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ANDMap
Project Management Tool
The
term ANDMap stands for Annotated Network Diagram Map and refers
to an invention that synthesizes Gannt charts, network diagrams
like PERT, CPM or GERT, and process flow charts. The items on the
map are plotted to scale over time and may be collected across a
series of horizontal tracks, like Gannt charts. A standard set of
symbols are employed to represent a range of activities from the
strategic (Landmark, Benchmark) to the tactical (Event, Task), to
the conditional decision point (Cusp) to the task level (Milestone).
Landmarks and Benchmarks can be employed to express large scale
ideas like missions, visions and goals. Events are rounded rectangles
used to identify activities in points of time. They can be annotated
with resource and duration data and used in network diagram fashion.
Tasks have symbols representing the start and end of an activity,
much the way activities are represented on Gannt charts. The Cusp
represents a decision gate that may be found in process charts.
Since the ANDMap is laid out with time as one of its axes, loops
are usually avoided--currently it's still impossible to go backwards
in time--instead a NO decision out of a Cusp will either end in
a cessation of the project, an alternative contingency, or an indication
that previous work must be redone, and showing this rework extending
out along the timeline so the project team can get a visual sense
of the impact of the decision. Milestones are used to highlight
significant subdivisions of Events or Tasks. All of the symbols
are connected by lines that may be coded to represent dependency,
parallel processing, or critical information exchange. The symbols
and lines may be color coded to provide additional information to
the user, and extensive annotations may be written around the symbols
on the map to provide explanations.
AUTHOR-TO-AUTHOR (SEE "SYNTOPICAL READING")
A
type of DesignShop module in which each participant has been given
a different book to read in advance. At the time of the module,
the participants engage in a discussion of the issues facing the
enterprise, however, they discuss from the vantage point of the
authors they have read. Each participant assumes the personae, knowledge
base, vantage point and opinions of the author whose book they were
assigned to read. The exercise forces a change of vantage point
and introduces new information into the pot. Its a day one or day
two exercise.
BE-THE-AUTHOR
a
BOUNDARY
CONDITIONS
a
BREAKOUT
A
general activity during a DesignShop when a large group is divided
into smaller teams to work on either different issues, or different
aspects of the same issue. The space in which this activity takes
place is a Breakout Area. The group undertaking this activity is
called a Breakout Team. Breakout activities are variously referred
to as Breakout Rounds or Design Rounds.
CAPTURE
TEAM
A
subset of the KreW of Knowledge Workers in a DesignShop who are
assigned to work in a Breakout Area to document, or capture, the
discussion in one or more forms: keywords, synthesis (by individual
attribution or journalistic summary), graphics from the WorkWalls.
The work of this team is published to the DesignShop Journal.
CIRCLE-UP
A
ritual for the disciplined sorting of signals to help a Patch (Team)
through the process of association and decision-making in support
of the next major phase of work. Circle-Up also brings the Patch
into unity at a point in time; although unity does not imply consensus
in this case. Its also a formal time to acknowledge progress, failures
and successes along the Lifecycle of the Web (Enterprise). Its a
time to engage the multiple intelligences of the teams members in
a process of collaborative design. Commonly a Circle-Up is use to
shape the opening and closing of an event. It can put the Patch
back in touch with its Vision and the iteration of the work to be
done.
CREW
(Also spelled KreW)
A
team of Knowledge Workers charged with supporting an event such
as a DesignShop.
DESIGNSHOP
EVENT
An
event whose purpose is to release group genius in the client, condense
the time in which a team moves from Scan to Act by an order of magnitude,
completely capture and organize all of the information generated,
and do all of this in a facilitated way by managing not the people
involved, but the Seven Domains that regulate collaboration and
evolve ingenuity.
DESIGNSHOP
SPONSOR
Representatives
from the client who usually have a considerable stake in the successful
outcome of the DesignShop. They may be project managers, department
heads, or CEOs. Sponsors are also participants in the event, although
in some cases they may work on the KreW. Some clients have only
one sponsor, and others have an entire sponsor team.
DOCUMENTATION TEAM
A
subset of the KreW whose work comprises capturing reports and conversations
that occur when all of the participants are assembled into one group.
(The Capture Teams document reports and conversations that happen
in Breakout Teams.)
ENGAGEMENT
TEAM
A
group of people who are assigned to work with a specific client
over the duration of the relationship. They may also include DesignShop
facilitators and Knowledge Workers, but this is not necessary.
ENVIRONMENT
Typically
a Management Center, especially in the context of a DesignShop.
More generally, any space that has been consciously designed and
configured to support a process in a flexible and evolutionary manner.
Most of us work in "spaces" (office space, work space, etc.) that
are devoid of enlightened, conscious design, and therefore very
poorly support our lives and the processes that comprise them.
FACILITATOR
(SOMETIMES CALLED THE KEY FACILITATOR)
The
Facilitator works with the DesignShop Sponsors (which may include
members of the engagement team) and the Process Facilitator (representing
the KreW) to design the DesignShop before it begins, manage the
continuing design and execution of the DesignShop while it is happening,
to bring closure to ideas and processes immediately following the
event, and to open paths for progress to the next stages of work.
To facilitate means "to make easy." The art of facilitation is the
art of bringing clarity and effectiveness to the work process of
individuals and groups. The facilitators mandate is to ensure that
the process is designed and implemented in a way that brings out
the best thinking of each participant and the best resolution of
issues from each group. Facilitation involves a wide range of actions
taken to affect the interaction of agents. It involves bringing
order to the universe of thoughts and possibilities about a topic,
and giving back to people (or other agents) what they already know,
in a way that brings clarity and a foundation for effective action.
It involves setting appropriate boundaries (time, physical space,
and agreements) within which an individual or group can work effectively.
It involves clarifying conditions and goals, through a process we
describe as "creating the problem." Facilitation involves introducing
the right "new" information that challenges existing ways of thinking
and leads individuals to discover their own unexamined assumptions
about a given situation. It involves observation and assessment,
and taking actions to ensure that a groups natural biases dont prevent
some vantage points from being heard, or certain phases of the creative
cycle to skipped. When necessary, the facilitator will interject
new challenges to prevent a group from coming to closure on an idea
prematurely; and at other times to push a group to closure when
the exploration is sufficient and no gain is to be made by working
an issue further. The present inventors reject the notion that the
facilitator should be an "objective third party" who does not get
involved in content and focuses only on process, performing some
kind of umpire or gatekeeper role. The present inventors dont apply
the facilitator as umpire model for many reasons, including
philosophical considerations: no one can ever be completely unbiased,
and as modern physics has shown, even the act of observing a process
will affect that process. Moreover, its our experience that the
agreements put in place by this model nearly always function more
to protect the facilitator than to produce effective results.
FEEDBACK
A
HYPERTILE
The
WorkWalls that MG Taylor Corporation manufactures (through Athenaeum
international) are made of steel, and therefore accept magnets.
Hypertiles are large rectangles of flexible magnetic material, measuring
up to 11"x17". It is covered on one side with a sticky surface manufactured
by 3M. Large sheets of paper can be adhered to this surface and
peeled off without leaving any residue on the back of the. The paper
can then be photocopied or scanned for entry into the Knowledge
Base.
KNOWLEDGE
OBJECTS OR AGENTS
Pieces
of information, usually from outside of the body of knowledge resident
in the participants, brought to the attention of the group at the
right time to help bring ideas into focus or expand a perception.
Knowledge Objects may take the form of articles from magazines or
journals, research papers, or databases.
KNOWLEDGE
WALL Management Centers have at least one large wallsometimes
up to 50 feet in length, usually the back side of the Radiant Wallthat
is covered with a mildly adhesive surface manufactured by 3M. This
wall serves as an oversized European-style kiosk. All sorts of information
may be posted to the wall. Sometimes portions of the documentation
are placed on it. Photographs, color art work, and diagrams are
also posted here. Articles from magazines or the Internet are also
displayed for participants to browse through. Information is not
displayed haphazardly, rather, a layout is thoughtfully designed,
making the wall a structured information event.
KNOWLEDGE
WORKERS
The
individuals who comprise the KreW that supports an event such as
a DesignShop. They are responsible for managing the flow of information
temporally through the duration of the DesignShop and spatially
within the Environment.
KNOWLEDGE
WORKER SPONSOR A Knowledge Worker of at least Journeyman level
who is also a Process Facilitator or Facilitator, and whose purpose
is to provide an official, facilitative and welcoming link to the
work and philosophy of the organization for one or several other
Knowledge Workers in the network.
KREW
Another
term for the Crew of a DesignShop or other event. The "K" and "W"
in the title refer to the abbreviation "KW", or Knowledge Worker.
The "re" can take on most any meaning that seems appropriate to
the situation. KWIB Knowledge Work Information Broker. Each Management
Center or KnOwhere store has a KWIB, usually assigned on a rotating
basis, to collect, maintain and disburse information concerning
events in the center.
LOGISTICS
The
KreW facilitates the flow of matter, energy and information through
the DesignShop or the Management Center. Logistics focuses on the
flow of matter and energy. This includes providing the physical
environment, tools, equipment, materials, food. It also calls for
the continual refreshing and maintenance of these elements.
MANAGEMENT
CENTER
Special
environment for managing the design and innovation process in the
context of expected social-economic change, and for building action
plans to accomplish the goals established. By careful facilitation
of the elements of environment, information, design and group process,
Management Centers decrease the "accident" factor of discovery and
synergistic events. Management Centers are "safe" environments in
which designers and decision makers can risk exploring and creating
new models. Also called "DesignCenters".
MEMORY
Memory
is a key concept of this System and Method and is described on all
levels of the Language and applied in each Sub System of the System
and Method. Memory, in this system, has to be understood as a series
of state change (ToA) that take place iteratively (State 1, State
2, State 3, State... n) and existing on different levels of recursion
(ToA) of a complex system. In a dynamic (ToA) complex (ToA) system,
the memory STATES will be different. Information (ToA), provided
by feedback (ToA) is contained in these different states - this
is a fundamental aspect of how the system operates.
Agents
(toA) and Agency (ToA) are objects (ToA) or units of this memory.
In
this Model (ToA), the entire system is memory. Memory can
be in the system (a lower level of recursion) but is composed of
the system and is regenerated when recalled. This recalling,
then, alters the state, and as an Agent (object) is part of the
STATE of the (altered) system.
METAPHORS
EXERCISE
A
Breakout Round in which the various teams will compare some "unrelated"
system to the situation at hand in a metaphorical way. If the situation
concerns a distribution system, a team might be asked to examine
how an ant colony manages its distribution system, or how a distribution
system might be described in quantum mechanical terms. The purpose
is two-fold: (1) to actually learn how other, alien or obscure systems
actually manage similar processes, and (2) to see the situation
from a radically different vantage point since we know that this
is a powerful technique for generating creativity.
PROCESS
FACILITATOR
An
individual who facilitates the work of the KreW and the Facilitator
during the DesignShop. See roles and duties here.
PRODUCTION
The
subset of the KreW of a DesignShop charged with keeping track of
all of the documentation generated by the DesignShop and assembling
it into paper and electronic Journals for distribution to the participants,
usually within a few days of the end of the event. Journals may
be 500 or more pages in length. The new documentation process allows
the Journal to be captured in a database for ease of use in an electronic
format.
PROJECT
STATUS MAP
A
project management tool that employs a matrix of projects listed
down one side and days or weeks listed across the top. There are
two ways to use a project status map: (1) for each sub task within
a project, place a tag along the projects line under the date when
the sub task is due. Then track the progress of work on each sub
task through a system of visual indicators (green for go, red for
holding, blue for completed, etc.); (2) if youre tracking a number
of identical projects, advance a single tag along each projects
line to indicate the status of the project. Project status maps
are most appropriate for projects whose scale and complexity tend
to make them linear progressions of tasks. If there are many parallel
tasks or the duration of the project runs for many quarters or years,
an ANDMap or similar project management tool is more appropriate.
RADIANT ROOM
A
large space in a Management Center where the participants gather
together as one body to hear reports or have synthesis discussions
of some sort. The focus of the Radiant Room is a long WorkWall called
the Radiant Wall that may be straight, folding or curving depending
on the design of the individual center. Some Radiant Walls stretch
to over 40 feet in length. The back side of the Radiant Wall is
frequently covered with an adhesive material made by 3M to which
paper can be adhered and removed many times over. This is called
the Knowledge Wall, although you may hear it called the Sticky Wall
by old timers in the network. The term Radiant Wall comes from Isaac
Asimovs idea of a Radiant Cube that he introduces in the third volume
of his Foundation Trilogy. The cube is a device that holds the plans
for the rebirth of an entire galactic civilization, yet sits unobtrusively
on a table top. When a Speaker from the Second Foundation focuses
his mind on the cube, it projects the plan on the walls of the room.
With further mental effort the Speaker can navigate the plan from
start to finish, zoom in to more detail or pull out to a more general
landscape, and see the record of all the changes that have been
made to the plan and all of the contingencies built into it as well.
RDS
Rapid Deployment System.
Also
called the Transportable Management Center. An entire kit of WorkWalls,
Work Stations, Break-out Tables, lighting, computers, network, video
cameras, video technical direction equipment, video editing equipment,
supplies, library, games and toys sufficient to support a multiple
day DesignShop for a group varying from five to one hundred participants
and up to thirty or so KreW. The RDS is shipped in trucks and takes
a day or two to assemble and tear down depending on the size of
the event.
READ
AHEAD
A
collection of materials delivered to participants up to a week or
so in advance of a DesignShop. The articles and books chosen for
a Read Ahead will serve one of two purposes: provide more information
concerning the problem to be created and solved during the DesignShop,
and to stretch thinking and introduce new ideas that challenge preconceptions.
The Facilitator, Process Facilitator, Sponsor and perhaps one or
two KreW members handle the selection, assembly and distribution.
Books are ordered through the KnOwhere store.
REPORT
OUT
After
participants have spent some time in Breakout Teams they are often
invited to reassemble as a large group to hear each team report
their work. To prepare for this report, the teams are asked to recreate
(not copy) their work onto paper covered magnetic Hypertiles (11x17
inches) which will adhere to the porcelain steel WorkWalls. The
group reassembles in a large room that usually has a very large,
curving WorkWall called the Radiant Wall (some are over 40 feet
long). The teams group their Hypertiles on this wall either by team
or by some other sorting category, or they place them on the wall
as they are being discussed. The tiles can be moved about and drawn
around to sort, connect and emphasize ideas.
RULES
OF ENGAGEMENT
A
list of boundaries that must be set on a DesignShop, session, Management
Center or NavCenter in order to secure success. The requirement
of having no observers or visitors during a DesignShop is an example
(everyone either participates or they are on KreW). Another example
is the limitation on the conduct of other business by the participants
during the DesignShop (it destroys breakout team integrity and compromises
the product to have individuals constantly conducting other business
away from the team on the phone).
SCENARIO
EXERCISE
A
module of a DesignShop that is frequently employed to uncover assumptions
among the participants regarding how they think about trends, the
past and the future. Its usually done in large group on the Radiant
Wall. The Radiant Wall is divided horizontally into time frames.
Sometimes the Scenario considers the distant pastup to 30,000 years
ago, passes through the present (usually the current year plus or
minus 5-10 years) and ends sometime in the future. Participants
stand before the wall one at a time and state an event they wish
to place on the timeline (sometimes further defined by the facilitators
instructions) and perhaps its significance. Then they write that
event on the wall under the year it occurred. Then the next participant
places their event on the wall. This may continue through all of
the participants and through several rounds. The exercise is very
flexible in terms of how the wall is laid out, what types of events
the participants are asked to place on the wall, and how Sketch
Hogs are employed to augment and synthesize the visual display.
A good synthesist on the KreW can predict much of the outcome of
the DesignShop and the solution to the problem simply by studying
a well-executed scenario.
SHARE-A-PANEL
A module of a DesignShop usually preceded by a Take-A-Panel exercise
wherein participants assemble into teams and visit each team members
panelor WorkWallin succession to hear a report of the work scribed
on that panel. After each team member has reported their individual
work, the team usually assembles in a Breakout Area to either synthesize
what theyve heard, or begin work on another exercise. If the total
number of participants in a DesignShop is small, they may all participate
in the exercise, which is then called a "Walk-About". After each
participant has had an opportunity to share their panel, the entire
group may assemble for a synthesis discussion or may be divided
into Breakout Teams to begin another round of work.
SIMULATION
a
SKETCH
HOG
Also
called a scribe. A KreW member skilled in listening to a conversation
or presentation and capturing its essence and significance in illustrated
and annotated diagrams on WorkWalls, paper, computer, or in a 3D
physical model. Sketch Hogs are called upon to support participants
in Breakout Teams to illustrate their ideas, work before the large
group during synthesis discussions, create finished art and icons
to support the production of the Journal, and to create finished
art and diagrams to support any follow-on WorkProducts.
SPONSOR
(CLIENT) (See also DesignShop Sponsor.)
An
individual or small group who hold primary responsibility or a principal
stake in the outcome of a DesignShop, NavCenter, Management Center,
or session. Often the sponsor is the champion of the idea which
the shop or center is designed to address. The sponsor may also
be a manager or executive. Often a sponsor team is assembled made
up of representatives from various constituents who comprise the
participants in the DesignShop.
SPONSOR
(KNOWLEDGE WORKER)
An
experienced individual (usually of Journeyman level) who assists
and supports another Knowledge Worker through the transition into,
through, and out of the ValueWeb system. The sponsor is not necessarily
a mentor, and is usually chosen my mutual agreementnever assigned.
Assigning sponsors would violate the pattern of "Stepping Up" or
self-selecting tasks and projects from the work to be done. Sponsors
are literally individual transition managers.
SPONSOR (NAVCENTER)
An
individual, or most commonly a team who champions the purpose, mission
and existence of a NavCenter. Since NavCenters are established to
support a particular project or purpose, the Sponsor may also be
the project manager. Because a NavCenter represents a way of work
which radically departs from the behavior of the rest of the organization,
the Sponsor should have a position of authority within the organization
as well.
SPONSOR
SESSION
Usually
a three or four hour session attended by the client sponsor (individual
or team), the key facilitator, the process facilitator, and supported
by one or more KreW. The purpose of this session is to develop clear
objectives for the DesignShop, work on assembling the right participant
list, decide on general logistics arrangements, take a first cut
at the design of the DesignShop process, and get a general idea
of what sort of products should be generated during and after the
DesignShop.
STRAWDOG
Before
each DesignShop, the Event Facilitator (Key Facilitator) and/or
the Process Facilitator generates a first cut at the design of the
event. Sometimes this process is completed formally in a Sponsor
Session with the DesignShop Sponsor, the Facilitator and Process
Facilitator. These sessions are documented. The Strawdog summarizes
the planners thinking in terms of the purpose of the DesignShop,
the desired outcomes and the individual modules that comprise the
design. Usually the first half of the shop is outlined in detail;
the rest cannot be designed until the shop is underway.
SYNERGY
In Synergetics, R. B. (Bucky) Fuller notes the following with regard
to Synergy: Synergy means behavior of whole systems unpredicted
by the behavior of their parts taken separately. Synergy means behavior
of integral, aggregate, whole systems unpredicted by behaviors of
any of their components or subassemblies of their components taken
separately from the whole. A stone by itself does not predict its
mass interattraction for and by another stone. There is nothing
in the separate behavior or in the dimensional or chemical characteristics
of any one single metallic or nonmetallic massive entity which by
itself suggests that it will not only attract but also be attracted
by another neighboring massive entity. The behavior of these two
together is unpredicted by either one by itself. There is nothing
that a single massive sphere will or can ever do by itself that
says it will both exert and yield attractively with a neighboring
massive sphere and that it yields progressively; every time the
distance between the two is halved, the attraction will be fourfold.
This unpredicted, only mutual behavior is synergy.
Synergy
is the only word in any language having this meaning. The phenomenon
synergy is one of the family of generalized principles that only
co-operates amongst the myriad of special-case experiences. Mind
alone discerns the complex behavioral relationships to be cooperative
between, and not consisting in any one of the myriad of brain-identified
special-case experiences. The words synergy (syn-ergy) and energy
(en-ergy) are companions. Energy studies are familiar. Energy relates
to differentiating out sub-functions of nature, studying objects
isolated out of the whole complex of Universe - for instance, studying
soil minerals without consideration of hydraulics or of plant genetics.
But synergy represents the integrated behaviors instead of all the
differentiated behaviors of natures galaxy systems and galaxy of
galaxies. Chemists discovered that they had to recognize synergy
because they found that every time they tried to isolate one element
out of a complex or to separate atoms out, or molecules out, of
compounds, the isolated parts and their separate behaviors never
explained the associated behaviors at all. It always failed to do
so. They had to deal with the wholes in order to be able to discover
the group proclivities as well as integral characteristics of parts.
The
chemists found the Universe already in complex association and working
very well. Every time they tried to take it apart or separate it
out, the separate parts were physically divested of their associative
potentials, so the chemists had to recognize that there were associated
behaviors of wholes unpredicted by parts; they found there was an
old word for it - synergy. Because synergy alone explains the eternally
regenerative integrity of Universe, because synergy is the only
word having its unique meaning, and because decades of querying
university audiences around the world have disclosed only a small
percentage familiar with the word synergy, we may conclude that
society does not understand nature.
In
addition, there is a corollary of synergy known as the Principle
of the Whole System, which states that the known behaviors of the
whole plus the known behaviors of some of the parts may make possible
discovery of the presence of other parts and their behaviors, kinetics,
structures, and relative dimensionalities. The known sum of the
angles of a triangle plus the known characteristics of three of
its six parts (two sides and an included angle or two angles and
an included side) make possible evaluating the others.
Eulers
topology provides for the synergetic evaluation of any visual system
of experiences, metaphysical or physical, and Willard Gibbs phase
rule provides synergetic evaluation of any tactile system. The systematic
accounting of the behavior of whole aggregates may disclose discretely
predictable angle-and-frequency magnitudes required of some unknown
components in respect to certain known component behaviors of the
total and known synergetic aggregate. Thus the definitive identifications
permitted by the Principle of the Whole System may implement conscious
synergetic definition strategies with incisive prediction effectiveness.
SYNTOPICAL
READING
a
TAKE-A-PANEL
A
module of a DesignShop wherein the participants take one panel of
a WorkWall (about 6 tall by 4 wide) each and compose on it answers
to an assignment. The exercise allows all of the participants to
be heard, to express their ideas in whatever visual fashion they
wish, and have their ideas available to be viewed by other participants
and captured by the DesignShop KreW. This exercise is usually succeeded
by a Share-A-Panel exercise.
Transition
Managers
A
WALKTHRU
A
session during which the DesignShop is designed, including all of
the modules, assignments, and team configurations. Day one is rigorously
designed, day two a little less so, and day three may be rather
sketchy at this point. The Client Sponsors, Facilitators, Process
Facilitators and KreW participate in the WalkThru.
WAWD TEAM
A
consortium of knowledge workers, or enterprises of one, who are
linked together in a vast value web, and whose expertise, skills,
and passions can be focused on helping clients imagine visions and
then implement them anywhere on the globe.
Weak
Signal Research
A
WRITING
TEAM
A
subset of the KreW and Sponsors of a DesignShop charged with crafting
the assignments that participants will work on in their Breakout
Teams. The term "craft" is key here. Assignments are not composed
without considerable thought. When you consider that a single assignment
will consume perhaps 1/6 of the duration of a DesignShop and that
the reports from such an assignment will steer the entire content
and tone of the DesignShop, its easy to understand their importance.
WORK PRODUCT
A
synthesis or evolutionary product of the DesignShop whose purpose
is to either crystallize some concept, detail and illustrate some
plan, or take the participants beyond the information of the DesignShop
into new realms they may not have considered yet. Its purpose is
not to simplify, but to present the complicated and obtuse in a
way that is merely very complexso that it may be understood, but
not watered down.
WORKWALLS
Panels
of light colored porcelain steel which accept a variety of marking
materials such as chalks, dry erase markers, water colors, India
ink, pastels, and water based markers. They are used by participants
and KreW as a tool to support collaboration. A typical Management
Center may have more than 3,000 square feet of this surface available.
Large or small groups can illustrate complex issues and detailed
plans all within plain view of the entire group, and all easily
editable. The amount of information that can be manipulated on these
wall systems and the flexibility of erasing or adding to it, dwarfs
the capabilities of butcher paper, flip charts, or projection systems.
The walls are typically six or more feet high and may be any length.
Rolling walls come in lengths from four to 28 feet in length (although
greater lenght is possible), some of which are folding. WorkWalls
may also be permanently installed within the environment. The walls
are manufactured by Athenaeum International under MG Taylor License
and distributed by Athenaeum International or through MG Taylor
Corporations chain of KnOwhere stores.
The
WorkWalls make up a significant component of the environment-setting
aspect of this System and Method. They also are a strong element
of the Taylor environments Trade
Dress. This is further described in Sub System 2 of this Invention.
The
full manifestation of the WorkWall concept, in this System and Method,
will incorporate electronic input and display (read/write) as shown
in the diagram,
as well as, smart technology as described in Sub System 3 of this
Invention.
The
essential 2process
contribution of the WorkWalls is several fold: they facilitate the
display of Knowledge Objects and Agents (ToA). They allow Human
Agents (ToA) to work big simultaneously seeing the scope
and interconnectedness of their work while sharing in its creation.
They are a strong symbol of collaboration.
The
essential 4environment
contribution of the WorkWalls is they create space, bring Armature
down to human scale and adjust quickly as the work requires it.
The
essntial 5tool
contibution of the WorkWalls is that they provide plug and
play capability for a wide variety of interactive computer
and multimedia technolgy and integrate these devises into a seamless
work process.
The
scale, scope and level of integration of 245is
not accomplished by existing pieces and components in place nor
the systems architecture in which they are employed.
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