"I think everything is a remix, and I think this is a better way to conceive of creativity." Kirby Ferguson - Filmmaker and remixer
TED Talks - Embrace the remix
Mission-e-motion: new co-creation platform on electric mobility (by @boardofi...Board of Innovation
The document discusses promoting new mobility solutions through collaboration. It introduces the organization "mission-e-motion" which brings together companies, institutions, and individuals to develop ideas and solutions for electric mobility. Mission-e-motion currently has several projects and missions in development, including an intelligent charging system, a car sharing/limousine service, and an event racing team. It is exploring the potential for crowdsourced ideas and knowledge through a workshop to further develop its business model and missions.
An overview of the Origin of Spaces EU project which is bringing together great CoWorking projects; in Bilbao ZAWP, Bordeaux Projet Darwin, Lewisham Capture Arts, Lisbon LX Factory and Pula (Croatia) ROJCnet.In order to better understand our individual successes and share our practice with others.
The proposal of OKFN Belgium and iDrops for a co-working space based in Ghent that focusses on social innovation. This idea was pitched during the Ghent Web Valley Co-working meetup to other co-working spaces.
This is a talk on 20 Jul 2016 for teachers on maker culture and the concept of "meaningful making" to make it more meaningful for students to engage in maker projects and education.
Developing the Craft of Public InnovationBas Leurs
Reflections and thoughts on developing the craft of public innovation. Presented in Melbourne (April 2018) for the Innovation Network of the Victorian Government.
The document discusses the emergence and importance of coworking spaces. It describes coworking as a new way of collaborative working that is cooperative, open, and network-based rather than isolated. Coworking spaces provide affordable workspaces for freelancers and startups that foster knowledge sharing, serendipity, and collaboration across disciplines. The document emphasizes that in a world of distributed knowledge, coworking communities are important for innovators from different backgrounds to come together, supplement each other's knowledge, and inspire innovative ideas through interaction in an open and sharing culture.
Design Thinking for Code for Europe fellows.
Shortened version of my presentation delivered on January 22nd in Barcelona during kick-off of the Commons for Europe Fellowship Programme.
Slide deck from AAM Annual Meeting session on May 26, 2016.
Session description:
It seems every organization talks about digital strategy, but what does it mean, and how do you do it? In this session, three mid-sized museums, each in a different stage of digital planning, share how they’re getting things done. Panelists represent a cross-section of museums (art, history, science) and departments (education, communications, marketing, digital/IT), providing multiple points of view on how to work together to achieve a common goal. We’ll discuss institutional politics, practical constraints and the exciting possibilities that make this work both daunting and energizing. You will gain practical knowledge, a set of achievable next steps, and inspiration to make digital strategy happen for your museum.
Presenters: Amanda Thompson Rundahl, Saint Louis Art Museum; Janet Asaro, Anchorage Museum; Chad Weinard, Balboa Park Online Collaborative; Liza Lorenz, Ford's Theatre Society.
Moderator: Douglas Hegley, Minneapolis Institute of Art
Mission-e-motion: new co-creation platform on electric mobility (by @boardofi...Board of Innovation
The document discusses promoting new mobility solutions through collaboration. It introduces the organization "mission-e-motion" which brings together companies, institutions, and individuals to develop ideas and solutions for electric mobility. Mission-e-motion currently has several projects and missions in development, including an intelligent charging system, a car sharing/limousine service, and an event racing team. It is exploring the potential for crowdsourced ideas and knowledge through a workshop to further develop its business model and missions.
An overview of the Origin of Spaces EU project which is bringing together great CoWorking projects; in Bilbao ZAWP, Bordeaux Projet Darwin, Lewisham Capture Arts, Lisbon LX Factory and Pula (Croatia) ROJCnet.In order to better understand our individual successes and share our practice with others.
The proposal of OKFN Belgium and iDrops for a co-working space based in Ghent that focusses on social innovation. This idea was pitched during the Ghent Web Valley Co-working meetup to other co-working spaces.
This is a talk on 20 Jul 2016 for teachers on maker culture and the concept of "meaningful making" to make it more meaningful for students to engage in maker projects and education.
Developing the Craft of Public InnovationBas Leurs
Reflections and thoughts on developing the craft of public innovation. Presented in Melbourne (April 2018) for the Innovation Network of the Victorian Government.
The document discusses the emergence and importance of coworking spaces. It describes coworking as a new way of collaborative working that is cooperative, open, and network-based rather than isolated. Coworking spaces provide affordable workspaces for freelancers and startups that foster knowledge sharing, serendipity, and collaboration across disciplines. The document emphasizes that in a world of distributed knowledge, coworking communities are important for innovators from different backgrounds to come together, supplement each other's knowledge, and inspire innovative ideas through interaction in an open and sharing culture.
Design Thinking for Code for Europe fellows.
Shortened version of my presentation delivered on January 22nd in Barcelona during kick-off of the Commons for Europe Fellowship Programme.
Slide deck from AAM Annual Meeting session on May 26, 2016.
Session description:
It seems every organization talks about digital strategy, but what does it mean, and how do you do it? In this session, three mid-sized museums, each in a different stage of digital planning, share how they’re getting things done. Panelists represent a cross-section of museums (art, history, science) and departments (education, communications, marketing, digital/IT), providing multiple points of view on how to work together to achieve a common goal. We’ll discuss institutional politics, practical constraints and the exciting possibilities that make this work both daunting and energizing. You will gain practical knowledge, a set of achievable next steps, and inspiration to make digital strategy happen for your museum.
Presenters: Amanda Thompson Rundahl, Saint Louis Art Museum; Janet Asaro, Anchorage Museum; Chad Weinard, Balboa Park Online Collaborative; Liza Lorenz, Ford's Theatre Society.
Moderator: Douglas Hegley, Minneapolis Institute of Art
Coworking: A Transdisciplinary Overview Peerasak C.
Coworking: A Transdisciplinary Overview
Julian Waters-Lynch, Jason Potts, Tim Butcher, Jago Dodson, Joe Hurley.
Abstract
The purpose of this working paper is to introduce the concept of ‘coworking’ to an academic audience. It argues that coworking is a complex social phenomenon that can be differentiated from other spatial concepts that relate to work, learning and social interactions.
The paper provides an
historical account of the origins of coworking and reviews the existing scholarly and popular literature, offering a theoretical distinction between coworking spaces and serviced offices that
hinges upon the degree of social collaboration versus the importance of location and facilities of the office environment.
An overview of recent data on the number and location of coworking spaces across the world is provided, including a few examples that demonstrate the spatial distribution of coworking spaces within cities. It also provides some data on typical coworking profiles, and links coworking to the broader contextual debates on non-standard and creative work.
Finally the paper suggests some future research directions by linking relevant extant theory with key questions across the fields of economic geography, urban planning economics and
organisational studies.
Introduction to Ambassadors eTwinning challenges workshopRiina Vuorikari
This document summarizes a workshop on using personas and design thinking to develop strategies for engaging eTwinning participants. The workshop introduces eTwinning personas, has participants brainstorm strategies for engaging different personas, and develops an action plan or "tool kit" of best strategies. Improv activities are used to encourage collaboration. The document provides context on personas, design thinking, and improv techniques to facilitate participation and idea generation.
People First: Human-Centered Innovation, Transformation & Iterationmatthewjdoty
This document summarizes a presentation about human-centered innovation, transformation, and iteration. The presentation examines how to apply human-centered design principles and techniques to envision future experiences for an audience, make organizational changes to deliver those experiences, and make rapid iterative progress through design and launches. It discusses defining problems worth solving, generating ideas and having mechanisms to evaluate them. It also covers identifying changes needed, critical behaviors to adopt those changes, and experiencing those behaviors. The presentation aims to bust myths that a human-centered approach takes too long or does not work with agile methods.
講師簡介:
林佑澂 創辦人│未來產房
Daniel Lin is the founder and CEO of FutureWard. He is a genetic engineer, educator, producer, entrepreneur, and bridge builder who is passionate about activating the innovation and startup ecosystems in Taiwan and connecting it to the rest of the world. He started one of the largest and most comprehensive makerspaces in Asia in 2014, and is now leading the strategic relationships with corporations, associations, and local governments to harness Taiwan's technical and manufacturing expertise to help solve intractable problems at FutureWard's Central coworking space.In an earlier life, Dan was conducting cancer research at Johns Hopkins Medical School, managing laboratories and testing immunotherapies. Upon his return to Taiwan, he segued into education. Writing and editing textbooks and testing programs before developing an English language learning program on TVBS. Before founding FutureWard, Dan was the international business development officer for Panel Group.
Presentation from April 12, 2016 at the Advertising Research Foundation Event "How Advertising Works Now: The Consumer and Customer in Charge". Co-presenters were Kaywin Feldman and Kristin Prestegaard. Focus was on the strategy and implementation of audience engagement activities at the Minneapolis Institute of Art.
Presentation from 2016 Museums and the Web conference in Los Angeles. Focused on applying 21st century leadership models in the cultural heritage sector, including Lean, Agile, Radical and Open.
(apologies for slideshare-caused formatting problems)
http://mw2016.museumsandtheweb.com/session/digital-practice/
Formal paper here:
http://mw2016.museumsandtheweb.com/paper/the-agile-museum/
This 15 slide presentation summarizes the speaker's life and career in the creative industry. It outlines their experiences learning the basics as a youth, experimenting abroad, gaining job experience, starting a creative startup, exploring and presenting the creative industry, designing for social innovation and building a creative network. The presentation concludes by introducing the speaker's current digital product design work and provides contact information.
This 15 slide presentation provides an overview of Valentijn Destoop's career and experiences in the creative industry. It outlines his path from learning the basics in a youth organization, experimenting and studying abroad, to gaining initial job experience and founding his own creative startup. The presentation explores Destoop's work presenting the creative industry, exploring different roles within it, and using design for social innovation and creating a creative network, before concluding with details on his current digital product design work under the LittleMissRobot brand.
Presentation from the Minnesota Council of Nonprofits conference, April 12, 2016. Topics: Storytelling in an art museum, audience engagement, open source software, The TDX Project, iterative development, evaluation.
Libraries are evolving from places that simply house collections to become makerspaces and solve spaces where community members can solve real-world problems. The workshop speakers will share their experiences in developing makerspaces and moving them toward becoming solve spaces that address sustainability goals and other community challenges. Attendees will learn tips for getting started with a makerspace and moving it to the next level by engaging partners and taking on initiatives that make a positive impact. Through discussion and sharing examples, the panel aims to inspire libraries to utilize their spaces and resources to educate communities and build solutions.
Design has evolved from being applied primarily to physical objects to more complex domains like user experiences, corporate strategies, and systems. As designs have increased in complexity, gaining acceptance from stakeholders has become a greater challenge. To address this, the introduction or "intervention" of a new design can be treated as its own design problem through an iterative process involving users. This approach helped an organization in Peru successfully introduce innovations like a new school system and programs to develop local suppliers. By carefully designing interventions, complex new designs are more likely to be adopted.
Part of Seminar on "Sharing Innovative Ideas on STEM/Maker Activities for Secondary School Students", for EDB on 15 Jun 2018, in Hong Kong Polytechnic University (Z209)
31. Nov - 2. Dez
GiveCamp braucht dich!
Helfen und Spenden haben eine lange Geschichte und sind heute wichtiger denn je. Viele Organisationen sind auf die Hilfe Freiwilliger angewiesen.
Doch was hast Du von Deinem Beitrag zum GiveCamp?
Du hilfst dabei diese Welt zu einem besseren Ort für uns alle zu machen. Dafür ist Dir sowohl unsere Dankbarkeit, als auch die Dankbarkeit der Organisationen, denen Du hilfst, sicher. Doch denk auch an die Menschen, die durch die Organisationen unterstützt werden. Ohne Dein Zutun würden viele dieser Menschen ohne die benötigte Hilfe auskommen müssen.
Slide deck from presentation to Minneapolis Institute of Art. August 11, 2016. Updates about digital technology at Mia, including Mia Journeys, Overheard, ArtStories, TDX Project, artsmia.org and coming attractions.
The Idiap Research Institute is an independent, nonprofit, research foundation affiliated with Ecole Polytechnique Fédérale de Lausanne (EPFL). Its activities encompass basic research, training (graduate and post-graduate levels), and technology transfer in the areas of multimedia information management, perceptual and cognitive systems, social media, biometric person recognition, multimodal information interfaces, and large scale machine learning.
- DIY refers to building, modifying, or repairing things without professional help. It became popular in the 1950s for home improvement projects and spread to other areas like art, crafts, and technology.
- DIY allows for informal learning and knowledge sharing locally and globally through platforms like Google, YouTube, Wikipedia and online communities.
- While DIY provides more access to information and support, getting the right information can sometimes be challenging without expertise. The concept is shifting from "Do It Yourself" to "Do It Together" through collaboration.
How is this relevant to me? A Human Centred Approach to Public EngagementFergus Bisset
A presentation given as part of the Human-Centred Design Institute (HCDI) Seminar series. This is an outline sketch of some of the theoretical work behind a public engagement project I'm working on and the part time Masters in Design Research that I'm also pursuing.
Sandra Schön (Salzburg Research) presents the paper co-authored by Christian Voigt (Zentrum für Soziale Innovation) and Radovana Jagrikova (Youth Pro Aktiv) "Social innovations within makerspace settings for early entrepreneurial education - The DOIT project" at the international EDmedia conference in Amsterdam on 2018-06-28.
Crowdsourcing In Der Konsumgüterbranche - Entwicklung Und ÜbersichtYannig Roth
This presentation was given at ISPO's "Open Innovation Wiesn" event in Munich, on September 22nd 2014. The presentation is in English, the talk was given in Englissh too but the title was in German, in front of German innovation and marketing managers. The title means "Crowdsourcing In The FMCG Sector - Development And Overview," elmphasizing that the presentation was not only about the sports sector, but about fast-moving consumer goods to inspire ISPO's attendees.
Atlanta Ad Club: Blending Technology with CreativityMoxie
Joel Lunenfeld, CEO of Moxie Interactive, discusses how technology is changing the advertising industry. He argues that agencies must embrace digital and think beyond traditional campaigns to focus on creating experiences and conversations. Successful agencies will combine paid, owned, and earned media and think of consumers as a community to engage with, not just an audience. Agencies also need new team structures that combine various skills like design, development, data, and strategy. This will allow them to work across new "canvases" beyond traditional ads. Moxie is redefining itself as an agency for this new landscape by fusing technology, media, and creativity to achieve accountable marketing solutions.
Crowdheritage: The RE-usable Fashion Museum and Crowd EngagementOlivier Schulbaum
The document discusses a crowdfunding campaign for an open source control interface called BHOREAL. It provides details on the goals of the campaign, which include developing a reference web platform and building a large community around the project. The campaign aims to raise funds to cover design, production, and documentation costs. Rewards for contributors range from acknowledgement for a €5 contribution to packs of equipment for larger contributions.
Coworking: A Transdisciplinary Overview Peerasak C.
Coworking: A Transdisciplinary Overview
Julian Waters-Lynch, Jason Potts, Tim Butcher, Jago Dodson, Joe Hurley.
Abstract
The purpose of this working paper is to introduce the concept of ‘coworking’ to an academic audience. It argues that coworking is a complex social phenomenon that can be differentiated from other spatial concepts that relate to work, learning and social interactions.
The paper provides an
historical account of the origins of coworking and reviews the existing scholarly and popular literature, offering a theoretical distinction between coworking spaces and serviced offices that
hinges upon the degree of social collaboration versus the importance of location and facilities of the office environment.
An overview of recent data on the number and location of coworking spaces across the world is provided, including a few examples that demonstrate the spatial distribution of coworking spaces within cities. It also provides some data on typical coworking profiles, and links coworking to the broader contextual debates on non-standard and creative work.
Finally the paper suggests some future research directions by linking relevant extant theory with key questions across the fields of economic geography, urban planning economics and
organisational studies.
Introduction to Ambassadors eTwinning challenges workshopRiina Vuorikari
This document summarizes a workshop on using personas and design thinking to develop strategies for engaging eTwinning participants. The workshop introduces eTwinning personas, has participants brainstorm strategies for engaging different personas, and develops an action plan or "tool kit" of best strategies. Improv activities are used to encourage collaboration. The document provides context on personas, design thinking, and improv techniques to facilitate participation and idea generation.
People First: Human-Centered Innovation, Transformation & Iterationmatthewjdoty
This document summarizes a presentation about human-centered innovation, transformation, and iteration. The presentation examines how to apply human-centered design principles and techniques to envision future experiences for an audience, make organizational changes to deliver those experiences, and make rapid iterative progress through design and launches. It discusses defining problems worth solving, generating ideas and having mechanisms to evaluate them. It also covers identifying changes needed, critical behaviors to adopt those changes, and experiencing those behaviors. The presentation aims to bust myths that a human-centered approach takes too long or does not work with agile methods.
講師簡介:
林佑澂 創辦人│未來產房
Daniel Lin is the founder and CEO of FutureWard. He is a genetic engineer, educator, producer, entrepreneur, and bridge builder who is passionate about activating the innovation and startup ecosystems in Taiwan and connecting it to the rest of the world. He started one of the largest and most comprehensive makerspaces in Asia in 2014, and is now leading the strategic relationships with corporations, associations, and local governments to harness Taiwan's technical and manufacturing expertise to help solve intractable problems at FutureWard's Central coworking space.In an earlier life, Dan was conducting cancer research at Johns Hopkins Medical School, managing laboratories and testing immunotherapies. Upon his return to Taiwan, he segued into education. Writing and editing textbooks and testing programs before developing an English language learning program on TVBS. Before founding FutureWard, Dan was the international business development officer for Panel Group.
Presentation from April 12, 2016 at the Advertising Research Foundation Event "How Advertising Works Now: The Consumer and Customer in Charge". Co-presenters were Kaywin Feldman and Kristin Prestegaard. Focus was on the strategy and implementation of audience engagement activities at the Minneapolis Institute of Art.
Presentation from 2016 Museums and the Web conference in Los Angeles. Focused on applying 21st century leadership models in the cultural heritage sector, including Lean, Agile, Radical and Open.
(apologies for slideshare-caused formatting problems)
http://mw2016.museumsandtheweb.com/session/digital-practice/
Formal paper here:
http://mw2016.museumsandtheweb.com/paper/the-agile-museum/
This 15 slide presentation summarizes the speaker's life and career in the creative industry. It outlines their experiences learning the basics as a youth, experimenting abroad, gaining job experience, starting a creative startup, exploring and presenting the creative industry, designing for social innovation and building a creative network. The presentation concludes by introducing the speaker's current digital product design work and provides contact information.
This 15 slide presentation provides an overview of Valentijn Destoop's career and experiences in the creative industry. It outlines his path from learning the basics in a youth organization, experimenting and studying abroad, to gaining initial job experience and founding his own creative startup. The presentation explores Destoop's work presenting the creative industry, exploring different roles within it, and using design for social innovation and creating a creative network, before concluding with details on his current digital product design work under the LittleMissRobot brand.
Presentation from the Minnesota Council of Nonprofits conference, April 12, 2016. Topics: Storytelling in an art museum, audience engagement, open source software, The TDX Project, iterative development, evaluation.
Libraries are evolving from places that simply house collections to become makerspaces and solve spaces where community members can solve real-world problems. The workshop speakers will share their experiences in developing makerspaces and moving them toward becoming solve spaces that address sustainability goals and other community challenges. Attendees will learn tips for getting started with a makerspace and moving it to the next level by engaging partners and taking on initiatives that make a positive impact. Through discussion and sharing examples, the panel aims to inspire libraries to utilize their spaces and resources to educate communities and build solutions.
Design has evolved from being applied primarily to physical objects to more complex domains like user experiences, corporate strategies, and systems. As designs have increased in complexity, gaining acceptance from stakeholders has become a greater challenge. To address this, the introduction or "intervention" of a new design can be treated as its own design problem through an iterative process involving users. This approach helped an organization in Peru successfully introduce innovations like a new school system and programs to develop local suppliers. By carefully designing interventions, complex new designs are more likely to be adopted.
Part of Seminar on "Sharing Innovative Ideas on STEM/Maker Activities for Secondary School Students", for EDB on 15 Jun 2018, in Hong Kong Polytechnic University (Z209)
31. Nov - 2. Dez
GiveCamp braucht dich!
Helfen und Spenden haben eine lange Geschichte und sind heute wichtiger denn je. Viele Organisationen sind auf die Hilfe Freiwilliger angewiesen.
Doch was hast Du von Deinem Beitrag zum GiveCamp?
Du hilfst dabei diese Welt zu einem besseren Ort für uns alle zu machen. Dafür ist Dir sowohl unsere Dankbarkeit, als auch die Dankbarkeit der Organisationen, denen Du hilfst, sicher. Doch denk auch an die Menschen, die durch die Organisationen unterstützt werden. Ohne Dein Zutun würden viele dieser Menschen ohne die benötigte Hilfe auskommen müssen.
Slide deck from presentation to Minneapolis Institute of Art. August 11, 2016. Updates about digital technology at Mia, including Mia Journeys, Overheard, ArtStories, TDX Project, artsmia.org and coming attractions.
The Idiap Research Institute is an independent, nonprofit, research foundation affiliated with Ecole Polytechnique Fédérale de Lausanne (EPFL). Its activities encompass basic research, training (graduate and post-graduate levels), and technology transfer in the areas of multimedia information management, perceptual and cognitive systems, social media, biometric person recognition, multimodal information interfaces, and large scale machine learning.
- DIY refers to building, modifying, or repairing things without professional help. It became popular in the 1950s for home improvement projects and spread to other areas like art, crafts, and technology.
- DIY allows for informal learning and knowledge sharing locally and globally through platforms like Google, YouTube, Wikipedia and online communities.
- While DIY provides more access to information and support, getting the right information can sometimes be challenging without expertise. The concept is shifting from "Do It Yourself" to "Do It Together" through collaboration.
How is this relevant to me? A Human Centred Approach to Public EngagementFergus Bisset
A presentation given as part of the Human-Centred Design Institute (HCDI) Seminar series. This is an outline sketch of some of the theoretical work behind a public engagement project I'm working on and the part time Masters in Design Research that I'm also pursuing.
Sandra Schön (Salzburg Research) presents the paper co-authored by Christian Voigt (Zentrum für Soziale Innovation) and Radovana Jagrikova (Youth Pro Aktiv) "Social innovations within makerspace settings for early entrepreneurial education - The DOIT project" at the international EDmedia conference in Amsterdam on 2018-06-28.
Crowdsourcing In Der Konsumgüterbranche - Entwicklung Und ÜbersichtYannig Roth
This presentation was given at ISPO's "Open Innovation Wiesn" event in Munich, on September 22nd 2014. The presentation is in English, the talk was given in Englissh too but the title was in German, in front of German innovation and marketing managers. The title means "Crowdsourcing In The FMCG Sector - Development And Overview," elmphasizing that the presentation was not only about the sports sector, but about fast-moving consumer goods to inspire ISPO's attendees.
Atlanta Ad Club: Blending Technology with CreativityMoxie
Joel Lunenfeld, CEO of Moxie Interactive, discusses how technology is changing the advertising industry. He argues that agencies must embrace digital and think beyond traditional campaigns to focus on creating experiences and conversations. Successful agencies will combine paid, owned, and earned media and think of consumers as a community to engage with, not just an audience. Agencies also need new team structures that combine various skills like design, development, data, and strategy. This will allow them to work across new "canvases" beyond traditional ads. Moxie is redefining itself as an agency for this new landscape by fusing technology, media, and creativity to achieve accountable marketing solutions.
Crowdheritage: The RE-usable Fashion Museum and Crowd EngagementOlivier Schulbaum
The document discusses a crowdfunding campaign for an open source control interface called BHOREAL. It provides details on the goals of the campaign, which include developing a reference web platform and building a large community around the project. The campaign aims to raise funds to cover design, production, and documentation costs. Rewards for contributors range from acknowledgement for a €5 contribution to packs of equipment for larger contributions.
This document proposes creating an "ecosystem for curiosity" called MESHNET. MESHNET would connect diverse communities through people, topics, and shared space. It would offer meeting, office, lab, and social spaces to foster collaboration across disciplines like software, hardware, design, and business. The goal is to spur innovation by encouraging open exchange of ideas in an accessible, public space.
The document discusses creativity and provides tools and techniques to stimulate and make creativity more accessible for both industry and education. It discusses common myths about creativity and provides a definition and framework involving attitude, skills, and knowledge. A four-phase iterative thinking process is presented involving problem definition, idea generation, idea selection, and idea communication. Both analog and digital creativity techniques are listed for each phase, including brainwriting, moodboards, prototyping, and storytelling. The importance of structure and chaos as well as inspiration and customization are emphasized.
Makerhood is a project designed in a Mesa&Cadeira (mesa.do) in South Auckland (New Zealand) in January 2016 for the Auckland Council with the contributions of: Baruk Jacob, Barbara Soalheiro, Elizabeth Cretney, Gabriela Agustini, Gael Surgenot, Jaco van der Merwe, Joel Umali, John Belford-Lelaulu, John Kotoisuva, Joran Kikke, Livia Araujo, Lucas Tauil de Freitas, Rui Peng, Russell O’Brien, Sandra Chemin, Waikare Komene. Pictures and Video by: Simon Wilson.
The document discusses the rise of the maker movement fueled by new technologies like 3D printers. 3D printers allow people to design and print objects at home, leading to a cultural shift where knowledge of technology is more widespread. Websites like Thingiverse, Make, and Instructables provide communities for sharing technology designs and instructions so that anyone can learn to create using these new tools. The document argues this represents a new era where amateur inventors and engineers can teach themselves using freely available online resources.
This document describes a course on creativity that teaches 60 models of creativity over 10 months. The course aims to help students learn and apply different creativity models through lectures, exercises, and projects. It discusses various topics that will be covered related to creativity sciences, interfaces, knowledge and experiment dynamics, among others. The goal is for students to shape their designs to engage these different topics and foster creativity.
Some people argue we are facing a new industrial revolution for two main reasons: 1) the limitless open source movement which provides free software and resources for technological experimentation and innovation, allowing people to access information to build their own projects, and 2) the makers revolution brought about by new technologies like 3D printing that allow people to design and print objects digitally and to manufacture complex objects outside of traditional factories. This democratization of technology means that knowledge about how to make or "print" things is becoming part of mainstream culture, fueling a makers movement where people can freely share technological knowledge and ideas.
The maker revolution is here. Everyone can be a maker. Children are creating all sorts of STEAM projects. Teachers from all levels are being trained to integrate maker-based projects in their classrooms. It is the Gold Rush of micro-prototyping technologies, robotics, 3D printing, laser cutting, electronic embroidery and embedded wearables. This is partly driven by the open-source electronic market emerging from Shenzhen, online DYI communities, data sharing over the Internet, but mostly by the worldwide movement driven by the 4th industrial revolution.
The next workforce will be faced with the new demands of a ubiquitous, mobile and ambient Internet of connected objects fed by AI and machine learning (Schwab, 2016). By 2025, the World Economic Forum (2015) predicts several technological tipping points, namely 10% of people wearing clothes connected to the internet, 1 trillion sensors also connected to the internet, the first robotic pharmacist, the first 3D printed car in production, and the first implantable mobile phone available commercially. This will bring unprecedented changes because they will arrive at a speed that will affect all our systems in all continents. They will force us to revise the nature of how we live, how we interact with each other and how we work.
Maker education is part of the solution to prepare the next generation workforce because it confronts learners to programming languages, robotics, additive manufacturing, prototyping, the internet of things and the sensing environment. More than just knowledge about these topics, learners have to develop competencies that will prepare them for a complex and ever-changing world that even experts cannot yet imagine. In this talk, I will present the global context for maker education and an operationalized definition of how to develop competencies in this context. I will also present results of several studies on this topic. More specifically, I will discuss fundamental maker knowledge, attitudes, resources, and how to design activities to mobilize competencies to complete multi-faceted projects or solve complex problems.
Y3 ICT and a Foundation Subject - Lecture 3Miles Berry
Preliminary viewing: Ken Robinson: “Do schools kill creativity”. Available at http://www.ted.com/talks/ken_robinson_says_schools_kill_creativity.html
Focus question: What is creative teaching? How could ICT support this?
Lecture: The art of teaching. Teaching as craft. Working with digital media. Fostering an atmosphere of creativity. ICT and a creative curriculum.
Task: Preparatory work for your foundation subject teaching resource. Development of technical skills.
Digital approaches for the arts - 2013 - Unthinkable ConsultingJustinSpooner
This document provides notes from a presentation on digital approaches for the arts. Some key points include:
- Technology should focus on creating better connections between people, ideas, and people/machines, not just more connections.
- Trends can be dangerous and relying on them leads to oblivion; new directions are needed, not just following what others are doing.
- Digital technology allows archives and collections to come alive by making content more accessible online to the public.
- Arts organizations should lead technology changes, not simply respond to pressures to adopt the latest technologies.
- Digital platforms are turning everyone into memory institutions by enabling the persistence of cultural works and events online.
Module 4 Circular Economy and the Creative Business Coupling Mindsets.pptxSMKCreations
This document provides an introduction to a course on applying circular economy principles to creative businesses. It discusses key concepts like what is considered a creative business and trends reshaping the industry. The document outlines four main ways to embed circularity in a creative startup: 1) Check the "R-ladder" to prioritize strategies, 2) Map the value chain, 3) Consider material ownership models, and 4) Pick the right circular business model. Examples of circular business models given include product life extension and sharing platforms. The document aims to teach participants how to apply circular economy approaches in creative industries.
Thanks to Fab Lab Benfica, I could present the Future Learning Unit Research Group during the Educational Distributed Designs Webinars.
Together with my colleague Santi Fuentemilla, we could showed some of the projects we have implemented in the Fab Lab Barcelona and shared reflections with the Portugal maker community.
Overview of Brand Social in London between 12/13 May. Theme was The Modern Brand and speakers included Nelly Ben Hayoun, Tristan Eaton, Kate Stone, Sam Bompas and Ryan Genz (from Cute Circuit).
Revised (minor) version of civic making presentation, March 2016. Includes a bit about upcoming Civic Making workshop, a new, snappier, definition of civic making.
This document summarizes a thesis presentation on improving craft traditions through contemporary communication design. The presentation argues that having craftspeople and consumers openly communicate and collaborate during the design process, such as through online social networks, could lead to better products. It defines craft as a skilled trade or occupation and traces the history and changing definitions of craft from the 18th to 21st centuries. The presentation also contrasts crafts with design and discusses what crafts can offer contemporary design in terms of individual artistic expression that contrasts mass production.
IA Innovatiemanagement II. Voka Kempen. Sessie 1. Pieter Sprangers Américo Ma...Ikinnoveer
This document provides an overview of innovation concepts and frameworks. It discusses definitions of innovation, types of innovation, and conditions that support innovation. Key frameworks covered include open innovation, design thinking, co-creation, social innovation, management 3.0, and knowledge workers as drivers of innovation. The document also outlines pitfalls to avoid in innovation and compares approaches between start-ups and SMEs. Authors that are referenced in relation to different innovation topics are listed at the end.
Many of us feel inspired by technology, both emotionally and creatively. Others are evangelists of the idea that once we rely on technology, we lose the ability to be creative. The objective truth is, however, that technology and creativity often go hand in hand.
Creativity is innate and ubiquitous to human actions and thoughts, and has been one of the key driving forces of innovation throughout human history. The description of properties that define a creative mind has long eluded a precise definition. Traditionally, creativity has been linked with literature and art, but since the last century, science has also been acknowledged as reliant on creative processes. In contrast to literature and art, in which it is necessary to comprehend the underlying properties of space and how such properties are experienced by different observers, a creative technological idea entails both originality and appropriateness. Creativity inspires technology not only from a perspective of generation of novel ideas but also in a way that idea produces a verifiable representation of new processes of interaction between people.
On the other hand, technology facilitates the access to social networks and large amounts of information, as well as the ability to interactively improve our ideas. In the past, people assumed that creativity has a strict consequence of personality traits of specific individuals. However, recent studies advocate that in addition to particular individual trails creativity also depends on the social and cultural context. For example, in a recent study, Vera John-Steiner analyzed of some of the greatest minds in our history, e.g. personalities like Charles Darwin and Albert Einstein, and concluded that their breakthroughs were depended also on collaboration’ activities and social support.
The mutually beneficial relation between technology and creativity, allow us to expand our cognitive abilities to new levels of creativity at a much faster pace than before, but if such relation is not properly balanced it can lead to both distractions and interferences with our natural rhythm of life, thereby suppressing our innate ability to create. Hence, the truth question is how can use creativity to design technology to take the way we express our thoughts and innovate to a whole new level.
In this talk, I will speculate starting from my own perspective, on how technology is and can support the process of producing creative works, as well as how professionals involved in creativity activities are nowadays exploiting technology to assist their creations.
Ähnlich wie Creativity = Remix | Workshop Ecapital Culture Start-Up Business School (20)
Automobili che volano, Navi spaziali, Teletrasporto, Ologrammi e Cyborg.
Dove è il futuro che i film e i libri di fantascienza ci hanno promesso?
Droni, SpaceX, Realtà Virtuale, Realtà Aumentata e ChatBot.
Ci sono, ci siamo.
Semplicemente hanno forme e fruibilità diverse (per ora) da quelle immaginate dagli autori e visionari degli anni passati.
Focalizziamoci su #Teletrasporto e #Ologrammi (Realtà Virtuale e Aumentata).
Pensiamo cosa possiamo fare con il Teletrasporto, realmente, oggi, e mettiamolo in pratica col la VR.
Stessa cosa per gli Ologrammi e la Realtà Aumentata (AR).
Dalla progettazione architettonica, al product design. Dalla comunicazione turistica, alla promozione sociale.
Scopriamo potenzialità, progetti concreti, applicazioni future della Realtà Aumentata e della Realtà Virtuale.
Sono tencologie disponibili oggi. Sono strumenti che ci permettono di comunicare ed esplorare progetti e informazioni in modo innovativo.
Scopriamoli assieme e realizziamo il futuro insieme, oggi. Anzi il 27 Febbraio al Warehouse Coworking Factory. In un ora e mezza! Non di più, prometto.
Massimiliano Camillucci
https://warehouse.marche.it/2019/02/02/realta-virtuale-aumentata/
Cosa significa "creatività"? Perché è una competenza? Come allenare questa competenza? C'è solo un modo: fare pratica! Ecco le linee guida per un Workshop con una "sfida" imprenditoriale dove testare la propria creatività in team.
Ecco la seconda iterazione del workshop "Workshop: Competenza Creatività" in collaborazione con Warehouse Coworking Factory, per gli studenti della Bologna Business School.
Workshop: Competenza Creatività - EntreComp, Innovation Games e Zero Budget GameMassimiliano Camillucci
In occasione dell'avvio delle attività del CLAB dell'Università Politecnica delle Marche, il Team del Warehouse Coworking Factory ha organizzato un workshop sulla "Competenza Creatività" mettendo a disposizione strumenti pratici ed il contesto di un Project Work specifico, per stimolare la creazione ed elaborazione di idee creative, in team cross-funzionali.
Framework, modelli di riferimento e strumenti utilizzati sono: EntreComp, Zero Budget Marketing, Lean, Agile, Innovation Games, SCAMPER
Progetto a cura di Massimiliano Camillucci
Introduzione alla filosofia LEan e alle metodologie Agili per l'organizzazione del lavoro in Team. Valori Agili e Innovation Games come approccio alla progettazione in contesti "turbolenti" e creativi. Progetto realizzato per una Classe 3° superiore, dell'Istituto Cuppari di Jesi.
Una breve presentazione slide di come approcciarsi all'argomento Sito Web Aziendale. Indicata soprattutto a Micro-Imprese e Professionisti che hanno bisogno di un Sito Web e vogliono aggiornare la loro Comunicazione Digitale.
Una panoramica sulla progettazione di Video per il Web. Dai nuovi media, ai nuovi formati. Dal Ciak ai video a 360°. Come è cambiato il mondo del Video Making? Chi è il VideoMaker oggi?
Una panoramica sulla progettazione grafica per il Web: tra marketing e informatica, dove si posizione il ruolo del Grafico per il Web? Come si interfaccia il settore Marketing con quello della Comunicazione Visiva?
Sono un Libero Professionista e offro servizi di Consulenza Informatica rivolta all'Innovazione Digitale per Aziende, PMI, Liberi Professionisti e Start-Up.
Sono appassionato e specializzato di progetti Web e Cloud, Interattività e Nuove Tecnologie nel campo dei Media, della Comunicazione e Marketing Digitale.
Propongo servizi di Consulenza, Analisi e Progettazione sistemi Software e Multimediali per aziende e professionisti che vogliono innovare i propri flussi aziendali e la propria immagine e identità.
Uno sguardo agli strumenti informatici per il settore commerciale. Con una particolare attenzione al Web, al Cloud, al CRM e alle nuove tecnologie Mobile.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
4. Hi, my name is Massimiliano. I work as a Freelance
Software Developer. My fields of interest are VR, AR,
Web and Cloud services.
My passions are: music, digital & visual arts, DIY
projects.
I’m a member of Warehouse Coworking Factory’s
professional community.
Massimiliano Camillucci
WORKSHOP | CREATIVITY = REMIX
5. WORKSHOP | CREATIVITY = REMIX
TODAY @ ECAPITAL CULTURE
Creativity = Remix : Workshop about
creativity as a key competence
‣ Definition of “creativity”
‣ Case Studies
‣ Tools and methods to co-create
business ideas within
multidisciplinary teams
▸ Creative challenge: create,
develop and share a business idea
Photo: Workshop “Creativity as a key competence”
Product Vision Box @ Bologna Business School
6. WORKSHOP | CREATIVITY = REMIX
CULTURAL AND CREATIVE INDUSTRIES (CCIS)
▸ Cultural and creative sectors are important for ensuring the continued
development of societies and are at the heart of the creative economy.
Knowledge-intensive and based on individual creativity and talent, they
generate considerable economic wealth; more importantly, they are critical to a
shared sense of European identity, culture and values. They show above-
average growth and create jobs – particularly for young people – while
strengthening social cohesion.
▸ Cultural and creative sectors drive innovation, acting as a catalyst for change
in other sectors – and stimulate invention and progress across Europe’s diverse
cultural landscape. With the emergence of progressively complex, creative and
intertwined business models, the cultural and creative sectors are increasingly
becoming a decisive component of almost every product and service.
https://ec.europa.eu/culture/policy/cultural-creative-industries_en
7. WORKSHOP | CREATIVITY = REMIX
ENTREPRENEURSHIP COMPETENCE
▸ The entrepreneurship competence is increasingly recognised as
a competence for life, relevant to personal development and
fulfilment, finding and progressing in employment, as well as
initiating new ventures ranging from community campaigns, social
enterprises to new start-up businesses.
▸ Being creative or thinking about how to do things in new ways
is equally relevant to progressing your career as well as coming up
with new business ideas. Taking the initiative and mobilizing
others to get involved are useful skills when fundraising for your
local sports team, or establishing a new social enterprise.
https://ec.europa.eu/jrc/en/publication/eur-scientific-and-technical-research-reports/entrecomp-
action-get-inspired-make-it-happen-user-guide-european-entrepreneurship-competence
8. WORKSHOP | CREATIVITY = REMIX
ENTRECOMP FRAMEWORK
▸ Entrepreneurship as a competence is defined as the capacity
to act upon opportunities and ideas to create value for
others. The value created can be social, cultural, or financial.
▸ EntreComp recognises the opportunity to be
entrepreneurial in any situation: from school curriculum to
innovating in the workplace, from community initiatives to
applied learning at university.
▸ In the EntreComp framework, entrepreneurship competence
is both an individual and collective capacity.
9.
10. WORKSHOP | CREATIVITY = REMIX
ENTREPRENEURSHIP AND CREATIVITY
Creativity
▸ Creativity is a crucial competence needed in a process of
empowerment and self-empowerment.
▸ It helps people to initiate things, to ideate and to connect
new ideas with existing experience.
▸ It is a key competence for adapting proactively toward
social change and to co-create this change.
11. WORKSHOP | CREATIVITY = REMIX
ENTREPRENEURSHIP AND CREATIVITY
▸ Entrepreneurship is a competence for life. Being creative or
thinking about how to do things in new ways is equally relevant to
progressing your career or coming up with new business ideas.
▸ Creativity: Develop creative and purposeful ideas
▸ Develop several ideas and opportunities to create value,
including better solutions to existing and new challenges
▸ Explore and experiment with innovative approaches
▸ Combine knowledge and resources to achieve valuable
effects
12. WORKSHOP | CREATIVITY = REMIX
ENTREPRENEURSHIP AND CREATIVITY
▸ Entrepreneurship is a competence for life. Being creative or
thinking about how to do things in new ways is equally relevant to
progressing your career or coming up with new business ideas.
▸ Creativity: Develop creative and purposeful ideas
▸ Develop several ideas and opportunities to create value,
including better solutions to existing and new challenges
▸ Explore and experiment with innovative approaches
▸ Combine knowledge and resources to achieve valuable
effects
13. WORKSHOP | CREATIVITY = REMIX
CREATIVITY = REMIX
▸ Marc Ronson - Music Producer an DJ (Amy Winehouse, Paul McCartney)
▸ TED Talks - How Sampling Transformed Music
▸ “We live in post-sampling era. We take the things that we love, and we
build on them” … “and when we really add something significant and
original we merge our musical journey with this, then we have a chance
to be a part of the evolution of that music that we love, and be linked
with it when it comes something new again”.
▸ https://www.ted.com/talks/
mark_ronson_how_sampling_transformed_music?referrer=playlist-
the_remix
14. WORKSHOP | CREATIVITY = REMIX
CREATIVITY = REMIX
▸ Kirby Ferguson - Filmmaker and remixer
▸ TED Talks - Embrace the remix
▸ “Copy, transform and combine” … “I think these aren’t just the
components of remixing [music], I think these are the basic
elements of all creativity. I think everything is a remix, and I think
this is a better way to conceive of creativity.” … “Our creativity
comes from without, not from within.”
▸ https://www.ted.com/talks/kirby_ferguson_embrace_the_remix?
referrer=playlist-the_remix&language=en
15. WORKSHOP | CREATIVITY = REMIX
COPY, TRANSFORM, COMBINE
▸ Exploring the remix as a form of innovation.
▸ The reuse of existing knowledge is an indispensable part
of the creation of novel ideas. In the creative domain
knowledge reuse is a common practice known as
“remixing”.
▸ With the emergence of open internet-based platforms in
recent years, remixing has found its way from the world of
music and art to the design of arbitrary physical goods.
CREDITS: https://link.springer.com/article/10.1057/s41265-017-0043-9
16. WORKSHOP | CREATIVITY = REMIX
REINVENTING THE WHEEL
Here we have a series of products and
business examples where remixing ideas,
products and knowledge is the key to
innovation:
‣ Mr. Jaws - A Thingiverse story
‣ Cronut - Croissant + Doughnut =
Success
‣ LiFi - WiFi through light bulbs
‣ IOT - Internet of Thing
‣ 3D Printing - Disruptive creativity
Photo: Workshop “Creativity as a key competence”
Product Vision Box @ CLab UNIVPM
17. WORKSHOP | CREATIVITY = REMIX
MR. JAWS
‣ A Thingiverse story
‣ Category transitions: Every Thing on Thingiverse
is assigned a category, which allows users to
browse and find familiar designs; example
categories include ‘‘household,’’ ‘‘toys and
games,’’ and ‘’art’’. Remixes occur both within a
single category and across multiple categories.
While the majority of remixes remain within the
same category as their respective parents,
approximately 8% of remixes transfer knowledge
from one domain to another. An example of a
cross-category remix is the ‘‘Cable Organizer’’
from the ‘‘household’’ category that is based on
‘‘Mr. Jaws,’’ a stylized shark from the ‘‘models’’
category. The cable organizer uses the shark’s
teeth to hold cables in place.
https://link.springer.com/article/10.1057/s41265-017-0043-9
18. WORKSHOP | CREATIVITY = REMIX
CRONUT
‣ Croissant + Doughnut = Success
‣ “It’s still difficult to describe the success of the
Cronut. I think it’s a mix of so many things
together that work perfectly. Everyone’s had a
doughnut before. Everyone’s had a croissant
before,” … “But there’s always a different
source of inspiration when it comes to pastry. It
can sometimes be color, sometimes an
ingredient, sometimes a technique, sometimes
a story. But it all comes together around the
same thing when it comes to creating a new
product, and it’s to do something good and
tasty and something that people remember.”
Dominique Ansel
https://www.cntraveler.com/stories/2016-05-09/the-
complete-history-of-the-cronut
19. WORKSHOP | CREATIVITY = REMIX
LI-FI
‣ WiFi through light bulbs
‣ What if every light bulb in the world
could also transmit data? At
TEDGlobal, Harald Haas
demonstrates, for the first time, a
device that could do exactly that. By
flickering the light from a single LED,
a change too quick for the human
eye to detect, he can transmit far
more data than a cellular tower --
and do it in a way that's more
efficient, secure and widespread.
https://www.ted.com/talks/
harald_haas_wireless_data_from_every_light_bulb
20. WORKSHOP | CREATIVITY = REMIX
IOT
‣ Internet of Thing
‣ “The Internet of Things represents a
vision in which the Internet extends
into the real world embracing
everyday objects. Physical items are
no longer disconnected from the
virtual world, but can be controlled
remotely and can act as physical
access points to Internet services.
An Internet of Things makes
computing truly
ubiquitous.” (Mattern et al., 2010)
https://iot.ieee.org/images/files/pdf/
IEEE_IoT_Towards_Definition_Internet_of_Things_Issue1_14MAY15.pdf
21. WORKSHOP | CREATIVITY = REMIX
3D PRINTING
‣ The disruptive nature of 3D printing
‣ Significant advances in additive
manufacturing (AM) technologies,
commonly known as 3D printing, over the
past decade have transformed the ways in
which products are designed, developed,
manufactured, and distributed.
‣ 3D printing’s ability and advantages over
traditional manufacturing open plenty of
opportunities for verticals, spanning from
product design and development,
customization service, to restructuring of
supply chain for higher efficiency.
https://ec.europa.eu/growth/tools-databases/dem/
monitor/content/disruptive-nature-3d-printing
22. WORKSHOP | CREATIVITY = REMIX
REMIX YOUR BUSINESS MODEL
▸ Sharing Economy
▸ Five key ingredients
▸ Open Source
▸ Business Models
▸ Creative Common
▸ Share your work. Use &
remix.
http://www.bmi-lab.ch/tubemap.pdf
23. Five key ingredients
▸ The core business idea involves unlocking the value of unused or under-utilized assets,
whether it’s for monetary or non-monetary benefits.
▸ The company should have a clear values-driven mission and be built on meaningful principles
including transparency, humanness, and authenticity that inform short and long-term strategic
decisions.
▸ The providers on the supply-side should be valued, respected, and empowered and the
companies committed to making the lives of these providers economically and socially better.
▸ The customers on the demand side of the platforms should benefit from the ability to get goods
and services in more efficient ways that mean they pay for access instead of ownership.
▸ The business should be built on distributed marketplaces or decentralized networks that create
a sense of belonging, collective accountability and mutual benefit through the community they
build.
WORKSHOP | CREATIVITY = REMIX
SHARING ECONOMY
https://www.fastcompany.com/3046119/defining-the-sharing-economy-
what-is-collaborative-consumption-and-what-isnt
24. WORKSHOP | CREATIVITY = REMIX
OPEN SOURCE
Business Models
▸ Support and services
▸ Offer software for free and charge enterprise users for technical support services.
▸ Advertisement partnerships
▸ Earn revenue from partnerships with other companies, which pay to be included as
recommended partners.
▸ Paid additional features
▸ Charge for enterprise-oriented, premium features that are not included in the open-source basic
version. You can also sell support services.
▸ SaaS
▸ Companies can also make money from open source software by selling it as cloud-based
software-as-a-service (SaaS). WordPress.com is one example of this model.
https://opensource.com/article/17/12/open-source-business-models
https://opensource.org/osd
25. WORKSHOP | CREATIVITY = REMIX
CREATIVE COMMON
Share your work. Use & remix.
‣ What is Creative Commons?
‣ “Creative Commons helps you legally share your knowledge and
creativity to build a more equitable, accessible, and innovative world.
We unlock the full potential of the internet to drive a new era of
development, growth and productivity.”
‣ “Our free, easy-to-use copyright licenses provide a simple,
standardized way to give your permission to share and use your
creative work— on conditions of your choice. “
https://creativecommons.org
26. WORKSHOP | CREATIVITY = REMIX
TOOLS AND METHODS
▸ LEAN
▸ Manufacturing Industry
▸ Agile
▸ Software Development
▸ Design Thinking
▸ Service & Product Design
27. WORKSHOP | CREATIVITY = REMIX
LEAN
‣ "KAIZEN™ means improvement. Moreover, it
means continuing improvement in personal
life, home life, social life, and working life.
When applied to the workplace KAIZEN™
means continuing improvement involving
everyone – managers and workers alike."
Masaaki Imai, Founder of Kaizen Institute
‣ Lean manufacturing, is a systematic method
for the minimization of waste (muda) within a
manufacturing system, without sacrificing
productivity. Working from the perspective
of the client who consumes a product or
service, "value" is any action or process that
a customer would be willing to pay for.
28. WORKSHOP | CREATIVITY = REMIX
AGILE
We are uncovering better ways of developing
software by doing it and helping others do it.
Through this work we have come to value:
‣ Individuals and interactions over processes
and tools
‣ Working software over comprehensive
documentation
‣ Customer collaboration over contract
negotiation
‣ Responding to change over following a plan
That is, while there is value in the items on
the right, we value the items on the left more.
29. WORKSHOP | CREATIVITY = REMIX
DESIGN THINKING
▸ “We use a mixture of design processes.
We’ve got a diversity of designers,
including service designers, graphics
designers, information designers,
programmers, marketers, social
scientists, positive psychologists, and
even anthropologists. This diversity of
experts bring different techniques
related to their disciplines, and this
mixture creates a unique design
process — we call it a co-design process
— whereby we capture public views.”
Deborah Szebeko, founder @ thinkpublic
30. WORKSHOP | CREATIVITY = REMIX
CREATIVE CHALLENGE
▸ Business Idea:
▸ Design a diffused museum in the
city of Ancona
▸ Focus Areas
▸ Business Model
▸ Marketing & Communication
▸ Mobility & Accessibility
▸ Ideas to Remix:
▸ E-bike services, Recording A/V
Studio, Video Game, Jewels,
Theatre, Train Station.
32. WORKSHOP | CREATIVITY = REMIX
PRODUCT VISION BOX
▸ The basic idea behind the product vision box is
to create an actual, physical box that has to be used to
market the product.
▸ Each side of the box contains information that
summarises the benefits and features of the product.
▸ The name, logo and slogan are on the front, as are a
couple of points highlighting the top benefits of that
brand.
▸ On the back you find more detailed information about
the product’s ingredients and attributes, and some
history about the product or company.
▸ The sides of the box also feature some additional
information about the cereal brand.
Product Vision Box @ Bologna Business School
https://reqtest.com/agile-blog/how-to-build-a-
product-vision-box-and-clarify-your-software-goals/
33. WORKSHOP | CREATIVITY = REMIX
S.C.A.M.P.E.R.
▸ SCAMPER is really easy to use.
▸ First, take an existing product or service. This
could be one that you want to improve, one that
you're currently having problems with, or one
that you think could be a good starting point for
future development.
▸ Then, ask questions about the product you
identified, using the mnemonic to guide you.
Brainstorm as many questions and answers as
you can.
▸ Finally, look at the answers that you came up
with. Do any stand out as viable solutions? Could
you use any of them to create a new product, or
develop an existing one? If any of your ideas
seem viable, then you can explore them further.
https://www.mindtools.com/pages/article/newCT_02.htm
34. WORKSHOP | CREATIVITY = REMIX
PRODUCT TREE
▸ Start by drawing a very large tree on a whiteboard or
printing a tree as a poster. Thick limbs represent
major areas of functionality within your system. The
edge of the tree – its outermost branches – represents
the features available in the current release.
▸ Write potential new features on several index cards,
ideally shaped as leaves. Ask your customers to place
desired features around the tree, defining the next
phase of its growth.
▸ Do they structure a tree that is growing in a balanced
manner? Does one branch – perhaps a core feature of
the product – get the bulk of the growth? Does an
under-utilised aspect of the tree become stronger?
▸ We know that the roots of a tree (your support and
customer care infrastructure) need to extend at least
as far as your canopy. Do yours?
https://www.innovationgames.com/prune-the-product-tree/
Product Tree @ CLab UNIVPM
35. WORKSHOP | CREATIVITY = REMIX
ELEVATOR PITCH
By definition, an elevator pitch is a quick persuasive
speech that is used to create interest in a project. It distills
your ideas into the simplest, clearest points of value, what
makes you different, and instills enough curiosity to make
the prospect want to hear more. It should be no longer
than the time it takes to ride an elevator to the top floor
in a building, between 30 seconds to 2 minutes.
The following is a standard pitch format that can be
applied to almost any situation.
My name is <<NAME>>, the <<ROLE>> of
<<COMPANY>>. Our company manufactures
<<PRODUCT>> for <<TARGET CUSTOMER>> that
allows them to <<YOUR VALUE PROPOSITION>>.
Unlike <<OUR COMPETITION>>, we <<PRIMARY
COMPETITIVE POINTS OF DIFFERENCE>>.
<<CALL to ACTION>>
Elevator Pitch @ Bologna Business School
37. WORKSHOP | CREATIVITY = REMIX
WRAP-UP
Creativity = Remix
‣ Creativity. Develop several ideas
and opportunities to create value,
including better solutions to
existing and new challenges.
‣ Remix. Copy, Transform and
Combine.
▸ Agile & Design Thinking. Tools to
create value, involve the users,
quickly adapt to changes.
Photo: Workshop “Creativity as a key competence”
Product Vision Box @ Bologna Business School
38. THANK YOU
WORKSHOP | CREATIVITY = REMIX
Ronnie Garattoni
Massimiliano Camillucci
ECAPITAL CULTURE
START-UP SCHOOL