Two other factors determine the outcome of venture paths: place and learning.
“Places - highlights Granelli - are powerful, and the digital layer associated with them can multiply their power by increasing inspiration, engagement and well-being”.
However, adds Rauso, “There is no innovation without skills: to innovate, you must study”.
One is to be aware of the factors hindering or facilitating venture paths, and promoting them and accepting the results of what could follow is quite another.
Above all, it is necessary to accept real failure, which leads people to measure their abilities (or shortcomings), and the limits of initiatives, systematically training critical thinking and the ability to imagine and simulate alternative scenarios.
“But skills and processes must contribute to innovating sustainably, " adds Sammartano. Non-sustainable innovation is only "newness". The desire to amaze simply with novelty is not very effective and ephemeral".