4. Course Content
A Journey Exploring Technology
Exponential World
How Innovation Happens
Becoming Invisible
The Adjacent Possible
Disruptive Technology
Diffusion of Innovation
The Innovator´s Dilemma
Looking for Opportunities
Power of Software
Connecting People
The Rise of the Machine
The Mobile Revolution
Interacting with Technology
The Social Layer
Predictive Intelligence
The Broadcast Century
Robotics and Drones
Gamification
A Worldwide Network
Computer games
Future Trends
New Business models
4
5. A Journey Exploring Technology
What does technology mean?
How do we define technology?
The Study of People
5
6. Exponential World
Waves of development
What exponential means?
Local and linear vs.
global and exponential
Moore’s Law
6
9. Diffusion of Innovation
Why do people adopt new technology?
Why do good technologies fail and inferior succeed?
What are
customers really
buying?
Crossing the Chasm
The Hype Cycle
9
10. Becoming Invisible
When products mature, technology is irrelevant
Importance of style and emotion
Why engineers are bad designers
13. Looking for Opportunities
Can we track and understand technology trends?
Principles of Disruptive Innovations
Model to understand trends
13
14. Connecting People
The ultimate market
Those who have access
to information tend to win
Telegraph, telephone,
wireless transmissions,
broadcasting
14
15. Rise of the Machine
From adding machines to
electronic brains to
general purpose computers
Disruption of Automation
Birth of the IT industry
MITS Altair 8800
How IBM created an industry
15
16. Power of Software
Xerox Parc
The DEMO of the Century
Beginning of GUIs
OS for the consumers
The Rise of Microsoft
16
18. The Broadcast Century
The Cognitive Surplus
End of the Movie Start
The Long Tail
TV of the Future
The transformation of the
TV industry is beginning
18
19. A Worldwide Network
The Accidental network
Brief History of the Internet
The Future of the Internet
The Wi-Fi revolution
Standards
RFID
Near-field communications
19
22. Predictive Intelligence
The Local in SoLoMo
Checking in
Mining the digital footprint
Exploiting context
Machine learning
Big Data
Predictive Intelligence
22
23. New Business Models
The Business of Music
Beyond selling digital copies
Freeconomics
Freemiums
23
24. Computer Games
The rise of computer games
The crash of 1986
Casual games
Multiplayer games
Serious games
Future of games
24
28. Reading
▪ Textbook
– New Technology text available
as PDF
– Reading material are articles
or videos from the Internet
– Some are posted on http://olafurandri.com
▪ Reading is either required or optional
– All readings will be posted on the course web
28
29. Interesting Books
▪ Engines That Move Markets
– Alasdair Nairn
▪ The Innovators Dilemma
– Clayton M. Christensen
▪ Crossing the Chasm
– Geoffrey A. Moore
▪ The Tipping Point
– Malcolm Gladwell
▪ The Invisible Computer
– Donald A. Norman
see
http://www.olafurandri.com/?cat=3
29
30. Interesting Books
▪ Where do good ideas
come from
– Steve Johnson
▪ What Technology Wants
– Kevin Kelly
▪ Reality is Broken
– Jane McGonigal
▪ The Singularity is Near
– Ray Kurzweil
▪ The Future of the Internet
and how to Stop it
– Jonathan Zittrain
see
http://www.olafurandri.com/?cat=3
30
34. Grading
▪ Study exercises
– Short in-class exercises 10%
▪ Assignments
– Two assignments 20% (10% each)
▪ Reading Review
– Three reviews 20% (8%,8%,4%)
▪ Paper Peer-review
– Review of paper and comments 10%
▪ Research Paper
– Research of a particular topic 40%
34
35. Research
▪ Objectives
– Term project
– Study or research of a particular topic chosen by the
student
– Must be approved by the teacher
▪ Area of study
– Can be a device, a concept, a trend, a standard,
philosophy or a metaphor, or a particular product
– Gather information and write a paper
– Best papers will be published
▪ Your research starts now!
35
36. Research
▪ These milestones are set:
– Research topic selection is due 16.02 (week 5)
– Research goals and outline are due 02.03 (week 7)
– Research Paper Draft for Peer Review is due 16.03
(week 9)
– Peer-Review is due 23.03 (week 10)
– Paper is due 30.03 at 22:00 (week 11)
!
▪ Research Paper is an individual work and is 40% of
the course grade
– Draft and Peer-review is 10%
36
37. Research Study Group
▪ Group of 4-5 students
– Will read your paper and give you review
– Valuable service
– Peer review
37
38. Online Resources
▪ Course Web Site in MySchool
!
!
!
!
!
!
!
▪ Teacher’s web site: http://www.olafurandri.com
– Twitter: @olandri #nyti
38
43. Lectures are in Flight Mode
▪ Laptops and other communication devices
are forbidden in class
– You don’t need them!
– Classes are interactive and focused
43
46. Prerequisite
▪ No programming required
▪ Interest in technology and social change is
recommended
▪ Qualification test
– 2001 Space Odyssey
– The Matrix
– Minority Report
• http://www.minorityreport.com/
46