GS1 The Power of Pull How Small Moves, Smartly Made, Can Set Big Things in Motion John Seely Brown Visiting Scholar, University of Southern California A New Culture of Learning in a world of constant change Learning-on-demand: pull, not push Arc of Life Learning A Simple Belief The old Th ld iinstitutions tit ti aren’t hacking it very well. And nor are our schools 1 20th Century Era Captured by Alfred Chandler Push Economy 20th century infrastructure roads/cars/trucks/trains/ships/airplanes Scalable Efficiency became the goal. S-curve stable over decades. (Few real changes in 60 years) • predictable • hierarchy • control • organizational routines • minimize variance 20th Century Push-based Education Scalable Efficiency became the goal. S-curve • predictable curriculum • standards based • authority focused 2 The 21st C infrastructure is driven by the continual exponential advances of computation, storage & bandwidth, with no stability in sight!! S-curve S-curve rapid set of punctuated moves (potentially never ending) in a world of increasingly rapid change, the half life of a given stock/skill is constantly shrinking & the predictability of future needs is increasingly l less l certain! t ! Stocks =====> Flows protecting knowledge dg assets sharing knowledge (explicit) participating in knowledge dg flows creating new knowledge (strong tacit component) 3 The Big Shift Push --- > Pull Stocks ---> Flows Crisis of Imagination embracing change, not fearing it. The big g shift rapid set of punctuated moves (potentially never ending) 4 The 2nd Shift-The Explosion of Data almost beyond comprehension! “Every two days we now create as much information as we did from the dawn of civilization up until 2003. Let me repeat that: h we create as much h information in two days now as we did from the dawn of man through 2003.” Eric Schmidt, CEO Google A 21st Century Challenge: preparing our students/workforce for this world of constant change! Perhaps we need to rethink how we actually learn- especially the tacit. what we need to learn & how h w new media ha has changed hanged the game in fundamental ways. Creating a resilient mindset– ability to change, adapt, re-conceptualize and engage in deep listen with humility. 5 A Pull Framework for 21st century value creation 11 The Power of Pull Copyright © 2010 Deloitte Development LLC. All rights reserved. A fortuitous encounter that helped shape my thinking. Oh – an example from your years of running PARC? No… two extreme cases of amazing learning both using new media++. 6 The Grommets A story about how fame & fortune was brought to Maui The first junior champion ever in Maui and a new genre – aerial surfing. And now ALL Five! 7 How was this possible? >A passion to achieve extreme performance and a willingness to fail, fail , fail on the way. >Accessing and analyzing frame by frame the best surfers f around d the h world ld via video’s d off the h pros. >Use of video tools to capture and analyze each of their own improvisations. >Pulling the best ideas from adjacencies: wind surfing, skate boarding, mountain biking, motor cross, … >Accessing spikes k off capabilities bl around d the h world ld – leveraging networks of practice in a ecosystem. >Attracting others to help them around the world. And always a deep collaborative learning with each other. 8 Mind Set And a passionate pursuit of extreme performance with a deep questing disposition And a commitment to Indwelling. World of Warcraft A massively multi-player online game : MMOG on a quest Why should we care???? 9 MMOGs are. . . • Vi Virtual t a spaces spa es whi which h both b th define and aaree defined by the players who inhabit them • Social spaces where issues of community, meaning, and values are negotiated • Sites of joint collective agency To see the value of games don’t just look at the core of the game b pay close but l attention to the ‘social life’ on the edge of the game. The edge is often referred to as a knowledge economy. 10 WoW Mantra If I’m not learning then it ain’t fun. Two kinds of learning spaces.. • In game learning • knowledge k l d economy out-of-game f l learning In game learning: a kind of collective indwelling with constant experimentation/tinkering/playing around. getting a feeling what for the ‘system’ 11 Dashboards W d off Wa World WarCraft C aft is way ttoo complicated mp i ated to play without complex analysis tools and dashboards. These dashboards are nearly y always y handcrafted by each player and are key to masterful play. 12 After Action Reviews 13 Blending the tacit & the cognitive Collective Indwelling + Reflection: marinating together in a problem space with jjoint action Speed chess & hard core hacking The making of grand masters i d lli complements/transcends indwelling l t /t d cognition iti And the same for hard core hacking 14 Two kinds of learning spaces.. • In game learning • knowledge k l d economy out-of-game f l learning Out of game learning (aboutness) : Social Life &Knowledge Economy/Ecology on the Edge WoW’s knowledge economy/ecology – help players gain & create knowledge faster Other Forums (~countless) (www w d fwa net/f um (www.worldofwar.net/forum s, www.wowforums.com) Blizzard Forums (~300) (forums.worldofwarcraft.com, forums.wow-europe.com) Over a million WoW Interactions on the EDGE Databases (www.thottbot.com, www.wowdb.com, www.wowguru.com) Videos (www.warcraftmovies.com) 26,000 videos from over 5k guilds Wikis Blogs (www.wowwiki.com) (www.worldofwarcraftblo gger.com, www.wowinsider.com, www.resto4life.com) 15 Capturing play in WoW through machinima Tempest Keep Managing Knowledge via Guilds > Structure of filtering g and feedback loops p – Problem: Knowledge is constantly changing – Problem: Too much information to reliably manage. (around 12k new ideas just last night.) > Guild structures allow for small groups (20 (20-200) 200) to seek out, test, filter & disseminate information. 16 Fusing the two kinds learning spaces thru concerted (peer-based) cultivation Exponential Learning Hours to Gain Experience Points (XP) in WoW 12,000,000 , , Level 70 Experience Points (XP) 10,000,000 8,000,000 6,000,000 Level 60 4,000,000 Level 50 2,000,000 Level 40 Level 30 0 0 50 100 150 200 250 Accumulated Hours to Gain XP 300 Source: Palo Alto Research Center (PARC) PlayOn http://blogs.parc.com/playon/; Deloitte Analysis A Pull Framework for a 21st century economy 34 The Power of Pull Copyright © 2010 Deloitte Development LLC. All rights reserved. 17 Access on-demand access to resources Access involves A i l the th ability bilit to t find, fi d learn l about, and connect with people, products, and knowledge to address unanticipated needs. • Individuals: I di id l Social S i l Networks N t k that th t can scale l 35 The Power of Pull Copyright © 2010 Deloitte Development LLC. All rights reserved. Attract 18 Harnessing the power of serendipity In a world that is rapidly changing – we don’t really know what q questions to ask or whom to look for.. The real challenge is how to attract people in unexpected ways to help ask, frame and answer these questions. Ah, where Google can’t help. 37 The Power of Pull Copyright © 2010 Deloitte Development LLC. All rights reserved. Shaping Serendipity Can be more than just luck!!! Choose Ch D l Develop Serendipity Serendipity Environments Practices Enhance Serendipity Preparedness All encounters: deep listening with reciprocity Transactional --> Relational 19 Exposing ‘surfaces’ People become too dependent on one facet of their lives. Jack Hidary Folks tend to isolate themselves from the flows of new knowledge and the people creating them. “How often do you get out of your comfort zone?” Achieve pulling out of each of us & our institutions our full potential by harnessing network effects. 20 The Bigger Picture Breaking free of the Red Queen effect Experience curves Collaboration curves harnessing h i network t k effects ff t where h the more people that participate the greater the potential returns 42 The Power of Pull Copyright © 2010 Deloitte Development LLC. All rights reserved. 21 The purpose of the 20th century firm: to minimize transaction costs & achieve scalable efficiency The purpose of the 21st century firm: to achieve scalable capability building (building talent) Learning from others as they learn from you: accelerate bootstrapping in an ecosystem Pull Framework Interleaving individual-institutional-arena into a virtuous PULL spiral around Access/Attract/Achieve 44 The Power of Pull Copyright © 2010 Deloitte Development LLC. All rights reserved. 22 Jan an 2011 Thank You 23
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