CAPS Marketing
by Bill OConnor
1. Visualization/Simulation/Analysis
2. 1. Technology
2.1. Infinite Computing/Cloud Computing
2.2. Digital Fabrication/3D Printing/Maker
2.3. Platform Irrelevant/Cross-Platform
2.4. Mobile Computing
2.5. Ambient Intelligence/"Smart" Things
2.6. Clean Technology/Energy
2.7. Voice Recognition/Multi-Touch/Gestures
2.8. Exponential Technologies/Singularity University
2.9. Science Fiction/Speculative Futures
3. 2. Design
3.1. Design Thinking
3.2. Scan/Modify/Print
3.3. Whole System/Holistic Design
3.4. Leading the Customer/Vs. Following
3.5. Biomimicry
3.6. Experience Design
3.7. Desirability/Feasibility/Viability
3.8. Computational Design
4. 3. Business
4.1. Innovation
4.1.1. vs. Invention
4.1.2. Breakthrough vs. Sustaining
4.1.3. Open Innovation
4.1.4. Innovation Continuum
4.1.5. An Individual, Not a Corporate Phenomenon
4.2. Emerging Markets
4.2.1. Bottom of the Pyramid
4.3. Bionanotechnology
4.4. Future of Work
4.5. From Ownership to Access
4.6. Business Unusual
4.7. Social Media
5. 4. Social
5.1. Grand Challenges
5.1.1. Climate Change
5.1.2. Urbanization
5.1.3. Infrastructure Boom
5.1.4. Quality of Life Issues
5.2. Technology/Innovation/Jobs/Economy
5.2.1. Jobless Recovery
5.2.2. Work Going From Humans to Technology
5.3. Digital Natives
5.4. Education
5.4.1. Non-Tradional Education
5.4.2. Old "A" versus New "A"
5.4.3. Abstract vs. Project-Based