The digital revolution has allowed thousands of people not only to conceive great ideas but also to execute, produce them. With digital technologies, you don’t need raw materials, factories, distribution centres, stores… you can reach a worldwide audience quickly and cheaply just by using your brain and your PC.
This innovation-led culture is now ubiquitous, and it looks like it has inspired (or liberated) not only entrepreneurs and businesspeople, but also civil servants, engineers, artists and architects: even if their ideas belong to the “physical” world, their approach belong to the digital culture.
This presentation provides example of this new spirit of liberation: from a science-fictionesque tram station in Austria, to an Italian village that, with the help of a giant mirror, created the physical equivalent of Facebook (http://bit.ly/al875a), through to artists who conceived the ultimate hotel experience in Paris (http://tinyurl.com/ybxjlty), used physical crowd-sourcing to create a piece of art or wrote a twitter-inspired theatre play… etc.
We are in a more open society where creativity is less constrained by cultural, technological or financial constraints. We are moving from “everyone can have ideas” or “everyone can be an artist” to “everyone is an innovator”.
by Thomas Myer
If you're a freelancer, you know that your existence comes down to chasing after lots of client engagements, projects, gigs, whatever you want to call them. If you stop working for any reason (illness, travel, you just want or need a break) then the income stops.
Adding products to the mix can be a really great way to add small (but potentially large!) streams of income that you can count on month after month. I'll talk about using your talents and strengths to create products (ebooks, themes/templates, photography/artwork, plugins/apps, membership sites) that will appeal to an audience and generate sales.
Remember, even if you only create a $100/week product, it only takes 5 or 6 of those to really start making a big difference in the way you work and live. This isn't about creating a "four hour workweek" or some other hyped BS, this is about creating repeatable, realistic income streams.
by John Hagel
Most companies are content to pursue adaptation strategies in times of high uncertainty – sense and respond quickly to events as they unfold. While adaptation is certainly valuable, it misses a much greater opportunity – the ability to shape entire markets or industries in ways that create significant advantage for the shaper. While most disruptive innovation strategies focus on a single company betting heavily on a disruptive approach to the market, shaping strategies emphasize the opportunity to mobilize a very large number (thousands and, in some case, millions) of other participants to leverage investment and accelerate learning. As a result, shaping strategies can succeed with small initial moves, smartly made, that set big things in motion. This talk will review examples of successful shapers in the past to determine the key elements that determine the success of shaping strategies.
Work is getting flatter. There’s no central server dishing out orders. It’s a peer-to-peer, co-evolving world. The team that flocks together, rocks together.
The future of work is not about dull routine, it’s about being more human. It’s about curiosity, exploration, flexibility and imagination.
Gamestorming is for people who want to design the future, to change the world, to make, break and innovate. It's a kind of Jedi-judo for inventors, explorers and change agents who want to engage the swarm, surf the infosphere and fan the creative hive to an excited state.
Gamestorming is a practice made of people, paper and passion. The enabling technologies are sticky notes, whiteboards, index cards, loose rules and fast action.
Gamestorming is a mashup of game principles, game mechanics and work. It’s about weaving energy and fast-feedback loops into your work, into your meetings with co-workers, into your design and development activities.
Gamestorming is the future of work.
Our panel of Gamestorming Jedi will infect you with the Gamestorming virus, so you can carry it back with you and unleash the contagion to the other nodes in your network. There is no antidote.
by Joshua Rosenbaum
Since the beginning of man, different permutations of the “Instruction Manual” have ridden as passenger in the sidecar of technology’s motorcycle. And like technology, the format of the instruction manual has evolved, but is the “science” behind them keeping up? Video demos may be the status quo across today’s interverse, BUT… The day of the 40-minute-long, boring video demo is over. Short, entertaining video tutorials are winning the attention and appreciation of a socially networked audience eager to pass along a link to something they find entertaining and useful. Smart brands are realizing the opportunity to create and use video tutorials as purveyors of brand culture. Injecting humor, style, and creative storytelling into an instructional tutorial not only can help grab and keep an audience’s attention, but may encourage the audience to actively promote the content to others purely based on its creativity or experiential value. Demos are dead. Fun, creative tutorials not only teach, but also promote. The branded tutorial is rapidly becoming the new, and necessary standard.
11th–15th March 2011