Helsinki & Co-working.

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Presentation Helsinki Opinion Leaders at Dicole.com offices. September 2011. Helsinki, Finland.

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Helsinki & Co-working.

  1. 1. D<br />HELSINKI<br />#SOCIETY30<br />
  2. 2. RONALD VAN DEN HOFF<br />#SOCIETY30<br />
  3. 3. Before<br /> 1850<br />ERA OF INDUSTRIAL REVOLUTION<br />1850<br /> -<br />2020<br />ERA OF TRANSFORMATION: DIGITAL/SOCIAL REVOLUTION<br />After<br />2020<br />
  4. 4. €<br />GOVERNMENT &<br />POLITICIANS<br />PRODUCERS<br />CONSUMER<br />REGENTS –<br />QUANGO’S<br />FINANCIALS<br />
  5. 5. “WE TRY TO SAVE JOBS<br /> ON BOARD OF THE TITANIC”.<br />Peter Sloterdijk, German Philosopher.<br />“ANYBODY THAT THINKS WE COME OUT OF<br />THIS RECESSION AND GET BACK TO<br />BUSINESS AS USUAL IS DEEPLY<br />MISTAKEN.”<br />Don Tapscott<br />
  6. 6. “A Knowmad is a nomadic knowledge <br />worker that is, a creative, imaginative, <br />and innovative person who can work <br />with almost anybody, anytime,<br />and anywhere.”<br />John Moravec<br />FREE AGENT – <br />SELF EMPLOYED PROFESSIONAL<br />INTERNET = SOCIAL:<br />WEB2.0 GROUNDSWELL<br />
  7. 7. 1.0<br />Organizations<br />2.0<br />Communication<br />3.0<br />Stakeholders<br />Source: Marco Derksen, Marketingfacts<br />
  8. 8. DIALOGUE<br />ACCESS<br />RISK<br />BENEFITS<br />TRANSPARANCY<br /> DART MODEL.<br />1.0 2.0 3.0<br />DEVELLOPMENT<br />MASS CO-CREATION COLLABORATIVE <br />CUSTOMIZATION PRO-SUMPTION <br />THE NEW HOUSE OF INNOVATION <br />Social structure of the firm<br />BLUE OCEAN STRATEGY <br />ELIMINATE<br />RAISE<br />N=1<br />personal<br />cocreated<br />experiences<br />Flexible and<br />resilient<br />business<br />processes<br />R=G<br />global acces to <br />Resources<br /> & talent<br />CREATE<br />REDUCE<br />Technicalarchitecture of the firm<br />
  9. 9. INTERDEPENDENT ECONOMY<br />connectivity<br />sustainability<br />reciprocity<br />GOVERNMENT<br />PRODUCER<br />CO-WORKING CROWDSOURCING<br /> CO-CREATION CROWDFORCING<br />COLLABORATIVE <br />PROSUMPTION<br />PROSUMER<br />PROSUMER<br />REGENTS<br />
  10. 10. GOVERNMENT3.0<br />& PRODUCERS3.0<br />ABUNDANCE<br />PROSUMER<br />
  11. 11. TO GIVE = <br />TO RECEIVE<br />SOCIAL STRUCTURE<br />ASYNCHRONE RECIPROCITY<br />GIVE AWAY:<br />AWAY=GONE<br />SUSTAINABLE<br />NETWORKS<br />
  12. 12. SELF<br />ORGANIZING<br />BY<br />SHARING<br />CONSUMER ORGANIZES WITHOUT AN ORGANIZATION:<br />CROWD COLLABORATION<br />
  13. 13. SHARING<br />SELF<br />ORGANIZING<br />SOCIETY<br />CROWD COLLABORATION <br />
  14. 14. !<br />SHARING<br />SELF<br />ORGANIZING<br />SOCIETY<br />CROWD COLLABORATION <br />
  15. 15. sharing<br />
  16. 16. COLLABORATIVE<br />CONSUMPTION<br />COLLABORATIVE LIFESTYLE<br />
  17. 17. SIMPLE<br />BUT<br />EFFECTIVE:<br />DISRUPTIVE <br />BYPASS<br />
  18. 18. MONEY:<br />CROWD<br />FUNDING<br />
  19. 19. SMART<br />SIMPLE<br />COST<br />EFFECTIVE<br />
  20. 20. SEATS2MEET.COM<br />THE STORY:<br />“HUMAN TRANSFORMATION<br /> AS ECONOMIC VALUE”.<br />
  21. 21. 4<br />LONG SNOUT<br />PARETO 20-80 RULE<br />HIGH<br />LOW<br />HIGH<br />LOW<br />SALES<br />PER<br />CLIENT<br />VALUE <br />PER<br />CLIENT<br />FA<br />FA<br />NBR<br />CLIENTS<br />NBR OF<br />CLIENTS<br />HIGH <br />LONG TAIL<br />
  22. 22. 5<br />THE MESH<br />LONG SNOUT<br />HIGH<br />LOW<br />VALUE<br />PER <br />CLIENT<br />NBR OF<br />CLIENTS<br />LONG TAIL BECOMES LONG SNOUT<br />
  23. 23. TAICHI <br />TRANSFORMATIONS<br />3<br />PROGRESSION OF ECONOMIC VALUE*:<br />FROM THE EXPERIENCE ECONOMY TO<br />TRANSFORMATION VALUE CREATION.<br />CUSTOMIZATION<br />RENDER<br />EXPERIENCES<br />STAGE<br />CUSTOMIZATION<br />COMMODITIZATION<br />SERVICES<br />CUSTOMIZATION<br />DELIVER<br />COMMODITIZATION<br />PRINCIPLE OF<br />ECONOMIC VALUE<br />CREATION:<br />SERENDIPITY<br />LEADS TO<br />TRANSFORMATION<br />GOODS<br />MAKE<br />COMMODITIZATION<br />COMMODITIES<br />EXTRACT<br />“Authenticity, whatconsumersreally want”, Pine & Gilmore, 2007<br />
  24. 24.
  25. 25. S2M030<br />S2M020<br />S2M013<br />GOOGLE MAX<br />STRATEGY<br />S2M070<br />FREE<br />KNOWLEDGE<br />&<br />SOFTWARE<br />
  26. 26. S2M LAYAR<br />LOCATION FINDER<br />AUGMENTED REALITY<br />MOBILITY<br />
  27. 27. SERENDIPITY:<br />UNEXPECTED<br />RELEVANCE<br />OF THE<br />MEETING<br />
  28. 28. MIRROR<br />VIRTUALITY<br />
  29. 29.
  30. 30. “Wat is de beste plek voor een vergadering met 10 mensen op of vlakbij van Utrecht CS?”<br />-frankmeeuwsen: “@WillemDudok seats2meet.com #s2m    <br />-okparking: “@WillemDudok seats2meet”    <br />-paulvereijken: “@WillemDudok @Seats2Meet ”<br />-pvantees: @WillemDudokdatzou Seats2Meet moetenzijn #s2m ... ziedatikniet de enige ben met die suggestie.”<br />Tientjesnet    <br />Gisteren een te gekke avond gehad bij #S2M. <br />De plek, de mensen, de catering: alles werkt daar samen<br /> om de ervaring te versterken.<br />
  31. 31. MONDAY TUESDAY WEDNESDAY THURSDAY FRIDAY SATURDAY SUNDAY<br />
  32. 32. THE S2M MESH<br />M<br />V<br />V<br />V<br />V<br />V<br />V<br />V<br />V<br />V<br />V<br />SOCIAL MEDIA<br />STRATEGY<br />V<br />V<br />V<br />V<br />V<br />
  33. 33. PINE’S 3RD SPACE: <br />FUSION OF REALITY & VIRTUALITY<br />7<br />SEATS2MEET.COM<br />
  34. 34. MEET & WORK LONDON<br />SMART<br />SOLUTIONS<br />
  35. 35. 8<br />SALES<br />MARKETING<br />PR<br />RESERVATIONS<br />WEBMASTER<br />PURCHASING<br />FOOD & BEVERAGE<br />SEATS2MEET.COM<br />BUSINESS MODEL<br />
  36. 36. TRUST AGENT<br />TEAMBUILDER<br />RELEVANCE ANALYST<br />ENVIRONMENTAL SCANNER<br />KNOWLEDGE GUARDIAN<br />BARRIER FIGHTER<br />CONTENT CURATOR<br />BUSINESS<br />MODEL<br />
  37. 37. SIMPLE,<br />SMART, <br />SHARING<br />& <br />SUSTAINABLE<br />

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