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CWF 11 - Day 1 par Mind Map: CWF 11 - Day 1

1. Jimmy Wales

1.1. Failure

1.2. Nurtures creativity & innovation

1.3. Jimmy wales is good at it

1.4. Really dumb idea

1.5. Free encyclopedia

1.5.1. Free

1.5.1.1. License

1.5.1.2. Copy

1.5.1.3. Distribute

1.5.1.4. Re-use

1.5.1.4.1. Commercial

1.5.1.4.2. Or not

1.5.1.5. Local initiatives

1.5.1.5.1. School

1.5.1.5.2. Offline in areas w/o Internet

1.5.1.5.3. Editing for safe content

1.5.1.6. 420,000,000+ readers

1.5.2. Crowdsourcing

1.5.2.1. Thousands of writers

1.5.2.1.1. 20 million articles

1.5.2.1.2. 270 languages

1.5.2.1.3. Access too geeky

1.5.2.1.4. 87% male

1.5.2.1.5. 26 yrs old

1.5.2.1.6. PhD

1.5.2.1.7. Amateur

1.5.2.2. Knowledge

1.5.2.2.1. Content

1.5.2.2.2. Knowledge = human rights

1.5.2.3. Organization

1.5.2.3.1. Wikimedia

1.5.2.3.2. New Node

1.5.3. Future development

1.5.3.1. Develop in India

1.5.3.1.1. Hindi = 68,000 articles

1.5.3.1.2. Small / mid-size of articles / language

1.5.3.1.3. Several languages

1.5.3.2. Apply same to...

1.5.3.2.1. Beyond encyclopedia

1.5.3.2.2. Wikia

1.6. Failure culture

1.6.1. Failing is better than not doing anything

1.6.2. Not usual view in some countries

2. Peter Hinsen

2.1. The new normal

2.1.1. How tech is changing our lives

2.1.2. Digital revolution

2.2. The flip

2.2.1. S curves

2.2.1.1. From novelty...

2.2.1.2. To normality!

2.2.1.3. We're only half way

2.2.2. New references

2.2.2.1. Gen Y

2.2.2.2. Do not remember 1st half of the curve

2.2.2.3. Not now but future, the limit

2.2.3. New consumption

2.2.3.1. Rule #1 = 0 tolerance for digital failure

2.2.3.2. Rule #2 = speed, good enough is enough

2.2.4. Education

2.2.4.1. Not evolving fast enough

2.2.4.2. Not in sync with today's generations

2.2.4.3. Online sources

2.2.4.3.1. Cf khanacademy.org

2.2.4.3.2. Inspiration

2.2.4.4. Attention deficit

2.2.4.4.1. Multi tasking

2.2.4.4.2. Attention span

2.2.4.4.3. Gamification

3. Keith Sawyer

3.1. Author "group genius"

3.2. Collab everywhere

3.2.1. Any work requires Collab

3.2.2. Creativity requires Collab

3.3. Mass collaboration

3.3.1. Collective intelligence

3.3.2. No central guidance

3.3.3. We're social beings

3.3.4. Not purely linked to technology

3.3.5. Jazz & impro theater

3.3.5.1. Coordinate

3.3.5.2. Improvision

3.3.5.3. Boosts creativity

3.3.5.4. Not predictable

3.3.5.5. Not controlled

3.4. It works in the serious world

3.4.1. WL Gore

3.4.1.1. Serial innovators

3.4.1.2. 14 industrial areas

3.4.1.2.1. Gore tex

3.4.1.2.2. Floss

3.4.1.2.3. ...

3.4.1.3. 10% of time on any projects

3.4.1.3.1. Radical projects

3.4.1.3.2. Surprising projects

3.4.1.3.3. Examples

3.4.2. C Darwin

3.4.2.1. Theory of natural selection

3.4.2.2. Example of Collab

3.4.2.3. Outlines theory

3.4.2.3.1. Shares

3.4.2.3.2. Discusses

3.4.2.3.3. Gets inputs from other ppl

3.4.2.4. Creativity does not come from 1 single person

3.4.3. Writers

3.4.3.1. Tolkien

3.4.3.1.1. Lords of rings

3.4.3.1.2. Collab in pub

3.4.3.2. Even areas we qualify as solitarybactivities

3.4.4. Invention of planes

3.4.4.1. Wright brothers

3.4.4.2. Other pilots / inventors

3.4.4.3. Innovation does not stop

3.4.4.3.1. Wright brothers stopped

3.4.4.3.2. Innovation continued elsewhere (Europe)

3.5. End of the myths

3.5.1. No lone geniuses

3.5.1.1. Lots of small ideas

3.5.1.2. From many ppl

3.5.1.3. We're all able to be creative

3.5.2. No immediate success

3.5.2.1. Failure

3.5.2.2. Multiple iterations

3.5.2.3. Cf Jimmy Wales

3.5.3. Emergence over time

3.5.4. Collaborative web

3.5.4.1. ~ Open source

3.5.4.2. Not tight to technology

3.5.4.3. Everyone contributes a little

3.5.4.4. Incremental process

3.6. Workshop

3.6.1. "enhancing creativity"

3.6.2. How to overcome impasse

3.6.2.1. Time off!

3.6.2.2. Incremental process

3.6.2.3. Creativity comes when you least expect it

3.6.3. Stages of creative process

3.6.3.1. John Reed

3.6.3.1.1. Banking industry (city bank)

3.6.3.1.2. How to make money in retail banking

3.6.3.1.3. Eureka moment

3.6.3.2. 5 steps

3.6.3.3. #1 - Preparation

3.6.3.3.1. Long process

3.6.3.3.2. Hard work

3.6.3.3.3. Training & education

3.6.3.3.4. Frequent conversations

3.6.3.3.5. 10 year rule

3.6.3.3.6. Build on what already exists

3.6.3.4. #2 - Incubation

3.6.3.4.1. Time off

3.6.3.4.2. Multiple projects

3.6.3.5. #3 - Insight

3.6.3.5.1. Lots of bad ideas

3.6.3.5.2. Intuition when getting closer to solution

3.6.3.5.3. Diversity boosts creativity

3.6.3.6. #4 - Selection

3.6.3.6.1. Brainstorming

3.6.3.6.2. More efficient to select than to create

3.6.3.7. #5 - Elaboration

3.6.3.7.1. Make it happen

3.6.3.7.2. Requires

3.6.3.7.3. Only 10% of ideas become a product

3.6.3.7.4. Chain reaction

3.6.4. Creativity techniques

3.6.4.1. Combine concepts

3.6.4.2. Visual creativity

3.6.4.3. Total freedom does not work

3.6.4.3.1. Guidance & rules

3.6.4.3.2. Otherwise you stick to what you know

4. Malcolm Gladwell

4.1. We award the ppl who are the 1st to come up w/ a new idea

4.2. 1st?

4.2.1. Story from 1982

4.2.1.1. PLO bombs Israel from Lebanon

4.2.1.2. Israel attacks Syria forces in Lebanon

4.2.1.3. Israel crushes Syria military

4.2.1.4. Extraordinary win

4.2.1.4.1. Why?

4.2.1.4.2. New innovative technology!

4.2.1.4.3. Israel did not invent any of the technology they used

4.2.2. Xerox park

4.2.2.1. Massive budget / facilities to innovate

4.2.2.1.1. Gather lots of scientists

4.2.2.1.2. Limited guidelines

4.2.2.1.3. "reinvent the office"

4.2.2.2. Innovation / ideas

4.2.2.2.1. Laser printer

4.2.2.2.2. Word processing

4.2.2.2.3. PDF

4.2.2.2.4. Operating system

4.2.2.2.5. ...

4.2.2.3. 1979

4.2.2.3.1. S Jobs visit

4.2.2.3.2. Sees all innovation by Xerox

4.2.2.3.3. Gets back to Apple

4.2.2.4. Geniuses were not thinking about consumers!

4.2.2.4.1. They were inventing the future

4.2.2.4.2. Not thinking on market

4.2.2.4.3. Steve Jobs was

4.2.3. Lessons from Apple

4.2.3.1. Never 1st!

4.2.3.1.1. Cf Xerox for computer

4.2.3.1.2. iPod

4.2.3.1.3. iPhone

4.2.3.1.4. iPad

4.2.3.2. Steal an idea & make it better

4.3. 3rd!

4.3.1. Cost of being 1st

4.3.1.1. What makes you a good innovator

4.3.1.2. Does not make you the best to make it happen

4.3.2. Tweakers

4.3.2.1. Improves

4.3.2.1.1. Refines

4.3.2.1.2. Perfects

4.3.2.2. Combine "old"

4.3.2.2.1. Design > Russia had idea of using RMA

4.3.2.2.2. Build > The US created drones & AWACS

4.3.2.2.3. Implement > Israel made it a reality

4.3.2.2.4. 3 different cultures if innovation

4.3.2.3. Benefits from the group

4.3.2.3.1. Early adopters

4.3.2.3.2. Learn from experience

4.4. Pace innovation exceeds our capacity to understand it

4.4.1. Xerox

4.4.1.1. Expensive computer

4.4.1.2. Because used to sell copiers

4.4.1.2.1. Big

4.4.1.2.2. Expensive

4.4.1.3. No other references

4.4.2. Apple

4.4.2.1. Time

4.4.2.2. To understand technology

4.4.2.3. To understand how ppl want to use it

4.4.3. Other examples

4.4.3.1. eBook reader

4.4.3.1.1. 1st = Sony

4.4.3.1.2. 2nd = Amazon Kindle

4.4.3.2. Facebook

4.4.3.3. Google

4.4.3.3.1. Not 1st search engine

4.4.3.3.2. Tweaked and made the difference

4.5. The one w/ the least resources will make the difference

4.5.1. Shoestring

4.5.1.1. Israel vs US / Russia

4.5.1.2. Apple vs Xerox

4.5.2. Low resources forces to focus on the core

4.6. Public vs private sector?

4.6.1. Public = 1st

4.6.1.1. Research labs

4.6.1.2. Universities

4.6.1.3. Fundamental research

4.6.1.3.1. Ideas

4.6.1.3.2. Budget / funding

4.6.2. Private = 3rd

4.6.2.1. Focus on tweaking

4.6.2.2. Market centric

4.6.2.3. Shoestring

4.7. Patent & IP protection?

4.7.1. Stealing ideas???

4.7.2. No real answer...

4.8. Read more...