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METAPHORS
EXERCISE
rL4-Ss1:
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.
On
a general level, all words - other than denotative - are metaphors
of some real things or no-thing. Even
a denotative concept is not the thing, itself, being referenced.
The ability to manipulate and bend words (concepts)
is intrinsic to the human creative process and may well relate
to machine intelligence. Making a pun is shifting
the level of recursion ToA
of a concept. It is an example of active
K memory.
Words
are Models ToA and
follow the rules associated with appropriate modeling.
METHOD
A
systematic, documented way of doing work. In human Agents,
it involves both ConsciousnessToA
and
unconsciousnessToA
(See:
Mind Engine SS6-1), however, it can be taught and
transferred to other Agents of many kinds.
MODEL
rL4-Ss1:
A
"slice of reality," a vantage point of perception. The Latin derivation,
modulus is the diminutive of modus, which means measure, rhythm,
harmony. So a model is a little measure, a little rhythm, a little
harmony--a slice. Of these three terms, we're perhaps the most
familiar with "measure", but the other two are more important
to contemplate. We're used to building models to measure things--the
effect of air pressure on the surface of a wing, or the profitability
of a corporation. We may not be so comfortable with ferreting
out models that divine the rhythm and harmony of the world around
and in us. Or if we are, we confine those models to the realms
of art, philosophy, essay, poetry. But the complexity of the world--even
the corporate world--is too deep to be fathomed by measurements
alone. Business is art and the Enterprise should call upon the
qualities of rhythm and harmony inherent in art for assistance
to lead it into the future.
NATURE
- TRUE TO m
rL4-Ss1:
In
the Appropriate Response Model, a design that is true to
nature is composed of elements that support one another, that
do not conflict, and whose capabilities are mutually requisite.
In a growing seedling, the roots, stem and leaves all remain requisite
with one another: the leaves don't photosynthesize too much or
too little, the stem is sized just right to provide structural
support and the transport of materials up and down. A design should
be elegant, all of its parts fitting together in a pleasing fashion
that makes people want to employ it.
The
forces or processes of the physical world, generally personified
as a female being. The order, disposition and essence of all entities
composing the physical universe. The aggregate of a person's instincts,
penchants and preferences. To be born, birth.
NET
A
term referring to a specific network.
NETWORK
An
architecture ToA
of
nodes, channels, thresholds ToA
and
other elements that is loosely connected in various ways. Networks
of critical mass act organically ToA
and
exhibit self-organization ToA.
NETWORK ECONOMY ( see: Knowledge Economy)
An
economy characterized by a distributed ToA,
nodal ToA,
mind-like architecture that works through channels ToA
and
web-like configurations of Agents. See: ValueWeb Architecture
SS6-2. Tightly related to the Knowledge Economy concept
because knowledge-intensive environments ToA
demand
flexibility ToA
,
adaptabilityToA,
high variety ToA
and
the ability to reconfigure on demand. Traditional organizational
structure/processes can not respond well in these conditions ToA.
Network and Knowledge Economies tend towards increasing returns
ToA
due
to the nature of their core resources. Traditional governance
ToA
mechanisms
do not function appropriately in these economies. See: Appropriate
Response Model.
NEW
INFORMATIONT
(See: Information - New)
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
NODE
A
place of connectivity in a network architecture where resources
cluster.
OBJECT
A
discreet physical thing or virtual ToA
no-thing
ToA
that
can be treated as bounded ToA
,
defined and possessing certain characteristics, attributes ToA
,
functions ToA,
relationships and rule-sets ToA.
Related
in this System and method to OOP (Object Oriented
Programming) in terms of certain software methods.
OVERSHOOT
AND COLLAPSEa
rL4-Ss1:
To
go beyond, to miss by or as if propelling something too far. To
fall down or inward suddenly. To cease to function, to break down
suddenly in health or strength. Slide together; fall in ruin.
In
the Stages of an Enterprise Model, if the enterprise does
not learn how to maintain homeostasis, it may overshoot its envelope
of healthy growth and then rapidly collapse upon itself. This
stage is sometimes called the "Hollywood Star" syndrome.
PARADIGMY
rL4-Ss1:
Any
example or model. [In our case, a world model used by the controller
of a system to make decisions based upon input to the system and
past experience.]
For
a living system to make decisions, it must be able to compare
the nature of sensory input that it receives to some model that
predicts probable future outcomes based on stored previous experiences
involving that input. This memory may be inherited genetic storage,
or learned mental storage. In either case, it represents a guide
to success given a variety of situations. The sum total of these
situations and the guidelines stored in the system comprise its
Paradigm.
PATCH
A
collection of nodes ToA
that
are bounded ToA
and
follow certain swarming rules ToA.
PATCHWORKS DESIGN
A
specific architecture of Patches ToA
and
Nodes ToA
that
deals with organizational issues related to information ToA
overload,
lock-in ToA,
decision paralyses and over-voting. High variety, complex and
massive scale networks employ this architecture to remain both
effective and adaptive.
PHILOSOPHY (
rL4-Ss1:
Loving wisdom. The investigation of causes and laws underlying
reality. Inquiry into the nature of things by logic instead of
empirically. Any system of motivating concepts or principles of
a culture.
In
the context of the Vantage Points model, Philosophy is the fundamental--usually
hidden--beliefs that unite the components of an Enterprise, enabling
them to act as a cohesive whole. Properly applied, philosophy
enables both innovation and stability..
PRELIMINARY
DESIGN
rL4-Ss2:
Latin:
before the threshold ToA.
Prior to or preparing for the main matter, action or business.
Latin: to mark out. A drawing or sketch. The invention and disposition
of the form,parts, or details of somethign according to a plan--a
visual composition.
In
the Design Formation Model, the proof of the program showing
the scaled relationships between elements of the program. A dimensioned,
hard line drawing. .
PROBLEM{
rL4-Ss1:
A question or situation that presents uncertainty. A question
put forward for discussion or solution. Greek, problema, "thing
thrown forward", projection, obstacle.
In
the Creating the Problem Model, the problem is created
when you discover a gap between reality and your vision for a
new reality. The problem is neither current conditions nor the
vision. Rather, it is the discrepancy between them..
PROCESS
DESIGN AND FACILITATION2
rL4-Ss1:
Process Facilitation is the systematic removal of blocks to individual
and organizational creativity. To facilitate means to "make easy"
or "smooth the way." It is the method and practice for removing
obstacles and clearing paths so that organizational activity flows
naturally and efficiently. Blocks are of many types, for example:
Physical, a work setting that hinders one's ability to organize
and produce; Conceptual, locked into past solutions or lacking
models of new or different approaches; Temporal, not having the
right people together long enough to break through to new solutions.
Process Facilitation is knowledge work's equivalent of engineering.
Its use not only removes waste, downtime, confusion and friction,
it also enables the systematic creation of new knowledge and innovation.
PROCESS
FACILITATOR
rL4-Ss1:
An
individual who facilitates the work of the KreW and the Facilitator
during the DesignShop event.
PRODUCER
c
rL4-Ss1:
One
who brings forth, creates by mental or physical effort. One who
causes to occur; one who leads forward.
The
producer actually makes the product. Producers are employees,
vendors and suppliers that make up the entire chain required to
create and deliver a product or service. According to the ValueWeb
model, the producer still makes the product or creates the service.
But producers are more involved in understanding how the company
works through programs like open book management. See: SS6-2
ValueWeb Architecture.
PRODUCTION
rL4-Ss1:
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.
PRODUCTION
MANAGEMENT
A
specific set of protocols and procedures related to the making
of a specific product or artifact.
PROGRAM
rL4-Ss2:
Greek:
to write before. A procedure for solving aproblem. Any organized
list of procedures. In the Design Formation Model, a set of specifications
concerning the intended use of a space including who may use it,
and what they want to use it for. The program is typically a list.
PROJECT
MANAGEMENT6
(See: Management - Project)
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.
PROJECT
STATUS MAP
rL4-Ss3:
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.
PROSPECT
A
concept in architecture ToA
that
defines landscapes and spaces of high variety ToA,
ambiguity ToA
and
mystery that stimulates interest and the desire to Scan ToA
in
intelligent Agents ToA.
These
architectural spaces can be physical (thing) or virtual (No-thing)
or combination thereof.
RADIANT ROOM
rL5-Ss2:
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.
This
System and Method includes the creation and operation of virtual
radiant rooms and the combination of these with physical
places.
RDS
(Rapid Deployment System)
rL5-Ss2:
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 *
rL3-Ss1:
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.
REAL
(THING - OBJECT)Z(Known
as: Real Cat)
rL4-Ss1:Being
or occurring in fact or actuality; having verifiable existence.
Existing actually and objectively.
In
the Three Cat Model, the real cat stands for "objective"
reality. Actually, we don't really ever see the real cat. Our
senses gather signals from the visible part of the electromagnetic
spectrum, fluctuations in air pressure that register on our ears
as sound, and the electrochemical signals that result from physically
touching an object. Because our information concerning real cat
is most incomplete, there's always more to learn..
RECURSION (AND LEVELS OF)
In
organizational structures and processes of all types - of any
complexity - elements of that organization will operate at different
scales (time, space, levels, and so on). Recursion is a design
strategy that deals with excessive linearity, critical mass (too
much, too little) at any place and misplaced complexity ( as a
partial example). Recursion is a way of dividing an organization/process
functionally without loss of feedback. Recursion levels act as
environments to one another, as well as, support systems to one
another. See: Zone of Emergence Engine SS1-8 and
Table 2. Each recursion level must have all the attributes
of a viable system (Beer) to function appropriately. See Appropriate
Response Model.
RECREATE:
rL4-Ss1:
To impart fresh life to. RE:again. CREATE: to cause to exist;
to bring into being; to cause to grow. Latin: to cause to grow
anew.
Within
the 4-Step Recreative Process model, between each of the steps,
you must recreate what it is you are trying to do given the different
and unique parameters of each of these different steps.
REFUGE
A
concept in architecture that relates to the creation of places
of rest, safety, peace and contemplation. This is the counterpoint
to prospect. Both kinds of place are necessary to the functioning
of human Agents.
REPORT
OUT
rL4-Ss1:
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
rL4-Ss1:
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).
Rules
of Engagement are critical to all Agent relationships. These operating
interactivity rules are part of what defines an Agent.
SCALE
In
architecture, the relationship between elements of a design or
built environment and the humans that occupy it. Scale is critical
if continuity of experience is to be accomplished.
Scale
is a critical design element in the architecture of organizations
(enterprises, cities, social systems, and so on). When a system,
or parts of a system get out of scale the functionality
of the system is compromised because the Agents within it can
not read their environment and therefore lose context
and sense of place.
SCAN
8
rL4-Ss1:
One
component of the SCAN, FOCUS, ACT model. SCAN is often seen as
the first stage of a three stage model, but the model is in fact
nonlinear and highly recursive. SCAN means just what youĠd imagine;
looking about for different options, or to gather information
in a broad sort of way. SCAN also implies a vantage point of some
sort from which to view. The original meaning of the word means
to climb or mount. In the SCAN phase we build conceptual, mental
models.
SCHEMATIC
CONCEPT
rL4-Ss1:
Latin:
form, figure. A structural or procedural diagram, esp. of an electrical
or mechanical system. Latin: a thing taken to oneself. A general
idea or understanding, especially one derived from specific instances
or occurrences.
Within
the Design Formation Model, the first proof of the program.
Freehand blocking of the ideas at the smallest scale represented
by the program, showing prominent elements that drive the design.
"Bubble diagrams" and loose sketches..
SCENARIO
EXERCISE
rL4-Ss1:
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.
SCOPE
- PROPER n
rL4-Ss1:
Breadth
or opportunity to function. The area covered by a given activity
or subject. Watcher, goal, aim.
According
to the Apprpriate Response model, an excellent design should properly
fill its niche and not strive for too much, nor suffer from a
timid presence. The boundaries of the design must be clearly defined.
This does not mean they must form a contiguous presence, only
that by some combination of matter, energy and information the
solution is able to distinguish itself clearly from other elements
in its environment..
SELF-CORRECTING
.
rL4-Ss1:
To
provide with knowledge or training. To discipline, train or develop.
To bring up.
Within
the Apprpriate Response Model, once a system can make predictions
about the future, it must compare these predictions with its current
behavior and implement changes to adjust its behavior to bring
it into harmony with its future models. In this sense it's bringing
its vision of the future back to the present.
SHARE-A-PANEL
rL4-Ss1:
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
An
environment, A, in which some aspects of another environment,
B, are played and tested to determine the efficacy of some aspects
of their likely performance in the real, B, environment.
Systems
of great complexity cannot be understood and controlled. This
means they cannot be successfully tested - predictability is impossible.
Unintended consequences result. Simulation is a method for approaching
requisite variety ToA
by
testing in as close to a real-world condition as is
possible. See: 3 in SS6-3 ValueWeb Builder and SS3-4
in SS3-3 for reference to two ways (of many) that the present
invention employs simulation.
SKETCH
HOG
rL4-Ss1:
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.
SPONSORDG
CLIENT (See: Event Sponsor)
rL4-Ss1:
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. See: SS6-2 ValueWeb
Architecture.
SPONSOR
D1GKNOWLEDGE
WORKER
rL4-Ss1:
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 rL6.
The sponsor is not necessarily a mentor, and is chosen my mutual
agreement - never 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 ToA.
SPONSOR D4NAVCENTER
rL4-Ss1:
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 D!
rL4-Ss1:
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.
SPOZEU
rL4-Ss1:
Shorthand
for suppose. To assume to be true for the sake of explanation
or argument. To conjecture. To substitute, put under, forge.
In
the context of the 'Spoze model, It is not advisable for a system
to accept any and all New Information to add to its Paradigm.
The process of modeling enables the system to play "what if" without
actually engaging in a potentially threatening experience.
STATE
CHANGE
(or PHASE TRANSITION)
When
a group of people let go of one reality or model and shift simultaneously
to a higher order solution. This state change usually happen about
half way through a dynamic DesignShop process. Closely tied to
the notions of Emergence and Tipping Points.
STEWARDG
rL4-Ss1:
Within
the Learning Path: Five Points of Mastery Model, the Steward applies
talents and knowledge in service to others--in stewardship of
the community and ultimately of the world. Stewardship means holding
a vision for yourself, your community, and your world, and being
committed to actualizing that vision. The only way to steward
anything is to engage with what we are stewarding in a cybernetic,
whole systems manner. By learning anticipatory design, we steward
our future as well as our present. Stewardship encompasses stewarding
what we value, what we invent, our personal growth, the growth
of others, the health of our communities and the natural environment.
Stewardship arises from the philosophy that "all life is sacred"
rather than "everything is a commodity."
STRAWDOG
rL4-Ss1:
Before
each DesignShop, PatchWorks Design phase or other formasl event,
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 event, the desired outcomes and the individual
modules that comprise the design. Usually the first half of the
event is outlined in detail; the rest cannot be designed until
the work is underway.
rL4-Ss3:
In
a further manifestation of this System and Method,
the KnowledgeBase
ToA can be queried, by an
Agent of the system, and a number of alternative Strawdogs can
be generated based on specific (inputted) information. The memory
of all Strawdogs and their results are part of the system
and can be shared, as Agents, according to the created profile
of those Agents.
On
an even more general level of this System and Method, any expert
F process
2
can be captured in a template J
in the KnowledgeBase #
of the system to be thus queried and and employed as an Agent
to facilitate 2
design &.
This can occure on multiple levels of recursion ToA.
Again, results can be shared as memory of the system according
to specific Agent profiles and embedded
rules. These Agents can make up an economy
and be traded within it.
SUCCESS\
rL4-Ss1:
The
achievement of something desired, planned or attempted. To follow
closely, go after, to go toward.
Within
the Stages of an Enterprise model, at this stage, the enterprise
is viable. This means it understands as an organism how to maintain
its metabolism from month to month, and how to grow.
SUSTAINABLE
/
rL4-Ss1:
To
provide with knowledge or training. To discipline, train or develop.
To bring up.
Within
the Appropriate Response Model, a system must be able to
survive birth, grow to maturity, and reproduce itself. It must
do this without depleting the systems that support its growth,
otherwise it will cause its own demise.
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
technique employed in DesignShops and other collaborative events
that involves readers studying different books (or other materials)
then sharing them interactively in a real-time dialog.
This
process (on the human scale) mimics their own internal mental
processes of memory.
An example of the scale-ability of this System and Method through
many levels of recursion and the employment of different kinds
of Agents.
SYSTEM
Any
collection of parts that can be seen as such, that can function
with continuity, and can be described. Once a system
is declared the logic of the interrelationships between these
parts takes hold. The making of a system is arbitrary
(not bound by nature) but once made the rules of the system must
be followed.
Complex
systems are always partially overlapping (Fuller).
SYSTEMIC
Where
the core of everything is connected - tied together at the root
and must be considered as a unified body of parts.
SYSTEMS
INTEGRATORv(see:
Manager/management)
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.
TAKE-A-PANEL
rL4-Ss1:
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.
TECHNICAL
SYSTEMS5
(See: Tools)
rL4-Ss1:
Technical
Systems, Domain five in the 7-Domains model, augment and amplify
human creativity. They are the set of tools and protocols that
enable an organization to work effectively as a whole system.
They help define and preserve the boundaries of an organization
and enable it to sense and respond to the external environment.
An organization's technical system is akin to the human nervous
system: it continually organizes a vast amount of information
about the health of all its component parts and their internal
and external interactions. It provides the means by which knowledge
that is fragmented or local can become organized and available
where needed.
TEMPLATE
J
rL4-Ss1:
A
pattern or gauge used as a guide in making something accurately
or in replicating a standard object. Often a piece of wood or
a thin metal plate. Old Fench "temple": a wooden device in a loom
that keeps the cloth aligned during weaving. "Temple": sanctuary.
As
part of the 4-Step Recreative Process Model, create a template
for your creation, in words, symbols, pictures, 3D, or some other
physical medium. This template should represent your vision and
be able to communicate its essence to others.
TENSION
- CREATIVE}
(See: Creative Tension )
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.
THRESHOLD
The
band between the optimum operating environment of a system and
its limit ToA. Approaching
the threshold will increase the frequency and magnitude of (negative)
feedback ToA in a viable system.
TIPPING
POINT
Comes
from the field of epidemiology and indicates the point at which
a disease has infected enough hosts that it must be considered
a raging epidemic and the spread of the disease grows exponentially.
We use tipping points to mean that point which changes the game.
The future is no longer a linear extrapolation of the past. Our
system and method tracks tipping points through multiple iterations
of weak signal research.
TOOLS5
(See: Technical Systems)
rL4-Ss1:
Technical
Systems, Domain five in the 7-Domains model, augment and amplify
human creativity. They are the set of tools and protocols that
enable an organization to work effectively as a whole system.
They help define and preserve the boundaries of an organization
and enable it to sense and respond to the external environment.
An organization's technical system is akin to the human nervous
system: it continually organizes a vast amount of information
about the health of all its component parts and their internal
and external interactions. It provides the means by which knowledge
that is fragmented or local can become organized and available
where needed.
TRACKING%
rL4-Ss1:
To
draw, pull. Trace, trail. To follow the footprints or traces of.
Within
the 10 Step Knowledge Work Process model, tracking records the
condition, origin and destination of each message that crosses
the Knowledge Base membrane (transduction). It creates a history
of the use of the K-Base.
TRANSITION
MANAGER/TRANSITION MANAGEMENTYv
Transition
Management is a specific kind of management.
It
is required at specific historical moments in the life of an organization,
corporation, city, country or planet.
That
moment is the transformation from one state of being to another.
The
Transition Manager facilitates the process of the transformation
by combining the vantage points of strategic planning and project
management, and forging an environment in which the creative energies
of a group of people can function for mutual and planetary advancement.
The
role and duties of the Transition Manager are specific; and the
ethical framework of the Transition Manager is of the highest
order.
The
Transition Manager may or may not be in an apparent position of
authority or power; s/he may or may not be recognized for the
work performed--these issues are circumstantial and a matter of
practical consideration.
The
Transition Manager works for no agency alone, s/he pledges allegiance
to life, planet Earth, humankind, and the community within which
s/he works.
The
Transition Manager is responsible to life's quest to reach a higher
order of being, manifested in specific accomplishments.
No
matter what wok role or position the Transition Manager assumes,
s/he functions from sapient authority in performance of the duties.
Organizations
in transformation are in the mature phase or exist in an environment
that is in a mature phase of its life cycle. In those circumstances,
human credibility, certification and authority are based on the
assumptions of the old paradigm that is undergoing severe stresses.
The
Transition Manager maintains the ability to operate in two different,
and often hostile, environments; this ability is essential to
creating the bridge necessary for successful transformations.
The
Transition Manager must remain free from entrapment by either
the old or the new; the correct vantage point is from both and
from a healthy transition with no commitment to a predetermined
outcome in the specific.
The
Transition Manager's fiduciary responsibility requires that s/he
gain not undue advantage from the experience.
The
Transition Manager's Creed,
Matt and Gail Taylor, 1982.
TURN
AROUNDg
rL4-Ss1:
To
cause to move around in order to achieve a desired result. To
reverse the course of. Unsettle, upset. A chance or opportunity
to do something. Lathe, tool for drawing a circle.
In
the context of the Stages of an Enterprise model, ventures lose
their ability to maintain homeostasis and begin to collapse. Usually
this is due to a lag time in the organization's ability to respond
to or anticipate external or internal rates of change: it falls
behind or leaps too far ahead and is exposed. Careful crafting
allows the organization to return to the Maturity stage.
USEe
rL4-Ss1:
To
bring or put into service; employ for some purpose. To consume
or expend the whole of. The permission, privilege or benefit of
using something. The power or ability to use something. The quality
of being suitable or adaptable to an end. The goal, object or
purpose for which something is used.
According
to the Design, Build, Use Model, as the environment is
used, it will change the processes that take place within it.
These changes, in addition to events in the external environment
will drive a demand for the work space to adjust its function,
and to do so rapidly. The design and build capacities must always
be readily at hand..
VALUEWEB
zxcv
rL6-Ss1:
The
ValueWeb Model is made up of four components - each themselves
a network (a ValueWeb architecture on anther level of recursion).
No matter the size of the ValueWeb, these four components have
to be in relative balance with one another. They are: the user
(customer) network; the producer network; the investor network
- and, the system integrator (management). The purpose of a ValueWeb
is to create and distribute wealth. Wealth in the broadest definition
not just in narrow (UpSideDown) economic terms. And, the idea
of distribution is to do this in terms of the individual members.
This is something a generic economy does not do. See: SS6-2
ValueWeb Architecture.
VARIETY
The
number of possible states of a system (beer). See Requisite Variety
ToA.
VISION H
rL4-Ss1:
That
which is or has been seen. Unusual competence in discernment or
perception. A mental image produced by the imagination. The mystical
experience of seeing as if with the eyes the supernatural or a
supernatural being. Latin: to see.
In
the context of the 4-Step Recreative Process model, create a Vision
for what you want to create.
VENTURE
MANAGEMENT7
(See: Management - Venture)
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.
WALKTHRU
rL4-Ss1:
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
rL5-Ss6:
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
Weak
Signal research refers to processes that enable the enterprise
to detect weak signals as a matter of course, build models and
stories that illustrate the possible effects of whole sets of
signals over time, and redesign itself efficiently to take advantage
of these possibilities. A Weak Signal is a half-hidden idea or
trend that will affect how business is done, what business is
done, and the environment in which this business is done. Weak
Signals often consist of new and surprising information from the
receiverĠs vantage point, they are sometimes difficult to track
down amid noise and other signals, and they are often seen as
a threat to an organization. Weak Signal Research operates in
the realm where uncovering a weak signal before anyone else does,
gives us an edge in development and may allow us to witness the
emergence of an entire ecosystem of interlocked, collaborating
ideas, inventions, and enterprises. In a narrow sense, weĠre talking
about tracking trends, but more generally, weĠre interested in
spotting non-linear, hard to predict ideas long before they reach
mainstream recognition.
WRITING
TEAM
rL4-Ss1:
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
rL3-Ss3:
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
rL5-Ss2:
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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