Drive: Two Questions

Right now I’m reading Drive, by Dan Pink. It’s an interesting book so far. I’ll talk more about it when I’m finished, but for now I wanted to post this video from the Type I / Type X survey. (It told me that I’m a Type X, but I don’t agree, by the way).
Anyway, it’s an interesting video, and it poses two very thought provoking questions.


On Creativity:

By believing passionately in something that still does not exist, we create it. The non-existent is whatever we have not sufficiently desired.

Nikos Kazantzakis

This is how I feel about my vision from Urgent Evoke.

Urgent Evoke Mission 001 Social Innovation Imagine:

April 24, 2012 1 comment

When Alchemy calls you in 2020, where will you be?

In 2020, I can see myself teaching a high school level Public Health class. The class would not only cover the basics of fitness and nutrition (the health promotion aspect), but it would cover sexual health, global health, and other important topics that are an interest to the students. It would essentially be a student directed class, where they choose most of the topics, and it would be a way of class discussions, looking at both sides of the spectrum. It would challenge the students to think, act, learn, and perhaps help the students to decide what to do upon graduation.


Urgent Evoke Mission 001 Social Innovation Learn:

What you have matters more than what you lack.

Ethan Zuckerman, from Innovation from Constraint

This innovation “secret” is essential in Africa, where the game is focused on, but I really feel it’s universal. I chose it because people are too hung up on what they don’t have that they take for granted of what they do have.

I still sometimes wish I had this or that, but it’s been especially important for me lately when I had to learn it the hard way.

Take advantage of your resources. The library. The bike path. The nice weather and the not-so-bad-a-walk.

I can’t pretend that I know how this will work in Africa because I’ve never been there and I haven’t talked to anyone in Africa about it, which leads to another important innovation “secret” but I do believe it can help.


Jane McGonigal: Gaming can make a better world

Jane McGonical studied gamers and discovers four things gamers are experts at.

1. Urgent Optimism: Extreme self motivation. It is to tackle an obstacle combined with the belief that they have a reasonable hope of success.

2. Social Fabric: Gamers can build stronger social relationships. Playing a game together builds bonds, and trust, and cooperation.

3. Blissful Productivity: We are optimized as human beings to do hard meaningful work. Gamers are willing to work hard all the time if given the right work.

4. Epic Meaning: Gamers love to be attached to awe inspiring missions.

Gamers get better feedback, stronger social relationships and feel more rewarded in games than they do in real life. McGonigal believes that, we have to make the real world work more like a game. “We can make any future we can imagine.”

If you’re a gamer: How do you feel you fit in to the four areas listed?

If you’re not a gamer: How do you feel you can play a role in this future?

Barry Schwartz: The real crisis? We stopped being wise

This was the video that inspired the name of my blog. I feel it’s something everyone should really start considering consciously in their everyday decisions.

Barry Schwartz says that, A Wise Person Knows:

– When and how to make the exception to every rule.

– How to improvise.

– How to use moral skills in pursuit of the right aims.

– That wisdom is made not born. (Wisdom depends on experience.)

What are some experiences of wisdom you have lived, learned or witnessed?

Twitter: #AWisePersonKnows

The Inside Matters Campaign Proposal


by Heather Buist, Sarah Muelli, and Tyler Ouwendyk

This is something some of my classmates and I collaborated with to make in our Health Promotion class at Humber College, April 2011.

The health behaviour that we are aiming to change is smoking in youth. Tobacco products have numerous poisons and toxins in them, yet large portions of the world’s population still smoke them. The tobacco industry targets youths between the ages of 10 and 14. Although there is an increase in the health awareness about this extremely addictive product, kids are continuing to experiment and abuse tobacco products; therefore our main focus to target the same impressionable audience. Our goal is to deter them from wanting to try smoking tobacco products despite the many pressures put on them to try it.

Read more about it on my website.