Many of the devices being provisioned are personally owned mobile devices that are also used for business apps. This bring-your-own-device (BYOD) trend is one of the more dramatic results of the consumerization of IT, in which consumer preference, not corporate initiative, drives the adoption of technologies in the enterprise.
Mobile IT has increasingly allowed BYOD to drive employee satisfaction and productivity through the use of new technologies, while simultaneously reducing mobile expenses. However, many newer smartphones, tablets, and their apps were not built with enterprise requirements in mind, so IT teams often feel uncomfortable about security and supportability. [Also see: "Can employee-owned devoices save companies money?"]
Phase 2 involves the mobile IT team actively managing all devices -- phones, tablets, iPod Touches, etc. -- to help ensure the original enterprise persona remains intact. At this point, users are given wide-ranging access to corporate resources, including apps, email, secure directories and even cloud-based file storage. Ideally, the mobile IT team has also published a corresponding "declaration" to its mobile users, outlining what is permissible (e.g., using your device for non-business gaming) and what is not (e.g., downloading a virus-laden open-source game).