INDEX

  • #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
    • adopting 125–6
    • applying 126–7
    • at scale 122–5
  • 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
    • virtual 81–3
  • 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
    • Kind of Blue 120
  • 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
    • global 32–3
  • 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
    • making 167
    • online 37, 158–63
    • reason for playing 160–1
    • at work 163–6
  • 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
    • Gates of Paradise 227–8, 229
  • 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
    • Brave New World 5, 36
  • hybrid learning 37
  • hyperlinks 64
  • hyper-local 27–8
  • Hypertext 59
  • Hypertext Mark-up Language (HTML) 7
  • I
  • IBM 31, 154
    • Deep Blue computer 172
  • 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
    • of digital humans 222–4
  • 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
    • Little Prince, The 84
  • 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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