How can 'strategic foresight' – the imaginative and disciplined exploration of possible futures – bring criticality and success to creative media entrepreneurs?
This special sLab Explorations event draws together leading voices from several OCAD-led research communities to engage an audience of young innovators.
Through a 'brief history of the future', Greg Van Alstyne of Strategic Innovation Lab (sLab) outlines the origins and current relevance of scenario planning and other foresight methods.
Suzanne Stein, Innovation and Business Development lead for OCAD's Digital Futures Initiative, will outline research plans for her SuperOrdinary Lab.
Michelle Perras, Director of the Mobile Experience Innovation Centre (MEIC), brings stories from the explosive world of mobile games, apps, and services, where the need for foresight increases with each unfolding opportunity.
Together with the audience we'll explore these tools for understanding, anticipating and managing change, as part of sLab's warmup for 2020 Media Futures, an ambitious, cross-industry foresight project that aims to 'future-proof' the creative cluster industries in Canada: our books, magazines, film, TV and interactive media. Join us for a lively presentation and discussion.
This special sLab Explorations event is generously sponsored by The Quebecor Fund – Professional Development
We live our lives split between page and screen. How can design thinking solve this dilemma? Can we design a hybrid medium that supports seamless migration of reading and writing from book space to screen space and back, without proprietary hardware? Come join our discussion on the future for the book.
What is an interface? Can interfaces be ‘transparent’? What are the relationships between different interfaces? Do they form a network? Can we apply an ecological model to interface evolution? What are the roles of users and designers in the ecology of interfaces? Interfaces have multiplied, and it is possible to find them not only in the analogical objects (the interface of a TV remote) and digital devices (a videogame interface) that surround us, but also as company-client interfaces. We should not be surprised if one day we find pedagogues talking about 'the teacher–student interface’. Any communicative interchange belongs to the interface universe. We could spend a lifetime talking about interfaces. And yet, while we strive to design, use, reflect, define, classify and write about them, interfaces continue to reproduce, contaminate and live a seemingly autonomous existence, far away from our theoretical ruminations.
Pre-competitive purposes / innovation / research / collaboration refers to early stage, multi-sector, “market development” efforts that aim to open up space and capacity for cooperation & competition by developing knowledge, expectations, standards.