Industry and University: Partners in Delivering Lifelong

Download Report

Transcript Industry and University: Partners in Delivering Lifelong

Preparing Students for a Fulfilled Lifelong Experience
Industry and University
Partners in Delivering Lifelong Learning
Dr. Chris Coughlan
adj. Prof. Dept. of Management, NUI, Galway
Hewlett-Packard, Galway
To enable a successful partnership with
Industry Universities must be capable of:
“creating lifelong learning content and
environments for people to compete in
today’s and tomorrow's world”
Understand the Challenges faced by Industry








constant change
accelerating innovation
increased competitiveness
application of technology
global markets – global competition
decline in long established industry
convergence and emergence of 2nd wave .com’s
general worldwide economic uncertainty
To successfully address these industry challenges
universities must base the design of their
lifelong learning deliverables in the context of:
the emerging and driving characteristics of
the knowledge and digital economy
Student and Employee Enablers
“for creating lifelong learning content and
environments for people to compete in today’s
and tomorrow's world”
The Seven Enabling and Driving C’s
• Catch-up
• Creativity
• Change
• Connectivity
• Complexity
• Commerciality
• Convergence
Equally relevant to Universities as well as Industry
Catch-up
University Lag - Industry Lead
Old Order V’s New Order
“change in economics has been reluctant and
reluctantly accepted. Those who benefit from
the status quo resist change, as do economists
who have a vested interest in what has always
been taught and believed.”
- John Kenneth Galbraith
Creativity – Driving Innovation
“The best ideas are not formed in the boardrooms,
but in the minds of creative entrepreneurs who do
not perceive the future in terms of preserving the
status quo” - Denise Caruso
“Future paradigm shifts can often be seen in new
technology or opportunities, but the outcome of
the shift is often dependent on the creative
application of technology”
- Morris and Brandon, “Reengineering your Business”
Change – the Three Waves and beyond?
• Wave 1 – agricultural
• Wave 2 - industrial
• Wave 3 – digital
• Wave 4 - ?
• Wave 5 - ?
“picks”
“bricks”
“clicks”
MILD FUTURE “STUFF”
WILD FUTURE
“STUFF”
The Past Considered – The Present Understood – The Future Anticipated
Change – Technology
The innovative use of Digital Technology and
Information are fundamentally changing the
traditional educational and industry landscape
Moore’s Law
“The performance of semiconductor ‘chip’ technology in
speed and density as measured against its price doubles
every eighteen months”
- Gordon Moore,
Chairman, Intel Corp.
Change - Old and New E-Conomists
“When you feel the winds of change, build a
windmill, not a windbreak”
- Mao Tse-Tung
“When change is inevitable, you must spot it,
embrace it and find ways to make it work for
you”
- Bill Gates, Microsoft Corp.
Connectivity - New Relationship Paradigms
Connectivity between business partners, suppliers and users, blurs
relationships and processes and transforms traditional supply and
value-chains - they become Value-Webs.
Connectivity between university, industry, employees, lecturers
become less defined and blurs relationships, boundaries and
processes and transforms traditional learning relationships
Throw out everything you know!
Compete and Collaborate




Customers become Partners
Partners become Competitors
New Channels Emerge
New Business and Educational Models Evolve
Connectivity - Technology
Metcalf’s Law
“ The value of a network is proportional to
the number of users squared”
- Bob Metcalf, Inventor of the Ethernet
Connectivity - Customer Centric & Control
Customer becomes part of the Supply-Chain
The Democratization of Information

Today’s consumers and students are efficient at
finding information, products and services faster
than traditional means
“In-Forming”

Build and supply your own personal supply-chain
with information, knowledge, entertainment,
training, learning, buying, selling and community
Digitizing the Value and Educational Supply-Chain
Complexity - The Nine Economies
Wave Interactions - Three Main Economies - Six Hybrid Economies
• agricultural
• industrial
• digital
agriculture
industrial
digital
Complexity
Increasing complexity both on the demand and supply side of the
value-chain of companies and industries
Chaos or “Butterfly Effect”
A ripple at one end of the value-chain can trigger a tidal wave at the
other end
“The more complex the value-chain the more potential its volatility”
“managing the organisation under the traditional model is just like
trying to complete a complex jigsaw puzzle without having the
picture on the box in front of you”
- Martin
Commerciality

How many companies founded?
 How many jobs created?
 How much revenue/wealth created?
 How many new products, services and processe’s
Convergence - Industry
1987
2000
Broadcast &
Motion Picture
Industry
Print &
Publishing
Industry
Computer
Industry
Media Lab, MIT
Convergence - Marketplace
Manufacture at Point of Delivery
point of consumption
point of production
Production
University
Consumer
Industry
back office
front office
Prosumer Society
Architecture of Participation
technology and systems designed to produce not just to consume
The Knowledge and Digital Economy
- Unstoppable Enterprise
Destabliser and Enabler that:
Eliminates
 barriers of entry
 barriers of time
 barriers of geography
 barriers of physical product
Changes
 selection process
 pricing model
 order and delivery process
Now = Zero Latency X 24 X 7 X 365 X 7
The Knowledge and Digital Economy
- Unstoppable Enterprise








Time Compression
Time Acceleration
Internet Time (e.g. eBay)
Real Time Marketing
Real Time Configuration
Real Time Pricing
Real Time Trading
Real Time Delivery
Conclusion
Earn a Living to Learn a Living





Be prepared for the Nintendo Generation of
Today
They are the Learners, Decision Makers and
Users of Tomorrow
Young people learn in audio soundbytes and
video clips. This orientation will continue
throughout their lives, meaning they will
assimulate information most effectively in
electronic format, very different from today’s
generation
Place to Space in 3D Virtual Worlds
Plug and play generation
Conclusion
The New Learning Principles
Set Time to “On Demand” “ANYTIME”
“ANYONE”
“ANYCHOICE”
Content
&
Course
Local
to
Global “ANYWHERE”
“The Empires of the Future are the Empires of the Mind”
- Winston Churchill
Chris Coughlan