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Humanocracy

In 1961, Martin Graetz, Stephen Russell, and Wayne Wiitanen wrote a PDP-1 program to create a game they called SpaceWar! – oft-cited as the first video game. In 1972, Nolan Bushnell famously created PONG to rock our world. Space Invaders showed up in 1977. PacMan entered the lexicon in 1980, about...
Blog by Ross Smith on November 14, 2010
Company culture and employee retention when faced with the millennial generation can often seem like a serious hassle.
Story by Samantha Hager on March 20, 2017
Perfection can destroy your business!Only 3 takes in the studio, is a showdown with the tyranny of the guided hand and the perfection that reigns in businesses today.
Hack by Thomas Geuken on December 23, 2011
The Create-Learn-Innovate-Perform (CLIP) model supports a culture of adaptive innovation for enhanced organisational performance by encouraging workplace learning and innovation through a framework of
Hack by Phil Morrison on December 19, 2012
Creativity is less an art than a discipline--and surprisingly practical and accessible If you think creativity is the province of a privileged few--the proverbial black turtleneck and pony tail crowd--think again. Our work with hundreds of teams, from CEOs to customer service reps, has convinced us...
GameChanger is a simple, flexible, and real-time innovation process run by an autonomous team at Shell that invests in helping people develop their novel ideas from genesis to proof of concept. 
Story by Russ Conser on January 7, 2013
What leader today doesn't want more innovation? Yet, producing more (of anything) inside an organization generally leads to more process, which smothers individual creativity and all-too-often kills organizational innovation. Innovation isn't about structuring a process to lead to an outcome so much as it's about creating space—both elbow room, the space to roam free of bureaucratic rules and red tape, and head room, the freedom to see differently, think wildly, and aim higher. The leaders who generate more creative energy and innovation are always wrestling with the question: How do we design in more slack? Or, how do we cultivate an environment and support work that enlists people as drivers of their own destiny and inventors of the company's future?
Blog by Polly LaBarre on March 21, 2012
Work toward a team of employees who develop their own goals and objectives that are in-line with corporate goals and based on their passions, likes, interests and job.
Hack by Robin Deacle on April 24, 2012

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