Digital Strategies for a Better World

Keynote by Helen Baxter of Mohawk Media at the Festival for the Future, Wellington, 4 - 6th November 2011 http://www.festivalforthefuture.org.nz

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Digital Strategies for a Better World by Mind Map: Digital Strategies  for a Better World

1. Game it

1.1. Challenge

1.2. Clear objective

1.3. Clear pathway towards goals

1.4. Right tools

1.5. Feedback

1.6. Sense of progression

1.7. Rewards such as badge, points, leaderboards

1.8. Gamer types

2. Share it

2.1. Creative Commons

2.1.1. Open and remix culture

2.1.2. Access to publications & digital assets with 'some rights reserved'

2.1.3. Encourages collaboration, remixing, innovation

2.1.4. Re-investing in the Public Domain, our future culture & society

2.1.5. Creative Commons Kiwi

2.2. MIT Open Courseware

2.2.1. "Unlocking Knowledge, Empowering Minds"

2.2.2. 1900 courses for free, online

2.3. Sharing over ownership

2.3.1. From Trade me to Share me

2.3.2. Ideas

2.3.3. Stuff

2.3.4. Space

2.3.5. Experience Economy

3. Tag It

3.1. Connecting students, educations, business, community

3.2. Moving towards a "Literacy of Cooperation"

3.2.1. Howard Rheingold

3.3. Money

3.4. Ideas

3.5. People

3.6. Causes

4. Actions

4.1. Spread the CC word

4.1.1. For students, artists, open data, government, science

5. Flip it

5.1. Doing things backwards

5.2. Education

5.2.1. Podcasts and self study at home

5.2.2. Project at schools in day with teacher/peer support

5.3. Government

5.3.1. Policy auction

5.3.1.1. Retake the net

5.3.1.2. I'd vote for that

5.4. Selling

5.4.1. Purchaser sets price

5.4.2. Humble Bundle.com games

5.4.2.1. Pay what you think

5.4.2.2. Choose split between game devs and charities (EFF, childsplay)

5.4.2.3. Over $7million is sales and charity revenue

6. Young People Today

6.1. http://www.anxietyculture.com/antisocial.htm

6.2. Generation Y R U still doing it like that?

6.3. Drive

6.3.1. Daniel Pink

6.3.1.1. Bonus schemes have negative effect on knowledge & creative workers

6.3.1.2. intrinsic rewards

6.3.1.3. Same across all cultures

6.3.1.4. Manual - bonus

6.3.1.5. Cerebral - praise & profile

6.3.1.6. Give credit where it's due

6.4. Young people today are awseome

6.4.1. NZ

6.4.1.1. Christchurch Students

6.4.1.2. Rena cleanup

6.4.1.3. World of difference

6.4.1.4. Retake the net

6.4.1.5. Festival for the Future

6.4.1.6. Regenerist

6.4.1.7. Generation Zero

6.5. Open Source attitude

6.6. Social entrepreneurs

6.6.1. Enspiral

6.7. Innovation through collaboration

6.8. Agile - launch early and iterate

6.9. Lean - do more with less

6.10. Empowered

6.10.1. Social media,

7. Better World?

7.1. Full eParticipation and eDemocracy

7.1.1. Get young people enrolled to vote

7.1.2. Verified identity to vote

7.1.3. Anonymity for freedom of speech

7.2. Lighter environmental footprint

7.2.1. Ubiquitous computing

7.2.1.1. less energy

7.2.2. Augmented Reality

7.2.2.1. No more streetsigns, billboards

7.3. Weightless economy

7.3.1. More cloud less bricks/soil/mining

7.4. Trust and reputation

7.4.1. Reputation management

7.5. Life / work / play balance

7.5.1. Flexible workspaces

7.5.1.1. Hot-desking / co-location

7.5.2. Sharing spaces, resources and ideas

7.5.3. Smartphones

7.5.4. Cloud apps

7.5.5. Portfolio careers

7.5.5.1. P/T Telescopic

7.5.6. Results only work environments