|                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. Go               To:EVALUATION               TO               MEMORY
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