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Innovation - Inside and Out

E2.0 workshop
by

Ari Lightman

on 27 February 2016

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Transcript of Innovation - Inside and Out

Innovation - Inside and Out
open availability
IT complexity
disruption
Agenda
Introductions
CL - Innovation
AL - How do Universities Innovate?
CL -Teams & Innovation Examples
AL - Crowdsourcing
Exercises
Present
"measuring social"
Owns an iPhone, Kindle, iMac & iPad (shared)
Member of 4 different social networks
Webkinz
PixieHollow
Stardoll
Club Penguin
Digital Disruptors
Ari Lightman
Source: Human 1.0, Tribalization of Business Study
Digital Natives
Born 95 or later
Gen Z
Works Digitally
Knows how to download apps
Does math HW online
Watches TV on iPad
Goes to robotics camp
45% of the entire world population...
...is under 25
Why will the Next Generation of Workers be so disruptive?
Do it yourself generation - from developing apps to finding information online
Socially engaged, connected and activated
Cloud focused collaboration
By the end of 2012, nearly half of IBM's global workforce will be able to bring their own smartphones and tablets to work.
IBM has chosen to support iOS, Android and Windows Phone devices in addition to the existing Blackberry corporate mobile computing standard.
Moreover, IBM has created its own app store, WhirlWind, where employees can choose from third-party and internally developed mobile applications available for download.
130 patents filled & 20 patents issued
$940M revenue from operations (2011)
$20 M in licensing
Carnegie Mellon University's Global Presence
Innovation at CMU
Several Multi-Disciplinary Programs
Experiential Learning
Streamlined Tech Transfer
Gap Funding, Incubation, Experience Matching
Carnegie Mellon
Students/Faculty use whatever tools work for them:
Hadoop (Development)
Basecamp (Project Management)
Foursquare (Presence)
Dropbox (Storage)…
?
questions
Mobile Social Activities Among Mobile Social Networking Users
Source: comScore MobiLens, 3 Month Average Ending October 2011
POSTED STATUS UPDATE
READ POSTS FROM PEOPLE KNOWN PERSONALLY
USED SOCIAL NETWORKING
CHECK-IN SERVICE
READ POSTS FROM PUBLIC
FIGURES / CELEBRITIES
READ POSTS FROM
ORGANIZATIONS / BRANDS / EVENTS
RECEIVED COUPON /
OFFER / DEAL
% OF MOBILE SOCIAL
NETWORKRING AUDIENCE
EU5
USA
70.0%
61.9%
80.1%
74.3%
30.03%
24.3%
45.3%
42.0%
53.8%
45.3%
34.4%
27.7%
AGE 15 -24
AGE 25 -34
AGE 35 -44
AGE 45 -54
AGE 55+
INSTANT MESSENGERS
EMAIL
SOCIAL NETWORKING
-42%
-22%
34%
-32%
-8%
25%
-37%
-4%
15%
-34%
-3%
21%
-36%
1%
12%
40%


20%


0%


-20%


-40%


-60%
Change in Average Time Spent with Content Category by Age Segmentation
Source: comScore Media Metrix, Worldwide, October 2011 vs. July 2010
% TIME SPENT ADDING VALUE
1 2 3 4
# OF PROJECTS ASSIGNED TO A PERSON
`
Twitter @alightman
http://www.linkedin.com/in/arilightman
Blog: Socialtheorem.com

Embrace being uncomfortable
Get out...
Reward trying
Shoot for singles and doubles
Remove barriers
Collaborate with complete strangers
Become friends with a university
So what...
Want to Play?
In US over 90% of kids under 18 play online games
Gamers spend over 80% of their time
failing
Gamers experience 10 positive emotions
including: Joy, Relief, Creativity, excitement
and contentment
Busy Birds
700 M downloads
1.4 B players
Cumulative time spent - 200 K yrs
Tribal
Curatorial
Openess over privacy
*2010 Gallup Study on Employee Engagement
$300B in lost productivity annually
“Like the once ubiquitous buzzwords "synergy" and "optimization," innovation is in danger of becoming a cliché—if it isn't one already.” - WSJ
Agenda
Crowd Democracy
Crowd Wisdom
Crowdsourcing
Crowd Gets Social
Citizen Journalism
9
CROWD
Subjective vs Objective
Define the ASK?
Understand the Mechanics
Diversity of opinion/talent
Define the policy/Governance
Prediction Markets
Crowdcast
Content Markets
iStockphoto
Comp. Platforms
TopCoder
MicroTasks
mTurk
Idea Platforms
ideaStorm
CrowdFunding
KickStarter
Review, Ratings, Rewards
Nobody wants to be in the Valley of Death
Type
Description
Crowd Voting
Crowd Wisdom
Crowd Creation
Crowd Funding
Crowd Reviews
Ask crowd to help solve problems and suggest innovations
Co-create information/knowledge
Crowd votes on Options
Contributes to projects/ideas
Share information about activities, products, designs, etc..
10-12 spin outs/year
$250 M in sponsored research
Innovation Myths
Bottom up Innovation is Best

You Need to Compensate

The Aha Moment

"If you Build it, They will come"

Open Innovation Comes Later
Discovery
Exploration
Identification
Screening
Feasibility
Open Innovation Models
Incubation
Prototypes
Pilots
Market Assessment
Acceleration
Commercialization
Development of more formal
structures and processes
Does a market exist?
CULTURE
Define the ASK?
Understand the Mechanics
Diversity of opinion/talent
Artifacts
Patterns of Behavior
Behavioral Norms
Values
Fundamental
Assumptions
Type
Description
Assumptions
Values
Norms
Patterns of Behavior
Artifacts
Revealed preferences reflected in decisions regarding scarce resources i.e time money, people
Shared ways of behaving, ways to live the values
Taken for Granted Beliefs i.e nature of business, mission, environment
Observable repeated practices
Physical and symbolic indicators communicating culture
Incremental vs Radical Change
Dominant, Sub and Counter
Reactive vs. Proactive
Type
Example
Assumptions
Values
Norms
Patterns of Behavior
Artifacts
100% Customer Satisfaction
Employee Input into Process Change
People Service Profits
Daily Company-wide Problem Solving
Customer Service Awards
FedEx
Innovation Risks
Co-Innovation Risk

Execution Risk

Adoption Chain Risk
Full transcript