Upload
bernadette-gilmore
View
212
Download
0
Embed Size (px)
Citation preview
Information Systems in Organizations
4.3. New innovations: future trends in consumer systems4.3.1. Impact on individuals: Digital identity management
2
Course Topics Overview• Unit 1: Introduction• Unit 2: Systems Analysis• Unit 3: Organizational Systems• Unit 4: Consumer Systems
3
Unit 4 – Consumer SystemsWhat does digital life look like today?
4.1. Types of consumer systems4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku)4.1.2. Mobile (Smartphones)4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch)
4.2. The power of consumer systems4.2.1. Social networks: the multiplicative value of networks4.2.2. Platforms: the generative power of two-sided network effects
4.3. New innovations: future trends in consumer systems4.3.1. Impact on individuals: Digital identity management4.3.2. Impact on organizations (innovation) and society (revolution)
?Working in groups of 2-3, pick three which will result In the most disruptive innovation?
3D Printers
Internet of Things
Tech/Privacy
Descriptive Analytics
Diagnostic Analytics
Predictive Analytics
Prescriptive Analytics
Big Data
Smarter Computers
Robotics
CloudThinking Machines
Cloud Robotics
Artificial Intelligence
Quantified Self
Ultra HDTV
Virtual Reality
?Working in groups of 2-3, what are the 3 most interesting things you learned from completing Learn IT! #5 – Identity Management?
?Working in your same teams, what would you change in your online behavior after reading…
How to distinguish between a Phish and a Legitimate Email
Phishing scam targets Apple users
‘This is my Instagram:’ Self-editing, fear keep kids glued to social media
Is Shame Necessary? How About Public Shaming?
Consumer Identity Management systems step up where traditional ID systems fall down
7
Unit 4 – Consumer SystemsWhat does digital life look like today?
4.1. Types of consumer systems4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku)4.1.2. Mobile (Smartphones)4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch)
4.2. The power of consumer systems4.2.1. Social networks: the multiplicative value of networks4.2.2. Platforms: the generative power of two-sided network effects
4.3. New innovations: future trends in consumer systems4.3.1. Impact on individuals: Digital identity management4.3.2. Impact on organizations (innovation) and society (revolution)