Learning in 3D Galleys Done and 3DTLC this Week

Karl Kapp and I got the galleys for the book yesterday. It looks GREAT!

Here is a look at the cover:


On Wednesday at 3DTLC I will be doing a Chapter by Chapter Highlight and cover 4 or five cases to demonstrate how early adopters are leveraging 3D to improve their competitive position in the market.

Here is a short rundown of the Chapters:
Part I: Exploring the Possibilities
The first part of this book revolves around three words: Progress, Problems, and Possibilities.

Chapter 1, Here Comes the Immersive Internet, answers the following questions: What is the Immersive Internet, and how is it impacting the businesses that the learning function serves? It describes how Immersive Internet technology has progressed to a point at which it is beginning to redefine both society and industry. This chapter also examines how business-as-usual is becoming “business unusual” as a result of the convergence of four technology vectors that are driving the business environment towards the creation of new economic platforms based on social production.

Chapter 2, Learning to Change, answers the following questions: What is wrong with the learning function’s current approach to addressing business unusual, and why must it change? It describes the problems that a modern-day organization faces due to its inability to adapt and change as rapidly as the environment within which it operates. This chapter also highlights the growing disconnect between the learning needs of the modern-day enterprise and the ability of the traditional learning function to address them.

Chapter 3, Escaping Flatland, answers the following questions: What is 3D learning, and why is it better suited to meet the needs of business unusual? It explores the possibilities of a new learning paradigm that is enabled by the same Immersive Internet technologies that are revolutionizing business. This chapter also introduces two vignettes that compare a “Flatland” 2D learning experience to an immersive and engaging 3D learning experience.
As was the case in building a house, once the possibility space has been explored, the next step focuses on architecture.

Part II: Building a Blueprint
The second part of this book revolves around three words: Principles, Archetypes, and Examples.

Chapter 4, Architecting Learning Experiences, answers the following questions: What are the 3D learning design principles, and how are they applied to create a 3D learning experience blueprint? It describes the key design principles required to build engaging 3D learning experiences. This chapter also presents a comprehensive 3D learning architecture that can be applied to create a blueprint that ensures alignment and balance in the design of compelling 3D learning experiences.

Chapter 5, Designing by Archetype, answers the following question: How can learning archetypes be applied as building blocks in the design of engaging 3D learning experiences? It describes eleven learning archetypes that form the basic building blocks for creating 3D learning experiences. This chapter also presents comprehensive definitions of each archetype and provides examples of how the building blocks can be applied to create compelling 3D learning experiences.

Chapter 6, Learning from Experience, answers the following questions: Who has successfully designed 3D learning experiences, and what can be learned from their experience? It describes nine case studies of successful 3D learning experience designs and maps these designs back to the archetypes that were used to create them.

As was the case in building a house, once the blueprint has been created, the next step focuses on execution.

Part III: Breaking New Ground
The third part of this book revolves around three words: Process, Adoption, and Rules

Chapter 7, Overcoming Being Addled by ADDIE, answers the following question: How does the traditional ADDIE process change when it is applied to create 3D learning experiences? It describes how the existing ADDIE process must be augmented to address the nuances associated with analyzing, designing, developing, implementing and evaluating 3D learning experiences.

Chapter 8, Steps to Successful Enterprise Adoption, answers the following question: What key steps are required to drive adoption of 3D learning experiences within the enterprise? It describes the steps required to drive adoption of 3D learning experiences by mapping them to the diffusion of innovation attractiveness criteria: Relative Advantage, Compatibility, Complexity, Trialability, and Observability.

Chapter 9, Rules from Revolutionaries, answers the following questions: Who else has successfully driven 3D learning adoption, and what can be learned from their experience? It presents four essays from front-line revolutionaries who share their insights on how they changed the rules and convinced their organizations to adopt 3D learning.

Part IV: Just Beyond the Horizon
The final part of this book revolves around one word: Future.

Chapter 10, Back to the Future, answers the following questions: What’s next for 3D learning, and what will things look like in 2020? It describes a maturity model that argues that immersive technologies will evolve from learning to eventually encompassing all work activity and how you can move your organization toward that eventuality. It also presents two essays that envision the future of 3D learning from two of the industry’s leading visionaries.

In short, the ten chapters in this book can be summarized in ten simple words: Progress, Problems, Possibilities, Principles, Archetypes, Examples, Processes, Adoption, Rules, and Future.

Look forward to sharing my insights with you at the conference!

See y’all in San Jose


Metanomics: Book Overview and 3DTLC

PHEW, Nice to be back. Finally getting around to an update. Things have been incredibly busy of late. Plus have been setting up another blog for a course I am doing at Fuqua so my blogging attention/allocation was pretty much spent. All good stuff though ; ).

Rob Bloomfield was kind enough to have be back on Metanomics again at the beginning of the month. We delved into the core chapter of the book that Karl Kapp and I wrote on Learning in 3D (out in January) and we talked about how 3DTLC is shaping up for September.


You can check out the video by clicking HERE:

For the main event Margaret Regan who is President and CEO of the FutureWork Institute. Margaret was kind enough to let us write a case on her comany’s work with 3D applied to Diversity and Inclusion.

This video of FutureWork island is a GREAT example of how the thoughtful application of 3D technology can create a powerful 3D Learning Experience.

OK back to figuring out the 3DTLC show lineup. It is shaping up to be a very cool couple of days in San Jose BTW so sign up NOW!

3DTLC 2.0 in San Jose Sept 23-24


Well it is official. Chris and Tonda have asked me to MC 3DTLC 2.0 in San Jose in September. Those of you who managed to make it to the first show know first-hand the energy that we managed to create. Please tell ALL your friends.

Submission deadline has been extended through end of week so please consider sharing your wisdom with the community.

Call for speakers link is here

I sincerely hope to see you all again in San Jose.


Well, it is just about midnight, a perfect time to double-loop/synthesize what happened over the past 48 hours at the conference.


I am in that happy-but-exhausted place that is both sad it is over but glad at the same time. Sad because I think we managed to get a solid groundswell of positive energy going around Enterprise Virtual worlds, glad because channelling the energy of such passionate and innovative people for two days straight can drain your own reserves quickly ; )

We definitely had the right people in the room. We were not lacking in passion, or opinion, as a fledgling community that wants desperately to become legitimate in the eyes of the enterprise.

Taking a page from my research into MMORPGs a few years back we decided as a community to bring the affordance of backchat into the real world by leveraging Twitter. In fact at around 3PM today the ” #3DTLC” hashtag trended on Twitter – Ashton Kutcher and Oprah better be looking over their shoulders the TLC tweeterrati is onto them.

If you want to check out the whole Twitter Stream, this link should do the trick (warning over 100 pages worth of tweets):

Some Teasers from the Twitter Stream:

    “The Immersive Internet – Emerging technologies combined with a social culture that has roots in gaming and virtual worlds” – Erica Driver

    “The first-time user experience in virtual worlds, to put it bluntly, sucks.” – Steve Prentice

    “If you can’t get peple to use GoToMeeting, how r u going to get them to use VW? – Steve Prentice

    “Nobody can miss the irony that we’re the leading lights in virtual worlds and we’re having this physical meeting.” – Steve Prentice

    “The middle layer of the company is where the resistance is the greatest.” – Joe Little

    “We dont know where we are going but we are going to invent new things that do not compare to existing models of learning and working.” Dick Riedl

    “You should have to justify a lecture just as much as any other learning approach” – Intellagirl

    “Education abuses students when it is monlogic. Lets not treat students like receptacles that need to be filled.” – Intellagirl

    “Bad teaching is bad teaching no matter where you do it.” – Dick Reidl

    “We will have pedagogy that is purpose built for Virtual Worlds” – Karl Kapp

    “For Diversity Experience there is nothing Better than Walking in Another Person’s Shoes” – Margaret Regan

    “Trying to do training the old way in this new environment is not effective” – Debbie Dalmand

    “It is not about ME, it is about WE” – Randy Hinrichs

    “It is not about BEING there, it is about DOING there” – Randy Hinrichs

    “It is not about the DATABASE, it is about the HUMAN RACE” – Randy Hinrichs

    “The only actions taken by user should be ones that reflect end goals and intermediate steps should be taken automatically” – Sibley Verbeck

    “We need to move beyond “one size fits all” software and see specific applications of VW tech to much narrower use cases” – Sibley Verbeck

    “There is a gap in the maturity of virtual world vendor business models versus what enterprise expects in doing business” – John Hengeveld

    “We will have arrived when the tool becomes part of the workflow and dissolves the ‘virtualworldness’ away – Ian Hughes

    “The power of the immersive is in the emotional impact” – Robin Williams

    “In the recruitment sphere there is no better way to reach so many in so many locations.” – Keith Dugdale

    “The US Holocaust Memorial Museum was created in Second Life to educate via learning thru movement – Learning Kinetically” – David Klevan

    “Technologies succeed when they meet a need that people care about” – John Hengeveld

    “The last thing we want to do is increase the efficiency with which we’re ineffective.” – Your’s Truly ; )

OK, I gotta go to BED now. Thanks to the community for the coming, connecting, contributing and co-creating new insight.

Over and out.

Engage is Over: Powering Up 3DTLC


The embargo on my blog posting is finally over ; ). I had not updated my blog since I announced that I would be MC for the upcoming 3D Training Learning and Collaboration (3DTLC) conference in Washington DC. There is good reason. For the past two months I have had the unique opportunity to speak with over 100 pioneers who are working to solve today’s pressing enterprise issues with the thoughtful application of emerging 3D technologies.

This exploratory journey has opened my eyes to the significant potential that 3D technologies offer to enterprises that need to reinvent themselves at a time where the world is flattening, connectivity is increasing, economic markets are contracting and the need for change is pressing.

I have thought long and hard about how to best distill and communicate the stories I have heard over the past eight weeks and today this inquiry has resolved itself into ten simple but important words: Explain, Leverage, Teach, Learn, Design, Explore, Improve, Connect, Extend and Convince.


We will hear from over 40 speakers from a wider range of industries sharing their insights in the following sessions:

Day 1: Explain, Leverage, Teach, Learn, Design

    We will begin the conference with a panel of thought leaders who will EXPLAIN the trends driving enterprise adoption and application of 3D technologies.

    Then we will hear how BP has chosen to LEVERAGE Virtual Worlds as its enterprise game changing technology for 2009

    Next we will engage a panel of pioneering educators on how they are using 3D technologies to effectively and efficiently TEACH their courses.

    Then we will discuss how 3D technologies can help people LEARN complex concepts and procedures in a more effective, immersive and engaging way.

    Finally we will convene a group of experts to share the do’s and don’ts of the DESIGN of 3D Training and Learning environments.

Day 2: Explore, Improve, Connect, Extend, Convince

    We will begin day 2 with the Virtual World Roadmap team to EXPLORE the enterprise applications they see emerging over the next two years and the technology that will be required to enable them.

    Then we will hear how enterprise leaders are applying 3D technologies to IMPROVE the effectiveness and efficiency of their internal training, learning and collaboration processes.

    Next we will engage with a panel of pioneers on how they are using 3D technologies better CONNECT employees and stakeholders via virtual events, virtual team-rooms and building communities.

    Then we will engage with a panel of enterprise leaders who are applying 3D technologies to EXTEND the range and reach or their enterprises.

    Finally we will convene a group of internal enterprise champions to share their top-ten insights on how to CONVINCE the powers that be to adopt and apply 3D within the enterprise.

These 10 sessions come together into a program that – I hope – covers the watershed of what emerging 3D pioneers need to understand in order take swift transformative action within their own enterprises.

After reviewing this program overview, it is my sincere hope that it strikes a chord within you and compels you to join us in Washington.

In the spirit of collaborative co-creation please do not hesitate to reach out to me to let me know if there is a glaring gap in the program that you would like to see addressed of if speaker you believe absolutely needs to be on the program in one of these areas.

I look forward to hearing from you and even more to meeting you in person in DC.
Wishing you all the best in making 3D a reality within your enterprise!

Each day next week I will post how each session breaks down in terms of participants and the questions we will be delving into. So please come back and be sure to share your insights.


Enterprise Virtual Worlds Get REAL (Really ; )


It is very rare to get in on the ground-floor of an emerging industry. It is also somewhat frustrating to be in the thick of it for a few years writhing with impatience for the market to or the technology catch up. The dance between market and technology readiness stair steps its way through predictable peaks of inflated expectations and troughs of disillusionment on one side and eras of ferment followed by dominant design on the other.

My intuition tells me that 2009 is the year that the planets align for Virtual World Enterprise applications to head up the proverbial hockey stick. For years now I have been hearing Virtual World vendors complain that they do not have a legitimate home. At the Serious Games conferences they are marginalized my the more jazzy games. At Training Conferences they are pushed out of the limelight by Instructional Design Approaches and LMS vendors, and, until NOW, at the Virtual Worlds conferences it felt like Entertainment and Media was sucking up the bulk the oxygen. NOT ANYMORE ; )

On the client side (people who are hungry to implement Virtual World Technologies within their enterprises) I have heard an ongoing plea for TANGIBLE EXAMPLES of how Virtual World solutions have solved REAL Business Problems and delivered REAL Business Results.

Today I am pleased to announce that Chris Sherman has asked me to develop the program and MC the first Virtual World show dedicated specifically to the Enterprise.

I am incredibly excited about the opportunity we have here. I am hoping, like the inaugural VW show in NY, that this will be THE event that creates a critical mass of innovation and collaboration that finally catalyzes the widespread adoption of Virtual World technologies within the enterprise.

Chris, Tonda and I have had a number of conversations about the positioning and tone of this show. At this conference, we are clearly seeking to move beyond discussing the potential of Virtual Worlds for the Enterprise and instead to be focused on sharing PRACTICAL EXAMPLES from early adopters in industry that have already applied Virtual Worlds successfully.

Gibson’s (or is it Brand’s) old saw that “The Future is Already Here, It is Just not Evenly Distributed” is quite appropriate. My goal over the next six weeks is to search high and low and in an out (it is 3D after all) for the most compelling examples of Enterprise Virtual World applications that will help build an evidence base to substantiate our hypotheses that Virtual Worlds will reshape industry and value chains in ways at least as profound as its one-dimensional cousin. We want to even out the distribution by bringing the best examples of virtual world enterprise applications so we can accelerate the path to the future.

Some Acid Test Questions for Vetting these Exemplary Stories Are:

    What was the business issue or opportunity you were faced with?
    What was your virtual world solution and how did it address that problem?
    Why was this virtual world solution chosen over other options? What differentiated it?
    How did you get sponsorship and funding to implement this virtual world solution?
    What virtual world platform did you choose to implement your solution?
    What were the key attributes of that platform that led to its selection?
    What were your biggest barriers to implementing the solution?
    How did you evaluate the effectiveness and efficiency of the solution?
    What results have you been able to demonstrate to date to legitimate the investment in the Virtual World Solution?
    What advice would you have for others considering implementing a virtual world solution within the enterprise?

In many ways the pattern of diffusion of 3Di has followed a similar path to Web 1.0. In the early days of the browser there was a lot of emphasis on B2C, then over time, and the collapse of irrational exhuberance of the dot.com era, companies retrenched and started leveraging browser technologies behind the firewall. Sound familiar?

Right now, after speaking with a number of folks close to the industry the wisdom of the crowd says that Virtual World technologies are most likely to be applied within the enterprise for Training, Learning and Collaboration. Consequently, our primary focus will be on these big three for the April show.

The success of this show hinges upon how compelling a case we can make that the time for Virtual Worlds TLC application for the enterprise is NOW via the power of example. So if you know of a wonderful TLC enterprise application, please submit to the call, or contact me directly.

Lets all work together to make this show the best it possibly can be.

The i-web Singularity Redux

Virtual Worlds III is in full swing up in New York and around the blogosphere. The big news is that IBM announces a development deal with Second Life to bring their platform to the enterprise. This is yet one more piece of the puzzle that falls into place for a vision for what I am calling the i-web singularity: A technological black hole at the apex of four technological vectors that is moving forward at an exponential pace and integrating across vectors at the same time.

I have noodled on this topic before, but this time I think the focus is getting sharper.

Vector 1: Flatland 2D Learning applications integrate with Knowledge sharing repositories. The outcome here is that truly NETWORKed Virtual Spaces emerge. These spaces will integrate Synchronous Sharing with Asynchronous Storage so there is finally a one stop shop for storage and sharing of content. Since MS owns Sharepoint and Live Meeting they could create a slam dunk in this arena. Cisco bought Webex for 3.2Billion dollars (Austin Powers comes to mind) recently so they must be looking for some kind of value-added play here too and I know that know that my students would love nothing more than more jumping back and between Illuminante to Vista (Blackboard) and Yahoo Groups to get their work done.

Vector 2: Web 2.0 meets Knoweldge Sharing Spaces. I won’t go over well trodden ground on how Blogs, Wikis and Social Media sites like Facebook and Myspace are revolutionizing real-time interactive KM concepts. However, the true transformation lever in the Web 2.0 revolution for me is is the one least discussed: Tagging/Folksonomy. Pretty much everyting created and stored in the Web 2.0 domain (people,profiles and content) is TAGGED. This means that contextually relevant knoweldeg through people or content is much more easily or even serendipitously encountered. More tagging means more knowledge accidents of both the people-to-people and people-to-information kind. In the attention economy, information is the currency, people are the transport mechanism and conversation is the transfer mechanism. The mash-up between real-time tagging and NETWORKed Virtual spaces will jack up knowledge accidents and drive the immediacy of access to key information and interaction with key people around a given task or activity. In this emerging virtually afforded, contextually relevant matchmaking world, knowledge discovery and expert encounters becomes like air, it just happens and people don’t give it a second thought.

Vector 3: The 212 degree point for for both Trend 1 and 2 is when the web enters the next dimension, literally. With the infusion of 3Di technology, it is only a matter of time before 3D Social Networking taking off. The 3Di space is a different kind of cottage industry. It is the first one I have encountered that is run on blogs. The time between idea and actualization is tending towards zero. Case in point, at Virtual Worlds II in Christian Renaud’s Keynote introduction Ruben Steiger predicted that one of the key Social Networking sites (Facebook or Myspace) would go 3D in 2008. Later that SAME AFTERNOON the Active Worlds booth was demoing a 3D Facebook page mash-up that someone had sent them. When you think about it it just plain makes sense. Look at MySpace. They will truly become MySPACE (and not MyPAGE as it is today) and actualize their brand promise by integrating 3D technology. It is just too obvious an outcome for it not to happen. This social movement will, in turn – like its more stripped down relative instant messaging – will then force corporate CIOs to develop enterprise grade 3D Facebook/Myspace mash-ups for their for corporate citizens. Forterra is already playing with integrating sametime into their platform and Proton Media already has enterprise grade 3D Myspace built into its archtecture. So from both the consumer, enterprise and vendor side of the equation we are seeing convergence here.

Vector 4: Last , but by no means least we see how Synchronous 2D learning platforms will enter the third dimension. As is the case with social media, it just plain makes sense that flatland distance learning systems like Webex, Adobe, Citrix and Illuminate will be pulled into the 3D realm, particularly given the activity in the other four vectors. Karl Kapp and I have written extensively on this and I have a summary of our notion of learning applicaitons escaping flatland here.

These four vectors are on a collision to creat the i-web: Immersive, Interactive, Immediate and Intuitive. When this world-wide, three-dimensional, avatar-mediated Cognosphere emerges we will truly reach a singularity: a point where technological progress reaches infinity as it relates to leveraging and enabling human capital.

The i-web will become a worldwide virtual platform that allows people to exercise their skills and abilities passion around endeavors that matter most to them (and get paid for it too). The i-web will be like e-bay for trading work rather than second-hand products. No one will work for the i-web. Instead the i-web will work for them. Providing i-web dwellers the opportunity to find both work and people to work with on endeavors that they share a passion around. e-Bay allowed people to sell their personal items in a world-wide yard sale, the i-web will allow people to sell their personal skills and abilities in much the same way.

Free agent nation – nay virtual planet – here we come! If you think the i-phone was cool, wait until the i-web consumes us (or our avatars).

Here is the 2minute 30 second romp through the model on YouTube: