Examples of projects that are already running successfully: Deutsche Telekom headquarters, Bosch start-up campus “grow”.
Digitalisation, globalisation, demography and changing values are radically altering our surroundings and thus also the foundations of work. We all are aware of it. Agility, ambidexterity, transformation and disruption are just a few of the keywords currently much discussed in relation to coping with this radical change. With the PLANT 10.1 event area, ORGATEC is breaking new ground. Are you ready for thought-provoking new ideas and unexpected answers? Exhibitors and visitors are invited to experience a change of perspective and to be inspired by the trade fair’s motto, culture@work, in an unusual way. At the heart of this lies the question: how can a culture of innovation be propagated in companies?
After all, more new markets, new players and new products are emerging now than at any time since the Industrial Revolution. To keep pace with this trend, companies have to reinvent themselves. Existing, rigid organisations are disintegrating; flexible and agile structures are taking their place. This is having a major influence on working environments, the design of workplaces and the mindset of all employees. A culture of innovation is the most important prerequisite for companies wishing to successfully initiate processes of transformation towards “new work”. How does a culture of innovation develop? Put another way: who’s going to wake us from our slumber?
The worlds of science and art (J. Beuys: “everyone is an artist.”) tell us that every individual has the potential to be innovative. However, we become increasingly dulled by constraints, assigned functions in certain roles and hierarchies or by the repetitive nature of everyday life. But if we now extract the five most important influencing variables for innovative thinking from literature and research, we are left with: inspiration, intuition, imagination, improvisation and interaction or cooperation. This was precisely the focus of PLANT 10.1, which was both an emotion-driven experimental area and a stage in terms of programming and design. It aimed to show, in a completely new way, how working environments and the people in them could become “innovative tools”.