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    • The Apple II's Impact Amidst Economic and Social UncertaintyThe Apple II, introduced during economic and social uncertainty in the late 70s, became a symbol of innovation and personal empowerment, revolutionizing the tech industry and paving the way for computers to become a cultural staple.

      The Apple II computer, introduced by Apple in 1977 during a time of economic and social uncertainty in the US, played a pivotal role in the rise of personal computing. The 1970s were marked by anxiety about the future due to deindustrialization, economic recessions, and oil shocks. Amidst this backdrop, the Apple II, which Lane Nune's book "The Apple II Age" explores in detail, became a symbol of innovation and personal empowerment. Its introduction not only revolutionized the tech industry but also had significant cultural implications, paving the way for computers to become an integral part of our lives. The Apple II's impact was not inevitable, and Nune's book offers a fascinating exploration of the historical and cultural context that led to its success.

    • The 1977 Trinity: The First Consumer-Grade MicrocomputersThe simultaneous release of the TRS-80, Commodore PET, and Apple II in 1977 transformed the computing landscape, making it accessible to a broader audience and leading to a competitive market that shaped the industry for decades

      The year 1977 marked a pivotal moment in the history of computing with the simultaneous release of the first three consumer-grade microcomputers, known as the 1977 Trinity. These computers, including the TRS-80 from Radio Shack, the Commodore PET, and Apple II, dramatically changed the landscape of computing as we knew it. Prior to this, consumer computing was a niche activity with little commercial potential. However, the economic conditions of the late 1970s, including affordable prices and investment opportunities, created a window for these companies to target a broader audience. The arrival of these computers not only represented a shift in the perception of computing's role in everyday life but also marked the beginning of a competitive market that would shape the industry for decades to come. Apple II, in particular, stands out for its lasting impact on the tech world. Despite the presence of other competitors, it was Apple's first successful consumer product and set the stage for the company's continued dominance in the industry.

    • The Apple II: A Computer for AllThe Apple II, with its vast software library and versatility, was a pivotal personal computer that bridged the gap between home and office use.

      The Apple II was an optimal historical object due to its vast software library and its ability to straddle the home and office divide. The Apple II had the largest amount of software available among personal computers in 1983, making it an intriguing target for understanding how the computer became personal. Additionally, the machine itself was robust enough for both serious business use and casual users. The research in the book was heavily influenced by a magazine called Soft Talk, which provided accurate software sales listings. Regarding the origins of Apple, it's unclear if the open system was a deliberate vision or a happy accident. Steve Wozniak, as a hobbyist, was likely motivated by a desire to create an open system, but may not have foreseen the massive software ecosystem that would emerge from it.

    • Apple II's openness resonated with hobbyistsThe Apple II's open design and accessibility to components appealed to hobbyists, contributing to its early success and credibility as a serious machine.

      The early success of the Apple II was due in part to its openness and accessibility to hobbyists, which set it apart from competitors like the TRS-80. Wozniak's engineering focus on creating an elegant, usable, and open system resonated with the hobbyist community, who valued the ability to directly access and manipulate the computer's components. The Apple II's design, which allowed users to literally lift the lid off and access the board, was a major draw for this demographic. This openness contributed to the Apple II's credibility as a serious machine, even as it began to attract a growing consumer base who preferred a more closed and controlled computing experience.

    • Philosophical debates about software ownership and monetizationThe openness of early computing led to debates over software ownership and monetization, with the controversial locksmith software igniting a fight between industry and hobbyists

      The open and accessible nature of early computing, which allowed for the creation and spread of software like VisiCalc and locksmith, led to philosophical debates about ownership and financial remuneration. Locksmith, a controversial copy protection-breaking software, sparked a fight over who should control software and how it should be monetized. This debate went back to the origins of personal computing and involved industry publishers and developers, as well as the hobbyist community. The amount of financial gain became a contentious issue, with companies making millions from software sales and investors involved. These debates were visible in software magazines, providing valuable historical context. In essence, the openness and accessibility of early computing led to both innovation and conflict over financial control.

    • The complex issue of software creation compensation and industry opennessThe software industry's early history was marked by debates over profit and openness, with the locksmith story illustrating the industry's efforts to protect its interests and reach mass scale, despite opposition from various stakeholders.

      The early history of the software industry was marked by intense debates over who should be compensated for software creation and how open or closed the industry should be. The locksmith story, which involved a software company whose author was unknown and faced industry-wide opposition, illustrates this complex issue. As society leaned towards allowing software creators to make significant profits, the industry took steps to protect its interests, making it difficult for consumers to access certain software. This dynamic involved various stakeholders, including retailers, publishers, and journalists, who worked together to control the narrative and protect the industry. The arrival of outside capital was necessary for industries to reach mass scale and consumerization, leading to a self-perpetuating cycle of growth and competition. The locksmith story serves as a reminder of the complex and evolving nature of the software industry and the ongoing tension between openness and profit.

    • The Role of Persuasion and Education in Technology AdoptionTechnology adoption isn't automatic; it requires persuasion and education to gain widespread use. The Print Shop software was a crucial tool in demonstrating the value and usability of personal computers to the public, contributing to their early success.

      The adoption and transformation of technology, such as personal computers, are not inevitable societal goods but rather require persuasion and education to gain widespread use. The appearance of venture capital and the pursuit of profit can significantly alter business models and incentives, leading to rapid growth or obsolescence. The Print Shop software serves as an example of how this process unfolded, with the industry needing to demonstrate the value and usability of computers to the public. Despite the popular mythology, computer adoption in homes was initially slow, and it took effort to convince people to invest in this new technology. The Print Shop software, which is still available today, played a significant role in addressing both the "why" and "how" questions for regular people, making it an essential tool in the early days of personal computing.

    • The early days of software development: Bringing digital creations into the physical worldEarly software like Print Shop showed that technology could enhance everyday life beyond the screen, offering a transformative experience by allowing users to bring digital creations into the physical world.

      The early days of software development were marked by a struggle to make computers accessible and desirable for everyday use. Many software ideas focused on digitizing household activities, but most failed to make a compelling case beyond word processing and spreadsheets. However, a program called "Print Shop," developed by a gay couple in San Francisco in 1982, stood out. Print Shop offered a user-friendly experience that allowed users to create printed objects, such as banners, greeting cards, and signs, without the need to read the manual. This software promised a transformative experience, allowing users to bring their digital creations into the physical world. The success of Print Shop demonstrated the potential of marrying technology and physicality, offering a counterpoint to the simplified, consumption-focused computing that would come later. This early perspective, which emphasizes the importance of technology in enhancing everyday life beyond the screen, remains relevant in today's increasingly digital world.

    • The personal computer revolution enabled new behaviors and capabilitiesThe personal computer revolution transformed how we use technology by enabling new behaviors and capabilities, from spreadsheets to print shops to gaming.

      The personal computer revolution was not just about making traditional tasks like typing or checking accounts digital, but about enabling new behaviors and capabilities that were previously impossible. These transformative technologies, from VisiCalc to print shops to gaming, allowed users to engage in activities that rendered the power of computation in unique ways. It's intriguing to ponder how the landscape of technology might have evolved if these tools remained complex and inaccessible, or if society had been more invested in computer literacy. Ultimately, the social structures and incentives that support learning and advanced use of technology are crucial considerations. The idea that individuals can learn and master complex computer skills in isolation is a flawed fantasy, as technology does not operate independently of society. The term "personal computer" may be a matter of semantics, but it's essential to remember that these devices were designed to be accessible and integrated into our daily lives.

    • The Balance Between Convenience, Power, and Personal OwnershipAs technology advances, we're faced with the challenge of balancing convenience, power, and personal ownership. The next decade may involve reckoning with our decision to prioritize convenience and corporate control over personal ownership.

      As technology advances and we rely more on devices and platforms we don't fully control, the concept of a personal computer and personal data ownership becomes increasingly complex. Many people define a personal computer as the interface to their lives, such as a smartphone, which contains all their data and interactions. However, these devices also function as funnels for data to be sent to various servers, often controlled by corporations. Historian Tom Merritt wonders if we've deliberately chosen convenience and power over personality and ownership, and if the next decade will be about reckoning with this decision. He also highlights the ethos of the 70s, where people valued true ownership and control over their technology. The structural disadvantage corporations have in making interactions seamless and smooth is a concern, but it's unclear if or how we can pull some control back. Ultimately, this conversation raises important questions about the balance between convenience, power, and personal ownership in our increasingly digital world.

    • The overlooked history of the Apple LisaUnderstanding the complex factors behind a technology's success or failure requires a nuanced perspective on tech history, especially when it comes to overlooked innovations like the Apple Lisa.

      Our understanding of technological history, particularly the history of computing, is often oversimplified and dominated by nostalgia or the perspectives of those with financial interests. This lack of historical literacy can limit our ability to hold corporations accountable for their actions and understand the full impact of technology on society. The Apple Lisa, a computer released in 1983, is an example of a significant but overlooked piece of tech history. Despite its innovative features, the Lisa was a commercial failure, and the more successful Macintosh, released the following year, often overshadows it. Understanding the reasons for the Lisa's failure and its impact on the tech industry requires a more nuanced perspective on tech history and a recognition of the complex factors that contribute to a technology's success or failure.

    • The Forgotten Story of the Apple Lisa and Its Unearthed RemainsDespite introducing innovative features, the Apple Lisa failed to gain mass market success, leading to its disposal in a landfill. Its rediscovery sparked curiosity about its past and the reasons behind its failure.

      The Apple Lisa, a groundbreaking computer released by Apple in 1983, is largely forgotten in tech history due to its failure to gain mass market success, despite being the first personal computer to introduce several innovative features. This story took an intriguing turn when a tip led investigators to a landfill in Logan, Utah, where approximately 2,700 Apple Lisa computers were allegedly dumped in 1989. The discovery sparked curiosity and led to a deeper exploration of the reasons behind the Lisa's failure and Apple's decision to discard its own past. The journey involved retracing the events of the past 40 years, speaking with key figures, and even visiting the landfill site. The Lisa's story is a reminder of the risks and challenges inherent in innovation and the complexities of corporate decision-making. It's a tale of ambition, disappointment, and the passage of time.

    • A second life for discontinued technologyCreativity and adaptability can breathe new life into seemingly obsolete technology, even when a company writes it off as a failure.

      Even when a company like Apple discontinues a product and writes it off as a failure, there can be a second life for that technology. In the case of the Apple Lisa, an Apple reseller in Utah named Bob Cook saw an opportunity to sell the unsold units and turned it into a successful business. Despite Apple's efforts to dispose of the Lisa computers, they ended up in the hands of individuals and businesses who were willing to use and upgrade them. This story highlights the importance of creativity and adaptability in finding value in seemingly obsolete technology. Bob's business model of selling older, discontinued computers was unconventional at the time but is now a common practice in the tech industry. The Lisa computers, which were once considered a flop, were given new life in Utah and continued to serve a market that Apple had overlooked.

    • Bob Wallace's Unconventional Apple BusinessBob Wallace turned a struggling Apple Lisa line into a successful business by enhancing the products and focusing on professionals, only to have Apple unexpectedly reclaim the computers and destroy them.

      The relationship between Bob Wallace and Apple in the 1980s was not what it seemed. While Wallace initially appeared to be running a secondhand store for Apple computers, he was actually enhancing the products and creating a successful business by focusing on the Lisa professional line. Apple, on the other hand, was struggling to sell these models and eventually washed their hands of them, sending tech support calls to Wallace instead. The business grew, with Wallace selling computers all over the country and even drawing the attention of Newsweek magazine. However, the story took a surprising turn when Apple unexpectedly exercised their contract clause to reclaim the computers, leading to their destruction at a landfill. The reason behind Apple's actions remains unclear, leaving an intriguing mystery in this business tale.

    • The Mysterious Disposal of Apple's First Computer, the LisaApple's disposal of the Lisa computer in a Utah landfill in the late 1980s was a secretive event, with reports of intimidation and erasure of evidence, fueling speculation of corporate vindictiveness from Steve Jobs.

      The disposal of Apple's first computer, the Lisa, in a Utah landfill in the late 1980s, was a mysterious event that raised suspicions of corporate vindictiveness from Steve Jobs. The company declined to comment on the incident, leaving many questions unanswered. Witnesses described intimidating individuals affiliated with Apple preventing onlookers from observing the disposal process. The event seemed unusual for a tax write-off, leading to speculation that Jobs may have wanted to erase any trace of the Lisa from history to assert his dominance with the upcoming Macintosh. Despite the lack of concrete evidence, the story has lingered as an intriguing urban legend in Logan, Utah.

    • Apple's struggle to compete with IBM and Jobs' criticism of LisaApple, facing financial struggles and negative publicity, may have buried Lisa computers to distance themselves from the failed project and Jobs' criticism

      Apple, struggling in the late 1980s to compete with IBM and regain market share, may have had a reason to want to bury the failed Lisa project, even if it was being successfully resold by a small business owner like Bob. Steve Jobs, who had left Apple years prior, had publicly criticized the Lisa and may have poisoned the well against it, making it a liability for Apple's reputation. Despite not finding definitive evidence, the story makes sense given the context of Apple's financial situation and the negative association with the Lisa. The urban legend of the Lisa computers being buried in a landfill adds intrigue to the tale, even if it remains unproven.

    • The Thin Line Between Success and FailureEven the most successful companies face setbacks and learn from their mistakes to succeed in the future

      Even the most successful and seemingly untouchable companies like Apple have faced significant challenges and setbacks in their history. The story of the Apple Lisa, a computer released before the Macintosh that ultimately failed, serves as a reminder that the line between success and failure can be thin, and that every company's journey involves learning from mistakes and trying new things. The Lisa's failure was due to a variety of factors, including design choices, pricing, and marketing. But despite its failure, the Lisa's technology and ideas influenced future Apple products and the industry as a whole. As we continue to see technological advancements and new innovations, it's important to remember that no company is immune to setbacks and that learning from past mistakes can lead to future success.

    • Enhance Your Travel Experiences with Viator or Simplify Your Marketing Efforts with Constant ContactViator offers over 300,000 guided tours, activities, and excursions for unforgettable travel experiences, while Constant Contact simplifies marketing efforts with tools and automation features.

      When planning a vacation, making the most of your time and creating unforgettable experiences can be a challenge. Enter Viator, a platform offering guided tours, activities, and excursions to enhance your travels. With over 300,000 options, Viator caters to various interests and preferences. Real traveler reviews provide valuable insights, and features like free cancellation and 24-7 customer support offer peace of mind. In the business world, connecting with customers amidst the daily noise can be a challenge. Constant Contact, a marketing platform, simplifies reaching new audiences, growing customer lists, and engaging through various channels. Whether a marketing expert or a beginner, Constant Contact offers tools and automation features to help businesses thrive. Regarding music streaming services, Josh from Texas asked why there isn't an easier way to switch between platforms. The answer lies in the lack of incentive for these companies to make the process simple, as their primary offerings are similar and competitive pricing would be a concern. However, third-party tools like Soundies can help transfer playlists between services, making the transition smoother.

    • Cold start problem in music streaming servicesDespite the challenges of starting fresh on new music streaming platforms, it's possible to adapt and find value through personalized guidance and AI-powered product analytics.

      While there are tools and methods to help switch between music streaming services, each new platform comes with a "cold start problem." This means that the algorithms and listening history from the old service don't transfer, making it difficult for the new service to understand and cater to users' preferences as well as their previous service did. Despite the limitations, it's still possible to adapt and find value in new music services. The documentary "Art Beats in Lyrics" showcases the growth of a cultural phenomenon and the unique roles of its founders and curators in Atlanta's art scene. Support for this podcast comes from Pendo, a company that helps improve digital experiences for both customers and employees by delivering personalized guidance and AI-powered product analytics. To learn more, visit pendo.io/podcast.

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    I have a buddy who works on traffic flows in Minneapolis. When I asked how he decided to go into urban planning, he quickly responded with “playing SimCity.” Imagine that, a computer game inspiring a generation of people that wanted to make cities better. How did that come to be?

    Will Wright was born in 1960. He went to Louisiana State University then Louisiana Tech and then to The New School in New York. By then, he was able to get an AppleII+ and start playing computer games, including Life, a game initially conceived by mathematician John Conway in 1970. A game that expanded the minds of every person that came in contact with it. That game had begun on the PDP, then in BBC BASIC before spreading around. It allowed players to set an initial configuration for cells and watch them mutate over time. 

    After reading about LIFE, Wright wanted to port it to his Apple, so he learned Applesoft BASIC and PASCAL. He tinkered and By 1984 was able to produce a game called Raid on Bungeling Bay. And as many a Minecrafter can tell you, part of the fun was really building the islands in a map editor he built for the game. He happened to also be reading about urban planning and system dynamics. He just knew there was something there. Something that could take part of the fun from Life and editing maps in games and this newfound love of urban planning and give it to regular humans. Something that just might expand our own mental models about where we live and about games. 

    This led him to build software that gamified editing maps. Where every choice we made impacted the map over time. Where it was on us to build the perfect map. That game was called Micropolis and would become SimCity. One problem, none of the game publishers wanted to produce it when it was ready for the Commodore 64 in 1985. After Brøderbund turned him down, he had to go back to the drawing board. 

    So Wright would team up with his friend Jeff Braun who had founded Maxis Software in 1987. They would release SimCity in 1989 for Mac and Amiga and once it had been ported, for the Atari ST, DOS-based PCs, and the ZX Spectrum. Brøderbund did eventually agree to distribute it as it matured. 

    And people started to get this software, staring at a blank slab of land where we zone areas as commercial and residential. We tax areas and can increment those rates, giving us money to zone other areas, provide electricity, water, and other services, and then build parks, schools, hospitals, police stations, etc. The more dense and populous the city becomes, the more difficult the game gets. The population fluctuates and we can tweak settings to grow and shrink the city. I was always playing to grow, until I realized sometimes it’s nice to stabilize and look for harmony instead.

    And we see the evolution over time. The initial choices we made could impact the ability to grow forever. But unlike Life we got to keep making better and better (or worse and worse) choices over time. We delighted in watching the population explode. In watching the city grow and flourish. And we had to watch parts of our beloved city decay. We raised taxes when we were running out of money and lowered them when population growth was negatively impacted. We built parks and paid for them. We tried to make people love our city. 

    We are only limited in how great a city we can build by our own creativity. And our own ability to place parts of the city alongside the features that let the people live in harmony with the economic and ecological impacts of other buildings and zones. For example, build a power plant as far from residential buildings as you can because people don’t want to live right by a power plant. But running power lines is expensive, so it can’t be too far away in the beginning. 

    The game mechanics motivate us to push the city into progress. To build. To develop. People choose to move to our cities based on how well we build them. It was unlike anything else out there. And it was a huge success. 

    SimCity 2000 came along in 1993. Graphics had come a long way and you could now see the decay in the icons of buildings. It expanded the types of power plants we could build, added churches, museums, prisons and zoos. - each with an impact to the way the city grows. As the understanding of both programming and urban planning grew for the development team, they added city ordinances. The game got more and more popular. 

    SimCity 3000 was the third installment in the series, which came out in 1999. By then, the game had sold over 5 million copies. That’s when they added slums and median incomes to create a classification. And large malls, which negatively impact smaller commercial zones. And toxic waste conversion plants. And prisons, which hits residential areas. And casinos, which increase crime. But each has huge upside as well. As graphics cards continued to get better, the simulation also increased, giving us waterfalls, different types of trees, more realistic grass, and even snow. 

    Maxis even dabbled with using their software to improve businesses. Maxis Business Simulations built software for refineries and health as well.  

    And then came The Sims, which Wright though of after losing his house to a fire in 1991. Here, instead of simulating a whole city of people at once, we simulated a single person, or a Sim. And we attempted to lead a fulfilling life by satisfying the needs and desires of our sim, buying furniture, building larger homes, having a family, and just… well, living life. But the board at Maxis didn’t like the idea. Maxis was acquired by Electronic Arts in 1997. And they were far more into the Sims idea, so The Sims was released in 2000. And it has sold nearly 200 million copies and raked in over $5 billion dollars in sales, making it one of the best-selling games of all times. Even though now it’s free on mobile devices with tons of in app purchases… 

    And after the acquisition of Maxis, SimCity is now distributed by EA. Sim 4 would come along in 2003, continuing to improve the complexity and game play. And with processors getting faster, cities could get way bigger and more complex. SimCity 6 came in 2013, from lead designer Stone Librande and team. They added a Google Earth type of zoom effect to see cities and some pretty awesome road creation tools. And the sounds of cars honking on streets, birds chirping, airplanes flying over, and fans cheering in stadiums were amazing. They added layers so you could look at a colorless model of the city highlighting crime or pollution, to make tracking each of the main aspects of the game easier. Like layers in Photoshop. It was pretty CPU and memory intensive but came with some pretty amazing gameplay. In fact, some of the neighborhood planning has been used to simulate neighborhood development efforts in cities. 

    And the game spread to consoles as well, coming to iPhone and web browsers in 2008. I personally choose not to play any more because I’m not into in-app purchasing. 

    A lot of science fiction films center around two major themes: either societies enter into a phase of utopia or dystopia. The spread of computing into first our living rooms in the form of PCs and then into our pockets via mobile devices has helped push us into the utopian direction. 

    SimCity inspired a generation of city planners and was inspired by more and more mature research done on urban planning. A great step on the route to a utopia and eye opening as to the impact our city planning has on advances towards a dystopian future. We were all suddenly able to envision better city planning and design, making cities friendlier for walking, biking, and being outdoors. Living better. Which is important in a time of continued mass urbanization. 

    Computer games could now be about more than moving a dot with a paddle or controlling a character to shoot other characters. Other games with an eye opening and mind expanding game play were feasible. Like Sid Myers’ Civilization, which came along in 1991. But SimCity, like Life, was another major step on the way to where we are today. And it’s so relatable now that I’ve owned multiple homes and seen the impact of tax rates and services the governments in those areas provide. 

    So thank you to Will Wright. For inspiring better cities. And thank you to the countless developers, designers, and product managers, for continuing the great work at Maxis then EA. 

    Tim Harford special - the things that created our economy

    Tim Harford special - the things that created our economy

    Have you ever really thought about what it is that creates the modern economy?

    These are the things that surround us and we interact with, or depend on, everyday but rarely think about.

    From credit cards, to shipping containers, batteries and double-entry book-keeping, there are a lot of things that are more interesting than you may think.

    And for this special Christmas edition of the This is Money podcast we have a treat for you. Tim Harford, author of Fifty Things that Made the Modern Economy, presenter of the podcast of the same name, and Undercover Economist makes a guest appearance.

    He joins Simon Lambert, Rachel Rickard Straus and Georgie Frost in the studio to talk about what it is that shapes the world around us, why it matters, and how what are commonplace things now were dreamed up and then completely changed the way we live.

    Das Strategiewerkzeug für Teams: Strategy Explorer - Interview mit Dr. Stefan Pastuszka

    Das Strategiewerkzeug für Teams: Strategy Explorer - Interview mit Dr. Stefan Pastuszka
    Wie du passende Strategien für deine Kanzlei und deine Mandanten entwickeln kannst. Dr. Stefan Pastuszka hat dazu den Strategy Explorer entwickelt, ein Canvas mit klarem Prozess zur Erstellung von Strategien. Weitere Infos findest du auf Stefans Webseite: https://strategy-explorer.xyz Wenn Du am Bootcamp mit Stefan im April 2023 teilnehmen möchtest, kannst Du dich gerne bis 10.03.23 bei uns per Email unter **sterzinger@meisterkanzlei.de** oder auf unseren Social-Media Kanälen melden. Wir wünschen viel Spaß beim Anhören und würden uns über eine positive Rezension sowie 5 Sterne sehr freuen. Vielen Dank. Wir wünschen Dir eine tolle und effektive Zeit. Dein Meisterkanzlei-Team

    Agile Infrastructure: Is it an Oxymoron?

    Agile Infrastructure: Is it an Oxymoron?

    We demand agility from our IT environments and offering software solutions to address the issue. How about infrastructure? Understaffed and bogged down by daily fire-fighting, can we truly expect the infrastructure team to complete a project without an effect on other groups and at the speed expected?

    Guest 1: Wallace Dalrymple, Chief Network & Telecom Architect, Global Technology Management, General Motors

    Guest Bio: https://www.ciotalknetwork.com/contributor/wallace-dalrymple/

    Guest 2: Johna Johnson, President, Nemertes Research

    Guest Bio: https://www.ciotalknetwork.com/contributor/johna-johnson/

    More on this Episode: https://www.ciotalknetwork.com/agile-infrastructure-is-it-an-oxymoron/

    More on Innovation: https://www.ciotalknetwork.com/topics/innovation/

    Visit CIO Talk Network Website: https://www.ciotalknetwork.com/

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    CL206: From Poverty To Podium - Interview with Kendal Netmaker

    CL206: From Poverty To Podium - Interview with Kendal Netmaker

    Kendal Netmaker is an entrepreneur, author and speaker who has founded 5 businesses, winning over 25 business awards in the process. Kendal speaks to thousands of people every year about motivation, leadership and the power of telling your story. He is the author of “Driven to Succeed: From Poverty to Podium – A First-Nation Success Story”.

    In this episode, we cover:

    7:12 – Building your confidence through sports and speaking
    11:16 – Speaking in schools
    13:59 – Launch an apparel brand
    16:16 – First nation storytelling
    18:18 – Discovering your unique story

    Resources mentioned in this episode:

    Tools: Fiverr.com, Upwork.com
    Books: The Alchemist by Paulo Coelho
    Album: Till I Collapse by Eminem

    If you enjoyed the show, please rate it on YouTube, iTunes or Stitcher and write a brief review. That would really help get the word out and raise the visibility of the Creative Life show.

    The post CL206: From Poverty To Podium - Interview with Kendal Netmaker appeared first on James Taylor .