4. Parti Pris
• «permanent event»
• Collaborative Process Design
• open company / open innovation
• Permanent Beta
• pleasure in collaboration
• Technology only as a tangible leverage : no whaou effects
• Dealing with complexity
• Engagment of participant in each interaction
• Play / Learn rules by yourself
5. Preconception - Experience
1 – We speak about physical collaboration and
digital collaboration
2 – Trying to substitute digital collaborative
experience to physical collaborative experience is
not possible.
3 – We aim at deeply understand specificities of
digital and physical collaborative works to optimize
the experience layout.
4 – We have to keep in mind that goal leads to
tools and not the reverse
6. Areas - Experience
1- Analysis of 2- Use case inventory 3- Process steps and
collaborative tools scale
Tools inventory Use case inventory Major steps of change
Strengths and weaknesses Items inventory process and scales
analysis
What we should keep in mind
Generic tools user oriented Use case typology Interaction and collaboration
specificities for each main
step.
7. Combination method
TOOL
USE
EFFICIENCY PROCESS
CASE
SCENARIO X (USER
ORIENTED)
X STAGES
EXPERIENCE PACK
8. Each space interacts with the two others and has its own
interface.
Preconception on these 3 environments:
Virtual • open, multi-purpose, flexible and user friendly,
• common identity, visual style guidelines and label,
Spaces
• can host an event
• each space has its own temporality (timebox),
• socialising areas,
Capacities of tools:
Physical • representation and conceptualization of elements, processes,
organizations ; layout of content, wall, scribing, boards…,
Projection • exchange and sharing (trails: chat, quiz, conferences, forums),
spaces • immersion, simulation, staging,
• meeting rooms, shared workspaces,
• capitalization, knowledge management, access to the
information.
Research areas:
Players: facilitators, clients, moderators, • community and collaboration spaces (examples: Virtual Reality
community managers… = Ecosystem centers, “la cantine” architecture, procedures…
• immersion (examples: VR, games, MMORPG)
• conceptualization (examples: complex conceptualization,
Augmented Reality, devices as reactables, tablets, glasses…)
Objective: definition of functional and technical requirements of each
environments in term of:
• architecture (work areas),
• tools (devices),
• design (ergonomics, aesthetic…).
9. ECOSYSTEM
1.Anyone likely to bring value to our clients is a
candidate to be part of our ecosystem
2.People’s expectations inside our ecosystem
has to be pleasure and personal development
first
3.Our E-core has got the special role to
promote our ecosystem added values into
members day-to-day professional life
10. Principles A new set of
Methodologies and
Competencies &
ASE
examples of new
modules adapted to our
usecases.
Methodologies
Definition of the
sequencing….
Consultin Principles Unshared IN
g of the WIP Principles New modules
Examples adapted to OUT
our usecases.
Competencies
Outer Network
space