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CWF 11 day 2 by Mind Map: CWF 11 day 2

1. Scott Belsky

1.1. Author "Making ideas happen"

1.2. Execution of ideas

1.2.1. Most ideas do not happen

1.2.2. New idea = energy boost

1.2.3. After, comes execution

1.2.3.1. Project plateau

1.2.3.2. Lower energy

1.2.3.3. So we start a new idea

1.2.3.4. We never push ideas to the end

1.3. Obstacles

1.3.1. Gravitational force of operations

1.3.1.1. Back to day-to-day routine

1.3.1.2. Project left aside

1.3.2. Not well organized enough

1.3.2.1. Personal

1.3.2.2. Network

1.3.3. Lack of leadership

1.4. Keys to implementation

1.4.1. Organization / execution

1.4.1.1. Cut endless stream of info

1.4.1.1.1. Always connected

1.4.1.1.2. SMS

1.4.1.1.3. Emails

1.4.1.1.4. ...

1.4.1.2. We react but we shld be proactive

1.4.1.2.1. Build safe spaces w/o stimulation

1.4.1.2.2. 2 to 3 hrs / day

1.4.1.2.3. Deep thinking

1.4.1.2.4. 2 to 3 things that are important (long term)

1.4.1.3. Stay organized

1.4.1.3.1. Creativity x Organization = Impact

1.4.1.3.2. Example

1.4.1.3.3. Create yr own system

1.4.1.3.4. Must be action-oriented

1.4.2. Communal forces

1.4.2.1. Need to mix to find good balance

1.4.2.1.1. The dreamer

1.4.2.1.2. The doer

1.4.2.1.3. The incrementalism

1.4.2.2. Share ownership of ideas

1.4.2.2.1. Enrich

1.4.2.2.2. Seek competition

1.4.2.2.3. Fight

1.4.2.3. Promote yr idea / product

1.4.2.3.1. Get noticed

1.4.2.3.2. Self marketing

1.4.2.3.3. Build followers

1.4.3. Leadership capability

1.4.3.1. Silence the visionary

1.4.3.1.1. Leaders talk last

1.4.3.1.2. Enables everybody to speak

1.4.3.1.3. Democracy!

1.4.3.2. Value the team's immune system

1.4.3.2.1. Doers are the immune system

1.4.3.2.2. They suppress ideas that wld

1.4.3.2.3. Moderator

1.4.3.3. Develop feedback

1.4.3.3.1. Positive feedback

1.4.3.3.2. Tolerate failure

1.4.3.4. Gain confidence from doubt

1.4.3.4.1. Follow instinct

1.4.3.4.2. If everybody thinks you're crazy

2. Patti Maes

2.1. MIT Pattie Maes -

2.2. Associate Professor in MIT's Program in Media, Arts and Sciences

2.3. Life centered on digital devices

2.3.1. Work

2.3.2. Play

2.3.3. Socialize

2.4. Computers need to evolve

2.4.1. Gap

2.4.1.1. Physical world

2.4.1.2. Digital world

2.4.2. Access to info is difficult

2.4.2.1. Meeting ppl

2.4.2.1.1. Any email from that person?

2.4.2.1.2. Personal info?

2.4.2.1.3. Anything I was supposed to send her / do?

2.4.2.2. Buying in a shop and searching for info online

2.4.2.2.1. Get smartphone out

2.4.2.2.2. Get to website

2.4.2.2.3. Look up reference

2.5. Form factor has not changed

2.5.1. Design did not evolve

2.5.2. Same elements

2.5.2.1. Screen

2.5.2.2. Keyboard

2.5.2.3. OS

2.5.3. Same way to interact w/ technology

2.6. Reinventing form factor

2.6.1. MIT

2.6.2. Students

2.6.3. Think out of the box

2.6.4. ==> the 6th sense

2.6.4.1. Recognize what is in front of you

2.6.4.2. Projects info

2.6.4.3. Video from TED

2.6.5. ==> siftables

2.6.5.1. Blocks

2.6.5.1.1. Tiny computer

2.6.5.1.2. Sense

2.6.5.2. Direct manipulation of data

2.6.5.3. ==> now sold as products

2.6.5.3.1. Hasbro as ScrabbleFlash

2.6.5.3.2. Sifteo

2.6.6. ==> Luminar

2.6.6.1. Interactive surface underneath

2.6.6.2. Totally replaces computer

2.6.7. ==> Sparsh

2.6.7.1. Use body as data storage

2.6.7.2. Touch info

2.6.7.2.1. Copied on finger

2.6.7.2.2. Next time you touch it pastes info

2.6.7.2.3. Actually uses the cloud to store info

3. Hannah McBain

3.1. Main challenges in organizations

3.1.1. Lure of status quo

3.1.2. Creativity only for certain ppl as per function

3.2. Overcoming challenges

3.2.1. Give a sense of direction

3.2.1.1. Understand customer if the future

3.2.1.2. Define biggest priorities

3.2.1.3. Specify end value

3.2.1.4. Tools

3.2.1.4.1. Scenario planning

3.2.1.4.2. Benefit mapping

3.2.2. Define what creative is

3.2.2.1. Values

3.2.2.2. Outcome

3.2.3. Create culture of permission

4. Jamie Anderson

4.1. Author "the fine art of success"

4.2. TEDx talk

4.3. Creativity is not enough

4.3.1. Creativity

4.3.2. Innovation

4.3.3. Applicability

4.4. Lady Gaga

4.4.1. Early passion to become a superstar

4.4.2. Knew what to do to get there

4.4.2.1. Learnt piano

4.4.2.2. Played in small clubs

4.4.3. Started to learn on ppl that we're different

4.4.3.1. Only way to be distinguished

4.4.3.2. Changed her look

4.4.3.3. Changed her name

4.4.3.4. Started using social media to build followers

4.4.4. Industry saw its potential

4.4.4.1. As a brand

4.4.4.2. As a way to market products

4.4.4.3. Build community of fans

4.4.4.3.1. Creates intimacy with fans

4.4.4.3.2. Creates trust

4.4.5. Created the "house of gaga"

4.4.5.1. Group of designers

4.4.5.2. To build brand

4.4.5.3. Different profiles

4.4.6. Understands our world

4.4.6.1. Social media

4.4.6.1.1. Twitter

4.4.6.1.2. YouTube

4.4.6.2. Pace & speed

4.4.6.2.1. No longer tight to industrial cycles if CDs

4.4.6.2.2. Digital = always change, renew

4.4.6.3. Human nature

4.4.6.3.1. Develop intimacy

4.4.6.3.2. Attention span vs length ov videos

4.4.7. Workaholic

4.4.7.1. Execution

4.4.7.2. Implementation

5. Garr Reynolds

5.1. Technology

5.1.1. Presentations existed before PowerPoint

5.1.2. Death by PowerPoint

5.1.3. Not used the right way

5.1.3.1. Forces us focus on wrong thing

5.1.3.2. Templates

5.2. Restraint

5.2.1. Look at the past

5.2.2. Tech has changed a lot

5.2.3. Humans did not

5.2.3.1. Impact of stories

5.2.3.2. Visuals

5.2.3.3. Using space

5.2.3.3.1. Empty spaces

5.2.3.3.2. Gives power

5.2.3.3.3. Contrast

5.2.3.3.4. Focal point

5.2.3.4. We notice

5.2.3.4.1. What's different

5.2.3.4.2. Movement

5.3. Simplicity

5.3.1. Ideas do not come from laptops - J Cleese

5.3.2. Go low tech

5.3.3. Start analog

5.3.3.1. Paper

5.3.3.2. Pen

5.3.3.3. ...

5.3.4. Stickyness

5.3.4.1. "Made to stick"

5.3.4.2. SUCCESS

5.3.4.3. Simplicity

5.3.4.4. Unexpected

5.3.4.5. Concrete

5.3.4.6. Emotion

5.3.4.7. Story

5.3.4.7.1. Conflict

5.3.4.7.2. Change

5.3.4.7.3. Contrast

5.3.4.7.4. A to B

5.3.5. Exclusion

5.3.5.1. Enough

5.3.5.2. Not too simple!

5.4. Naturalness

5.4.1. Design

5.4.2. Awareness

5.4.3. Beginer's mind

5.4.3.1. Put expertise aside

5.4.3.2. Ok to make mistakes

5.4.3.3. Empathy