Spelunking Innovation Mosh Pits

Don’t blame me for that title – all those words are in a particularly nice article over on BW, “‘Mosh Pits’ Of Creativity“, that does it’s own spelunking. There’s lots of good stuff in this one, but this paragraph in the very beginning caught my attention:

To hustle the phone into production, Motorola engineers left their cubicles in Libertyville to team up with designers and marketers 50 miles to the southeast in Moto City. With its open spaces and waist-high cubicles for even senior managers, the lab fostered teamwork and a breaking down of barriers — both of which contributed to the success of the project. Razr developers, for instance, bypassed a normal process of running new-product ideas past regional managers across the world. Because they wanted to lead the market, not just give managers and customers what they thought they wanted, the Razr team put aside normal practices. “We did not want to be distracted by the normal inputs we get,” says Gary R. Weiss, senior director of mechanical engineering. “It would not have allowed us to be as innovative.”

With PLM software’s growing sophistication and eventual move to ubiquity, and then incorporating new business practices such as ROWE (and finding out it works!), I expect the future Moto City will be a virtual construct.

The Storytelling Continues

Over the past few months I’ve been spending a lot of time thinking about branding in virtual environments; especially since reading Seth Godin’s comments on storytelling in his “The Placebo Affect” blog entry. I documented my concern with some of his observations in my own entry, “The Accomplice” (which received lots of attention for different reasons). That entry was really mostly about increasingly-savvy consumers eventually catching on to the often less-than-honest methods used to sell them products that don’t live up to the hype. How they’re loyalty is being tested by people who spend more time spinning tall tales than improving products, and how the changing marketplace (and future marketplace I envision) may not tolerate the kinds of tactics employed today. If ever there was a time to give serious thought to the future of branding (and reputation), now – with the emergence of virtual markets and a shrinking divide separating virtual goods from real products – seems as good a time as ever.

That said, I just read a blog entry over on Brand Autopsy that resonates with me. I’ve seen the blog mentioned previously elsewhere, but I think it’s time I make it a regular visit and suggest those interested in branding consider following it as well.

via TP Wire Service

5173 Is A Commodity

alterego

Via Wonderland I made my way over to a BBC News online article about photo journalist Robbie Cooper’s ongoing effort to reveal the people behind videogame characters and virtual world avatars. There’s some interesting stuff in the article tracing his latest movements into China and Korea, but the one I thought most interesting was the person Wonderland pointed out: Mr. 5173. Be sure to read the caption on the enlarged picture.

{Image Source: BBC News}

The Gap and the Lag Monster

Here I sit. In the virtual space of Second Life I’m sitting inside a detailed facsimile of the United Nations. In meatspace I’m sitting in front of a partially-rendered 3D screen image of that virtual space.

Why am I blogging this? Because the lag is so bad I can type this entry and not actually miss anything on the screen.

Why is this irritating? Because Thomas Barnett is also “inside” the virtual UN making a presentation and discussing his new book.

Don’t get me wrong. It’s not the unfortunate circumstances surrounding this particular presentation that bugs me. It’s that considering the level of attention Linden Lab has given this presentation the last few days, one would expect better coordination (or at least waiting to upgrade the software client until afterward; the new release isn’t even 48 hours old!). One would expect something like “external scripts” to be turned off so that chatter in the open channel wouldn’t include stuff like “SuperFlightEnhancer Version: XX01.b.x025: Ready to rocket you to the moon”. One might also expect an introduction to include a request asking that those in attendence turn off their virtual gear (scanners, multi-gadgets, bubblegum(!), aso) as those things eat system resources and contribute to lag. And there are other things one might expect as well, assuming the presentation was well-planned and executed in such a way to ensure things went smoothly.

But here I sit. And so does the 800-lb lag monster that has planted itself on my lap. I just wish I could see Mr. Barnett’s in-world slideshow.

Gulliver’s Mixed-up World

Just came across something on the “we make money not art” site that sounds interesting and relevant to what I typically blog, but their explanation and links left me confused. This concerns a mixed reality project called “Gulliver’s World”. It appears as if they did a selective cut and paste from the previous iteration’s (Gulliver’s Box, 2003) press page and missed including something from the updated stuff (Gulliver’s World, 2004) which is part of the World Summit Awards they reference. All this even though their “Gulliver’s Box” link goes to the “Gulliver’s World” site. (*phew*) That would also explain the “Gulliver’s Box” headline they posted. Does your head hurt yet? Well, just check out the links below since this is actually pretty cool:

From the ARS Electronica source to which they link:

“Gulliver’s World” is an upgraded version of “Gulliver’s Box,” an installation that has been one of the Ars Electronica Center’s most popular attractions. Create your own fantasy landscape, design aliens and monsters, and let your very own virtual world come alive.

From an AEC archive I surfed through:

The popular “Gulliver’s Box” installation has been enhanced and expanded to provide an even more amazing experience at the nexus of virtual and material reality.

From the World Summit Award site:

Gulliver’s World implements a unique and innovative exhibition model for interactive digital environments. It features a total of seven ‘experience stations’ whose intuitive, user-friendly interface makes it easy for visitors to get into the swing of hands-on experimentation. This simplifies the learning process of creating a complex and individualised mixed-reality environment.

Thanks to “we make money not art” for posting something… even if it confused the hell out of me.