Monday, July 5, 2010

innovation - collaborative creativity

In this deceptively casual talk  (2007), Charles Leadbeater weaves a tight argument that innovation isn't just for professionals anymore. Passionate amateurs, using new tools, are creating products and paradigms that companies can't.

collaborative creativity
ie: where did the mountain bike come from?
  • 1st years - just known as clunkers.
  • 30 years later..
  • entirely created by consumers
  • internet causes the ability for those with the need to create
how do we organize ourselves 
without the need of organizations

current idea of creativity..
special people coming up with ideas and going to the consumer for them to say cool or not

however... this seems to be increasingly wrong
what is coming back from the consumers?
because they are often ahead of the creators
pay offs to innovation are greatest where uncertainty is highest

when sms was developed - no idea what it would be used for until it got into the hand of the consumer

most creativity is cummulative and collaborative like wikipedia
if you want to find the big new ideas.. difficult to find w/in large organizations

big coorps applaud past successes

it's got to start with the pro-ams
they do it for the love of it - 
but want to do it to very high standards

they work at their leisure
more able because tech has gotten more affordable
at work - people don't feel very expressed.. not something that really matters

users as producers
2 camps 
1) old corporate model, closed
2) wikipedia, linux, open sourced

big struggle between the 2
a complete corruption of patent and accreditation

ie: no one will give you money to come up with something better than microsoft.. so open source is the only way


can we really survive on volunteers

we'll be seeing some mixes of closed and open thinking

ie: how to service millions with just 500? because they don't service them - they just provide a platform.. 
{this is how school should be}

if you're a games co with a million players.. you only need 1% to be co-developers...
so what if we only need 1% of ed to be co-developers..

turn users into producers
consumers into designers..


on his 2010 talk

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