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D'coda Dcoda

The Rise of the New Groupthink - NYTimes.com - 0 views

  • SOLITUDE is out of fashion
  • Most of us now work in teams, in offices without walls, for managers who prize people skills above all. Lone geniuses are out. Collaboration is in. 
  • there’s a problem with this view. Research strongly suggests that people are more creative when they enjoy privacy and freedom from interruption. And the most spectacularly creative people in many fields are often introverted, according to studies by the psychologists Mihaly Csikszentmihalyi and Gregory Feist. They’re extroverted enough to exchange and advance ideas, but see themselves as independent and individualistic. They’re not joiners by nature.
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  • solitude is a catalyst to innovation. As the influential psychologist Hans Eysenck observed, introversion fosters creativity by “concentrating the mind on the tasks in hand, and preventing the dissipation of energy on social and sexual matters unrelated to work.
  • Culturally, we’re often so dazzled by charisma that we overlook the quiet part of the creative process
  • “Without great solitude, no serious work is possible,” Picasso said
  • Virtually all American workers now spend time on teams and some 70 percent inhabit open-plan offices, in which no one has “a room of one’s own.” During the last decades, the average amount of space allotted to each employee shrank 300 square feet, from 500 square feet in the 1970s to 200 square feet in 2010.
Dan R.D.

The Power of Creativity: How Game Design Changes the Way We Think [23Sep11] - 0 views

  • Every summer, fifty fifth graders converge on Manhattan for a week-long game design camp called Mobile Quest and magic happens.
  • A game is a complex system. It is a miniature world, in many ways analogous to the world we live in. The game occurs in a space or setting. It has its own physical laws or rules. It engages people or players, who generate outcomes by making choices and taking actions. Learning occurs largely by trial and error, and through this learning a clear goal or goals emerge. There is a sense of progress, a system of feedback, incentives, reward, punishment, reputation. The only difference is that the game world has been 100 percent designed, and it is an experience players can choose to walk away from. This means game designers must capture and retain players' attention and interest quickly.
D'coda Dcoda

How Do Social Networks Make Money? [30Apr10] - 0 views

  • Social networking is a daily activity for most of us. Anyone paying attention knows that sites like Facebook and Twitter have hundreds of millions of users and are extremely popular. But one thing I think we all forget from time to time is that these social networking sites are businesses. They do have employees and they do have costs. So I ask again, how do social networks make money?The short answer is that they don’t, not on their own at least – at first. There are a few different ways social networking sites earn money, with more on the horizon. This article aims at uncovering a few of these methods and answering the questions that many of us are asking.Read more at www.makeuseof.com 
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    Venture capital gets them going, then, besides the expected ads and premium services, there are some other creative ways...like Facebook gifts.
Dan R.D.

Qualcomm Talks Future of Mobile, AR, 3D, Sensors & More at Uplinq 2011 [01Jun11] - 0 views

  • People Don't Care about PCs...the Buzz is All About Mobile To paint an image of the very large scale of the mobile ecosystem, Jacobs talked numbers: There are 1.3 billion 3G connections worldwide, and there will be 2 billion more connections by 2015. Mobile data use will increase 10 to 12 times over the next four years. There are over 120 HSPA+ mobile networks and 180 commercial EVDO networks offering mobile broadband. There are 200 LTE networks planned, 20 of which have launched now.
  • Mobile Unleashing the "Greatest Wave of Creativity in History" And what is that? Only that mobile is going to unleash the "greatest wave of creativity in history." Dr. Jacobs said he knew that sounded like a "heady" proposition, especially because many mobile developers are just trying to build an app people like, he says. "But your app could reach hundreds of millions of users!" Now is the time to "think and act globally," Jacobs said. "Mobile is now the dominant computing platform, and it's never going back."
  • Augmented Reality Demoed as Marketing Tool AR, or augmented reality, was also at the forefront of today's keynote, with a sobering presentation from John Batter, Co-President of Production, Dreamworks Animation SKG. He produced data showing the decline of DVD sales over the years.
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  • He showed an example of this with the studio's new hit, Kung Fu Panda 2, which will be marketed using in-store signage at major retailers like Walmart and Target. The signs feature QR codes that, when scanned, make an AR-enabled app available to end users
  • Mobile is "Digital 6th Sense" Dr. Jacobs concluded the keynote by looking forward into the future of mobile, calling mobile our "digital 6th sense" which will become the primary way we interact with the world around us. Your phone will listen and see everything using the sensors connected to your body, sensors out in the environment, the people around you and more - and it will adjust itself accordingly. Imagine a phone that adjusts to your mood, or your vital signs, he said. "You are the creators of this experience," Jacobs said, speaking to the developers in the audience. Qualcomm just wants to "free you up to do what you do best: innovating."
Marc-Alexandre Gagnon

Gamification on intranets: the risks of playing along « Adoption « ClearBox C... - 0 views

  • But points and badgest are a very basic “carrot” approach. Pink says that in the main carrots and sticks don’t work except for basic repetitive tasks where there is little intrinsic motivation.
  • For anything involving knowledge or creativity, what matters is: Autonomy – deciding how and when to do things Mastery – the reward in gaining a skill and learning Purpose – the sense that the task is part of a greater goal.
  • What concerns me is that points and badges are none of the above, they are just  extrinsic motivation.
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  • Generally, when simple rewards are offered in return for acts that should have intrinsic rewards, people start to forget the real reason they are sharing and optimize their game-based scores instead. For example, instead of giving 1 comprehensive answer, they give 3 partial answers for 3x the points. Or people may withhold answers until they can maximize their points – ceasing to co-operate.
  • 2) Where mastery developed in the game is a re-usable skill.
  • Differentials in reward can de-motivate the many to the benefit of the few. Just as high salaries for the top 5% can breed resentment in the other 95% and make them less productive, so can an element of competition can switch off the masses who feel their efforts won’t make a difference to the leader board, even if it would have made a difference to  the real-world problem on the Q&A forum.
  • 1) Making intrinsically dull tasks more interesting.
  • Usually games are rewarding for a while and then people tire of them – they hold limited appeal for mastery. If you’ve made it central to your collaboration approach and this happens, then what?
  • 3) Where the only purpose you can offer is recognition
  • I hope as the field matures some good case studies emerge, but for now  if you want employees to share knowledge or collaborate more effectively, then games are low on purpose, irrelevant at best to autonomy (and at worst they may get in the way) and may also suppress creative thinking.
Dan R.D.

Do we need defined hours of work any more? [02Sep11] - 0 views

  • Are defined hours of work an anachronism that’s holding us back? Or is the freedom to work whenever we want something still reserved for a select few, and/or a trap that causes us to work more rather than less?
  • Flexible work is something that seems increasingly popular with programmers and other online workers, for reasons that Zach Holman of the software repository GitHub described in a recent post on the GitHub blog, entitled “Hours Are Bull****.” Holman said that for most of the staff who work on the service, there are no defined working hours whatsoever — everyone is on their own schedule and they work whenever they need to in order to solve the problems that need to be solved. As he puts it:
  • Hours are great ways to determine productivity in many industries, but not ours. Working in a startup is a much different experience than working in a factory. You can’t throw more time at a problem and expect it to get solved. Code is a creative endeavor… We want employees to be in the zone as often as possible. Mandating specific times they need to be in the office hurts the chances of that.
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  • Unstructured work is not for everyone That kind of approach, which management consultants like to call a “results-oriented workplace,” might be fine for a creative endeavor like programming or design, or even for businesses (like GigaOM’s) that involve brain-powered work such as writing.
  • There’s another risk Holman’s description of the new unstructured workplace brings up, something we’ve written about a lot at GigaOM, and that is the impact that this can have on the “work-life balance” of employees. Says Holman:
  • By allowing for a more flexible work schedule, you create an atmosphere where employees can be excited about their work. Ultimately it should lead to more hours of work, with those hours being even more productive. Working weekends blur into working nights into working weekdays, since none of the work feels like work.
  • Knowledge workers of all kinds find themselves answering emails or responding to text messages at all hours of the day and night, working on weekends, and so on. And the increasing globalization of many industries has just accelerated this phenomenon, since some staffers or contract workers may be in completely different time zones.
  • One thing is clear, however: This phenomenon isn’t going away; if anything, it is increasing, as more work becomes knowledge work, and as more companies try to adapt to a cloud-based and global world (flexible hours and an increase in freelance or contract work also has real benefits for companies in terms of lower costs, some of which are pushed down to the individual worker, such as the cost of health benefits).
  • Companies like VMWare are trying to help figure out how the nature of work changes when it occurs in “the cloud” and the workforce moves toward what CEO Paul Maritz calls the “post-document era.” Instead of sitting at desks moving paper around, more people are working in ways that are difficult to define, that involve streams of information that don’t start or stop at specific times.
  • Netflix has what it calls an “unlimited vacation” policy, which allows workers to take time whenever they need it, provided they arrange to have their work completed when necessary. Social Media Group, a Toronto-based consulting firm, is another that has taken this approach — one that CEO Maggie Fox described in a recent blog post.
Marc-Alexandre Gagnon

5 Ways QR Codes Could Shake Up the 2012 Election [22Sep11] - 0 views

  • With millions of potential voters using mobile devices, strategists would be remiss to write off QR codes as a risky early-adopter consumer trend untranslatable to the political space.
  • “One of the exciting things about 2012 is that we have the opportunity to close the loop between online activities and real-world events,” he adds. “We’re seeing individuals rely on their phones, and QR codes present an optimal framework for that. There’s an opportunity for campaigns to reach out to mobile-savvy individuals and transmit a message that will lead to an activation.”
  • There is great potential in branding candidates, fundraising and collecting supporters’ data using QR technology.
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  • This cycle, QR codes could serve as an on-the-street campaign that instantly recruits supporters to rallies, speeches, visibility events and canvassing.
  • The key is to make sure the QR code allows for action – such as connecting with a supporter in another state, pledging to canvass or phone bank, engaging candidates or celebrity surrogates, or receiving cool merch.
  • Instead that canvasser could solicit $5 donations via a direct mobile QR transaction
  • QR codes could be a chance to get creative: Provide access to exclusive content, such as funny or moving videos, tweets, pics and merch from a celeb. With more codes emerging that integrate specific design art, celeb supporters will also have access to tailor-made QR images specific to their sentiments and brand identities.
  • Like past inclusion of Twitter and Facebook handles on promotional materials, by election day 2012, QR codes will be a cultural norm.
  • By regionalizing the QR code’s look and the reward, the merch turns making a statement into a measurable social action for like-minded individuals
  • QR codes could be a valuable tool for campaigns looking to tap into voting blocs once thought difficult to reach.
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    5 Ways QR Codes Could Shake Up the 2012 Election: http://t.co/flQHfQzd
Dan R.D.

Augmented Reality: Fad Or The Future? @PSFK [10Oct11] - 0 views

  • A recent video released by Hidden Creative has caused some discussion over augmented reality among netizens. The video explains that augmented reality technology is the way of the future. Users are able to use their cellphones or digital device to scan their surrounding and find out live information on the spot. The video also demonstrates how augmented reality can also overlay objects in a real-life space to help users with renovations by virtually rearranging furniture or configuring the colors virtually. Nevertheless, although most reactions to the video have been quite positive and enthusiastic, some bloggers are little bit more skeptical as to whether augmented reality is here to stay. Comments from Digital Urban included: “We maybe wrong but waving your phone around simply does not feel like the future to us”, “Augmented reality often just seems to be cool rather than actually good enough to be useful” and also “The way AR is presented here is not a step forward, it’s a step backward actually”.
Marc-Alexandre Gagnon

Tinkercad Raises $1 Million, Aims To Popularize 3D Printing | TechCrunch [08Nov11] - 0 views

  • Exclusive - Tinkercad, a startup that aims to introduce browser-based 3D printing CAD to the masses, has landed $1M in seed funding from True Ventures, Jaiku founder Jyri Engestrom, Delicious founder Joschua Schachter, Eghosa Omogui and Taher Haveliwala.
  • The company’s mission is to ‘reach and teach’ a wide audience on the use of CAD software and creating ‘fun and meaningful’ things like jewelry, toys, car parts and whatnot, using 3D printers.
  • Kai Backman, Tinkercad’s co-founder and CEO, explains that one only needs a browser and a couple of minutes to use its browser-based software and have a 3D project ready for printing.
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  • “We use game-like quests to teach what we call ‘design literacy’, understanding the design of physical things. By lowering the barrier of entry, our users have been able to create and print a wide variety of awesome items”, he adds.
  • Tinkercad is free, and encourages sharing designs under a creative commons license. Once users create designs with the software, which seems pretty easy to use based on my rudimentary testing, they can order designs directly from printing services like Shapeways and i.Materialise or download STL files to use other printing services or personal 3D printers like Makerbot’s Thing-O-Matic.
Marc-Alexandre Gagnon

Three Ways NFC Technology Will Create a Brand New Form of Social Media Engagement | Soc... - 0 views

  • As the number of smartphone users continues to grow at an incredible rate, the challenge facing many retail brands is to continue to find ways of utilising smartphone technologies to effectively connect and engage with consumers. In recent months many retail brands have focused on smartphone features that integrate with social media platforms such as Facebook, Twitter, and Foursquare, to not only create something new and unique as part of the consumer journey, but to also take advantage of the fact that through successfully integrating social media with the overall brand experience, the likelihood of fans and customers “sharing” branded content and increasing brand visibilty in the social space is also increased; something that more and more companies are continually striving to achieve across multiple social media and online PR campaigns. Interestingly, something that an increasing number of people are now starting to talk about when looking at the ways smartphones are shaping consumer and brand day-to-day lives, is Near Field Communication technologies (NFC) and the possibilities that they present.
  • In short, Near Field Communication technology enables smartphone users to gain instant access to digital data from another NFC enabled handset or NFC tag simply by placing or waving their phone next to the NFC tag. Much like scanning a QR code or connecting via Bluetooth, the tag then sends content automatically between the handset and the tag - be it a Foursquare-style check-in at a record store or access to an exclusive in-store promotion.
  • Although at first this may not seem all that different to what we have seen recently with the introduction of QR codes, the possibilities we are seeing for NFC technology are far greater. So much so, that we're not only seeing an increasing number of smartphone brands integrating the technology into their latest handsets, we are also starting to see large named brands such as Google, Visa and MasterCard getting involved at what is a very early stage.
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  • In light of this, below are three reasons as to why we will soon start to see NFC technologies appearing more and more:
  • 1. Real-life Facebook “Likes”
  • 2. Quick payments
  • 3. Ease of use
  • Although we are still very much in the early development stages with the use of this kind of technology, as the number of smartphones with NFC enabled technology continues to grow as well as the number of credit card companies jumping on board, it is surely only a matter of time before we start to see more and more people using their smartphones to pay for their morning coffee. Similarly to QR codes and location-based services, much of the success of NFC technology will depend on the adoption of big-name brands to not only raise consumer awareness but to ensure that the benefits for customers to use NFC as part of their browsing experience are unique, rewarding, relevant and appealing. Additionally, those brands working alongside a creative tech PR agency that are able to effectively integrate NFC smartphone technologies into their overall social media and marketing campaigns will almost certainly be at the forefront of a whole new type of real-world social media engagement.  
Marc-Alexandre Gagnon

New 5 Billion Page Web Index with Page Rank Now Available for Free from Common Crawl Fo... - 0 views

  • A freely accessible index of 5 billion web pages, their page rank, their link graphs and other metadata, hosted on Amazon EC2, was announced today by the Common Crawl Foundation. "It is crucial [in] our information-based society that Web crawl data be open and accessible to anyone who desires to utilize it," writes Foundation director Lisa Green on the organization's blog.
  • The Foundation explains the scope of the project thusly. "Common Crawl is a Web Scale crawl, and as such, each version of our crawl contains billions of documents from the various sites that we are successfully able to crawl. This dataset can be tens of terabytes in size, making transfer of the crawl to interested third parties costly and impractical. In addition to this, performing data processing operations on a dataset this large requires parallel processing techniques, and a potentially large computer cluster. "Luckily for us, Amazon's EC2/S3 cloud computing infrastructure provides us with both a theoretically unlimited storage capacity coupled with localized access to an elastic compute cloud."
  • The Foundation is an organization dedicated to leveraging the falling costs of crawling and storage for the benefit of "individuals, academic groups, small start-ups, big companies, governments and nonprofits." It's lead by Gilad Elbaz, the forefather of Google AdSense and the CEO of data platform startup Factual. Joining Elbaz on the Foundation board is internet public domain champion Carl Malamud and semantic web serial entrepreneur Nova Spivack. Director Lisa Green came to the Foundation by way of Creative Commons.
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  • The organization was formed three years ago, just now started talking about itself publicly and believes that free access to all this information could lead to "a new wave of innovation, education and research."
  • Open Web Advocate James Walker agrees: "An openly accessible archive of the web - that's not owned and controlled by Google - levels the playing field pretty significantly for research and innovation."
Marc-Alexandre Gagnon

Daring Fireball: Apps Are the New Channels [28Oct11] - 0 views

  • Whether Newsstand was Apple’s strategy all along, I don’t know, but I think it might have been. The app is the unit of distribution for newspapers and magazines, not the “issue” or the “article”. This puts more work on the publishers’ shoulders — they need to design, create, and maintain software, not merely publish content — but it gives them more control over the reader experience and more potential for creativity and differentiation.
  • Why not the same thing for TV channels? We’re seeing the beginnings of this, with iPhone and iPad apps like HBO Go, Watch ESPN, and the aforementioned Bloomberg TV+. Letting each TV network do their own app allows them the flexibility that writing software provides. News networks can combine their written and video news into an integrated layout. Networks with contractual obligations to cable operators, like HBO and ESPN, can write code that requires users to log in to verify their status as an eligible subscriber.
  • Why not the same thing for TV sized displays? Imagine watching a baseball game on a TV where ESPN is a smart app, not a dumb channel. When you’re watching a game, you could tell the TV to show you the career statistics for the current batter. You could ask the HBO app which other movies this actress has been in. Point is: it’d be better for both viewers and the networks1 if a TV “channel” were an interactive app rather than a mere single stream of video.
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  • Collect them in a Newsstand-like folder on iPhones and iPads, and make them the “home screen” of a future Apple TV.
  • Better for advertisers, too. Apps allow for fairly exact viewership statistics. There’d be no need for Nielsen-style statistical polling if exact analytics are available.
Marc-Alexandre Gagnon

British Musicians Design Augmented Reality Energy Drink Bottles @PSFK [24Nov11] - 0 views

  • An ad agency, several musicians, and an app developer have collaborated on Lucozade Energy’s latest campaign, creating drink bottles that launch videos through an augmented reality (AR) smartphone app.
  • Billington Cartmell, a UK ‘thinking brands’ agency, led the project to join artistic expression with an interactive brand experience. Using a the unique ability of the Aurasma app to map and track cylindrical objects, the agency asked seven of the UK’s biggest musicians to design a Lucozade bottle which when viewed through Aurasma leaps to life with video and animations.
  • A great deal of exclusive content was created for this campaign, and most of it is accessible only through the AR-enabled app. The animations that play from the bottles in the app are really only teasers, directing users to a website with documentaries and behind-the scenes video.
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  • The most interesting aspect of this project is the collaboration between three different groups to create a single brand experience centered on creativity and engagement. Two of the musicians involved, Plan B and Tinie Tempah, will promote the campaign with their massive social media following, with the hope that their ‘cool’ will spread to the client and that all involved will be seen as innovators.
D'coda Dcoda

Facebook's Hidden Hate Button - - 0 views

  • Perhaps the saddest thing about Facebook (note: I do think there are good things) is that most users seem utterly unware of the way Facebook is changing things; unaware of FB’s ever-changing Privacy settings; little idea about how expansive the recent f8 announcements could be (in fact I’d say a huge percentage of users don’t even know what the heck f8 is or what its impact may have); and perhaps wholly uprepared when their profiles and their data are streaming out in the open publicly. Most users are using FB strictly to post pictures and update their status in the literal way in which FB was designed - no sense of re-purposing the software in broader ways. On one hand, it’s great that we can all share our experiences with each other; on the other hand it’s worrying that more users aren’t educated enough about the fundamental nature of these media to make smart connections back to their own lives.
  • Furthermore, if Facebook becomes the primary place where people congregate, purchase, publish and share, it will become imensely important that users are proficient and savvy and creative in using it *for* their interests as citizens and not against them. The smallest tweaks in any software can have major implications in their use. Imagine if Facebook had a Hate button. I agree with Scoble: I hope we never see something like that. …But I have a feeling, there’s a Hate button hidden deep within our collective social experience and dynamics just waiting to surface its ugly head in the not-too-distant future. Recommend on Amplify                
Dan R.D.

Ian Bogost - Gamification is Bullshit [08Aug11] - 0 views

  • In his short treatise On Bullshit, the moral philosopher Harry Frankfurt gives us a useful theory of bullshit. We normally think of bullshit as a synonym—albeit a somewhat vulgar one—for lies or deceit. But Frankfurt argues that bullshit has nothing to do with truth. Rather, bullshit is used to conceal, to impress or to coerce. Unlike liars, bullshitters have no use for the truth. All that matters to them is hiding their ignorance or bringing about their own benefit. Gamification is bullshit. I'm not being flip or glib or provocative. I'm speaking philosophically. More specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway. Bullshitters are many things, but they are not stupid. The rhetorical power of the word "gamification" is enormous, and it does precisely what the bullshitters want: it takes games—a mysterious, magical, powerful medium that has captured the attention of millions of people—and it makes them accessible in the context of contemporary business.
Dan R.D.

Motivating Gen X, Gen Y Workers - Motivating Employees [10May10] - 0 views

  • Motivating Gen Xers
  • Room to grow. Offer Gen X employees clear statements of goals
  • Opportunities to make choices. Since this generation has become accustomed to "fending for themselves," provide options--options for task selection, options for challenges, options to formulate new processes, and options to develop creative yet appropriate conclusions.
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  • They can also be thought of as the "over-scheduled" generation.
  • The approximately 70 million Gen Yers came next, born in the mid to late 1970s through the late 1990s. They have often been called the "Trophy Kids" because on sports teams and in school, each child, regardless of capability, when provided a chance to contribute and perform, was often given some kind of a certificate or award just for having participated. (Recall, in contrast, how previous generations received credit only when they won.)
  • Mentoring. Strong, relationship-oriented mentorships are a great value for young employees.
  • Motivating Gen Yers
  • Multitasking. Provide more than one task to accomplish at a time, but without overwhelming them.
  • Collaboration. Create work teams or partners to work with, where appropriate.
  • Structure. Provide structure and clear guidelines, and at times, specific processes or approaches for achieving goals.
  • Technology. Encourage and allow them to use the latest technology in the work setting.
  • Challenges. Positively challenge their interests, abilities and achievements.
  • Relationship building. Create a bonding relationship with them so that they feel comfortable asking for input and direction and know they can rely on you as the authority figure when the need arises.
  • Positive reinforcement. Reward them frequently with positive feedback and citations for successful accomplishments and milestones on the road to longer-term achievements.
  • Engaged leadership. Set up specific and regular times to meet with and supervise them. Demonstrate your sincere interest in their professional growth and success.
  • Communication. Understand that they prefer using electronic means to communicate with you as opposed to face-to-face meetings.
Dan R.D.

"The Internet of Things" is the new Sorcerer's Apprentice [24Aug11] - 0 views

  • In Disneys Fantasia, Mickey Mouse as the Sorcerer's Apprentice brings to life everyday objects such as brooms and buckets to help him with his tasks of cleaning - what starts as a good idea ultimately ends with terrible results as he fails to be able to control them.Whilst Mickey may have gotten out of his depth, this thinking of everyday objects being brought to life isn't just a fantasy.
  • Obviously not in the literal sense we see in the Sourcers Apprentice (although that would have been great!), but more in the sense that previously in-anmiate objects can now start to record their activities. Termed the "Internet of Things" this was discussed in part by a talk at DICE by Jesse Schell about gamification and how this may extend into everyday items and tasks. (The video is really worth watching if you haven't previously seen it)
  • What Jesse discussed in terms of earning points for brushing your teeth has now been enabled by start-up Green Goose. Using a combination of intelligent stickers or product add-ons, Green Goose claims to be able to track any activity, from cleaning your teeth to drinking a class of water.
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  • Internet of Things pioneer, Kevin Ashton said of this:-The problem is, people have limited time, attention and accuracy—all of which means they are not very good at capturing data about things in the real world. [...] If we had computers that knew everything there was to know about things—using data they gathered without any help from us—we would be able to track and count everything, and greatly reduce waste, loss and cost
  • The challenge for both brands and consumers will be the same as that faced by the Sorcerer's Apprentice - once we start providing/collecting this information, can we keep control of it, manage it and get the best benefit from it... or will it simply overwhelm us.
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