitive monkeys” [2] – called Rep. Omar, the first Somali-American and first refugee elected to Congress, “a living fire alarm” for change in immigration policy. Again, Trump speaks with the anchors at Fox on a regular basis, so him emulating Carlson’s racism and allowing the crowd to support it is no surprise. It very well could have been planned.

What, however, was the platform that Rep. Omar used to respond to Carlson’s rant? Or the subsequent attacks by the President? What platform did the not-racist world use to fire back at the President’s haranguing attack on the majority-black City of Baltimore and its pioneering Representative Elijah Cummings? Twitter. Twitter has its flaws, of course, but it can be used as an extremely valuable tool by those who cannot pass the barriers to entry built into traditional media. It allows the user to view the basis of information, if it is evidenced, through an attached link; it doesn’t exclusively rely on the respectability of a certain media corporation; it inherently cannot allow an agenda to be pushed on all fronts – it is a platform for all, and it leaves it to the navigator to find its value.

For what should be an information-centered platform in the context of politics, Twitter really only requires two things to make it useful. Those are political influencers who link their sources and users who only look for the influencers that use sources. The first part is very much so a reality already, the second only requires a little bit of widespread education on how the internet works. Once those two conditions are present, Twitter becomes something even greater than a platform for all. It becomes the first streamlined, easy to use service for real time information about politics and governance. It allows people from different backgrounds to bring light to issues they have experience with, as opposed to cable’s information-light, generalized reporting about political “winners” and “losers” that is only really relevant on television and in D.C. social circles. It is what brought the #BlackLivesMatter movement to prevalence, it is what made family separation a household term, and it could very well be the end of this dangerous presidency should progressives use it to build a grassroots movement in 2020.

Most importantly, it is a source of information unabridged by the opinions of wealthy anchor men and women. When you find a link from a valuable source, when you read information that source gives you, and when you feel something about that information, you aren’t just hearing what people think about something. You are thinking about it, critically, for yourself. There are millions of dollars that have been spent telling you that the internet is not a useful source of information, because the people who have controlled information since the dawn of television have many more millions to lose if it continues on its current path. So I ask you to do a few simple things: learn what a good source looks like, question and read about what you hear, and only take information from others – make your opinions yourself.


[1] Rosenstiel, Tom. How Fox News evolved into a propaganda operation. Web, March 22, 2019. https://www.vox.com/2019/3/22/18275835/fox-news-trump-propaganda-tom-rosenstiel.

[2] Bryant, Miranda. “Omar Hits Back at ‘racist Fool’ Tucker Carlson after Fox News Host’s on-Air Rant.” The Guardian, July 10, 2019, sec. US news. https://www.theguardian.com/us-news/2019/jul/10/ilhan-omar-tucker-carlson-fox-news-host-racist-fool.

Productivity monitored from close

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Today, methods to monitor employees are spread everywhere in the working industry. Hospitals have installed sensors to detect nurses’ handwashing practices as they can also relay their location on the floor at all times. Restaurants are using technology within the servers’ tablets to observe each of their waitstaff’s sales in real-time from a central location. Let’s not forget that to boost efficiency and safety, Uber Technologies Inc. has monitored that track speed pattern. At present, office workers are also being monitored via computer software.

What does the employee monitoring software do? 

It allows the employer to spy on his employees during working hours through their computers. To do so, the software relay the employee’s computer information to the company administrator which has access to the majority of these data. Depending on the software, screenshots of the employee’s screen are provided to the employer at intervals of every hour, every 15 minutes or even every 10 seconds. Some have the capacity to block the access to social media and send the website links that the employee visited including how long that employee spent on it. It essentially provides additional information on the employees’ productivity.

The software installed on the employee’s computer gives the companies a better understanding of their workforce through detailed information. It also allows them to increase productivity, safety, and security by monitoring their employees’ work throughout their full day of work.

American Management Association found that 80% of the major companies monitor the internet usage, phone, and email of their employees.

In addition, for more detailed data, Gartner study on companies based in the U.S., Europe, and Canada found that:

  • 22% of employers collect employee-movement data
  •  17% collect work-computer usage data
  •  13% collect employee fitness data

As for the future, 57 % of businesses worldwide are planning on monitoring: employee movement, internal texts, and biometric readings in the next couple of. years.

Arguments Against:

“Trust is broken as soon as tracking methods are put in place.”

Studies have shown that workers are more productive when there are trusted by the company and the person in charge. As revealed by a survey of CEOs by PWC, 55% of business leaders believe a lack of trust in the workplace constitutes a foundational threat to their company.

Now if we compare people who do not trust the company they’re working for with workers who do, the Harvard Business Review found that people at high-trust companies report 106% more energy at work, 76% more engagement, 74% less stress,  50% higher productivity, 40% less burnout, 29% more satisfaction with their lives and 13% fewer sick days

Being monitored is an invasion of privacy”

Being constantly under surveillance at work feels intrusive for many; 25 percent of employees think that is is unacceptable for their employers to analyze the text in their emails. Sadly, for workers who do not agree with the methods, laws allow companies to monitor their staff as long as the conditions are respected.

In the USA:  The Employers have the right to monitor their employees as they perform their duties. There is no federal law in the US that requires employers to notify staff on being monitored.

In EUROPE: The European Court of Human Rights states that employers have the right to monitor their employees as they perform their duties; however employers must provide notice to employees prior to monitoring their online communications.

In AUSTRALIA: Workplace monitoring Act of 2005 states that an employer can monitor an employee’s computer usage only if the employers are informing their staff on the surveillance put in place.

Conclusion

Monitoring employee is becoming a very popular method which can increase productivity, safety, and security. But, its impact on the level of trust in companies is undeniable. The idea is coherent but the methods in which managers use the tools can go against the intent. The process of installing monitoring software must be beneficial for the entire company and not only provide employers more data on their employees.

Sourceswww.wsj.com  / www.pcmag.comwww.worktime.com/  www.pcmag.com

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