Systems thinking. Scenari futuri

Pedro Medina Reinón
Pedro Medina ReinónDirector de publicaciones at IED Madrid - Istituto Europeo di Design
Pedro Medina | pedromedina.net | 13/11/20
Systems Thinking
Scenari futuri
Systems thinking. Scenari futuri
Systems thinking. Scenari futuri
Systems thinking. Scenari futuri
Systems thinking. Scenari futuri
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Sommario
Archeologia del futuro
Scenari futuri
Modelli e sistemi creativi
Archeologia del futuro
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Things to come
W.C. Menzies (1936)
Things to come
Communication World 2036
Telstar (1962)
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Fritz Lang
Metropolis (1927)
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Back to the Future 2 (1989) – Hill Valley 21/10/2015
Ridley Scott
Blade Runner (1982)
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Future Vision (2019) – Microsoft (2011)
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The Limits to Growth (1972)
Escenarios de futuro: da metrópole á cidade dixital
Pedro Medina & Javier Maseda, TekFest 2016
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The future from 2013-2016
· Max Planck Institute: tempo critico tra innovazione,
produzione e comunicazione
· IBM: cognitive computing (5 sensi)
· Pew Research Center: Internet of Things, augmented
reality, new ways, big data-big brother
· UN: the knowledge society
· Cambridge University, Windows, Apple, MIT, Mary
Meeker, John Maeda, Enric Bas…
Keywords
· New communication technologies
· Communication-community
· Globalisation of the public space / Privacy
· Collaborative processes
· The common
· New communities
· New "spheres" of decision
· New ways of working
· Big Data & Analytics
· Global processes
· Global Governance?
· More efficiently resources
· Sustainability, social values...
New life styles
Keywords:
· Internet of Things
· Mobility / Portability
· Augmented reality
· New materials
· Biotechnology
· Nanotechnology
· 3/4 D Printing
· Personalisation
· Cyber / Robotics
Systems thinking. Scenari futuri
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Timeline
2006-2010 2011
Sicurezza
11-S
Nuova
geopolitica
e-World
e-learning
e-book
Cloud
Smart working
Smart city
Sharing economy
VR-Oculus Rift
Bitcoin
Metropoli-globalizzazione
Gobernanza - sicurezza
Crisi economica
Energia - materiali
Ambiente - Green economy
smartphones
Nuove AI
Street & digital
surveillance
Machine learning
Digital marketing
Deepfake
Industria 4.0
Smart production
Smart services
Smart energy
Automazione
2012-20132001
Collaborazione
Democratizzazione
della conoscenza
Wikipedia
Marketing
personalizzato
Google -
Sheryl Sandberg
2004-2006
Web 2.0
La Web come
piattaforma
Vimeo
Youtube
Facebook
Twitter
Free culture
Do-it-yourself
Arduino
Etica hacker
Indignati
Primavera araba
15-M
Occupy Wall Street
2012
III rivoluzione
industriale
Makers
Prossumer
Mass costumization
AR
Google Glass
Internet of Things
Cisco
Big Data
Data Sciences
Predictive modelling
Privacy
WikiLeaks
Edward Snowden
2016-2017
Big Brother
Cambridge Analytica
Tencent (WeChat)
Cybersecurity (Cina)
Postverità
Fake news
2018
Trasparenza
UE
Protezione di dati
Fiducia
Blockchain
2019
Indignati
Hong-Kong
Ambiente
2020
Salute
Precarietà
Privacy
Libertà
COVID-19
Anomia digitale
Screen New Deal
Social credit (China)
Digitalizzazione accelerata
…
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DIGITALE
HABITAT
Sistema del abitare
LAVORO
Systems thinking. Scenari futuri
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Habitat
Ambiente
Comunità
Economia circolare
Countryside
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Lavoro
Industria 4.0
Formazione
Accelerazione digitale
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Milena Gabanelli
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Gestire
cambiamento
complessità
incertezza
COMPETENZE
· Pensiero critico
· Creatività
· Imparare a imparare
· Imparare a far ricerca
· Cultura e metodologia del progetto
· Imparare a comunicare
ABILITÀ
· Basilari
Risolvere problemi - adattamento al cambio
· Tecniche
Strumenti per svolgere il mestiere
· Emozionali
Empatia - collaborazione - lavoro di squadra
INSEGNAMENTO
Promuovere il pensiero critico e il dibattito anziché la
trasmissione rigida delle conoscenze
· Learning by doing
· Project learning
· Active learning
· Lifelong learning
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Digitale
Tecnologie dirompenti
Anomia digitale
Systems thinking. Scenari futuri
Systems thinking. Scenari futuri
ANOMIA SOCIALE
Systems thinking. Scenari futuri
Anomia da un punto di vista sociale
LENTEZZA
ALIENAZIONE
INDIVIDUALISMO
NARCISISMO QUOTIDIANITÀ
AUTOSFRUTTAMENTO
CAPITALISMO AFETTIVO
PREDICTIVE MODELLING
MANIPOLAZIONE
PERSONALIZZAZIONE DI MASSA
SOCIETÀ DEL CONTROLLO
SOCIETÀ DELLA SORVEGLIANZA
NSA
CREDITO SOCIALE
DATACENO
GESTIONE ALGORITMICA
NEOFEUDALISMO DIGITALE
BIG DATA COME BIG BROTHER
CITADINANZA DIGITALE
CROWD-SOURCING DEMOCRACY
PERCEZIONE DEL MONDO
RESPONSABILITÀ COSMOPOLITE
PROCESSI P2P
NETICA
MULTITUDINE CRITICA
TECNOFOBIA
SCREEN NEW DEAL
EFFICACIA
ETHOS CRITICO
IMPERATIVO TECNOLOGICO
TECNOLOGIA
VS UTILIZZOTECNOPOLI
VELOCITÀ
CAMBIAMENTO
COMPLESSITÀ
Systems thinking. Scenari futuri
ANOMIA PSICOLOGICA
VISUALIZZARE IL MONDO
Anomia da un punto di vista psicologico
MACCHINA DI VISIONE
PERCEZIONE DEL MONDO
FORMATTI E DISPLAY
ALLARMISMO GIORNALISTICO
INFOBESITÀ
MULTITASKING
DISTURBI PSCIOLOGICI
ATTENZIONE
VANTAGGI
INSEGNAMENTO POSTINDUSTRIALE
NATIVI DIGITALI
CAMBIAMENTI NEUROLOGICI
EFFETTO FLYNN
DEMENZA DIGITALE
RIGORE SCIENTIFICO
MEZZO / ABITUDINE
ANOMIA
GNOSEOLOGICA
MEMORIA ESTERNA
DISINFORMAZIONE
Anomia da un punto di vista gnoseologico
PHÁRMAKON
MAL D’ARCHIVIO
ICONODULI VS ICONOCLASTI
CONTINUO DELL’IMMAGINE
MORTE DELL’AUTORE
MORFOLOGIA VS APPROCCIO STORICO
VISUALIZZAZIONI
OPERE COLLETTIVE
FINALE DELLA TEORIA
BIG DATA+AI
ALGOCRACIA
BREVITÀ
COMMERCIALIZZAZIONE DELLE INFORMAZIONI
GREGGE DIGITALE
RIDUZIONE DELLA PLURALITÀ
INTELLIGENZA COLLETTIVA
CHURNALISM
FAKE NEWS
DEMOCRAZIA
OPINOLOGIA
POSTVERITÀ
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Modelli e sistemi creativi
Systems thinking. Scenari futuri
This is Tomorrow
This is Tomorrow
This is Tomorrow
Peter Smithson
This is Tomorrow
Peter Smithson, Eduardo Paolozzi, Alison Smithson y Nigel
Henderson
This is Tomorrow
This is Tomorrow
Richard Hamilton: Just what is it that makes
today’s homes so different, so appealing? (1955)
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1. Lascia che gli eventi ti cambiano – Allow
events to change you.
3. Il processo è più importante del risultato –
Process is more important than outcome
16. Collabora – Collaborate
43. Da il potere alla gente – Power to the people
An Incomplete Manifesto for Growth (1998)
Bruce Mau
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Modelli di Cultura del Progetto 1.0 / 2.0 / 3.0
Modelo reconsiderado
de liderazgo del
“próximo diseño”
Modelo
diseño
tradicional
diseño 1.0 diseño 2.0 diseño 3.0
Proceso mágico oculto
Habilidades de salida
>dar forma
>estética Habilidades de salida
+
Observación del
comportamiento de usuario
equipo
de proyecto
tradicional
equipo
de proyecto
multidisciplinar
Habilidades de salida
+
Observación del
comportamiento de usuario
+
Co-creación
participatoria
Habilidades de salida
+
Optimización del
comportamiento
de equipo
+
Colaboración
equipo
de proyecto
multidisciplinar
Proceso exteriorizado
>Orientación adaptable
>Escala adaptable
>Proceso adaptable
Proceso exteriorizado
>Orientación del diseño de producto
>Escala de producto
>Proceso de diseño de producto
Interconexión
de herramientas
entrantes y salientes
Modelo de
diseño de producto
innovador
Manuel Jiménez
Trend professionali
DESIGN TRADIZIONALE DESIGN ATTUALE
DESIGN 1.0 / DESIGN 2.0 DESIGN 3.0
Design come
DARE(creare)
FORMA(a gli oggetti)
PROBLEM SOLVING
Design come
CREARE
PROCESSI
Orientamento
culturale del Design
Escludente Inclusivo
DESIGN TRADIZIONALE DESIGN ATTUALE
Modi di lavoro
DESIGN TRADIZIONALE DESIGN ATTUALE
Lavoro
da solo
Squadre di lavoro con
discipline trasversali
Squadre di lavoro con
discipline individuali
Sfide
DIGITALE
HABITAT
Sistema del abitare 4.0…
LAVORO
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http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
http://en.unesco.org/creative-cities/
Systems thinking. Scenari futuri
Cultura del progetto
Manifesto
Route
2010 2011 2014
How to improve the city?
Projecting the concept of city
How to improve the services of a city?
Understand how to live within the city
How to start an economy based on
innovation and design?
Create an ecosystem of innovation
Expo Universal
Shanghai - 2010
2012
Salone del Mobile
Milan - 2012
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UNESCO Creative Cities Network
(UCCN)
http://en.unesco.org/creative-cities/
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TRENDS
ISTITUZIONI-LABS:
- BBVA (OpenMind). https://www.bbvaopenmind.com/en/
- IDEO. https://www.ideo.com
- Google (AI). https://ai.google
- Max Planck Institutes. https://www.mpg.de/institutes
- Microsoft (Future Visions & Research). https://www.microsoft.com/en-us/research/ / https://news.microsoft.com/
futurevisions/
- MIT Computer Science & Artificial Intelligence Lab. https://www.csail.mit.edu
- Pew Research Center. https://www.pewresearch.org
- United Nations. https://www.un.org/en/development/desa/population/theme/trends/index.asp
- Fundación Telefónica (Telos). https://telos.fundaciontelefonica.com
REPORTS:
- Deloitte. https://www2.deloitte.com/insights/us/en/focus/tech-trends.html
- FFWD. https://ffwd.is
- Fjord. Fjord Trends 2020. https://www.accenture.com/us-en/insights/digital/fjord-trends-2020
- Future Today Institute. Tech Trends Report 2020. https://futuretodayinstitute.com/2020-tech-trends/
- Frog. Trends 2020. The Age of the Senses. https://www.frogdesign.com/designmind/age-of-the-senses
- HolonIQ. Education in 2030. https://www.holoniq.com/2030/
- IDC. https://www.idcitalia.com
- Kleiner Perkins. https://www.kleinerperkins.com/perspectives/People-Report-2020/
- McKinsey Global Institute. Future of Work. https://www.mckinsey.com/featured-insights/future-of-work
- Millennium Project. http://www.millennium-project.org.
- The European House Ambrosetti. https://www.ambrosetti.eu/en
- WGSN. https://www.wgsn.com/en/
- World Economic forum https://www.weforum.org/reports
- Wunderman Thompson Intelligence. https://intelligence.wundermanthompson.com/trend-reports/
BIBLIOGRAFIA
- Alloway, L. 1956. “Design as a Human Activity”. Crosby, Theo (ed.). This is Tomorrow. The Whitechapel Art Gallery.
- AMO 2020. Countryside. A report. Guggenheim-Taschen.
- Brown, T. 2009. Change by Design, How Design Thinking Transforms Organizations and Inspires Innovation,
Harper Collins.
- De Biase, L. (ed.) 2016. L’intelligenza colletiva. Come funzionano le reti di informazioni e che cosa ci possiamo fare.
Colección nòva-edu, Lezioni di futuro, Il Sole 24 ore, 25/02/2016.
- Díaz Schiavon, A. 2016. “El nuevo perfil del diseñador”, in Jarauta, F. y Medina, P. (ed.). Cuadernos de Diseño, n. 5
(“Pedagogías”). Editorial IED.
- Jameson, F. 2005. Archeologies of the future. The Desire Called Utopia and Other Science Fictions. Verso.
- Jarauta, F. e Medina, P. (eds.) 2017. Cuadernos de Diseño, n. 6 (“Diseño en red”). Editorial IED.
- Lévy, P. 2004. Inteligencia colectiva. Por una antropología del ciberespacio. Washington D.C.: Organización
Panamericana de la Salud. http://inteligenciacolectiva.bvsalud.org/public/documents/pdf/es/
inteligenciaColectiva.pdf.
- Manzini, E. 2015. Design, When Everybody Designs. An Introduction to Design for Social Innovation. MIT Press.
- Mau, B. 1998. An Incomplete Manifesto for Growth. 1998. http://www.manifestoproject.it/bruce-mau/.
—–2004. Massive Changes. Phaidon.
- Medina, P. 2015. Nueva economía 20+20. Economía del Diseño. Fundación EOI.
- Muntadas, A. 2013. Riflessioni per una metodologia del progetto. For A Project Methodology. Monos.
- Serres. M. 2014. Il messaggero, in Polizzi, G. y Porro, M. (ed.): “Michele Serres”. Riga, n. 35, (1967), pp. 42-54.
- Thackara, J. 2017. Ambiente, economia e sostenibilità. Progettare oggi il mondo di domani. Thames & Hudson.
- Valdés Marín, I. 2014. “Consumir diseño en la era digital”, in Jarauta, F. y Medina, P. (ed.). Cuadernos de Diseño, n. 4
(“Diseño de procesos”). Editorial IED.
- AA.VV. 2012. “Manufacturing and innovation”, in The Economist, 21 de abril de 2012. https://dc.mit.edu/sites/
default/files/pdf/Econ%20Special%20Rpt%20Manufactur.pdf, pp. 1-14.
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Systems thinking. Scenari futuri

  • 1. Pedro Medina | pedromedina.net | 13/11/20 Systems Thinking Scenari futuri
  • 7. Sommario Archeologia del futuro Scenari futuri Modelli e sistemi creativi
  • 15. Things to come W.C. Menzies (1936)
  • 25. Back to the Future 2 (1989) – Hill Valley 21/10/2015
  • 28. Future Vision (2019) – Microsoft (2011)
  • 30. The Limits to Growth (1972)
  • 31. Escenarios de futuro: da metrópole á cidade dixital Pedro Medina & Javier Maseda, TekFest 2016
  • 35. The future from 2013-2016 · Max Planck Institute: tempo critico tra innovazione, produzione e comunicazione · IBM: cognitive computing (5 sensi) · Pew Research Center: Internet of Things, augmented reality, new ways, big data-big brother · UN: the knowledge society · Cambridge University, Windows, Apple, MIT, Mary Meeker, John Maeda, Enric Bas…
  • 36. Keywords · New communication technologies · Communication-community · Globalisation of the public space / Privacy · Collaborative processes · The common · New communities · New "spheres" of decision · New ways of working · Big Data & Analytics · Global processes · Global Governance? · More efficiently resources · Sustainability, social values...
  • 37. New life styles Keywords: · Internet of Things · Mobility / Portability · Augmented reality · New materials · Biotechnology · Nanotechnology · 3/4 D Printing · Personalisation · Cyber / Robotics
  • 42. Timeline 2006-2010 2011 Sicurezza 11-S Nuova geopolitica e-World e-learning e-book Cloud Smart working Smart city Sharing economy VR-Oculus Rift Bitcoin Metropoli-globalizzazione Gobernanza - sicurezza Crisi economica Energia - materiali Ambiente - Green economy smartphones Nuove AI Street & digital surveillance Machine learning Digital marketing Deepfake Industria 4.0 Smart production Smart services Smart energy Automazione 2012-20132001 Collaborazione Democratizzazione della conoscenza Wikipedia Marketing personalizzato Google - Sheryl Sandberg 2004-2006 Web 2.0 La Web come piattaforma Vimeo Youtube Facebook Twitter Free culture Do-it-yourself Arduino Etica hacker Indignati Primavera araba 15-M Occupy Wall Street 2012 III rivoluzione industriale Makers Prossumer Mass costumization AR Google Glass Internet of Things Cisco Big Data Data Sciences Predictive modelling Privacy WikiLeaks Edward Snowden 2016-2017 Big Brother Cambridge Analytica Tencent (WeChat) Cybersecurity (Cina) Postverità Fake news 2018 Trasparenza UE Protezione di dati Fiducia Blockchain 2019 Indignati Hong-Kong Ambiente 2020 Salute Precarietà Privacy Libertà COVID-19 Anomia digitale Screen New Deal Social credit (China) Digitalizzazione accelerata …
  • 166. COMPETENZE · Pensiero critico · Creatività · Imparare a imparare · Imparare a far ricerca · Cultura e metodologia del progetto · Imparare a comunicare
  • 167. ABILITÀ · Basilari Risolvere problemi - adattamento al cambio · Tecniche Strumenti per svolgere il mestiere · Emozionali Empatia - collaborazione - lavoro di squadra
  • 168. INSEGNAMENTO Promuovere il pensiero critico e il dibattito anziché la trasmissione rigida delle conoscenze · Learning by doing · Project learning · Active learning · Lifelong learning
  • 191. Anomia da un punto di vista sociale LENTEZZA ALIENAZIONE INDIVIDUALISMO NARCISISMO QUOTIDIANITÀ AUTOSFRUTTAMENTO CAPITALISMO AFETTIVO PREDICTIVE MODELLING MANIPOLAZIONE PERSONALIZZAZIONE DI MASSA SOCIETÀ DEL CONTROLLO SOCIETÀ DELLA SORVEGLIANZA NSA CREDITO SOCIALE DATACENO GESTIONE ALGORITMICA NEOFEUDALISMO DIGITALE BIG DATA COME BIG BROTHER CITADINANZA DIGITALE CROWD-SOURCING DEMOCRACY PERCEZIONE DEL MONDO RESPONSABILITÀ COSMOPOLITE PROCESSI P2P NETICA MULTITUDINE CRITICA TECNOFOBIA SCREEN NEW DEAL EFFICACIA ETHOS CRITICO IMPERATIVO TECNOLOGICO TECNOLOGIA VS UTILIZZOTECNOPOLI VELOCITÀ CAMBIAMENTO COMPLESSITÀ
  • 194. VISUALIZZARE IL MONDO Anomia da un punto di vista psicologico MACCHINA DI VISIONE PERCEZIONE DEL MONDO FORMATTI E DISPLAY ALLARMISMO GIORNALISTICO INFOBESITÀ MULTITASKING DISTURBI PSCIOLOGICI ATTENZIONE VANTAGGI INSEGNAMENTO POSTINDUSTRIALE NATIVI DIGITALI CAMBIAMENTI NEUROLOGICI EFFETTO FLYNN DEMENZA DIGITALE RIGORE SCIENTIFICO MEZZO / ABITUDINE
  • 196. MEMORIA ESTERNA DISINFORMAZIONE Anomia da un punto di vista gnoseologico PHÁRMAKON MAL D’ARCHIVIO ICONODULI VS ICONOCLASTI CONTINUO DELL’IMMAGINE MORTE DELL’AUTORE MORFOLOGIA VS APPROCCIO STORICO VISUALIZZAZIONI OPERE COLLETTIVE FINALE DELLA TEORIA BIG DATA+AI ALGOCRACIA BREVITÀ COMMERCIALIZZAZIONE DELLE INFORMAZIONI GREGGE DIGITALE RIDUZIONE DELLA PLURALITÀ INTELLIGENZA COLLETTIVA CHURNALISM FAKE NEWS DEMOCRAZIA OPINOLOGIA POSTVERITÀ
  • 198. Modelli e sistemi creativi
  • 204. Peter Smithson, Eduardo Paolozzi, Alison Smithson y Nigel Henderson This is Tomorrow
  • 205. This is Tomorrow Richard Hamilton: Just what is it that makes today’s homes so different, so appealing? (1955)
  • 213. 1. Lascia che gli eventi ti cambiano – Allow events to change you. 3. Il processo è più importante del risultato – Process is more important than outcome 16. Collabora – Collaborate 43. Da il potere alla gente – Power to the people An Incomplete Manifesto for Growth (1998) Bruce Mau
  • 218. Modelli di Cultura del Progetto 1.0 / 2.0 / 3.0 Modelo reconsiderado de liderazgo del “próximo diseño” Modelo diseño tradicional diseño 1.0 diseño 2.0 diseño 3.0 Proceso mágico oculto Habilidades de salida >dar forma >estética Habilidades de salida + Observación del comportamiento de usuario equipo de proyecto tradicional equipo de proyecto multidisciplinar Habilidades de salida + Observación del comportamiento de usuario + Co-creación participatoria Habilidades de salida + Optimización del comportamiento de equipo + Colaboración equipo de proyecto multidisciplinar Proceso exteriorizado >Orientación adaptable >Escala adaptable >Proceso adaptable Proceso exteriorizado >Orientación del diseño de producto >Escala de producto >Proceso de diseño de producto Interconexión de herramientas entrantes y salientes Modelo de diseño de producto innovador Manuel Jiménez
  • 219. Trend professionali DESIGN TRADIZIONALE DESIGN ATTUALE DESIGN 1.0 / DESIGN 2.0 DESIGN 3.0 Design come DARE(creare) FORMA(a gli oggetti) PROBLEM SOLVING Design come CREARE PROCESSI
  • 220. Orientamento culturale del Design Escludente Inclusivo DESIGN TRADIZIONALE DESIGN ATTUALE
  • 221. Modi di lavoro DESIGN TRADIZIONALE DESIGN ATTUALE Lavoro da solo Squadre di lavoro con discipline trasversali Squadre di lavoro con discipline individuali Sfide
  • 239. Route 2010 2011 2014 How to improve the city? Projecting the concept of city How to improve the services of a city? Understand how to live within the city How to start an economy based on innovation and design? Create an ecosystem of innovation Expo Universal Shanghai - 2010 2012 Salone del Mobile Milan - 2012
  • 250. UNESCO Creative Cities Network (UCCN) http://en.unesco.org/creative-cities/
  • 257. TRENDS ISTITUZIONI-LABS: - BBVA (OpenMind). https://www.bbvaopenmind.com/en/ - IDEO. https://www.ideo.com - Google (AI). https://ai.google - Max Planck Institutes. https://www.mpg.de/institutes - Microsoft (Future Visions & Research). https://www.microsoft.com/en-us/research/ / https://news.microsoft.com/ futurevisions/ - MIT Computer Science & Artificial Intelligence Lab. https://www.csail.mit.edu - Pew Research Center. https://www.pewresearch.org - United Nations. https://www.un.org/en/development/desa/population/theme/trends/index.asp - Fundación Telefónica (Telos). https://telos.fundaciontelefonica.com REPORTS: - Deloitte. https://www2.deloitte.com/insights/us/en/focus/tech-trends.html - FFWD. https://ffwd.is - Fjord. Fjord Trends 2020. https://www.accenture.com/us-en/insights/digital/fjord-trends-2020 - Future Today Institute. Tech Trends Report 2020. https://futuretodayinstitute.com/2020-tech-trends/ - Frog. Trends 2020. The Age of the Senses. https://www.frogdesign.com/designmind/age-of-the-senses - HolonIQ. Education in 2030. https://www.holoniq.com/2030/ - IDC. https://www.idcitalia.com - Kleiner Perkins. https://www.kleinerperkins.com/perspectives/People-Report-2020/ - McKinsey Global Institute. Future of Work. https://www.mckinsey.com/featured-insights/future-of-work - Millennium Project. http://www.millennium-project.org. - The European House Ambrosetti. https://www.ambrosetti.eu/en - WGSN. https://www.wgsn.com/en/ - World Economic forum https://www.weforum.org/reports - Wunderman Thompson Intelligence. https://intelligence.wundermanthompson.com/trend-reports/
  • 258. BIBLIOGRAFIA - Alloway, L. 1956. “Design as a Human Activity”. Crosby, Theo (ed.). This is Tomorrow. The Whitechapel Art Gallery. - AMO 2020. Countryside. A report. Guggenheim-Taschen. - Brown, T. 2009. Change by Design, How Design Thinking Transforms Organizations and Inspires Innovation, Harper Collins. - De Biase, L. (ed.) 2016. L’intelligenza colletiva. Come funzionano le reti di informazioni e che cosa ci possiamo fare. Colección nòva-edu, Lezioni di futuro, Il Sole 24 ore, 25/02/2016. - Díaz Schiavon, A. 2016. “El nuevo perfil del diseñador”, in Jarauta, F. y Medina, P. (ed.). Cuadernos de Diseño, n. 5 (“Pedagogías”). Editorial IED. - Jameson, F. 2005. Archeologies of the future. The Desire Called Utopia and Other Science Fictions. Verso. - Jarauta, F. e Medina, P. (eds.) 2017. Cuadernos de Diseño, n. 6 (“Diseño en red”). Editorial IED. - Lévy, P. 2004. Inteligencia colectiva. Por una antropología del ciberespacio. Washington D.C.: Organización Panamericana de la Salud. http://inteligenciacolectiva.bvsalud.org/public/documents/pdf/es/ inteligenciaColectiva.pdf. - Manzini, E. 2015. Design, When Everybody Designs. An Introduction to Design for Social Innovation. MIT Press. - Mau, B. 1998. An Incomplete Manifesto for Growth. 1998. http://www.manifestoproject.it/bruce-mau/. —–2004. Massive Changes. Phaidon. - Medina, P. 2015. Nueva economía 20+20. Economía del Diseño. Fundación EOI. - Muntadas, A. 2013. Riflessioni per una metodologia del progetto. For A Project Methodology. Monos. - Serres. M. 2014. Il messaggero, in Polizzi, G. y Porro, M. (ed.): “Michele Serres”. Riga, n. 35, (1967), pp. 42-54. - Thackara, J. 2017. Ambiente, economia e sostenibilità. Progettare oggi il mondo di domani. Thames & Hudson. - Valdés Marín, I. 2014. “Consumir diseño en la era digital”, in Jarauta, F. y Medina, P. (ed.). Cuadernos de Diseño, n. 4 (“Diseño de procesos”). Editorial IED. - AA.VV. 2012. “Manufacturing and innovation”, in The Economist, 21 de abril de 2012. https://dc.mit.edu/sites/ default/files/pdf/Econ%20Special%20Rpt%20Manufactur.pdf, pp. 1-14.