- #BlackLivesMatter 234
- #justsayno movement 242
- #MeToo campaign 234
- A
- A3 thinking 193
- ABS breaking and safety mechanisms 25
- Acropolis (Athens) 221
- Activate, definition 249
- activists 236–9
- add-app-ability 54, 113–28
- Adidas 31, 135
- Adjaye, Sir David 137
- adult learning theory 204
- Akhenaten 215–17, 219, 220, 2231
- Albert, Prince 92
- Alexa 19, 23, 248
- Alexander the Great 177
- Alexandria 213
- algorithms 24–6
- Alinsky, Saul: Rules for Radicals 234
- Alka-Seltzers 175
- Al-Ma'mun, Caliph 200
- al-Mansur of the Abbasid, Caliph 199
- AlphaGo 172
- Amarna 217
- Amazon 6, 7
- Amenhotep IV see Akhenagten
- Ancient Greece 129, 145–6, 147
- Ancient Roman classical architectural system 113–14
- Andean civilizations 106
- Apple 6, 135, 161
- applied mathematics 37
- applied science 37
- apps 34, 39, 110
- Arab Spring 234
- arete 145–6, 147
- Aristophanes 233
- Aristotle 179, 199
- Arpanet 7
- Arsenale Nuovo (Venice) 76, 83
- Arte di Calimala (wool merchants' guild) 227
- artificial intelligence (AI) 6–7, 20, 193, 123
- asteroids 162
- Atari 162
- Aten 216
- Athens 219–21
- attractors 181–2
- augmented reality (AR) 162, 241
- automated voice-recognition 123
- automatic teller machines (ATMs) 24
- automation 249
- Axie Infinity 163
- Axie tokens (AXS) 163
- B
- Bacon, Francis 5
- Baghdad 199–200, 213
- Barbican 137
- Bateson, Gregory 249
- Bayer 135
- Bayt al-Hikma (House of Wisdom) 200
- Beatles, The 238
- behaviour economics 28–9
- Berners-Lee, Tim 7, 59, 219
- Bersin, Josh 204, 207
- Big Data 19
- Blade Runner (film) 142
- blended learning 37
- blockchain 35, 38–9, 162, 203
- Bohn 28
- Book spine 59–60
- bots 123
- Boulton, Matthew 86
- brainstorming 249
- Brexit referendum 19
- broadcast 239
- Bruce, Tina 164
- Brunelleschi, Filippo 227
- Building the Metaverse (blog) 162
- BYOD (bring your own device) 116–17
- C
- Caesar, Julius 59
- Carroll, Lewis: Alice's Adventures in Wonderland 65
- cascade 239
- Centre for Human Compatible AI 21
- centres of excellence 134, 135–6
- CERN 7
- chief digital officer (CDO) xvii
- chief human resources officer (CHRO) xvii
- China 115
- Churchill, Winston 78, 230
- co-bots (collaborative robots) 22
- Coca-Cola 182, 193
- coding for friendly AI 37
- coffeehouses 140
- Cohen, Leonard 147
- Coleman, Ornette 52
- collaboration 31, 40, 250
- collaboration platforms 52
- collaboration software 143
- collaborating teams 70
- collaboration technologies 53
- collaborative authoring 83–5
- collaborative construction 75–6
- collaborative learning 40
- collaborative work 34, 75–96
- collective construction 75–6
- community animator 211
- community-based learning 211
- community lives 31–2
- community spaces 134, 136–7
- companion tools 34–5
- complex evolving systems 51
- complex systems 250
- complexity 53
- Condé, Jean de: Lit Dit du Miroir 189
- Confucius 145, 172
- connected production environments 134, 137–8
- connectors 181
- construction 75–96
- consultant 250
- continuous improvement 49
- Continuous productive urban landscapes (CPULS). 28
- Covey, Stephen M.R. 234
- Covid-19 pandemic xv, xvi, 7, 10, 62, 65, 80, 130, 189, 202
- Cowan, Brian 139
- co-working 138–9
- Craigslist 7
- creation sector 20
- creativity 21, 84, 150–1, 154
- credibility 68
- crowdfunding 218–19
- crowdsourcing 34
- cryptocurrency trading 163
- Csikszentmihalyi, Mihaly 211
- cultural spaces 134, 136–7
- culture 250
- curated content 210
- D
- Dante Alighieri 227
- dark web 5
- Darwin, Charles 86, 191
- Darwin, Erasmus 85
- dashboards 34
- data, making sense of 192–3
- data cloud 196
- data, information, knowledge, and wisdom pyramid 192
- Davis, Miles 52
- Davis, Stan 47, 62
- de-bossing 118
- decision apps 71
- decision making 64, 65–7, 250
- and executing 53, 54
- online 67–8
- Deep Blue computer 172
- deep memory 161
- Del.icio.us 7
- deoxyribonucleic acid (DNA) 22
- design 80–1, 250
- diaspora 7
- dice 157
- Didion, Joan 229
- digital, definition 251
- digital agora 129–30
- digital dashboards 143
- digital film production 132
- digital humans xv–xvi, 251
- digital illiteracy 24
- digital leader 177–9
- digital learning 202
- digital learning organizations 205
- digital media 30
- digital mirrors 190–1
- digital organizations xvi–xvii
- digital skills 24
- digital spine 54–74
- digital tools 13, 52, 83, 86–7, 91, 109–10, 119, 121, 127, 142, 151–2, 153–4, 173, 189, 213, 223, 224, 238
- digital tribes 100–2, 110
- digital winners 45–6
- digital working 11, 65, 70, 128, 130, 138, 140–1
- Dijkstra's algorithm 25
- Diogenes 188
- distributed manufacturing environment 132–3
- dot-com bubble xvii, 7
- Dota2 (Defense of the Ancients) tournament 158
- drone 23
- Drop box 141
- Duffy, Frank 31
- E
- eBay 7
- Eco, Umberto 63
- ecosystem 251
- Eiffel Tower 130
- Einstein, Albert 17, 69
- e-learning 35, 205–6
- electronic cars 19
- Eliot, T.S. 192
- Elizabeth I 5
- emergent approach 239–40
- Empire State Building 115
- employment Experience 103–6
- Encyclopaedia Britannica 60–1
- engagement 54
- entrainment 251
- Epic Games 161
- Ethereum 163
- ethics 13, 73
- European Council for Nuclear Research 7
- exhibition 92–3
- experiential learning 36–7
- experts, connected 209
- F
- Facebook (Meta) xviii, 7, 161
- Fake, Caterina 177
- feedback 189
- Fei-Fei Li 12
- financial crash (2007) 26
- Flettner, Anton 173
- Florence 227
- fluid intelligence 29
- Fortnight 163
- Fourier algorithms 25
- Framework 251
- Frey, Carl Benedikt 23
- Friedman, Milton 35
- Friendster 7
- Fuller, Buckminster 116, 174
- G
- Game Developers Conference (San Jose, April 2001) 167
- games 29, 39, 49, 157–69
- gamification 163–4, 168, 208
- Gandhi, Mahatma 233, 236
- Gates, Bill xv
- Gaudí, Antoni 149–50, 151, 153, 154
- generative approach 240
- genome sequencing 21
- Geodesic domes 116
- Ghiberti, Lorenzo 227, 228
- Gillespie, Dizzy 52
- global design 32–3
- global time zones 105
- Go 171–3, 177, 223
- GoFundMe. 218
- Goldsmith Jr, Thomas T. 161
- golf 167
- Google xvii, 6, 7, 13, 25, 61, 94,141, 161
- Google Drive 142
- Google maps 48
- Gordian Knot 179
- graphics processing units (GPUs) 162
- Great Exhibition, Hyde Park, London 92, 93
- great resignation 106
- Greek mythology 63, 188, 197
- Green, Charles 68
- Grimm, Jacob 187
- Grimm, Wilhelm 187
- H
- half-life of professional skills 201
- Hansel and Gretel 63
- Hanyu, Yuzuru 159
- haptics 30
- Harari, Yuval Noah 99, 100
- Hardin, Garrett: Tragedy of the Commons, The 235
- Harund Al-Rasheed, Caliph 199
- Harvard Universities 202
- Hesse, Hermann: Glass Bead Game, The 64
- heuristics 39
- Hewlett-Packard 209
- Hinduism 216
- hip-hop 120, 121
- home-schooling 143, 203
- Hospital Club 139
- HTC 8
- Hudson Yards (New York) 137
- Huizinga, Johan 164
- human, definition 251
- Hunicke, Robin 167
- Huxley, Aldous 40
- hybrid learning 37
- hyperlinks 64
- hyper-local 27–8
- Hypertext 59
- Hypertext Mark-up Language (HTML) 7
- I
- IBM 31, 154
- Identity, definition 252
- Incas 106–7, 108
- individual spaces 141–2
- Industrial Revolution
- informal learning 201
- informal spaces 134, 139–40
- Information Age 19
- Innovation, definition 252
- Instagram 141
- internal communication 233
- Internet 7, 64, 252
- Internet of Things (IoT) 18, 193
- Internet service provider (ISP) 7
- intimacy 68
- iPads 34
- iPhone 8
- Iteration 34, 252
- J
- Japanese Society 48–50
- Japanese tea ceremony 49–50
- jazz 51–2, 120, 252
- Jobs, Steve 50
- Jobs, impact of automation on 23–4
- Jodorowsky, Alejandro 46
- Johnson Wax organization 78
- Jonathan's Coffee House 140
- K
- Kahneman, Daniel 175
- kaizen 49
- Kasparov, Garry 172
- Kaufmann, Stuart 191
- Kay, Alan 8
- Ke Jie 172
- Kelly, Kevin: Out of Control 47
- Khizanat al-Hikma (Library of Wisdom) 199
- Kickstarter 237
- King, Martin Luther 230
- kintsugi 49
- Knowledge Stores 137
- Knowles, Malcolm Shepherd 204
- Kodak 12
- Kurzweil, Ray 13
- Kwolek, Stephanie 18
- L
- labyrinth 62–4, 252
- labyrinth of knowledge 63, 213
- Latour, Bruno 254
- Law, John 254
- leadership 252
- lean management 193
- learning, definition of 201
- learning buddies 207
- learning by doing 37, 87
- learning environments 39–40
- learning in the flow of work 26, 195, 196, 204, 207
- learning outside 201
- learning to learn 37
- LeBlanc, Marc 167
- Lego 108
- Leonardo da Vinci 114, 245
- lifelong learning 35, 49
- Link analysis 25
- LinkedIn 109
- Lisbon 130–1, 144
- living system 253
- Lloyd, Edward, coffee house 140
- Lloyds of London 140
- local fabrication 33
- London Philharmonic Orchestra 130
- London School of Economics and Political Science 202
- London Stock Exchange 140
- Louvre 130
- Ludic 253
- Lunar Society 85
- Lysistrata 233, 242
- M
- Made Smarter 27
- map building 196–7
- map making 194–5
- Marais, Eugène: Soul of the White Ant, The 46
- Marcus Vitruvius Pollio see Vitruvius
- Mass media 253
- Massachusetts Institute of Technology (MIT) 154
- Mayan civilization 3–4
- McLuhan, Marshall: Understanding Media xiii
- MDA (mechanics, dynamics, and aesthetics) 167
- Meadows, Donella 222–3
- medical education 80
- meeting, definition 253
- members' clubs 139
- Merge Sort algorithm 25
- metaverse 38, 162, 169
- methodology, definition 253
- Meyer, Chris 47, 62
- micro-learning 201
- micro-production 27
- Microsoft 6, 161
- Mill, John Stuart 35
- Mill, The 142
- Mindmapper 151
- Minecraft 163
- Minotaur 63
- mirrors 187–97
- modal Jazz 120
- model, definition 253
- modularization 26–7
- Moltke, Helmuth von 90
- momentum, maintaining 184
- More, Thomas 35
- motivation 54
- multi-channel 210–11
- multi-media 210–11
- Murray, Andy 160
- Musk, Elon 21, 221, 222, 229
- MySpace 7
- N
- Nadella, Satya xv
- Narcissus (Greek myth) 188, 197
- natural selection 191
- navigation into digital Future 195–7
- Ned 139
- Nefertiti 215
- Nestlé 26
- Netflix 25, 26, 109
- Network, definition 254
- Neumann, John von 25
- neuroscience 28–9
- New York Times, The 69
- next generation learning 207–8, 209
- Niantic 163
- Nike 135, 158
- Nintendo 49, 162, 163
- Nokia 8
- non-fungible tokens (NFTs) 38, 163
- non-governmental organizations (NGOs) xviii
- not-invented-here syndrome 77
- NTT DoCoMo's smartphone 8
- nudge theory 174–6, 182
- O
- O'Neill, Cathy: Weapons of Math Destruction 26
- Olympic Games 158, 159
- omni-channels 240–1, 254
- online, definition 254
- online gaming 163
- online learning 203–4
- online shopping 125
- open self-organizing 253
- Open University 202
- open-plan office 78
- optical-fibre 8
- order and chaos 191
- organic architecture 149
- organization, definition 254
- organization of one 54, 99–112
- Osborne, Michael 23
- Ostrom, Elinor 235, 236
- Ovid 171
- P
- Pacman 49, 162
- Palamedes 157
- Parthenon 220
- peer-to-peer learning 201
- Pellegrini, Carlos 179
- people-centred learning 211
- Pericles 219–20, 221
- personalized learning 209
- Piketty, Thomas 35
- Pinterest 151
- pivot point 183
- Platform 254
- Plato 75, 76, 77
- Platt, Lew 209
- play 161
- play spaces 30–1
- PlayStation 161, 164
- Pokémon Go 163
- Pombal, Marques de 131, 144
- poo emoji 148
- Portuguese expeditions 130–1
- PowerPoint 152
- predictive analysis 20
- Price, Cedric 137
- Priestley, Joseph 86
- Principle, definition 255
- problem-solving 34
- Propellerhead's ‘Reason' 21
- Proportional Integral Derivative algorithm 25
- PUBG (Player Unknown Battlegrounds) 163
- R
- radical personalization 40
- Radoff, Jon 162
- real-time feedback 212
- relaxed alertness 29
- reliability 68
- remote worker 124
- reticular activating system (RAS) 47
- ribonucleic acid (RNA) 22
- robots 13, 34, 36
- Rowling, J.K. 140–1
- Royal Albert Hall 93
- Royal College of Art (RCA) 81, 93
- Royal Exchange 140
- Royal Society of Arts (RSA) 139
- RSA algorithm 25
- Russell, George 120
- Lydian Chromatic Concept of Tonal Organization 52
- Russell, Stuart 21
- S
- Sagrada Família 149–50, 154, 155
- Saint-Exupéry, Antoine de 230
- sandwich shops 124
- scale, definition 255
- Scher, Paula 85
- Schwab, Klaus 4, 62
- Scott, Ridley 142
- scrolls 59–60
- search engines 61, 64
- Sebastião Jose de Carvalho e Melo see Pombal, Marques de
- security, definition 255
- Sedol, Lee 172
- self-orientation 68
- semantic analysis of participation 194
- semantic memory 161
- Senet 157
- Senge, Peter: Fifth Discipline, The 204, 205
- sentiment analysis 193
- Seuss, Dr: ‘Lorax, The' 215
- Shakespeare, William
- As You Like It 129
- Hamlet 189
- Tempest, The 3, 5, 40
- Shaw, George Bernard 157
- Shed, The (New York) 137
- Shen Kuo 172
- Shinkansen 50
- Sibelius 21
- simple rules, definition 255
- simplifiers 180
- simulation 37
- Singapore 130
- singularity 13
- Siri 19, 23
- skiing 183
- slalom 183
- slide presentation 152
- smart watches 141
- SmartLab 142
- smartphones 8, 162
- Snakes and Ladders 158
- social media 7, 108, 162
- social spaces 134, 138–40
- society, definition 255
- Socrates 188
- Sony 49
- Sophocles 157
- Sørensen, Dr Ib Holm 161
- Space Invaders 49, 162
- SpaceX 221, 222
- Speed Factory 31
- Spotify 7
- statista.com 160
- Stephenson, Neal 162
- Stiglitz, Joseph 35
- storytelling 91–2, 229–33
- Sunstein, Cass R. 29, 175
- Swarming 33–4, 255
- synthesize, definition 256
- system, definition 256
- T
- tableau 147
- Tate Modern 137
- teams 142
- technology, definition 256
- TED talks 231
- Telenet 7
- Tesla, Nicholas xiii, 221
- Thai Culture and Design Centre 137
- Thaler, Richard 29, 175, 176
- Theseus 63
- Things to Come (film) 91
- 3D printing 26–7, 30, 33
- 3G 7
- Thucydides 220
- Tichy, Noel: Leadership Engine, The 230
- TikTok 141
- timers 181
- Tinker & Partners 175
- TLAs (three letter acronyms) 87
- Toyota production system 193
- transformation, definition 256
- transformational learning 205
- tribe 232, 256
- trim tabs 173–4, 182
- trust 68–9, 109, 146, 148, 234
- as barrier to decision making and working together 67
- as barrier to flexible and remote working 142
- communities of 235–6
- definition 68
- of website 69
- Turing test 13
- Tutankhamun 157, 215, 217
- Tversky, Amos 175
- Twitter 221
- U
- Uber 5
- Under Armour 238
- universal basic income 35–6
- Unlawful Games Act (1541) (England) 158
- Utopia 256
- V
- Vasco da Gama 131
- Vatican Museums 130
- Venetian economy 79–80
- Venetian Guilds 79, 86, 236
- Venetians 76–7, 83
- version control 94
- Victoria, Queen 93
- video conferencing 105, 141
- video games 160
- Viljoen 28
- Vimeo 21
- Virgin 109
- virtual classrooms 210
- virtual collaboration 81–3
- virtual reality (VR) 30, 162, 166, 241
- Vitruvius 113–14, 128
- Vogue 94
- W
- Wellington, Duke of 159
- wireless Internet 8
- World Cup 159
- Watt, James 86
- Wedgwood, Josiah 86
- Wells, H.G. 91
- Wikipedia 30
- wikis 64
- Winnicott, Donald 160
- work, definition of 257
- work environments 133–43
- centres of excellence 134, 135–6
- connected production environments 134, 137–8
- cultural and community spaces 134, 136–7
- social spaces 134, 138–40
- spaces for the individual 141–2
- work from home 11, 24, 31, 65, 105, 109, 141, 160
- World Cyber Games 158
- World Economic Forum (WEF) xv, 4, 62, 109, 201
- World Expo (1967) 116
- world wide web 7
- Wright, Frank Lloyd 31, 78
- Z
- Zen Buddhism 50
- Zubek, Robert 167
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