A very nice talk from Ellen Levy – VP of Strategic Initiatives at LinkedIn – at the Business Innovation Factory’s Collaborative Innovation Summit in 2007 on pulling resources together to solve tough problems. Levy talks about her experience as Director of Industry Collaboration and Research for MediaX at Stanford University. In her role, Levy wired together companies wanting to solve tough problems with interdisciplinary faculty members at the Stanford.
Anyway, here’s the talk.
Just watched Dave Gray’s Gamestorming presentation at UX Week 2010, shown below:
I gotta say I really like the subtitle of this presentation – Design Practices for Co-creation and Engagement. I’m really warming up lately to the value of games and collobarative design – having attended a Business Model Gameference in San Francisco this past weekend. The workshop really impressed upon me the value of collaborative idea generation and visual thinking in innovation and problem solving.
Oh, and I loved this slide from the presentation:
As is probably obvious, it’s a cartoon drawing of workers in office cubicles. Says Gray:
And this is the way we’ve designed our workplaces. … [The modern office cubicle] is designed not for creativity, but for efficiency. We need to move … from thinking of our workplaces as factories to thinking about them as collaboratories, or environments for collaboration.
Amen to that.
Dave Gray of XPLANE has a new book out titled Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers – a book that he has co-authored with Sunni Brown and James Macanufo.
Gamestorming is a book about creating an environment for creativity and innovation in organizations through playing team-oriented games. I currently have the book on order, so I can write about it yet. But here’s the blog that inspired the book. And here’s a wonderful video of Dave Gray at IxD10 presenting the ideas that motivate the book:
There is one segment of the video that I particularly like, starting around 26:40 – and it’s on the topic of Artifacts. Here’s Dave Gray:
What is an Artifact? Usually an artifact is something we find in an archeological dig. … But artifacts are usually portable, as opposed to the Parthenon. An artifact is usually something that people have imbued with meaning of some kind and we may or may not know what is it. But it’s an object that has meaning to people, that meant something, and they used it to carry meaning around, like we do with our laptops or books.
So what Artifacts do for us in knowledge games, is artifacts give us a way to make information tangible, so we can put our meaning into motion and make it portable.
So when you’re trying to have a meeting, and all the stuff is just floating around in the air and people are just talking about it and there are no tangible artifacts … you’re expecting everyone to hold all this information in their head, and it’s very hard [for people] to actually think what they want to do with this information, when they’re just trying to track it.
In a nutshell, artifacts “anchor” meaning so that it’s tangible, explicit and can be communicated/shared.
I’ll update this post once I’ve had a chance to read the book.