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Collaboration Across Space (and a Wee Bit of Time)







Collaboration Across Space (and a Wee
Bit of Time)

Collaboration Across Space (and a Wee
Bit of Time)
07/09/2004 06:32 PM

Here's an interesting blurb from the Stanford Report:

stanford jam

Music Professor Chris Chafe played his celleto with Berkeley musician Roberto Morales, left, in Wallenberg Hall during an intercontinental jam session June 18 that took advantage of sophisticated teleconference technology. Projected on the screen are Hogne Moe, left, and Oyvind Berg, who "virtually" joined the concert from the Royal Academy of Technolgy in Stockholm. The quartet played three improvisational concerts as part of the "Point 25" project (the title refers to the one-quarter-second delay of the Internet broadcast) sponsored, in part, by the Wallenberg Global Learning Network. Audience members in Stanford and Stockholm also were able to watch each other.

Does anyone know if the event was recorded?




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Collaboration Across Space (and a Wee Bit of Time)

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fullLipLED2Here's a stunning gallery of vintage space age watches from 1949-1979. Some of these exquisite specimens are even for sale. Link (Thanks, Michael-Anne!)

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Scalable vector graphics and animation are two of the hallmark features of Macromedia's nearly ubiquitous multimedia player. Yet the company has done a poor job of creating -- or convincing third-party developers to create -- components that make it routine for people to work with spatial and temporal data. And in the recent push to legitimize Flash as a rich-client platform, the company has de-emphasized what is at the core of every Flash movie: its timeline.

It's a hard sell, admittedly. Microsoft is also having a tough time articulating the business case for the scalable vector graphics, 3-D, and animation capabilities it's building into Avalon, the next-generation Windows graphics subsystem. My advice? Stop worshipping the raw power of next year's graphics processing unit, and start showing developers concrete ways to help users deal with their four-dimensional data. [Full story at InfoWorld.com]
I hadn't yet seen Steve Jobs' WWDC keynote when I wrote this column. The demos, collectively, add up to a pretty convincing shot across Longhorn's bow. But I'd level the same criticisms at Apple's use of its hot new graphics technologies. Here Phil Schiller applies a bump distortion to an image of a tiger, and here he creates the Electric Zebras album cover. Later, Jobs casually shows off liquid distortion as he drags Dashboard widgets onto the desktop. Absolutely luscious eye candy. But, to what end? ...

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Yesterday I drove to a meeting in another state. On the way there and back, my car radio was tuned to no regular broadcast but instead to the pirate radio station in my briefcase. Its components: a $20 Belkin FM transmitter, a $90 Creative Nomad MuVo MP3 player, and do-it-yourself programming. As I drove to my destination, I listened to Shai Agassi's talk at the Accelerating Change Conference, courtesy of ITConversations.com. On the way back, I listened to an audio interview I'd done the day before, reviewing which parts I might want to use in a podcast or weave into an article.

When I got home, I dialed in to a conference call, fired up a WebEx session, and conducted another interview -- in this case, one that featured a demonstration of a software product. I made an audio/video recording of that demo, and, as soon as I get a chance to edit it down to the most interesting parts, I'll share it with you on my blog.

At the end of the day, it struck me that time-shifted content and space-folding telepresence are becoming complementary.

...

Martin Geddes, who blogs thoughtfully at telepocalypse.net about telecommunications and IT, recently asked an important question: "How do telecom and transport substitute [for] or complement one another?"

Geddes argues that although trillions of dollars ride on the answers, we mostly don't have a clue. It's a fascinating essay that I won't try to summarize, but one key point -- the distinction between "travel for sense of presence" and "travel for information exchange" -- is relevant here.

As Geddes notes, we're only now approaching the point at which telecom can sustain credible telepresence. Last weekend, my DSL was upgraded from 384Kbps to 3Mbps, and I can take it to 7Mbps if necessary. At what point does the link carry enough emotional bandwidth to begin displacing travel for sense of presence? I'm not holding my breath. Apple's iChat AV was cool before, and it'll be cooler now, but it's not going to replace face-to-face meetings any time soon.

Meanwhile, three megabits per second sure makes travel for information exchange seem sillier than it already did. Coupled with podcasting, it makes the two kinds of travel nicely complementary. The podcasting model is partly based on the assumption that TiVo-izing your audio content should be a scheduled process. Now that I can download hours of audio in mere seconds, I just grab what I need on the fly.

Shifting time, folding space, juggling atoms and bits -- is this how we want to live and work? Yes! [Full story at InfoWorld.com]
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Vision Videogames of Towson, Maryland received a Space Act Agreement from The National Aeronautics and Space Administration (NASA) earlier this month to develop their PC/PS2/Xbox game, Space Station:SIM, due for consumer release this Christmas season. The Space Act Agreement is a continuation of one received by GRS Games before Vision Videogames management bought out the company in March 2004. It allows Vision Videogames a flow of information from, and access to, NASA personnel so the company can gather information to build their game. “The game has captured everyone’s imagination. We have individuals and international agencies including JAXA (The Japanese Space Agency) volunteering to help us with drawings, science, music – anything you can imagine,” says company president Bill Mueller. In Space Station:SIM, the player assumes the roll of the Chief Administrator of NASA, creating astronaut crewmembers with unique needs, abilities and personalities while managing their activities and personal relationships like “The SIMS®”. [PRWEB May 31, 2004]

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...
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...
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smartcarA few years ago a furniture company flew me down to their headquarters to talk to them about innovation, and to get my comments on a new product that they'd developed for the professional services industry. This was a company that had been honoured for years as one of America's most innovative companies, so I wasn't sure how much I could help them. They ushered me first into the R&D department where I met with some very creative individuals who obviously knew a lot about their business, and about product innovation. The department featured a giant furniture 'playroom', stocked with a variety of furniture components, where creative minds could serendipitously experiment and build makeshift prototypes on the fly. I was impressed.

Being a consultant, the first question I asked them was about their innovation process. Specifically, I asked, how were customer needs, complaints and ideas routed from the front-line customer contacts (the sales and marketing people) to R&D. I got blank stares. New product ideas were developed in the laboratory, it seems, and the only customer input was from surveys and focus groups once the R&D people already had something to show them.

An interesting discussion ensued. The gist of it was the company's argument that customers, not being experts in furniture, don't know what they want until they're shown something. If you were to ask them what they want, they'd just respond "what can you offer me?" My response was two-fold:

First, I said, you shouldn't be asking people what furniture they want, because  it's not a piece of furniture that they're looking for, necessarily, it's the attributes and benefits that the furniture offers that people want: Comfort, orthopedic support, mobility, prestige, 'workability'. I described a company I had recently read about that had abolished chairs. All the work surfaces had been raised to a comfortable work-level while standing, and each employee had been given a lightweight, personal 'memory cushion' to stand on that clipped to their belt, and a pair of personal orthopedically-designed shoes designed to make standing for long periods comfortable. In this company, people were constantly on the move and an enormous amount of time was spent booking meeting rooms. Now, the entire office could be configured as ad hoc meeting areas, chairs (with their high attendant cost and floor-space needs) could be eliminated, and mobility was optimized. People even found that they were more productive standing up and constantly moving around. This was a company that understood furniture was a means to an end, and the end for them was mobility and flexibility, so they 'invented' tools (furniture, cushions and shoes) that had those attributes.

Secondly, I added, you need to use an iterative process to elicit what people need, want and would use, a process Imperato and Harari (in their book Jumping the Curve) call "Thinking the Customer Ahead". This process entails a combination of visioning, asking a lot of 'what if' questions, and generally helping customers imagine the future state of their own organizations and needs, and how they would react if something new were suddenly available. This is an inherently collaborati ve process, as much as it is an innovative one. Just as asking people 'what would you like to see on the company intranet?' is likely to produce unimaginative (or no) answers, so would asking customers what furniture they need. But if you helped them to envision what the future of their business would look like, and then worked from that vision to ask an iterative set of 'what if' questions to elicit the kinds of furniture they could imagine using effectively in that future environment, and then collaboratively work with them to 'design' it, then you'd be getting somewhere.

As it turned out, the new product they had asked me to evaluate was designed to solve a problem in the professional services industry that had been widely talked about for a generation. Now they had an answer, but it was an answer to yesterday's problem, for which effective work-arounds had been found and were still evolving. And they had designed a product that had several critical inconvenience factors that were show-stoppers, and which they could have known about by spending more time talking to customers much earlier in the process.

One of my creative suggestions to them, as a customer, was that if they really want to sell their top-of-the-line ergonomic chairs to CEOs, they should give them away free to hotels and conference centres for their meeting rooms, where CEOs hang out and where the chairs are notoriously uncomfortable. The proviso would be that the name of the chair be conspicuously emblazoned on each chair. I don't think they ever took me up on the idea. I still think it would work, and pay for itself in no time.

Specialization has created intellectual and imaginative silos in organizations, and a recent Wharton study written up in S+B Magazine has found, as I did on that trip, that these silos are a huge obstacle to innovation: "The most effective product development and commercialization processes encourage dynamic communication and idea sharing among engineers, marketers, and customers...Failure to incorporate the customer’s perspective often seriously limits the potential financial and competitive value of corporate innovation...Often, engineers are tucked away so far within a company that they don’t see firsthand what customers really need."

Other key findings of the study:
  • over-concentration on technology and under-emphasis of the emotional appeal of products leads to market failure
  • better products result when employees are themselves customers of the product
  • 'anthropological research' -- visiting customers to see how they actually use (and mis-use) products can provide huge insights on need and innovation opportunities
  • when entering new markets, having local partners 'on the ground' can help tweak products to meet needs that are unique to that new market
  • using cross-functional teams and having the R&D people 'get out more' can help reduce 'customer blindness'
  • spreading R&D efforts around the world can help global companies enhance their 'environmental scan' and tap into ideas and adaptations that may not be apparent at head office
  • surveys that gather data on customer behaviour are insufficient -- it's more important to know why customers do what they do, to determine their true wants and needs, and this usually requires face-to-face contact and collaborative effort to determine
  • it's important to understand customers' aversion to change, and annoyance with having too many choices, when developing products
  • key qualities needed of the facilitators of dialogue between R&D, sales and customers: humility and curiosity
This study focused mainly on new product innovation, but the same need for collaboration with all the departments of the company, and with customers as well, applies equally to other types of business innovation. I like the Doblin Group's Ten Types of Innovation, an excellent way of parsing all the innovation opportunities open to a company:
  • Business model: How you make money (e.g. Dell's pay-in-advance for a custom-made PC model).
  • Networks and alliances: How you join forces with other companies for mutual benefit  (e.g. Sara Lee sticking strictly to branding and outsourcing all manufacturing)
  • Enabling process: How you support the company's core processes and workers (e.g. Starbucks' premium wage and benefits packages to attract superior staff)
  • Core processes: How you create and add value to your offerings (e.g. Wal-Mart's reinvention of retailing as shelf-space leasing)
  • Product performance: How you design your core offerings  (e.g. the Mercedes Smart Car's unique and imaginative attributes -- pictured above -- pick up the new Feb/05 Fast Company for a fascinating discussion of why you won't see it in the US)
  • Product system: How you link and/or provide a platform for multiple products (e.g. the Microsoft integrated productivity suite)
  • Service: How you provide value to customers and consumers beyond and around your products (e.g. Singapore Airlines' thoughtful and pampering extras)
  • Delivery Channel: How you get your offerings to market (e.g. Martha Stewart's multi-media ways of getting her 'home' stuff to your home)
  • Brand: How you communicate your offerings (e.g. Absolut vodka's "theme and variations' advertising concept)
  • Customer experience<>: How your customers feel when they interact with your company and its offerings (e.g. the Harley Davidson owners' community)
Collaboration within company departments and with customers is absolutely essential to the success of any of these ten types of innovation. My sense, however, is that in most large organizations collaboration (as opposed to mere coordination) is antithetical to corporate culture, modus operandi, and hierarchical structure. That's why many innovation advisers think innovation is best done in a business unit separate from the main operating unit, where emphasis is inevitably on protecting the status quo.

And that's also why I was surprised to see the results of a new study, by KPMG and Ipsos-Reid, of Canada's most innovative companies. Only three of the top 10 are small-to-medium sized businesses (Research in Motion, Westjet Airlines and Ballard Power Systems). The others include four of Canada's five largest telecom and broadcasting firms, its largest grocery chain, its largest engineering firm and its largest software distributor. And while this 'bias to big' is less noticeable in the Innovation category than in the overall Most Admired rankings (which are top-heavy with banks), it struck me as peculiar -- until I read how the winners had been selected: Only the CEOs of Canada's leading (read: biggest) corporations got to vote. It's not surprising, then, that they picked almost exclusively other large corporations.

I wonder what the answers would have been if they had asked customers?

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Will That Be Coordination, Cooperation,
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Will That Be Coordination, Cooperation,
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The Idea: Three Words: Coordination, Cooperation, and Collaboration, are often used interchangeably. They shouldn't be.

Recently I specified< /a> the requirements for collaboration:

Collaboration entails finding the right group of people (skills, personalities, knowledge, work-styles, and chemistry), ensuring they share commitment to the collaboration task at hand, and providing them with an environment, tools, knowledge, training, process and facilitation to ensure they work together effectively

but I didn't define the term. The term is being cheapened ("collaboration tools", "collaborative environments") to the point where in many people's minds it's indistinguishable from cooperation and coordination, which are less elaborate and less ambitious collective undertakings. How can we differentiate between these terms in a meaningful way? Here are a few ways that I think they differ:


Coordination
Cooperation
Collaboration
Preconditions for Success ("Must-Haves")
Shared objectives; Need for more than one person to be involved; Understanding of who needs to do what by when
Shared objectives; Need for more than one person to be involved; Mutual trust and respect; Acknowledgment of mutual benefit of working together
Shared objectives; Sense of urgency and commitment; Dynamic process; Sense of belonging; Open communication; Mutual trust and respect; Complementary, diverse skills and knowledge; Intellectual agility
Enablers (Additional "Nice to Haves")
Appropriate tools (see below); Problem resolution mechanism
Frequent consultation and knowledge-sharing between participants; Clear role definitions; Appropriate tools (see below)
Right mix of people; Collaboration skills and practice collaborating; Good facilitator(s); Collaborative 'Four Practices' mindset and other appropriate tools (see below)
Purpose of Using This Approach
Avoid gaps & overlap in individuals' assigned work
Obtain mutual benefit by sharing or partitioning work
Achieve collective results that the participants would be incapable of accomplishing working alone
Desired Outcome
Efficiently-achieved results meeting objectives
Same as for Coordination, plus savings in time and cost
Same as for Cooperation, plus innovative, extraordinary, breakthrough results, and collective 'we did that!' accomplishment
Optimal Application
Harmonizing tasks, roles and schedules in simple environments and systems
Solving problems in complicated environments and systems
Enabling the emergence of understanding and realization of shared visions in complex environments and systems
Examples
Project to implement off-the-shelf IT application; Traffic flow regulation
Marriage; Operating a local community-owned utility or grain elevator; Coping with an epidemic or catastrophe
Brainstorming to discover a dramatically better way to do something; Jazz or theatrical improvisation; Co-creation
Appropriate Tools
Project management tools with schedules, roles, critical path (CPM), PERT and GANTT  charts; "who will do what by when" action lists
Systems thinking; Analytical tools (root cause analysis etc.)
Appreciative inquiry; Open Space meeting protocols; Four Practices; Conversations; Stories
Degree of interdependence in designing the effort's work-products (and need for physical co-location of participants)
Minimal
Considerable
Substantial
Degree of individual latitude in carrying out the agreed-upon design
Minimal
Considerable
Substantial

Where do teams, partnerships, think-tanks, open-source and joint ventures fit in this schema? The general
definition of a team is an interdependent group, which suggests that collaborative groups are teams, coordinated groups are not, and cooperative groups may or may not be. Partnerships and joint ventures are both, I would argue, primarily cooperative undertakings, whose objectives evolve over time. Open-source developments can run the gamut among all three types of undertaking. So theoretically can think-tanks, though in reality most think-tank work is solitary and not really collaborative. Even the work of scientists on major international projects is, I am told, substantially individual, with a lot more coordination and cooperation than true collaboration.

The last two rows of the above chart may seem somewhat paradoxical. It is relatively easy to coordinate the activities of a 'virtual' group that must work remotely and asynchronously, and much harder (but not impossible) to achieve virtual collaboration, especially if the collaborators already know each other. But once the 'design' of the collective work-product is done, the implementation work of a coordinated group is usually very explicit, while the implementation work of collaborators is necessarily more improvisational.

So what? Well, in many cases, collective work may be dysfunctional because it is organized as one of these types of undertaking when what is needed is another type. Or, based on a misunderstanding of the nature of the collective effort, the wrong resources and tools are provided, or the preconditions for success are not met. And collaboration is not always a better approach than coordination or cooperation. In situations where the Wisdom of Crowds is valuable (prediction, optimization and coordination problems), independence of 'crowd' members is essential, and cooperative or collaborative processes can lead to 'groupthink' and actually detract from the crowd's 'wisdom'. There is nothing more frustrating than being invited into a supposedly empowered, collaborative team and then being charged with a task that needs nothing more than a good project coordinator.

It all comes down to what you are trying to accomplish. The 'Purpose of Using This Approach" row of this chart is therefore perhaps the most important. A hammer, a wrench and a screwdriver are not interchangeable tools, and none is best for all situations.

Best and Worst of Messaging &
Collaboration in '03


Best and Worst of Messaging &
Collaboration in '03
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Grok Description matches for Collaboration Across Space (and a Wee Bit of Time)
GrokA matches for Collaboration Across Space (and a Wee Bit of Time)

Collaboration Across Space (and a Wee Bit of Time)

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Assistant 6.0

Open Tuning 1.0
Aurelon Signalize!
RIP for Epson 4000
5.6.2

JFormula 2.7
Volley Balley 1.0
Java Corporate Post
Office

Creative Nomad
JukeBox KIO::Slave

Mobile phone
blogging for
everyone

SCO: IBM
'mischaracterizes'
lawsuit

Tools to tame XML
content

Oracle hints at grid
upgrades to come

The Olympics
network: Faster,
stronger -- and
redundant

Olympic-size
security demands
advance planning

French winemakers
sour on genetically
modified grapes

UK 'must back Europe
space plans'

Northern house
prices surge ahead

Google recruits
eggheads with
mystery billboard

Blue Sky Small Caps
Initiates Coverage
of Con-Space
Communications

Con-Space Lands
Repeat Order Worth
$173,000

Continuous Controls
Monitoring to
Improve Financial
Management and
Strengthen
Compliance

MAKE Technologies
Launches SBA Pro and
Eclipse Plug-in at
JavaOne Conference

AnorMED Announces
New HIV Entry
Inhibitor Drug
Candidate to Advance
to Phase II Clinical
Program

Buyers donning
earplugs at upgrade
time

Municipal Software
Welcomes the City of
Miami as New Client

Portable Media
Centers set to ship

ResponseTek Wins
Most Effective IT
Award

Inflazyme
Pharmaceuticals
Announces Financial
Results for Year
Ended March 31, 2004

HLB, Pos Malaysia
strike up Internet
partnership

How to uninstall
hidden devices,
drivers, and
services

DCF probe includes
look at Regier's
computer

what is grok?