CAPS Marketing
by Bill OConnor

1. 1. Technology
1.1. Infinite Computing/Cloud Computing
1.2. Digital Fabrication/3D Printing/Maker
1.3. Platform Irrelevant/Cross-Platform
1.4. Mobile Computing
1.5. Ambient Intelligence/"Smart" Things
1.6. Clean Technology/Energy
1.7. Voice Recognition/Multi-Touch/Gestures
1.8. Exponential Technologies/Singularity University
1.9. Science Fiction/Speculative Futures
2. 4. Social
2.1. Grand Challenges
2.1.1. Climate Change
2.1.2. Urbanization
2.1.3. Infrastructure Boom
2.1.4. Quality of Life Issues
2.2. Technology/Innovation/Jobs/Economy
2.2.1. Jobless Recovery
2.2.2. Work Going From Humans to Technology
2.3. Digital Natives
2.4. Education
2.4.1. Non-Tradional Education
2.4.2. Old "A" versus New "A"
2.4.3. Abstract vs. Project-Based
3. Visualization/Simulation/Analysis
4. 2. Design
4.1. Design Thinking
4.2. Scan/Modify/Print
4.3. Whole System/Holistic Design
4.4. Leading the Customer/Vs. Following
4.5. Biomimicry
4.6. Experience Design
4.7. Desirability/Feasibility/Viability
4.8. Computational Design
5. 3. Business
5.1. Innovation
5.1.1. vs. Invention
5.1.2. Breakthrough vs. Sustaining
5.1.3. Open Innovation
5.1.4. Innovation Continuum
5.1.5. An Individual, Not a Corporate Phenomenon
5.2. Emerging Markets
5.2.1. Bottom of the Pyramid