Business

Steve Blank speaking at a conference on startups

Photo by Alison Elliott

Tech entrepreneur and author Steve Blank puts “founders who go too far” into the context of the last several decades of entrepreneurship.
The Tamer Center for Social Enterprise at Columbia Business School provides seed grants to Columbia-affiliated social and environmental organizations.
Dana Kanze and Mark Conley

From left to right: Dana Kanze and Mark Conley. Photo by Eileen Barroso

When Dana Kanze and her business partner were pitching their startup for funding in 2009, they took turns talking to venture capitalists. Then and in ongoing conversations with prospective investors, Kanze noticed that questions addressed to her differed from those addressed to him.

Malia Mason with short blonde hair resting her right arm on a rail, wearing an outfit by MM LaFleur.

Photo by Frances F. Denny for MM. LaFleur

Malia Mason studies how people regulate their attention—or don’t—and what implications that may have for students, managers and employees.
Neil Duncan

Neil Duncan at the summit of Mount Kilimanjaro.

By the time Neil Duncan (BUS’17) entered Columbia Business School, he was already adept at grappling with—and surmounting—unexpected challenges.

Geoffrey Heal

Photo by Eileen Barroso

Geoffrey Heal studied physics and economics as an undergraduate, but has always cared deeply about the environment. “I’ve been interested in nature all my life,” he says.

Glenn Hubbard, dean of Columbia Business School, discusses the school's expansion on Columbia's new campus, Manhattanville.

Frances Negrón-Muntaner on Latinos in Media

Photo by Ugla Hauksdóttir

In December 2015, Clement Meadmore’s Curl was welcomed back to its home in front of Uris Hall after a full restoration. The swooping Cor-Ten steel sculpture, which was commissioned by Business School benefactor Percy Uris, was originally installed in 1968.

David Stark Columbia University Video Game innovation

Photo by Lynn Saville

 

A Columbia sociologist studied the teams behind 12,422 video games released worldwide from 1979, when the gaming industry started, to 2009, and found the most innovative teams were built around diverse experiences and knowledge.

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