About Two Worlds

Two Worlds is a creative technology, interaction, communication and social technology consultancy. It is the commercial vehicle for Richard Harris and his team of collaborators and world-wide associates. We help our clients to transform their vision, strategy and approach for knowledge management and the interactions that create and share knowledge. Our focus is on ubiquitous services, social and collaboration-based systems, new media, networks and emerging technologies. We analyse markets, business models and emerging technologies and help develop the ideas and opportunities to exploit them. We then can design the architectures and user experience that turns ideas into reality and possibility into profit.

That’s the general picture, now for a little more detail – more ‘Often Sought Answers‘ than ‘Frequently Asked Questions‘:

Why ‘Two Worlds”?

Two Worlds is all about bridging gaps: between the existing and the possible, the needs of the moment and the opportunities for the future, helping articulate a vision and then turning it into a pragmatic roadmap for managing knowledge and the communities that create knowledge, an approach that applies across all the sectors in which we work. Some of the perceptual and practical gaps we help bridge are:

  • The What-if? to the Will-do: Helping turn speculation, ideas and questions about technology and markets into viable business direction.
  • Decision and Choice: Planning development from the possibilities for the future rather than the constraints of the past.
  • Vision and Pragma: Creating effective and flexible roadmaps to turn vision into reality.Enterprise and Market: Identifying the tipping points at which entry to or adoption of emerging markets and technologies will generate a benefit.
  • Community and Society: Helping create self-organising, adaptive and sustainable knowledge communities around products, services and shared intent.
  • Physical and Virtual: Enabling services that help bring together people’s identities and activities in the physical and virtual worlds
  • Bureaucracy and Ad-hocracy: Traditional organisational structures are being challenged by the need to rapidly adapt to meet changing market environments – where emergent systems extend, complement or supplant formal models of organisation.
  • The Digital Divide: Enabling collaboration, learning and knowledge sharing within and between cultures – closing the gap between the information haves and the have-nots
  • Copyright and Commons: Strategy and technology for protection, dissemination and consequential use of digital content and media.
  • Entertainment and Learning: Using technology and collaborative communities for interactive entertainment – making learning an integral part of life.
  • Ubiquity and Mobility: Providing people with pervasive access to information, collaboration and community, no matter where they are or what technology is used.
  • Responsibility and Revenue: Planning for sustainable development which recognises that short-term gain at the expense of social or environmental responsibility is not a sustainable model.

The underlying model for much of what we do is the <a href=”ubiquity.html” title=”Find out more about Ubiquity”>Ubiquity Tetrad of Identity, Community, Knowledge and Value, which forms the basis for modelling interaction, collaboration services, transaction and personal and group identity.