The document summarizes a conference on Tangible Intuitive Interactive Interfaces (TIII). The conference will bring together networks and interested parties to learn about TIII. It will include talks and demonstrations of TIII cases from industry and student exploration projects. Participants can provide feedback to help guide the TIII research project, which aims to develop a platform and toolbox for designing TIII and setting up interdisciplinary teams between design, application, user, and technology partners.
The document discusses the IBBT (Interdisciplinary Institute for Broadband Technology) approach to technological research and development. It emphasizes that there is no such thing as a purely technological problem or solution, and that user involvement and creative industries should be strongly involved in research projects from the beginning. It then highlights several example projects that take this interdisciplinary approach, collaborating with artists, users, and designers. One such program is the Art&D grant program, which funds cross-disciplinary projects between artists, users, and ICT researchers to encourage out-of-the-box cooperation and change perceptions of technology.
Andres Martinez Ortiz works at Telefonica Digital as a developer program manager and open innovation architect focusing on Latin America. His presentation discusses how Argentina can face 21st century challenges through finding innovation wellsprings by employing techniques like shared problem solving with developers communities, implementing new technical processes and tools, experimenting and prototyping through startup incubators and networks, absorbing technological knowledge from universities, and learning from the market through media and investors.
Digital fabrication technologies in support of the visually impaired Edoardo...FondazioneAndreaBocelli
The presentation could include 3-4 examples of “makers” projects dedicated to help blind or visually impaired people. The makers community is booming all over the world, putting together people who rediscover the passion to make things using both their hands and modern technologies such as Computer Aided Design and digital fabrication machines. Some of the projects are designed to help visualize either abstract concepts (like math formulas) or physical objects like monuments, art masterpieces, complex objects. This can be a valuable support to provide information to blind or visually impaired users. In this speech I will briefly present the most effective and successful international projects carried out by university, schools and industries.
The Computer History Museum’s “Get Invested” Educational OfferingCraig Jensen
Craig Jensen (http://www.craigjensen.com) is a computer software innovator who was a driving force in the development of defragmentation software. The founder and chairman of Condusiv Technologies Corporation (formerly Diskeeper Corporation), Craig Jensen has a deep appreciation of the technological efforts that made Silicon Valley what it is. He is also a supporter of the Computer History Museum, which provides stimulating learning programs to students who wish to become more engaged in the world of science and technology.
The document discusses several key trends that are driving change such as the acceleration of information growth and sharing, the rise of virtual worlds and networks, and new business models that leverage both internal and external resources. It suggests that organizations need to embrace more open and collaborative models to keep pace with these trends in order to create and share knowledge across boundaries.
The document summarizes a conference on Tangible Intuitive Interactive Interfaces (TIII). The conference will bring together networks and interested parties to learn about TIII. It will include talks and demonstrations of TIII cases from industry and student exploration projects. Participants can provide feedback to help guide the TIII research project, which aims to develop a platform and toolbox for designing TIII and setting up interdisciplinary teams between design, application, user, and technology partners.
The document discusses the IBBT (Interdisciplinary Institute for Broadband Technology) approach to technological research and development. It emphasizes that there is no such thing as a purely technological problem or solution, and that user involvement and creative industries should be strongly involved in research projects from the beginning. It then highlights several example projects that take this interdisciplinary approach, collaborating with artists, users, and designers. One such program is the Art&D grant program, which funds cross-disciplinary projects between artists, users, and ICT researchers to encourage out-of-the-box cooperation and change perceptions of technology.
Andres Martinez Ortiz works at Telefonica Digital as a developer program manager and open innovation architect focusing on Latin America. His presentation discusses how Argentina can face 21st century challenges through finding innovation wellsprings by employing techniques like shared problem solving with developers communities, implementing new technical processes and tools, experimenting and prototyping through startup incubators and networks, absorbing technological knowledge from universities, and learning from the market through media and investors.
Digital fabrication technologies in support of the visually impaired Edoardo...FondazioneAndreaBocelli
The presentation could include 3-4 examples of “makers” projects dedicated to help blind or visually impaired people. The makers community is booming all over the world, putting together people who rediscover the passion to make things using both their hands and modern technologies such as Computer Aided Design and digital fabrication machines. Some of the projects are designed to help visualize either abstract concepts (like math formulas) or physical objects like monuments, art masterpieces, complex objects. This can be a valuable support to provide information to blind or visually impaired users. In this speech I will briefly present the most effective and successful international projects carried out by university, schools and industries.
The Computer History Museum’s “Get Invested” Educational OfferingCraig Jensen
Craig Jensen (http://www.craigjensen.com) is a computer software innovator who was a driving force in the development of defragmentation software. The founder and chairman of Condusiv Technologies Corporation (formerly Diskeeper Corporation), Craig Jensen has a deep appreciation of the technological efforts that made Silicon Valley what it is. He is also a supporter of the Computer History Museum, which provides stimulating learning programs to students who wish to become more engaged in the world of science and technology.
The document discusses several key trends that are driving change such as the acceleration of information growth and sharing, the rise of virtual worlds and networks, and new business models that leverage both internal and external resources. It suggests that organizations need to embrace more open and collaborative models to keep pace with these trends in order to create and share knowledge across boundaries.
My presentation and exercises on Leading Change for an Executive Education program. The presentation includes an exercise in which the participants work in groups on a live change project within their organization during a period of three months. Please let me know if you have any questions.
Fifth seminar for my Managing Marketing Processes course in the MGM program at the Stockholm School of Economics, http://www.hhs.se/EDUCATION/MSC/MSCGM/Pages/default.aspx
A summary of the results of our research study of the eZ Publish Community, a firm sponsored open source community, that was recently published in the academic journal, Information & Organization.
The document summarizes a project exploring how entrepreneurs and small businesses use virtual worlds to improve competitiveness. The project has 9 partners from Nordic countries and the US working across various disciplines. The project has a budget of $1 million USD over 2 years. It involves studying best practices in entrepreneurship and innovation through virtual worlds, developing a virtual center for entrepreneurship, and publishing a book on the future of virtual worlds.
1. The document discusses leveraging networks for improved organizational performance by understanding and managing both formal and informal networks within an organization.
2. Analyzing organizational networks can uncover important relationships and patterns that impact collaboration, knowledge sharing, and performance. Visually mapping networks provides insight into how to improve connectivity.
3. Strategies for managing networks include uncovering key networks, analyzing relationships and flows, and taking steps to improve collaboration across boundaries through feedback and connection initiatives.
Internetdagarna real value through v ws-teiglandRobin Teigland
The document discusses leveraging virtual worlds for real-world results. It provides background on the author's experiences with virtual worlds and an overview of a project exploring how entrepreneurs and small businesses globally can use virtual worlds to improve competitiveness. The project involves an international and interdisciplinary team studying virtual worlds across multiple Nordic and European countries and the United States.
SSE MGM Program Live Case Overview Nov 2013Robin Teigland
Overview of the Live Case for this week at the Stockholm School of Economics Master in General Management Program. The students are working with the top management team of Eniro on three strategic challenges.
The team conducted a survey to find common traits among its 5 members. They created a spreadsheet with 144 questions and found:
- All 5 members had 25 traits in common related to internal factors like education and interests.
- 4 members had 29 traits in common like place of birth and home ownership.
- 3 members had 22 traits in common such as country of residence and family status. They summarized the findings in the spreadsheet and presentation slides.
1. The document discusses how organizations need to adapt to constant change and the rise of digital technologies by embracing network leadership and leveraging knowledge networks.
2. It highlights how social media and virtual worlds can be used to strengthen relationships, learn, solve problems collaboratively and develop new ideas.
3. The document argues that organizations should shift from hierarchical structures to more dynamic heterarchical networks that allow for distributed collaboration.
Syllabus for my Managing Marketing Processes course in the MGM program at the Stockholm School of Economics, http://www.hhs.se/EDUCATION/MSC/MSCGM/Pages/default.aspx
1) The document discusses how organizations can create value through social media by strengthening relationships with customers and employees. It provides examples of companies that successfully use social media to engage communities and encourage collaboration.
2) New technologies and an emerging "digital native" workforce are driving changes in how knowledge is shared and work gets done. Organizations need to adapt by becoming more open and collaborative through social media.
3) When used strategically, social media allows organizations to build their brand, innovate with public input, make work fun, and develop ideas through global networks. This represents a shift from traditional hierarchical structures to more dynamic collaboration.
This document outlines the program for a seminar on Bitcoin held at the Stockholm School of Economics on October 25, 2013. The program includes welcome remarks by Dr. Robin Teigland and presentations on the appeal of Bitcoin as a nonpolitical monetary unit by Jon Matonis, a case study on how Bitcoin could benefit developing countries from Kipochi founder Pelle Braendgaard, and perspectives on Bitcoin's future and alternatives from Michael Grönager of Payward Inc. The event concluded with moderated remarks by Dr. Teigland.
1) Users are now able to become designers of their own IT projects due to the increased ease of use of tools like content management systems and video editing software.
2) Parents and professionals supporting individuals with autism are interested in developing their own resources to meet specific needs, but often find research projects inaccessible.
3) New tools now allow non-programmers to more easily create their own apps and games through simplified coding platforms and drag-and-drop interfaces.
Technologies, Places, Business Models for Open Design @ Pixelversity, Helsink...Massimo Menichinelli
The document discusses technologies, places, and business models for open design. It begins by describing various digital fabrication technologies like 3D printing, laser cutting, and CNC milling. It then discusses makerspaces, hacker spaces, and fab labs as places where open design projects can be made. Finally, it explores potential business models for open design like crowdfunding, selling services, and dual licensing of open and proprietary designs and software. The overall focus is on how designers can engage with both open technologies and business opportunities.
Horizontal thinking
Alexandra Deschamps-Sonsino is a consultant founder who has over 10 years experience working with R&D clients on open source hardware distribution and design services. She founded Tinker London from 2007-2010 and currently runs designswarm, the Good Home project, and the London Internet of Things Meetup group. The document provides examples of past projects and initiatives, and suggests ways to create conditions for possible success through collaboration, openness, and maintaining supportive communities.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
The document provides an overview of the Serenoa research project, which aims to develop new mechanisms for context-aware adaptation of service front-ends. It is a 3-year European Union funded project involving 7 partners across Europe. The project will develop an open platform to enable the creation of context-sensitive service front-ends that can dynamically adapt based on aspects of the user, device, environment, and server. It will cover research, development and applying results to market needs. The document also announces an upcoming workshop on engineering interactive computer systems in Pisa, Italy from June 13-16, 2011.
The document discusses Javaspace and its capabilities to enable distributed collaboration between application developers. Javaspace uses JavaSpaces, which allows programs running on different machines to connect and interact by placing data into a shared "tuple space". This allows developers to work together seamlessly without knowledge of each other's locations. The document also provides a hypothetical example scenario of two developers, Elliot and Ian, using a Javaspace-enabled virtual meeting space to remotely collaborate on a project from London and Hong Kong.
My presentation and exercises on Leading Change for an Executive Education program. The presentation includes an exercise in which the participants work in groups on a live change project within their organization during a period of three months. Please let me know if you have any questions.
Fifth seminar for my Managing Marketing Processes course in the MGM program at the Stockholm School of Economics, http://www.hhs.se/EDUCATION/MSC/MSCGM/Pages/default.aspx
A summary of the results of our research study of the eZ Publish Community, a firm sponsored open source community, that was recently published in the academic journal, Information & Organization.
The document summarizes a project exploring how entrepreneurs and small businesses use virtual worlds to improve competitiveness. The project has 9 partners from Nordic countries and the US working across various disciplines. The project has a budget of $1 million USD over 2 years. It involves studying best practices in entrepreneurship and innovation through virtual worlds, developing a virtual center for entrepreneurship, and publishing a book on the future of virtual worlds.
1. The document discusses leveraging networks for improved organizational performance by understanding and managing both formal and informal networks within an organization.
2. Analyzing organizational networks can uncover important relationships and patterns that impact collaboration, knowledge sharing, and performance. Visually mapping networks provides insight into how to improve connectivity.
3. Strategies for managing networks include uncovering key networks, analyzing relationships and flows, and taking steps to improve collaboration across boundaries through feedback and connection initiatives.
Internetdagarna real value through v ws-teiglandRobin Teigland
The document discusses leveraging virtual worlds for real-world results. It provides background on the author's experiences with virtual worlds and an overview of a project exploring how entrepreneurs and small businesses globally can use virtual worlds to improve competitiveness. The project involves an international and interdisciplinary team studying virtual worlds across multiple Nordic and European countries and the United States.
SSE MGM Program Live Case Overview Nov 2013Robin Teigland
Overview of the Live Case for this week at the Stockholm School of Economics Master in General Management Program. The students are working with the top management team of Eniro on three strategic challenges.
The team conducted a survey to find common traits among its 5 members. They created a spreadsheet with 144 questions and found:
- All 5 members had 25 traits in common related to internal factors like education and interests.
- 4 members had 29 traits in common like place of birth and home ownership.
- 3 members had 22 traits in common such as country of residence and family status. They summarized the findings in the spreadsheet and presentation slides.
1. The document discusses how organizations need to adapt to constant change and the rise of digital technologies by embracing network leadership and leveraging knowledge networks.
2. It highlights how social media and virtual worlds can be used to strengthen relationships, learn, solve problems collaboratively and develop new ideas.
3. The document argues that organizations should shift from hierarchical structures to more dynamic heterarchical networks that allow for distributed collaboration.
Syllabus for my Managing Marketing Processes course in the MGM program at the Stockholm School of Economics, http://www.hhs.se/EDUCATION/MSC/MSCGM/Pages/default.aspx
1) The document discusses how organizations can create value through social media by strengthening relationships with customers and employees. It provides examples of companies that successfully use social media to engage communities and encourage collaboration.
2) New technologies and an emerging "digital native" workforce are driving changes in how knowledge is shared and work gets done. Organizations need to adapt by becoming more open and collaborative through social media.
3) When used strategically, social media allows organizations to build their brand, innovate with public input, make work fun, and develop ideas through global networks. This represents a shift from traditional hierarchical structures to more dynamic collaboration.
This document outlines the program for a seminar on Bitcoin held at the Stockholm School of Economics on October 25, 2013. The program includes welcome remarks by Dr. Robin Teigland and presentations on the appeal of Bitcoin as a nonpolitical monetary unit by Jon Matonis, a case study on how Bitcoin could benefit developing countries from Kipochi founder Pelle Braendgaard, and perspectives on Bitcoin's future and alternatives from Michael Grönager of Payward Inc. The event concluded with moderated remarks by Dr. Teigland.
1) Users are now able to become designers of their own IT projects due to the increased ease of use of tools like content management systems and video editing software.
2) Parents and professionals supporting individuals with autism are interested in developing their own resources to meet specific needs, but often find research projects inaccessible.
3) New tools now allow non-programmers to more easily create their own apps and games through simplified coding platforms and drag-and-drop interfaces.
Technologies, Places, Business Models for Open Design @ Pixelversity, Helsink...Massimo Menichinelli
The document discusses technologies, places, and business models for open design. It begins by describing various digital fabrication technologies like 3D printing, laser cutting, and CNC milling. It then discusses makerspaces, hacker spaces, and fab labs as places where open design projects can be made. Finally, it explores potential business models for open design like crowdfunding, selling services, and dual licensing of open and proprietary designs and software. The overall focus is on how designers can engage with both open technologies and business opportunities.
Horizontal thinking
Alexandra Deschamps-Sonsino is a consultant founder who has over 10 years experience working with R&D clients on open source hardware distribution and design services. She founded Tinker London from 2007-2010 and currently runs designswarm, the Good Home project, and the London Internet of Things Meetup group. The document provides examples of past projects and initiatives, and suggests ways to create conditions for possible success through collaboration, openness, and maintaining supportive communities.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
The document provides an overview of the Serenoa research project, which aims to develop new mechanisms for context-aware adaptation of service front-ends. It is a 3-year European Union funded project involving 7 partners across Europe. The project will develop an open platform to enable the creation of context-sensitive service front-ends that can dynamically adapt based on aspects of the user, device, environment, and server. It will cover research, development and applying results to market needs. The document also announces an upcoming workshop on engineering interactive computer systems in Pisa, Italy from June 13-16, 2011.
The document discusses Javaspace and its capabilities to enable distributed collaboration between application developers. Javaspace uses JavaSpaces, which allows programs running on different machines to connect and interact by placing data into a shared "tuple space". This allows developers to work together seamlessly without knowledge of each other's locations. The document also provides a hypothetical example scenario of two developers, Elliot and Ian, using a Javaspace-enabled virtual meeting space to remotely collaborate on a project from London and Hong Kong.
Roope Ritvos - Forum Virium - Coordinating and launching the ecosysteminnovationhubs
1. The document discusses coordinating and launching an ecosystem to promote digital innovation in Helsinki.
2. It describes how Forum Virium Helsinki was established in 2005 as a partnership between the city and private companies to develop digital services.
3. Over time, Forum Virium Helsinki transitioned to being fully owned by the city and focusing on promoting open data and collaboration between developers, startups, and the public sector to drive innovation.
I-ESA 2010, The International Conference on Interoperability for Enterprise S...Le Scienze Web News
I-ESA 2010, The International Conference on Interoperability for Enterprise Software and Applications
COVENTRY, United Kingdom
Doctoral Symposium: April 12th, 2010
Workshop Day: April 13th, 2010
Conference: April 14th – 15th, 2010
Lift+fing 09 Michael Shiloh slides with notesmichaelshiloh
This document discusses decentralized design and production enabled by new technologies like 3D printers and laser cutters. OpenMoko, an open source mobile computing project, demonstrated how an online community can collaboratively design hardware. Now, services exist for rapid prototyping and small-run manufacturing. Free and open-source design software also allows more decentralized innovation. While mass production is still important, these techniques lower barriers and allow individuals and small groups to design, produce, modify and repair physical products themselves.
Presentation to the AT Community of Practice at UCD January 2016 on how AT users and professionals can benefit from the new social and technological innovations associated with Maker Culture?
Erick Baptista Passos is a computer scientist and game developer from Brazil. He has over 20 years of experience in software engineering and game development. He is currently the Lead Programmer for Latin America at Exit Games and also founded his own game studio called Sertão Games. He has extensive experience developing games, middleware, and educational tools using a variety of programming languages and frameworks.
The document provides an overview of the Liberal Arts Association, which aims to build and support a digital "knowledge banking" platform. It discusses:
- The history of the concept starting in 2000, including early attempts to develop similar ideas and projects around content distribution and intellectual property protection.
- Previous projects by the author around 2000-2003 to develop digital content distribution systems, including one called "Basedrive" which was an early concept of cloud computing. These projects helped establish ideas and collaborations but did not succeed commercially.
- Ongoing challenges with protecting intellectual property, developing viable business models around digital content, and securing funding to progress ideas into practical systems and address issues like patenting.
Petri Martikainen MultiTouch Stanford Apr2009Burton Lee
From research to business: The Citywall case
HIIT researchers developed the Citywall multi-touch display as a demo for an EU research project. It was very popular, generating business inquiries. Researchers then founded Multi Touch Ltd to further develop the concept. The company received funding and launched products in 2008 based on the research, including a multi-touch LCD screen and software.
The document summarizes MindOnSite (MOS), a company that provides eLearning software and solutions. It discusses MOS's Learning Content Management System (LCMS) and free authoring and player tools. It also describes MOS's involvement with the Palette Project and how MOS uses social software like eLogbook to support communities of practice (CoPs), including InCorPorate, a CoP for eLearning professionals from various companies.
This document provides a summary of the top 10 web-based educational technologies as of January 28, 2009. It discusses tools like widgets, wikis, social networking sites like Ning, slide sharing on SlideShare, website builders like Wix, virtual classrooms like WizIQ, open online courses, digital skills certification through Alison, virtual worlds like Second Life, and language learning communities like Wordle. All of the tools mentioned are free, web-based, allow for user interactivity and collaboration, and enable creating and sharing digital content.
Intro of tavar board of directors and supervisors TAVAR
The document summarizes the board of directors and supervisors of the Taiwan Association for Virtual and Augmented Reality (TAVAR) for 2016-2018. It lists the names, titles, companies and brief introductions for each board member. The board is composed of professionals from companies working in areas such as VR/AR technology development, gaming, animation, education and more. The organization aims to promote the development of the VR/AR industry in Taiwan through industry-academia cooperation.
Leading in a Digital World_MCS_Overview.pptxRobin Teigland
Presentation made for Ocean Data Factory Sweden webinar series on our next innovation cycle - "Filling Coastal Data Gaps - Let's Do it Ourselves!". Collaboration with Chalmers, SMHI, Mooringo, Ocean Tech Hub Lda on a marine citizen science low-code, low-cost sensor live case for 2nd year Industrial Economics MSc students Chalmers University of Technology Spring 2023.
Network Leadership for a Sustainable FutureRobin Teigland
Updated presentation of my research into networked leadership for a sustainable future - including our work with Peniche Ocean Watch (www.penicheoceanwatch.com)
This document discusses network leadership in an uncertain world. It begins by outlining myths about networks and emphasizes that networks can be strategically developed. It then discusses exploring networks within organizations and avoiding "echo chambers". The document presents several scenarios for the future, including high and low technology convergence. It emphasizes the need for leaders to practice scenario thinking, challenge assumptions, experiment, and ensure access to diverse resources through networks. The overall message is that network leadership requires building relationships across networks, looking for signals from the periphery, and co-creating in an environment of uncertainty.
Teigland Exploring Future Value Creation for a Sustainable WorldRobin Teigland
This document discusses building an innovation ecosystem around ocean sustainability in Peniche, Portugal. It proposes creating an Ocean Tech Hub to empower coastal communities and be a flagship for ocean innovation and circular economy. The hub would leverage emerging technologies like AI, robotics, and blockchain to pursue opportunities in recycling ocean waste, recovering ocean litter, and sustainable entrepreneurship. It outlines initial partnerships and pilot projects, including using drones to map ocean litter and extend an existing fishing data service to collect plastic waste. The goal is to increase competitiveness of small fishing businesses while greening operations and benefitting the local ecosystem through access to new markets, capabilities, and serendipitous innovation through collaboration.
New Industrial Revolution for Bestseller 2020Robin Teigland
This document discusses the future of value creation in the context of a new industrial revolution driven by emerging technologies and socioeconomic trends. It outlines how a combination of people, technology, finance, and open source approaches are converging in ways that are shifting market logics towards platforms and decentralization. Specific technologies mentioned include AI/ML, IoT, blockchain, 3D printing, and virtual/augmented reality. The document argues this shift is transforming economic activity from centralized organizations to decentralized, self-organizing models and networks. It presents examples of how these forces could enable new opportunities for local and circular economies focused on sustainability. Overall, the document provides a high-level view of trends driving changes in how value will be created in
Live Teaching Case: The Gothenburg Smart City ChallengeRobin Teigland
Describes a live case used in the third year of the Industrial Economics program at Chalmers University of Technology in Gothenburg, Sweden. The focus is on Smart Cities, open data, and digital innovation.
O Mar das Oportunidades Peniche Patrimonium nov2019Robin Teigland
O documento discute as oportunidades da digitalização e explora como Peniche, Portugal, pode se tornar um centro de inovação azul circular aproveitando seus recursos oceânicos e comunitários existentes. O projeto Peniche Ocean Watch visa reduzir o lixo oceânico, aumentar a sustentabilidade da pesca local e criar novas oportunidades de negócios usando tecnologias como drones, blockchain e impressão 3D.
New Industrial Revotution and Digital Transformation of SocietyRobin Teigland
This document discusses the next industrial revolution driven by digital technologies. It notes that people are increasingly mobile, working remotely, and learning online. Emerging technologies include AI, IoT, autonomous vehicles, and 3D printing. Finance is also transforming with cryptocurrencies and peer-to-peer lending. The convergence of these digital forces will disrupt existing industries and business models. Scenarios for 2035 imagine different outcomes depending on technological and societal trajectories. Overall, the document argues that digital disruption has only begun and will further transform economic activity, organizations, and society over the coming decades.
This document summarizes a presentation on strategic insights for boards. It discusses trends in technology, people, and finance that are disrupting businesses. It notes that while digital disruption has impacted over half of Fortune 500 companies, leadership is still lagging behind. The presentation recommends that boards practice continuous learning, collaborate with startups and academics, and use scenario planning to explore uncertain futures. It provides an example of four scenarios for the year 2035 under different assumptions about technology convergence and geopolitical stability. The presentation emphasizes that boards must look beyond the near-term and their existing networks to gain insights about potential futures.
Styrelseakademi Strategic insights for boardsRobin Teigland
The document summarizes a discussion at the Styrelseakademien (Board Academy) in Stockholm on October 21, 2019 about ensuring boards have sufficient insight into changing external environments. It notes that boards should focus on environmental scanning, innovation engagement for strategy formulation, and adapting direction based on resources. Presenters discussed tools for boards to gain insights, such as collaborating with startups and academics, and using networks and digital tools. Four scenarios for 2035 were presented to illustrate how boards can think about different potential futures. The discussion emphasized that boards need to avoid insular networks and practice scenario thinking to consider uncertainties.
Keynote Chalmers Transportation in Age of DigitalizationRobin Teigland
keynote speech at Chalmers Conference in Sept 2019, https://www.chalmers.se/en/areas-of-advance/Transport/calendar/initiative-seminar-2019/Pages/default.aspx
This document discusses the future of higher education in an era of disruption. It explores four scenarios for higher education in 2030: 1) governments champion a few mega-universities, 2) universities collaborate in networks offering online courses, 3) universities become financially independent and collaborate with industry, and 4) a range of private online providers capture the market offering micro-certificates. The document advocates developing open online courses in ocean data and innovation to encourage global collaboration for a sustainable future.
The document discusses the potential impacts of emerging technologies like AI, blockchain, and 3D printing on business models and the economy. It envisions a future with a decentralized "gig economy" where online learning and sharing rather than ownership are common. New platforms and business models like Uber and Airbnb that leverage these technologies have seen explosive growth compared to traditional firms. The future may see more localized economies and self-sufficient communities powered by distributed technologies like microgrids and circular supply chains utilizing recycled materials. Boundary spanners who build diverse networks and challenge assumptions will be key to success in this changing environment.
The document summarizes an initiative called Ocean Data Factory (ODF) which aims to establish Sweden as a leader in sustainable ocean innovation through the use of artificial intelligence, machine learning, and ocean data. ODF will create an open data platform and infrastructure to make ocean data and tools accessible to researchers, industry, and the public. It introduces the coordinators and partners involved in ODF and outlines the need for such an initiative given increasing interest in the ocean economy and the large amounts of unexplored ocean data.
Ocean Data Factory - Application for FundingRobin Teigland
The document describes an Ocean Data Factory (ODF) initiative in Sweden. It provides backgrounds on the need for an ocean data lab in Sweden given increasing global interest in oceans. It introduces the ODF consortium members and directors. It outlines the ODF vision to enable Sweden to be a global leader in sustainable digital blue economy innovation. It describes initial work plans focusing on environmental monitoring and numerical forecasting. It also discusses opportunities for open data sources, citizen science, and using open source tools to maximize access and reuse of ocean data.
13. Later (early 2009) due to technical and licensingconstraints with the Linden Labviewer, wedecided to startwork on the next-generation Naali (Arctic Fox) viewer