Index

Alexander Manu (Professor, OCAD University, Toronto, Canada)

Dynamic Future-proofing

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