Index
Alexander Manu
(Professor, OCAD University, Toronto, Canada)
ISBN: 978-1-80043-527-8, eISBN: 978-1-80043-526-1
Publication date: 18 February 2021
This content is currently only available as a PDF
Citation
Manu, A. (2021), "Index", Dynamic Future-proofing, Emerald Publishing Limited, Leeds, pp. 157-163. https://doi.org/10.1108/978-1-80043-526-120211024
Publisher
:Emerald Publishing Limited
Copyright © 2021 Emerald Publishing Limited
INDEX
Adaptive strategy
, 83
Advertising
, 68
Advisor
, 80
Aggregation
, 74
Aggregator
, 79
Airbnb
, 90
AKAI
, 53
Alexa
, 64
Alexa, Play Santana
, 54–55, 73
All-at-onceness
character of disruption
, 15
nature of disruption
, 15
Alta Vista
, 40
Amazon
Amazon Music
, 54
Amazon. com
, 72
model
, 72
Amazon’s cloud computing (AWS)
, 86
Amplification
, 13, 16–17
in education sector
, 25
in health care
, 22
in location-based entertainment sector
, 30
in manufacturing sector
, 27–28
in restaurant sector
, 29
in retail
, 23
in service and consulting businesses
, 26
in tourism industry
, 33
in transportation sector
, 31–32
Angry Birds
, 72
Apple
, 40–41
Apple Newton
, 40
Artificial intelligence (AI)
, 73, 78, 125
Ask Jeeves
, 40
“Assembly line” businesses
, 82
Attribute
, 5–6
Augmentation
, 8–9
Augmented finance
, 141–142
Augmented reality (AR)
, 78, 99
Automated clearing house
, 133, 139–140
Automation
, 8–9, 17
Autonomy
, 111
Awareness
, 105
Bang and Olufsen
, 53
Batched transactions
, 139
Behavior
economy
, 41–42
platforms
, 59, 61, 63, 65–66
space
, 60–61, 68
transformation of
, 113–114
Behavioral sequence
, 53, 55
Being
, 126
Belief systems
, 61
Betamax formats
, 40
Bitcoin
, 132
mining
, 132
Broker
, 80
Catalyst
, 80
CD player
, 53
Civilization
, 3–5
Clay tokens
, 131
Cloud kitchens
, 29
Colossal disruptor
, 39
Commitment
, 138
Consulting businesses
, 21
amplification in
, 26
impact intensification in
, 26–27
maximization in
, 27
Convenience
, 24–25
technologies
, 37, 45
Cooperative platform
, 85–86
CP/M
, 38
Create, leverage, monetize
, 66–70
Crypto value
, 131–132
Curiosity
, 68, 105
Current economic system
, 17
Cyber physical systems (CPS)
, 24, 45
Dark kitchens
, 29
Data
compression technologies
, 52
as product
, 67
streaming
, 129
Decentralized networks
, 132–137
Decision-making
, 87
Deep learning
, 125
Digital economy
, 98
Digital engagement
, 60
as lifestyle
, 76
platforms
, 77–80
practical with
, 74–75
strategy
, 72
Digital marketing
, 75
Digital platforms
, 59
Digital presence
, 75
Digital recordings
, 52
Digital technology
, 15, 52, 72, 90–91
Digital transformation
, 72–73
Digital twin
, 26
Discovery, followed by engagement, empowerment, and participation journey (DEEP journey)
experience cycle
, 70
journey
, 68
Discretionary income
, 136, 141
Disruption
, 20–22, 48, 98, 103–104
amplification
, 13
anatomy of
, 13–15
future-proofing
, 12–13
as gestalt
, 103
platforms as
, 93
Disruption amplification, impact intensification, and market maximization methodology (AIM methodology)
, 38
Disruptive technologies
, 50
Disruptor
, 12–13
Distancing amplified, intensified, and maximized by sector
, 22–34
Distancing disruption
, 16–17, 20
Downloading model
, 133
DVDs
, 40
Dynamic expectations
, 71, 73–74
challenge
, 75
digital engagement as lifestyle
, 76
digital engagement platforms and value creation
, 77–80
digital transformation
, 72–73
dynamic expectations and means of delivery
, 78
new material, new opportunities
, 75–76
platform as business
, 80
practical with digital engagement
, 74–75
roles, triggers, and lifestyles
, 74
social media as engagement trigger
, 76–77
tactical tools
, 77
Dynamic future-proofing
, 12–13
E-mail
, 133
Earthquakes
, 16
Economic friction
, 132–137, 134
Education
, 74
Education sector
, 20–21
amplification in
, 25
impact intensification in
, 25
maximization in
, 26
Educator
, 80
Effective thinking
, 105
Emergent innovation
, 80
Emotional engagement
, 62–63
Empathy
, 105
Empowerment
, 42, 69–70
Engagement
, 68–69
platform as business model
, 82–84
Entertainment
, 39
Ethereum
, 132
European Organization for Nuclear Research (CERN)
, 39
Everything social, augmented and autonomous
, 108–112
Explicit belief system
, 105
Extended reality (XR)
, 74
Face-to-face activity
, 20
Facebook, Apple, Amazon, Netflix, and Google (FAANG)
, 60–61
Facebook
, 63
Facebook’s Oculus Rift
, 8
Fiat
, 131–132
Financing
, 88
FitBit
, 113
Foundational challenge for organizations
, 50
Foundational technologies
, 47
challenging mindset and framework of reality
, 49–50
music
, 52
musical entertainment
, 51
redefining
, 48–49
storing and reproducing music
, 52–53
value and supply chains of music industry
, 51–52
working way
, 50–51
Fragmentation and departure from holistic being
, 98
Framework
of reality
, 49–50
of TSNS
, 3–8
Freemium model
, 68
Friction
, 132
Friendster
, 64
Future of knowing
“for” future to “in” future
, 122–123
future of work
, 125–127
life in future
, 124–125
silent knowledge
, 123–124
Future-proofing
, 11
“all-at-onceness” nature of disruption
, 15
amplification, intensification and maximization
, 16–17
anatomy of disruption
, 13–15
disruption and dynamic
, 12–13
5G
, 78
Generating system
, 84
Gestalt theory
, 103
Google Buzz
, 64
Google Home
, 64
Google Lens
, 64
Google Play
, 54
Grundig
, 53
Guiding principles for platform design
, 89–92
Hard self
, 99–102
Harman Kardon
, 53
Health care
amplification in
, 22
impact intensification in
, 22
Health sector
, 20
maximization in
, 22–23
Holistic and analytical thinking
, 83
Holistic sense of time and space
, 105
Hot Bot
, 40
Hourly stream
, 140
‘HTTP’ protocol
, 39
Human activity
, 12, 50
Human communication
, 48
Humanity
, 10
transformer and enabler of
, 112–113
Hybrid platforms
, 82
“I” concept
, 100–101
IBM
, 86–87
IBM PC DOS
, 38
IBM Personal Computer
, 38
Immaterial
, 8
Immediate benefit
, 21–22
Immediate maximization of disruption
, 16
iMovie
, 16
Impact intensification
, 13
in education sector
, 25
in health care
, 22
in location-based entertainment sector
, 30–31
in manufacturing sector
, 28
in restaurant sector
, 29–30
in retail
, 23
in service and consulting businesses
, 26–27
in tourism industry
, 33
in transportation sector
, 32
Implicit and explicit beliefs
, 102
Income
, 115
Individuals
, 10, 72
Industrial Internet of Things (IIOT)
, 45
Industry 4. 0
, 24, 44–45
InfoSeek
, 40
Insight
, 103–104
Integrated business model
, 85–86
Intellectual engagement
, 62–63
Intensification
, 13, 16–17
Internet
, 42–43
next 20 years
, 43–44
Internet of things
, 107
Intrinsic platform
, 78
Intrinsic value
, 78
iPhone
, 41, 49, 72
Iterative platform design
, 92
iTunes
, 41
iWatch
, 113
Labor
, 126
Landmarks of Tomorrow
, 48
Language
, 51
Life
meaning in
, 9–10
satisfactions
, 24
Lifestyle, digital engagement as
, 76
Live streaming value in 2021
, 138–140
Location-based entertainment sector
, 21
amplification in
, 30
impact intensification in
, 30–31
maximization in
, 31
Lycos
, 40
Machine learning (ML)
, 73, 78
Machines
, 9
Macintosh OS
, 38
Manufacturing sector
, 21
amplification in
, 27–28
impact intensification in
, 28
maximization in
, 28
Marantz
, 53
Market maximization
, 13
Marketing
, 61
Mastering technology
, 72
Maximization
, 13, 16–17
in education sector
, 26
in health sector
, 22–23
in location-based entertainment sector
, 31
in manufacturing sector
, 28
in restaurant sector
, 30
in retail
, 23–25
in service and consulting businesses
, 27
in tourism industry
, 34
in transportation sector
, 32
Meditation
, 65
Micromobility vehicles
, 32
Microsoft Teams
, 113
Microsoft’s HoloLens
, 8
Mindfulness
, 105
Mindset
, 49–50
Miro
, 113
Mixed reality (MR)
, 78
Mobile digital technology
, 75
Mobility
, 39
Monetary systems
, 130
Monetization framework
, 67
Monetization methods
, 60
Money
, 130
Motivation
, 137–138
MP4 Video data compression
, 16
Multitouch interface
, 40
Music
, 40, 52, 54
storing and reproducing
, 52–53
value and supply chains of music industry
, 51–52
Musical entertainment
, 39, 51
MySpace
, 52, 64
Natural language processing
, 73
Naturally Born Cyborgs
, 99
Nature of disruption
, 14
Netflix
, 40, 43
Networks
, 5, 7–8
New behavior space
, 72
No-self
, 99–102, 105
“Off-chain” microtransactions
, 132
Organizations
, 42–43
Outside-in disruption pattern
, 15
Pac-Man game
, 72
Panasonic
, 53
Participation
, 42, 70
Partnership
, 88
Pattern of disruption
, 14
Pay What You Want (PWYW)
, 68
Payday effect
, 139
Payroll deposit
, 139
Paywall
, 68
Peer(s)
, 83
creators
, 83
users
, 83
People
, 9–10
Personal protective equipment (PPE)
, 20
Personalized time-cost
, 140, 142
Phillips
, 53
Physical distancing
, 16
Physical proximity
, 20
Pioneer
, 53
Pipelines
, 84, 91
Platform as business
, 80
Platform(s)
, 61, 82
behavior space, FAANG, and platform economy
, 60–61
boundaries
, 82
business framework
, 66
capabilities
, 64
create, leverage, monetize
, 66–70
culture
, 91–92
host
, 83
hybrids
, 84–88
intellectual and emotional engagement
, 62–63
mindset
, 64–66
new technology, dynamic new platforms, growing expectations
, 64
peers
, 83
services
, 84
value proposition
, 84
work
, 61–62
Platformed delivery
, 86
Platformed governance and partnerships
, 87–88
Platformed internal operations
, 86–87
Platformed supply
, 85–86
Platforming framework
engagement platform as business model
, 82–84
guiding principles
, 89–92
platform hybrids
, 84–88
platforming methodology
, 88–92
platforms as disruption
, 93
Platforming methodology
, 88–89
Policy making decision
, 16
Post-COVID era
, 24
Presentations
, 50
Principles for platform design
, 89–92
Privacy
, 39
Problem space of organization
, 49
Profound moments
, 73
Public transport
, 31–32
“Pure” platform
, 84–85
QuickTime
, 16
RCA
, 53
Real time
, 138
Reality
challenging mindset and framework of
, 49–50
navigating
, 102–103
Recreation of self
, 97
Referral fees
, 68
Religion
, 61
Remittance
, 136
Restaurant/hospitality sectors
, 21
amplification in
, 29
impact intensification in
, 29–30
maximization in
, 30
Retail sector
, 20
amplification in
, 23
impact intensification in
, 23
maximization in
, 23–25
Retail stores
, 17
Revox
, 53
Richly augmented future
, 107–108, 112, 114–115
new story
, 115–118
opposable condition
, 115
social, augmented, and autonomous life of everything
, 108–112
transformation of behavior
, 113–114
transformer and enabler of humanity
, 112–113
Robotics
, 17
Roomba
, 113
Rostrolateral prefrontal cortex (RLPFC)
, 53–54
Sansui
, 53
Sanyo
, 53
Savings
, 141
SEE–BELIEVE–KNOW model
, 101
Self
, 97, 110
future
, 104–105
hard self, soft self, and no-self
, 99–102
insight and disruption
, 103–104
navigating reality
, 102–103
tangible feeling of loss
, 99
transformations through technology
, 98–99
Self-as-object
, 100–102
Self-as-subject
, 100
Service
, 21
amplification in
, 26
impact intensification in
, 26–27
maximization in
, 27
Settlements
, 5, 8, 15–16, 60
Shells
, 5–7, 16
Shopify model
, 72
Slack
, 113
Smart speakers
, 45, 64
Social disruption
, 16
Social distancing
, 29
Social interaction
, 20
Social media as engagement trigger
, 76–77
Soft self
, 99–102
Sony
, 53
Sony Walkman
, 40
Spatial computing (SC)
, 74, 78
Spotify
, 54
Stakeholder capitalism
, 88
Stewardship of platform
, 92
Stream
, 140–141
Streaming
, 133
allocation
, 141
augmented finance
, 141–142
calculating streams
, 140–141
data exchanges
, 137
economic friction and decentralized networks
, 132–137
economy
, 139–140
expenses
, 136
fiat to crypto value
, 131–132
finance
, 139
implications of streaming value
, 137–138
income
, 135–136
live streaming value in 2021
, 138–140
money
, 134–135
remittance
, 136
savings
, 136
value
, 129
value context and forms of economic energy as currency
, 130–131
Subscription
economy
, 88
model
, 68
Synthetic accounts
, 141
Tactical tools
, 77
Technics
, 53
Technology
, 43, 45, 108
Telepresence
, 99
Telerobotics
, 99
The end of the beginning (TEOTB)
, 38–39, 45–46, 49
Apple
, 40–41
digital takes over entertainment and communications
, 40
Industry 4 .0
, 44–45
internet
, 42–43
technology
, 45
Web 2. 0 and behavior economy
, 41–42
Third parties
, 83–84
3D space
, 74
Time as personal measure of value
, 141–142
Time-cost
, 141–142
Tokenizing commodities
, 130
Tools
, 5, 6, 9–10
Tools, shells, networks, and settlements (TSNS)
, 3, 6, 48, 108
in digital era
, 8–9
framework
, 3–8, 17, 104
Tourism industry
amplification in
, 33
impact intensification in
, 33
maximization in
, 34
Tourism sector
, 21
Toyota’s e-Palette
, 32
Transformation
of behavior
, 113–114
through technology
, 98–99
Transportation sector
, 21
amplification in
, 31–32
impact intensification in
, 32
maximization in
, 32
Types of platforms
, 84
Uncensorable financial networks
, 132
Value
context and forms of economic energy as currency
, 130–131
creation
, 77–80
Video Home System (VHS)
, 40
Videocassette recorder (VCRs)
, 40
Vine
, 64
Virtual reality (VR)
, 78, 99
Virtual work
, 27
Volatility
, 137
Waze app
, 80
Web 2. 0
, 41–42
Web browser
, 40
Web Clawer
, 40
Windows–placing users on steep learning curves
, 38
Work
future of
, 125–127
from home occurrences
, 26
working way
, 50–51
World Wide Web project (WWW project)
, 39
Yahoo
, 40
Yik Yak
, 64
YouTube
, 52
Zoom
, 113
- Prelims
- Part 1 Frameworks and Methods
- Chapter 1.1 Conceptual Frameworks for a New Story
- Chapter 1.2 The Aim Methodology in Future-proofing
- Chapter 1.3 Distancing Amplified, Intensified, and Maximized
- Part 2 Mindsets for the Emerging Present
- Chapter 2.1 The End of the Beginning (TEOTB)
- Chapter 2.2 Foundational Technologies
- Part 3 Dynamic Models of Engagement
- Chapter 3.1 The Platform Mindset
- Chapter 3.2 Dynamic Expectations
- Chapter 3.3 The Platforming Framework
- Part 4 Setting the Scene: Retooling
- Chapter 4.1 Future-proofing the Self
- Chapter 4.2 The Richly Augmented Future
- Part 5 Prototyping the Future
- Chapter 5.1 The Future of Knowing
- Chapter 5.2 Streaming Value
- Afterword: Year 2060
- Bibliography
- Index