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The era of open innovation

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    What I'm going to do, in the spirit of collaborative creativity,
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    is simply repeat many of the points
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    that the three people before me have already made,
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    but do them --
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    this is called "creative collaboration;"
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    it's actually called "borrowing" --
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    but do it through a particular perspective,
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    and that is to ask about the role of users and consumers
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    in this emerging world of
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    collaborative creativity
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    that Jimmy and others have talked about.
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    Let me just ask you, to start with,
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    this simple question:
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    who invented the mountain bike?
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    Because traditional economic theory would say,
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    well, the mountain bike was probably invented by some big bike corporation
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    that had a big R&D lab
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    where they were thinking up new projects,
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    and it came out of there. It didn't come from there.
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    Another answer might be, well, it came from a sort of lone genius
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    working in his garage, who,
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    working away on different kinds of bikes, comes up
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    with a bike out of thin air.
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    It didn't come from there. The mountain bike
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    came from users, came from young users,
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    particularly a group in Northern California,
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    who were frustrated with traditional racing bikes,
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    which were those sort of bikes that Eddy Merckx rode,
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    or your big brother, and they're very glamorous.
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    But also frustrated with the bikes that your dad rode,
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    which sort of had big handlebars like that, and they were too heavy.
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    So, they got the frames from these big bikes,
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    put them together with the gears from the racing bikes,
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    got the brakes from motorcycles,
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    and sort of mixed and matched various ingredients.
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    And for the first, I don't know, three to five years of their life,
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    mountain bikes were known as "clunkers."
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    And they were just made in a community of bikers,
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    mainly in Northern California.
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    And then one of these companies that was importing parts
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    for the clunkers decided to set up in business,
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    start selling them to other people,
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    and gradually another company emerged out of that, Marin,
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    and it probably was, I don't know,
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    10, maybe even 15, years,
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    before the big bike companies
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    realized there was a market.
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    30 years later,
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    mountain bike sales
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    and mountain bike equipment
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    account for 65 percent of bike sales in America.
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    That's 58 billion dollars.
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    This is a category entirely created by consumers
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    that would not have been created by the mainstream bike market
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    because they couldn't see the need,
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    the opportunity;
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    they didn't have the incentive to innovate.
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    The one thing I think I disagree with
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    about Yochai's presentation
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    is when he said the Internet causes
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    this distributive capacity for innovation to come alive.
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    It's when the Internet combines
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    with these kinds of passionate pro-am consumers --
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    who are knowledgeable; they've got the incentive to innovate;
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    they've got the tools; they want to --
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    that you get this kind of explosion
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    of creative collaboration.
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    And out of that, you get the need for the kind of things
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    that Jimmy was talking about, which is our new kinds of organization,
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    or a better way to put it:
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    how do we organize ourselves without organizations?
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    That's now possible; you don't need an organization to be organized,
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    to achieve large and complex tasks,
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    like innovating new software programs.
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    So this is a huge challenge
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    to the way we think creativity comes about.
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    The traditional view, still enshrined
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    in much of the way that we think about creativity
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    -- in organizations, in government --
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    is that creativity is about special people:
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    wear baseball caps the wrong way round,
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    come to conferences like this, in special places,
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    elite universities, R&D labs in the forests, water,
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    maybe special rooms in companies painted funny colors,
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    you know, bean bags, maybe the odd table-football table.
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    Special people, special places, think up special ideas,
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    then you have a pipeline that takes the ideas
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    down to the waiting consumers, who are passive.
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    They can say "yes" or "no" to the invention.
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    That's the idea of creativity.
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    What's the policy recommendation out of that
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    if you're in government, or you're running a large company?
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    More special people, more special places.
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    Build creative clusters in cities;
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    create more R&D parks, so on and so forth.
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    Expand the pipeline down to the consumers.
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    Well this view, I think, is increasingly wrong.
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    I think it's always been wrong,
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    because I think always creativity has been highly collaborative,
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    and it's probably been largely interactive.
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    But it's increasingly wrong, and one of the reasons it's wrong
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    is that the ideas are flowing back up the pipeline.
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    The ideas are coming back from the consumers,
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    and they're often ahead of the producers.
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    Why is that?
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    Well, one issue
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    is that radical innovation,
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    when you've got ideas that
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    affect a large number of technologies or people,
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    have a great deal of uncertainty attached to them.
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    The payoffs to innovation are greatest
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    where the uncertainty is highest.
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    And when you get a radical innovation,
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    it's often very uncertain how it can be applied.
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    The whole history of telephony
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    is a story of dealing with that uncertainty.
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    The very first landline telephones,
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    the inventors thought
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    that they would be used for people to listen in
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    to live performances
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    from West End theaters.
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    When the mobile telephone companies invented SMS,
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    they had no idea what it was for;
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    it was only when that technology got into the hands
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    of teenage users
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    that they invented the use.
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    So the more radical the innovation,
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    the more the uncertainty,
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    the more you need innovation in use
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    to work out what a technology is for.
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    All of our patents, our entire approach
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    to patents and invention, is based on the idea
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    that the inventor knows what the invention is for;
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    we can say what it's for.
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    More and more, the inventors of things
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    will not be able to say that in advance.
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    It will be worked out in use,
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    in collaboration with users.
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    We like to think that invention is
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    a sort of moment of creation:
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    there is a moment of birth when someone comes up with an idea.
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    The truth is that most creativity
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    is cumulative and collaborative;
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    like Wikipedia, it develops over a long period of time.
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    The second reason why users are more and more important
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    is that they are the source of big, disruptive innovations.
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    If you want to find the big new ideas,
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    it's often difficult to find them in mainstream markets,
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    in big organizations.
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    And just look inside large organizations
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    and you'll see why that is so.
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    So, you're in a big corporation.
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    You're obviously keen to go up the corporate ladder.
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    Do you go into your board and say,
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    "Look, I've got a fantastic idea
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    for an embryonic product
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    in a marginal market,
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    with consumers we've never dealt with before,
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    and I'm not sure it's going to have a big payoff, but it could be really, really big in the future?"
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    No, what you do, is you go in and you say,
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    "I've got a fantastic idea for an incremental innovation
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    to an existing product we sell through existing channels
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    to existing users, and I can guarantee
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    you get this much return out of it over the next three years."
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    Big corporations have an in-built tendency
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    to reinforce past success.
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    They've got so much sunk in it
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    that it's very difficult for them to spot
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    emerging new markets. Emerging new markets, then,
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    are the breeding grounds for passionate users.
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    Best example:
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    who in the music industry,
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    30 years ago, would have said,
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    "Yes, let's invent a musical form
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    which is all about dispossessed black men
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    in ghettos expressing their frustration
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    with the world through a form of music
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    that many people find initially quite difficult to listen to.
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    That sounds like a winner; we'll go with it."
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    (Laughter).
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    So what happens? Rap music is created by the users.
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    They do it on their own tapes, with their own recording equipment;
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    they distribute it themselves.
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    30 years later,
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    rap music is the dominant musical form of popular culture --
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    would never have come from the big companies.
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    Had to start -- this is the third point --
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    with these pro-ams.
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    This is the phrase that I've used in
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    some stuff which I've done
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    with a think tank in London called Demos,
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    where we've been looking at these people who are amateurs --
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    i.e., they do it for the love of it --
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    but they want to do it to very high standards.
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    And across a whole range of fields --
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    from software, astronomy,
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    natural sciences,
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    vast areas of leisure and culture
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    like kite-surfing, so on and so forth --
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    you find people who want to do things because they love it,
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    but they want to do these things to very high standards.
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    They work at their leisure, if you like.
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    They take their leisure very seriously:
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    they acquire skills; they invest time;
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    they use technology that's getting cheaper -- it's not just the Internet:
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    cameras, design technology,
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    leisure technology, surfboards, so on and so forth.
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    Largely through globalization,
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    a lot of this equipment has got a lot cheaper.
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    More knowledgeable consumers, more educated,
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    more able to connect with one another,
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    more able to do things together.
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    Consumption, in that sense, is an expression
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    of their productive potential.
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    Why, we found, people were interested in this,
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    is that at work they don't feel very expressed.
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    They don't feel as if they're doing something that really matters to them,
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    so they pick up these kinds of activities.
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    This has huge organizational implications
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    for very large areas of life.
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    Take astronomy as an example,
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    which Yochai has already mentioned.
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    20 years ago, 30 years ago,
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    only big professional astronomers
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    with very big telescopes could see far into space.
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    And there's a big telescope in Northern England called Jodrell Bank,
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    and when I was a kid, it was amazing,
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    because the moon shots would take off, and this thing would move on rails.
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    And it was huge -- it was absolutely enormous.
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    Now, six
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    amateur astronomers, working with the Internet,
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    with Dobsonian digital telescopes --
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    which are pretty much open source --
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    with some light sensors
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    developed over the last 10 years, the Internet --
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    they can do what Jodrell Bank could only do 30 years ago.
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    So here in astronomy, you have this vast explosion
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    of new productive resources.
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    The users can be producers.
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    What does this mean, then, for our
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    organizational landscape?
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    Well, just imagine a world,
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    for the moment, divided into two camps.
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    Over here, you've got the old, traditional corporate model:
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    special people, special places;
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    patent it, push it down the pipeline
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    to largely waiting, passive consumers.
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    Over here, let's imagine we've got
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    Wikipedia, Linux, and beyond -- open source.
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    This is open; this is closed.
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    This is new; this is traditional.
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    Well, the first thing you can say, I think with certainty,
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    is what Yochai has said already --
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    is there is a great big struggle
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    between those two organizational forms.
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    These people over there will do everything they can
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    to stop these kinds of organizations succeeding,
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    because they're threatened by them.
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    And so the debates about
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    copyright, digital rights, so on and so forth --
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    these are all about trying to stifle, in my view,
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    these kinds of organizations.
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    What we're seeing is a complete corruption
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    of the idea of patents and copyright.
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    Meant to be a way to incentivize invention,
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    meant to be a way to orchestrate the dissemination of knowledge,
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    they are increasingly being used by large companies
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    to create thickets of patents
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    to prevent innovation taking place.
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    Let me just give you two examples.
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    The first is: imagine yourself going to a venture capitalist
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    and saying, "I've got a fantastic idea.
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    I've invented this brilliant new program
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    that is much, much better than Microsoft Outlook."
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    Which venture capitalist in their right mind is going to give you any money to set up a venture
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    competing with Microsoft, with Microsoft Outlook? No one.
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    That is why the competition with Microsoft is bound to come --
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    will only come --
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    from an open-source kind of project.
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    So, there is a huge competitive argument
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    about sustaining the capacity
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    for open-source and consumer-driven innovation,
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    because it's one of the greatest
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    competitive levers against monopoly.
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    There'll be huge professional arguments as well.
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    Because the professionals, over here
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    in these closed organizations --
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    they might be academics; they might be programmers;
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    they might be doctors; they might be journalists --
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    my former profession --
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    say, "No, no -- you can't trust these people over here."
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    When I started in journalism --
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    Financial Times, 20 years ago --
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    it was very, very exciting
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    to see someone reading the newspaper.
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    And you'd kind of look over their shoulder on the Tube
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    to see if they were reading your article.
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    Usually they were reading the share prices,
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    and the bit of the paper with your article on
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    was on the floor, or something like that,
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    and you know, "For heaven's sake, what are they doing!
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    They're not reading my brilliant article!"
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    And we allowed users, readers,
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    two places where they could contribute to the paper:
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    the letters page, where they could write a letter in,
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    and we would condescend to them, cut it in half,
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    and print it three days later.
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    Or the op-ed page, where if they knew the editor --
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    had been to school with him, slept with his wife --
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    they could write an article for the op-ed page.
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    Those were the two places.
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    Shock, horror: now, the readers want to be writers and publishers.
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    That's not their role; they're supposed to read what we write.
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    But they don't want to be journalists. The journalists think
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    that the bloggers want to be journalists;
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    they don't want to be journalists; they just want to have a voice.
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    They want to, as Jimmy said, they want to have a dialogue, a conversation.
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    They want to be part of that flow of information.
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    What's happening there is that the whole domain
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    of creativity is expanding.
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    So, there's going to be a tremendous struggle.
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    But, also, there's going to be tremendous movement
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    from the open to the closed.
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    What you'll see, I think, is two things that are critical,
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    and these, I think, are two challenges
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    for the open movement.
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    The first is:
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    can we really survive on volunteers?
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    If this is so critical,
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    do we not need it funded, organized, supported
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    in much more structured ways?
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    I think the idea of creating the Red Cross
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    for information and knowledge is a fantastic idea,
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    but can we really organize that, just on volunteers?
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    What kind of changes do we need in public policy
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    and funding to make that possible?
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    What's the role of the BBC,
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    for instance, in that world?
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    What should be the role of public policy?
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    And finally, what I think you will see
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    is the intelligent, closed organizations
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    moving increasingly in the open direction.
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    So it's not going to be a contest between two camps,
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    but, in between them, you'll find all sorts of interesting places
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    that people will occupy.
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    New organizational models coming about,
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    mixing closed and open in tricky ways.
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    It won't be so clear-cut; it won't be Microsoft versus Linux --
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    there'll be all sorts of things in between.
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    And those organizational models, it turns out,
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    are incredibly powerful,
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    and the people who can understand them
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    will be very, very successful.
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    Let me just give you one final example
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    of what that means.
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    I was in Shanghai,
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    in an office block
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    built on what was a rice paddy five years ago --
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    one of the 2,500 skyscrapers
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    they've built in Shanghai in the last 10 years.
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    And I was having dinner with this guy called Timothy Chan.
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    Timothy Chan set up an Internet business
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    in 2000.
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    Didn't go into the Internet, kept his money,
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    decided to go into computer games.
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    He runs a company called Shanda,
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    which is the largest computer games company in China.
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    9,000 servers all over China,
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    has 250 million subscribers.
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    At any one time, there are four million people playing one of his games.
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    How many people does he employ
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    to service that population?
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    500 people.
  • 16:09 - 16:11
    Well, how can he service
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    250 million people from 500 employees?
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    Because basically, he doesn't service them.
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    He gives them a platform;
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    he gives them some rules; he gives them the tools
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    and then he kind of orchestrates the conversation;
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    he orchestrates the action.
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    But actually, a lot of the content
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    is created by the users themselves.
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    And it creates a kind of stickiness
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    between the community and the company
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    which is really, really powerful.
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    The best measure of that: so you go into one of his games,
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    you create a character
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    that you develop in the course of the game.
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    If, for some reason, your credit card bounces,
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    or there's some other problem,
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    you lose your character.
  • 16:51 - 16:53
    You've got two options.
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    One option: you can create a new character,
  • 16:56 - 16:59
    right from scratch, but with none of the history of your player.
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    That costs about 100 dollars.
  • 17:01 - 17:04
    Or you can get on a plane, fly to Shanghai,
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    queue up outside Shanda's offices --
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    cost probably 600, 700 dollars --
  • 17:11 - 17:14
    and reclaim your character, get your history back.
  • 17:14 - 17:16
    Every morning, there are 600 people queuing
  • 17:16 - 17:18
    outside their offices
  • 17:18 - 17:20
    to reclaim these characters. (Laughter)
  • 17:20 - 17:23
    So this is about companies built on communities,
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    that provide communities with tools,
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    resources, platforms in which they can share.
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    He's not open source,
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    but it's very, very powerful.
  • 17:32 - 17:35
    So here is one of the challenges, I think,
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    for people like me, who
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    do a lot of work with government.
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    If you're a games company,
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    and you've got a million players in your game,
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    you only need one percent of them
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    to be co-developers, contributing ideas,
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    and you've got a development workforce
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    of 10,000 people.
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    Imagine you could take all the children
  • 17:59 - 18:02
    in education in Britain, and one percent of them
  • 18:02 - 18:04
    were co-developers of education.
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    What would that do to the resources available
  • 18:06 - 18:08
    to the education system?
  • 18:08 - 18:11
    Or if you got one percent of the patients in the NHS
  • 18:11 - 18:14
    to, in some sense, be co-producers of health.
  • 18:14 - 18:16
    The reason why --
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    despite all the efforts to cut it down,
  • 18:19 - 18:21
    to constrain it, to hold it back --
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    why these open models will still start emerging
  • 18:24 - 18:26
    with tremendous force,
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    is that they multiply our productive resources.
  • 18:28 - 18:30
    And one of the reasons they do that
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    is that they turn users into producers,
  • 18:32 - 18:34
    consumers into designers.
  • 18:34 - 18:36
    Thank you very much.
Title:
The era of open innovation
Speaker:
Charles Leadbeater
Description:

In this deceptively casual talk, Charles Leadbeater weaves a tight argument that innovation isn't just for professionals anymore. Passionate amateurs, using new tools, are creating products and paradigms that companies can't.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
18:37

English subtitles

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