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Thinking of the Future




       Chris Sparshott,
        Social Media Consultant
Time to Think - Video
Agenda
• IBM’s Innovation
• Chloe’s World
• Needs of the
  Global Economies
• Emerging
  Technology
• Final Thoughts
• Summary
Thinking of the future - from the past

 “I think there is a world market    Thomas Watson, chairman of IBM, 1943
 for maybe five computers.”


“Computers in the future may weigh   Popular Mechanics, 1949
no more than 1.5 tons. ”

“There is no reason anyone           Ken Olsen, founder of DEC, 1977
would want a computer in their
home. ”

“640K ought to be enough
                                     Bill Gates, 1981
for anybody. ”
History of IBM Innovationtechnology
                      Lasik




                                 5
History of IBM Innovationtechnology
                      Lasik




                                 6
Chloe’s World
Meet Chloe
A.K.A…
Redeye_Cheeza
a 14 year old girl
She likes…
..her best friend Lucy
..her kitten Björk
..her boyfriend Matt
..her mobile phone
…chocolate
…Computer Games
..hair dye
Digital Media




http://elouai.com/doll-makers/new-
dollmaker.php#aligntop
She LOVES her iPod
She doesn’t
   like...
…her parents
E
…her teacher
(Mr Perkins)
Disconnected
…tidying her room
Chloe likes to think she knows a lot
Chloe likes to think she knows




         Everything
http://www.pewinternet.org/pdfs/PIP_Teens_Social_Media_Final.pdf



        Who are
        we dealing
          with?
93% use the internet (social interaction)
64% 12-17yr, content creating activities

Girls dominate content creation

35% of all teen girls blog (20% Boys)
54% of wired girls post photos online
19% of boys have posted videos
39% share their own artistic creations online
26% of teens remix content
27% of teens maintain a personal webpage
28% of teens have created their own blog
33% of teens create or work on webpages
or blogs for others
                                                                            http://www.flickr.com/photos/14692968@N00/1351463530/
The difference in the Generations
  Generation
                                               Traditionalist                          Boomer                             Gen X (Chris)                             Gen Y (Chloe)
            Born
                                                1922 - 1945                           1946 - 1964                          1965 – 1976                               1977 – 2000
     between…
                                                                                    Too much and I’ll
               Training                            The hard way                                       Required to keep me Continuous & expected
                                                                                         leave
                                                                                                                             Collaborative &
         Learning style                               Classroom                        Facilitated       Independent
                                                                                                                                networked
   Communication style                                Top down                             Guarded                            Hub & Spoke                               Collaborative

       Problem-solving                               Hierarchical                         Horizontal                           Independent                              Collaborative

       Decision-making                           Seeks Approval                       Team informed                          Team included                             Team decided
                                                  Command &
       Leadership style                                         Get out of the way                                                   Coach                                    Partner
                                                    control
                                                No news is good
              Feedback                                           Once per year                                               Weekly / Daily                              On demand
                                                     news
                                                                                                                             Unable to work                       Unfathomable if not
        Technology use                            Uncomfortable                              Unsure
                                                                                                                               without it                              provided
          Job changing                                   Unwise                        Sets me back                              Necessary                     Part of my daily routine

Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003.
Learning Styles
  Generation
                                               Traditionalist                          Boomer                             Gen X (Chris)                             Gen Y (Chloe)
            Born
                                                1922 - 1945                           1946 - 1964                          1965 – 1976                               1977 – 2000
     between…
                                                                                    Too much and I’ll
               Training                            The hard way                                       Required to keep me Continuous & expected
                                                                                         leave
                                                                                                                                     Collaborative &
  Learning style Classroom                                                           Facilitated                         Independent
                                                                                                                                       networked
   Communication style                                Top down                             Guarded                            Hub & Spoke                               Collaborative

       Problem-solving                               Hierarchical                         Horizontal                           Independent                              Collaborative

       Decision-making                           Seeks Approval                       Team informed                          Team included                             Team decided
                                                  Command &
       Leadership style                                         Get out of the way                                                   Coach                                    Partner
                                                    control
                                                No news is good
              Feedback                                           Once per year                                               Weekly / Daily                              On demand
                                                     news
                                                                                                                             Unable to work                       Unfathomable if not
        Technology use                            Uncomfortable                              Unsure
                                                                                                                               without it                              provided
          Job changing                                   Unwise                        Sets me back                              Necessary                     Part of my daily routine
Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003.
Generation Y
 Generation
                                           Traditionalist                      Boomer                         Gen X (Chris)                         Gen Y (Chloe)
           Born
                                            1922 - 1945                       1946 - 1964                      1965 – 1976                           1977 – 2000
    between…
                                                                            Too much and I’ll                                                       Continuous &
             Training                         The hard way                                    Required to keep me
                                                                                 leave                                                               expected
                                                                                                                                                   Collaborative &
        Learning style                          Classroom                        Facilitated                       Independent
                                                                                                                                                     networked
  Communication style                            Top down                          Guarded                        Hub & Spoke                        Collaborative
       Problem-solving                         Hierarchical                      Horizontal                        Independent                       Collaborative
      Decision-making                       Seeks Approval                   Team informed                       Team included                      Team decided
                                             Command &
      Leadership style
                                               control
                                                           Get out of the way                                           Coach                              Partner
                                           No news is good
             Feedback
                                                news
                                                            Once per year                                        Weekly / Daily                        On demand
                                                                                                                 Unable to work                                    Unfathomable if
       Technology use                        Uncomfortable                          Unsure
                                                                                                                   without it                                          not provided
                                                                                                                                                                   Part of my daily
           Job changing                                    Unwise                     Sets me back                                Necessary
Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003. routine
Chloe is a…

      • Collaborator and
        Networker
      • Technologist
      • Demanding
      • Young Teen
      • Future Leader?
What do the major economies of
the world (OECD) want Chloe to do
       when she grows up?
Call Centre Operator?
Blogger?
Sales Executive?
Programmer? (Coder / Hacker)
Teacher?

(Teachers can be
    cool too)
A Service
Scientist?
What is a Service Scientist?
What is the Global Need?
    • For the first time in human history
      worldwide service jobs (42%)
      outnumbered jobs in agriculture (36.1%)
      and manufacturing (21.9%)
                                                      The International Labour Organisation report in 2007




Value of Services to economies compared to Industry, Construction and Agriculture
A Simple Service System
My Service System
• Transparency /
                      Efficiency
                    • Capabilities
                    • SLA / Fulfilment


G2B, B2G Service Systems
Definition of a Service


“A dynamic configuration of resources
(people, technology, organisations and
shared information) that creates and
delivers value between the provider and
the customer through service.”
The Service Sector is very important

 • Two thirds of GDP and therefore jobs rely
   on the service sector

 • Less than 1% R&D is spent on services
   research

 • To drive future economic growth
Vision of Service Science


“The vision of service science is to
discover the underlying principles of
complex service systems”

We don’t have a roadmap for investment
e.g. if I put 80% of my investment in a
service no way of knowing or predicting
the performance improvements.
Service Science needs to answer
        these questions
•   How to invest in service systems to sustainably
    improve key performance indicators e.g.
    revenue, margin, growth, customer satisfaction,
    productivity, innovation, quality of life, social
    responsibility, environmental sustainability,
    regulatory compliance

•   How to develop new service offerings together
    with creative value propositions and improved
    service systems
How do we go about answering
           those questions?
•   Business and Organisations
     – Schools of Management              Business and                 Technology
                                           Operations
       (marketing ops mgmt, supply
       chain)
•   Technology                                           Formulate
     – Schools of Science and                            responses
       Engineering (industrial eng,
       computer, statistical control                                     Shared
       theory)                                People                   Information
•   People
     – Schools of Social Science and
       Humanities (economics,             Communication Skills Across Other Fields
       political science, design, arts)
•   Shared Information
     – Schools of Information
       (communications, MIS, process
       modelling, simulation)

                                                            Depth
The Global Economies Need…

• A new breed of professional,
  the T-Shaped professional

• Service Scientist

• Your help to educate pupils like Chloe
  and her friends to become Innovators.
Classroom Idea

• Pick a service that is delivered in or by your
  School
   – e.g. catering, sports, maintenance of the building,
• Identify the processes, providers and clients – all
  those involved
• Create a wiki or team room to capture and share
  information
• Get students to identify gaps in their knowledge
  and ways they can fill those gaps
• Get students to suggest ideas for improvements
  to the service
Emerging Technology
On-line
Console

          Games?

          Virtual Worlds
On-line
Console
          Games?

          Virtual Worlds
Console
Are Console Games just
        toys?
Console                    On-line

          Games?

          Virtual Worlds
http://www.mmorpg.com/


Mmorpgs – Massively multiplayer Online Role-playing Games



                      Online Games
Are online Games just toys?
Video - World of Warcraft (WoW)
Future of Business Leadership

“If you want to see what business
leadership may look like in three to five
years look at what’s happening in online
games.”

Byron Reeves Ph.D. – Stanford University
On-line Games you play to
         Educate
Teaching Resource: Games
Teaching Resource: Games
Teaching Resource: Simulation Games
Games-To-Team Projects
On-line Games you create to
         Educate
Teachers Resource: Game Making
Marshall Community and Technical College - quot;Game Makingquot; learning experience




              Wiki:
 http://www.myglife.org/usa/wv/
 mctcwiki/index.php/Final_Game
http://worldwideworkshop.org/programs


Teachers Resource: World Wide Workshops
Fortune Magazine



 “Educators who teach kids to make their
 own video games are on education's cutting
 edge.”

 David Kirkpatrick, Senior Editor, Fortune Magazine
http://money.cnn.com/2008/06/06/technology/games_change.fortune/?postversion=2008060606
On-line
Console

          Games?

      Virtual Worlds
Virtual Worlds
Are Virtual Worlds just toys?
Virtual Worlds - Video
   A virtual world is a computer-based
 simulated environment intended for its
users to inhabit and interact via avatars.
The Most Talked
      about




How many hours
have you spent in
SecondLife (SL)?
Economy
  Daily Spend:        US$1,500,000 (approx)
        Monthly       14.5 million
 Transactions:


Profitable in-world   31,929
    merchants:


   Total Currency     L$2.6B (Linden Dollars)
       Supply:
What are the possibilities?
DISPLAY & ENTERTAINMENT
        Architecture and Sport




BBC hosted a
weekend party
NEWS – reporting on SL news
Reuters have a Second Life office, complete with an embedded journalist
Education: Youth Venture and Global
Kids to improve health and healthcare




                                Design
                                 Build
 http://teen.secondlife.com     Explorer
    13 – 17 year olds           Games
Gartner
“By the end of 2011, 80 % of active Internet
users (and Fortune 500 enterprises) will
have a second life”
but not necessarily in Second Life.
On-line
Console

          Games?

          Virtual Worlds
What’s Next?
Convergence
 1. Applications
2. Interoperability
1. Applications
PKR Gambling
Health: Anatomic and Symbolic Mapper Engine
                        Google Earth for the body




                                      Provides an interactive 3D model
                                      of the human body that displays
                                        health record information at a
                                                   glance
http://jp.youtube.com/watch?
v=VAwYdmUd59A&feature=related
Video: PowerUp
                      www.powerupthegame.org
Game-based approach for education

Rich 3D User Interface, extensible missions, highly
collaborative

Complemented with teacher guide and lesson plans

Focus:
   • Motivate students to apply science and maths
   concepts to real world problems (environmental
   responsibility)
   • Practice team-building, team-based problem
   resolution
   • Learn about environmental responsibilities
Training: Crossing the Ravine Game




90   Games for Virtual Team Building   11/20/08
Video
        Addresses Industry need for skills that help
        bridge the gap between business and IT -
        Service Oriented Architecture (SOA) and
        Business Process Management (BPM)

        Combines the concept of simulators with the
        latest in gaming technology to provide a
        “serious game” where the focus is on education
        rather than entertainment

        Complimentary to and incorporated within
        existing IBM and institutional curricula. (Most
        effective in conjunction with face-to-face
        classroom debriefs)

                  www.ibm.com/soa/innov8
2. Interoperability
Today’s Virtual Worlds         Future Virtual Worlds

 TOOLS     TOOLS     TOOLS                 COMMON TOOLS


                                          SHARED CONTENT
CONTENT   CONTENT   CONTENT
                               UNIQUE        UNIQUE         UNIQUE
                              CONTENT       CONTENT        CONTENT
RUNTIME   RUNTIME   RUNTIME

                              RUNTIME       RUNTIME        RUNTIME




 CLIENT    CLIENT    CLIENT
                               Standard      Standard      Standard
                                Based         Based         Based
                                Clients       Clients       Clients
The Pace of Change


“Working in Labs today is beyond what we
thought we could do last year”

John Cohn – IBM Gaming Futurist, 2008
Final Thoughts: Challenges and Opportunities


• Vision to see the potential
• Keeping up with the kids!! (and the cost)
• Skills to manage teaching and technology
• New strategies and resources to keep
  students engaged
• Scepticism regarding benefits of
  technology in learning
• Security concerns
Summary


• Students who can Innovate will drive future
  growth for New Zealand and the World

• The proposed Digital Technology
  Guidelines looks to be a pathway to
  engage and retain the brightest students in
  our field
Who is educating the leaders
        of tomorrow


            ?
YOU
Thank you
   Think
Introducing Augmented Reality

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Keynote Digital Technology Symposium

  • 1. Thinking of the Future Chris Sparshott, Social Media Consultant
  • 2. Time to Think - Video
  • 3. Agenda • IBM’s Innovation • Chloe’s World • Needs of the Global Economies • Emerging Technology • Final Thoughts • Summary
  • 4. Thinking of the future - from the past “I think there is a world market Thomas Watson, chairman of IBM, 1943 for maybe five computers.” “Computers in the future may weigh Popular Mechanics, 1949 no more than 1.5 tons. ” “There is no reason anyone Ken Olsen, founder of DEC, 1977 would want a computer in their home. ” “640K ought to be enough Bill Gates, 1981 for anybody. ”
  • 5. History of IBM Innovationtechnology Lasik 5
  • 6. History of IBM Innovationtechnology Lasik 6
  • 20. She doesn’t like...
  • 22.
  • 23. E
  • 27. Chloe likes to think she knows a lot
  • 28. Chloe likes to think she knows Everything
  • 29. http://www.pewinternet.org/pdfs/PIP_Teens_Social_Media_Final.pdf Who are we dealing with? 93% use the internet (social interaction) 64% 12-17yr, content creating activities Girls dominate content creation 35% of all teen girls blog (20% Boys) 54% of wired girls post photos online 19% of boys have posted videos 39% share their own artistic creations online 26% of teens remix content 27% of teens maintain a personal webpage 28% of teens have created their own blog 33% of teens create or work on webpages or blogs for others http://www.flickr.com/photos/14692968@N00/1351463530/
  • 30. The difference in the Generations Generation Traditionalist Boomer Gen X (Chris) Gen Y (Chloe) Born 1922 - 1945 1946 - 1964 1965 – 1976 1977 – 2000 between… Too much and I’ll Training The hard way Required to keep me Continuous & expected leave Collaborative & Learning style Classroom Facilitated Independent networked Communication style Top down Guarded Hub & Spoke Collaborative Problem-solving Hierarchical Horizontal Independent Collaborative Decision-making Seeks Approval Team informed Team included Team decided Command & Leadership style Get out of the way Coach Partner control No news is good Feedback Once per year Weekly / Daily On demand news Unable to work Unfathomable if not Technology use Uncomfortable Unsure without it provided Job changing Unwise Sets me back Necessary Part of my daily routine Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003.
  • 31. Learning Styles Generation Traditionalist Boomer Gen X (Chris) Gen Y (Chloe) Born 1922 - 1945 1946 - 1964 1965 – 1976 1977 – 2000 between… Too much and I’ll Training The hard way Required to keep me Continuous & expected leave Collaborative & Learning style Classroom Facilitated Independent networked Communication style Top down Guarded Hub & Spoke Collaborative Problem-solving Hierarchical Horizontal Independent Collaborative Decision-making Seeks Approval Team informed Team included Team decided Command & Leadership style Get out of the way Coach Partner control No news is good Feedback Once per year Weekly / Daily On demand news Unable to work Unfathomable if not Technology use Uncomfortable Unsure without it provided Job changing Unwise Sets me back Necessary Part of my daily routine Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003.
  • 32. Generation Y Generation Traditionalist Boomer Gen X (Chris) Gen Y (Chloe) Born 1922 - 1945 1946 - 1964 1965 – 1976 1977 – 2000 between… Too much and I’ll Continuous & Training The hard way Required to keep me leave expected Collaborative & Learning style Classroom Facilitated Independent networked Communication style Top down Guarded Hub & Spoke Collaborative Problem-solving Hierarchical Horizontal Independent Collaborative Decision-making Seeks Approval Team informed Team included Team decided Command & Leadership style control Get out of the way Coach Partner No news is good Feedback news Once per year Weekly / Daily On demand Unable to work Unfathomable if Technology use Uncomfortable Unsure without it not provided Part of my daily Job changing Unwise Sets me back Necessary Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003. routine
  • 33. Chloe is a… • Collaborator and Networker • Technologist • Demanding • Young Teen • Future Leader?
  • 34. What do the major economies of the world (OECD) want Chloe to do when she grows up?
  • 41. What is a Service Scientist?
  • 42. What is the Global Need? • For the first time in human history worldwide service jobs (42%) outnumbered jobs in agriculture (36.1%) and manufacturing (21.9%) The International Labour Organisation report in 2007 Value of Services to economies compared to Industry, Construction and Agriculture
  • 45. • Transparency / Efficiency • Capabilities • SLA / Fulfilment G2B, B2G Service Systems
  • 46. Definition of a Service “A dynamic configuration of resources (people, technology, organisations and shared information) that creates and delivers value between the provider and the customer through service.”
  • 47. The Service Sector is very important • Two thirds of GDP and therefore jobs rely on the service sector • Less than 1% R&D is spent on services research • To drive future economic growth
  • 48. Vision of Service Science “The vision of service science is to discover the underlying principles of complex service systems” We don’t have a roadmap for investment e.g. if I put 80% of my investment in a service no way of knowing or predicting the performance improvements.
  • 49. Service Science needs to answer these questions • How to invest in service systems to sustainably improve key performance indicators e.g. revenue, margin, growth, customer satisfaction, productivity, innovation, quality of life, social responsibility, environmental sustainability, regulatory compliance • How to develop new service offerings together with creative value propositions and improved service systems
  • 50. How do we go about answering those questions? • Business and Organisations – Schools of Management Business and Technology Operations (marketing ops mgmt, supply chain) • Technology Formulate – Schools of Science and responses Engineering (industrial eng, computer, statistical control Shared theory) People Information • People – Schools of Social Science and Humanities (economics, Communication Skills Across Other Fields political science, design, arts) • Shared Information – Schools of Information (communications, MIS, process modelling, simulation) Depth
  • 51. The Global Economies Need… • A new breed of professional, the T-Shaped professional • Service Scientist • Your help to educate pupils like Chloe and her friends to become Innovators.
  • 52. Classroom Idea • Pick a service that is delivered in or by your School – e.g. catering, sports, maintenance of the building, • Identify the processes, providers and clients – all those involved • Create a wiki or team room to capture and share information • Get students to identify gaps in their knowledge and ways they can fill those gaps • Get students to suggest ideas for improvements to the service
  • 54. On-line Console Games? Virtual Worlds
  • 55. On-line Console Games? Virtual Worlds
  • 57. Are Console Games just toys?
  • 58.
  • 59. Console On-line Games? Virtual Worlds
  • 60. http://www.mmorpg.com/ Mmorpgs – Massively multiplayer Online Role-playing Games Online Games
  • 61. Are online Games just toys?
  • 62. Video - World of Warcraft (WoW)
  • 63. Future of Business Leadership “If you want to see what business leadership may look like in three to five years look at what’s happening in online games.” Byron Reeves Ph.D. – Stanford University
  • 64. On-line Games you play to Educate
  • 69. On-line Games you create to Educate
  • 70. Teachers Resource: Game Making Marshall Community and Technical College - quot;Game Makingquot; learning experience Wiki: http://www.myglife.org/usa/wv/ mctcwiki/index.php/Final_Game
  • 72. Fortune Magazine “Educators who teach kids to make their own video games are on education's cutting edge.” David Kirkpatrick, Senior Editor, Fortune Magazine http://money.cnn.com/2008/06/06/technology/games_change.fortune/?postversion=2008060606
  • 73. On-line Console Games? Virtual Worlds
  • 75. Are Virtual Worlds just toys?
  • 76. Virtual Worlds - Video A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars.
  • 77. The Most Talked about How many hours have you spent in SecondLife (SL)?
  • 78. Economy Daily Spend: US$1,500,000 (approx) Monthly 14.5 million Transactions: Profitable in-world 31,929 merchants: Total Currency L$2.6B (Linden Dollars) Supply:
  • 79. What are the possibilities?
  • 80. DISPLAY & ENTERTAINMENT Architecture and Sport BBC hosted a weekend party
  • 81. NEWS – reporting on SL news Reuters have a Second Life office, complete with an embedded journalist
  • 82. Education: Youth Venture and Global Kids to improve health and healthcare Design Build http://teen.secondlife.com Explorer 13 – 17 year olds Games
  • 83. Gartner “By the end of 2011, 80 % of active Internet users (and Fortune 500 enterprises) will have a second life” but not necessarily in Second Life.
  • 84. On-line Console Games? Virtual Worlds
  • 85. What’s Next? Convergence 1. Applications 2. Interoperability
  • 88. Health: Anatomic and Symbolic Mapper Engine Google Earth for the body Provides an interactive 3D model of the human body that displays health record information at a glance http://jp.youtube.com/watch? v=VAwYdmUd59A&feature=related
  • 89. Video: PowerUp www.powerupthegame.org Game-based approach for education Rich 3D User Interface, extensible missions, highly collaborative Complemented with teacher guide and lesson plans Focus: • Motivate students to apply science and maths concepts to real world problems (environmental responsibility) • Practice team-building, team-based problem resolution • Learn about environmental responsibilities
  • 90. Training: Crossing the Ravine Game 90 Games for Virtual Team Building 11/20/08
  • 91. Video Addresses Industry need for skills that help bridge the gap between business and IT - Service Oriented Architecture (SOA) and Business Process Management (BPM) Combines the concept of simulators with the latest in gaming technology to provide a “serious game” where the focus is on education rather than entertainment Complimentary to and incorporated within existing IBM and institutional curricula. (Most effective in conjunction with face-to-face classroom debriefs) www.ibm.com/soa/innov8
  • 92. 2. Interoperability Today’s Virtual Worlds Future Virtual Worlds TOOLS TOOLS TOOLS COMMON TOOLS SHARED CONTENT CONTENT CONTENT CONTENT UNIQUE UNIQUE UNIQUE CONTENT CONTENT CONTENT RUNTIME RUNTIME RUNTIME RUNTIME RUNTIME RUNTIME CLIENT CLIENT CLIENT Standard Standard Standard Based Based Based Clients Clients Clients
  • 93. The Pace of Change “Working in Labs today is beyond what we thought we could do last year” John Cohn – IBM Gaming Futurist, 2008
  • 94. Final Thoughts: Challenges and Opportunities • Vision to see the potential • Keeping up with the kids!! (and the cost) • Skills to manage teaching and technology • New strategies and resources to keep students engaged • Scepticism regarding benefits of technology in learning • Security concerns
  • 95. Summary • Students who can Innovate will drive future growth for New Zealand and the World • The proposed Digital Technology Guidelines looks to be a pathway to engage and retain the brightest students in our field
  • 96. Who is educating the leaders of tomorrow ?
  • 97. YOU
  • 98. Thank you Think