Which megatrends are important to understand when digitizing the public sector? Here are 3 trends as presented on the Digitize Denmark conference on April 7th. 2011.
7. Web 1.0 = “go search, get data”
Web 2.0 = “real identities” and “real
relationships”
Web 3.0 = “real identities generating
massive amounts of
data.”
Reid Hoffman, LinkedIn
8.
9. “Credit card companies can predict
with 98% accuracy, two years in
advance, when a couple is going to
divorce, based on spending patterns
alone.”
Marissa Mayer, Google
10. “Increasingly, the web is the world –
everything and everyone in the world
casts an ‘information shadow’, an aura
of data, which when captured and
processed intelligently, offers
extraordinary opportunity and
mindbending implications.”
Tim O’Reilly
11. “There's one simple reason why
visualization is becoming so
important, and that's our desire to
understand what's happening in the
world at a time when it's becoming
harder and harder to do so.”
International Herald Tribune
15. “Build an architecture of
participation.”
“The service automatically
gets better the more
people use it.”
“With enough eyeballs,
all bugs are shallow.”
16.
17.
18. • 170.000 dokumenter gennemset på 80 timer
• Deltagelsesprocent på 56%
• 25.000 registrerede brugere
19. “90% af vores kunder ønsker blot at købe vores
produkter, mens 10% gerne vil bygge deres egne ting
online. 1% har evnerne til at lave noget, der er så
godt, at andre vil betale for det.
Måske er 1% højt sat, så lad os sige 0,1 eller endda
0,01%, men med en kundebase på 3,2 mio. er det
stadig mere end 3000 mennesker.
For øjeblikket har vi 150 designere ansat hos LEGO.”
- Paal Smith‐Meyers, Creative Director, LEGO
20. “Vi skal lære af de store websucceser - Facebook,
Wikipedia og sikre, at vi får inddraget brugerne
langt mere i vores løsninger. Vi har lært, at det
skal være nemt og sjovt at bidrage, og at mange
brugeres beskedne forbedringer af indholdet
giver stor værdi.”
- Christian Lanng, ex-kontorchef, IT- og Telestyrelsen
24. “Gamification is the use of game play
mechanics for non-game applications in order
to encourage people to adopt the applications.
Gamification works by making technology
more engaging, and by encouraging desired
behaviors, taking advantage of humans'
psychological predisposition to engage in
gaming.”
Wikipedia
35. “The Internet has morphed
what we used to think of as a
fancy calculator into a fancy
telephone with email, chat
groups, IM, and blogs. It turns
out that we don’t use
computers to enhance our
math skills - we use them to
expand our people skills.”
—Will Wright, Spildesigner og
opfinderen af Sim City
36. 1986 = 75%
1997 = 20%
“We are dependent on
relationships with others
to deal with knowledge
explosion and increasing
complexity.”
- John I. Todor
37. 3 digitale trends
1. Data -og
informationsvisualisering
2. Involvering, deltagelse og
engagement
3. Digital dannelse