Enter Magazine, Spring 2015: What’s Worth Doing?
The Changing Equation of Risk & Reward The Changing Equation of Risk & Reward
NASA’S NOSTALGIA FOR THE FUTURE: ARTISTS’ VISIONS OF FAR-OFF WORLDS INSPIRE US TO “MAKE IT SO.” OPEN INQUIRY & APPLIED INNOVATION Spring 2015 US $8.95 What’s Worth Doing? The Changing Equation of Risk & Reward 1 | ENTER magazine
- Page 2 and 3: Editorial & Design Christine Marie
- Page 4 and 5: WHITE SPACE NEURODESIGN & THE ROOTS
- Page 6 and 7: ENTER: Tell me a bit about Seeing D
- Page 8 and 9: WHITE SPACE Meets INNOVATION How Jo
- Page 10 and 11: a VC-world industrial seat. And wha
- Page 12 and 13: FEATURE THE Wild West OF INNOVATION
- Page 14 and 15: the biggest industries in the world
- Page 16 and 17: MICRO MICROBE MUSEUM 16 | ENTER mag
- Page 18 and 19: MACRO GALAXY QUEST Imagining Androm
- Page 20 and 21: PROCESS THE ACCIDENTAL INNOVATOR: C
- Page 22 and 23: PROCESS WHAT’S WORTH DOING NEXT?
- Page 24 and 25: ORGANIC/BUILT Lori Zimmer is an art
- Page 26 and 27: TOP TEN EMERGING TECHNOLOGIES 2015
- Page 28: “One of the most powerful words w
NASA’S NOSTALGIA FOR THE FUTURE: ARTISTS’ VISIONS OF FAR-OFF WORLDS INSPIRE US TO “MAKE IT SO.”<br />
OPEN INQUIRY &<br />
APPLIED INNOVATION<br />
<strong>Spring</strong> <strong>2015</strong><br />
US $8.95<br />
<strong>What’s</strong> <strong>Worth</strong><br />
<strong>Doing</strong>?<br />
The Changing Equation<br />
of Risk & Reward<br />
1 | ENTER magazine
Editorial & Design<br />
Christine Marie Mason // Editor-in-Chief<br />
Jeff Greenwald // Managing Editor<br />
Will Rogers // Creative Director<br />
Joanna Harrison // Assistant Editor<br />
Contact<br />
<strong>Enter</strong> is published by Now Labs, Inc.<br />
www.<strong>Enter</strong>-<strong>Magazine</strong>.com<br />
www.NowLabsInc.com<br />
@NowLabsInc (on Twitter)<br />
Facebook /NowLabsInc<br />
Comments & feedback: editor@<strong>Enter</strong>-<strong>Magazine</strong>.com<br />
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Print subscriptions: subscribe@<strong>Enter</strong>-<strong>Magazine</strong>.com<br />
Snail Mail: 1510 Eddy Street #310<br />
San Francisco, CA 94115<br />
2 | ENTER magazine<br />
Illustration courtesy NASA/JPL-Caltech.<br />
See page 17 for more details.
TABLE OF CONTENTS<br />
02<br />
06<br />
09<br />
10<br />
16<br />
17<br />
18<br />
19<br />
20<br />
21<br />
Neurodesign & the Roots of<br />
Creativity<br />
In conversation with artist/designer/<br />
neuroscientist Beau Lotto.<br />
by Jeff Greenwald<br />
Art meets innovation<br />
How John Maeda is transforming<br />
the way we think about design.<br />
by Jeff Greenwald<br />
The Selfie Suit<br />
The ego couture of artist and<br />
fashion designer, Tuan Tran.<br />
The Wild West of innovation<br />
TechShop’s Mark Hatch on the<br />
Makerspace Revolution.<br />
Galaxy Quest<br />
Imaging Andromeda, Up Close<br />
& Personal.<br />
by Julianne Dalcanton<br />
NASA’s Nostalgia for the Future<br />
Artists visions of far-off worlds<br />
inspire us to “make it so.”<br />
by Michael Shapiro<br />
The Accidental Innovator:<br />
Connecting with Healthcare<br />
Insight is accidental; productization<br />
is intentional.<br />
by Mason Uyeda<br />
Improvising at Work<br />
by Lisa Kay Solomon<br />
<strong>What’s</strong> <strong>Worth</strong> <strong>Doing</strong> Next?<br />
Science author Mary Roach on<br />
choosing her next subject.<br />
Snowglobes 2.0<br />
A new twist on classic kitsch.<br />
Letter from the editor-in-chief<br />
To “enter” is different than to “begin.” Beginning implies a linear progression<br />
to an end, while entering has a three-dimensional, spatial sense<br />
about it. We come into a new space, a new conversation, a new mindset—<br />
and we might stay a while. We cross a threshold, center ourselves and<br />
enter into conversation, inquiry and dialogue.<br />
With <strong>Enter</strong>, we’re inviting each person to enter a new space where a<br />
mindset of discovery, possibility and wonder exist; a space where it’s the<br />
questions themselves that matter. In Now Labs’ line of work (i.e., bringing<br />
new concepts to market), questions rule the day. Ideation (the stereotypical<br />
white board of idea generation, aka the “fuzzy front end” of innovation)<br />
starts with asking fresh questions of oneself and others. What do you experience?<br />
What do you assume? What if this constraint didn’t exist? What does<br />
this technology enable? What do people need? Why is the current solution the<br />
way it is?<br />
That asking process continues through the whole filtering cycle of applied<br />
innovation—especially when we arrive at the point of discerning the<br />
very best options.<br />
One question we’re all confronted with daily is, “<strong>What’s</strong> worth doing?”<br />
Of the hundreds of choices in front of us, how do we decide where to<br />
invest our resources? Whether we’re deciding between new market initiatives<br />
or product lines, where to give our charitable dollars or how to spend<br />
our free time, we answer that question every day—with our actions. And<br />
if we’re not conscious with those choices, we can squander our resources<br />
across competing initiatives: the death by a thousand cuts.<br />
In our first issue of <strong>Enter</strong>, we ask some very smart people how they came<br />
to make certain choices — whether at America’s space agency, with author<br />
Mary Roach as she decides what to write about next, or in a bootstrap company<br />
making cinema snowglobes. How and why did they decide “<strong>What’s</strong><br />
<strong>Worth</strong> <strong>Doing</strong>?” We also explore the systems and infrastructures that are<br />
morphing the risk and reward equation. Guest author Mark Hatch discusses<br />
the impact of makerspaces and the crowd. As experimentation becomes<br />
more friction-free and lower cost, “what’s worth doing” gets a much broader<br />
set of answers.<br />
I would love to know your answers. How do you think about risk & reward?<br />
How do you filter and choose? <strong>What’s</strong> worth doing now? Get in touch!<br />
To inquiry rich living,<br />
22<br />
Toadstool<br />
by Lori Zimmer<br />
23<br />
New Space, Old Soul<br />
Why the Exploratorium’s relocation<br />
was one of its scariest experiments.<br />
by Andy Murdock<br />
Christine<br />
Christine Mason is<br />
the founder & CEO<br />
of Now Labs, Inc.<br />
and the editor-in-chief<br />
of <strong>Enter</strong>.<br />
24<br />
Top Ten Emerging Technologies<br />
As published by The World<br />
Economic Forum<br />
3 | ENTER magazine
WHITE SPACE<br />
NEURODESIGN<br />
& THE ROOTS<br />
OF CREATIVITY<br />
In conversation with artist/designer/neuroscientist Beau Lotto<br />
by Jeff Greenwald<br />
Beau Lotto, the founder of UK-based Lottolab, is a<br />
neuroscientist and artist whose work combines visual<br />
perception, science and business. One of his signature<br />
projects is an app called Traces, which allows users to leave<br />
gifts for each other at various locations. The recipient’s smart<br />
phone shows a bubble floating above the landscape; when you<br />
find and burst the bubble, the gift reveals itself. Lotto loves to<br />
challenge perceptions on many levels; his projects have included<br />
“Blackawton Bees,” the world’s first peer-reviewed scientific paper<br />
written by school children. (Full disclosure: Coincidentally, Now<br />
Labs’ Creative Director is an investor in Lottolab’s Traces app)<br />
4 | ENTER magazine
“Anything interesting,<br />
anything new, always<br />
begins with a question.”<br />
ENTER: You said in one of your TED talks that all new perceptions<br />
begin with questions.<br />
ENTER: Why is it so hard for people and organizations to innovate<br />
and to make changes?<br />
BEAU LOTTO: Yes: whatever questions challenge our assumptions.<br />
Anything interesting, anything new, always begins with a<br />
question. But in education, unfortunately, the emphasis is on answers.<br />
We teach children to get the right answer. Our businesses<br />
are also geared that way—because we focus on efficiency.<br />
Efficiency is good, of course. Efficient systems are much more<br />
likely to survive in nature. But efficiency is only half of the equation<br />
of innovation. The other half is creativity. You’re never going<br />
to get anything new through efficiency. You’re only going to get<br />
new stuff through creativity, and the root of creativity is questions.<br />
So we should be teaching children not just how to come up<br />
with the right answers, but how to ask the right questions.<br />
BL: Because we hate uncertainty. Our brains evolved to deal with<br />
the fact that the world in which we are engaged, internally and<br />
externally, is uncertain. And when I’m in a state of uncertainty<br />
I’m scared, because it’s a risky state. And what creates uncertainty?<br />
Saying “I don’t know.” The irony is that the only way we can<br />
do anything creative is to step into uncertainty.<br />
ENTER: So fear of change causes stress, yet change is an essential<br />
part of our evolution.<br />
BL: For sure. Because if we don’t adapt, we die. So our fundamental<br />
nature is adaptation. One of the great things about human<br />
beings is that we’re able to adapt more fully to our environment.<br />
continued on page 4<br />
5 | ENTER magazine
ENTER: Tell me a bit about Seeing Differently, the book you’ve been<br />
working on.<br />
BL: Really, what the book is trying to do is answer the question<br />
“Why?” When we ask questions, we tend to ask the wrong<br />
questions. In business, we tend to ask Who, What, Where and<br />
When questions. Those kinds of questions give us information.<br />
But pure information is meaningless to the brain; what the<br />
brain wants is meaning. So the question we should be asking<br />
is, “Why?” A marketer may want to know, “Will people like the<br />
red can or the blue can?” A far more interesting question is, why<br />
would they prefer one color or another? Because if you can answer<br />
that question, you’d be able to understand and predict when<br />
they might prefer, say, a yellow can.<br />
ENTER: Can you tell us the background of Traces?<br />
BL: Traces is a manifestation of what we call neurodesign, in<br />
which we try to create experiences for people that are grounded<br />
“The irony is that the only way we<br />
can do anything creative is to<br />
step into uncertainty.”<br />
in how we understand what humans are, and what humans need.<br />
Traces uses the digital to re-engage with the physical world. The<br />
content provided doesn’t exist on your phone; it exists in the<br />
world, and your phone is a window into that world. It enables<br />
you to harvest and leave traces in the world. And it emphasizes<br />
a physical engagement with the world, which is how your brain<br />
makes meaning.<br />
ENTER: Can you give me an example of how it’s being used?<br />
BL: At the moment, it’s really about people who are quite close<br />
leaving stuff for each other. Because Traces creates an opportunity<br />
for you to make an effort for someone else. You have to think<br />
about what they might want. You don’t just send something to<br />
them, you send it to a location. It could be at their house or in a<br />
coffee shop, but they have to go and get it.<br />
The Trace experiences can be a gift of wisdom—say, leaving a<br />
TED talk in a location that tells you about the architecture of that<br />
space—or a piece of music. But it can also be used very practically,<br />
like a Trace note for the UPS guy. So it augments our natural<br />
world, but it can also make reference to that world. Because when<br />
you’re looking through your phone into the world, at something<br />
floating there, your brain is actually in the world around you. It<br />
enables you to be more observant of that world.<br />
ENTER: How do you think Traces is going to carry itself forward in<br />
the business world?<br />
BL: What we’re going to do, looking ahead, is layer and brand.<br />
A brand can leave gifts and experiences for people. Advertising<br />
tends to be passive and omnipresent. With Traces, I can be in<br />
Union Square, hold up my phone and see the different things the<br />
brands might be leaving for me. The important thing is, I have<br />
a choice. Do I want to engage with a brand or not? The agency is<br />
with the user, not the brand.<br />
ENTER: How is this good for businesses?<br />
BL: For brands to create relationships with people, they have to<br />
change the way they engage with their audience. We know how<br />
the brain takes information and makes it meaningful—and that’s<br />
through experience in physical space. It’s through trust and relationships.<br />
Brands, ironically, have to become the source of giving<br />
as opposed to receiving. And in doing so, people will associate<br />
that brand with more meaning and value.<br />
ENTER: What is the difference, then, between neurodesign and<br />
neuromarketing?<br />
BL: Lottolab coined the phrase neurodesign. Our intention<br />
is to bring in neuroscientists—and we use the word very<br />
6 | ENTER magazine
generally, to include people who study behavior, anthropology,<br />
or human nature—as partners and collaborators with designers.<br />
Designers are brilliant at taking an idea and making it engaging<br />
and emotive, and translating ideas into something that people<br />
can access. Scientists are usually pretty crap at that. When you<br />
combine those two, you can take understanding and make it<br />
transformative.<br />
ENTER: I like the idea of Traces, but I have misgivings about it. I can<br />
see a potential for companies like Nike or other advertisers to plant<br />
gifts everywhere in the natural world. So going outside becomes<br />
more of a scavenger hunt than an engagement with the world. Do<br />
you see a potential danger here?<br />
BL: We’re going to try to mitigate against that. Brands will have to<br />
work directly with us. People will apply: Can we leave Traces? As<br />
a brand? Eventually we’ll have a system where anyone can leave<br />
a public trace, but they have to say how or why they’re going<br />
to do it.<br />
ENTER: You’ve said that “Play is one of the only human endeavors in<br />
which uncertainty is celebrated.” You’ve also favorably compared<br />
play to good science, and to business.<br />
BL: Yes—and business can become more like science. Businesses<br />
are starting to do that— to be open to possibility and to uncertainty,<br />
to be adaptable, cooperative and intrinsically motivated.<br />
Basically, what companies need to do is embody the principles of<br />
what makes good science. And to that equation I’d also add intention.<br />
Why. Why you’re doing it.<br />
ENTER: Do you feel hopeful about the way business and innovation<br />
are going right now? Or we moving toward more humanism or<br />
greater roboticism in the business world?<br />
BL: Really good question. I don’t know the answer to that.<br />
Technology by itself doesn’t do anything; it’s the reasons behind<br />
it. I suggest that the next phase isn’t going to be about technology,<br />
it’ll be about a way of being: The positive effect you have on<br />
things around you, and how you add value to life.<br />
I’d argue that a company that does this is more investable.<br />
Why? Because if you engage with people as human relationships<br />
do— with intention— you’ll have a more loyal audience. And<br />
that’s what companies ultimately want. So what I’m advocating is<br />
a better, business oriented, long-term strategy that also has better<br />
consequences for the world at large. n<br />
Jeff Greenwald is the managing editor of <strong>Enter</strong> <strong>Magazine</strong><br />
7 | ENTER magazine
WHITE SPACE<br />
Meets<br />
INNOVATION<br />
How John Maeda is transforming<br />
the way we think about design<br />
by Jeff Greenwald<br />
A<br />
true polymath, John Maeda is currently a design Partner<br />
at Kleiner Perkins Caufield & Byers. He has created<br />
an extraordinarily diverse career blending science,<br />
technology, commerce and the visual arts. A former professor and<br />
head of research at the MIT Media Lab, Maeda served from 2008<br />
through 2013 as president of the Rhode Island School of Design.<br />
8 | ENTER magazine
ENTER: <strong>What’s</strong> the biggest risk you’ve taken as a designer?<br />
ENTER: What is the biggest lesson you took away from RISD?<br />
JM: Leaving the comfort of a tenured professorship at MIT and<br />
becoming the president of a college, RISD, during its most challenging<br />
times was a big risk. I was inaugurated just before the<br />
global financial crisis of 2009, but I didn’t know that until it was<br />
too late. I had to learn how to run a major not for profit with a<br />
freshly minted MBA and no operating experience at scale, for<br />
sure. Another risk was to leave the comfort of what I had built at<br />
RISD, and enter the venture capital industry. That was a big risk.<br />
I’ve survived this year so far — knock on whatever surface<br />
you’d like!<br />
JM: The biggest lesson I took away is how important it is, in one’s<br />
lifetime, to have the opportunity to fight for people who are<br />
worth fighting for.<br />
I remember meeting a sophomore in a high school once. She<br />
said something to the effect of, “I’m the creative one in high<br />
school. I’m the weird one. No one takes me seriously. But you<br />
— you’re going to fight for us.” That’s when it got real. It was an<br />
honor to get to fight for those who believe in creativity, in spite of<br />
a whole system that believes in innovation but is quick to question<br />
the value of the art.<br />
ENTER: What fields could use the most innovation right now?<br />
JM: Definitely human resources. Being president of RISD, I<br />
learned how important culture is. You know how college costs<br />
so much? What you’re buying is access to a gigantic “family,” a<br />
community that’s lasted for sometimes for hundreds of years. It’s<br />
intangible. So culture is extremely valuable. And to me, culture is<br />
not owned by any part of an organization usually. Maybe HR. So<br />
at RISD I moved HR to report to me and worked at building community,<br />
building better communication, creating more inclusion<br />
and more training, and it made a difference. Companies are only<br />
as good as their people. That’s a cliché – but who’s taking care of<br />
those systems, those invaluable people? Human Resources. And<br />
what kind of tools do we give them to do that right now?<br />
ENTER: I always think of innovation and art going hand<br />
in hand.<br />
JM: People who are close to the arts understand that. But if you’re<br />
a policy wonk, you make the point that innovation helps America<br />
grow and improve. Art? Well, that’s something separate.<br />
“I was right at the wrong time;<br />
artists tend to do that.<br />
ENTER: One of your solutions at RISD was to make yourself<br />
very accessible.<br />
JM: Yes. It was a great flaw, and it was a great experiment. I remember<br />
I was at some kind of brunch for college presidents early<br />
in my presidency. I was talking to the president of an Ivy League<br />
school. This was in 2009 or something. I was the lone college<br />
president blogging and tweeting. So this Ivy League president<br />
came up to me and said “Hey, you’re John Maeda! We’re<br />
watching you.”<br />
“What do you mean?”<br />
“We’re watching to see if you’ll succeed or fail at being<br />
so accessible.”<br />
ENTER: And now it’s part of the culture.<br />
JM: They’re all in it now. At the time, I was like Rudolph the Red<br />
Nose Reindeer and no Santa Claus was in sight. Now college leaders<br />
have got to be on social media. So there you go! I was right at<br />
the wrong time. Artists tend to do that.<br />
ENTER: I’m wondering if you think that design is being driven<br />
by true innovation, or by preconceptions of what we expect to see<br />
in the future?<br />
JM: I would say design does three things: It follows the trend,<br />
it makes the trend, and it brings back old trends. So it depends<br />
on which kind of design you’re engaged with. There are people<br />
designing things that look like they were made in the 1800s,<br />
because that’s considered what’s interesting or valuable to someone.<br />
There are those who are designing futuristic things, because<br />
they’re pushed to design what has not been made yet. But there<br />
are people doing everyday design, all the time. like flyers for their<br />
rock bands. They’re not designing something futuristic.<br />
ENTER: Whose design are you watching with the most excitement?<br />
JM: Well, definitely the technology industry. I have a front row<br />
seat for that. Since my time at MIT in the ‘90s, I’ve watched it<br />
evolve and grow. I had an R1 University research seat. Now I have<br />
continued on page 8<br />
9 | ENTER magazine
a VC-world industrial seat. And what I saw in research twenty<br />
years ago is now happening.<br />
I think of the guys at Paper 53, who make the drawing app for<br />
the iPad. Hugely inventive. If Venetian craftsmen had worked<br />
with pixels instead of glass, it would be like those guys. And<br />
Google’s doing a great job. I think they’ve moved away from just a<br />
Vulcan (Star Trek reference) style design firm— speed and practicality,<br />
and are adding more emotion to what they do.<br />
ENTER: You’ve often spoken about the importance of trust. In this<br />
era, when we’ve been inundated with immersive marketing, how can<br />
we create trust without being invasive?<br />
JM: It would have to start with people to people: a stare across the<br />
table at someone you can see. I’m very old fashioned that way.<br />
And when you can’t meet someone directly, I think voice is a<br />
great surrogate for the body. But face-to-face is great.<br />
ENTER: What if that’s not possible, what if you’re trying to build<br />
trust in a brand?<br />
“I think of the guys at Paper 53,<br />
who make the drawing app for<br />
the iPad. Hugely inventive. If<br />
Venetian craftsmen had worked<br />
with pixels instead of glass, it<br />
would be like those guys.”<br />
the younger companies know that design is important, because<br />
they grew up in this whole frothy design era—whereas the ones<br />
that are more engineering-centric are coming late towards this<br />
notion of design.<br />
But just communicating design is not enough...it’s not just<br />
about Apple, it’s about culture. The reason why Apple is expert at<br />
design is because they’ve been designing for 30 years. It’s in their<br />
DNA. The earlier startups bring design in-house and into their<br />
culture the better — it’s an investment. It isn’t like something<br />
that you’re buying for right now; it’s something you’re investing<br />
in, and building over time.<br />
JM: I think that brands today need to have some kind of personal<br />
connection to be effective. Many companies use surrogates for<br />
that connection — like Flo with Progressive Insurance, or the<br />
GEICO gecko, or the “Where’s the beef?” woman from eons ago.<br />
And knowing more about a company—its mission and values,<br />
and people who work for it—also helps, and creates that personal<br />
connection. How the message is mediated does matter. Because<br />
although we are cynical to advertising that we can detect, we<br />
will let ourselves go home with those that we feel are perhaps<br />
authentic.<br />
ENTER: You said you’ll put up any art on your wall for at least a day.<br />
<strong>What’s</strong> on your wall now?<br />
JM: I have an old piece by Bruno Munari. He was one of the Italian<br />
futurists. I always loved that era of activity, because there<br />
were no computers. They were reacting to the advent of the automobile,<br />
and its speed. That was the technology of the day. And<br />
I have a lot of fortune cookie fortunes I tape on my wall. I think<br />
designers are kind of like kleptomaniacs.<br />
ENTER: <strong>What’s</strong> your favorite fortune cookie fortune up there?<br />
ENTER: What kind of work are you doing right now with KPCB?<br />
JM: I’m working with the various companies to support their<br />
founding teams leveraging of design in technology. I noticed that<br />
JM: “You will become a good lawyer someday.” I like that one. I<br />
wanted to go to law school, but at the time I chose to become a<br />
college president instead.<br />
10 | ENTER magazine
ART<br />
ENTER: Either way, you got to see how sausages are made.<br />
JM: I got to see how a lot of sausages were made. It made me think<br />
about life and education in general. I think it was Rob Kalin — he<br />
founded Etsy. Rob painted a picture of life for me once. He said<br />
the education system was designed for when we died in our 40s,<br />
so four years of college made sense. You would stock up on an<br />
education and live a life and you would eventually expire. But advances<br />
in science let us live to be 80 or 100, it’s kind of impossible<br />
to believe that you’ll take four years of your life, from 18 to 22, and<br />
Ego Couture:<br />
The Selfie Suit<br />
“The earlier startups bring design<br />
in-house and into their culture the<br />
better— it’s an investment. It isn’t like<br />
something that you’re buying for right<br />
now; it’s something you’re investing in,<br />
and building over time.”<br />
expect the education to last until you’re 80.<br />
That kind of reshaped how I thought. It was like when Jack<br />
Dorsey came out with the Square.<br />
RISD was the first college to give out Square, which is a<br />
mobile payment device, at scale on an American campus. When<br />
they started to be all around campus, I thought about how one of<br />
the best professors at RISD, Michael Fink, could totally change<br />
the game of education. I thought, “Mike can just take a Square,<br />
assemble 20 students in a park just outside my office, and charge<br />
students with credit cards. He wouldn’t need me! Why do you<br />
need a president, or an institution?” Stuff like that kept happening<br />
during my tenure as president, it made me think whether life<br />
is about longevity, or how you access live people.<br />
ENTER: You once said, “if you’re never wrong, you never get<br />
something right.” Tell me something you were wrong about.<br />
JM: It would be in 1990-something, when people started to have<br />
home pages. For this thing called “the Web.” I thought, who<br />
needs a home page, give me a break! I fortunately changed my<br />
mind a few months after it took hold. n<br />
“The ‘selfie’ is a new and pervasive<br />
expression of the self; it is an action that<br />
embraces sharing and openness. I am an<br />
open person, and I am proud to wear a<br />
suit or jacket with my image. I was inspired<br />
to bring the selfie to fashion because it<br />
is the ultimate statement of a person,<br />
wrapped up in one’s self in an exaggerated,<br />
caricatured and fun way.<br />
“As for the risk, I would ask, ‘What is the<br />
risk of being yourself?’ To the extent that<br />
you love yourself, the opinion of the world<br />
matters less. A person cannot be timid, shy<br />
or conservative to wear any of the fashion<br />
I create. I don’t think about risks—I think<br />
about opportunities. If someone doesn’t<br />
like you, a jacket or suit won’t change their<br />
opinion. So why not make it perfectly clear<br />
who you are?”<br />
Tuan Tran is an artist and fashion designer living<br />
in San Francisco<br />
Jeff Greenwald is the managing editor of <strong>Enter</strong> <strong>Magazine</strong><br />
11 | ENTER magazine
FEATURE<br />
THE<br />
Wild West<br />
OF INNOVATION<br />
TechShop’s<br />
Mark Hatch<br />
on the Makerspace Revolution<br />
Mark Hatch is the Co-Founder of TechShop,<br />
author of The Maker Movement Manifesto,<br />
and a former Green Beret.<br />
12 | ENTER magazine
Some very powerful new tools, communication<br />
methods and understandings about the way we<br />
innovate have come into existence during the last<br />
ten years. Collectively, they are radically changing how<br />
innovation is practiced—and who gets to play. Their<br />
presence is fundamentally changing, quite likely forever,<br />
the risk and reward equation of innovation.<br />
In 1992, Steven Wheelwright and Kim Clark released Revolutionizing<br />
Product Development, an influential book and research<br />
study. It concluded that, in many instances, a six-month delay<br />
in a new product launch could cause one-half of the product’s<br />
potential profits to be lost. Today, a delay of that length might put<br />
a firm a full generation behind a competitor, and could possibly<br />
cost the firm its existence.<br />
Until recently, it was a well-known “fact” that it was impossible<br />
to launch a new car company (witness the failure of the<br />
DeLorean Motor Company back in the 1980s). Yet today the entire<br />
industry is playing catch-up to Elon Musk and Tesla. Likewise,<br />
outer space was once the sole purview of nation states—until<br />
Musk and Sir Richard Branson changed that landscape (or,<br />
more aptly, spacescape). Now we have a bunch of billionaires<br />
funding the development of Planetary Resources, a space<br />
mining company.<br />
And it’s not just huge interlopers like Tesla, Virgin and Google<br />
who are upending convention. It’s General Electric, DARPA and<br />
Ford on the large enterprise side, and people like Bre Petis, Jane<br />
Chen, Espen Sivertsen, Richard Hatfield and James McKelvey on<br />
the startup side—individuals I’ll discuss soon, who are soundly<br />
beating entrenched giants at their own game.<br />
As the CEO of TechShop, the world’s first and largest chain of<br />
makerspaces, I’ve been watching as new companies launch for a<br />
fraction of traditional costs.<br />
For those who may not know: A large makerspace is basically<br />
a 15,000- to 25,000-square-foot fabrication arena, with tons of<br />
equipment. You can make just about anything. TechShop spaces<br />
include a metal shop, a wood shop, a textile lab, laser cutters,<br />
3D printers, electronics and plastics areas, powered hand tools,<br />
welding equipment, a full software suite with a couple dozen<br />
computers and the space to work on projects up to the size of a<br />
small lunar lander (yes, one guy has worked on a lunar lander).<br />
Like a club, makerspaces (or “hacker spaces”) attract a vibrant<br />
community of people who share a love for making things. Each<br />
aggregates a community of the most creative and dedicated<br />
“makers” in a city.<br />
But the most amazing thing about these places is how much<br />
they can reduce the cost of starting a hardware company. What<br />
used to cost a small fortune can now be accomplished for a few<br />
thousand dollars and some sweat equity. I have seen people come<br />
in with little knowledge and few skills—and mere months (not<br />
years) later, they launch multi-million-dollar companies that<br />
change the world. I’ve been doing new product development my<br />
entire life, for companies big and small, and have never seen<br />
anything like this occur before. We’ve heard quite a lot about<br />
software startup firms; these places create a platform for lean<br />
hardware startups.<br />
Inspired by Japanese origami folding techniques, the<br />
26-pound Oru Bay kayak was developed in a makerspace<br />
with the help of Kickstarter in 2012.<br />
Duleeesha Kulasooriya, head of strategy for Deloitte’s Center<br />
for the Edge (Deloitte is the world’s largest professional services<br />
and accounting firm), is studying the impact of the Maker Movement,<br />
and makerspaces in particular. According to Duleeesha:<br />
“Makerspaces have fundamentally shifted the<br />
economics of prototyping and small-batch manufacturing.<br />
By providing affordable access to tools<br />
and community, and thereby capital cost requirements,<br />
they have lowered the barriers for entry<br />
for hardware startups. Large firms too can take<br />
advantage of the same economics by providing<br />
access to these makerspaces and allowing for<br />
larger portions of their employees base to<br />
participate in innovation activities.”<br />
The startups I work with on a daily basis have reduced the<br />
cost of launching their products and companies by upwards of<br />
98%. The cost of failure has dropped so low, anyone can innovate.<br />
Chris Anderson (CEO of 3D Robotics, and former Editor-in Chief<br />
of Wired) sums up the excitement about the renewed interest in<br />
and the democratizing effects of makerspaces this way: “If you<br />
like the Web, you’re going to love the Maker Movement. It’s the<br />
same revolutionary innovation model, but now applied to one of<br />
continued on page 12<br />
13 | ENTER magazine
the biggest industries in the world - manufacturing.” He adds, “If<br />
you thought the web was big, I think this is going to be bigger.”<br />
Here are some examples of people who have launched lean,<br />
fast, cheap-to-start, companies out of a makerspaces.<br />
Let’s begin with Bre Petis. He was a founding member of NYC<br />
Resistor, a hacker space in Brooklyn. Formerly a junior high art<br />
instructor, Bre learned about 3D printing and launched Maker-<br />
Bot Industries out of NYC Resistor in 2009. In 2013, he sold it to<br />
Stratasys for $600 million.<br />
Jane Chen is the co-founder of Embrace, a non-profit<br />
organization that has won numerous awards, including The<br />
Economist’s Social and Economic Innovation Award, Forbes<br />
Impact 30, and Fast Company’s Innovation by Design Award.<br />
Embrace makes low-cost, portable, incubation blanket warmers<br />
to regulate the body temperature of vulnerable low-birth-weight<br />
and premature babies. The infant warmers cost less than 1% of<br />
standard incubators, don’t require constant electricity to operate<br />
and are lightweight—making them ideal for use in developing<br />
countries where rural access to hospitals and electricity is limited<br />
or unavailable. Developed in a makerspace and first used in<br />
2010, the Embrace Warmer had reported saved the lives of more<br />
than 87,000 babies by the end of 2014.<br />
Espen Siversten started his 3D printer company, Type A Machines,<br />
in Noisebridge, an anarchistic educational hackerspace<br />
in San Francisco, and actually moved his company into the San<br />
Francisco TechShop. “We brought our product to market in nine<br />
months while bootstrapping,” Siversten remarks, “when experts<br />
said it would cost $5 million and take a year.” A makerspace, he<br />
says, “was the great equalizer: access to equipment we could only<br />
dream of as a startup reduced our risks and doubled our rewards.”<br />
The Lightning LS-218 is the world’s<br />
fastest production motorcycle<br />
The world’s fastest production motorcycle is now all-electric,<br />
built by makerspace veteran Richard Hatfield’s Lightning<br />
Motorcycles. The Lightning SuperBike has already won the acclaimed<br />
Pikes Peak International Hill Climb (the second oldest<br />
motorsport race in the US), besting the entire field, including gas<br />
powered superbikes, by a stunning 21 seconds. Powered by solar<br />
energy, it now holds the Guinness World Record for the world’s<br />
The Lumio lamp, developed in a makerspace, is a multi-functional lamp<br />
concealed in the form of a small, hard-cover book.<br />
fastest electric motorcycle, having reached 218 miles per hour in<br />
2011 on the Bonneville Salt Flats.<br />
But the largest single company to launch from a makerspace<br />
so far is Square, the merchant banking solution that James McKelvey<br />
and Jack Dorsey founded in 2009. Now worth more than $6<br />
billion in shareholder value, it is believed the company did in<br />
excess of $1 billion in sales and over $30 billion in transactions<br />
in 2014. One of the most revealing things about Square’s success<br />
was that they could not get funding until they had developed a<br />
prototype device. But once the prototype was made (in our very<br />
own makerspace) they were funded quickly. This speaks to the<br />
critical importance of engineering that first prototype. As James<br />
recently told CNN, “TechShop was this miraculous find. [They]<br />
had all the equipment and they have all these amazing people. I<br />
saw a guy making his own Segway, [and] a guy making a<br />
lunar lander.”<br />
There are more. Oru Kayak, Lumio, Boosted Boards, DODO-<br />
Case, Open ROV and Theradome Laser are all examples of businesses<br />
launched through makerspaces and hacker spaces around<br />
the world.<br />
Today, it’s possible to learn the skills needed to launch a<br />
company in very short periods of time. You can even fund your<br />
company through crowdsourcing. And you can use the crowd to<br />
14 | ENTER magazine
help solve problems, set your specifications and flesh out the features<br />
and benefits you need. New members routinely come in to a<br />
makerspace, take a few classes, build a prototype and then raise<br />
tens of thousands of dollars on Kickstarter or Indiegogo to launch<br />
a company—sometimes in just a few months.<br />
One of the things that I find interesting is how disruptive<br />
some of these startups actually are. Square changed the merchant<br />
payments landscape. Lightning Motorcycles is changing the definition<br />
of a superbike. Clustered Systems, a computer server cooling<br />
company, took on major entrenched Fortune 100 companies.<br />
But this radical new way of launching is not just for the small,<br />
agile startup. The big guns are getting in on the action as well.<br />
Incubation blanket warmers by Jane Chen’s Embrace have saved more than 87,000 babies in the developing world.<br />
Ford Motor Company, for example, wanted to engage their<br />
employees in a way that would energize them to generate more<br />
innovative ideas. To do this, they funded a makerspace near their<br />
corporate HQ in 2012, wrapping it within a successful program to<br />
engage Ford employees. Their key objective was to increase the<br />
number of high quality patentable ideas coming into the Ford licensing<br />
office. The target was modest, but the actual results were<br />
stellar: a 100% increase in high-quality suggestions from their<br />
existing employee base. One resulting device (which, because of<br />
an NDA, cannot yet be disclosed) is making its way to become an<br />
option on Ford vehicles.<br />
Another surprising case has been the experiment run by the<br />
research arm of the Department of Defense. A few years ago,<br />
DARPA used open innovation strategies and the crowd to help<br />
develop their Fast Adaptable Next-Generation Ground Combat<br />
Vehicle (FANG GVC) project. Working with Local Motors, a buildit-yourself,<br />
street-legal rally car company in Arizona, DARPA<br />
was able to produce the first fully functional prototype, using a<br />
specifications process that leveraged the crowd. Time and cost?<br />
An astonishing four months and one million dollars.<br />
A final dramatic example: Late in 2013, GE asked their new<br />
partner, Quirky (a company that specializes in crowd-based innovations),<br />
to see if they had any ideas for new air conditioners.<br />
In December of that year, GE/Quirky used the Quirky platform to<br />
help develop and lock in the specifications of the Aros in-window<br />
air conditioner. By March of 2014, they began taking orders (on<br />
Amazon) for shipments beginning in May. Total elapsed time<br />
from inception to release: about six months. This is the same<br />
amount of time that, in the 1980s, a delay in the development of<br />
a product might cost a company half that product’s profits. And<br />
that was a relatively gentle penalty. If a delay of that length occurs<br />
today, a company might fail entirely.<br />
<strong>What’s</strong> going on here?<br />
The contemporary truth is that crowds have more and better<br />
information than many R&D departments. Markets can be assessed<br />
and tapped virtually. Prototypes can be created rapidly—<br />
thanks to CNC tools, digital design, 3D printers and other rapid<br />
prototyping capabilities—for a tiny fraction of what they used to<br />
cost. The rate at which innovations are being developed and adopted<br />
is accelerating, while the cost of taking risks is dropping.<br />
In short—during the last decade—everything about new<br />
product development has changed. I’d like to offer a challenge,<br />
directed at any imaginative player within a big company: Leverage<br />
these new capabilities and skip the traditional innovation<br />
processes entirely. Why bother getting permission from a<br />
bunch of corporate naysayers when you can test your idea via<br />
private prototyping (at a makerspace) and Indiegogo? Launch<br />
the product, make some money, and—rather than asking for<br />
permission to test market something—ask for permission to<br />
return the profits from your experiment. Imagine going to<br />
your CEO and saying, “Hey, I just did a market test on an idea<br />
my team has been kicking around. The market test generated<br />
$200,000 and we need a way to book this revenue.” These days,<br />
it’s not at all far-fetched: market tests as a profit center.<br />
When that starts happening—with frequency—the radical<br />
changes we’re seeing in the speed, ease and cost of launching<br />
new products will have completely transformed the art<br />
of innovation. n<br />
15 | ENTER magazine
MICRO<br />
MICROBE MUSEUM<br />
16 | ENTER magazine
“Meeting your microbes” may not sound like a<br />
great date, but you’ll leave Micropia—<br />
Amsterdam’s new museum of the microbe,<br />
which opened in 10/14 —feeling a little less<br />
lonely. Did you know, for example, that there<br />
are about three pounds of microbes in and on<br />
your body? Or that the ones between your toes<br />
look like Christmas bulbs? The visit will leave you<br />
amazed … and maybe a little antsy.<br />
http://www.micropia.nl/en/<br />
17 | ENTER magazine
MACRO<br />
GALAXY QUEST<br />
Imagining Andromeda,<br />
up close & personal<br />
by Julianne Dalcanton<br />
Several years ago, the<br />
organization that allots time on<br />
the Hubble Space Telescope<br />
asked astronomers to propose some<br />
long-term, mind-expanding projects<br />
that the HST might complete<br />
during its lifetime. Astronomer<br />
Julianne Dalcanton talks about how<br />
her team’s winning proposal—a<br />
staggeringly detailed portrait of the<br />
Andromeda Galaxy—came to be.<br />
“I was already used to thinking big<br />
with the Hubble, but this was like asking,<br />
‘what’s the coolest thing you can possibly<br />
think of?’ One of my closest collaborators<br />
and I were talking on the phone about<br />
some of our crazy ideas. Somewhere during<br />
the conversation I said, ‘What if we did<br />
M31 (The Andromeda Galaxy)?’ The more<br />
we thought about it, the more we became<br />
convinced that this would be something<br />
transformative.<br />
“We are used to looking at galaxies<br />
as whole. But each galaxy, as Carl Sagan<br />
told us, holds billions and billions of stars.<br />
And if you look at it closely enough—as we<br />
could with the HST—you should be able<br />
to see the stars within it. Those stars are<br />
a ‘fossil record’ of everything that happened<br />
to the galaxy in the past. Through<br />
that record, we can figure out long-past<br />
events that we couldn’t witness directly.<br />
It’s almost identical to archaeology.<br />
“As for the image itself, well, I think<br />
‘jaw-dropping’ is as close as you can get.<br />
I mean, when you write a proposal, you<br />
do a good job of convincing yourself that<br />
this is something that’s going to work. For<br />
me and my collaborators, there was a gobsmacking<br />
moment of, ‘This is as incredible<br />
as we thought it would be!’—and a<br />
tremendous relief that it actually worked.<br />
“For me, the most compelling reactions<br />
are the people whose first gut reaction<br />
is, ‘There’s no way we’re alone.’ I find<br />
that incredibly profound. I mean, you can<br />
tell people there are billions of stars in<br />
other galaxies. But when people actually<br />
see those billions of stars scrolling by on<br />
their computer screen, the idea that not<br />
one of them ever developed life starts to<br />
seem a little farfetched.” n<br />
Julianne Dalcanton<br />
is a Professor of<br />
Astronomy at<br />
the University of<br />
Washington.<br />
18 | ENTER magazine
NASA’S NOSTALGIA FOR THE FUTURE<br />
Artists visions of far-off worlds inspire us to “make it so.”<br />
by Michael Shapiro<br />
“<br />
Wouldn’t it be cool to go<br />
there?” That’s a question<br />
that has inspired skygazing<br />
sci-fi authors and space<br />
scientists for generations. And that<br />
was the driving question behind<br />
three travel posters created by a trio<br />
of “visual strategists” at NASA’s Jet<br />
Propulsion Laboratory in Pasadena.<br />
David Delgado, Joby Harris and Dan<br />
Goods, artists employed by the JPL at<br />
the California Institute of Technology,<br />
fashioned three posters celebrating the<br />
potential of visiting recently discovered<br />
exoplanets. Harking back to travel<br />
posters from the 1920s through 1950s,<br />
the images visually capture the unique<br />
features of each distant planet.<br />
And they’re fun, with witty slogans.<br />
Kepler-16b, a planet orbiting around two<br />
suns (like Luke Skywalker’s home planet,<br />
Tatooine, in Star Wars) is tagged:<br />
“WHERE YOUR SHADOW ALWAYS<br />
HAS COMPANY.”<br />
The poster for Kepler-186f, whose<br />
dim sun shines in the crimson spectrum,<br />
reads: “WHERE THE GRASS IS ALWAYS<br />
REDDER ON THE OTHER SIDE.”<br />
“We show people in spacesuits<br />
(in the posters) because it would be<br />
amazing to go there. That sparks people’s<br />
imaginations,” Harris said. “It’s like a<br />
carrot hanging far out in front of you.<br />
Maybe it will inspire a young kid to figure<br />
out how to get there.”<br />
The posters evoke “futuristic<br />
nostalgia,” Goods said. “We love nostalgic<br />
things, but combining that with the future<br />
is really powerful.”<br />
The underlying mission of this art,<br />
Delgado said, is that “imagination and<br />
science fiction in some ways lead to<br />
science. I think that’s why it’s struck<br />
such a chord.”<br />
But artists hired by a strapped<br />
space agency – why is this worth doing?<br />
Because they help scientists “think<br />
through their thinking,” Goods said. “We<br />
ask lot of questions that are maybe not<br />
what their colleagues are asking them<br />
about, and sometimes that helps clarify<br />
what they’re doing.”<br />
Though created for space scientists,<br />
the posters have been a big hit with the<br />
public. “We talk about sneaking up on<br />
learning,” Goods said. When people see<br />
art that’s “beautiful and mysterious,”<br />
they ask, “What is this?” and that makes<br />
them want to know more.<br />
“We had no idea that they would get<br />
this popular,” Harris added. “Otherwise<br />
we would’ve spent more time on them.”<br />
Maybe it’s good they didn’t. Some<br />
of the most successful innovations<br />
happen in a flash. n<br />
Michael Shapiro is<br />
author of A Sense of<br />
Place, a collection<br />
of interviews with<br />
top travel writers,<br />
and contributes to<br />
National Geographic<br />
Traveler. The three<br />
posters can be<br />
downloaded for<br />
free at:<br />
http://planetquest.jpl.<br />
nasa.gov/exoplanet_<br />
travel_bureau<br />
19 | ENTER magazine
PROCESS<br />
THE ACCIDENTAL INNOVATOR:<br />
CONNECTING WITH HEALTHCARE<br />
Insight is accidental; productization is intentional<br />
by Mason Uyeda<br />
Ever start out on one path, only<br />
to find yourself in a different,<br />
unexpected place? Such was<br />
the case when VMware sought to<br />
create a better way for end-users to<br />
access their corporate desktops—<br />
but ended up with a breakthrough<br />
for healthcare workers.<br />
Our initial mission was to improve<br />
the desktop experience for both endusers<br />
and IT by applying well-understood<br />
“cloud computing” technologies to<br />
enable access (to a corporate Windows<br />
desktop) from various devices (tablets,<br />
kiosks, your PC at home, a friend’s<br />
laptop) in diverse locations.<br />
A team member made a simple<br />
suggestion: Wouldn’t it be cool if people<br />
could use their ID badges to log into<br />
their desktops? They simply tap their<br />
badge on a reader (plugged into a<br />
PC), and their own Windows desktop<br />
appears. We came to call that use<br />
the “Follow-me Desktop” (aka “Tap<br />
and Go”).<br />
Customers, especially in healthcare,<br />
loved it. Nurses and clinicians log in and<br />
out many, many times a day. The ability<br />
to “tap” their badge to connect quickly<br />
(within six seconds) to their desktop was<br />
hugely appealing.<br />
As we listened to healthcare<br />
workers, we heard many more needs<br />
and concerns. We learned that it was<br />
important that their desktops always be<br />
available—even when natural disasters<br />
strike. We found that doctors and<br />
radiologists want to be able to look at<br />
images from wherever they are—on<br />
tablets and smart phones, if necessary.<br />
And we discovered that the more we<br />
streamlined the log-in process, the<br />
more we increased doctor-patient<br />
interaction time.<br />
The initial observations and insights<br />
were serendipitous, but from there we<br />
put them into VMWare’s innovation<br />
framework: standard things like<br />
customer councils, cross functional<br />
teams and technical accelerators.<br />
What started as a simple feature<br />
for “tapping in” quickly became a<br />
recognized solution in the healthcare<br />
industry. This was confirmed last fall,<br />
when I took a family member in for an<br />
exam. And, you guessed it: The doctor<br />
walked in, tapped her badge at the PC,<br />
and sat down to talk with us. n<br />
Mason is responsible<br />
for industry and<br />
technical marketing in<br />
end-user computing at<br />
VMware, specializing<br />
in solution marketing<br />
and engineering.<br />
20 | ENTER magazine
BOOK REVIEW<br />
IMPROVISING AT WORK<br />
by Lisa Kay Solomon<br />
“There are people who prefer to say ‘Yes’ and there are people who prefer<br />
to say ‘No’. Those who say ‘Yes’ are rewarded by the adventures they have.<br />
Those who say ‘No’ are rewarded by the safety they attain. There are far<br />
more ‘No’ sayers around than ‘Yes’ sayers, but you can train one type to<br />
behave like the other.”<br />
— Keith Johnstone, Improv: Improvisation and the Theatre<br />
Lisa Kay Solomon<br />
teaches innovation at<br />
the California College<br />
of the Art’s MBA in<br />
Design Strategy and<br />
co-authored the bestselling<br />
book Moments<br />
of Impact: How to<br />
Design Strategic<br />
Conversations that<br />
Accelerate Change.<br />
A<br />
s an educator focused on innovation and leadership,<br />
I help students and executives learn how and when<br />
to say “Yes” while the rest of the world is reflexively<br />
saying “No.” Innovation relies on inventive, flexible and<br />
generative thinking. There’s no better guidance for this open<br />
mindset than this centuries-old theater practice.<br />
Although “improv” may seem like theatrical magic in the<br />
moment, three important books reveal its value as a deeply<br />
disciplined, rules-based craft. These three books—one older, two<br />
recent—shed light on the behaviors, attitudes and incentives<br />
that can help fuel a personal openness to risk in exchange for<br />
collaborative reward.<br />
Yes, And, by Kelly Leonard and Tom Yorton<br />
(Harper Business, <strong>2015</strong>) —Two Second City<br />
executives tell vivid stories of famous<br />
comedians who passed through the doors<br />
of their Chicago comedy institution:<br />
Tina Fey, Stephen Colbert and Keegan-<br />
Michael Key, among others. Beyond<br />
the practice of improv, the authors also<br />
explain its cultural and organizational<br />
benefits through chapters like “How<br />
to Build an Ensemble” and “Audiences<br />
Want In on the Act.“ The pair suggests<br />
that organizations use improv as a talent<br />
management practice—allowing for<br />
shared risk without individual blame, and<br />
the collective sharing of rewards.<br />
Do: Improvise: Less push. More Pause,<br />
Better Results. A new approach to work<br />
(and life), by Robert Poynton (Do Lectures,<br />
2013)—Philosopher and consultant<br />
Poynton skillfully illustrates how improv<br />
practices can help organizations better<br />
respond to challenges in a world<br />
characterized by extreme variations and<br />
uncertain futures. Consciously practicing<br />
a theater strategy called accepting all<br />
offers, Poynton claims, “enables you<br />
to use the resources you have in a more<br />
satisfying, surprising and enjoyable<br />
way” and recognize opportunities<br />
amidst challenges.<br />
Improv Wisdom: Don’t Prepare, Just Show<br />
Up, by Patricia Ryan Madson (Random<br />
House, 2005) —Madson shares 13<br />
“maxims” of improvisation—including<br />
Showing Up, Making Mistakes, Saying<br />
Yes, etc.—to empower readers to create<br />
meaning in the moment. More like a<br />
personal spiritual guide than playbook,<br />
each chapter opens with inspirational<br />
quotes and provides anecdotes and<br />
exercises from Madson’s decades of<br />
experience teaching improv at<br />
Stanford University.<br />
In a world with no easy answers,<br />
improv’s highest value may be the<br />
freedom it affords us in breaking free<br />
from our traditional training to be<br />
“right,” in favor of potentially better, but<br />
unknown future possibilities.<br />
21 | ENTER magazine
PROCESS<br />
WHAT’S WORTH<br />
DOING NEXT?<br />
Science author Mary Roach on choosing her next subject<br />
S<br />
electing my next book subject begins<br />
with a process of elimination.<br />
There’s just so many things that<br />
are interesting, but won’t work for me.<br />
Anything purely historical? Not going to<br />
do that. I want to be able to report stuff in<br />
the present, because I love the research:<br />
going into different worlds. And it can’t<br />
be completely abstract. I want it to be<br />
able to have sounds and sights to render<br />
for the reader. So much of science today is<br />
microscopic— theoretical physics, protein<br />
receptors and genetics. I’m really a “bodies<br />
on the slab” kind of person.<br />
Packing for Mars was a case where I<br />
had an abiding interest in the space program,<br />
and three things came together.<br />
I was doing a Vogue story for osteoporosis;<br />
I called up an astronaut because bone loss<br />
is an issue in space. He also told me about<br />
the video camera in the toilet that helps<br />
astronauts position themselves for a zero<br />
gravity shit. And I remember thinking,<br />
Somehow I will write about this. Also, I<br />
had run into a guy I knew from Antarctica<br />
who was studying the effects of microgravity.<br />
So it was sort of working ass-backwards.<br />
I had three things I really wanted to write<br />
about, and I looked for an “umbrella” topic<br />
that would cover the specifics.<br />
The same thing happened with Gulp: I<br />
had two or three things I’d come across that<br />
I hadn’t been able to put anywhere. They<br />
all happened to be along the alimentary<br />
canal. I thought, Duh! That’s such a Mary<br />
Roach topic!<br />
The bottom line is, it this going to be<br />
exciting and fun for me to spend two years<br />
doing? Otherwise it’s not worth it. Because<br />
if it’s not fun and satisfying for me, it’s not<br />
fun and satisfying for the reader. n<br />
Mary Roach (weightless,<br />
above) is the New York<br />
Times best-selling author<br />
of six non-fiction science<br />
books including Stiff,<br />
Packing for Mars and<br />
Gulp. Her books have<br />
been translated into<br />
more than 25 languages.<br />
Beloved for her<br />
exhaustive research into<br />
the most obscure corners<br />
of science, her notorious<br />
2009 TED talk discussed<br />
“10 Things You Didn’t<br />
Know About Orgasm.”<br />
22 | ENTER magazine
PLAY<br />
SNOWGLOBES 2.0<br />
A new twist on classic kitsch<br />
When JD Beltran and<br />
Scott Minneman started<br />
collaborating, they quickly<br />
discovered a mutual fascination<br />
with snowglobes.<br />
Though their backgrounds are<br />
very different—Scott holds degrees in<br />
architecture and engineering from MIT<br />
and Stanford, while JD is an artist, writer<br />
and filmmaker—both had been making<br />
snowglobes, for projects and friends, for<br />
some time. Given Scott’s retro-futurist<br />
practice of imbuing traditional objects<br />
with modern technology and JD’s genius<br />
for creating novel, in-situ storytelling<br />
experiences, the Cinema Snowglobe was<br />
an inevitable collaboration.<br />
“The decision to pursue the<br />
inspiration was one of those ‘rightproject,<br />
right-time’ situations,” Beltran<br />
reflects. They presented their idea to<br />
the Workshop Residence, an arts and<br />
craft incubator based in San Francisco’s<br />
Dogpatch neighborhood. The Workshop<br />
seeks to enable artists to be selfsustaining<br />
through studio space and<br />
seed money for creating art multiples<br />
(rather than limited editions). They<br />
were offered a residency, and the<br />
Cinema Snowglobe was born. The<br />
project also received support from<br />
Stochastic Labs in Berkeley, which<br />
enabled further refinements.<br />
Creating the Cinema Snowglobes<br />
posed technical challenges in many<br />
fields—including fluid dynamics,<br />
materials science, electronics,<br />
programming and filmic content.<br />
“Perseverance and perspiration got<br />
us past some of those problems,” says<br />
Minneman. “Now we’re on to the fun<br />
stuff: authoring increasingly compelling<br />
content, and exploring the potential of<br />
this new interactive platform.”<br />
So far, each one has been<br />
hand-assembled. With demand<br />
very high (and a long waiting list),<br />
the production process still needs<br />
streamlining. Nonetheless, the wildly<br />
popular Cinema Snowglobes are<br />
traveling the world— from their initial<br />
debut at San Francisco MoMA to<br />
their recent appearance at the 44th<br />
International Film Festival Rotterdam. n<br />
Videos of fireworks<br />
and the Golden Gate<br />
Bridge animate<br />
some of the early<br />
cinema snowglobes,<br />
which can be held<br />
as shown. Above,<br />
Scott Minneman and<br />
JD Beltran test the<br />
electronics for a<br />
work-in-progress.<br />
23 | ENTER magazine
ORGANIC/BUILT<br />
Lori Zimmer is an art<br />
and design writer<br />
living in New York. A<br />
version of this article<br />
originally appeared on<br />
Inhabit.com<br />
TOADSTOOL<br />
by Lori Zimmer<br />
The average mushroom<br />
is taken to new heights<br />
thanks to Dutch designer<br />
Eric Klarenbeek, whose beautiful<br />
Mycelium Chair was made using<br />
3D printing technology.<br />
Klarenbeek developed a design plan<br />
with the University of Aachen to 3D print<br />
organic materials, swapping out plastic<br />
or metal with living cells. The futuristic<br />
fungal chair blooms over time as<br />
mushroom spores mature, fusing organic<br />
technology with elegant design. Along<br />
with being able to literally grow furniture,<br />
Klarenbeek has made a truly sustainable<br />
chair that gives itself back to the earth<br />
after its use is exhausted.<br />
Klarenbeek’s project explores taking<br />
modern 3D printing technology and<br />
meshing it with the biological building<br />
blocks of fungi. To create a pliable<br />
material, mycelium was extracted from<br />
fungus, mixed with a compound of<br />
organic straw and water, then fed into a<br />
3D printer and printed into a chair design.<br />
The mycelium is still alive, and<br />
continues to grow. For design purposes,<br />
Klarenbeek dried the chair out and<br />
covered it with a layer of bioplastic to<br />
stop the mycelium’s growth and preserve<br />
its delicate shape. Living mushrooms<br />
were added to retain the chair’s living<br />
element—they will reinforce the durability<br />
of the chair as they grow thicker. n<br />
BUILT/ORGANIC<br />
BEEHIVE<br />
Beehives can be both sculptural and<br />
inviting (to bees), as shown by these<br />
honeycomb-inspired structures created<br />
by the Vulkan Bigård project in Oslo,<br />
Norway. Their aim? To bring more bees<br />
into the city, and increase peoples’<br />
understanding about the critical role<br />
these insects play in sustaining the world’s<br />
food supply. n<br />
24 | ENTER magazine
ARCHITECTURE<br />
NEW SPACE, OLD SOUL<br />
Why the Exploratorium’s relocation was one<br />
of its scariest experiments<br />
by Andy Murdock<br />
M<br />
oving a venerable<br />
museum to a new location<br />
is logistically challenging,<br />
to say the least—but how do you<br />
move its soul?<br />
When the opportunity arose to move<br />
San Francisco’s iconic Exploratorium to<br />
a larger and more accessible location<br />
on the Embarcadero waterfront, the<br />
potential rewards were too enticing to<br />
ignore. But the move carried risks, as well.<br />
“Our main worry,” says Marc L’Italien,<br />
Principle Architect on the Exploratorium<br />
project for EHDD, “was that people<br />
would walk in, and it wouldn’t feel like the<br />
Exploratorium that they knew.”<br />
The Exploratorium first opened its<br />
doors in 1969, breaking new ground for<br />
science museums: Visitors could touch<br />
and interact with everything. Exhibits<br />
were crafted in-house, and the public was<br />
invited into the creative process. Could<br />
the relocated museum retain its culture<br />
of irreverent innovation, and—better<br />
still—carry this playful spirit into the<br />
21st century?<br />
L’Italien and his team set out to build<br />
“an environment of inquiry,” where<br />
museum visitors would feel free to<br />
explore in any direction, and the exhibit<br />
development shop would be a central<br />
focal point, open for all to see. “An<br />
important part of our culture,” says<br />
Jennifer Fragomeni, Exploratorium<br />
Director of Facilities and Operations, “is<br />
to demystify how things work—including<br />
our own processes.”<br />
For the architects, the new location<br />
on historic Pier 15 provided unique<br />
opportunities. The Exploratorium uses<br />
Bay water as both a heat sink and a<br />
heat source, a unique alternative to a<br />
traditional HVAC system. A gray water<br />
cistern system, one of the first of its kind<br />
on a public building in San Francisco,<br />
provides water for the toilets. Already<br />
listed as a LEED Platinum building, the<br />
museum set a goal of creating a net-zero<br />
energy building, a feat they are close<br />
to achieving.<br />
Not everything has worked perfectly.<br />
When seagulls were drawn to the warmth<br />
of the photovoltaic panels on the<br />
museum’s roof, the in-house team took<br />
this as a design challenge. They’re testing<br />
solutions for the museum and other<br />
waterfront buildings that will face<br />
similar issues.<br />
The move was a big risk, but<br />
attendance more than doubled in the first<br />
year. And the museum’s soul? Witness<br />
the crowds of visitors gleefully tinkering<br />
with exhibits old and new, and you’ll see it<br />
arrived in perfect condition. n<br />
Andy Murdock is<br />
a Bay Area-based<br />
writer and editor<br />
whose work focuses<br />
on trends in science<br />
and travel.<br />
25 | ENTER magazine
TOP TEN EMERGING TECHNOLOGIES <strong>2015</strong><br />
The World Economic Forum has published this list of the most important<br />
emerging technologies for <strong>2015</strong>. Tell us how one or more of these might<br />
impact your industry, in 300 words or less<br />
Send your answer by June 30th <strong>2015</strong> to:<br />
ENTER@Nowlabsinc.com<br />
Neuromorphic technology<br />
Computer chips that mimic the<br />
connections in the human brain.<br />
Next generation robotics<br />
When robots roll away from the<br />
production line…<br />
Recyclable thermoset<br />
polymers<br />
A new kind of plastic radically cutting<br />
landfill waste.<br />
Emergent artificial<br />
intelligence<br />
What happens when a computer<br />
can learn on the job?<br />
Additive manufacturing<br />
methods<br />
The future of making things, from<br />
printable organs to intelligent clothes.<br />
Digital genome<br />
Healthcare in an age when your<br />
genetic code is on a USB stick.<br />
Fuel cell vehicle<br />
Zero-emission cars that run on<br />
hydrogen.<br />
Sense and avoid drones<br />
Flying robots to check power lines<br />
or deliver emergency aid.<br />
Precise genetic<br />
engineering techniques<br />
A breakthrough offering better crops<br />
with less controversy.<br />
Distributed<br />
manufacturing<br />
The factory of the future is<br />
online—and on your doorstep.<br />
Want to know more? Visit NowLabsInc.com<br />
26 | ENTER magazine
INNOVATION BY DESIGN<br />
IxD, or Innovation by Design, investigates the process and thinking behind breakthrough advances<br />
in science, technology and society. IxD brings great minds from multiple disciplines together—for<br />
experience and connection, and to accelerate the positive steps we can take together.<br />
Please join us this in<br />
San Francisco this<br />
June for IxD2.<br />
The event is by invitation only.<br />
Request your invitation at:<br />
is.gd/IxDInvitation<br />
Now Labs co-hosted the IxD/1 summit in San Francisco,<br />
along with Ixonos, at the Autodesk Gallery.<br />
27 | ENTER magazine
“One of the most powerful words we have is choice.<br />
We are always in choice. Our whole lives are<br />
constructed by our moment-by-moment choosing.<br />
Yet, we can only choose that which we can imagine<br />
or envision. If our sights are constrained, by our<br />
experiences or values or habitual thinking, then our<br />
available choices are equally constrained, and we<br />
stay stuck, or at the least, sub-optimizing.<br />
When we broaden our vision, we see that anything,<br />
any outcome, is possible. And that in itself is a choice!<br />
Choosing exploration and<br />
inquiry creates a virtuous cycle of<br />
increasingly expansive possibilities.<br />
It becomes a way of life.”<br />
— Christine Marie Mason // @xtinem, @nowlabsinc<br />
28 | ENTER magazine