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ACT K
rL4-Ss1:The
process of doing or performing something. An enactment or decree.
To drive to do. To push, propel or push forward.
Part
of both the SCAN, FOCUS, ACT model and the 4-Step Recreative Process
model. ACT is the opportunity to see whether the models will pan
out as they become viable systems in their own right. If discipline
and imagination have been brought to the two preceding stages, this
stage should be successful.
AGENCY
Minsky
defines Agency as any assembly of parts considered
in terms of what it can accomplish as a unit, without regard to
what each of the parts does my itself.
AGENT
(SIMPLE, COMPLEX, SMART AND INTELLIGENT)
Minsky
defines Agent as any part or process of the mind that
by itself is simple enough to understand - event though the interactions
among groups of such agents may produce phenomena that are much
harder to understand.
ANDMap
Project Management Tool
rL4-Ss3:
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.
ANTICIPATORY
,
rL4-Ss1:
To
feel or realize before hand; foresee. To act in advance so as to
prevent; prejudice; forestall. To foresee and fulfill in advance.
To cause to happen in advance; accelerate. To take before.
As
one of the six elements of the Appropriate Response model, anticipatory
represents the notion that designs or solutions to problems are
living systems. As such, they must include the apparatus and processes
necessary to use models based on past experience, along with current
data gathering to make predictions concerning the future behavior
of other systems in the environment. At the lowest level, this serves
survival; at higher levels, anticipatory hardware and software enable
systems to effectively collaborate with one another to support both
the homeostasis and evolution of their collective ecosystem.
ANTICIPATORY
DESIGN ,&
a
concept of Buck Fuller that describes the process of designing solutions
to emerging problem prior to their general awareness in an organization
or society. The solutions are, thus, in the prototype stage and
ready for swift adaptation when the problem can be see and, thus,
when the motive exists to resolve it.
ARCHITECTURE
Refers
to the field of architecture. In this system and method, the formal
deffinition
of architecture is: the
objectification of the values humans hold essential to living -
making these values concrete by building
and using the structures that form the environment.
Architecture
is also employed herein as references to the basic structure/process
of an idea system or artifact.
ARTIFACT
(TEST - PROTOTYPE)C
(Known as Mechical Cat)
In
order to test our concept, we create physical models and compare
them to the reality. The artist paints; the engineer builds scale
models; the business person turns to planning software and spreadsheets;
the writer composes stories. See the Three Cat model.
AUTHOR-TO-AUTHOR (also known as BE-THE-AUTHOR) (See Syntopical
Reading)
rL4-Ss1:
A
type of DesignShop or Work Shop 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.
BODY
OF KNOWLEDGE1
rL4-Ss1:One
domain in the 7-Domains model, the Body of Knowledge represents
the sum total of the historical and contemporary artifacts produced
by all members of an organization. It is the living memory of an
enterprise. Its purpose is to embody what is critical to successful
planning, coordination and steerage, and implies the continuous
interaction of members to sustain meaning and purpose. Group Genius
does not occur systematically without a living Body of Knowledge
that is documented, organized and synthesized. However, simply amassing
volumes of archival data should not be confused with the function
of the Body of Knowledge. The Body of Knowledge is more of a living
property of an organization that arises in the process of creation.
Capturing it in the form of artifacts augments learning and enables
useful patterns to be recognized. This results in the cultivation
of insights gleaned from experience that sustains organizational
self-awareness and a sense of the future.
BOUNDARY
CONDITIONS
The
framework in which an exercise is conducted or a problem defined.
See: Zone of Emergence Engine Fig. SS1-8. This framework
is defined by a number of elements depending on subject, context
and the operation in play. These can include: time, scale and scope,
rules-of-engagement ToA
and
so on.
BREAKOUT
rL4-Ss1:
A
general activity during a DesignShop event or Work Shop 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.
BUILDw
rL4-Ss1:
To
form by combining materials or parts; to erect; construct. To give
form to according to a definite plan or process; to fashion; mold;
create. To establish and strengthen. To establish a basis for.
One
stage in the DESIGN, BUILD, USE model. There must be a process for
rapid execution of the design that allows frequent adjustments to
the realities of a build-out and the changing perceptions of the
user as the design unfolds. The process and the product (space)
must provide for this speed throughout the occupancy so that the
enterprise of users does not have to waste time and talent in reconfiguring
itself to meet changing conditions.
CAPTURE
TEAM
rL4-Ss1:
A
subset of the KreW of Knowledge Workers in a DesignShop event 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.
CHANGE
B
rL4-Ss1:
An
element in the Rate of Change model. In this System and Method,
change is treated as continuous but measurable in discrete steps
see: Memory Aspect 12
.
CHANNEL
Referes
to a means by which ideas, energy, goods or Agents are transported.
See Memory Aspect: 11
and Mind Engine SS6-1.
CIRCLE-UP
rL4-Ss1:
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.
CIRCUIT
A
complete loop usually involving a series of way-points.
COEVOLUTION
The
process by which one evolving complex system, A, changes
in concert and with feedback ToA
-
thus, causing change - with another complex system, B, which
forms As environment.
COMPLEX - COMPLEXITY V
From
the Principia Cyberneticus Web site: "É the original
Latin word complexus, which signifies "entwined", "twisted together".
This may be interpreted in the following way: in order to have a
complex you need two or more components, which are joined in such
a way that it is difficult to separate them. Similarly, the Oxford
Dictionary defines something as "complex" if it is "made of (usually
several) closely connected parts". Here we find the basic duality
between parts which are at the same time distinct and connected.
Intuitively then, a system would be more complex if more parts could
be distinguished, and if more connections between them existed.
(http://pespmc1.vub.ac.be/COMPLEXI.html)
rL4-Ss1:
An
element in the Rate of Change model.
CONCEPT (OF OBJECT/THING)X(Known
as: Concept Cat)
rL4-Ss1:
The
mental model that we build of an object or thing, based upon our
observations of the real thing, that aids our decision making process.
We learn to associate current phenomenon with past occurrences of
similar phenomenon. We make decisions based on projections of past
behavior onto the current situation. Lacking any such direct associations,
we are forced to invent. See the Three Cat model.
CONCEPTION[
rL4-Ss1:
As
the first component of the Stages of an Enterprise model, Conception
is where ventures and enterprises originate. Scribbles on napkins,
nagging dreams, a persistent or alarming push by the external or
internal rate of change.
Conception
is the ability to form mental concepts; invention. The formation
of a zygote capable of survival and maturation in normal conditions.
Concept, plan, design, idea. To take to oneself.
CONDITIONO
rL4-Ss1:
The
particular mode or state of being of a person or thing. The existing
circumstances. Latin, conditio, agreement, stipulation, from
condicere, to talk together, agree.
As
the first stage in the Creating the Problem model, these are the
existing conditions before you begin the creative process. Notice
that these conditions, in and of themselves, are merely conditions.
They are not the problem. These conditions are in constant flux
and will change as the creative process advances.
CREATIVE
TENSION }(See:
Tension - Creative)
rL4-Ss1:
Creative:
the power to cause to exist, bring into being, originate.
Tension: a force tending to produce elongation or extension. Voltage
or potential; electromotive force.
As
a component of the Creating the Problem model, the creative tension
that comes into being when you decide to resolve the problem is
the interplay between vision and reality. As the two tug and pull
at each other, they will each change and modify in an effort to
reach a synthesis.
CREW
(Also spelled KreW)
rL4-Ss1:
A
team of Knowledge Workers charged with supporting a process such
as a DesignShop event.
CULTURE)
rL4-Ss1:
Cultivation,
tilling. The totality of socially transmitted behavior, patterns,
arts, beliefs, institutions, and other products of human work and
thought.
As
a component of the Vantage Points model, Culture defines the various
components of the Enterprise and their relationship to one another
in action. Also encompasses standard behaviors of these components--behaviors
which are manifestations of the Philosophy.
CUSTOMER
z
rL6-Ss1:A
person who buys goods and services on a regular basis. To become,
to accustom.
According
to the ValueWeb model, the customer still purchases and uses the
product. But customers are also interested in how well and ethically
the companies are run--they vote with their investments. And customers
are included in production.
CYBERNETICS
The
science of organization.
The
theoretical study of communication and control processes in biological,
mechanical, and electronic systems, especially the comparison of
these processes in biological and artificial systems (The American
Heritage Dictionary of the English Language, Fourth Edition).
DEATHh
rL4-Ss1:
Termination,
extinction, loss or absence of spiritual life.
As
a component of the Stages of an Enterprise model, Death represents
the fact that eventually all organizations reach their demise. Usually
this is good. Sometimes it's the easiest way for the enterprise
to allow new ideas to escape and try for viability. And even if
the name of the corporation does not change, sometimes, its old
self dies and a new one is born in its place.
DESIGN &
rL4-Ss2:
To
conceive, invent, contrive. To form a plan for. To draw a sketch
of. To have as a goal or purpose; intend. A visual composition;
pattern. To mark out; sign out.
As
part of the Design, Build, Use model, Design represents the creation
of sketches, models, plans, schedules, and budgets to convey a sense
of the scope of the project in many different dimensions. This is
not done merely at the beginning of the project, but as a sort of
continuous process throughout the life of the building. The design
takes into account past and present work process requirements, and
the uncertainty associated with the future as well..
DESIGN ASSUMPTION
A
major aspect that underlies a design approach. Remove the assumption
and the design is massively altered.
DESIGN
DEVELOPMENT
A
discreet step following PRELIMINARY and proceeding CONTRACT DOCUMENTS
in the Design Formation Model.
DESIGN
ISSUE
An
issue in a circumstance that is directly resolvable by exercising
the design process.
DESIGN STRATEGY &+
The
core aspects and feature of a design that directly address the significant
aspects of a problem. See: Creating the Problem Model.
DESIGNSHOP
EVENT &!
rL4-Ss1:
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,
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 7-Domains that regulate collaboration and evolve ingenuity.
DESIGNSHOP
SPONSOR &D
rL4-Ss1:
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.
DISTRIBUTION
$
rL4-Ss1:
To
allot, grant apart. Dispersion, diffusion. Divide and dispense in
portion.
As
a stage in the 10 Step Knowledge Work Process model, distribution
is the process of repackaging, encoding, transducing, and transmitting
across the Web (Enterprise) to all parties that need the information
as potential compelling input.
DOCUMENT @
rL4-Ss1:
To
note down, to mark. Lesson, example, warning, to teach. Anything
serving as evidence or proof. To support with citations, annotate.
As
a stage in the 10 Step Knowledge Work Process model, the information
is captured, encoded in the form of a message, tagged for shipping,
transduced across the Event membrane, and transferred via some signal,
medium, and channel to the K-Base. Also referred to as Documentation.
DOCUMENTATION
TEAM
rL4-Ss1:
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.)
EDUCATION
AND TRAINING3
rL4-Ss1:
Education
and Training, representing one domain in the 7-Domains model, are
critical factors for thriving in an environment of rapid and discontinuous
change. Often confused as one, education and training are actually
very different in both intent and method. Education means "to lead
out" and is primarily an open-ended process. Training means "drawn
or dragged behind;" it is a closed process that ensures the continuance
of purposeful habits. Training instills heritage. It transfers what
is known. An organization should never lose its basic, root knowledge
and skill; its memory. Education leads forward to discover the new.
It is a form of leadership. Practicing the craft of leading through
educating is how meaning and purpose are translated into a resilient
capacity to create the future.
EFFICACIOUS
b
rL4-Ss1:
One
of 6 components of the Appropriate Response model, Efficacious is
the power or capacity to produce the desired effect. Ability to
achieve results. To execute, make; perform, work out. To effect.
By contrast, the word effective means "having the intended or expected
effect." The difference lies in the use of the word "power." An
efficacious design exudes power and this power is efficiently directed
to yield predictable results.
EMERGENCE
- EMERGENT BEHAVIOR
Emergence
is a new kind of cause and effect. It is the cause and effect of
living entities and the phenomena related to them. It is that kind
of cause and effect where "the interaction of the elements or entities
gives rise to higher-level properties that are not apparent in the
lower levels nor predictable from those levels.
"Such
a system would define the most elemental form of complex behavior;
a system with multiple agents dynamically interacting in multiple
ways, following local rules and oblivious to any higher-level instructions.
But it wouldnÕt truly be considered emergent until those local interactions
resulted in some kind of discernible macro behavior." Steven
Johnson, Emergence, page 19.
ENCOUNTER
R
rL4-Ss1:
To
meet or come upon, especially casually or unexpectedly. To meet,
especially in conflict.
In
the context of the 'Spoze Model, during the Encounter stage,
the system's current Paradigm meets up with a high information messaging
event. This means, simply, that the system is experiencing the effect
of New Information that does not fit into its current model of how
things work--its Paradigm. And it means that the potential effect
of this information is of such a magnitude as to compel a conscious
decision for handling it. Either it represents a threat and the
system must learn new strategies for thwarting it, or it contains
a potential benefit and the system must learn how to take advantage
of it.
ENGAGEMENT
TEAM
rL4-Ss1:
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.
ENTREPRENEURIAL
BUTTONd
rL4-Ss1:
Organizing,
operating and assuming the risk for business ventures to undertake--to
take between; to strike against, thrust, pierce.
Within
the Stages of an Enterprise model, newly conceived ideas within
an existing Enterprise, even if tested through the looping stage,
cannot become viable unless the Entrepreneurial Button is pushed.
There must be an overt recognition of the need for and value of
the new idea or it will not be allowed to grow.
ENVIRONMENT4
An
environment is that which surrounds and creates the circumstances
of an organism. In this System and Method, environments can be physical
and/or virtual and make up one of the three core capacities
of the system of the present Invention: (processes 2,
environment 4,
tools 5).
In
this System and Method, environments can include machine rL2
and
network systems/structures rL7.
Environments can include humans rL4
and
other life forms and subsystems of these rL1.
An environment can be a social system rL6.
It can include transportation environments Ss4.
rL5-Ss2:
Environments
to house this System and Method are presently referred to, generically,
as Management Centers, NavCenters and KnOwhere Stores especially
in the context of DesignShop events, PatchWorks exercises and other
formal processes. This Invention is not limited to these expressions.
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.
In
this System and Method, environments for human teams rL5,
while
being architecture
and accomplishing Pattern Language values, affording knowledge-workers
ToA more individual accommodation,
self-adjustment and adaptability - in less overall footprint
- this Systems environments are conceived [,
designed &,
built wand
used as a tool 5
of knowledge creation: to display, store, retrieve, recreate :and
display, in iterations, information/knowledge objects/Agents. This
is accomplished in extremly short design-build time periods, from
manufactured components, at affordable prices, as a major Subsystem
process and capability of the present Invention.
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To:
EVALUATION
TO
MEMORY
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