Saiful hidayat surfing in the digital broadband era thru being creative thinker - it and education based for economic creativity development - csr telkom-republika, bagimu guru kupersembahkan - serang banten-16072010
This document discusses using digital technology and education to promote economic creativity development in Indonesia. It notes that IT trends like increasing bandwidth and network connectivity can boost creativity exponentially when combined with diversity. The document advocates developing an "Indigo Nation" that encourages open collaboration on new ideas through digital communities and initiatives to support creative industries in Indonesia. It presents Indigo as a Telkom Group initiative that aims to foster healthy digital and creative communities.
Saiful Hidayat Being Creative Thinker In The Conceptual Age
Similaire à Saiful hidayat surfing in the digital broadband era thru being creative thinker - it and education based for economic creativity development - csr telkom-republika, bagimu guru kupersembahkan - serang banten-16072010
Similaire à Saiful hidayat surfing in the digital broadband era thru being creative thinker - it and education based for economic creativity development - csr telkom-republika, bagimu guru kupersembahkan - serang banten-16072010 (20)
On National Teacher Day, meet the 2024-25 Kenan Fellows
Saiful hidayat surfing in the digital broadband era thru being creative thinker - it and education based for economic creativity development - csr telkom-republika, bagimu guru kupersembahkan - serang banten-16072010
1. IT and Education Based for Economic Creativity Development
CSR Telkom-Republika, Bagimu Guru Kupersembahkan,
Telkom-Republika, Kupersembahkan,
Serang Banten, 16-07-2010
Banten, 16-07-
2. who am i ?
Saiful Hidayat
AVP IT Service Strategy
Directorate of Information Technology
PT. Telekomunikasi Indonesia
saifulh@telkom.co.id
Blog : www.namakuIful.com
4. Seperti apakah masa depan itu ?
Dan bagaimana kita akan mempersiapakannya ?
Inovasi dalam teknologi TIK (ICT) terkadang jauh lebih cepat dari
dugaan kita
Star Trek vs. Real World Communication
Star Trek Launch Real World Launch
Year Year
(Handheld) voice communication
Communicator/ devices used by many species
for person-to-person, person
-to- 2260 Mobile Phone 1983
Combadge ship, and intership
- Mobile Phone 1983
communications
Audio/visual device that allows
Enterprise for face-to-face conferences Videophone 1992
2150 Videophone 1992
Viewscreen (two-dimensional)
Allows two parties to converse
Holo as if in the same room by
sending holograms of each other 2373 Holo Phone
Holo Phone ~2012
~2012
Communicator
(three-dimensional)
Implanted device used by Borgs
Neural to connect directly to others
’ 2375 Neuro Headsets
Neuro Headsets ?
?
Transceiver minds
Used to convert a person or
object into an energy pattern, Remains to be
Transporter then "beam" it to a target, where 2121 Remains to be ?
invented ?
it is reconverted into matter
– invented
beam me up, Scotty!
Source: Star Trek; A.T. Kearney
6. Peran Teknologi Informasi :
Transformasi Kapabilitas
(unleash, democratize, empower)
Flexibility
Adaptibility of Change Speed
Real-time process
Knowledge Freedom: Cost Efficiency
Sharing Media Transaction, Energy, &
Time, Place, Operational
Form
Creativity Coverage
Open Collaboration Borderless
on new ideas
7. Impact of Digital Technology
Power Bandwidth Network Diversity
Moore’s Law Gilder’s Law Metcalfe’s Kao’s Law
Impact says that says that Law says that says that
Of = computing X
Telecom BW X
the value of a X
creativity rises
Technology power doubles triples network is the exponentially
every every square of its with
18 months 12 months nodes diversity
X1.3 pa X3 pa xnxn x exp (d)
Source: Peter Fisk, Marketing Genius
10. What is Media convergence?
Media convergence is the process by
which different types of media content
are evolving into a single media
infrastructure/platform through the
internet.
The media infrastructure includes all of the communication
companies and channels of communications such as radio,
television, newspapers and magazines.
11. The Convergence of Network and Media lead to
The Convergence of Digital Economy
Adopted from : “Gerd
Leonhard” media futurist
15. All Goes Digital
Teknologi digital akan banyak mengubah gaya hidup kita melalui berbagai
macam layanan digital, termasuk untuk music, video, games, books, magazine
Source: The Future of Media, Gerd Leonhard, 2009
17. Connecting Any where
WiMAX
GSM 3G/2.5G/HSPA WiFi
CDMA 1.x/EVDO
Office, Hotel, Airport, Campus, Cafe Home
WiFi On the Move
WiMAX + WiFi +
3G/2.5G+4G/LTE
devices enable a powerful
Telkom Hotspot at Destination communication service platform
18. Seamless Mobility - TIME
Location, Time and Device Agnostic
Find Child’s GPS
Location on TV
Watch Shows
on Demand, Download the
Answer Video Latest Tunes
Call on TV
Work Watch TV on
from Home Train, Program
DVR for Tonight
Make
Wait Time Schedule a Meeting
Productive
Conference Conduct Telepresence
Face-to-Face Meeting
Keep YOU Informed, Connected, Entertained and Secure as You Move
Through Life - at Home, at Work, and on the Go
19. Indonesia ICT Penetration, Internet Users and
Broadband Growth
#5
10.5% 1150 3.8%
%
Source : internetworldstats.com
Source : internetworldstats.com The Asian Internet Statistics were
updated for March 31, 2009.
#1
26. Digital Culture
Pengguna Internet
Indonesia hingga 30
juta (Internet World
Stat, 2010)
Pengguna Facebook di
Indonesia mencapai
19,5 juta (Facebook,
Mar 2010)
Tingkat adopsi
pengguna-
pengguna-an jejaring
sosial di Indonesia yang
sangat tinggi: blog,
friendster, multiply,
facebook, tweeter
28. It’s a New Age…..
The Upcoming Era of Conceptual Age
ATG (affluence, to
technology,
CONCEPTUAL AGE
globalization) (creators & empathizers)
INFORMATION AGE
(knowledge workers)
INDUSTRIAL AGE
(factory workers)
from
AGRICULTURE AGE
(farmers)
18th century 19th century 20th century 21st century
Source: Daniel H. Pink, A Whole New Mind, New York, Riverhead Books, 2005
“The Next decade will be the Value Era- the refining & institutionalizing of
the concept of value. Value isn’t just money.
Its intellectual capital, ideas, innovation”.
Gordon Petrash, PWC- Intellectual Asset Management Practice
29. The Six Aptitudes for Conceptual Age
Not Just… But Also…
Desain
Function Makna DESIGN
Narasi
Argument STORY
Focus Nilai SYMPHONY
Logic EMPATHY
Permainan Kerjasama
Seriousness PLAY
Accummulation Empati
MEANING
30. Product with Six aptitudes
DESIGN
STORY
SYMPHONY
EMPATHY
PLAY
MEANING
www.poparttoaster.com
31.
32. Mastering the skill of conceptual-
conceptual-
age worker
Design Sense
Storytelling abilities
Synthesis
Felling for Others
Humor
And the ability to detect the important
of information
33. The Four Generations in 100 years
From “close” to “open” environment:
• Society
• Communication
• Market
• Mind
• Behavior
>1980
• Value
1964-1980
1946-1964
<1946
34. Generation Characteristics
VETERANS BABY BOOMERS XERS MILLENIALS
< 1946 1946-
1946-1964 1965-
1965-1980 >1981
Dedicated to a job Live to work Work to live Live in the
moment
Respectful of Sense of optimism Contract Technology savvy
authority
Duty before Champions of Pragmatic world Consistent
pleasure causes expectations
Patience is a Go into debt Self-reliant
Self- Street smart
virtue
Honor and Team and process Attached to the Fun is a must
integrity oriented edge
Reluctant to Personal Authority is casual Give respect if
change gratification they are respected
Patriotic Nostalgic of youth Versatility of skills Diverse in nature
35. Worlds and Environment of the Generation
VETERANS BABY XERS MILLENIALS
< 1946 BOOMERS 1965-
1965-1980 >1981
1946-
1946-1964
HOME HOME HOME HOME
SCHOOL SCHOOL SCHOOL
PUBLIC PUBLIC
INTERNET
36. Xers Generation ’65 – ’80 : Relationship with information
http://www.geocities.com/uconkie/web/pemandangan.jpg
38. Millennial =New Digital Native
Will Grow
• Freedom
• Customize
• Scrutinizers
• Integrity and Openness
• Entertainment and play
• Collaboration and Relationship
• Speed
39. Emerging Cultural Practice
Peering
Paticipation
& Co Creation
Openness
Power of Us
Make the world better through collaboration
40. The New Media Ecosystem
The new water cooler
“Social software”
Informal networks
Conversational media
Online diaries
Personal expression engines
When you want,
where you want,
on your terms
41. Audience Generated Content
Nearly 57% of
online teens are
Content Creators.
About one third
share their
artwork, photos,
stories or videos.
22% have their
own personal web
sites and 19%
have their own
web log.
42.
43.
44.
45. Paradigm shift Trend in
Mass Collaboration Era
Demographic Trend
• Making your experience
irrelevant
Expertise Trend
• Making your knowledge
irrelevant
Attention Trend
• Making your offers irrelevant
Democratic Trend
• Making your power irrrelevant
47. Scholl 2.0
7 Tips For Educators
Don’t throw technology into classroom and hope for
good things
Cut back on lecturing
Empower students to collaborate
Focus on lifelong learning, not teaching to the test
Use technology to get to know each student
Design educational programs according to the Eight
norms
Reinvent Yourself as a teacher, professor, or educator
62. Apa itu Internet
Sehat?
Akses internet ke situs-situs yang bersih dari:
situs-
• Konten-konten asusila
Konten-
• Malicious Software
• Phishing
Visual
Identity
People
Identity
63. Kenapa Internet Sehat?
Trend peningkatan pengakses internet
pornografi di Indonesia.
• Peringkat 7 dunia (tahun 2006)
• Peringkat 5 dunia (tahun 2007)
• Peringkat 3 dunia (tahun 2008)
Sumber: Internet surveyor pemerintah, Pery Umar Farouk 2009
64.
65.
66. Antisipasi ATHG Internet : Online Safety Guide
Selalu Menjaga anak-anak/pelajar
anak-
untuk menggunakan internet secara
“aman” adalah tugas & tanggung
jawab semua pihak
Orang tua harus membimbing dan
berada dekat dengan anak-anak saat
anak-
mereka menggunakan internet.
Para GURU harus membantu dan
mengarahkan murid-muridnya
murid-
untuk menggunakan Internet
seperlunya , bermanfaat dan
aman
Komunitas masyarat lainnya harus
membantu melakukan pendidikan
penggunaan internet secara aman
dan bermanfaat DIGITAL
CULTURE
Anak-
Anak-anak dan pelajar harus belajar
untuk bertanggung jawab atas
tingkah laku mereka dengan
bimbingan keluarga, guru dan
komunitas masyarat.
67. Antisipasi ATHG Internet : Online Safety Tips
Gunakan Parental Software
yang berfungsi :
• URL and Content Filtering.
• Online Monitoring /
Logging.
• Online Time Scheduling.
• Block Child’s/Students
Personal Information from
being posted / emailed.
Gunakan browser khusus
untuk anak-anak.
anak-
Gunakan opsi keamanan
surfing Internet bagi anak-
anak-
anak yang ditawarkan oleh
ISP’s
68. Antisipasi ATHG Internet : Privacy
Personal Info Safety Tips
Larang/ batasi browser’s
cookies.
Hanya berikan informasi
pribadi anda kepada pihak
yang terpercaya.
Hanya gunakan situs yang
terpercaya dan aman saat
melakukan Internet Shopping.
Lindungi dengan baik
Informasi anda terutama
informasi Financial , gunakan
payment service yang
terpercaya dan aman
Catat setiap transaksi anda.
Instalasi software pelindung
privacy di komputer anda Here's me, just online, not doing much... as
you and anyone else can see
70. The 21st Century Student
Active learner
Creative
New connection New communities New Content
Mobile
Multitasking
Collaborative
Producers
71. Millennial wants to learn…
with technology
With one another
Online
In their time
In their place
Doing things that matter
And FUN
72. Learning With Fun…example
IndiSmart Is a TELKOM brand, as TELKOM’s commitment in the ICT
development for Indonesia Next Generation Education.
IndiSmart A learning content as the result of business incubation, the
cooperation between TELKOM and Industry & Business Incubator ITB
www.indi-
www.indi-smart.com
73. Creative Industry Potential
Knowledge- 1 People for 1/more Industry
Creative
Skilled
10,000 People for 100 Industries
Worker
Labor
1,000,000 People for 100 Industries
Intensive
http://mrsedenk.files.wordpress.com/2008/04/kickandy1.jpg
75. Indigo Initiatives
Inisiatif terpadu Telkom Group untuk mendukung
industri & komunitas kreatif yang sehat di Indonesia
Indigo (Indonesia Digital Community)
(Indonesia Community)
Mendorong “Valuetainment Creativity”
“Valuetainment Creativity”
76. Digital Creative
Opportunity
6.000.000
125.000.000 D’Massive RBT Transaction
Mobilephone Users
6.000.000
Digital Music
3G Mobile Users
28%
Broadband Users Growth
21.000.000
Indonesian Facebook Users 25.000.000
Internet Users
77. Indigo Planet:
Digital Community and Creativity Building
• Kampung digital
• Santri Indigo
• Blog fest
• Game course
• MyFlexiLAND communicate learn
• Indigo workshop
• Video share & share & grow • Jurnalism
• Music production
• Music performance • Pasar kreasi
•Indigo Centre • Indigo competition
• Game arena
work hard create &
• Indigo award
& fun innovate
• Speedytrek
Pleasant Environment
78. Creative, Knowledge, &
Social Enterpreneur
Design, Branding, &
Innovation for national &
International market
Commodities Trade Driven by Choice
Micro-Enterpreneurs
10% of Enterprises
Production for 6,5% of GDP
Local market
Diven by Necessity
90% of Enterprises
5% of GDP
British Council:
• Multimedia sector, high-tech on-line and software will grow
high- on-
•Indonesian are very strong in fashion, visual design, graphical design, and music
79. Indigo Planet : Infrastructure
Digital Content & Applications
Digital Content & Applications
Game Education Music Animation Schools Govt SMEs
Digital Payment
Digital Payment
Digital Asset Management
copyright Digital Asset
directory media
Management portal
protection services server
Broadband & Broadcast
Broadband & Broadcast
80. Indigo Planet : Creative Centre
INTER
NET
SPHER
E
GAM DIGITA
E L F&B
LOUNG
E
MOVI
E&
MUSI
C
81. Indigo : Content Incubation & Community Engagement
http://www.pasarkreasi.com
http://Speedytrek.telkomspeedy.com
http://game.telkomspeedy.com
Game Edutaiment Music Animation Graphic Design
Photography
82.
83. Business Incubation:
Indigo Fellowship
Creative Business Ideas Seed Capital
Workshop & Digital Creative Successful
Coaching Playground Digitalpreneur
84. Fellowship Business Incubation
Mei 09
Idea Fellowship
Mei 09 Okt 09 Apr 10
Creative Fellowship
Mei 10 Okt 10
Business Fellowship
Development
Assistance & formation of
of Business Preparation
Competition of business Selection & business legal complete
Management plans
Winners evaluation consulting business incubation
Capabilities (assistance)
(5 months) entities
(training)
Fail Fail Fail
Partner :
85. Our business portfolio (T.I.M.E)
Telecom. Media
Fixed Wireline Pay TV
Fixed Wireless
Cellular
Broadband Access Information
Satellite
IT Services
(Data Centre ,App Serv Edutainment
Provider ,Call Centre&
BPO, e-Payment)
Portal
E-Commerce
Content
Customers
Retail/Individual SME Enterprise Wholesale
85
86. Thank You
Saiful Hidayat
AVP IT Service Strategy
Directorate of Information Technology
PT. Telekomunikasi Indonesia
saifulh@telkom.co.id
www.namakuIful.com
Facebook : saiful hidayat
Twitter : iful270
Linkedin : saiful hidayat
Slideshare : saiful hidayat/iful270
87. Russian
Gracias
Spanish
Japanese
Obrigado Terima Kasih
Brazilian Portuguese
Grazie Merci
Italian French
Danke German
Thank You Arabic
English
Thai
Traditional Chinese