| 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.   Go                 To:METAPHORS EXERCISE To WORKWALLS
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