Ideas - Innovation - Ingenuity - Inventiveness
"Big Things have Small Beginnings."
"Small Moves, Smartly Made, Can Set Big Things in Motion."
"Many of the things that seem impossible now will become realities
tomorrow." "Impossible things happen all the time." "If you cannot do
great things, do small things in a great way." "
Necessity
is the Mother of Invention", meaning that when the need for something
becomes imperative, you are forced to find ways of getting it or achieving
it. The primary
driving force for most new inventions is a
need.
Intellectual
Freedom -
Inventions -
Entrepreneur -
Development -
Planning -
Funding
Idea
is a
mental image or
representation of some object. An
abstract
concept that is difficult to visualize but can be inferred. The
process of using your mind to consider
something carefully. Use or exercise the mind or one's
power of reason in
order to make inferences,
decisions, or arrive at a
solution or judgments.
The content of
cognition; the main thing
you are
Thinking about. Your
intention; what you intend to do.
Your Goal. Recall knowledge from
memory; have a recollection Imagine or
visualize.
Focus one's
attention on a certain state. Have in mind as a purpose. Have or formulate in the mind. Be capable of
conscious thought.
Decide by pondering, reasoning, or reflecting.
Ponder; reflect on, or
reason about. An approximate
calculation of quantity or
degree or worth. Bring into a given condition by mental preoccupation,
imagined.
Imagine,
conceive of; see in one's mind. Form a mental image of something that is
not present or that is not the case.
Figment
is a contrived or
fantastic idea.
Imagination -
Concept.
What does coming up with an idea mean? A good idea
is an idea that turns into great improvements and gives inspiration to
others.
What does it mean
to
Invent? -
Standing on the
Shoulders of Giants
Eureka Effect refers to the common human experience of
suddenly understanding a previously incomprehensible problem or concept.
Epiphany
is a sudden revelation. A moment of
sudden understanding or
revelation. An enlightening or astonishing disclosure.
Idea Process Info-Graph (image) -
Divergent and Convergent Thinking
Meme is
an idea, behavior, or style that spreads from person to person within a
culture. A meme acts as a unit for carrying cultural ideas, symbols, or
practices that can be transmitted from one mind to another through
writing, speech, gestures, rituals, or other imitable phenomena with a
mimicked theme. Supporters of the concept regard memes as cultural
analogues to genes in that they self-replicate,
mutate, and respond to
selective pressures.
Tipping Point -
Diffusion.
Internet Meme is an activity, concept,
catchphrase or piece of media
which spreads, often as mimicry, from
person to person via the
Internet.
Device is an instrumentality
invented for a
particular purpose. Something
in an
artistic work designed to achieve
a particular effect. Any clever maneuver. Any ornamental pattern or
design.
Obsolescence.
Alphabet of Human Thought provides a universal way to
represent and analyze ideas and relationships by breaking down their
component pieces. All ideas are compounded from a very small number of
simple ideas which can be represented by a unique character.
Creative
Industries refers to a range of economic activities which are
concerned with the generation or exploitation of knowledge and
information.
Creativity -
Independent Learning.
Imagination Age
is when creativity and imagination will become the primary creators of
economic value. This
contrasts with the information age where analysis and thinking were the
main activities.
Copy Rights.
Intelligence -
Inspiration -
Taking a Walk for ideas -
Resources
for Ideas
Breaking down
barriers for underrepresented kids could quadruple America’s pool of
inventors.
Realize is to be fully
aware or
cognizant of
something and to
perceive an idea or situation mentally.
To make something seem
real or concrete
and coming to
understand something clearly and distinctly
and giving the appearance of
reality
or substance.
Dream is to have
Imaginative thoughts indulged in while awake.
Visualize
-
Awareness.
Paradigm is the generally accepted
perspective of a particular discipline at a given time. A model or
pattern
for something that may be copied. A theory or a
group of ideas about how
something should be done, made, or thought about.
Paradigm Shift is an
important change that happens when
the usual way
of thinking about or doing something is replaced by a new and different
way. A fundamental change in the basic concepts and
experimental practices of a
scientific discipline.
Intuition is
instinctive knowing without
the use of
Rational Processes.
An
impression that something might be the case.
Feeling is when you come to believe on the basis of
emotion, intuitions, or indefinite grounds.
Impression is a vague idea in which some
confidence is placed. A clear and telling
mental image.
Enabling
Technology is equipment and/or methodology that, alone or in
combination with associated technologies, provides the means to
increase performance
and capabilities of the user, product or process.
General
Purpose Technology has the potential to drastically alter societies
through their impact on pre-existing economic and social structures. The
introduction of a new GPT to an economy may, before improving
productivity, actually decrease it: The obsolescence of old technologies
and skills. Learning costs. Time required for development of new
infrastructure. Readjustment of labor to new industries, causing temporary
unemployment. This initial inability to exploit the benefits of the new
technology is known as the Solow Paradox or
Productivity
Paradox, which refers to the slowdown in productivity growth in the
United States in the 1970s and 80s despite rapid development in the field
of
information technology
(IT) over the same period. Mostly because jobs going to other countries,
and also that
education did not improve
enough to adapt to these new changes.
Having an idea and exploring and researching an idea are two
different things. Just having an idea is just a dream, but exploring an
idea is to make that dream come true. So you're not just thinking about
doing something, you're actually doing and learning something, something
valuable.
Conjure Up is to summon
something into action or to bring a thought, picture or an idea into
existence.
After you learn about someone's idea, or when someone
tells you about a decision or plan they have, just don't say good luck or
I wish you well. Instead say "
Go Get Em Tiger,
Let me know if there's anything that I can do on my end, and how do I stay
up to date on your progress, because I can't wait to hear about your
journey and learn from your experiences. Keep me informed."
Innovation - Smart Innovation
Innovation is a creation of a
new device or
process resulting from study and
experimentation. The
creation of something in
the mind. The act of starting something for the first time and
introducing something new.
Innovation
can be defined simply as a new idea, device or method.
Reverse Innovation is innovation seen first, or likely to
be used first, in the developing world before spreading to the
industrialized world.
Disruptive Innovation is an innovation that creates a new market and
value network and eventually disrupts an existing market and value
network, displacing established market-leading firms, products, and
alliances.
Innovation System
stresses that the flow of technology and information among people,
enterprises, and institutions is key to an innovative process. It contains
the interactions between the actors needed in order to turn an idea into a
process, product, or service on the market.
National Innovation System - NIS (wiki).
Institutional Innovation -
Measuring Innovation (PDF) -
Measuring Science and Technology Innovation (PDF)
Sustainopreneurship is the use of business organizing to
solve problems related to
social and environmental
sustainability.
Eco-innovation -
Social Innovator -
Growth Mindset -
Reusable -
Life Cycle
Science Technology and Innovation Indicators -
A Global Perspective on Science, Technology and Innovation (STI)
International Innovation Index
is a global index measuring the level of innovation of a country.
Innovation Hub.
Frugal Innovation is the process of
reducing the complexity
and cost of a good and its
production. Usually
this refers to removing nonessential features from a durable good.
Market Analysis
analyses the strengths,
weaknesses, opportunities and
threats. A
documented
investigation of a market that is used to inform a firm's
planning activities, particularly around
decisions of inventory, purchase,
work force expansion/contraction, facility expansion, purchases of capital
equipment, promotional activities, and many other aspects of a company.
Compatible - Repurposed
Compatible is something able to
exist or
occur together and perform in
harmonious or
agreeable combination without any conflicts. Compatible
is something that is capable of being used with or connected to other
devices or components without modification, so it doesn't need to be
thrown away or considered to be useless.
Incompatible is something incapable of being used with or connected
to other devices or components without modification. Something that is
not compatible with other
facts and being incorrect, unsuitable or improper.
Backward Compatibility is a property of a system, product, or
technology that allows for interoperability with an
older legacy system,
or with input designed for such a system, especially in telecommunications
and computing.
Interoperability is
the ability equipment or groups to operate in
conjunction
with
each other.
Interoperability
is a characteristic of a product or
System, whose
Interfaces are
completely understood, to work with other products or systems, present or
future, in either implementation or access,
without any restrictions.
Computer Compatibility or
Software
Compatibility can refer to the compatibility that a particular
software has running on a particular CPU architecture such as Intel or
PowerPC. Software compatibility can also refer to ability for the
software to run on a
particular operating system. Very rarely is a compiled software
compatible with multiple different CPU architectures. Normally, an
application is compiled for different CPU architectures and operating
systems to allow it to be compatible with the different system.
Interpreted software, on the other hand, can normally run on many
different CPU architectures and operating systems if the interpreter is
available for the architecture or
operating system.
Software incompatibility occurs many times for new software released for a
newer version of an operating system which is incompatible with the older
version of the operating system because it may miss some of the features
and functionality that the software depends on.
Hardware compatibility can refer to the compatibility of computer
hardware components with a particular CPU architecture, bus, motherboard
or operating system. Hardware that is compatible may not always run at its
highest stated performance, but it can nevertheless work with legacy
components. An example is RAM chips, some of which can run at a lower (or
sometimes higher) clock rate than rated. Hardware that was designed for
one operating system may not work for another, if device or kernel drivers
are unavailable. As an example, much of the hardware for mac OS is
proprietary hardware with drivers unavailable for use in operating systems
such as Linux. A family of
computer models is said
to be compatible if certain software that runs on one of the models
can also be run on all other models of the family. The computer models may
differ in performance, reliability or some other characteristic. These
differences may affect the outcome of the running of the software.
Forward Compatibility is a design characteristic that allows a system
to gracefully accept input intended for a later version of itself so that
it can be easily updated or
repurposed.
Utility -
Purpose -
Usability -
Accessibility
-
Standards -
Proof of Concept
Idiot
Proof describes designs which cannot be misused either inherently, or
by use of defensive design principles. The implication is that the design
is usable even by someone of low intelligence who would not use it
properly.
Capital Expenditure is an expense where the benefit continues over a
long period, rather than being exhausted in a short period. Such
expenditure is of a non-recurring nature and results in acquisition of
permanent assets. It is thus distinct from a
recurring expense.
State of the Art refers to the highest level of general
development, as of a device, technique, or scientific field achieved at a
particular time.
Requirement is a singular documented physical and
functional need that a
particular design, product or process must be able to perform.
Differentiation Strategy is to develop and
market unique products for different customer segments.
Maintenance - Leave
Well Enough Alone?
Keeping things Simple
-
Development Mistakes (innovation gone bad)
Fault Tolerance is the property that enables a system to continue
operating properly in the event of the failure of (or one or more
faults within) some of its components. If its operating quality decreases
at all, the decrease is proportional to the severity of the failure, as
compared to a naively designed system in which even a small failure can
cause total breakdown. Fault tolerance is particularly sought after in
high-availability or life-critical systems. The ability of maintaining
functionality when portions of a system break down is referred to as
graceful degradation.
Entrepreneur
Entrepreneur is defined as the process of designing, launching
and running a
new business, which typically begins as a small business,
such as a startup company, offering a product, process or
service for sale
or hire.
Entrepreneurship is the capacity and willingness to
develop,
organize and manage a business venture along with any of its
risks in order to make a
profit.
Social Entrepreneurship is the use of the techniques by
start up companies and other entrepreneurs to develop, fund and implement
solutions to social, cultural, or environmental issues. This concept may
be applied to a variety of organizations with different sizes, aims, and
beliefs.
Benefit
Corporations.
Social
Entrepreneur -
Activism -
Social
Entrepreneurship -
Entrepreneurship
Programs
Entrepreneur Training Courses Online – Free of Charge. HP LIFE -
Learning initiative for Entrepreneurs
Ingenuity or
Inventiveness
is the Power of
Creative Imagination.
Ingenuity is
the quality of being clever, original, and inventive, often in the process
of applying ideas to solve problems or meet challenges.
Ingenious is showing inventiveness and
skill.
Alexander Weygers was a polymath Dutch-American artist who is best
known as a sculptor, painter, print maker, blacksmith, carpenter,
philosopher, Aerospace engineer and author.
Weygers Foundation.
Abstract - Abstraction - Concept
Abstract is something
existing only in the mind and
separated
from embodiment and not
representing
or
imitating external
reality or the objects of nature. A concept
without a specific example or
an idea
not associated with any specific instance. Dealing with a
subject
in the abstract before having a practical purpose or intention that can be
easily explained. A sketchy summary of the main points of an
argument or
theory. An abstract idea is an idea that can be interpreted in many
different ways, and doesn't seem to be
connected or
associated
to anything, and is difficult to define alone, but easier to
explain when
in
context.
Abstraction is a concept or idea not
associated with any specific
instance. The process of formulating general
concepts by abstracting common properties of instances. Preoccupation with
something to the exclusion of all else. Preoccupation with something to
the exclusion of all else.
Abstraction is a
conceptual process where general rules and concepts are derived from the
usage and classification of specific examples, literal ("real" or
"concrete") signifiers, first principles, or other methods. "An
abstraction" is the outcome of this process—a concept that acts as a
common noun for all subordinate concepts, and
connects any related
concepts as a group, field, or category. Conceptual abstractions may be
formed by filtering the information content of a concept or an observable
phenomenon, selecting only the aspects which are relevant for a particular
subjectively valued purpose. For example, abstracting a leather soccer
ball to the more general idea of a ball selects only the information on
general ball attributes and behavior, excluding, but not eliminating, the
other phenomenal and cognitive characteristics of that particular ball. In
a type–token distinction, a type (e.g., a 'ball') is more abstract than
its tokens (e.g., 'that leather soccer ball'). Abstraction is the quality
of dealing with ideas rather than events. Freedom from representational
qualities in art.
Abstraction
-
Abstract as a Summary.
Concept is an
abstract or general idea
inferred
or derived from specific instances. A generalization or
abstraction from experience or the result of a transformation of existing
ideas.
Concept is an abstract
idea representing the
fundamental characteristics of what it represents.
Concepts (PDF) -
Theory.
Conception is an abstract or general idea
inferred or derived from specific instances. The
creation of something in
the mind.
Concept Map or
conceptual diagram is a
diagram
that depicts suggested
relationships between concepts. It is a graphical tool that
instructional designers, engineers,
technical writers,
and others use to
organize and structure knowledge.
Conceptually in terms of a concept or abstract idea or the concepts
or their formation.
Conceptual Model is a
representation of a system, made
of the composition of concepts which are used to
help people know,
understand, or simulate a subject the model represents. Some models are
physical objects; for
example, a
toy model which may be assembled, and may be made to work like
the object it represents.
Closed Concept
is a concept where all the necessary and sufficient conditions required to
include something within the concept can be listed. For example, the
concept of a triangle is closed because a three-sided polygon, and only a
three-sided polygon, is a triangle. All the conditions required to call
something a triangle can be, and are, listed.
Concept
Analysis is a principled way of deriving a concept
hierarchy or formal ontology from a collection of objects and their
properties. Each concept in the hierarchy represents the set of objects
sharing the same values for a certain set of properties; and each
sub-concept in the hierarchy contains a subset of the objects in the
concepts above it.
Conceptual Framework is an analytical tool with several
variations and contexts. It is used to make conceptual distinctions and
organize ideas. Strong conceptual frameworks capture something real and do
this in a way that is easy to remember and apply.
Intangible is something not having
physical substance or intrinsic productive value and incapable of being
perceived by the
senses and hard to pin down or identify because it lacks substance or
reality and incapable of being
touched or seen.
Vague -
Interpretation -
Complex System
Abstract and Concrete are classifications that denote
whether a term describes an
object with a
physical referent or one with no physical referents. They are most
commonly used in philosophy and semantics. Abstract objects are sometimes
called abstracta (sing. abstractum) and concrete objects are sometimes
called concreta (sing. concretum). An abstract object is an object which
does not exist at any particular
time or place, but rather exists as a type of thing, i.e., an idea, or
abstraction. The term 'abstract object' is said to have been coined by
Willard Van Orman Quine. The study of abstract objects is called abstract
object theory.
Element is an
abstract part of something. An artifact that is one of the individual
parts of which a
composite entity is made up, especially a part that can be separated
from or attached to a system.
Elements.
Embodiment is a tangible or visible
form of an idea, quality, or feeling. Giving concrete form to an
abstract concept. A new personification of a familiar idea. A concrete
representation of an otherwise nebulous concept. Cognition.
Object of the
Mind is an object that exists in the
imagination, but which, in the
real world, can only be represented or modeled. Some such objects are
mathematical abstractions, literary concepts, or fictional scenarios.
Closely related are intentional objects, which are what thoughts and
feelings are about, even if they are not about anything real (such as
thoughts about unicorns, or feelings of apprehension about a dental
appointment which is subsequently cancelled). However, intentional objects
may coincide with real objects (as in thoughts about horses, or a feeling
of regret about a missed appointment).
"Turn your heart away from
things visible and turn
yourself to things invisible".
Virtual Artifact is an immaterial object that exists in the human mind
or in a digital environment, for example the Internet, intranet, virtual
reality, cyberspace, etc.
Non-Physical Entity is a spirit or being that exists
outside physical reality.
Their existence divides the philosophical school of physicalism from the
schools of
idealism
and
dualism; with the
latter schools holding that they can exist and the former holding that
they cannot. If one posits that non-physical entities can exist, there
exist further debates as to their inherent natures and their position
relative to physical entities.
Mental Representation is a hypothetical internal cognitive symbol that
represents external reality, or else a mental process that makes use of
such a symbol: "a formal system for making explicit certain entities or
types of information, together with a specification of how the system does
this." Mental representation is the mental imagery of things that are not
actually present to the senses. In contemporary philosophy, specifically
in fields of metaphysics such as philosophy of mind and ontology, a mental
representation is one of the prevailing ways of explaining and describing
the nature of ideas and concepts.
Visualize
(mind maps) -
Intelligence -
Hakerspace
Synthesis is the
combination of ideas into a complex whole.
Representation
is a
presentation to the mind in the form of an idea or
image.
An activity that stands as an equivalent of something or results in an
equivalent. A creation that is a
visual or tangible rendering of someone
or something. The act of
representing; standing in for someone or some
group and speaking with authority in their behalf. A
statement of facts
and reasons made in appealing or protesting.
Depiction (art skills) -
Prototype
(engineering) -
Mind Maps
(visualizing data) -
Spatial Intelligence
(3D Space) -
Knowledge (definitions)
Having a new idea or learning something new that benefits you,
can
give you a high as if you're on a drug. Maybe when your brain forms new
connections that are created from new ideas and learning something new,
the brain rewards you with dopamine or some other chemical reactions, so
as to let you know that learning is good for you, so that you keep
learning and dreaming.
Most
knowledge is abstract and only exists in your mind. But
knowledge is
extremely important and valuable to all life. An good example of knowledge
would be having knowledge of the toxins in a water well from which you
drink from everyday. If that water has
toxic chemicals,
then over time, your body and mind will
degrade and even cause an
early death. So if you
had the knowledge about the toxins in the water, then you would not drink
from that well and you would find another well, or, you would create an
effective way to
filter the water so
that it's safe and healthy to drink, which would take even more knowledge.
Even if you put a sign saying "Don't drink the Water because it's
Poisonous", the person who reads the sign would have to have knowledge
about how to
interpret
the symbols and the language of that sign, and that knowledge could only
exist in that persons mind. Even if you wrote the
instructions, you
would still have have knowledge in order to read the instructions. Most
Knowledge can not exist outside the mind, even the knowledge about our DNA
still needs someone to read the DNA. Information is something that is
detected and
observed, the
facts that can
help to
confirm whether
a particular piece of knowledge is accurate. But some
information can also be abstract, because
it only exists in the mind, or on a document, which someone would have to
have knowledge in order to
decipher it
accurately.
I can show you pictures from my vacation to give
you a basic idea about some of the things I saw, but I can't show you
pictures that shows you what I learned from those experiences. Most of
what we consider to be knowledge has no pictures, unless those pictures
have instructions and explanations. I can write about my experience, but
there are no words that can explain how the knowledge from that experience
is organized in my mind and how the knowledge is processed in my mind. I
can write about how a particular experience has changed me in some way,
but there are no words that can explain how this change is organized in my
mind and how the change is processed in my mind.
Having a Big Idea
Remember, all great ideas,
advancements and
inventions from
people are the direct result of other great ideas and inventions
that came from other people. No single person can take credit
for any idea, advancement or invention. No one did anything on
their own, or did anyone do anything all by themselves.
Everyone Stands on the Shoulders of Giants -
Failure is not
always bad
The most important thing that we need to avoid is
planned obsolescence.
Everything should be manufactured using
the
Cradle to Cradle design
so that our products are built to last like the
Centennial
Light Bulb. Or at the least make them
easily recycled, easily reused or
easily repurposed.
Serendipity is unexpected and fortunate discoveries, usually happening when
looking for something unrelated. Finding something nice while
looking for something else.
Serendipity means a "fortunate happenstance" or "pleasant
surprise".
Luck is an unknown and
unpredictable phenomenon that leads to a favorable outcome.
Do things happen for a
reason? You can increase your
odds of
success, but there
are still no
guarantees.
How Simple Ideas Lead to Scientific Discoveries (video)
Where
Good Ideas Come From: The Natural History of Innovation
Steven Johnson
FORA.tv Technology |
Season 1 Episode 36 | 56:40 (video).
Where Good Ideas Come From by Steven Johnson (youtube)
Sometimes you have to look to the fringe and get close to the edge in order to see what you're looking at.
Fringe is the outside
boundary or surface of something.
Edge is a line determining
the limits of an
area.
Half of inventions “
arise unexpectedly” from
serendipity—not direct research, Roughly half of all
inventions started as ideas or discoveries that people had while
working on something else. idea evolved when they were working
on an unrelated project and often when they weren’t even trying to invent anything.
Some Ideas take Years to be Accepted or Understood
From a simple idea to an actual product could take years.
Developing something can be a long process. So don't ever feel that your research or work was for nothing
just because you have put a lot of time and effort into something that
hasn't come into fruition just yet.
There's
always
two sides to a story, and you could also
inspire someone else to do
great things too.
Douglas Engelbart created the
first computer mouse
prototype
in
1963. It took almost 30 years for the mouse to reach a mass
audience and be used as an
effective interface tool with
millions of computers.
Inventions -
Proof of Concept.
The first packet-switched network, the
ARPANET, was launched in 1969. It took about 30 years for
Internet access to be widely adopted by American consumers.
The first
multi-touch computing display was introduced in 1984, but it
took 23 years for the first high-profile multitouch product, the
iPhone, to reach the market in 2007. And it took a few more
years, with the introduction of Android in 2008 and the iPad in
2010, for
multi-touch computing to become a ubiquitous standard
for mobile computing.
Touchscreen.
Charles Babbage was an English polymath in the 1800's. A
mathematician, philosopher, inventor and mechanical engineer, Babbage is
best remembered for
originating the concept of a
programmable computer.
Alan Turing
1950.
Computer History
-
A Long Slow Sequence of Invention and Discovery
Structural Biochemistry - Mental Inertia in the Biological Sciences
(wiki-books)
Pace of
Innovation is the speed at which technological innovation or
advancement is occurring, with the most apparent instances being too slow
or too rapid. Both these rates of innovation are extreme and therefore
have effects on the people that get to use this technology. The
factors that cause rapid pace of innovations include lack of trial and
error, technological momentum, ease of entry into a field. Innovators
usually do not have the burden of proof, thus regulatory agencies have to
prove that the technology has negative effects. Slow pace of innovation is
caused by, but not limited to, lack of monetary funding, conflict of
interests between the innovators and other factions such as the consumers,
and technological momentum of competing technologies which make the
use of new innovations difficult. Different technologies require different
paces of innovation, therefore it is important to note that the
appropriate pace of innovation depends on the context.
Monopolies and Corruption Impede
Advancements.
Diffusion of
Innovations is a theory that seeks to explain how, why, and
at
what rate new ideas and technology spread. The key elements
in diffusion research are:
Innovation is a broad category,
relative to the current knowledge of the analyzed unit. Any idea,
practice, or object that is perceived as new by an individual or other
unit of adoption could be considered an innovation available for
study.
Adopters are the minimal unit of analysis. In most
studies, adopters are individuals, but can also be organizations
(businesses, schools, hospitals, etc.), clusters within social
networks, or countries.
Communication channels. Diffusion, by
definition, takes place among people or organizations. Communication
channels allow the transfer of information from one unit to the other.
Communication patterns or capabilities must be established between
parties as a minimum for diffusion to occur.
Time. The passage of time
is necessary for innovations to be adopted; they are rarely adopted
instantaneously. In fact, in the Ryan and Gross (1943) study on hybrid
corn adoption, adoption occurred over more than ten years, and most
farmers only dedicated a fraction on their fields to the new corn in the
first years after adoption.
Social system is the
combination of external influences (mass media, surfactants,
organizational or governmental mandates) and internal influences
(strong and weak social relationships, distance from opinion leaders).
There are many roles in a social system, and their combination represents
the total influences on a potential adopter.
Diffusion in business is the process by which a
new idea or new product
is accepted by the market. The rate of diffusion
is the speed with which the
new idea spreads from one
consumer to the next. Adoption (the reciprocal process as viewed from a
consumer perspective rather than distributor) is similar to diffusion
except that it deals with the psychological processes an individual goes
through, rather than an aggregate market process. In economics it is more
often named "technological change".
There are
several theories that purport to explain the mechanics of diffusion:
The two-step hypothesis – information and acceptance flows, via the media,
first to opinion leaders, then to the general population. The trickle-down
effect – products tend to be expensive at first, and therefore only
accessible to the wealthy social strata – in time they become less
expensive and are diffused to lower and lower strata. The Everett Rogers
Diffusion of innovations theory – for any given product category, there
are five categories of product adopters: Innovators – venturesome,
educated, multiple info sources; Early adopters – social leaders, popular,
educated; Early majority – deliberate, many informal social contacts; Late
majority – skeptical, traditional, lower socio-economic status; Laggards –
neighbours and friends are main info sources, fear of debt. Crossing the
Chasm model developed by Geoffrey Moore – This model overlays the Everett
Rogers' adoption curve with a 'chasm'. According to Moore, the marketer
should focus on one group of customers at a time, using each group as a
base for marketing to the next group. The most difficult step is making
the transition between visionaries (early adopters) and pragmatists (early
majority). This is the chasm that he refers to. Technologies or products
that cannot cross this chasm will die or remain niche. If successful, a
firm can create a bandwagon effect in which the momentum builds and the
product becomes ubiquitous. Technology driven models – These are
particularly relevant to software diffusion. The rate of acceptance of
technology is determined by factors such as ease of use and usefulness.
According to Everett M. Rogers, the rate of diffusion is influenced by:
The product's perceived
advantage or benefit. Riskiness of purchase. Ease of product use –
complexity of the product.
Immediacy of benefits. Observability. Trialability.
Price. Extent of behavioural
changes required. Return on investment in the case of industrial products.
Models - There are several types of
diffusion rate models: Penetration models – use test market data to
develop acceptance equations of expected sales volume as a function of
time. Three examples of penetration models are: Bass trial only model.
Bass declining trial model. Fourt and Woodlock model. Trial/Repeat models
– number of repeat buyers is a function of the number of trial buyers.
Deterministic models – assess number of buyers at various states of
acceptance – later states are determined from calculations to previous
states. Stochastic models – recognize that many elements of the diffusion
process are unknown but explicitly incorporate probabilistic terms.
Technology Readiness Level are a method of
estimating technology
maturity of Critical Technology Elements (CTE) of a program during the
acquisition process. They are determined during a Technology Readiness
Assessment (TRA) that examines program concepts, technology requirements,
and demonstrated technology capabilities. TRL are based on a scale from 1
to 9 with 9 being the most mature technology. The use of TRLs enables
consistent, uniform discussions of technical maturity across different
types of technology.
Level 0: Idea. Unproven Concept, no testing
has been performed.
Level 1: Basic Research. Principles postulated and
observed but no experimental proof available. (similar ideas may
already be in use? what was the feedback?).
Level 2: Technology
Formulation. Concept application have been formulated.
Level 3: Applied
Research. First laboratory tests completed. Proof of concept.
Level 4:
Small Scale Prototype built in laboratory environment (crude prototype).
Level 5: Large Scale Prototype. Tested in Intended Environment.
Level
6: Prototype System tested in intended environment close to expected
performance.
Level 7: Demonstration System operating in operational
environment at pre-commercial scale.
Level 8: First of a kind
commercial system. Manufacturing issues solved.
Level 9: Full
commercial application, technology available for consumers.
Technology Adoption Life Cycle is a sociological model that describes
the adoption or
acceptance of a new product or innovation, according to
the demographic and psychological characteristics of defined adopter
groups. The process of adoption over time is typically illustrated as a
classical normal distribution or "bell curve". The model indicates that
the first group of people to use a new product is called "innovators",
followed by "early adopters". Next come the early majority and late
majority, and the last group to eventually adopt a product are called "phobics."
Phobics use the cloud without knowing they are doing. The demographic and
psychological (or "psychographic") profiles of each adoption group were
originally specified by the North Central Rural Sociology Committee,
Subcommittee for the Study of the Diffusion of Farm Practices, by
agricultural researchers Beal and Bohlen in 1957. The report summarized
the categories as: innovators – had larger farms, were more educated, more
prosperous and more risk-oriented. Early adopters – younger, more
educated, tended to be community leaders, less prosperous early majority –
more conservative but open to new ideas, active in community and influence
to neighbors. Late majority – older, less educated, fairly conservative
and less socially active. Laggards – very conservative, had small farms
and capital, oldest and least educated. The model has subsequently been
adapted for many areas of technology adoption in the late 20th century.
Five Stages of the Adoption Process Stage: Knowledge. The individual is first exposed to
an innovation, but lacks information about the innovation. During this
stage the individual has not yet been inspired to find out more
information about the innovation.
Persuasion. The individual is
interested in the innovation and actively seeks related
information/details.
Decision. The individual takes the concept of the
change and weighs the advantages/disadvantages of using the innovation
and decides whether to adopt or reject the innovation. Due to the
individualistic nature of this stage, Rogers notes that it is the most
difficult stage on which to acquire empirical evidence.
Implementation.
The individual employs the innovation to a varying degree depending on
the situation. During this stage the individual also determines the
usefulness of the innovation and may search for further information about
it.
Confirmation. The individual finalizes his/her decision to continue
using the innovation. This stage is both intrapersonal (may cause
cognitive dissonance) and interpersonal, confirmation the group has
made the right decision.
Adopter category:
Innovators are willing to take risks, have the highest social status,
have financial liquidity, are social and have closest contact to
scientific sources and interaction with other innovators. Their risk
tolerance allows them to adopt technologies that may ultimately fail.
Financial resources help absorb these failures.
Early adopters.
These individuals have the highest degree of opinion leadership among
the adopter categories. Early adopters have a higher social status,
financial liquidity, advanced education and are more socially forward than
late adopters. They are more discreet in adoption choices than
innovators. They use judicious choice of adoption to help them
maintain a central communication position.
Early Majority. They
adopt an innovation after a varying degree of time that is
significantly longer than the innovators and early adopters. Early
Majority have above average social status, contact with early adopters
and seldom hold positions of opinion leadership in a system (Rogers
1962, p. 283).
Late Majority. They adopt an innovation after the average
participant. These individuals approach an innovation with a high
degree of skepticism and after the majority of society has adopted the
innovation. Late Majority are typically skeptical about an innovation,
have below average social status, little financial liquidity, in
contact with others in late majority and early majority and little
opinion leadership.
Laggards. They are the last to adopt an innovation.
Unlike some of the previous categories, individuals in this category
show little to no opinion leadership. These individuals typically have
an aversion to change-agents. Laggards typically tend to be focused on
"traditions", lowest social status, lowest financial liquidity, oldest
among adopters, and in contact with only family and close friends.
New discoveries are often not immediately made when new technologies,
knowledge, or techniques become available. They are often delayed as a
result of mental inertia. Mental inertia is defined as the
basis that prevents a
scientist from taking the most productive steps and the most adaptive
reasoning available with the current level of scientific methods,
approaches and techniques. In other words, mental inertia is basically
simple ideas that scientists overlook because they do not think the idea
warrants investigation. The scientist is often either unaware of these
reasons or they believe that they are using the most productive
experimental approaches. A scientist would readily change their reasoning
if it was brought to his attention that the selected reasoning was wrong.
Therefore, intentional repositioning, does not qualify as mental inertia.
Just because things were discovered in
history, that does not mean that everyone alive at that time knew about
that discovery. And today, just because things are being discovered
everyday, this does not mean that everyone knows about these particular
discoveries, and even if they did know, this does not mean that people
fully understand the meaning of this new discovery. Though we have been
alive for years,
we literally just got here,
and everyone knows very little, which is a major problem, because
no life form can survive with
disseminating information that it learns from its existence.
Internet Meme
-
Art Types
Virtual Reality History; 1838 – Stereoscopic photos & viewers.(Charles
Wheatstone). 1939 : The View-Master (William Gruber). 1849 : The
lenticular stereoscope (David Brewster). 1929 – Link Trainer The First
Flight Simulator. 1930s – Science fiction story by science fiction
writer Stanley G. Weinbaum predicted VR. 1950s – Morton Heilig’s
Sensorama. 1960 – The first VR Head Mounted Display. 1961 Headsight
– First motion tracking HMD. 1965 – The Ultimate display by Ivan
Sutherland. 1966 – Furness’ Flight Sim. 1968 – Sword of Damocles.
Ivan Sutherland and his student Bob Sproull created the first VR / AR head
mounted display (Sword of Damocles) that was connected to a computer and
not a camera. 1969 – Artificial Reality. Myron Kruegere a virtual
reality computer artist developed a series of experiences which he termed
“artificial reality” in which he developed computer-generated environments
that responded to the people in it. 1972 – GE Builds a Digital Flight
Sim. 1975 – Krueger’s VIDEOPLACE. 1977 – The MIT Movie Map. 1979
– The McDonnel-Douglas HMD. 1982 – Sayre Gloves. 1985 – VPL Research
is Founded. 1986 – Furness Invents the Super Cockpit. 1987 – Virtual
reality the name was born, coined in 1987 by Jaron Lanier. 1989 – NASA
Gets Into VR. 1991 – Virtuality Group Arcade Machines. 1991 –
Medina’s VR Mars Rover. 1992 – The Lawnmower Man. 1993 – SEGA
announce new VR glasses. 1994 – The Sega VR-1. 1995 – Nintendo
Virtual Boy. 1997 – Landmark VR PTSD Treatment. 1999 – The Matrix.
2007 – Google Brings Us Street View. 2010 – Street View Goes 3D and the
Oculus is Prototyped. 2012 – The Oculus Kickstarter. 2014 – Facebook
Buys Oculus and Sony Announced their VR Project.
Innatism
is
a doctrine that holds that the
mind is born with ideas/knowledge, and that
therefore the mind is not a "blank slate" at birth.
Ephemera
is
lasting only one day, short-lived. Transitory written or printed matter not meant to be retained
or preserved.
"A
supermind will emerge that will produce ideas that are no longer comprehensible to the
individual man."
"Fantasizing and Dreaming does not move you forward, only
Learning followed by Actions move you forward."
Winning is not the same as being
Lucky, or Losing when nothing is lost....
What would you rather have:
something that you wished for? something happening unexpected?
or something that you worked for?
Making something happen is a lot
better then just waiting for something to happen, even if you
make a mistake, at least the wait is over, and you can now move
on, and explore other possibilities, instead of just hoping for
that one thing to happen all on its own.
You will have a lot of ideas growing up, and most of the
ideas that you have in life will never pan out. To have a really great
idea you need vision, foresight and
the willingness to do most of the
work. Having an idea is the easy part, bringing your idea to life is the
hard part.
Deciding which idea you think will be a great one is
sometimes all about luck. Being in the right place at the right time.
"An idea is the beginning of an incredible journey, where our
imagination can take us
places way beyond our physical self."
"Entrepreneurs do more then anyone thinks possible with less
than anyone thinks possible."
Problem Solving
"Believe you can and you're halfway there."
Inspiring Quotes
"The best way to predict the future is to invent it."
“Sometimes it’s the people that no
one imagines anything of, who end up doing the things that no
one can imagine.”
"The best way to be involved with life is to do something that
the world needs."
"A common mistake that people make when trying to design
something completely
fool proof is to underestimate the ingenuity
of complete fools." -
Douglas Adams
"Ninety percent of the greatest inventions in the world did not
come from geniuses, they came from regular people searching for
answers. Besides, all geniuses
Stand on the Shoulders of Giants, just like the rest of us."
"Two of the reasons why people never pursue ideas. The first
comes from never trying out your ideas because you are afraid,
the second, you are waiting for the perfect time."
Everything leading up to this point
was a combination of many ideas, and these ideas created and
sparked even more new ideas, and then all these ideas and
observations together ultimately lead me to a point of action,
which was to organize and disseminate information and
knowledge...I believe the action was always there, it just took
me a while to figure it out and to discover it.
Juxtaposition is the act or
placement of two things
or abstract
concepts near each other.
A side-by-side position.
We have experimented with a lot of
different things in this world and we have tried a lot of
different ideas.
It's time to choose the best and let go of the rest.
Our world has been a testing ground for our mistakes. But we have
learned many things, so it's time to put them into practice and
stop the abuse and waste. Ignorant
Gimmicks that have no practical purpose are mostly targeted
at children and ignorant consumers who believe that this new toy will
make them more productive.
A Corporate Lie and a Costly
Con Game.
Patents and Copyrights
Knowledge Spillover is an
exchange of ideas among
individuals. In knowledge management economics, knowledge spillovers
are non-rival knowledge market costs incurred by a party not agreeing to
assume the costs that has a spillover effect of stimulating technological
improvements in a neighbor through one's own innovation. Such innovations
often come from specialization within an industry.
How to Write and Pitch an Idea for a TV Show (wikihow)
"In this revolution, research has become central, it also
becomes more formalized, complex, and costly. A steadily
increasing share is conducted for, by, or at the direction of,
the Federal government.
Today, the solitary inventor, tinkering in his shop, has been
overshadowed by task forces of scientists in laboratories and
testing fields. In the same fashion, the free university,
historically the fountainhead of free ideas and scientific
discovery, has experienced a revolution in the conduct of
research. Partly because of the huge costs involved, a
government contract becomes virtually a substitute for
intellectual curiosity. For every old blackboard there are now
hundreds of new electronic computers.
The prospect of domination of the nation's scholars by Federal
employment, project allocations, and the power of money is ever
present – and is gravely to be regarded.
Yet, in holding scientific research and discovery in respect, as
we should, we must also be alert to the equal and opposite
danger that public policy could itself become the captive of a
scientific-technological elite." ~
Dwight D. Eisenhower.
"I have always found that there is always something of value
within a
mistake. Even if something
turns out to be a bad idea or if things end up transmitting the
wrong message or end up transmitting misinformation or end up
having negative effects. So don't ever
throw something away or ignore something until you have examined
it for anything useful. There might be that one word or that one
piece that ends up having some kind of value, something that can
be used someplace else where it was never intended to be used.
This is what makes innovation so surprising sometimes. Ideas
sometimes come from the strangest places where you least expect
it. So there are many different ways that we can learn from our
mistakes. So don't ever regret making mistakes, because we can
always learn something.
Cuba's DIY
Inventions from 30 Years of Isolation (youtube) - Technological
Disobedience.
Leapfrogging is to surpass or overtake another to move into a leading
or dominant position. An advancement that is a big step forward. Making
many steps that leap beyond the first prototype, making the new idea seem
ahead of it's time and futuristic. Small and incremental innovations lead the dominant firm
to stay ahead. However, sometimes, radical innovations will permit to new
firms to leapfrog the ancient and dominant firm. The phenomenon can occur
to firms but also to leadership of countries, or cities.
Technology
Revolution.
I Have a Feeling that this Already Happened Before
Did you ever get that feeling that you have
just thought
of something that
no one else has ever thought of before?
When someone says "this has never been done before", it probably was done
before, just not in the exact same way. It's new to you because it was
forgotten because
something's can take a long time
to come into being. And don't forget that
everyone stands on the
shoulders of giants.
Vujade is like nothing you have ever
seen
or felt before. It's when something or somewhere that should be familiar
is suddenly very different.
Memory Flaws.
Jamais
vu means "never seen", the phenomenon of experiencing a situation that
one recognizes in some fashion, but that, nonetheless, seems very
unfamiliar.
Vujá dé is a propensity for discovering something new in something you've already
seen a million times before.
vu jàdé is
noticing something for the first time that has been there all along; the
realization that you've been unaware of something you should have noticed
a long time ago.
vuja de is derived
from deja vu, the phenomenon where an event happens and you feel that it
has happened before or that you dreamed/predicted/instinctually.
Déjà vu
is the feeling of having "already lived through" something, a feeling of
familiarity. The phenomenon of having the strong sensation that an event
or experience currently being experienced has
already been experienced in
the past.
It really doesn't matter if someone has already thought of your
idea, or has spoken of your idea before, the question is, has
anyone put the idea into action, and if so, what did they learn? Welcome to Basic Knowledge 101. I know that someone has already
thought of doing this, it's just that
I decided to put that idea
into action. And here's what I have learned,
I have only just begun.
Inventions that Changed the world - 41 of the Greatest Innovations
so far..
by Ryan Allis
1.
Fire
(400,000
BCE) The controlled use of fire was an invention in
the early
stone age, with some of the earliest evidence dating
back to hundreds of thousands of years ago. It’s not exactly
certain when
fire was first being used by humans, but most
research puts it somewhere between 200,000 and 600,000 years
ago.
2.
Language (100,000 BCE) True semantic, phonetic language
was first being used around 100,000 BCE, making it a lot easier
to pass on how-to knowledge from generation to generation and
speeding the spread of
innovation.
Humans first wear
clothes
around 25,000– 50,000 BCE.
3.
Trade and Specialization (17,000 BCE) In Chapter 2 of the
book The Rational Optimist, author Matt Ridley highlights just
how important specialization and trade has been to our
advancement as humans. Matt gives the example of two early
humans Oz and Adam. Oz focuses on getting really good at
catching fish and Adam focuses on getting really good at making
fish hooks, and then they trade as needed for both to benefit.
The first known instance of humans trading with other humans
comes from New Guinea around 17,000 BCE, where locals exchanged
obsidian, a black volcanic glass used to make hunting
arrowheads, for other
needed goods. By 3,000 BCE, trade routes across Asia and the
Middle East developed, followed the domestication of the camel
and the creation of the trade caravan.
Trading merchants, who
purchased goods up front and held the inventory as they
transported it were, of course, the original entrepreneurs.
Entrepreneurs rearrange land, labor, goods, and capital to
enable the sum of the outputs to have high value than the sum of
the inputs.
4.
Farming
(15,000 BCE) Around 15,000 BCE (about 17,000 years ago), the
first animal domestication began taking place, and around 10,000
BCE, the first domestication of plants. This step was critical
for the advancement of the human species. Instead of having to
be a nomadic species that continually moved around seeking new
places to hunt and to gather, we could stay in one place. This
allowed us to start to form
communities and cities (the basis
for civilizations), which have been critical in the development
of human knowledge. Around 12,000 BCE,
food preservation began
as civilizations in the Middle East extended the life of their
foods through drying them in the sun. With the ability keep food
edible beyond the time that it would naturally go bad, and store
it for the future, time and energy were made available to work
on other things besides simply farming, hunting, and gathering,
enabling a great advance in our ability to specialize and
trade.
With greater specialization and trade came a substantial
increase in the variety of
tools and goods available.
5.
The
Ship (4000 BCE) Around 4,000 BCE, the ancient Egyptians
were making
wooden sailboats and around 1200 BCE the Phoenicians
and the Greeks began to make even bigger sailing ships. The
advent of the ship was a huge step forward from humanity because
it was one of the first forms of
transport that enabled commerce
to begin happening between different parts of the world.
Boating.
6.
The Wheel (3400 BCE) The next significant step in the
history of innovation came with the creation of the wheel,
sometime between 3300 and 3500 BCE We know this thanks to the
discovery in southern Poland of the earliest known depiction of
a wheeled vehicle on a clay pot.
7.
Money (3000 BCE) The next critically important innovation
that contributed to the development of a strong human
civilization was money. Around 3000 BCE, the Sumerians were one
of the first societies (if not the first) to begin using money
to help the ease of commerce and exchanging of goods, replacing
the
barter system.
8.
Iron, (3000 BCE) The whole science of metallurgy began
around 4400 BCE when human civilizations began to use copper and
silver, and soon thereafter we figured out how to merge copper
and tin to form bronze. Around 3000 BCE we found an even
stronger substance called
iron, which gave rise to a new age of
human history.
9.
Written Language (2900 BCE,
and earlier) Although language had been
around for tens of thousands of years, the invention of written
language was extremely important because it made written records
and numerical calculations possible. The first recorded written
language was
Sumerian cuneiform, which started around 2900 BCE.
Soap
formula was written on a Babylonian clay tablet around 2200 BCf,
consisting of water, alkali, and cassia oil. The Ebers papyrus. Egypt
in1550 BC indicates the ancient Egyptians bathed regularly and combined
animal and vegetable oils with alkaline salts to create a soap-like
substance.
First Computer.
10.
The Legal System (1780 BCE) Hammurabi, the
sixth king of
Babylon, was one of the first to write down a
formalized code of laws. He created a structure that enabled his
people to understand what the societal norms were. Other
examples include the
Egyptian Book of the Dead, the
Ten
Commandments, the
Twelve Tables of Rome, and the
Book of
Leviticus—early legal systems that enabled society to tackle
dispute resolution at a lower cost and create an understanding
of what the norms are. These systems helped create amazing
advancement in our ability to conduct commerce in a frictionless
environment.
11.
The Alphabet (1050 BCE) The first “true alphabet”
(containing vowels as well as consonants) was created by the
Phoenicians around 1050 BCE. Many modern alphabets evolved from
the
Phoenician alphabet.
The
Battery.
12.
Steel (650 BCE) – Steel is a compound, an alloy between
iron
and carbon, and one of the strongest substances we know. The
earliest known production of steel is a piece of ironware
excavated in Western Asia that is about 4,000 years old. The
Spartans used steel extensively around 650 BCE, as did the
Chinese from 400 BCE, and the Romans.
13.
Water
Power (200 BCE) The next great innovation, around 200 BCE,
was water power—first used in the Fertile Crescent area in the
Middle East. This breakthrough enabled enormous transformations
in our ability as a species to harness power, and water power
continued to be used into the nineteenth century, when
water-powered mills were still common in England and New
England.
Archimedes was an Ancient Greek mathematician, physicist, engineer,
inventor, and astronomer who lived from 287 BC – c. 212 BC.
14.
Paper (105) Moving into the common era (CE)
calendar, we
saw the creation of paper, which was first used by the Chinese
in around the year 105. Around the sixteenth century, wood pulp
paper became more widely used, replacing rag paper. With
wood
paper, knowledge could spread much more easily. In
100 AD Clear
Glass was made through the introduction of manganese dioxide, by glass
blowers in Alexandria circa 100 AD, the Romans began to use glass for
architectural purposes.
15.
Movable
Type (1040) Advancing about 900 years, we had the creation
of movable type. While many people think that movable type began
in
1436 with
Gutenberg’s
Printing Press, it actually goes back
to imperial China in year
1040. Later, when Gutenberg invented
his press, he was able to use special inks and tin, lead, and
antimony to
mass-produce books and get content to the educated
folks of Europe in fifteenth century.
Scientific Revolution is a concept used by historians to describe the
emergence of modern science during the early modern period, when
developments in mathematics, physics, astronomy, biology (including human
anatomy) and chemistry transformed the views of society about nature.
16.
The Microscope (1592) The microscope was an extremely
important invention that has led to the more recent
breakthroughs in the understanding of
nanotechnology and the
understanding of
atomic structure. Back in 1592, Dutch spectacle
makers Zacharias and Hans, a father and son team, discovered
that nearby objects appeared greatly enlarged when looking
through a specially shaped lens, creating the first known
microscope.
17.
Electricity (1600) Going forward to 1600, English
scientist William Gilbert coined the term electricity, which
originated from the Greek word for amber. Later, in 1752, Ben
Franklin showed that lightning and the spark from amber were one
and the same substance: electricity.
18.
The Telescope (1608) Hans Lippershey created a
convex lens and concave eyepiece that enabled the creation of
the telescope. The next year, Galileo Galilei built on these
early designs to create a much more powerful telescope that
enabled us to truly see the heavens and understand our place in
the
universe.
19.
The Engine (1712) The
steam engine was first invented by
Thomas Newcomen in 1712 building on the ideas on Denis Papin and
Thomas Savery. Steam power was tremendously important to the
development of seafaring navigation and to powering the
machinery that drove the industrial revolution. The
internal
combustion engine followed, first made commercially successful
by Etienne Lenoir in 1858.
Two-Stroke
Engine -
Part
1. First Attempt at Making an Internal Combustion Engine (youtube).
Windows made of Glass became common in
ordinary homes only in the early
17th century
whereas windows made up of panes of flattened animal horn were used
as early as the 14th century. In the 19th century American west, greased
paper windows came to be used by itinerant groups. Modern-style
floor-to-ceiling windows became possible only after the industrial plate
glass making processes were fully perfected.
20.
The Light Bulb (1800) Humphry Davy, an English
scientist, created the first light bulb. It was improved in 1879
by Thomas Edison, who discovered that a certain type of carbon
filament, when placed in bulb without oxygen, could glow for 40
hours. Later on, Edison would create a bulb that could
last for
over 1,500 hours—a tremendous advancement in our ability as a
society to be able to do things even after the sun has set.
LED's
21.
The Telegraph (1809) the first crude
telegraph
was invented in Bavaria by Samuel Soemmering, and in 1828 the
first
telegraph in the United States was invented by Harrison
Dyer. It was, of course, Samuel Morse, creator of the
Morse
code, who invented the telegraph communication system that ended
up succeeding commercially.
22.
The Electromagnet (1825) the electric magnet was
discovered by British inventor William Sturgeon. His first
magnet was an iron horseshoe wrapped with copper wire. When he
passed an electric current through the wire, the 7 oz. horseshoe
became a magnet and current life nine pounds. Electromagnets
went on to be used in
motors, generators,
loudspeakers,
hard
drives, MRI machines, and
particle accelerators.
Mirrors were invented
in
1835. The silvered-glass mirrors found
throughout the world today first got their start in Germany almost 200
years ago. German chemist Justus von Liebig developed a process for
applying a thin layer of metallic silver to one side of a pane of clear
glass.
23.
Petroleum (1859) petroleum was discovered. The
first natural gas well was created in Ohio and the first oil
well was created and the first oil refined in Pennsylvania.
Petroleum was one of the most efficient substances in terms of
the amount of
energy that could be expended per ounce of liquid when burned.
The discovery of petroleum, of course, led to the gas-powered
car half a century later as well as a substantial increase of
carbon dioxide in the atmosphere.
Screw Tops.
24.
The Telephone (1860) the telephone was invented
by
Johann Philipp Reis. He was the first to produce a
functioning electromagnetic device that could transmit
understandable sounds. Sixteen years later,
Alexander Graham
Bell received the first patent for telephones and invented the
first commercially successful telephone.
25.
The
Vacuum Tube (1883) Thomas Edison discovered that
an
electrical current doesn’t need a wire through which to
move—it could actually travel through gas or a vacuum. In 1893,
ten years later, Lee De Forest invented the Audion, which could
control the flow of and amplify the current—an innovation that
became critically important to telecommunication later on in the
twentieth century.
Toilet Paper for hygiene purposes has been recorded in China in the
6th century AD, with specifically manufactured toilet paper being
mass-produced in the 14th century. Modern commercial toilet paper
originated in the 19th century, with a patent for roll-based dispensers
being made in 1883.
26.
Bicycle (1885)
John Kemp Starley is widely considered the inventor of the modern
Bicycle, and also originator of the name Rover. In 1885 Starley made
history when he produced the Rover Safety Bicycle. – a rear-wheel-drive,
chain-driven cycle with two similar-sized wheels, making it more stable
than the previous high wheeler designs. English inventor and industrialist
(1854–1901).
27.
Semiconductors (1896) the first semiconductors
were discovered. A semiconductor is simply material that has
electrical conductivity due to flowing electrons. Today, silicon
serves as the main component for most commercially produced
semiconductors. Germanium, gallium, arsenide, and silicon
carbide can also be used but silicon is more common (which is
the main reason that the area between San Francisco and San Jose
is called Silicon Valley.) Jagadish Chandra Bose was the first
to apply semiconductors for commercial purposes around 1896.
28.
Penicillin (1896) the French medical student
Ernest Duchesne originally discovered the
antibiotic properties
of Penicillium, however his research went mostly unnoticed. It
took until 1928 for Scottish biologist Alexander Fleming to
re-discovered penicillin. Penicillin enabling doctors to fight
bacterial infections, save lives, and cure syphilis, gangrene
and tuberculosis.
29.
The Radio (1897) The next great invention was the radio.
In 1897, Nikolai Tesla applied for and received the first radio
system patent after demonstrating it the year before at the
World’s Fair. Radio took advantage of the amazing invisible
parts of the
electromagnetic spectrum to transmit information through waves.
Today, we take it for granted that signals can travel invisibly
through the air, but 130 years ago it was quite radical to
demonstrate that there were things that we could not see that
were still real. In fact, the visible part of the
electromagnetic spectrum is only a very small fraction. From the
studies of the electromagnetic spectrum now know that there are
gamma waves and x waves and radio and television, which have
revolutionized human communication globally.
30.
The Electron (1897) That same year, 1897, J. Thomson
discovered the electron. An electron is a negatively charged
subatomic particle and it’s the primary carrier of electricity,
which of course has revolutionized the world in the last 115
years.
31.
Quantum Physics (1900) The history of quantum physics is
quite fascinating. It began with a number of discoveries going
back all the way to 1838 with Michael Faraday’s discovery of
cathode ray tube, and included 1887’s discovery by Heinrich
Hertz of the photoelectric effect. But the real beginning of
quantum physics was arguably in 1900 with Max Planck’s quantum
hypothesis: that any energy-radiating atomic system can be
divided into individual energy elements. Using that research in
1905, Albert Einstein theorized and later proved that
light is
made up of individual quantum particles which were later termed
photons by Gilbert Lewis.
32.
The Airplane (1903) We saw the invention of the
airplane by the Wright brothers, Orville and Wilbur, on the
North Carolina coast with the first successful flight of a
manned machine occurring on December 17.
33.
Television (1926) The creation of television happened in
1926, but there were many inventions that led up to it,
including the discovery of the
photoconductivity of selenium in
1873 by Willoughby Smith and the 1884 invention of the scanning
disk by Paul Nipkow. It was John Logie Baird who created the
first televised moving images in 1926. Ten years later, the
British Broadcasting Corporation (BBC) broadcast the first
public television show.
34.
The
Transistor (1947) We saw the creation of the transistor.
A transistor is a device that’s used to amplify and switch
electronic signals. It’s extremely important in the ability to
exchange information over a distance. Once we could amplify
electronic signals we could have
global telecommunications. In
1906, Lee De Forest had developed the triode in a vacuum tube
that could amplify signals, which had helped overseas telephone
calls be made for the first time, but it was in 1947 at AT&T
that Bill Shankly and his team created the first semiconductor
transistor. Of course, it was Bill Shankly who later founded
Shankly Semiconductor, out of which Fairchild Semiconductor and
later Intel were born.
35.
DNA (1953) James Watson and Francis Crick
discovered DNA while working at Cambridge University. The duo
suggested that the correct model for DNA structure was the
double helix model and famously walked into a local pub and
exclaimed, “We have found the secret of life.”
1955, on
July 17th,
Disneyland was the
first theme park.
Walt
Disney (December 5, 1901 – December 15, 1966). In 1965 Walt began
development of another theme park,
Walt Disney World.
Epcot -
Experimental Prototype Community Of Tomorrow (opened October 1, 1982)
EPCOT (concept) was one of the first
Futuristic City Designs.
Walt Disney Imagineering -
Great Big Beautiful
Tomorrow: The Futurism of Walt Disney (youtube)
36.
The Integrated Circuit (1959) we saw the creation
and discovery of the integrated circuit. Integrated circuits
allow engineers to fit a lot more transistors, resistors, and
capacitors in a smaller area. It was Jack Kilby of Texas
Instruments and
Robert Noyce of Fairchild Semiconductor, along with their teams,
who created the first integrated circuits in 1959. All
computers
eventually ended up using integrated circuits, which later
developed into microprocessors.
37.
The
Internet (1969) we saw the creation of the early
Internet, called the
ARPANET, which was built by the United
States Department of Defense Advanced Research Projects Agency
(then called ARPA, today called DARPA) to connect researchers at
different locations. The ARPANET delivered its first message on
October 29, 1969 between UCLA and Stanford. The first message
was simply the word “log in.” The message crashed the network
and only the first two letters, L and O, made it through. By the
end of 1969, four computers were connected to the ARPANET. By
the 1980s, the ARPANET had turned into a global network that was
used to send files and data from one computer to another. But it
took until 1991 for the creation of the
Hypertext Transfer
Protocol (HTTP) by Tim Berners-Lee, which enabled the creation
of a web of
hyperlink documents. The
World Wide Web became a
communication tool that formed a constantly updating record of
human knowledge and expression. A year later, in 1992,
researchers of the University of Illinois developed a
browser
that created a user-friendly way to view the World Wide Web.
Initially called
Mosaic, that first browser turned into the
company and product Netscape, which revolutionized the ability
of individuals to access information globally.
38.
Microprocessors (1971) Ted Hoff of Intel created
the microprocessor, which was an
integrated circuit. It had all
the functions of the computer or a central processing unit (CPU)
on it, in a tiny space. The first chip was called the Intel
4004. It had 2300 transistors on it. It had as much power in one
single chip as the
ENIAC supercomputer, a 30-ton computer built
in 1946. The microprocessor led to the miniaturization and the
creation of the PC industry in the late 1970s, 1980s, and 1990s,
which enables us to have a supercomputer in our pockets today,
connected to the global Internet–an amazingly important
invention in human history that happened only a little more than
four decades ago.
39.
The Mobile
Phone (1973) Motorola launched the first handheld
mobile phone. The first prototype weighed 2.5 pounds, offered 30
minutes of talk time, and featured a battery that took ten hours
to recharge.
40.
The
Smartphone (2007) On January 9, the iPhone launched,
the first widely available smartphone with multi-touch
capabilities (the ability to detect two fingers at once,
enabling more complex user interactions such as pinch-to-zoom).
The lowly telephone had turned into a cloud-connected smartphone
with built-in GPS, compass, voice recorder, camera, maps, and
web browser with an app store that allowed the user to download
from a selection of millions of specialty applications. The multitouch smartphone paved the way for the tablet and the
coming convergence of the laptop/tablet/and smartphone and new
hybrids such as cloud-connected glasses and smartwatches. A
world with smartphones with sufficient processing power and
memory to be used as full-featured computers connected via
docking stations to flexible frame monitors with hand gesture
inputs and a projected keypad was soon approaching.
41.
The Quantum Computer (2011) The last step in our brief
history of innovation is the quantum computer. In 2011, the
first quantum computer was brought to market by D-wave. It was
called the Dwave One. Quantum computers use superposition and
entanglement to solve some computing problems thousands of times
faster than traditional computers. In May 2013 Google announced
it was purchasing a D-wave Two quantum computer to be hosted at
the Quantum Artificial Research Lab at the NASA Ames Research
Center in Mountain View, CA.
One
Person can make all the Difference..even knowing that no one does
it totally all by themselves..
Batons
Threaded Screw-Top
for Bottles and Jars -
John Landis Mason (1832 in Vineland, New Jersey – February 26, 1902),
was an American tinsmith and the patentee of the metal screw-on lid for
antique fruit jars that have come to be known as Mason jars. Many such
jars were printed with the line "Mason's Patent Nov 30th 1858". He also
invented the first screw top salt shaker in 1858.
In 1858, Mason invented a square-shouldered jar with threaded screw-top,
matching lid, and rubber ring for an airtight seal – the Mason jar. Until
the 1830s, long before refrigeration and hothouse gardens, many fruits and
vegetables had been available only seasonally, but the recent development
of jars had made canning a practical alternative to drying,
pickling, or smoking to
preserve food. Prior to
Mason's innovation, jars had a flat, un-threaded top, across which a tin
flat lid was laid and sealed with wax. It was messy, unreliable, and
unsafe – if the wax was not applied properly it allowed deadly bacteria to
thrive in the jar. Mason's easy and re-usable jars made home canning
procedure's popular among American settlers, homesteaders, and even in
urban homes, but most Mason jars were manufactured by competitors after
his patent expired in 1879. His invention never made Mason rich – he was
later accused (but not convicted) of having his home burned to obtain an
insurance windfall, and he worked for many years as an accountant at
Colonial Bond and Guaranty Company. He was married and had six daughters.
He died in poverty in a tenement house in New York City in 1902.
Some Inventions take a long time before they are fully utilized and their
value understood.
Historic Inventions Timeline (wiki)
Timeline of United States inventions (wiki)
Top 10
Inventions of All Time (youtube)
List of Inventors (wiki)
List of Prolific Inventors (wiki)
Yoshiro Nakamatsu (wiki)
Lists
of Accomplishments
Top 50National
Collegiate Inventors and Innovators Alliance | NCIIA
Innovation Fellows
5
Brilliant Scientific Accidents Golden Mole Award (youtube)
Invention Awards (wiki)
Universe Timeline (one of
the very first inventions)
Corporate Takeover of America
Timeline
Corporate
Takeover of America's Education System
History (Historical
Knowledge)
Invention is a unique or novel device, method,
composition or process. The invention process is a process within an
overall engineering and
product development process.
It may be an improvement upon a machine or product or a new process for
creating an object or a result. An invention that achieves a completely
unique function or result may be a radical breakthrough. Such works are
novel and not obvious to others skilled in the same field. An inventor may
be taking a big step in success or failure.
Development - The Process of Developing
Develop is to
progress and
learn gradually in a
series of steps in order to
make something new or
make something better. To move into a strategically more advantageous
position and become more technologically advanced. To grow
emotionally or to
mature
through experiences. To undergo changes or improvements, like with a
product, or with a mental or
artistic
creation. To create by
training and teaching.
To gain knowledge through
experience. To grow,
progress, unfold, or evolve through a
process of
evolution, natural growth,
differentiation, or a conducive
environment.
Come to have or undergo a
change of physical features and
attributes.
Come into existence and take on form or shape. Work out. Change the
use of and make available or
usable.
Be gradually disclosed or unfolded.
Manifest. Expand in the
form of a series. Cause to grow and differentiate in ways conforming to
its natural development.
Create -
Express -
Prove.
Development is the act of
improving by expanding or enlarging or refining.
A
process in which something passes by degrees to a different
stage, especially a more advanced or mature stage. Development
in
biology is the process of an individual organism growing
organically. A purely biological unfolding of events involved in
an organism changing gradually from a simple to a more complex
level.
Elaborate by the unfolding of a
musical idea and by the working
out of the rhythmic and harmonic changes in the theme.
Development (Biology) -
Child Development -
Personal Development
(self smart) -
Software Development (Beta)
Growing is the unfolding of events
involved in an organism changing gradually from a simple to a more complex
level. To develop and reach maturity. To become greater through
improvements. To take on form or shape.
Producing.
Unfolding is a developmental process. To
develop or come to a promising stage. Open to the view. Spread out or open
from a closed or folded state.
Seed.
Enhance is to make
better or more attractive. Increase.
Value.
Advance
is to contribute to the
progress,
development or the growth of something. To obtain
advantages and develop in a
positive
way and change for the
better. The act of moving forward, as
toward a
goal.
Become is to undergo a change or
development. Come into existence. Enhance the appearance of. Enter or
assume a certain state or condition.
Start
is to
take the first step
or steps in carrying out an action. Have a beginning, in a temporal,
spatial, or evaluative sense. To set in
motion and cause
something to start. The act of starting something. A signal to begin. To
bring into being. To get off the ground. To begin work and act in a
certain capacity. The advantage gained by beginning early. Begin an event
that is implied and limited by the nature or inherent function of the
direct object.
Proof of Concept.
Begin is to take the
first step or steps in carrying out an action. The first item or point,
constitute the beginning or start, come first in a
series. To begin to speak, understand,
read, and write a language.
Inception
is an event that is a beginning; a first part or stage of
subsequent events.
Engage
is to carry out or to
participate in
or
be
involved in a particular activity that can consume all of one's
attention or
time. To start a
job to do a particular piece of
work.
Engage for service under a term of
contract.
Attainment is the act of
achieving an aim. Arrival at a new stage. An ability that has been
acquired by
training.
Threshold is the
starting point for a new state or experience. The smallest detectable
sensation. The entrance or the space in a wall through which you enter or
leave a room or building. The space that a door can close.
Reverse Engineering -
Planning
(decisions)
Smart Design -
Simplicity -
Compatible -
Usability "
The Process of
Development is in our
DNA, we are
born to develop."
New Product Development
covers the complete
process of bringing a new product to market. New
product development is described in the literature as the transformation
of a market opportunity into a product available for sale. The product can
be tangible (something physical which one can touch) or intangible (like a
service, experience, or belief). A good understanding of customer needs
and wants, of the competitive environment and of the nature of the market
represents the top required factor for the success of a new product. Cost,
time and
quality are the main variables that drive customer needs. Aiming
at these three variables, companies develop continuous practices and
strategies to better satisfy customer requirements and to increase their
own market share by a regular development of new products. There are many
uncertainties and challenges which companies must face throughout the
process. The use of best practices and the elimination of barriers to
communication are the main concerns for the management of the NPD process.
Mutations.
Design
is a construction or activity specification or plan, or the result of that
plan in the form of a
prototype, finished product, or process. Design a
plan or drawing produced to show the look and function or workings of a
building, garment, or other object before it is built or made. an
arrangement of lines or shapes created to form a pattern or decoration.
Decide upon the look and functioning of a building, garment, or other
object, by making a detailed drawing of it.
Design Science as a methodology is an outcome based information
technology research methodology, which offers specific
guidelines for evaluation and
iteration within
research
projects. Design science research focuses on the development and
performance of (designed) artifacts with the explicit intention of
improving the functional performance of the artifact. Design science
research is typically applied to categories of artifacts including
algorithms,
human/computer
interfaces, design methodologies (including process models) and
languages. Its application is most notable in the Engineering and Computer
Science disciplines, though is not restricted to these and can be found in
many disciplines and fields. In design science research, as opposed to
explanatory science research, academic research objectives are of a more
pragmatic nature. Research in these disciplines can be seen as a quest for
understanding and
improving human performance.
Human-Centered Design is a design and
management framework that
develops solutions to problems by involving the human perspective in all
steps of the
problem-solving
process. Human involvement typically takes place in observing the
problem within context,
brainstorming,
conceptualizing, developing, and implementing the solution. Human-centered
design is an approach to
interactive
systems development that aims to make systems usable and useful by
focusing on the users, their needs and requirements, and by applying human
factors/
ergonomics,
usability knowledge, and techniques. This approach enhances effectiveness
and efficiency, improves human well-being, user satisfaction,
accessibility and
sustainability;
and counteracts possible adverse effects of use on human health,
safety and
performance. ISO
9241-210:2010(E). Human-centered design builds upon participatory action
research by moving beyond participant's involvement and producing
solutions to problems rather than solely documenting them. Initial stages
usually revolve around immersion, observing, and contextual framing in
which innovators immerse themselves with the problem and community.
Consequent stages may then focus on community brainstorming,
modeling and prototyping,
and implementation in community spaces. Further, human-centered design
typically focuses on integrating technology or other useful tools in order
to alleviate problems, especially around issues of health. Once the
solution is integrated, human-centered design usually employ system
usability scales and community feedback in order to determine the success
of the solution.
Human-centered design is key to forming partnerships for large-scale
conservation success.
Next Generation
is used to describe a product that has been developed using the latest
technology and will probably replace an existing product because it's more
advanced.
Iterative Design
is a
Design methodology
based on a cyclic process of prototyping, testing, analyzing, and refining
a product or process. Based on the results of testing the most recent
iteration of a design, changes and refinements are made. This process is
intended to ultimately improve the quality and functionality of a design.
In iterative design, interaction with the designed system is used as a
form of research for informing and evolving a project, as successive
versions, or iterations of a design are implemented.
Iterative and incremental Development is any
combination of both iterative design or iterative method and incremental
build model for software development.
Iteration is the act of repeating a process, either to
generate an unbounded
sequence of outcomes, or with the aim of approaching
a desired goal, target or result. Each repetition of the process is also
called an "iteration", and the results of one iteration are used as the
starting point for the next iteration or
improvement.
Version is something a little different from others of the same
type. A written work (as a novel) that has been recast in a new form.
Software
Versioning corresponds to new developments in the software
incrementally different versions of electronic information.
Version Control
is the management of
changes to documents, computer programs, large web sites, and other
collections of information. Changes are usually identified by a number or
letter code, termed the "revision number", "revision level", or simply
"revision". For example, an initial set of files is "revision 1". When the first change is made, the resulting set is "revision 2", and so on.
Each revision is associated with a
timestamp and the person
making the change. Revisions can be compared, restored, and with some
types of files, merged. (also known as revision control or source
control).
Editing (updating)
Modification is to make
partial or minor changes to (something), typically so as to improve it or
to make it less extreme. An event that occurs when something passes from
one state or phase to another.
Unified Process
is a popular iterative and incremental software development
process framework.
Rational Unified Process is an iterative software
development process framework created by the Rational Software
Corporation, a division of IBM since 2003.
Permutation is one of several possible variations, in which a set
or number of things can be ordered or arranged. The action of changing the
arrangement,
especially the
linear
order, of a set of items. An event in which one thing is substituted
for another.
Permutation relates to the act of arranging all the members of a set
into some
sequence or order, or if
the set is already ordered, rearranging (reordering) its elements, a
process called permuting. These differ from combinations, which are
selections of some members of a set where order is disregarded.
Combination is a
selection of items from a
collection,
such that (unlike permutations) the order of selection does not matter.
Science -
Research -
Practice -
Train -
Self-Directed Learning
Quality Control (QC)
JIRA provides
bug tracking, issue tracking, and project management functions.
Jira software (wiki)
Maintenance -
Service -
Service Oaths
Integrative
Level or level of
organization,
is a set of phenomena emerging on pre-existing phenomena of lower level.
Typical examples include life emerging from non-living substances, and
consciousness emerging from nervous systems.
Proof of Concept
is a realization of a certain method or idea in order to
demonstrate its
feasibility, or a demonstration in principle with the aim of verifying
that some
concept or
theory has practical potential. A proof of concept is
usually small and may or may not be complete.
Real Life Example.
Feasibility Study is an assessment of the practicality of a proposed
project or system. A feasibility study aims to objectively and rationally
uncover the strengths and weaknesses of an existing business or proposed
venture, opportunities and threats present in the natural environment, the
resources required to carry through, and ultimately the prospects for
success. In its simplest terms, the two criteria to judge feasibility are
cost required and value to be attained. A well-designed feasibility study
should provide a historical background of the business or project, a
description of the product or service, accounting statements, details of
the operations and management, marketing research and policies, financial
data, legal requirements and tax obligations. Generally, feasibility
studies precede technical development and project implementation. A
feasibility study evaluates the project's potential for success;
therefore, perceived objectivity is an important factor in the credibility
of the study for potential investors and lending institutions. It
must therefore be conducted with an objective, unbiased approach to
provide information upon which decisions can be based.
Technology Readiness Level.
Prototype is an early sample, model, or release of a product built to
test a concept or process. It is a term used in a variety of contexts,
including semantics, design, electronics, and software programming. A
prototype is generally used to evaluate a new design to enhance precision
by system analysts and users. Prototyping serves to provide specifications
for a real, working system rather than a theoretical one. In some design
workflow models, creating a prototype (a process sometimes called
materialization) is the step between the formalization and the evaluation
of an idea. A prototype can also mean a typical example of something such
as in the use of the derivation 'prototypical'. This is a useful term in
identifying objects, behaviors and concepts which are considered the
accepted norm and is analogous with terms such as stereotypes and
archetypes. The creation of prototypes will differ from
creation of the final product in some
fundamental ways:
Material: The materials
that will be used in a final product may be expensive or difficult to
fabricate, so prototypes may be made from different materials than the
final product. In some cases, the final production materials may still be
undergoing development themselves and not yet available for use in a
prototype.
Process: Mass-production
processes are often unsuitable for making a small number of parts, so
prototypes may be made using different fabrication processes than the
final product. For example, a final product that will be made by plastic
injection molding will require expensive custom tooling, so a prototype
for this product may be fabricated by machining or stereolithography
instead. Differences in fabrication process may lead to differences in the
appearance of the prototype as compared to the final product.
Verification: The final product may be
subject to a number of quality assurance tests to verify conformance with
drawings or specifications. These tests may involve custom inspection
fixtures, statistical sampling methods, and other techniques appropriate
for ongoing production of a large quantity of the final product.
Prototypes are generally made with much closer individual inspection and
the assumption that some adjustment or rework will be part of the
fabrication process. Prototypes may also be exempted from some
requirements that will apply to the final product. Engineers and prototype
specialists attempt to minimize the impact of these differences on the
intended role for the prototype. For example, if a visual prototype is not
able to use the same materials as the final product, they will attempt to
substitute materials with properties that closely simulate the intended
final materials.
Emergence is the
process
of coming into being, or of becoming
important or prominent. The process
of coming into view or becoming exposed after being
concealed.
Emergence is a
phenomenon whereby larger entities arise through
interactions among
smaller or simpler entities such that the larger entities exhibit
properties the smaller/simpler entities do not exhibit.
Cause and
Effect.
Fruition is the
enjoyment derived from use or possession. The condition of bearing fruit.
Something that is made real or concrete.
Produce is to create or
manufacture a man-made product and cause something to happen, occur or
exist. To undergo a change involving
improvements.
Prototype -
Drawings -
Process Improvement
Crude is something that was not carefully
or expertly made and belonging to an early stage of technical development
that is characterized by a simplistic example of a much more advanced
design that has not yet been built.
Startup Company is a company or project undertaken by an entrepreneur
to seek, develop, and validate a scalable economic model. While
entrepreneurship refers to all new businesses, including self-employment
and businesses that never intend to become registered, startups refer to
new businesses that intend to grow large beyond the solo founder. At the
beginning, startups face high uncertainty and have high rates of failure,
but a minority of them do go on to be successful and influential. Some
startups become unicorns; that is privately held startup companies valued
at over US$1 billion. Entrepreneurs often become overconfident about their
startups and their influence on an outcome (case of the illusion of
control). Entrepreneurs tend to believe they have more degree of control
over events, discounting the role of luck. Below are some of the most
critical decision biases of entrepreneurs to start up a new business.
Overconfidence: Perceive a subjective
certainty higher than the objective accuracy.
Illusion of control: Overemphasize how much skills, instead of
chance, improve performance.
The law of small
numbers: Reach conclusions about a larger population using a
limited sample.
Availability bias: Make
judgments about the probability of events based on how easy it is to think
of examples.
Escalation of commitment:
Persist unduly with unsuccessful initiatives or courses of action.
Startups use several action principles (lean startup) to generate evidence
as quickly as possible to reduce the downside effect of decision biases
such as an escalation of commitment, overconfidence, and the illusion of
control. Typically,
lean startup focuses on a few
lean principles: find a problem worth solving, then define a
solution. Engage early adopters for market validation. Continually test
with smaller, faster iterations. Build a function, measure customer
response, and verify/refute the idea. Evidence-based decisions on when to
"pivot" by changing your plan's course. Maximize the efforts for speed,
learning, and focus. Famous
Companies That
Started in a Garage - Apple, Hewlett-Packard, Amazon, Google, The
Walt Disney Co, Mattel, Microsoft, Dell, Virgin and Harley-Davidson.
Famous People who Dropped Out of
High School.
Top Down Bottom Up Design
Top-down and bottom-up Design are both strategies of
information
processing and
knowledge ordering.
Top-Down approach is essentially the breaking down of a system to gain
insight into its compositional
sub-systems in a
reverse engineering
fashion. In a top-down approach an overview of the system is formulated,
specifying, but not detailing, any first-level subsystems. Each subsystem
is then refined in yet greater detail, sometimes in many additional
subsystem
levels, until the entire specification is reduced to base
elements. A top-down model is often specified with the assistance of
"
black boxes", which makes it easier to manipulate. However, black boxes
may fail to clarify elementary mechanisms or be detailed enough to
realistically validate the model. Top down approach starts with the big
picture. It breaks down from there into smaller segments.
(also known as stepwise design and in some cases used as a synonym of
decomposition)
Controls.
Bottom-Up approach is the piecing together
of systems to give rise to more complex
systems, thus
making the original systems sub-systems of the emergent system. Bottom-up
processing is a type of information processing based on incoming data from
the environment to form a perception. From a
cognitive psychology
perspective, information enters the eyes in one direction (sensory input,
or the "bottom"), and is then turned into an image by the brain that can
be interpreted and recognized as a
perception (output that is "built up"
from processing to final cognition). In a bottom-up approach the
individual base elements of the system are first specified in great
detail. These elements are then
linked together to form larger subsystems,
which then in turn are linked, sometimes in many levels, until a complete
top-level system is formed. This strategy often resembles a "seed" model,
by which the beginnings are small but eventually grow in complexity and
completeness. However, "organic strategies" may result in a tangle of
elements and subsystems, developed in isolation and subject to local
optimization as opposed to meeting a global purpose.
Use Case is a list of actions or event steps, typically
defining the interactions between a role (known in the Unified Modeling
Language as an actor) and a system, to achieve a goal. The actor can be a
human or other external system.
Utility
Unit Testing is a software testing method by which
individual units of source code, sets of one or more computer program
modules together with associated control data, usage procedures, and
operating procedures, are tested to determine whether they are fit for
use.
Conformance Testing
Manufacturing Resource Planning is defined as a method for the
effective planning of all resources of a
manufacturing company. Ideally,
it addresses operational planning in units, financial planning, and has a
simulation capability to answer "what-if" questions and extension of
closed-loop MRP.
Acronyms used in Manufacturing
Invention (historic) -
Designing (creativity) -
Design (engineering)
Development Processes
(science) -
Evolve (evolution)
Co-Creation
brings different parties together in order to
jointly produce
a
mutually valued
outcome.
Co-Design
is an approach to design attempting to actively involve more people in the
design process to help ensure the result meets their needs and is usable.
Participatory design
is an approach which is focused on processes and procedures of design and
is not a design style.
Collaborations
Group Thinking
Hakerspace
On the Job Training
Introvert or Extrovert?
Child Development
Problem Solving
Breakthrough Technologies 2015
Technology Roadmap is a plan that matches short-term and
long-term goals with specific technology solutions to help meet those
goals. It is a plan that applies to a new product or process, or to an
emerging technology. Developing a roadmap has three major uses. It helps
reach a consensus about a set of needs and the technologies required to
satisfy those needs, it provides a mechanism to help forecast technology
developments, and it provides a framework to help plan and coordinate
technology developments.
Stepwise Regression is a method of fitting regression models
in which the choice of predictive variables is carried out by an automatic
procedure. In each step, a variable is considered for addition to or
subtraction from the set of explanatory variables based on some
prespecified criterion. Usually, this takes the form of a sequence of
F-tests or t-tests, but other techniques are possible, such as adjusted R2,
Akaike information criterion, Bayesian information criterion, Mallows's Cp,
PRESS, or false discovery rate. The frequent practice of fitting the final
selected model followed by reporting estimates and confidence intervals
without adjusting them to take the model building process into account has
led to calls to stop using stepwise model building altogether or to at
least make sure model uncertainty is correctly reflected.
Design Thinking (PDF)
Postmortem Documentation
is a process, usually performed at the conclusion of a project,
to determine and analyze elements of the project that were successful or
unsuccessful. The Project Management Body of Knowledge (PMBOK) refers to
the process as lessons learned. Project post-mortems are intended to
inform process improvements which mitigate future risks and to promote
iterative best practices. Post-mortems are often considered a key
component of, and ongoing precursor to, effective
risk management.
Simplicity Labs
The End of Ownership (VPRO Backlight, Video, 47:52)
Check Lists (routines)
There is a process. In order to take the next step in development you need to have certain things
in place. Like a Key that activates the
tumblers on a lock to unlock a door. All tumblers must be activated in
order for you to take the next step. And some of those steps are big steps that happen fast. Don't
forget
you still have the Key.
Obsolescence - Cheap Products - Life Cycle
Planned
Obsolescence or
planned failure is when
a product is
purposely made of low quality materials so that the product
fails prematurely or breaks, which forces the person to buy the product
again. Planning or designing a product with a limited useful life is
wasteful and
criminal, especially when better materials are available and better
manufacturing methods are also available. Making cheap products hurts people and
pollutes the environment.
Making cheap products wastes time,
resources, people, money and
potential. If a product can be made of higher quality, then
we should make it. When we make products that last longer and are easily
recyclable, then the
extra cost of making that product would be more beneficial for everyone
and everything on the planet. Using
money
as a reason to be ignorant and
negligent needs to stop.
People should not be allowed to
do
more harm then good. Don't trade convenience for the constant degradation
of your
health, or the
planet. Don't trade a
temporary gratification for a slow death. How can you feel good about
slowly killing yourself, or killing other people? Ask an
addict. When people don't have
enough knowledge and information, people will always be less able to accurately
understand
cause and
effect, and they will never know about
better choices or better
options. And there are always better choices, always. Not to say that all
cheap things are bad, it's just when they are only made to make money
instead of making a difference.
Appliances.
End-of-Life of a Product indicates that the product is in the end of its
useful life and
that a vendor will stop marketing, selling, and end support for the
product.
Utility.
Centennial Light is the
world's
longest-lasting light bulb, burning since 1901, and almost never
switched off. It is at 4550 East Avenue, Livermore, California, and
maintained by the Livermore-Pleasanton Fire Department.
Pyramids of Waste aka The Light bulb Conspiracy, 2010
(video)
Ancient Tools -
Pantheon 126 AD -
Great wall of China 220–206 BC -
Great Pyramid of Giza -2560 BC -
Voyager -
Knowledge Preservation
Obsolescence
occurs when an object, service, or practice is no longer wanted even
though it may still be in good working order. Obsolescence frequently
occurs because a replacement has become available that has, in sum, more
advantages compared to the disadvantages incurred by
maintaining or
repairing the original. Obsolete refers to something that is already
disused or discarded,
wasted, or antiquated. Typically, obsolescence is preceded
by a gradual decline in
popularity.
Digital Obsolescence is a situation where a
digital resource is no longer
readable because of its archaic format.
Obsolete is
something that is no longer in use because something new has been created,
something that is more effective and more efficient than the old one.
Superannuated.
Outdated is something
that is no longer
valid or
compatible with current social needs.
Extinctions.
Antiquated is something that is
extremely old, obsolete, antique or old-fashioned, as seeming to belong to
an earlier period.
Technical Debt is a concept in software development that reflects the
implied cost of additional rework caused by choosing an easy (limited)
solution now instead of using a better approach that would take longer.
Pass the Buck.
Ratings -
Cooperation
instead of Competition -
Repurpose -
Adapt
Disruptive Innovation is what a criminal corporation says when a
better idea comes along that threatens their
profits and their
monopoly on a particular
existing market.
Conservative.
Cradle-to-Cradle Design seeks to create systems that are not only
efficient but also essentially waste free.
Life-Cycle
Assessment is a technique to assess environmental impacts associated
with all the stages of a product's life from cradle to grave (i.e., from
raw material extraction through materials processing, manufacture,
distribution, use, repair and maintenance, and disposal or recycling).
Designers use this process to help critique their products. LCAs can help
avoid a narrow outlook on environmental concerns by. Compiling an
inventory of relevant energy and material inputs and environmental
releases; Evaluating the potential impacts associated with identified
inputs and releases; Interpreting the results to help make a more informed
decision.
Useful life is the estimated
lifespan of a
depreciable
fixed asset.
Development -
Appliances
Product
Lifecycle is the process of managing the entire lifecycle of
a product from inception, through engineering design and manufacture, to
service and disposal of manufactured products. PLM integrates people,
data, processes and business systems and provides a product information
backbone for companies and their extended enterprise.
Product Life-Cycle Management is the succession of
strategies by business management as a product goes through its
life-cycle. The conditions in which a product is sold (advertising,
saturation) changes over time and must be managed as it moves through its
succession of stages.
Systems Development Life Cycle describes a process for
planning, creating, testing, and deploying an information system. The
systems development life-cycle concept applies to a range of hardware and
software configurations, as a system can be composed of hardware only,
software only, or a combination of both.
SOA Lifecycle is a style of software design where services
are provided to the other components by application components, through a
communication protocol over a network. The basic principles of service
oriented architecture are independent of vendors, products and
technologies. A service is a discrete unit of functionality that can be
accessed remotely and acted upon and updated independently, such as
retrieving a credit card statement online. A service has four properties
according to one of many definitions of SOA: It logically represents a
business activity with a specified outcome. It is self-contained. It is a
black box for its consumers. It may consist of other underlying services.
Enterprise Life Cycle in enterprise architecture is the
dynamic, iterative process of changing the enterprise over time by
incorporating new business processes, new technology, and new
capabilities, as well as maintenance, disposition and disposal of existing
elements of the enterprise.
Object Lifetime
is the time between an object's creation and its destruction. Rules for
object lifetime vary significantly between languages, in some cases
between implementations of a given language, and lifetime of a particular
object may vary from one run of the program to another.
QVC -
Quality, Value, Convenience - which was a lie. Should have been "HqZwIp" -
Highest Quality, Zero Waste, Increased Potential.
Middle Men.
Smart Innovation
-
Collective Intelligence
Humans have the ability to solve their own problems
without having to steal from other people or stealing from the
environment.
Reliability Engineering
-
Efficiency -
Resilient -
Sustainable -
Longevity -
Quality -
PerformanceDurable Good
is a product that can perform its required
function over and over again
repeatedly for a long period time without excessive expenditure on
maintenance or
repair. Under normal
conditions of use, a durable product is a good that does not quickly wear
out, or is not completely consumed in one use. Examples of highly durable
goods are books, furniture, tools, sports equipment, jewelry and certain
toys.
Capital Good is a durable good that is used in the production of goods
or services. Capital goods are one of the three types of producer goods,
the other two being land and labour. The three are also known collectively
as "primary factors of production" This classification originated during
the classical economics period and has remained the dominant method for
classification. Examples include hand tools, machine tools, data centers,
oil rigs, semiconductor fabrication plants, and wind turbines. Their
production is often organized in projects, with several parties
cooperating in networks (Hicks et al. 2000; Hicks and McGovern 2009;
Hobday 1998). A capital good lifecycle typically consists of tendering,
engineering and procurement, manufacturing, commissioning,
maintenance and
(sometimes) decommissioning.
Consumables -
Consumerism
Tangible Property is anything which
can be touched, and includes both
real property and personal property (or moveable property), and stands
in distinction to intangible property.
Things to Avoid when trying to Invent Something New
Reinventing the Wheel is to duplicate a basic method that
has already previously been created or optimized by others. Reinvent the
wheel is a term that means to waste a great deal of time or effort in
creating something that already exists.
Anti-Pattern is any commonly reinvented product that is a
bad solution to a problem, creating more bad consequences than good ones,
when another solution exists that is documented, repeatable and proven to
be effective.
Rube Goldberg Machine is a deliberately over-engineered
product that performs a simple task in a complicated fashion, generally
including a
chain
reaction. An example is Cars.
Porter's Generic Strategies.
Hype Cycle
is a graphical and conceptual presentation of the maturity emerging
technologies through five phases.
Vaporware is typically a computer hardware or software, that
is announced to the general public but is never actually manufactured nor
officially cancelled.
Pitfalls of Patents
Design Around means to invent an alternative to a
Patented invention that does not infringe the
patent’s claims. The
phrase can also refer to the invention itself.
Not Invented Here is the behavior to avoid using or buying
already existing products, research, standards, or knowledge because of
their external origins and costs and the fear of patent infringement, lack
of understanding of the foreign work, an unwillingness to acknowledge or
value the work of others, jealousy, or forming part of a wider turf war.
As a social phenomenon, this philosophy manifests as an unwillingness to
adopt an idea or product because it originates from another culture, a
form of tribalism.
Patent Thicket is a dense web of overlapping intellectual
property rights that a company must hack its way through in order to
actually commercialize new technology," or, in other words, "an
overlapping set of patent rights” which requires innovators to reach
licensing deals for multiple patents from multiple sources."
Copyrights.
Creativity -
Management
Meliorism is an idea in metaphysical thinking holding that
progress is a real concept leading to an improvement of the world. It
holds that humans can, through their interference with processes that
would otherwise be natural, produce an outcome which is an improvement
over the aforementioned natural one.
Regression Discontinuity Design is a quasi-experimental
pretest-posttest design that elicits the causal effects of interventions
by assigning a cutoff or threshold above or below which an intervention is
assigned. By comparing observations lying closely on either side of the
threshold, it is possible to estimate the local Average treatment effect
in environments in which randomization was unfeasible.
Funding - Grants - Venture Capital - Sponsors
Grant is the act of providing a subsidy or
monetary aid. Grants are made to
fund a specific project and require some level of compliance and
reporting. The grant writing process involves an applicant submitting a
proposal or submission to a potential funder, either on the applicant's
own initiative or in response to a Request for Proposal from the funder.
Other grants can be given to individuals, such as victims of natural
disasters or individuals who seek to open a small business. Sometimes
grant makers require grant seekers to have some form of tax-exempt status,
be a registered nonprofit organization or a local government. Grant money is
non-repayable funds or products disbursed or
gifted by one
party (grant makers), often a government department, corporation,
foundation or trust, to a recipient, often (but not always) a nonprofit
entity, educational institution, business or an individual. In order to
receive a grant, some form of "
Grant Writing" often referred to as either
a
proposal or an application is required. Most grants are made to fund a
specific project and
require some level of compliance and reporting.(
feedback
-
Liability). The
grant
writing process involves an applicant submitting a proposal (or
submission) to a potential funder, either on the applicant's own
initiative or in response to a Request for Proposal from the funder. Other
grants can be given to individuals, such as
victims of natural disasters or
individuals who seek to open a small business. Sometimes grant makers
require grant seekers to have some form of tax-exempt status, be a
registered nonprofit organization or a local government. For example,
tiered funding for a freeway are very large grants negotiated at
government policy level. However smaller grants may be provided by a
government agency (e.g. municipal government). Project-related funding
involving business, communities, and individuals is often arranged by
application either in writing or online.
Grants from the
Government.
Guaranteed Loan
is a loan guaranteed by a third party in the event that the borrower
defaults. The
Loan is quite
often guaranteed by a government agency which will purchase the debt from
the lending financial institution and take on
responsibility for
the loan.
Accountable.
Sponsor is the act of supporting an event, activity,
person, or organization financially or through the provision of products
or services. The individual or group that provides the support, similar to
a benefactor, is known as sponsor. Sponsorship is a cash and/or in-kind
fee paid to a property (typically in sports, arts, entertainment or
causes) in return for access to the exploitable commercial potential
associated with that property. While the sponsoree (property being
sponsored) may be nonprofit, unlike philanthropy, sponsorship is done with
the
expectation of
a commercial return. While sponsorship can deliver increased
awareness, brand building and propensity to purchase, it is different from
advertising. Unlike advertising, sponsorship can not communicate specific
product attributes. Nor can it stand alone, as sponsorship requires
support elements.
Incentivize -
Invest -
Financial Aid (guaranteed income)
Venture Capital is a type of private equity, a form of financing that
is provided by firms or funds to small, early-stage, emerging firms that
are deemed to have high
growth potential, or which have demonstrated high
growth (in terms of number of employees, annual revenue, or both). Venture
capital firms or funds invest in these early-stage companies in exchange
for equity, or an ownership stake, in the companies they
invest in.
Venture capitalists take on the risk of financing
risky start-ups in the
hopes that some of the firms they support will become successful. The
start-ups are usually based on an innovative technology or business model
and they are usually from the high technology industries, such as
information technology (IT), clean technology or biotechnology.
List of Venture Capital Firms (wiki) -
VC 100
Funding Opportunity Databases (wiki)
Money Alternatives
-
Brain Storming
Funding Research Dangers
Private Equity
is a type of equity and one of the asset classes consisting of equity
securities and
debt in operating companies that are not publicly traded on
a stock exchange. However the term has come to be used to describe the
business of taking a company into private ownership in order to reform it
before selling it again at a hoped-for
profit.
Financial Endowment
is a
Donation of
money or property to a nonprofit organization for the ongoing support of
that organization. Usually the endowment is structured so that the
principal amount is kept intact while the
investment income is available
for use, or part of the principal is released each year, which allows for
their donation to have an impact over a longer period than if it were
spent all at once. An endowment may come with stipulations regarding its
usage. The total
value
of an institution's investments is often referred to as the institution's
endowment and is typically organized as a public
charity, private
foundation, or trust. Among the institutions that commonly manage
endowments are academic institutions (e.g., colleges, universities, and
private schools), cultural institutions (e.g., museums, libraries, and
theaters), service organizations (e.g., hospitals, retirement homes, the
Red Cross, the SPCA), and religious organizations (e.g., churches,
synagogues, mosques).
Equity in finance is the difference between the value of the
assets and
the
value of the liabilities of something owed. It is governed by the
following equation: Equity=
Assets-
Liabilities.
Crowdfunding
is the practice of funding a project or venture by raising monetary
contributions from a large number of people. Crowdfunding is a form of
crowdsourcing and of alternative finance. In 2015, it was estimated that
worldwide over US $34 billion was raised this way.
Micro Credit.
Fundraising is the
process of gathering voluntary contributions of money or other resources,
by requesting donations from individuals, businesses, charitable
foundations, or governmental agencies (see also crowd funding). Although
fundraising typically refers to efforts to gather money for
non-profit
organizations, it is sometimes used to refer to the identification and
solicitation of investors or other sources of capital for for-profit
enterprises. Traditionally, fundraising consisted mostly of asking for
donations on the street or at people's doors, and this is experiencing
very strong growth in the form of face-to-face fundraising, but new
forms of fundraising, such as online fundraising, have emerged in recent
years, though these are often based on older methods such as grassroots
fundraising.
Telethon
is a televised fundraising event that lasts many hours or even days, the
purpose of which is to raise money for a charitable, political or other
purportedly worthy cause.
Seed Money
is a form of securities offering in which an investor invests capital in
exchange for an equity stake in the company.
Local Early Action Planning (LEAP) Grants
Things you should do before asking for funding:
1. Background/Introduction. 2. Project Goals and Scope of Services. 3.
Anticipated Selection Schedule. 4. Time and Place of Submission of
Proposals. 5. Timeline. 6. Elements of Proposal. 7. Evaluation Criteria.
8. Possible Roadblocks. 9. Budget.
Funding Organizations
Indie Gogo - Raise Money, Get Help
Patreon Clothmap - get paid to chase your dream.
Kick Starter
Crowd Rise
Idea Funding
Crowd Funder
Go Fund Me
Space Hive
Carrot Mob
Peer Backers
Crowd Funding
Cent Up
Circle Up (wiki)
Google Ventures
Robinhood
Funders Club
Founders Space
Global Startup Accelerator & Incubator.
Startup Costs are the expenses incurred
during the process of creating a new business. Pre-opening startup costs
include a business plan, research expenses, borrowing costs, and expenses
for technology. Post-opening startup costs include advertising, promotion,
and employee expenses.
Innovation Resources - Change Makers
Champions of the Earth in 2004 as an annual awards programme to
recognize outstanding
environmental leaders at a policy level. Six awards are given out each
year to a Laureate representing different geographical regions with one
additional special prize. In 2017, the program was extended to a Young
Champions of the Earth with six young champions from the six global
regions. The Champions of the Earth are invited to accept their award at
an international ceremony, which publicizes and encourages the worldwide
replication of the achievements of the Champions. This awards programme is
a successor to UNEP's Global 500 Roll of Honour.
United Nations Environment Programme is an agency of United Nations
and coordinates its environmental activities, assisting developing
countries in implementing
environmentally
sound policies and practices.
"Easy choices, hard life. Hard choices, easy life." People who try to
avoid hard work for an easy life end up with a hard life because they can
only do easy work.
"I would rather have a hard road to excellence then an easy road to
mediocrity." ~
Salma
HayekMediocrity is ordinariness
as a consequence of being average and not outstanding.