Metaskills- Five Talents for the Robotic Age
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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