3 Digital Megatrends in the Public Sector

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Which megatrends are important to understand when digitizing the public sector? Here are 3 trends as presented on the Digitize Denmark conference on April 7th. 2011.

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3 digitale megatrends

Tekbazar, Digitaliser - 7. april 2011

Www siden 1994 Formidlingschef Medstifter og partner

Christian Schwarz Laustenchristian@seismonaut.com

twitter: @unwiredchris

12 MEDARBEJDERE I ÅRHUSOG KØBENHAVN

VI UDVIKLER DIGITALE STRATEGIER OG KOMPETENCER MED UDGANGSPUNKT I SOCIALE MEDIER

1Data &informations-visualisering

Web 1.0 = “go search, get data” Web 2.0 = “real identities” and “real

relationships”Web 3.0 = “real identities generating

massive amounts of data.”

Reid Hoffman, LinkedIn

“Credit card companies can predict with 98% accuracy, two years in advance, when a couple is going to divorce, based on spending patterns alone.”

Marissa Mayer, Google

“Increasingly, the web is the world – everything and everyone in the world casts an ‘information shadow’, an aura of data, which when captured and processed intelligently, offers extraordinary opportunity and mindbending implications.”

Tim O’Reilly

“There's one simple reason why visualization is becoming so important, and that's our desire to understand what's happening in the world at a time when it's becoming harder and harder to do so.”

International Herald Tribune

WhatWePayFor.com

Involvering, deltagelse &engagement2

“Build an architecture of participation.”

“With enough eyeballs, all bugs are shallow.”

“The service automatically gets better the more people use it.”

• 170.000 dokumenter gennemset på 80 timer

• Deltagelsesprocent på 56%

• 25.000 registrerede brugere

“90% af vores kunder ønsker blot at købe vores produkter, mens 10% gerne vil bygge deres egne ting online. 1% har evnerne til at lave noget, der er så godt, at andre vil betale for det.

Måske er 1% højt sat, så lad os sige 0,1 eller endda 0,01%, men med en kundebase på 3,2 mio. er det stadig mere end 3000 mennesker.

For øjeblikket har vi 150 designere ansat hos LEGO.”

- Paal Smith‐Meyers, Creative Director, LEGO

“Vi skal lære af de store websucceser - Facebook, Wikipedia og sikre, at vi får inddraget brugerne langt mere i vores løsninger. Vi har lært, at det skal være nemt og sjovt at bidrage, og at mange brugeres beskedne forbedringer af indholdet giver stor værdi.”

- Christian Lanng, ex-kontorchef, IT- og Telestyrelsen

MOTIVATIONS-FAKTORER

AnerkendelseMagtBelønningSamarbejde

INDREYDRENysgerrighedUdfordringAltruismeGlæden ved at dele

for aktiv deltagelse online

“Gamification is the use of game play mechanics for non-game applications in order to encourage people to adopt the applications.Gamification works by making technology more engaging, and by encouraging desired behaviors, taking advantage of humans' psychological predisposition to engage in gaming.”

Wikipedia

Digitaldannelse3

10% teknologi

90% mindset

Unge konsumerer 44 timers medieindhold i døgnet. (Institut for fremtidsforskning 2009)

En generation, der multitasker, bruger nettet, ser tv og spiller spil25% af deres samlede fritid.

64% skaber indhold, de deler med andre.(Pew Internet Research, 2007)

Mød 9-årige Simon - en digital indfødt

31% bruger mere end 2 timer om dagen på at pleje deres sociale netværk online.(Medierådet, 2008)

NYE DIGITALE KOMPETENCER

“The Internet has morphed what we used to think of as a fancy calculator into a fancy telephone with email, chat groups, IM, and blogs. It turns out that we don’t use computers to enhance our math skills - we use them to expand our people skills.”

—Will Wright, Spildesigner og opfinderen af Sim City

1986 = 75%1997 = 20%“We are dependent on relationships with others to deal with knowledge explosion and increasing complexity.”

- John I. Todor

3 digitale trends1. Data -og

informationsvisualisering2. Involvering, deltagelse og

engagement3. Digital dannelse