I have been blogging for a good while now as I started this blog in July 2011. However, while I enjoy reading and writing, I have to admit that home-created video has reached a prominent place in recent years, especially in video games, but also in a business context.
Therefore, even though I am a bit late to the party, I finally ventured into streaming and video production on low-cost basis, and I have to say that I am surprised how good the freely available tools are nowadays.
In this post, I will tell you about my setup and maybe there is a small Lean Startup lesson within as well.
Continue reading “Getting started with streaming and Youtube”
Insights are acquired from surprising places. One such place for me when it comes to continuous improvement and work in general is live video game streaming on Twitch.
In this post, I will dig into four behaviors that are regularly exhibited by the popular World of Tanks (an online team-based tank battle game) streamer QuickyBaby, adopting which can possibly make you a popular streamer, but which can also prove to be useful in many other pursuits in life.
Continue reading “Four lessons from QuickyBaby on continuous improvement – and video game streaming”
The manufacturing industry has a big problem. The youth of today see manufacturing as a dirty and uncomfortable work environment and would rather work somewhere else. The result is that too few young people choose to pursue careers in engineering, machining, or welding, and of the young people who have skills that are applicable to multiple industries, such as software designers, too few consider manufacturing industry as a primary career choice.
In his presentation at Manufacturing Performance Days in June this year, Professor Marco Taisch argued that the issue begins already from the way science is taught and appreciated in elementary school. If that is the case, then the needed changes are quite fundamental. However, problem-solving often consists of both short-term and long-term solutions, and in this post I am more concerned in more short-term solutions, namely, how to reach teenagers and college students and change their view of manufacturing. Can eSports offer a venue to changing their opinions?