I'm reading the chapter in Don Tapscott and Anthony Williams' Wikinomics book on Prosumers. (see my book list). It makes a particular point that I should highlight:
The old customer co-creation idea was simple: Collaborate with your customers to create or customize goods, services, and experiences, all while generating a built-in market for your wares...
This is the company-centric view of cocreation. We'll set the parameters by telling you when and on which products to innovate. You'll give us your ideas for free, but we'll choose the best of them...
I couldn't agree more with them on the intentions of the company. However, I still have to agree that the same examples they give in other parts of the book are still similar to this idea. For example, even digg has basic limits on what you can do: write a short port, or vote. Even though digg allows anyone to submit a post, it still sets the parameters on when people can innovate. Fine line? Possibly, but the reality is that short of giving a complete blank slate for anyone to do anything, the real value actually comes from giving guidance and parameters on how people can participate on a social site. If you make it too open ended, it may end up becoming too unfocused on purpose. In other words, if the leaders or owners of the community/social site define the purpose and focus area, then the users have an idea of what to expect and what to do there.
The model for prosumption that Wikinomics talks about is more about mashup culture, and the idea of enabling consumers to freely interact to create their own versions or interpretations of products. This means that the prosumers--a distinct subset of your overall users, and possibly even a relatively small percentage depending upon the complexity of the product--should be allowed greater freedom on how to use the products and share their ideas.
Wikinomics' suggestions on how to harness prosumers is very good:
prosumption goes beyond individual product customization (limited only to each user) - it means engaging users earlier in your product development cycle or even making it simple to remix them
loosing control - you sacrifice some control to allow them to do mashups, and you need to more actively engage the prosumers to keep track of successful ideas
customer toolkits - make it easy for prosumers to customize the product through user-friendly (not obfuscated) customer tool kits
become a peer - recognize that the company now plays a role as a peer of the prosumers, not patrons
sharing the fruits - prosumers expect to be able to share the fruits of their customizations; help them, don't hinder them
The practical reality that I tend to see is that unless it is a very widely used product, the amount of prosumption activity can be fairly small. This goes along with the idea of participation inequality. So the amount of prosumption you enable may really depend on the value you think this work will generate. In some cases, the product is simple enough that people can add or extract the parts they want to create a new thing (with a little skill or perseverance). In others, you need to create well-defined interfaces that allow access to a complex piece.
It's easy to give a hugely inclusive environment like Wikipedia and then say that wiki's can apply to everything, but it simply doesn't work that way. Participation in wikis, or for that matter any social service, depends upon the number of participants in the system, and more importantly, how many really care to be there. For that to happen, the users and potential prosumers need to easily see the value of being in that community. The simpler or more evident the purpose, the easier it is for people to decide if they want to be in that community or not.
Beyond just reading or consuming the info in the community, you need to find ways to engage or challenge the community to invite participation; and make it easy for them to participate. The more immediate it is to interact, the more interaction you will get. From simpler interactions, you can start building more complicated interactions and generate that recurring following. These return participants are what help to spur prosumption activity, or at least bring that activity into the context of your community. This is where more the abovementioned suggestions from Wikinomics can come into play.
I'm back from family leave. The baby and mom and doing great, and we have no end of pictures. We've even started a site on Kodakgallery.com just for the family and friends. It's a much simpler way of selectively sharing a large number of photos with a group of people, although not quite an open social site. It's more of a private portal per owner. I think this used to be Ofoto before Kodak reopened it under their brand name. Unlike Flickr, it doesn't openly share pictures with everyone, but each site has its use. In fact, the better way would be to have both visibilities (public and private) through proper access control mechanisms, and let the owner figure out what they'd like to share.
Anyway, I found this article on Tom's Networking on building a Bluetooth sniper rifle, where you can scan open bluetooth devices from hundreds even thousands of feet away, all built from common parts for a few hundred dollars. So, if you have bluetooth cell or laptop, please make sure you try to keep it secure.
Money magazine has a US Dollar to Wizarding world currency convertor for the world of Harry Potter, but apparently it has some shortcomings. If JK Rowling, the first billionaire author, were to transfer $1 Billion--that's US one billion, or rather a UK one thousand million--to Harry's world, apparently she'd need several trucks to carry all that change, but not have much in terms of larger values.
CURRENCY CONVERTER RESULTS
Monday, July 23, 2007
1000000000 US Dollar = 2 galleons, 125862069 sickles and 15250000000 knuts
HARRY POTTER CURRENCY CONVERTER
US Dollar to Harry Potter Currency
Knuts do not divide evenly into dollars or vice versa. Consequently, there may be small discrepancies due to rounding.
Okay, editors hat on... I disagree that we should be lazy and call it "Service Oriented Architecture" as is what people are labelling it. It's a sign of the continued degradation of the English language.
Not only is it grammatically correct to have it as "Service-Oriented Architecture", but it also has historical precedence in "object-oriented architecture".
The hyphen implies the focus on Services. Grammatically, if you didn't have the hyphen, it is somewhat non-sensical: "Service Oriented Architecture" would indicate that you have an architecture that has something that is a "Service Architecture" and something that is an "Oriented Architecture" but not that it is oriented around services.
I've been looking into ways of staying mobile with less the burdens of hercules upon my back, a.k.a. my ThinkPad. I use the laptop often enough that I carry two 9-cell batteries plus a drive bay battery which I can drain in a single day. I don't like carrying the power connector because that is rarely possible to use where I go.
So the search has been around a smaller or lighter form factor that can still do all my work. As with the dreams of any child, I want it all: powerful enough to run ten applications, high-speed network access, usable keyboard and mouse/trackpoint, a good docking solution at my desktop, long running and replaceable batteries, and decent graphics/video quality.
I've been looking at the new category of Ultra-Mobile PCs (UMPCs), a smaller form factor for PCs that still run a full desktop system. These tend to be be about the size of a thick paperback book and range around 2 pounds. The screens are small by even the ultralight laptop category, but the idea is not for many hours of laptop use. Most of my research was easily facilitated by Dynamism.com, which sells any of these models and other mobile devices.
(Image: courtesy Sony.com)
The only one I have seen first hand is the Sony UX series,which are quite decent with a good video screen, which, from this imagefrom the Sony site. is certainly bigger than their PSP (probably 50-75%more screen at 4.5inches) yet still usable in two hand mode. Thekeyboard is below the slide out screen, with chiclet-like keys. It onlyhas Wifi/WLAN, and no WWAN options, a 1.2GHz Centrino processor. Thelarge capacity battery claims up to 9.5 hrs of life. It even has not one but two video cameras (0.5MP and 1.3MP).
The first new one I've read about is the Samsung Q1 just recently released which is a tablet UMPC only and requires a separate USB keyboard. There's a virtual keyboard. The larger 7" screen belies the fact that there is only a 900MHz Celeron M or a 1 GHz Pentium M in it and the graphics rez is lower. (Image: courtesy Dynamism.com)
The real winner in my book is the newly announced OQO 02, from a relatively unknown company but a system that is relatively more powerful than the others. The 5" screen is partway between the two others, and while the screen rez is 800x480 (with zoom/pan up to 1200x720), what's really interesting is that it can output up to 1920x1200 over and external HDMI/DVI connection, even . This is awesome for a desktop replacement. The 1.5 GHz VIA C7M is a cpu I'm not familiar with but I'm guessing it is a variant on the Celeron. Like the others it can have 1GB of RAM but no separate video RAM. Max battery claim is 6hrs, which is good enough. Best of all it has an optional WWAN using Sprint's mobile broadband EVDO Rev A service, meaning access anywhere on the Sprint EVDO network (with the right unlimited plan of course at around $60) at 400-700Kbps. Of course, there's still Wifi and Ethernet too.
(Image: courtesy Dynamism.com)
I think the OQO trumps the others, but they are all fairly good. I don't know how useful the small keypads but I have managed to write an entire article over my Treo before. The question is if it is still practical on more regular mobile use: lots of email, make powerpoints, lots of reading (on the small screen); or would I still need a full USB keyboard to go with it, just to make it less burdensome.
The price for any of these is not cheap: ranging around $2k. For that price, I could get a well set up lightweight convertible/tablet PC with a larger 12" screen. This makes me wonder if the form factor is really that much of a saver. I certainly can't put it in my pants pocket, although a larger jacket pocket may work. I don't fly significantly but when I do travel for work, I do tend to have the laptop out (2+ hr flights); which is a real pain. What is heavy these days is carrying about 12lbs of laptop gear (at minimum) plus additional dead-tree material of 1-5 lbs, almost every other day, and walking a lot. (The walking is good exercise but carrying a heavy laptop bag is not for me or my back.)
Sometimes I wish I'd stuck to my old job as an independent product reviewer and writer, with the bennys of getting to take one of these for a spin (and getting paid for it). Oh well...
I came across this recently: ProjectSpaces, a hosted service offered by a company called Forum One Communications seems worth a look.
They actually charge for a hosted space that features, a contacts db,calendar and scheduler, tasks list, document library, and discussions,with each space allowed 1 GB of storage (sound familar Google?) andunlimited members. There's a pricing sheet starting around $129/mo perspace.
I'm helping the Univ. of ArizonaManagement Information Science dept start a new course on Managing Online Communities.It started out as an idea through my involvement in the IBM Academic Initiative.In a meeting with the IBM AI Director, Kevin Faughnan, the U of A MISDepartment Head, the U of A Computer Science Dept Head andothers, we were exploring ways of how academia is keeping up with theIT and CS topics of interest to incoming freshmen undergraduatestudents. My point was that the MySpace Generation is already wellentwinned into the net today and actively participate in more onlinesites that older generations. You need courses that appeal to thisrising interest in online technologies, as well as being potentialfuture job possibilities in this field. I suggested the idea of acourse that touches on all the technologies involved in onlinecommunities and social network systems, and in particular, how tomanage such communities for a business.
This is our first step course to see how much people areinterested in the topic. It's 3 credits (about 3 hours a week) for a4.5 month-long semester at the third year Undergraduate (Junior) level, startingthis August. There are multiple goals but the primary idea is based onthe notion that many companies are finally beginning to create jobpositions of a Community Manager or other IT support role for creatingand managing online communities. They call it by different names butthis is essentially what they are pointing to. This is quite differentwhat people think of in terms of a Web site manager. The whole courseis an experiment but I think it has a chance of expanding to alarger/wider scale. This course will at least get them started in thatarea, but I think there will still be a lot to learn about thisevolving future.
I don't think it will be that hard or new for them to grasp consideringthat we are talking about the MySpace generation, but we want to showthem that this might become a future work opportunity in the industryif they know how companies themselves are interested.
Aside from just getting the students up to speed on all the differenttechnologies and topics in social networking and community, there'd beassignments and group projects. The final project I think will beinteresting to many universities all over: the students taking thiscourse will subdivide into pairs, and each pair will be working with asmall group (micro-community) of 4-5 high school (secondary school)students from a school that we are partnering with. The goal is for ourstudents to teach some of these ideas to the high school students, andtry to build and manage that community (on a short term basis).
our students get some exposure trying to work or organize others(is dealing with high school students ~= dealing with executives andexperts? :) )
both our students and their students learn by doing
we get a broader reach of the ideas (those high school students are potentially future college students the next year)
Other regularly/weekly assignments are of course, blogging or postingin forums on a regular basis to get them used to the rhythm.
We have great support from the head of MIS (Dr. Mohan Tanniru) aswellas the principal of the High School we are going to work with. I willbe helping the MIS Lecturer, Andrea Winkle teach the course; she hasbeen running SummerCamps for high school students on the topic of IT, so she hasexperienced working with them before, which as involved in the FinalProject adds a valuable aspect to the course. (Just working with somany highschool students is an interesting juggling act as it is)
The following is our general list of topics that we are basing it on.It's not complete but hopefully we should have a good range of topics:
Overview of the role of online communities in business
what businesses are doing in their online communities
competing for mindshare
user-generated/user-led vs. organizationally-developed content
what are and are not online communities: community identity & interaction
Overview of common types of community tools:
What happened to just a simple Web page? - Web 2.0
content & collaboration tools: blogs, forums, instant messaging/forums, wikis, etc.
workflow, process and project management tools
information organization: categorization, taxonomies, tagging
I tend to markup the books I read. After a while, it just became easier to use those little 3M strip stickers and highlighters to index a book my way. I used to use different colored strips for different ideas: "hot idea", "case study", "problem point", etc. But eventually, I realized that it'd be easier to actually write specific words onto the strips. Guess what, I'm just doing something exactly the way I do online, but in a more primitive, and less easy-to-search way. I loose a lot of knowledge this way, or at least track of it.
So my wish here is that there would be some way how I could tag the content in any book I find into an online, searchable way, and perhaps share it with others. My thought is that there are several possibilities:
Really lame way: copy the text, page, etc. and in the tagging/bookmarking software, create an entry with that description pointing to the place in the book. Cons: Is there any point to even talk about this?
Magical semi-scanner tool: Some pen-like device that can scan text in a book and the position in the book, and then let me enter the tag for the text. There are some smart pens out there that digitize writing but this would also add in the requirement to be able to create a tag, and then publish that online. Cons: I don't know it such a device exists but its not impossible to build on top of something like Logitech's oi2 Digital Pen
Ebooks with tagging support. I find some sort of ebook reading device that allows bookmarking/tagging to a general online tagging service, rather than "saved with a book". Cons: Not all books are available in e-books format, however, publishers are getting better about it. Still ebook reader devices need to be extended to allow the online tagging.
Use online web-based books and find a way to tag. Similar to the ebooks approach but no special device, just a laptop or web-phone. Cons: Requires a browser device, and may need a live connection.
For 3 & 4, a side note: Safari is still hanging on but it is has a good approach to online books. You pay a service fee to be able to "borrow" books from their online library and can swap out your bookshelf over time; just requires a regular fee.
I think the idea of ebooks is great in terms of technology like digital ink that requires really low power consumption and can run for many hours at a time, but I think the need to be able to correlate or search related information, tagging, color images, etc. all require a net conneciton and better graphics support. In other words, the device just becomes a browser anyway, and the worst you have to do is keep recharging the device.
Take the iPod Touch or iPhone example as a browser people actually want to use and has some degree of a readable screen (compared to other phones). I don't have one, but I think you'd be able to access books from Safari and have a way to tag information. Ebooks (e.g., Sony Portable Reader System) have more screen real-estate, typically about the size of a paperback book. I think visually the iPod Touch /iPhone is still a little small to read and chews power like candy, but it's much more capable in terms of enabling the reader or researcher.
This past Sunday our dojo had it's 41st annual black belt promotion ceremony. That's quite a few years (and generations) of students across many different styles. This time around we had black belts promoted in Battodo (swordfighting), Praying Mantis kung fu, Matsunoryu Jujitsu, and Hiraido (Mixed Martial arts). I'm proud to say two of my own sword students, Andrew and Stephen, have just become black belts, and another sword student of my instructor was also promoted. Both my students came through the middle/high school classes and dedicated part of their time over the past four years or so to learn battodo. They started out at around age 14 and matured just as much as developed their skill.
I also was promoted to sandan rank (3rd degree black belt) for years of teaching and training students. It'll be years more before I see another rank. There are also skill competency standards as well as teaching requirements at the higher black belt ranks. For the sword class, it may be a while before we get another person to sandan because of the physical strength and agility difficulty. For example, you have to perform the three basic cuts nearly perfectly across multiple targets at least 90% of the time you try. We have even simplified some of the testing requirements but it still takes a lot of practice to reach that level.
All the same, if you measure across the time, on average for every 10-20 students we have each semester, we get perhaps one or two who stay the road to achieve the first black belt rank. It's a fairly rigorous system in our school; the aim is not quantity necessarily, but proficient students.
I've not uploaded the photos from the recent tests, but if you are interested, you can see many other photos and videos on our battodo social site.
I picked up a copy of The Kids are Alrightby John Beck and Mitchell Wade at the airport a few weeks ago. The subtitle How the Gamer Generation is is changing the Workplace is very apt. It is a sort of business-oriented sociological report on the behaviors, interests and incentives of this particular generation.
This is probably a must-read for all current managers and those who simply don't consider themselves as part of this generation. What is this generation you say? It's a cohort/generation that probably started around the early 1980s up until the current block of 10-year olds. They generally consider anyone over 34 or 35 to most likely not be part of this generation. I'm in that generation myself although I'm just about exactly at the cut off point.
This is one of those books that talks about the implicit life lessons that influenced those in this generation, even if they were not heavily into game playing. It is very likely that those in this generation were surrounded by this and the closer you get to the current time, the less likely that they know a world where video/computer games were not commonplace. The preface lists 7 Habits of Highly Typical Gamers which seem quite relevant to the behaviors I've experienced amongst others in this generation. I'd even put it as something to think about when designing or delivering products and services.
The book appears quite on the point but almost dates itself, not because of time necessarily but because it was likely written at the turning point in the game industry: the rise of MOGs (for the non-gamer generation folks: multiplayer online games). At one point of the book, it talks about how gamers are tuned into solely individual experiences, in that the game-world exists solely for them.
While this is/was case for single-player games, recent years have shown that multiplayer games can become successful, recurring sources of revenue. While single-player games are still the vast majority, many leading games now are either designed solely, or have special modes, for squad (4-6 players), team vs team (16-32 players), or massive-players (up to hundreds of thousands simultaneously).
Most WoW players today probably won't even understand that even ten years ago, even squad-team games were not worth their development time. I recall in 1996 trying to convince a VC and game developers to consider creating multiplayer games. Most just shrugged or plain laughed at the idea. Thank goodness for a reversal on that. (For me, it does suck to be way too early to a party and no one's there).
Anyway, MOGs may change the rules for gamers once again. One key point in this book is that because it's a world customized for your experience, it does not emphasize the more-challenging issues of building social connections within games. Even when players get together to play a game, with SP games, it was mostly a solitary experience. With MMOGs, players once more are faced with social relationships and often with total strangers from other locations, and with much larger crowds and changing people. On top of that technology has evolved so that it is even simpler to interact: actual live audio conversations rather than typing a lot of text, greater bandwidth and better computing power for richer environments, and even social networking sites for recording/blogging events, etc.
It's my belief that games are so much better these days for their multiplayer aspect. For myself, I started on MMOGs back in the text-based MUD days around 1990 or so, so I'm pretty ingrained into this from an early date. So when I play a top-10 single-player game like Oblivion, even with one of the richest environments, most detailed graphics and storyline, open ended gameplay, and a reactive environment, it still feels a little dull because of the lack of other real human players.
In any case, I'd be curious to see a followup to this book in another 4 years examining how MOGs have affected the gamer generation. Let's face it, after a certain point, you can't really call it a separate generation because games are likely going to be here from now on.
Well, I'm back from vacation and in Tucson, after a few weeks in Austin and Ft Myers to see the folks. My mom in Austin saw the baby for the first time, and so did her dad in Florida. Her dad in fact, got to relive an experience he last had many years ago: changing a diaper. Florida was nice and warm. We even got to spend a day at the beach, which started out with a few people but was completely packed by the time we left. We also drove down to Marco Island to visit my old friend Tom and see their new baby Grace (and their new house).
In any case, back to the topic...
I recently got my first glimpse of practical IPTV in action in the form of Russian TV channels that you can watch over the Internet. Both were streamed down from other countries: Russia and Canada. Considering that I have a very common cable modem set up here, the quality of the picture was amazing. On my big screen TV, one of the streamed video came down at 640x480 size (I'm guessing) as a media player in the web browser. Completely clear, no jitters, no lost data or any kind of performance issues. The other IPTV service was from a site in Canada I believe and that was an even larger picture, 4:3 proportion but taking the full height of my 46" TV. The wonder was that this looked even better than some of my local (non-digital, non-HD) cable channels.
I'd have to see it again during busy net times like Monday morning to see if there are lags, dropped packets, etc., but I think I'm pretty sold on IPTV. YouTube is complete rubbish compared to this. If the two were cities, YouTube would be like Dhaka (overpopulated and a complete mess), compared to the Singapore quality of these IPTV stations. Now if they only had more stuff worth watching than Russian news and TV shows. I'm sure I'll have to hunt around.
The Consumer Electronics Show is also underway in Las Vegas this week and according to CNet, IPTV is one of the lead topics, with speakers like Bill Gates, Bob Iger (Disney), and Leslie Moonves (CBS) all on it. I wonder how much longer it will be before IPTV streaming through a media device like the SlingBox--letting me combine not just my own AV sources at home, but also those from the net--becomes a reality?
The HBR June issue has an article(requires subscription) by John Gourville which is one of the firstI've read to explain so clearly the issues behind the psychology ofadopting new products. I take this to mean not just products but alsoservices from any organization.
In summary, the idea was raised by the Nobel-prize winning psychologistDaniel Kahneman that explores why people deviate from rational economicbehavior. This combined with other work, on how individuals valuechoices in the marketplace, define the basis on how people handle theintroduction of a new product or service.
The four behaviors that arise are: people evaluate new product asalternatives, based on perceived value rather than subjective value;they consider new products relative to points of reference to existingones; they view such references as benefits/gains orshortcomings/losses; and finally, the most important behavior, losses have a far greater impact than gains.
This leads to the endowment effect whichthe author reports as the behavior where people hold things theyalready have in much greater value than those they don't. In fact, itleads to a multiplying effect in the market where consumers value theirexisting holdings as three times more valuable, while organizationswith new ideas/products value their own holdings as three times asvaluable. Thus, to convince consumers to change from the old to the newproduct may require up to nine timesthe improvements over the older product. As the author explains, AndyGrove of Intel has held the belief that an innovaion that can transformthe industry rapidly needs to offer a 10x improvement over existingalternatives. (I know my Sharp Aquos HDTV doesn't quite reach thathigh, but I still like the switch over from my 25" inch Sony tuber :)
The author continues by giving several categories of probability: the Sure Failure, the Easy Sell, the Long Hauls, and the Smash Hits. AnEasy Sell indicates limited (small) changes to the existing product andlimited changes to the behavior necessary. A Smal Hit has significantchanges to the product but only limited changes to the behavior.
I strongly suggest you pick up a copy of the HBR to understand the full extent of this article.
This has direct impact on any new technology, a topic of constant focusfor us at dW. Every company wants the smash hit, but for many it ismore by accident than on purpose. However, often they focus onimprovements to products based on what they think is important, andduring the product development stage do not really consider the factorsof user adoption behavior because it is so hard to measure. I've comeacross so many cases where the technology is considered quite advancedby the technical team that develops, supported by surveys of groups ofthe bleeding edge customers who are already raring to use it; but, theyfall short when they call out to the general market which issignificantly slower to adopt the idea.
In fact, in some cases, the improvements are just not enough (per theabove marketing theory). In other cases, the perceived value of theproduct is just conveyed either adequately to the consumers, or by the right influencers who can change perception. Ittakes the right mix of technical know-how, eloquence, stubbornness,ingenuity, and charm to find the proper evangelists for a project. Butfirst you need to be able to find those who are fans of the idea in thefirst place (goes back to my other thought on building a fan-base); theevangelist themselves must be a convinced fan, or others willeventually consider them a sham.
This theory applies to the tens or hundreds of thousands of newprojects that start up on the internet. A product manager needs toconsider if the product falls into the win category of Smash Hit or will be a Long Haulsell as much as the innovation of the product itself. This meansunderstanding the user behavior and need for the product in the firstplace. The difficulty lies in quantifying the improvements.
In some cases, you can do it by this process:
get a sample population of an existing alternative to the product
investigate what part of the product they utilize the most, which has the biggest impact, or which causes the most pain
measure how much of the time or effort is spent by users on those elements
consider what, if any, improvements the new product has to those impacting elements of the old
if the product improves the time- or effort-consumed for that element, measure how much it does so
Consider this improvement versus the type of win you could get
Easy to say all this; hard to carry it out.
The impact of the endowment effect is the old adage: people fear change.It's not fear per-se, but more inertia. To overcome the inertia, youneed to change perceptions. To grow customers and fans, you need tobuild the audience and community around the idea, to build up momentumof understanding and acceptance to overcome this inertia. (I mentionthat this is a crucial second step of the Open Source business model earlier)
Davenport indicates that knowledge workers value their knowledge skills, but often do not share it easily.
The former part indicates that knowledge workers are proud of the ideas and knowledge they produce, and of the fact that they were able to come up with it. They see value in them. Therefore, one idea to increase productivity of knowledge workers is to give visibility or accolade to their ideas.
Unfortunately, the latter part is oh so true: if a knowledge worker does not feel secure in their environment or community, they are unlikely to share it, especially if it means that by sharing that knowledge, they may even be helping someone else take over their job.
Im an optimist in this area, and with the rise of open source and a more open worldwide environment (especially in our industry), we may be able to trust others enough to break down this barrier.
Take a look at this earlier post on a sort of universal meme about communities. This suggests that to get towards innovative ideas, you need to progress your community of people from the earliest stages of first getting them to interact to create a level of understanding and familiarity between the people in the organization. With a level of understanding you then have a platform that allows people to build trust between the community-members, and with that trust, some can explore and experiment on ideas and thereby develop a greater entrepreneurial spirit. Finally, once you get that level of mentality, you can finally succeed in innovation through your community.
Obviously, with Davenports statement, the sharing of knowledge lies in the very first few stages. If you cant get people to trust each other--even in a contained environment--you wont get knowledge sharing in action.
If you have a strongly-connected employee base, you have developed that level of trust or at least a level of understanding amongst the people in your organization. You still need to encourage others to experiment, as in our Think Fridays in IBM. For a small organization it is easier to distribute new ideas, but to achieve knowledge sharing of those ideas in anything beyond a few hundred people, you really need to consider a common tool to collect, rank, sort and share all those ideas.
That kind of tool is exactly what we have in IBM right now in the form of our ThinkPlace tool and system. The IBM Innovation team offers this tool whereby any of the 300,000+ people in IBM could share their ideas; these ideas are then sorted or ranked by popularity (by software and also by hand). Not only does this do great justice to enabling knowledge workers in our organization but it is also leading a lot of our own innovation, not just for new product ideas, but also for company-internal improvement.
In its simplest form, it is a sort of open discussion group with many threads that anyone can start up around their idea. This is more than a 21st century version of the old "Suggestions Box" found in many companies yesteryear which was a closed box only viewed and analyzed and action taken on by management.
Thinkplace is a more open process whereby your peers can look over the ideas and weigh in on its merits, rather than someone in management dealing out commandments. In fact, it is also a way for employees in other divisions to mine this idea database for things that might relate to their work. The managers from the Innovation team, in this respect do exactly as their titles suggest: they manage the flow of this output in useful channels to find the best ideas.
We have ThinkPlace in operation already, but now consider the next step towards integrating community.
As I mentioned in a previous post, you can use your blog to implement free-thinking time (e.g., Think Fridays in IBM), since many bloggers use this tool to share their ideas and knowledge. This certainly provides a useful business case to retaining and supporting knowledge workers.
Now consider how to export some of those ideas from your own blog into a community tool like ThinkPlace. Each blog post which is specifically is an idea should probably be tagged and then "pushed" (through software preferrably, or via manual copy) to the ideas database.
The reason to do this is because blogs are part of the new Web 2.0 mentality of a model of participation. In other words, people who are bloggers are starting to embrace a more open and willing stance on sharing their knowledge.
An experienced blogger is used to the idea of posting to their blog on a regular basis. All we are talking about here is categorizing particular posts and make it easier to export that into a public space like the ThinkPlace tool. This reduces the tool-usage time to transfer knowledge into a tool where that can be considered by a wider audience. In fact, for bloggers thats also a good thing: more exposure to your ideas on your blog, and possibly even showing some real outcome of your ideas.
Thus, the knowledge workers can create their ideas and contribute for a mass audience to consider and analyze; the organization behind that audience can create an idea pool that is self-defining and self-directed to produce new innovations; and both the members and the organization can benefit from discovering and implementing these innovations.
For the knowledge worker, this suggests not only building a regular practice for participating in communities but also offers a reward mechanism in seeing some of their ideas appreciated and maybe even implemented by the overall organization.
So, unless you think you dont really need innovation out of your organization, this suggests a useful business case for different kinds of community tools, for the growth of the organization as well as the happiness of your knowledge workers. And, oh by the way, in doing this, youve just created a knowledge sharing and capturing process.
I started out on the gameSecond Lifejustrecently to investigate how it works. It's not really a game per-se inthat it is not a goal-oriented activity like other 3D games. However,it can be pooled together with the other Massively multiplayer onlinerole-playing environments. It's free to try out, so I registered,downloaded the game, created a character and walked around. It's a 3Dworld like many others. However, the here the point is more that youcan create objects, buildings, vehicles, toys, clothing, etc. I'm stilllearning how to move my avatar around so I haven't taken any photos yet.
What struck me is the similarity to the concepts in LPMuds where Ispent some years playing away in. LPmuds had a C-like programminglanguage that (once you've been promoted to a wizard) you can use tocreate any kind of event-driven software objects. Essentially, the gamehandles much of the work for you and you define the behaviors of theobject. In SL you can also draw and visually create the object as well,starting from simple generic shapes.
For a developer, this is really a bit of virtual heaven. You can pretty much build any kind of object (a primor primitive) you can conceive of and utilize it. E.g., some peoplecreate clothing fashions for the characters, others create new actionsthe characters can do, yet others create houses, buildings, cars, toys,etc. In fact, when you first enter, you are on Help island, wherenewbies go. Here, you can experiement with your own prims or you cantry out some other prims that others have created. For example, thereis a Simon game (remember those), a Sudoku board, a mahjonggtile-matching game, and an arcade Space Invaders style game. These areprims that others have created that allow your avatar to manipulate toplay; so you are playing a game within a game.
For each prim, you have a scripting language that looks similar to C,Java or Python, familar control structures, a library of functions forstring manipulation, math, communication and lists, an event system,and system standard constants. A number of other functions areparticular to the 3D environment and geometry.
All that is not surprising to build into a game these days, but what issurprising is the economy and the impact of retail activities...(continued).
Right after my last post, I noticed two different things which are pushing the envelope of network computing: Google Gears, and the Palm Foleo.
Techcrunch's story on Google Gears describes it as the step that allows online webware to also work offline through a plug-in for your browser. Whether this actually solves that particular problem for a range of practical apps still remains to be seen but it's a piece that has been missing for a while.
Crave has a story on the recently demoed Palm Foleo, a new device that is not a UMPC (by Microsoft's definition) that works almost entirely as a thin client ultraportable laptop, that does the bare essentials of a web browser based interface that connects through WiFi or Bluetooth (to use a cellphone as a modem). The instant-on feature rather than a boot-up process is sweet, something that UMPCs still miss out on.