| 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. |