A summary of the publication #MINDSHIFT
This summary holds the objective, a start for lay-out and the essential message and structure.
A sneak preview of #MINDSHIFT parts 1- 4; a web2.0 publication about the games to innovate:
'Creating value in the chaordic age!'
1 of 57
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#Mindshift sneakpreview
1. # M I N D S H I FT
personas playing the games to innovate!
Frits Oukes
3. personas
# M I N D S H I FT
playing the games to
innovate
sneak preview PARTS 1 - 4
15. games to innovate
the power to bring
new added value
to the world
if it is not new to you, something new
when you do not adopt it, which is adopted
and and
you dont talk about it, talked about with others
than it is no innovation!
18. Research shows:
- focus
- knowledge and skills
- structure
- reality of the world:
personas
20. PART 1 PRIORITY, to add value
PART 2 OPENING THE CONTAINER games to innovate
PART 3 LATER? There is already so much available?
PART 4 ITPS, Its the process stupid
PART 5 OUR BRAIN, how assumptions lead to self-deception
PART 6 PURPOSE AND PRINCIPLES, getting things done!
PART 7 ON THE ROAD!
personas playing the games to innovate!
21. strategies to innovate?
improvement system
suggestion system
new venture teams
open innovation
lean startup|incubator lab
customer co-creation|design thinking
rapid design co-creation
25. work and reality?
As many executives know from their
own experience, organisations
depend on people, not systems.
Innovations fail by assumptions of
people instead of the real data from
the field!
27. performance to innovate?
...because how
individuals look at
the world,
is critical to the way
they learn, adopt
and develop new
added value
28. innovations and reality?
Derived from Creating paths of change
W. McWhinney, Webber, Smith and Novokowsky (1997):
Innovation begins with your look at
the world:
29. look at the world!
point-of-view or weltanschauung:
humeur
four winds
archetypes
realities
From Will McWhinney (1997)
31. realities!
unitary
mythic
sensory social
From Will McWhinney, Creating paths of Change (1997)
32. realities and beliefs!
unitary mythic
Events
Material things
Objects
Resources
Sensuality
Experience
Behaviour
Facts
Action
sensory Data social
From Will McWhinney, Creating paths of Change (1997)
33. realities and beliefs!
unitary Policies
mythic
Rules
Theory
Truth
Principles
Belief systems
Clarifications
Assumptions
sensory social
From Will McWhinney, Creating paths of Change (1997)
34. realities and beliefs!
Vision
unitary Ideas
Mythic
Opportunities
Creations
Dreams
Inspiration
Symbols
Meanings
Metaphors
Inventions
sensory social
From Will McWhinney, Creating paths of Change (1997)
35. realities and beliefs!
unitary mythic
What matters
Preferences
Appreciation
Feelings
Wants
Motivation
Attitudes
Values
sensory Purposes
Ethics social
From Will McWhinney, Creating paths of Change (1997)
36. realities!
unitary
mythic
sensory social
From Will McWhinney, Creating paths of Change (1997)
37. most real for you
how things usually happen
realities!
accepting change
unitary mythic
truth ideas
by form by creation
no basic change everything was
and is as I will it
sensory social
facts feelings
by precedence by intention
no uncaused change fully accept change
55. # M I N D S H I FT
PART 4:
ITPS
its the process stupid!
57. # M I N D S H I FT
...personas playing the games to innovate!
WHY?:
...surprise your customer!
Frits Oukes
frits.oukes@redmerito.nl
nl.linkedin.com/in/fritsoukes
@FritsOukes #mindshift
+31 6 29 576 884