Intellectual property rights in 2025

Written by John Moravec on Thursday, May 8, 2008 at 6:59

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The European Patent Office engaged in a two-year futuring project on futures for intellectual property rights in 2025, interviewing 50 key players - including critics - from the fields of science, business, politics, ethics, economics and law. Their opinions were sought opinions on how intellectual property and patenting might evolve over the next fifteen to twenty years.

Four primary scenarios were developed from the projects activities:

  • Market Rules (business): The story of consolidation in the face of a system that has been so successful that it is collapsing under its own weight
  • Whose Game? (geopolitics): The story of conflict in the face of changing geopolitical balances and competing ambitions
  • Trees of Knowledge (society): The story of erosion in the face of diminishing societal trust
  • Blue Skies (technology): The story of differentiation in the face of global systemic crises

These scenarios are driven by five driving forces that create the most uncertainty:

  • Power: “globalisation has redefined this power structure, with established sources of authority – such as governments – challenged by the many new powerful actors that are forming alliances and cutting across traditional boundaries”
  • Global Jungle: “economic, social and political competitive flattening of the world between a multiplicity of players that include countries, regions, hotspots and city states, market sectors, global companies, organisational and business models, consumer markets and workforces, business and universities as well as cultures. In this global jungle, there are many who are ill-equipped to adapt.”
  • Rate of Change: “The growing divide between the short and long-term goals leads us to ask: How do humans and their institutions adjust to cope with the rate of change?”
  • Systemic Risks: “There are also major risks created by our dependency on the complex natural and man-made systems that support humanity.”
  • Knowledge Paradox: “The transformation of data into information and then into knowledge – information that can be utilised to build capabilities – is also far from straightforward. This raises the question: As information becomes increasingly abundant, what knowledge has value?”

More is available in the free “Scenarios for the Future” compendium, which is available from the EPO website.

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Category: Accelerating Change, Books, Globalization, Technology

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Over-engineering != innovation

Written by John Moravec on Wednesday, March 26, 2008 at 8:54

Bigger or more complicated is not always better. Scott Anthony wrote an article in Harvard Business on the perils of “too much innovation.” He writes on over-engineering innovations:

There is something about human nature that restlessly seeks to improve things. But instead of asking “Can we?” innovate to improve what exists and create what doesn’t, companies need to ask “Should we?”

[...]

Overshooting happens in just about every industry. It tends to start in the least demanding tiers of the market and creep up to more demanding tiers. Overshooting creates conditions that encourage the formation of disruptive attackers who change the game through simplicity or low prices.

Simplifications can be innovations, too. The success of the iPod and iPhone can be credited to their simplistic designs. Likewise, the minimalism movement transformed the post-WWII design world. Education systems, in the meantime, have transformed into highly-engineered organisms.

Can simple work in education, too?

Driven by a New Paradigm of globalization, rise of the knowledge society and accelerating change, the education sector is in dire need of innovative transformations. Rather than over-engineering solutions to the challenges we face in education, are there simple, yet seemingly elegant, pathways to successful futures?

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Games in the Classroom 7–game mechanics for creating learning

Written by Brock Dubbels on Wednesday, August 22, 2007 at 16:02

slide3.JPGOne of the big ideas from 6.0 was that kids are not naturally good at complex games. They often have the time, resources, but they do not always have the guidance of a mentor. Many kids are playing games designed by adults for adults. This is good and bad. Good in that the adult games have some complex problems and require some really deep thinking; bad in that they may just be provocative on their content without having very good game play. The point is, kids learn through play and our games are often cultural tools to transfer knowledge, develop skills, and get them ready to become adults. What we try to do as educators is pretty much the same. So why have we stepped away from using games?

(Read more …)

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Category: Accelerating Change, Games in Education, General, Innovation, Innovative Thinkers, Technology

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The fifth discipline

Written by John Moravec on Sunday, November 21, 2004 at 10:21

Senge, P. M. (1994). The fifth discipline: the art and practice of the learning organization (1st ed.). New York: Doubleday/Currency.

Senge argues traditional organizational leaders need to “revolutionize” their management philosophy toward the highly conceptual approach of systems thinking as the basis for building learning organizations. He adds this “fifth discipline” to four others: building shared vision, mental models, team learning and personal mastery. Learning organizations are defined as “organizations where people continually expand their capacity to create the results they desire, where new and expansive patterns of thinking are nurtured, where collective aspiration is set free, and where people are continually learning how to learn together” (p.3).

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