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EVALUATION
A
key step in any systematic process of work. See: Design Formation
Model. Evaluation is also a key aspest of feedback and use. See
Stages of the Creative Process and 4-Step Recreative
Process Models. See also, criticism
process.
EVENT !
The
first act 0
in the 10 Step Knowledge Work Process model. As a Term-of-Art
of this System and Method, every event has to be seen and
treated in this context. An event can be formal or informal. It
can be of short duration or of many days. It is, however, treated
as discrete. And, it is an EVENT, in terms of this method,
only if the other steps in the 10 Step Model are taken.
There
is a strong relationship between MEMORY, as a term-of-art
of this System and Method, and the Mechanical Cat
Cof
the 10 Step Model. The
10 Step is a process engine designed to emply many of the
natural charectoristics of memory as observed in a complex system.
The CyberCon Tool-Kit (Subsystem 3) is designed to augment this
process.
On
the highest level, an event is a discrete act, as part
of an extended process, augmented with cybernetic
tools. Therefore, previously not-integrated, loose, non-intentional
networks can be made to function like natural living systems.
An
event is bounded by a beginning and an end - by dimension and
location. An event must be observed and documented to be an event.
EVENT
SPONSOR !DG
rL4-Ss1:
In
the context of a DesignShop event, these are representatives from
the client who usually have a considerable stake in the successful
outcome of the DesignShop event. They may be project managers,
department heads, or CEO's. 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.
EXEMPLYl
rL4-Ss1:
One
of the 5-E's in the 5 E's of Education model. To explain by example.
Someone or something worthy of imitation or duplication. Serving
as an illustration, a model, or an instance. To take out.
EXPECTj
rL4-Ss1:
One
of the 5-E's in the 5 E's of Education model. To look forward
to the probable occurrence or appearance of. To look out at.
EXPERIENCE;
rL4-Ss1:
One
of the 5-E's in the 5 E's of Education model. The apprehension
of an object, thought, or emotion through the senses or the mind.
Active participation in events or activities leading to the accumulation
of knowledge and skills. To try, test.
EXPERTF
rL4-Ss1:
Person
with a high degree of skill or knowledge in a certain subject.
Latin: to try; (i.e., risk, lead over, press forward, to learn
by experience).
In
the context of the Learning Path: Five Points of Mastery model,
the Expert develops specialized knowledge to a high degree in
a given body of knowledge and is a resource to others. Everyone
has expertise to share; everyone applies their expertise to create
value for themselves and others, as participants in this learning
environment.
EXPLAINk
rL4-Ss1:
One
of the 5-E's in the 5 E's of Education model. To make plain; remove
obscurity from. To define, explicate. To offer reasons for, or
a cause of. To spread out; completely flat plain.
EXPLORE
'
rL4-Ss1:
One
of the 5-E's in the 5 E's of Education model. To investigate systematically;
examine, study. To search into or range over for the purpose of
discovery. To search out. Cry out aloud.
FACILITATION2
Facilitation
means to make easy. It is the second Domain of the
7 Domains Model: Work Process Design and Facilitation.
FACILITATOR
S
(SOMETIMES CALLED THE KEY FACILITATOR)
rL4-Ss1:
The
Facilitator works with the DesignShop, PatchWorks, (or other event
! Sponsors
(which may include members of the Engagement Team ToA
and the Process Facilitator ToA
(representing the KreW) to design the event before it begins,
manage the continuing design and execution of the event 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 2
of individuals rL3
and
groups rL4.
The facilitators mandate is to ensure that the process 2
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.
In
a further manifestation of this System and Method, facilitation
and work can be performed by Agents of all kinds for Agents
of all kinds (humans, machines, systems, and so on).
Facilitation involves a wide range of actions K
taken to affect the interaction of Agents. It involves bringing
order to the universe of thoughts and possibilities 8
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 K
. It involves setting appropriate Boundary Conditions ToA
(time, physical space, and agreements - Terms-of-Engagement ToA)
within which an individual or group can work efficaciously b.
It involves clarifying conditions and goals, through a process
Ss1
we
describe as creating the problem OH{}..
Facilitation involves introducing the right "new information
T (Objects/Agents)
that challenge R
existing ways of thinking Y
and leads individuals to explore/discover '
their own unexamined Design Assumptions (ToA)
about a given condition O.
It involves providing feeback L
so that what has been learned A
is incorporated I
into the design &
work that follows avoiding unecessary looping ].
It
involves observation and assessment, and taking actions to ensure
that a groups natural biases do not 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 only some kind of umpire
or gatekeeper role. The present inventors do not apply the facilitator
as umpire (only) 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. Objectivity, in this System and Method,
is accomplished by deliberately allowing all possible voices
(Agents) to be heard and making clear all possible positions or
biases (including those of the facilitator 2,
tool-set 5
and environment 4).
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. However, the Commissioner of Baseball
metaphor has meaning in the act of governance and facilitation
on the scale of ValueWebs rL6.
FEEDBACK
L
Feedback
is the message, to the controller of a system, from
a sensor of a system, of the difference between performance
and expectation. No message, no feedback. No message to
a controller (an agent that can act to modify what the system
is doing), no feedback. No message from a sensor (designated
as such as an agent of the system), no feedback.
This
definition holds on all levels of recursion embodied by this System
and Method from neural nets to a global economy.
The
frequency of feedback is a critical issue in the design of dynamic
and complex systems. Messages have to be requisite with the rate
of change in the environment taking into account the time lag
inherent in the total response cycle (Jet Planes Model).
POSITIVE
feedback reinforces an action creating increasing returns. Too
much positive feedback in a system will lead to instability. In
this context, positive does not mean good.
NEGATIVE
feedback attenuates a systems behavior. In this context,
negative does not mean bad.
(See
Weiner)
rL4-Ss1:
In
the context of the 4-Step Recreative Process model, discover
how well the creation performs in the world. Does it fulfill your
vision? How do others like it? Does it inspire new visions in
you or in others?
FOCUS
9
rL4-Ss1:
One
component of the SCAN, FOCUS, ACT model. FOCUS is often seen as
the middle stage of a three stage model, but the model is in fact
nonlinear and highly recursive. FOCUS implies choice. The majority
of the opportunities presented by the SCAN are discarded in favor
of only one or several, which are scrutinized and evaluated more
rigorously. The models we build in FOCUS are more tangible expressions
of the conceptual models we built in SCAN. At length a decision
is made and it's time to ACT.
GRACEFUL
FAILURE
An
engineering principle attributed to Emery Lovens that advocates
building the failure path into a system. Systems will
fail. The important thing is to minimize the downside consequences
by the way that the system is engineered, built and used. Graceful
failure connotes an easy, non-catastrophic, recoverable failure
path.
Complex
systems that survive exhibit this characteristic. Nature designs
systems this way. Too often, human-made systems are more brittle
than this. The scale and scope of present and future human complex
systems requires the graceful failure approach. Failure is minimized
by appropriately designed-in feedback, memory of alternatives
and graceful exit strategies. The definition of graceful
is dependent on the nature of the system users and the consequences
inherent in the potential failures of that system. Several hundred
humans dropping several miles in a metal tube, with no alternative
recovery process, is not graceful.
GROUP
GENIUS
rL4-Ss1:
The ability of a group working iteratively and collaboratively
to seek, model and put into place higher-order solutions. Time
compression, systemic work-flow, dynamic feedback, individual
creativity and collective creativity are core features of Group
Genius.
The
Group Genius process is the heart of MG Taylor's methodology.
Designing, building, and using environments, processes, and tools
that systematically and repeatedly release this ability critically
distinguishes the MG Taylor¨ Process from other ways of working.
Gail
Taylor first encountered the concept of group genius while living
in Kansas City in the early 1970's in the work of Lawrence Halprin,
community developer and co-author of Taking Part: A Workshop
Approach to Creativity. The idea resonnated with Gail's core
beliefs about the nature of creativity and the collaborative potential
of a group. Several years later, when Gail and Matt Taylor formed
MG Taylor (then Taylor Associates), releasing "group genius" became
a core principle in the organization's philosophy.
HYPERTILE
rL4-Ss2:
The
WorkWalls manufactured by Athenaeum international as part of this
Systemand Method, are made of steel and, therefore, accept magnets.
Hypertiles are large rectangles of flexible magnetic material,
matching various paper sizes. They are covered on one side with
a sticky surface manufactured by 3M. Sheets of paper can be adhered
to this surface and peeled off without leaving any residue on
the back of the paper. The paper can then be photocopied or scanned
for entry into the Knowledge Base.
Many
of these can be tiled togehter on the WorkWalls to
create composite graphics made of many pieces that can be easily
scanned - Hyper reffers to Hyper Text (Ted Nelson)
- thus, the term HyperTile.
IDENTITY
r
rL4-Ss1:
The collective aspect of the set of characteristics y which a
thing is definitely recognizable or known. The quality or condition
of being or remaining the same. Latin; the same.
The
first stage in the Seven Stages of the Creative Process model.
Explore, discover and understand how the system produces the conditions.
Even if you think you know how it's done, think again. Use techniques
of collaborative, creative design to see the system from different
vantage points. Break out of common assumptions and past practices
(you can always go back to them if you need to). Build a working
model of the current system that replicates the conditions you
see. It probably won't be right but it will lend some needed insight.
Creativity is the elimination of options. So generate some optional
ways of seeing the system and its components. Work until you can
see the truth in everyone's viewpoint. This means building models
of these viewpoints. Then, maybe you can assemble components of
the viewpoints together to get a more robust map of the system
and conditions than you could by clinging only to your own opinions.
INCORPORATEI
rL4-Ss1:
To
cause to merge or combine together into a united whole. To unite
with or blend indistinguishably into something already in existence.
To form into a body.
In
the context of the 'Spoze model, if the results of the simulation
seem favorable, the system may incorporate the New Information
into its Paradigm and begin making decisions based upon this new
mixture. Also incorporation.
INCREASING
RETURNS
A
natural ToA
and
frequently recurring phenomena that locks a system
into a positive feedback ToA
loop.
This becomes a growth engine until the system limit ToA
is
reached or some other agency ToA
intervenes.
If the system limit is reached, catastrophic failure usually occurs.
See: Stages of An Enterprise Model. Many human designed
systems are exhibiting this phenomena. This indicates a structural
flaw in their architecture ToA.
Within
limits - maintained by properly placed negative feedback loops
- increasing returns can be maintained in sustained growth. This
requires structural recreation ToA
of
the system ToA
as
it proceeds through iterations ToA
of
activities and jumps recursion ToA
levels
at moments of transformation
ToA.
The
Dutch Tulip craze and the Spanish gold inflation are notable examples
from history of increasing returns unbounded by appropriate feedback.
INFORMATIONT
As
defined by Gregory Bateson, information is the difference
that makes a difference. See: Data, Information, Knowledge
Model.
INFORMATION
- NEWT(See:
New Information)
rL4-Ss1:
A
numerical measuer of the uncertainty of an experimental outcome.
Knowledge derived from study, experience, or instruction. A non-accidental
signal used as input to a computer or communication system.
In
the context of the 'Spoze model, systems are receiving all kinds
of messages from other systems and the environment in general.
Messages are neutral. They do not contain information. Rather,
information is the result of a system's interpretation of a message,
including whatever meaning it assigns to the message based on
past experience. This meaning--or message in context of associated
experiences--is what we call information. The measure of information
is proportional to its uncertainty, or surprise. The more surprising
the message, the more information it contains. Most messaging
events are devoid of information, either because they are filtered
out, or because they bear messages whose content is expected by
the receiving system.
INSIGHTu
rL4-Ss1:
The
capacity to discern the true nature of a situation. An elucidating
glimpse. Old English: thing seen within.
At
this stage of the Seven Stages of the Creative Process model,
there's only one stumbling block: your vision is full of holes.
You will have figured this out by now. Sometimes when working
on simple problems, the vision really will contain a clear definition
of the problem, and the answer, but usually there are lots of
unknowns and gaps in understanding. The problem--the PROBLEM--is
how to conceive of, invent, allow for the emergence of, or create
the subsystems and ecosystems that will fill the gaps in the vision--that
will rework the vision to make it more powerful. The problem is
not how to fix the conditions. The problem is how to imagine,
design and allow for the evolution of new components of the system
(or new systems) that will help the system create different (and
hopefully more healthy) conditions. There's no other problem you
can solve. You can't fix the conditions.
INTELLECTUAL
CAPITAL
A
business concept that measures the true value of an enterprise.
Three elements ToA
have
to be present for intellectual capital to be created and sustained:
First, intellectual property ToA.
Second, a market ToA
that
can employ the idea, service, product, artifact that represents
the virtual/physical manifestation of the IP. Third, the operational
capability to manufacture and deliver value to said market and
to sustain the variability imposed by a changing marketplace.
This
System and Method facilitates the creation of ValueWeb ToA
architectures
as a means of accomplishing these three conditions in high variety,
complex environments.
INTENTy
rL4-Ss1:
Aim,
purpose, meaning, purport. Firmly fixed, concentrated. Having
the mind fastened upon some purpose. Latin: to stretch toward.
In
the context of the Seven Stages of the Creative Process model,
Intent asks Are you excited yet? Do you have the juice to live
in the vision and do the work to bring as much of it it back to
the present each day as you can? How long can you live with the
ambiguity and paradox of working in two different worlds? Can
you assume the mantle and the risks of the prophet and advocate?
Intent is the well of energy that you'll return to over and over
while you're working to bring your vision to the present. The
greater the distance on the fitness landscape between the old
and new system, the greater the challenge and the more energy
you'll need to succeed
INTERFACE
Interface
is commonly understood in terms of the interaction between a computer
and a person. Jef
Raskin takes it further and relates it to the design of products
of all kinds. In this System and Method, it includes these perceptions
and extends them to transitions in architectural space
and transactions in processes.
There
is an issue of Interface every time space, state, time, context,
mode, style, purpose, use, environment (and so on) transitions.
There is an issue of Interface every time energy and/or matter
is transported (Subsystem 5). The management of Interface is the
management of the white space, negative space,
time-out and shift that happens between
things.
Different
Agents require different facilitation between these states as
appropriate to their nature and status in the system/process.
INVESTOR
x
rL6-Ss1:
One who spends or utilizes time, money or effort for future advantage
or benefit. To besiege. To clothe in, surround.
According
to the ValueWeb model, the investor provides capital to the enterprise
with the hope of receiving a return on the investment, and a return
of the original investment as well at some point in time.
ITERATION
Progressive,
feedback driven, full cycles of work that are closely coupled
in time and context.
KNOWLEDGE (see: Body of Knowledge)
Data
points are the bits of experience ;.
Data, integrated by some principle or schema (Model ToA)
is information
T. Information, in context ToA
of prior experience ;(memory
ToA), with the focus 9
of intent y
in act K
is
KNOWLEDGE.
In
this definition, which is intrinsic to this System and Method,
KNOWLEDGE cannot exist outside of action
K. There is no such thing (in this method) as abstract,
passive knowledge. Remove action and you have memory of
(high level information about); remove intent and
you have (structured) information; remove an integrating Model
and you have data - raw experience.
KNOWLEDGE,
in this method, is an intelligent construct that can exist on
many levels of recursion of a complex ToA,
learning system ToA. KNOWLEDGE,
in this definition, is the result of the interaction of
Agents. Knowledge emerges ToA
as the result of this interaction.
The
interaction that results in KNOWLEDGE always takes place
in an environment
4 and is always augmented by tools. It always results
in memory ToA and Agent
alteration.
KNOWLEDGE
ECONOMY (see; Network Economy)
It
is generally recognized today that the principle valued-added
element in the production and use of products and services is
knowledge - hence the term Knowledge Economy.
This,
however, can be misleading if the concept X
is confused with the mixed condition Othat
now exists. This System and Method employs these terms in a much
stricter sense than this general philosophical(
perception. The Industrial Economy and the Knowledge/Network
Economy are intrinsically different (and
competing) systems. The Industrial Economy will
not evolve (with existing methods and tools) into a sustainable,
self-correcting .
knowledge-based economy.
rL7-Ss6:
Further,
the entire method and means by which value is understood and assessed
has to be recreated:
operationally.
rL7-Ss4:This
will require more sophisticated means of exchange
and structuring custom economies.
Knowledge
is a no-thing
- an intangible.
Our present economy measures and rewards things. Still.
Even e-commerce, as its present confusion (June, 2000) discloses.
There are two significant Design Strategies
&+
that
have to be applied to create the problem }
worth
solving: first, a comprehensive Model ToA
of the process 2
of how idea becomes value (Ss6);
and, second, an order of magnitude (or more) fine graininess and
smarts in the medium of exchange (Ss4).
Neither the present Model nor the medium can match the variety
ToA of a global
knowledge-worker, hunter-gatherer, affinity-based, tool-augmented
society.
The
Knowledge/Network Economy will be global. It will reward knowledge.
It will employ networks and systems immeasurably more complex
ToA than exist today. It will
employ smart/intelligent cybernetic systems and tools.
It will destroy the old economy. Timing and transition are important.
It is not here yet.
KNOWLEDGE
OBJECTS OR AGENTS
Artifacts
ToA of information, inserted,
interactively, into a process (an environment of Agents) by a
rule or algorithm for the purpose of knowledge ToA
creation.
rL4-Ss1:
On
the human level of recurion in a facilitated 2
event !,
these artifact/objects are usually from outside of the body of
knowledge #
resident in the participant Agents and brought to the attention
of the group at the right time to facilitate 2
ideas into focus 9
or expand (explore ')
a perception. These artifact/objects may take the form of articles
from magazines or journals, books, quotes, research papers, models,
graphics, multimedia or databases - or any combibation of these.
They will often be displayed on WorkWalls ToA.
This act K
is part of building w
environment
4 for
the participant/Agent.
rL2-Ss3:
In
a robust expression of this System and Method, the CyberConn Tool
Kit augments the 10 Step process and tracks %
each Agent interation with each artifac/Agent.
KNOWLEDGE
BASE #
rL5-Ss2:
The
Body of Knowledge that supports an individual, a group, an Enterprise,
or a ValueWeb.
In
the 10 Step Knowledge Work Process model, the K-Base serves as
repository, or data warehouse, and router for messages in the
enterprise. The sum or range of what has been perceived, discovered
or inferred. Skill, understanding, experience. Familiarity, awareness.
KNOWLEDGE
WALL
rL5-Ss2:
Management Center and NavCenter environments have at least one
(usually more) large wall sometimes up to 50 feet in length, usually
the back side of the Radiant Wall that 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.
In
a further embodyment of this System and Method the KnowledgeWals
will be electronic.
KNOWLEDGE
WORKERS 1G
rL4-Ss1:
The
individuals who comprise the KreW that supports activities such
as a DesignShop, Workshop, PatchWorks event or other embodiment
of this System and Method. They are responsible for managing the
flow of information temporally through the duration of the event
and spatially within the Environment - or environments of the
event.
KNOWLEDGE
WORKER SPONSOR 1GD
rL3-Ss1:
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
rL4-Ss1:
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.
LEARNERA
rL4-Ss1:
Someone
who gains knowledge, comprehension or mastery of through experience
or study. Acquire through experience.
In
the Learning Path: Five Points to Mastery model, a Learner is
an explorer, innovator, self-developer, model-builder and action-taker
who is receptive to ideas and guidance, able to reflect and act
creatively, learns how to access information and create value
from it for self and others. A unique set of contacts--family,
peers, facilitators, sponsors, experts, and community members--comprise
the Learner's constantly evolving learning network.
LIMIT
The
boundary of a system. When this is exceeded the system ceases
to be the system that it was. This is catastrophic failure of
the systems architecture.
LOGISTICS
W
rL4-Ss1:
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.
LOOPING]
rL4-Ss1:
A
length of line folded over and joined at the ends to form into
a loop. Loupe. Imperfect gem. A small magnifying glass used by
jewelers.
Most
ideas go through a roller coaster ride of peaks of success followed
by valleys of near collapse before they become viable--capable
of separate existence. The Stages of an Enterprise model identifies
this process as Looping.
MANAGEMENT
CENTER v4
rL5-Ss2:
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.
MANAGER/MANAGEMENTv(see:
Systems Integrator)
rL6-Ss1:The
act, manner or practice of directing or controlling the use of.
To direct or administer. Hand, handle. To mete out, dispense.
To be an aid, minister to, servant.
Management
provides the information and communication hub between the other
players in the Business of Enterprise model. At different times
in history, managers have focused alternately on fulfilling the
desires of one player or another. According to the ValueWeb model,
Management still balances the business of the whole web, but the
management function is more distributed. There is more management
going on, but fewer managers doing it.
MANAGEMENT
- PROJECT6
(See: Project Management)
rL4-Ss1:
Within
the 7-Domains model, Project Management is the Domain of execution.
It is the application of methods and procedures to planning and
strategy. Goals cannot be managed - they must be translated into
"doable" tasks and daily activities with resources allocated for
specific reasons. At the same time, the mission cannot become
too distant or projects lose focus and momentum. Project Management
unfolds through cycles of measurement and feedback, in the true
cybernetic sense that adaptation and evolution occur through self-correction
and adjustment. Thus, when a project component is not achieved
"as planned," it is both and opportunity of discovery and learning,
as well as an opportunity to refine the plan, based on "real world"
information.
MANAGEMENT
- VENTURE7
(See: Venture Management)
rL4-Ss1:
Venture
Management is the sum of the preceding six domains in the 7-Domains
model. Venture Management is also a function in itself and a driver
which, in further cycles of work, recreates the first six Domains.
It is both an attitude and a methodology. Venture Management is
the practice of managing the organization, as a living system,
that is dynamic rather than a collection of parts, and possessing
integrity as a complete system. This is a different approach than
seeing an organization only in terms of resources and results.
MATURITYs
rL4-Ss1:
Fully
developed. Worked out fully by the mind. The state of a note,
bill or bond being due.
According
to the Stages of an Enterprise model, Maturity is probably the
longest and most stable stage of the Enterprise. It is also the
most favorable time for spawning new enterprises although many
ventures fail to do so until it's almost too late.
MEDIA
The
material in which an idea or thing ToA
is
rendered. All things exist
in a media. No-things ToA
do
not. The media is not neutral. It imposes limits ToA
on
the expression and functionality of any manifstation (thing),
When an idea or thing is transported ToA
-
to another media, it has to be recreated ToA
or
it will progressively decay by copying which will always bleed
information ToA.
See 4 Step Recreative Model.
MEME
An
element of culture that is passed on by non-genetic means, such
as by imitation. Ideas that catch on by passing from brain to
brain.
MEMORY
Memory
is a key concept of this System and Method and is described on
all levels of Language and applied in each Subsystem of the System
and Method. Memory, in this system, has to be understood as a
series of state changes ToA
that take place iteratively ToA
(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 ToA
will be different. Information ToA,
provided by feedback ToA,
is contained in these different states and can be used - this
is a fundamental aspect of how the System and Method, of the present
Invention, 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 (at a lower level of recursion) but is composed of
the system and is regenerated when recalled. This
recalling alters the state, and as an event/Agent (object) is
part of the STATE of the (altered) system. Each iteration ToA
is
a discrete ToA
step
and involves a complete process ToA.
See: Fig.SS1 -1.
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METAPHORS EXERCISE To WORKWALLS
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