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#Mindshift sneakpreview
 

#Mindshift sneakpreview

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A summary of the publication #MINDSHIFT ...

A summary of the publication #MINDSHIFT
This summary holds the objective, a start for lay-out and the essential message and structure.

A sneak preview of #MINDSHIFT parts 1- 4; a web2.0 publication about the games to innovate:
'Creating value in the chaordic age!'

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    #Mindshift sneakpreview #Mindshift sneakpreview Presentation Transcript

    • # M I N D S H I FT persona’s playing the games to innovate! Frits Oukes
    • persona’s# M I N D S H I FT playing the games to innovate sneak preview PARTS 1 - 4
    • when you look around, what triggers you?
    • museum of the future
    • Get out of the building Steve Blank
    • we know!
    • sure?
    • games to innovate the power to bring new added value to the worldif it is not new to you, something newwhen you do not adopt it, which is adoptedand andyou don’t talk about it, talked about with othersthan it is no innovation!
    • what makesthe game to innovate so hard?
    • Research shows: - focus- knowledge and skills - structure - reality of the world: persona’s
    • PART 1 PRIORITY, to add valuePART 2 OPENING THE CONTAINER games to innovatePART 3 LATER? There is already so much available?PART 4 ITPS, It’s the process stupidPART 5 OUR BRAIN, how assumptions lead to self-deceptionPART 6 PURPOSE AND PRINCIPLES, getting things done!PART 7 ON THE ROAD! persona’s playing the games to innovate!
    • strategies to innovate? improvement system suggestion system new venture teams open innovation lean startup|incubator labcustomer co-creation|design thinking rapid design co-creation
    • what do they tell us?
    • work and reality?As many executives know from their own experience, organisations depend on people, not systems.Innovations fail by assumptions ofpeople instead of the real data from the field!
    • performance to innovate? ...because how individuals look at the world, is critical to the way they learn, adopt and develop new added value
    • innovations and reality? Derived from ‘Creating paths of change’ W. McWhinney, Webber, Smith and Novokowsky (1997):Innovation begins with your look at the world:
    • look at the world!point-of-view or weltanschauung: humeur four winds archetypes realities From Will McWhinney (1997)
    • realities! unitary mythic sensory socialFrom Will McWhinney, Creating paths of Change (1997)
    • realities and beliefs! unitary mythic Events Material things Objects Resources Sensuality Experience Behaviour Facts Action sensory Data socialFrom Will McWhinney, Creating paths of Change (1997)
    • realities and beliefs! unitary Policies mythic Rules Theory Truth Principles Belief systems Clarifications Assumptions sensory socialFrom Will McWhinney, Creating paths of Change (1997)
    • realities and beliefs! Vision unitary Ideas Mythic Opportunities Creations Dreams Inspiration Symbols Meanings Metaphors Inventions sensory socialFrom Will McWhinney, Creating paths of Change (1997)
    • realities and beliefs! unitary mythic What matters Preferences Appreciation Feelings Wants Motivation Attitudes Values sensory Purposes Ethics socialFrom Will McWhinney, Creating paths of Change (1997)
    • realities! unitary mythic sensory socialFrom Will McWhinney, Creating paths of Change (1997)
    • most real for you how things usually happen realities! accepting change unitary mythic truth ideas by form by creation no basic change everything was and is as I will it sensory social facts feelings by precedence by intentionno uncaused change fully accept change
    • ...running the lean games to innovate!
    • what can we learn from: visual thinking combinatoric innovation design thinking creating paths of change
    • visual thinking
    • combinatoric innovationprocess space virtual spacephysical space social space
    • design thinking
    • realities unitary mythic ? ? ? ? sensory ? socialDerived from Will McWhinney (1997)
    • modes to play unitary assertive mythic ve emergent analytic ti en in inv flu en sensory evaluativece socialFrom Will McWhinney (1997)
    • what if we combine: visual thinking combinatoric innovation design thinking paths of change
    • they tell the same!
    • they refer to the same process! allthough from a different perspective
    • and yes, reality is hard
    • it needs boundaries
    • # M I N D S H I FT PART 4: ITPS it’s the process stupid!
    • # M I N D S H I FT...personas playing the games to innovate! WHY?: ...surprise your customer! Frits Oukes frits.oukes@redmerito.nl nl.linkedin.com/in/fritsoukes @FritsOukes #mindshift +31 6 29 576 884