Metaskills- Five Talents for the Robotic Age

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Metaskills- Five Talents for the Robotic Age Page 28

by Marty Neumeier


  collective conscious versus unconscious, 25

  combinatory play, 156, 159

  Competitive Exclusion Principle, 114–115, 213

  complexity

  business, types of, 186

  versus simplexity, 191–193

  versus simplicity, 191–193

  computers

  and brains, 39–40

  and emotion, 39

  confirmation bias, 84–86

  Connections, 22

  consciousness

  attention focusing, 51–52

  versus automatic emotions, 50

  evolutionary advantages/purpose of, 49, 52–54

  functions of, 49–50

  hard problem of, 52

  information processing, 49–52

  mental representation of reality, 52

  models of, 52–53

  qualitative properties (qualia), 52

  consilience, 223

  conspicuous consumption, 128–129

  Constable, Ken, 187

  Cornell University, 241

  Costa, Rebecca, 92

  craft knowledge, 220–223

  Cray supercomputer versus iPhone, 5

  creative destruction, 10

  creativity. See also inventions(s)

  by borrowing ideas from other fields, 158, 160

  bridging and bonding, 224–226

  by finding paradoxes, 161–162

  by focusing on goals, 155–156

  imagination with craft, 177

  intersection of affordances and desiderata, 144–145

  by letting go, 179

  from prolific thinkers, 156

  by recording ideas, 162–163

  by reversing polarity, 160–161

  from starting at different places, 158

  from unrelated ideas, 160

  “The Creativity Crisis,” 243

  CRM (Customer Relationship Management) software, 74

  Csikszentmihalyi, Mihaly

  consciousness, function of, 50, 52

  extraordinary work, key properties of, 215

  flow concept, 49, 211

  meaning of life, meaning, 214

  Cuban missile crises, 107

  Cusato, Marianne, 80–81

  cybernetics, 88. See also systems thinking

  D

  Damon, William, 215

  da Vinci, Leonardo, 228

  art and science not as separate categories, 56

  Codex Leicester, 57

  dynamics of nature, 57

  mental conversations with paintings, 177

  notebooks

  relationship between seeing and thinking, 95

  vantage points, seeing problems from, 133

  Davis, Miles, 179

  Davis, Viola, 214

  DDB (Doyle Dane Bernback) advertising agency, 173

  de Clapiers, Luc, 188

  Dell Computers, 151, 188

  Demaine, Erik, 209–210

  de Mestral, George, 160

  Deming, William Edwards, 215, 246

  Descartes, René

  Cartesian Theatre, 52

  on the rational brain, 40, 53

  desiderata

  and affordances, 144–145

  and idea-creation, 168

  design/design thinking

  business

  business versus design thinking, 31–32

  and innovation, 10

  over-designed, 189

  power of originality, 11

  success of innovations, 63

  emergence of design as profession, 31

  framing solutions, 130–136

  constraints, 144

  metapositions, 133

  problems, statements of, 143–145

  problems, working through, 30

  simple models, 135

  what is and what could be gap, 146–150

  long eraser with pencil on one end, 191

  making process, 31–32

  T-shaped, I-shaped people, and X-shaped people, 165–167

  uniting art and science, 57

  The Designful Company, 31

  Dewey, John, 132

  Diagnostic and Statistical Manual of Mental Disorders, 227

  The Difference Maker, 230

  Dilbert comic strip, 133

  Dillard, Annie, 180

  disbelief system, 152

  disciplinary knowledge, 220–223

  Doblin Group, innovation as advantage, 10–11

  dog (limbic) brain, 25–27

  domain knowledge, 220–223

  Dorsey, Jack, 214

  Doyle, Arthur Conan, 143

  dragon pit

  applying contrarian thinking, 152–153

  cautions about collaboration, 168

  frames of problems, 146–147

  necessity for innovation, 155

  dreaming metaskill, 37

  bolt upright moment, 168–169

  business doers and creative dreamers, 155–156

  creative collaboration, 163

  brainstorming, 164–165

  herd thinking, 165

  swarming, 166–167

  T-shaped, I-shaped, and X-shaped people, 165–167

  fast failing, 184

  innovations

  launching, 200–201

  stages of, 183–185

  result of practice, 142

  Drucker, Peter, 117

  Dyson, 183

  E

  Eames, Charles, 60, 156, 183

  Eames, Ray, 156

  Edison, Thomas, 144

  Edsel Ford model, 183, 194

  education/educational system

  academic versus trade schools, 177, 242

  advance beyond degrees, 245–247

  back-dooring, 242

  changing subjects, 235–237

  educational factory versus educational garden, 233–235

  flipping classrooms, 237–240

  hands-on, minds-on projects, 244–245

  making instead of talking, 240–243

  measurable versus non-measurable skills, 24, 129

  messy thinking and surprising ideas in classroom, 182

  No Child Left Behind Act, 115

  recipients of, XXVII

  separation of hand from brain, 35

  shaping future, 247–248

  STEM subjects emphasis, 28

  stream-lined process, 24

  uniting mind and body, 36

  visions for future, 207

  ego and id, 40

  80/80 rule, 75

  Einstein, Albert, 55

  right-brain thinker, 157

  strong disbelief system, 152

  on Theory of Relativity, 132

  Eisenhower, Dwight, 121

  Eisner, Michael, 8

  either/or propositions, 91–94

  “and” thinking, 93–94

  civilizations based on opposition, 92

  false dichotomies, 92, 94

  The Elements of Style, 72, 188

  emotional brain

  “and” thinking versus either/or propositions, 93–94

  animal instincts, 41

  automatic quality, 47

  biases

  confirmation, 84–86

  religious/cultural, 86–87

  versus computers, 39

  confirmation bias, 84–86

  consciousness versus automatic emotions, 50

  empathy, 43, 45

  during Industrial Age, 39

  mistakes into learning opportunities, 41

  morality, 45

  perceptual defenses, 84

  prefrontal cortex, 47

  disassociated activity patterns, 139

  psychopathic behavior, 45

  short/long term values, 102

  sociopathic behavior, 87

  Stroop Test, 47–48

  Emotional Intelligence, 82

  empathy, 78–79, 82–83. See also feeling metaskill

  entropy versus life, 2

  epiphanies, 168–171

  “The Esca
lating Arms Race for Top Colleges,” 234

  “An Essay on the Principle of Population,” 202

  Euclid, 57

  eudaimonia, 22

  European versus American Dream, 118

  European versus American driving, 109-111

  evolution. See human evolution

  exabytes of data, 4

  Excite network, 183

  exformation, 192–193

  exponential change. See also change

  in genetics, 5

  in information technology, 5

  versus linear, 7

  in nonotechnology, 5

  in population, 202

  problems as by-product of, 8

  in robotics, 5

  extropy versus entropy, 2

  eye test of aesthetic judgment, 195–196

  F

  Facebook, 139, 183, 224, 227

  high revenues but low job creation, 13

  false dichotomies, 92, 94

  Fannie Mae/homeownership, 115

  Farnsworth, Philo, 160

  feeling metaskill

  drawbacks using only feelings, 37, 45–48

  ego and id, 40

  empathy, 78–79, 82–83

  intuition

  and autistics, 43

  biases

  confirmation, 84–86

  limiting use of, 46

  biases, religious, 86–87

  from deep experience, 42

  from emotional learning, 42

  systems thinking as counterweight to, 116

  feel-o-meter, XXXII

  Feynman, Richard, 162

  Fiat 500, 225

  flow in creativity, 49, 211

  Ford, Henry, 194

  Ford, Tennessee Ernie, 114

  Ford Motors, 183, 194, 217

  Foursquare, 227

  fourth brain, 248

  France, Midi-Pyrénées, XIII

  France, Anatold, 235

  Freud, Sigmund

  ego and id, 40

  horse and rider metaphor, 40, 47

  The Future of Ideas, 87

  “Future Work Skills 2020,” 29

  G

  Gadget Camp, 241

  Galileo Galilei, 55, 86

  Gallup-Healthways Well-Being Index, 21

  gambler’s fallacy, 46

  The Gardens of Democracy, 122, 135

  Gardner, Howard

  aesthetic senses, 68

  extraordinary work, key properties of, 215

  how we learn, 207

  intellect components, 49

  Garreau, Joel, 5, 8

  Gates, Bill, 57

  Gatwick Airport, 188

  Gauguin, 180

  GDP (Gross Domestic Product) measurement, 20

  Gehry, Frank, 149

  Generation Flux, 229

  genetics

  exponential change, 5

  gene splicing, 6

  gene therapy, 6

  genetic engineering, 6

  Gerstner, Lou, 4

  Glass, Ira, 184

  Glass, Philip, 184

  Gleick, Jeremy, 229–230

  Goldberg, Rube, 96

  Goldilocks planets, 201

  Goleman, Daniel, 82

  GoodWork Project’s three Es, 215

  Google, 4, 13

  Googleplex, 224

  Gopnik, Alison, 184

  Goya, 87

  The Grace of Great Things, 208

  Granovetter, Mark, 224

  Gratefish, 162

  Graun, Allen, 139

  Gross Domestic Product (GDP) measurement, 20

  Gross National Happiness measurement, 20–21

  gross national product measurement, 120

  Groundhog Day, 182–183, 185

  Grow, Dr. Gerald, 219

  Grudin, Robert, 208

  Guggenheim Museum, 149

  Gutenberg, 160

  H

  Hackett, James, 33

  Haeg, Fritz, 224

  Hammer, Armand, 57

  Hanauer, Nick, 122–123

  happiness

  Maslow’s hierarchy of needs, 22–23

  meaningful work, 21

  measuring

  feel-o-meter, XXXII

  Gallup-Healthways Well-Being Index, 21

  GDP (Gross Domestic Product), 20

  passion for work, 22

  hardball brainstorming, 164–165

  Hardin, Garrett, 109

  Harley-Davidson trademark, 69

  Hartman, Dr. Robert S., 125

  Harvard Law School, 240

  Harvard University, 200

  Hauser, Hermann, 190

  Healey, Melanie, 13

  Hearon, Reed, 218

  Heathrow Express, 173

  heaven scenario, 8

  Helfand, David, 247

  hell scenario, 8

  Hemingway, Ernest, 189

  Henry, Joseph, 219

  herd thinking, 165

  Hesser, Amanda, 214

  Hewlett-Packard, 151, 183

  Heywood, Suzanne, 186

  hierarchy of needs, 22–23

  hindsight bias, 46

  Hodges, Dr. Carl, 33

  Hoffmann, Hans, 185

  holistic invention, 95

  holistic thinking. See systems thinking

  Holmes, Sherlock, 143

  Homo erectus, 2–3

  cognitive recapitulation, 248

  Cro-Magnon man, 201–202

  human hands, 3, 34

  Homo sapiens, 34, 248

  Honda Insight, 183

  horse and rider metaphor, 40, 47

  horse-and-sparrow theory, 12

  Hourglass Effect, 13–15, 20

  House Hunters International, 73

  HTC, 183

  human brain (neocortex), 25–27

  human evolution

  consciousness, advantages of, 6

  DNA, 2

  end of hegemony of Darwinian evolution, 6

  evolutionary purpose of humans, 3

  four acts, 6

  hand stencils, XIII–XIV, 36

  hands with articulate fingers and opposable thumb, 3

  Homo erectus, 2–3

  Law of Accelerating Returns, 6

  prehistoric drawings, XIII

  purpose of humans, 3

  reasons for, XIII

  work, XX–XXIII

  human-machine collaboration, 3, 9

  human-made biological beings, 3

  human needs, beliefs, 94

  Humphrey, Nicholas, 230

  consciousness, mental representation of reality, 52–53

  evolution of human mind, 49

  predicament of being human, 53–54

  Hyatt, John, 162

  hypotheses, 148

  I

  IBM, 183, 193

  business vision, 113, 145

  cognitive computer chips, 4–5

  Gerstner, Lou, 4

  massively parallel processing, 5

  Watson computer, XIV–XV

  id and ego, 40

  Ideas: A History of Thought and Invention, from Fire to Freud, 55–56

  If insurance company, 189

  Industrial Age and education’s trend toward standardization, 234

  and beauty, 58, 63

  creativity going underground, 22

  emotion on assembly lines, 41

  mass-production mindset, 59

  obsolete brain of, 24–27

  and Robotic Age ideas, 18, 23

  Industrial Revolution

  population growth, 202

  reductionist thinking, 97

  Information Age, 9

  information growth

  Amazon’s goal of printed book availability, 4

  Google’s goal of organized information, 4

  information technology, 5

  ING Direct, 160

  Inkling, 236

  In-N-Out Burger, 183

  innovation

  in design process, 10

  launching, 200–201

  mandate, 8–11
, 140

  necessity in dragon pit, 155

  stages of, 183–185

  Instagram, 227

  instant gratification, 123

  Institute of the Future, 29

  intellect

  and creativity, 49

  information-processing ability, 50

  integration of mind, body, and environment, 49

  intuition. See also feeling metaskill

  and autistics, 43

  biases

  confirmation, 84–86

  limiting use of, 46

  religious, 86–87

  from deep experience, 42

  from emotional learning, 42

  selling new concepts to businesses, 196–201

  systems thinking as counterweight to, 116

  invention(s)

  holistic invention, 95

  inventive mind

  reveling in unknown, 153

  strong disbelief system, 152

  of language, 6, 34

  metainventions, 6

  play instinct, 154–163

  wonderment not logic approach to, 149–150

  of writing, 6, 24–25

  iPad, 10, 162, 233

  iPhone

  versus BlackBerry, 85, 183

  versus Cray supercomputer, 5

  from tablet computer idea, 162

  iPod, 5

  IQ versus EI (emotional intelligence), 82

  Isaacson, Walter, 140

  I-shaped people, 165

  Ishtar, 183

  Ive, Jonathan, 193

  Izzard, Eddie, 118

  J

  James, P.D., 122

  James, William, 58

  Jefferson, Thomas, 20, 225

  Jennings, Ken, 19

  competition with Watson computer, XIV–XV

  on future of robots, 18

  Jeopardy!, XIV–XV

  human versus Watson computer, XIV–XV

  Jennings, Ken, on future of robots, 18

  JetBlue, 192

  jobs. See work/jobs

  Jobs, Steve

  Apple surpassing Microsoft, 10

  genius conceiving products, 140

  tablet computer to iPhone to iPad, 162

  interview with, 150–151

  as prime contrarian, 152

  Joy, Bill, 8

  joy zone, 209–213

  Jung, Carl, 25

  K

  Kahneman, Daniel, 46

  Katrina Cottages, 80–81

  Kelly, Gary, 78

  Kelly, Kathleen, 74

  Kelly, Kevin

  beauty in product design, 63

  human evolution in four acts, 6

  ideas within ideas, 163

  technium, 5

  Kennedy, Robert F., 120

  Kepler, Johannes, 55

  Khan, Salman, 237–238

  Khan Academy, 237–238, 245

  Khmer civilization, 92, 94

  King Ammon, 24–25

  King James Bible, 185

  Kipling, Rudyard, 11

  Kirkhart, Mark, 142

  knowledge

  asymmetrical, 196

  democratization of, 4

  element of learning, 41

  originality product of imagination and knowledge, 140–142

  result of failure as emotional trigger, 42

  skill- versus fact-based, 28

  through judgment, decision, or action, 43

  types of, 220–223

  Kodak, 113–114

  Koolhaas, Rem, 33

 

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