SlideShare une entreprise Scribd logo
1  sur  56
Télécharger pour lire hors ligne
a model is a representation of reality is a manifestation of a model is a representation of reality is a manifestation of a of 
A pocket-size reference to the 
MG Taylor modelling language
Contents 
Models 
Glyph Jisho 
Axioms
Models 
SCAN FOCUS ACT 
APPROPRIATE RESPONSE 
DESIGN BUILD USE 
5 E’s OF EDUCATION 
BUSINESS OF ENTERPRISE 
CREATING THE PROBLEM 
7 DOMAINS 
SEVEN STAGES OF THE CREATIVE PROCESS 
S’POZE 
STAGES OF AN ENTERPRISE 
THE LEARNING PATH: FIVE POINTS OF MASTERY 
THREE CAT 
VANTAGE POINTS 
TEN STEP KNOWLEDGE MANAGEMENT PROCESS 
FOUR STEP RECREATIVE PROCESS 
DESIGN FORMATION
A Slice of 
The following pages provide a quick 
reference to the MG Taylor modelling 
language. The sixteen models presented here 
can be thought of as slices of reality, or vantage 
points of perception. The Latin derivation, modulus, is 
the diminutive of modus, which means measure, rhythm, 
harmony. Of these three terms, "measure" is perhaps most 
familiar, 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. 
Reality
SCAN FOCUS ACT 
SCAN FOCUS ACT 
Scan Focus Act is one of the simplest 
models to understand because it’s so easy 
to see it working in real life. Wherever 
you live, you can take a few minutes 
and observe any number of living 
things going through the 
process in a clearly definable 
manner. Lizards, house cats, 
dogs, insects, and birds provide 
excellent examples. 
The model can be used as a design 
template (e.g. for DesignShop events and 
virtually any other project) or as a diagnostic 
tool (e.g. after-action reviews to look for holes in 
the planning and implementation process). Using the 
model ensures that all stages of the process are accounted 
for.
Scan means just what you’d 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. 
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! This is the opportunity to see whether the models will pan 
out as they become viable systems in their own right. If 
discipline and imagination have been brought to the two 
preceding stages, this stage should be successful. 
Feedback. The result of an experience is fed back as learning to 
the next iteration of the process. Feedback is termed positive if 
the desire is to grow the system, and called negative if 
homeostatic control or goal-seeking is the object. 
The conventional way of thinking about the model is to proceed linearly from Scan to 
Focus to Act and then cycle back to Scan via a feedback loop. There's a tendency to 
imagine that any deviation from this process signals dysfunctional behavior, and that can 
be true. Some people or enterprises have great ideas and can never bring them to fruition 
(stuck in Scan). Or they may entertain a slavish, myopic view of annual plans and budgets, 
thereby missing opportunities and hampering implementation (stuck in Focus). Perhaps 
their days are spent "putting out fires" and they never seem to have time to innovate or 
make systematic efforts to improve (stuck in Act). Or a lingering introspection promotes 
timidity (stuck in Feedback). 
The pace of the model varies greatly, and stages need not be of equal 
length. Because of its fractal nature, it may actually be more accurate 
to portray the model as shown on the left, showing each stage 
embedding all others at all times. It also implies that there is no 
‘correct sequence’ to the different stages of the model, nor is there 
any limitation to how often a stage is visited.
APPROPRIATE RESPONSE 
LIVI NG S YSTEM CAPABILITIES 
FUNCTIONAL QUALITIES 
EFFICACIOUS 
PROPER 
SCOPE 
TRUE TO 
NATURE 
ANTICIPATORY 
SUSTAINABLE 
SELF-CORRECTING 
The Appropriate Response model has six elements grouped 
into two sets of three. It is really a gate that divides one 
stage of the creative process from the next (see also: 
Seven Stages of the Creative Process). It's a gauntlet of 
rites of passage as an idea moves from vision to 
building and use. 
Its strength lies in the fact that it forces one to 
think about how living systems are able to 
anticipate, self-correct and sustain themselves. 
While the individual units of a system need not be 
alive (like molecules in a living cell), when all units 
facilitate one another's work, reproduction, 
assembly and repair, the whole can function as a 
living system. There is no single unit that makes the 
system 'alive', it is the relation between the compo-nents 
that causes these attributes to emerge. 
The Appropriate Response model is used as a ltering 
tool in the Engineering stage of the Creative Process to test 
various designs for tness before one, several, or a composite 
of them is chosen for implementation.
Ecacious. This word suffers from infrequent use these days, but it's an 
elegant term whose meaning fits the model superbly. It's defined as the 
power or capacity to produce the desired effect. By contrast, the word 
effective means having the intended or expected effect. The difference 
lies in the use of the word power. An efficacious design exudes power 
and this power is efficiently directed to yield predictable results. 
Proper scope. This element contains the power inherent in the first 
element. 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. By some combination of matter, energy 
and information the solution is able to distinguish itself clearly from 
other elements in its environment. 
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. A design should be elegant, all of its parts fitting together in a 
pleasing fashion that makes people want to employ it. 
Anticipatory. Designs, or solutions to problems are living systems. As 
such, they must include the apparatus and processes necessary to use 
models based on past experience, along with current data gathering to 
make predictions concerning the future behavior of other systems in the 
environment. At the lowest level, this serves survival; at higher levels, 
anticipatory hardware and software enable systems to effectively 
collaborate with one another to support both the homeostasis and 
evolution of their collective ecosystem. 
Self-correcting. 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 is bringing its vision of the future back 
to the present. 
Sustainable. Finally, 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.
DESIGN BUILD USE 
The Design Build Use model illustrates the 
requisite relationship between design, 
build and use. By adding all of the 
feedback loops, the three aspects of the 
process become interconnected 
throughout the lifespan of the enterprise. 
For this to be effective, the processes of 
the three different entities must communi-cate, 
collaborate, and dovetail their processes. 
It also requires that the products of this 
collaboration be stable enough to provide 
day-to-day integrity and flexible enough to 
allow radical, rapid redesign to fit the changing 
needs of the user over time. It means that the 
environment is never finished and that it is 
constantly able to provide a just enough, just in 
time solution. Things that are finished in our 
emerging world are dead. 
DESIGN 
USE BUILD
Design. Create sketches, models, plans, schedules, and budgets 
to convey a sense of the scope of the project in many different 
dimensions. This is not done merely at the beginning of the 
project, but as a sort of continuous process throughout the life 
of the building. The design takes into account past and present 
work process requirements, as well as the uncertainty 
associated with the future. 
Build. There must be a process for rapid execution of the design 
that allows frequent adjustments to the realities of a build-out 
and the changing perceptions of the user as the design unfolds. 
The process and the product (space) must provide for this 
speed throughout the occupancy so that the enterprise of users 
does not have to waste time and talent in reconfiguring itself to 
meet changing conditions. 
Use. 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. 
One obvious application for this model is in the Management Center, where 
the environment is often radically redesigned within minutes to accomodate 
the process taking place in it. The rapid flexibility and integrity of the space is a 
primary feature that allows its users to radically compress the time required to 
invent and deliver new enterprises and new products. 
Design Build Use is also a powerful model to use when designing an event, 
even though we frequently employ Scan Focus Act as the standard template. 
Design Build Use calls for a slightly different, non-linear approach. The product 
of a module is engaged with as designers, builders and users, with successive 
modules iterating the design of previous ones.
5 E’s OF EDUCATION 
EXPERIENCE 
EXPECT 
EXPLORE 
EXEMPLIFY 
EXPLAIN 
This is the traditional representation of the 5 E’s of Education 
model. Explanations and examples form the foundation of 
education, tying current models and knowledge bases into 
new ones. Experience raises the learner up to the level of 
expectation. What leverages experience above expecta-tion 
is the wedge of exploration: searching the unknown, 
encountering the unexpected, uncovering the surprise. 
The word exemplify was chosen instead of example to 
remind mentors and facilitators in the education process 
that to some degree they are the subject they teach--that 
they are examples of the spirit of the subject. You exemplify 
what you love. Mastering the spirit of the material is as critical 
as mastering the mechanics. 
The 5 E’s of Education is not a linear model. There is no fixed sequence, and elements of the model may be found 
within another, such that we can think of the explanation of the experience, or the exploration of expectation. 
When designing with the 5 E's, employ them as a reference rather than as a rigid template. If an event lacks one or 
several of the E's chances are its benefits will be marginalized. In isolation, exploration is bewildering, experience 
fatal, expectation disappointed, explanation confusing, and example unenlightening. Woven together, there is a 
possibility of synergy.
EXPLORE 
EXPERIENCE 
(outside membrane) 
EXPECT 
EXEMPLIFY 
EXPLAIN 
A more fluid version of the model is shown above. In it, explanation and 
example form the core. They are surrounded by a sac and membrane of 
expectation. Beyond that lies another, larger area of exploration. The 
membrane surrounding the entire model is experience. 
It is clear that expectations exceed simple explanation and example. But 
they also, clearly must fall short of exploration, with its hidden element of 
the unknown and undiscovered. One of the keys to understanding this 
model is to realize that experience enfolds it all. Even the act of hearing or 
reading an explanation is an experience. If you imagine experience to be a 
separate exercise from explanation, then the setting and force of the 
explanations will likely suffer. 
And experience should be crafted. A useful template for managing 
experience is the 7 Domains model.
BUSINESS OF ENTERPRISE 
In the traditional model, management is stuck in the 
middle, at an intersection of conflicting needs. The 
investor wants a higher return and a lower risk. The 
producer wants higher pay or fee for service for less time. 
The customer wants a higher quality product for less cost. 
Since there's no way of rationalizing these conflicting 
demands, management alternately focuses on one 
constituent at a time. It's as if the three constituent groups 
were seats on a Ferris Wheel going round and round, and 
whichever group 
happens to be at 
the top gets the 
priority. 
CUSTOMERS 
INVESTORS 
MANAGEMENT 
PRODUCERS 
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. 
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. 
The customer buys and uses the product. 
Management provides the information 
and communication hub between the 
other players. At different times in history, 
managers have focused alternately on 
fulfilling the desires of one player or 
another.
In the new Business of Enterprise model, companies act more like 
living systems. Ecologies of organisations, or value webs, are in the 
business of growing resources and making their webs larger. 
Management no longer maintains all the connections. Instead, 
CUSTOMERS 
MANAGEMENT 
INVESTORS 
PRODUCERS 
there is a whole web connecting 
customers, producers and investors. 
It's these many sub-networks that tie 
the players more tightly together and 
make them interested in their 
shared fortunes. Constituents 
may also play more than one 
role. An individual could be an 
investor, a customer and a 
producer all at once, 
and therefore have a 
true stake in every facet 
of the enterprise. 
To leverage that 
stake, the 
individual must 
also play a role in 
the management 
function. 
The investor still provides capital 
to the enterprise and gets a return 
of and on the investment. 
However, more and more investors 
are also providers and customers. 
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. 
The customer still purchases and 
uses the product. But customers 
are also interested in how well and 
ethically the companies are 
run--they vote with their 
investments. And customers are 
included in production. 
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.
CREATING THE PROBLEM 
VISION 
CREATIVE 
TENSION 
(TUG AND PULL) 
THE 
PROBLEM 
CONDITION 
Creating the Problem highlights a number of factors that are 
important to consider when you go about creating 
problems for yourself. First, current conditions are NOT 
problems. Second, the difference between your vision and 
current conditions drives the creative process, so do not 
temper your vision with reason--create what you really 
want to create. Third, share your vision, choose the 
important elements, and work to create a 
common vision that incorporates and adds to 
the personal visions of your entire group. 
And lastly, be very clear about what 
the current conditions are. There is 
no reason to deceive yourself here. 
Current conditions are what they are, 
not what you or others would like them to 
be. By rigorously creating the problem 
before you begin a creative process, 
you will clearly define the parameters 
of your work and will drastically 
increase your chances of success.
These are the existing conditions before you begin the creative 
process. Notice that these conditions, in and of themselves, are 
merely conditions. They are not the problem. These conditions 
are in constant flux and will change as the creative process 
advances. 
This is your vision for an ideal future state. In creating this vision, 
take into account your personal experiences, insights and views 
of reality. 
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. 
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. 
How many times have you found yourself fully immersed in a project, only to 
discover that the real problem lies elsewhere and that you are treating only a 
symptom? Often, what is put forward as a problem is only a condition (e.g. I 
can't read). What makes a condition a problem, is the recognition that one's 
vision does not match the current conditions. It is created from the discrepancy 
between vision and condition. When one decides to resolve this discrepancy, 
the distance between vision and conditions becomes a creative tension that 
will drive the creative process to resolution. That gap will work to close itself. In 
fact the distance between vision and conditions can be seen as potential 
energy that, as the creative process brings vision and conditions closer together, 
transforms into kinetic energy, driving the process with more and more 
momentum as it nears completion. With that analogy in mind, it becomes quite 
obvious that a limited vision, one that differs very little from the current 
conditions, will have very little potential energy to begin with and will therefore 
never get much creative kinetic energy. A more drastic vision, on the other 
hand, one that differs tremendously from current conditions, will have tremen-dous 
potential and kinetic energy. 
This creative energy requires clarity on vision and conditions. Especially when 
dealing with a group, it is imperative that the group develops a common vision 
and a shared understanding of the conditions, such that the group can create a 
collective problem that it can be united in solving.
7 DOMAINS 
The 7 Domains form a system. While often explored in a serial 
way, the domains in fact form a recursive web. Each domain 
can be considered in the context of the others (e.g. The 
Environment of Process Facilitation, or the Technical 
Systems of the Body of Knowledge). 
A frequently asked question is why there is no 
People domain. The answer is that people are not 
resources to be managed. People collaboratively 
manage the 7 Domains to achieve together what 
they cannot achieve separately. The full title of this 
model, Managing the 7 Domains of Collabora-tive 
Design, reflects this. Once people focus on 
managing each other, a false sense of control is 
substituted for the powerful properties of collabora-tion. 
When we look for machine-like predictability 
from people, we deny and sacrifice the organic, 
dynamic qualities that enable synergy and true homeos-tasis 
to emerge. Therefore, the 7 Domains do not include 
people as resources, nor are they focused on the manage-ment 
of people. 
BODY OF KNOWLEDGE 
PROCESS 
FACILITATION 
EDUCATION 
VENTURE 
MANAGEMENT 
PROJECT 
MANAGEMENT 
TECHNICAL ENVIRONMENT 
SYSTEMS
The Body of Knowledge is the sum total of information and 
information about how to get information that the system 
requires to remain viable, to improve and innovate. 
Process facilitation is like negative space in a painting or 
drawing. It includes the philosophy and methods for removing 
obstacles and clearing paths so that processes within the system 
flow naturally and efficiently. 
Education stands for the processes and methods by which the 
system learns: how it explores, experiences, gathers explanations 
and examples, and how it sets cybernetic expectations. (see also 
the 5 E's of Education) 
The physical, emotional and metaphysical field within which the 
system plays its role. But the system is not merely subject to the 
Environment--it creates and is created by it. 
Technical systems are artifacts created and employed to amplify, 
modulate or attenuate the other domains so that the system can 
be internally and externally requisite and cybernetically responsive. 
Project Management is the philosophy, culture and methods 
employed by the system to efficiently allocate resources and 
monitor energy flow in the pursuit of finite, temporal objectives. 
Venture Management includes the philosophy, culture and 
methods employed by the system to determine (not just 
manage to) its cybernetic homeostasis and engage in complex 
activities designed to explore unknown opportunities for growth 
and transformation. 
It's often useful to create a matrix out of several of the models together. 
The 7 Domains goes nicely with the Vantage Points and the Creative 
Process models. You'll notice in the glyph definitions the frequent use of 
the words philosophy, culture and methods. Philosophy and Culture are 
the two broadest levels of vantage points. Methods refers to the Policy, 
Strategy, Tactics, Logistics and Task levels of the model.
SEVEN STAGES OF THE CREATIVE 
PROCESS 
Seven Stages of the Creative Process is one of the 
oldest of the MG Taylor Models. The original render-ing 
was done by Matt by hand and is extremely 
rich in meaning and detail. It shows four levels of 
recursion, beginning with the bipartite division 
between subjective and objective; creating 
the problem and solving it; individual and 
collective. It continues with the seven stages 
arranged so that the Insight stage is divided 
by the bipartite model beneath it. Each of the 
seven stages is further divided into six 
components, and these are divided into 
another seven pieces. The diagram clearly 
identifies and classifies 294 stages of the 
creative process at this deepest stage. 
This model has links with Scan Focus Act, Vantage 
Points, Creating the Problem, and Appropriate Response. 
IDENTITY 
VISION 
INTENT 
INSIGHT 
RING 
ENGINEERIN 
INS 
USING 
BUILDING 
B
Identity is about exploring, discovering, and understanding how 
the system produces the conditions. Using techniques of collabo-rative, 
creative design, the system is viewed from different vantage 
points. By exploring different perspectives a richer perception of 
the system is obtained, and assumptions confronted. 
A vision needs to address the new system at all of the Vantage 
Points, from philosophy to task. How do you envision the system 
working in the future? By building working simulations of new 
systems, alternatives are explored along with their effects. This 
makes clear how belief structures relate to the the system. 
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. How long 
can you live with the ambiguity and paradox of working in two 
different worlds? 
Insight. Usually, your vision brings with it lots of unknowns an 
gaps in understanding. The problem is not how to fix the 
conditions. It 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 better conditions. 
Engineering is about designing and testing the vision(s) in cycles 
of rapid design, testing and failure in order to ferret out the more 
resilient designs. At each engineering failure, the designers must 
retreat to the Intent well to gather more resolve, push through for 
the next Insight, and test it in Engineering until an idea survives 
well enough to proliferate on its own. 
The Building stage works hand in glove with the previous one -- 
nothing can be engineered without being built. 
At the Using stage, the idea has been manifested, and the system 
is now producing new conditions. All of the people in the 
enterprise participate in the system, and can now truly evaluate 
whether the new conditions are better than the old ones. Of 
course, in the process of using, they all develop attachments and 
dependencies on the system as it is. The cycle begins over again 
with Identity.
S’POZE 
ENCOUNTER 
NEW NFORMATION 
PARADIGM 
S’POZE 
INCORPORATE 
S'poze links the creative process inherent in Scan Focus Act 
with the knowledge management process of the Ten Step 
Knowledge Management model. S'poze deals directly with 
the management of information as a whole in the total 
messaging event. Like Scan Focus Act, this is a naturally occurring 
model; we all use it every day. Our purpose in studying it is not so 
much to learn to incorporate it into our inventory of processes but to 
raise its activity to a level of conscious awareness. 
Strategies for Playing S'poze 
It may seem from looking at the model that the activity of 
S'poze is played outside of the host system, in some safe, 
confined area. This is not the case. S'poze is played in real life 
only with an element of risk. At the minimum, the activity 
will consume time and divert attention. It's always possible 
that when new information is admitted to a system it will 
behave in a viral manner, disrupting the organism's homeosta-sis. 
S'poze is always played inside the enterprise, even if in a safe, protected area, such as a planning session. S'poze 
doesn't happen somewhere out there. Nevertheless, playing S'poze is required for the organization to continue to 
learn, and also to spawn offspring that can successfully adapt to changing conditions in the wider ecosystem.
At the Encounter stage, the system's current Paradigm meets up 
with a high information messaging event. This means, simply, that 
the system is experiencing the effect of New Information that does 
not fit into its current model of how things work--its Paradigm. And 
it means that the potential effect of this information is of such a 
magnitude as to compel a conscious decision for handling it. 
(New) Information is the result of a system's interpretation of a 
message, including whatever meaning it assigns to the message 
based on past experience. The message itself is neutral. The measure 
of information is proportional to its uncertainty: the more surprising 
the message, the more information it contains. 
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. The sum total of these situations 
and the guidelines stored in the system comprise its Paradigm. 
S’poze. 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. 
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. 
The Case for S'poze as a Linking Model 
Imagine the Creative Process as a huge playing board, with its seven circles 
representing the zones of play. Further, imagine the enterprise as a 
knowledge management engine, continuously running through cycles of 
events, documentation, storage in a K-base, distribution, design. In each of 
the stages, the enterprise can use S'poze to handle new information in a 
robust way. The entreprise also uses S'poze to process information in the 
transition from one stage to another. So not only must the enterprise be 
designed to manage the Ten Step Knowledge Management process, but it 
must employ the S'poze model to manage new information processing 
and learning within each stage of the Creative Process and between 
stages as well.
STAGES OF AN ENTERPRISE 
OVERSHOOT  COLLAPSE 
LOOPING SUCCESS 
Green stands for times of stability and 
success. Orange stands for warning. Red 
indicates behavior far from homeostasis, 
which if allowed to continue, will lead to the 
death of the system. Blue represents times of 
flux around the entrepreneurial button. 
MATURITY 
TURNAROUND 
DEATH 
ENTREPRENEURIAL 
BUTTON 
CONCEPTION 
Stages of an Enterprise illustrates the life cycle of an enterprise or venture. After 
Conception, ideas go through a Looping stage of alternating success and 
near collapse before they become viable--capable of separate existence. 
This marks the Success stage: the enterprise understands as an 
organism how to maintain its metabolism, and how to grow. If the 
enterprise does not learn how to maintain homeostasis, it may 
overshoot its envelope of healthy growth and then rapidly 
collapse upon itself. Newly conceived ideas within an 
existing Enterprise, cannot become viable unless the 
Entrepreneurial Button is pushed. There must be an 
overt recognition of the need for and value of the new 
idea or it will not be allowed to grow. In Maturity, the 
Enterprise passes through probably its longest and 
most stable stage. This is also the most favorable time 
for spawning new enterprises. In time, ventures lose 
their ability to maintain homeostasis and begin to 
collapse. Usually this is due to a reduced ability to 
respond to or anticipate external or internal rates of 
change. Careful crafting allows the organization to make a 
Turnaround to the Maturity stage. Eventually all organizations reach their demise 
(Death). Usually this is good. Sometimes it's the easiest way for the enterprise to 
allow new ideas to escape and try for viability. And even if the name of the corpora-tion 
does not change, sometimes, its old self dies and a new one is born in its place.
Innovation versus Improvement 
Below is another modification of the model. In this case, instead of showing a 
peak at the Success stage which falls off to a lower Maturity plateau, the curve 
continues upwards at a gentle slope (blue), representing continuous improve-ment 
in the enterprise. To make a big leap of innovation, the Entrepreneurial 
Button must be pushed. This can mean the birth of an entirely new entity, 
unencumbered by the structures and culture of its parent, resulting in 
innovation (green) for the new entity. The 
parent may go on to struggle for quite a while, 
unable to transform itself from within. It can also 
mean that the parent organization undergoes a 
metamorphosis or rebirth, resulting in the 
intergenerational enterprise trajectory (red) 
which shows the parent organization making 
steady improvements and then leaping to a 
new level of innovation. 
Pushing the Enterpreneurial Button 
The Entrepreneurial Button is not simply a zone where transformation just 
happens. Pushing the button is a conscious decision. Much of the conceptual 
work will already have been done. The new idea will have passed through some 
looping already before the decision is made to launch it. An idea can be so 
powerful that it may seek out other people to launch it if no one in the parent 
organization is interested. Pushing the button may be a trigger point in moving 
the new idea/organization from Scan into Focus (see Scan Focus Act). 
The Entrepreneurial Button can be thought of as a membrane of sorts. It's both 
an incubator and crucible within which the new idea will be nourished and also 
besieged. It's most vulnerable at this point. Before entering the button, the idea 
is just an idea, but pushing the button sanctions it, 
making it a real opportunity or threat to some. Once 
it's out of the top side of the button's membrane, the 
idea has become a viable enterprise, capable of 
fending for itself. Only while it's in the membrane does 
it need special support and defense. This is an 
important point to keep in mind when designing 
DesignShops! 
ACT 
FOCUS 
SCAN 
NOTE: The button doesn't occur at some predetermined location in the model, 
although there are more or less favourable times--one of the most favourable being 
the period of maturity, just after success.
THE LEARNING PATH 
FIVE POINTS OF MASTERY 
Our human Learning Path begins at birth. From 
infancy, the learner embarks on a course that 
nourishes the innate love for exploration and 
FACILITATOR 
GUIDE 
discovery. A community expecting life-long 
learning and life-long contributions from its 
members acts to remove whatever blocks 
this natural process of growth. 
Just as every individual is unique, every 
learner's learning path is unique. We visualize 
these through a five part life learning model 
we call the Five Points of Mastery. Each 
individual, formally and informally, moves in and 
out of these roles throughout their life, gaining a 
level of mastery of each, as appropriate to his or her 
life stage. Moving between roles, responses change, 
responsibilities change and opportunities for growth 
change. Educational plans are conceived, developed, planned 
and executed with these changing roles in mind. 
LEARNER 
SPONSOR 
ADVOCATE 
ADVISOR 
STEWARD 
EXPERT
The 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 oneself 
and for others. 
The Facilitator-Guide helps others frame their experience, 
by providing perspective, encouraging further exploration, 
guiding discussion and removing blocks to the creative 
process. The Facilitator crafts and delivers challenges that 
spark individual and team innovation and provokes 
Learners to break through imagined limits. 
The Sponsor-Advocate-Advisor provides the feedback 
and boundaries that ensure the learning path is effective 
and balanced. The Sponsor provides continuity and 
perspective. The Sponsor's challenge is to optimize the 
performance of the individual Learner's network. 
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. 
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. Stewardship arises from the 
philosophy that all life is sacred rather than everything is 
a commodity.
THREE CAT 
REAL CAT 
The Three Cat model is a metaphor for information management in the act of 
creation. It may be easily played in a glass bead game with any number of other 
models, particularly the Seven Stages of the Creative Process. On the simplest 
level, the model summarizes the acts of observing reality, forming a concept, 
and testing that concept by building a model to reveal our understanding. 
The model is then compared to reality for verification, the concept is 
adjusted, the model rebuilt, and so on. 
MECHANICAL CAT CONCEPT CAT 
Real Cat stands for objective reality. Actually, we don't really ever see 
Real Cat. The information gathered through our senses is 
incomplete, so there's always more to learn. As we observe Real 
Cat, we create a Concept Cat to use as aids in decision making. 
We learn to associate current phenomena with past occurrences 
of similar phenomena. We make decisions based on projections 
of past behavior onto the current situation. In order to test our 
concept, we create physical models (Mechanical Cat) and 
compare them to reality. The artist paints; the engineer builds scale 
models; the business person turns to planning software and spread-sheets; 
the writer composes stories. 
There are two lines that connect any two cats. One line is a squiggle and the other has a triangle in the middle of it. The 
squiggle is the symbol for a resistor in electronics and refers to the attenuation of information traveling in that direction. 
The triangle is another symbol borrowed from electronics--an amplifier.
The Uses and Abuses of Two-Catting 
The model works great when it's employed with attention, craft and 
discipline. When one of the cats is removed from the iterative process, 
there is potential for both great value and danger. Because there are three 
cats in the model, there are three possible combinations of two-catting. 
Real Cat-Concept Cat 
Greatest value: When our lack of skill in building mechanical models 
hampers the formation of the concept, focusing on observation can help 
to establish a good mental model. 
Greatest danger: This practice allows unsubstantiated assumptions and 
errors to accumulate, as the validity of concepts remains unchecked. 
Concept Cat-Mechanical Cat 
Greatest value: Sometimes it's good to just do a core dump and tweak a 
model. Sometimes it's too expensive to return to the real cat over and 
over again to improve the concept. It is also a great tool for building a 
working model of your assumptions. Such a model can be used diagnosti-cally 
to discover any holes, inconsistencies or errors in your concept. 
Greatest danger: Without any reference to reality, it's easy to build up a sort 
of nonsense, fantasy world. In extreme cases, it's possible to believe that 
the Concept Cat is the Real Cat. 
Mechanical Cat-Real Cat 
Greatest value: Once we believe something about reality, it can be difficult 
to change. Eliminating Concept Cat from the equation can be useful in 
these circumstances. One technique for this is suspending judgment 
when testing a model with reality--especially a priori judgment. 
Greatest danger: Without engaging Concept Cat, we don't learn. No 
thinking involved. No growth potential.
VANTAGE POINTS 
STRATEGY 
LOGISTICS 
TASKS 
TACTICS 
The Vantage Points model looks like a topographic map 
with the boundary between each vantage point 
CULTURE 
POLICY 
representing a contour line. Whether you view it 
as a mountain or a valley is up to you(r 
PHILOSOPHY 
purposes). On the one hand, you can 
never understand the philosophy of a 
system or enterprise until you are 
immersed in the tasks that comprise 
its daily functions. The task provides a 
mental elevation from which the 
whole essence of the system can be 
contemplated. By observing people 
performing various tasks, by sensing the 
atmosphere, energy and ethics of the 
environment, one can determine the true 
expressed philosophy of any organization. On the 
other hand, sometimes immersion in daily tasks can 
blind people to culture and philosophy, or cause them to 
accept it too casually. From the bottom of the valley, the higher planes become progressively difficult to see and there 
is danger of accepting philosophies as truth on the basis of precendent behaviour. Philosophies accepted as models 
can be mastered, evaluated, and exchanged based on experience and exploration (see the 5 E's of Education).
Philosophy: 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. 
Culture defines the various components of the Enterprise and their 
relationship to one another in action. Culture also encompasses 
standard behaviors of these components--behaviors which are 
manifestations of the Philosophy. 
At the broadest level, Policy refers to statements of purpose, intent 
and goals. At a narrower level, Policy can specify boundaries on the 
design and prosecution of Strategy, Tactics, Logistics and Tasks. 
Policy states the rules of the game. 
Strategy is the organization, disposition and direction of large scale 
forces over space and time to achieve the objectives of Policy, 
maintain homeostasis in a competitive and cooperative environ-ment, 
and manage growth. Also the set of recognized patterns of 
play known or suspected to produce favorable results when 
implemented. 
Tactics is the art of matching the resources of Logistics with 
Strategy and deploying these effectively and efficiently in the game. 
Logistics comprises all issues concerning resources, energy and 
knowledge, and the mechanics of their distribution and storage 
throughout the Enterprise. 
Tasks: the work to be done and how it's actually done. Chopping 
wood and carrying water. The way a tool is used and treated, of 
course speaks plainly of the philosophy and culture of the user. 
The seven Vantage Points hold mutual, feedback-driven influence over one 
another. It is possible to change one plane through one of the others. In fact, real 
change cannot be achieved without involving the other planes. The Vantage 
Points are meant to be managed and designed--used as templates and 
auditing tools. The Vantage Points break down into three overlapping zones for 
special types of management emphasis. Design and manage... 
...Philosophy, Culture and Policy to steer evolution. 
...Policy, Strategy and Tactics to steer operational and structural support. 
...Tactics, Logistics and Tasks to steer the work to be done.
10-STEP KNOWLEDGE 
MANAGEMENT 
The outside resources, 
departments and related 
projects are represented 
by the Business of Enterprise 
model. This is not entirely 
accurate, as the entire 10-step 
process takes place within the 
enterprise. In fact, there are 
hundreds of little 10-step models 
inside it, their webs connected to 
each other as well as to the 
environment. 
DOCUMENTATION (2) 
EVENT (1,10) 
K-BASE (3,7) 
TRACKING SYSTEM (5) 
READ 
AHEAD (9) 
DESIGN (8) FEEDBACK (6) 
DISTRIBUTION (4) 
OUTSIDE RESOURCES 
INDIVIDUALS AND DEPARTMENTS 
RELATED PROJECTS
The 10-Step Knowledge Management model is a way to visualise the 
way knowledge flows and is managed within a system. The cycle begins 
with an Event--some process undertaken by one or several Knodes 
(Knowledge Nodes) that produces information. The information is 
captured, encoded in the form of a message (Documentation), tagged for 
shipping, transduced across the Event membrane, and transferred via some 
signal, medium, and channel to the Knowledge Base. The K-Base serves as 
a repository, or data warehouse, and router for messages in the enterprise. 
The documentation is repackaged, encoded, transduced, and transmitted 
(Distribution) across the Web (Enterprise) to all parties that need the 
information as potential Compelling Input. Tracking records the condition, 
origin and destination of each message that crosses the K-Base membrane. 
It creates a history of the use of the K-Base. Knodes transmit information 
back to the K-Base concerning any State Changes they have experienced as 
a result of receiving and processing the original information (Feedback). 
The K-base stores the feedback. The original information and the feedback 
are used to Design the next iteration of work--the facilitation of the next 
event, or process. A Read-Ahead is advance information transmitted to the 
future event's participants to allow the system to ramp up for the event, 
instead of climbing the wall. The cycle ends as it begins with another 
Event. 
Note that the K-Base is embedded within the tracking system ring. This 
means that any message-bearing signal that enters or leaves the K-Base 
domain is logged--not just those from the distribution stage. Some 
information is also passed directly from one step to another without 
passing through the K-Base. In fact, the vast majority of information in 
practice is either passed directly from one step to another or lost from the 
system altogether. Enterprises and other living systems survive by manag-ing 
a small amount of the data that arrives at their senses, converting it into 
information and applying it experientially as knowledge. 
The model can be applied to an enterprise as well as a human being, or a 
project team. When we design an event for a group, the 10-Step Process 
will be used many, many times at different time scales. From quick snatches 
of conversation in passing to the documenting of the entire DesignShop 
event in a Journal. We want the design of the event to facilitate as many of 
those events between Knodes as possible, to encourage and preserve the 
integrity of the knowledge management process, and to stimulate it to 
deliver high-edge content as well.
FOUR STEP RECREATIVE 
PROCESS 
Create a vision for what you want to create. 
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. 
Act. Make the creation real. Take the 
necessary steps to bring it into the world. 
Feedback. 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? 
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. 
FEEDBACK 
ACT 
CREATE VISION 
DESIGN TEMPLATE 
RECREATE 
RECREATE 
RECREATE 
RECREATE
How do you create what you want to create? How do you share your vision 
with others to allow them to help you create what you want to create? How 
do you measure the success of what you have created? These are the 
questions that the Four Step Recreative Process model addresses. This 
model is related to the Seven Stages of the Creative Process model--each 
highlights different aspects of the same process. As ideas travel from 
metaphysical to physical reality, they are expressed in different forms. 
Through (these) iterations, they are transformed. 
The distiction between these two models lies in the fact that an idea does 
not smoothly evolve through (the seven stages of ) the creative process; it 
transforms through re-creation at each of the major transition points along 
the path. This recreation is forced by many factors. Primary ones are 
iteration: the feedback to an individual or group of their own work (as an 
output) - from self or from others - and how this effects their concept, 
intension and subsequent work; recursion: the passage of time and (as an 
input) the ongoing influences from new, self induced thoughts, from 
colleagues, society and stimuli from the world at large; and, in most 
projects, the form a work takes as a natural consequence of development, 
modeling, communication and testing. 
In the traditional version of the model on the previous page, the four steps 
form a cycle. Because each step is a fundamentally different creature, you 
must recreate what it is you are trying to do between each of the steps. In 
a dynamic version of the model (below), recreation forms the centre out of 
which each stage is launched and back to which each stage returns before 
being recreated into the next stage. 
The model is fractal in 
nature--the entire model 
is contained in each of 
its steps. During the 
template creation phase 
for example, one creates a 
vision for the template, a 
template for the template, one 
acts to bring the template into 
existence, and gathers feedback 
on it to establish if it is appropri-ate 
for conveying one's vision.
DESIGN FORMATION 
PRODUCTION 
MANAGEMENT 
CONTRACT DOCUMENTS 
DESIGN 
DEVELOPMENT 
PRELIMINARY 
DESIGN 
SCHEMATIC CONCEPT 
PROGRAM 
EVALUATION 
Design Formation is the grandest symphony 
among all of the models. Like the other models, it is 
fractal in nature. It also incorporates many of the 
previous models (5 E's of Education, The Learning Path, 
Seven Stages of the Creative Process, Design Build Use, 
Stages of an Enterprise). Because the model is so concep-tually 
rich, this brief description can only provide a mere 
glimpse of its complexity*. 
Design Formation represents a variant of a process 
employed by architects and builders the world over, yet 
also applies to design and facilitation of change by the 
Transition Manager. It includes the following elements: 
• Bringing intention to the process of invention 
• Asking the question, what is it that asks for shape and 
form 
• A shared sense of exploration, surprise and discovery 
among all the members of the design team 
• A process of bringing something into being 
• The actual thing brought into being 
• A model about modelling 
*Interested readers can find a more elaborate 
description on www.mgtaylor.com.
The preliminary design represents the first serious tug and pull between 
program and product. Facilitate this part of the process so that both the 
program and the design are challenged, leveraged above their own 
expectations and transcend competition. At this point it's probably clear to 
someone that the execution of the project is impossible. Don't attenuate 
the design based on such an assumption. The belief that something is 
impossible is a sign of ignorance. Employ this sign as a tool to build a more 
robust body of knowledge. Learn. Create new experiences instead of 
relying only upon past experiences. During design development, 
constantly hold the field of the pure intent of the program. By this time, if 
you've facilitated properly, the program is very powerful and can overcome 
any obstacles because the co-designers will be living in the vision. Bring 
the art and skill of whatever specific design elements you're working with 
to the vision; don't compromise the vision to suit the current skill level. 
Invent new tools. Invent new skills. Facilitate the contract documents stage 
to the deepest level of understanding and commitment from the extended 
team that you can. The details should prove beyond a doubt that the 
program is attainable--regardless of the difficulty. Production management 
brings about the most tangible result of the entire process. As the result 
takes form it will undergo rapid, just-in-time modifications. Embrace the 
speed, energy and vibrancy of this process. The evaluation allows everyone 
to pause at any time during the process to contemplate, reflect, move 
around in the new intangible or tangible space that they are creating 
together, and gather resolve to push forward. 
Move between the stages as necessary. Avoid linearity. Visit evaluation 
frequently. Remember that the model (like all of the models) is fractal. There 
is a production management component to the program and a program 
component to production management. There is a level of commitment or 
contract documents that needs to be brought to each stage. Schematics 
can always play a role to help uncover solutions rapidly and identify strong 
patterns without confusion.
Glyph Jisho 
A glossary of the glyph language 
used in the models
To examine a small area closely. To look a wide area 
over quickly but thoroughly. To search to analyze 
rising and falling rhythms in verse. To climb, mount. 
SCAN 
A point to which something converges or from 
which something diverges. To adjust for distinct-ness 
or clarity. Fireplace, hearth. 
FOCUS 
The process of doing or performing something. An 
enactment or decree. To drive to do. To push, propel 
or push forward. 
ACT 
The return of a portion of the output to the input, 
especially when used to maintain the output within 
predetermined limits. 
FEEDBACK 
Glyph Jisho
Glyph Jisho 
The power or capacity to produce the desired 
effect. Ability to achieve results. To execute, 
make; perform, work out. To effect. 
EFFICACIOUS 
Breadth or opportunity to function. The area 
covered by a given activity or subject. Watcher, 
goal, aim. 
PROPER 
SCOPE 
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. 
TRUE TO 
NATURE 
To feel or realize beforehand; foresee. To act in 
advance so as to prevent; prejudice; forestall. 
To foresee and fulfill in advance. To cause to 
happen in advance; accelerate. To take before. 
ANTICIPATORY 
Able to realign itself to an equilibrium; able to 
maintain homeostasis. Correcting or 
compensating for one's own errors or 
weaknesses. 
SELF-CORRECTING 
A method of harvesting or using a resource so 
that the resource is not depleted or 
permanently damaged. The ability to be 
maintained, supported, upheld, or endure. 
Latin: sustinere (tenere, to hold; sub, up). 
SUSTAINABLE
Glyph Jisho 
To conceive, invent, contrive. To form a plan for. To 
draw a sketch of. To have as a goal or purpose; 
intend. A visual composition; pattern. 
To mark out; sign out. 
DESIGN 
To form by combining materials or parts; to erect; 
construct. To give form to according to a definite 
plan or process; to fashion; mold; create. To 
establish and strengthen. To establish a basis for. 
BUILD 
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. 
USE
Glyph Jisho 
To look forward to the probable occurrence or 
appearance of. To look out at. 
EXPECT 
(EXPECTATION) 
To make plain; remove obscurity from. To define, 
explicate. To offer reasons for, or a cause of. To 
spread out; completely flat plain. 
EXPLAIN 
To explain by example. Someone or something 
worthy of imitation or duplication. Serving as an 
illustration, a model, or an instance. To take out. 
EXEMPLIFY 
(EXAMPLE) 
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. 
EXPERIENCE 
To make plain; remove obscurity from. To define, 
explicate. To offer reasons for, or a cause of. To 
spread out; completely flat plain. 
EXPLORE
Glyph Jisho 
A person who buys goods and services on a 
regular basis. To become, to accustom. 
CUSTOMER 
(CONSUMPTION) 
One who spends or utilizes time, money or 
effort for future advantage or benefit. To 
besiege. To clothe in, surround. 
INVESTOR 
(INVESTMENT) 
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 
One who brings forth, creates by mental or 
physical effort. One who causes to occur; one 
who leads forward. 
PRODUCER 
(PRODUCTION)
Glyph Jisho 
The particular mode or state of being of a 
person or thing. The existing circumstances. 
Latin: conditio, agreement, stipulation, from 
condicere, to talk together, agree. 
CONDITION 
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. 
VISION 
A question or situation that presents uncertainty. 
A question put forward for discussion or 
solution. Greek: problema, thing thrown 
forward, projection, obstacle. 
PROBLEM 
Tension: a force tending to produce elongation 
or extension. Voltage or potential; electromotive 
force. Creative: the power to cause to exist, bring 
into being, originate. 
CREATIVE 
TENSION 
(TUG AND PULL)
Glyph Jisho 
State or fact of knowing. The sum or range of what 
has been perceived, discovered. Understanding 
gained through experience, study. Confess, 
recognise. The content of a book or document. 
Container. 
BODY OF 
KNOWLEDGE 
(KNOWLEDGE) 
Process: a system of operations in the production of 
something. A series of actions that bring about a 
result. Proceed. Facilitation: to free from difficulties 
or obstacles; make easier, aid, assist. Easy. 
PROCESS 
FACILITATION 
To provide with knowledge or training. To discipline, 
train or devleop. To bring up. EDUCATION 
Something that supports. The total of circumstances 
surrounding an organism or group of organisms; 
combination of external or extrinsic physical 
conditions that affect and influence the growth and 
development of organisms. To turn around the 
circle. 
ENVIRONMENT 
Derived from the systematic procedure by which a 
complex or scientific task is accomplished. Abstract 
or theoretical. According to principle; 
industrial/mechanical. Pertaining to or involving 
technology. Skill, art. 
TECHNICAL 
SYSTEMS 
(TECHNICAL) 
Project: a plan or proposal; scheme. To transport in 
one's imagination. to cause an image to appear on a 
surface. To throw forth. Management: the act, 
manner or practice of handling or controlling 
something. To direct the use of. 
PROJECT 
MANAGEMENT 
Venture: an undertaking that is dangerous, daring, 
or of doubtful outcome. To take a risk or dare. To 
arrive. Management: the act, manner or practice of 
handling or controlling something. To direct the 
use of. 
VENTURE 
MANAGEMENT
Glyph Jisho 
VISION 
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. 
To give form to according to a definite plan or 
process; to fashion, mold, create. To establish and 
strengthen; create and add to. Old English: a 
dwelling. 
BUILDING 
To bring up or put into service; employ for some 
purpose. To consume or expend the whole of. 
USING 
The collective aspect of the set of characteristics 
by which a thing is definitely recognisable or 
known. The quality or condition of being or 
remaining the same. Latin: the same. 
IDENTITY 
Aim, purpose, meaning, purport. Firmly fixed, 
concentrated. Having the mind fastened upon 
some purpose. Latin: to stretch toward. 
INTENT 
The capacity to discern the true nature of a 
situation. An elucidating glimpse. Old English: 
thing seen within. 
INSIGHT 
To plan, construct and manage as an engineer. 
To plan, manage, and put through by skillful acts. 
Latin: contriver, talent. 
ENGINEERING
Glyph Jisho 
To meet or come upon, especially casually or 
unexpectedly. To meet, especially in conflict. 
ENCOUNTER 
A numerical measure 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. 
NEW 
INFORMATION 
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.] 
PARADIGM 
To assume to be true for the sake of 
explanation or argument. To conjecture. To 
substitute, put under, forge. 
S’POZE 
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. 
INCORPORATE
Glyph Jisho 
The ability to form mental concepts; invention. 
The formation of a zygote capable of survival 
and maturation in normal conditions. Concept, 
plan, design, idea. To take to oneself. 
CONCEPTION 
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. 
LOOPING 
The achievement of something desired, 
planned or attempted. To follow closely, go 
after, to go toward. 
SUCCESS 
OVERSHOOT 
AND COLLAPSE 
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. 
Fully developed. Worked out fully by the mind. 
The state of a note, bill or bond being due. MATURITY 
TURNAROUND 
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. 
ENTREPRENEURIAL 
BUTTON 
Organizing, operating and assuming the risk 
for business ventures to undertake--to take 
between; to strike against, thrust, pierce. 
Termination, extinction, loss or absence of 
DEATH spiritual life.
Glyph Jisho 
Someone who gains knowledge, comprehen-sion 
or mastery of through experience or study. 
Acquire through experience. 
LEARNER 
Sponsor: one who vouches for suitability of a 
candidate or assumes responsibility for a person 
or group during apprenticeship. Latin: to make a 
solemn pledge. Advocate: To speak in favor of; 
recommend. Latin: one summoned to give 
evidence; to call or summon. Advisor: to see to; 
according to my view. 
SPONSOR-ADVOCATE-ADVISOR 
Facilitator: one who frees from difficulties or 
obstacles, makes easier, aids or assists. Latin: 
facile, easy (i.e. to do or to make). Guide: to look 
after, guard; to show the way. Wisdom, wise 
man, counselor. 
FACILITATOR-GUIDE 
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). 
EXPERT 
STEWARD Keeper of the hall. Ward of the hall.
Glyph Jisho 
Real: being or occurring in fact or actuality; 
having verifiable existence. Existing actually and 
objectively. 
Thing. 
REAL 
CAT 
Concept: a general idea or understanding, 
especially one derived from specific instances or 
occurrences. 
To take to oneself; to take comprehensively 
CONCEPT 
CAT 
Mechanical: of or pertaining to machines or 
tools. Pertaining to, or governed by mechanics. 
Pertaining to, produced by or dominated by 
physical forces. Interpreting and explaining the 
phenomenon of the universe by referring to 
causally determined material forces. 
Contrivance, machine--means, expedient 
MECHANICAL 
CAT
Glyph Jisho 
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. 
PHILOSOPHY 
CULTURE 
Cultivation, tilling. The totality of socially 
transmitted behavior, patterns, arts, beliefs, 
institutions, and other products of human work 
and thought. 
To show off, display, citizen. A written contract. A 
course of action, guiding principle or procedure 
deemed expedient, prudent or advantageous. 
POLICY 
STRATEGY 
The General. Overall planning and conduct of 
large scale operations. A resulting plan of action. 
The art or skill of using stratagems. To lead an 
army. 
To arrange in order. The technique of securing 
objectives designated by strategy. The art of 
directing units against the enemy. 
TACTICS 
To calculate, reckon. Procurement, maintenance, 
replacement of materiel and personnel. Skilled in 
arithmetic calculation. 
LOGISTICS 
To tax. The function that a working person, unit 
or thing is expected to fill; objective. 
TASKS
Glyph Jisho 
FEEDBACK 
A coming out... to come out from. An experience 
of some significance. A coincidence of two or 
more point objects at a particular position in 
space, at a particular instant in time. 
The return of a portion of the output to the 
input especially when used to maintain the 
output within predetermined limits. 
EVENT 
To note down, to mark. Lesson, example, 
warning, to teach. Anything serving as evidence 
or proof. To support with citations, annotate. 
DOCUMENT 
KNOWLEDGE 
BASE 
The sum or range of what has been perceived, 
discovered or inferred. Skill, understanding, 
experience. Familiarity, awareness. 
To allot, grant apart. Dispersion, diffusion. Divide 
and dispense in portion. 
DISTRIBUTION 
To draw, pull. Trace, trail. To follow the footprints 
or traces of. TRACKING 
DESIGN 
To conceive, invent, contrive; to form a plan for. 
To draw a sketch of. Intend. To have a goal or 
purpose. Designate. To mark out. 
Read: to comprehend or take in the meaning of. 
To seek to interpret the true nature of. To 
ascertain intent of. To foretell or predict. To 
perceive, receive or comprehend. Advise, explain. 
READ 
AHEAD
Glyph Jisho 
The return of a portion of the output to the 
input especially when used to maintain the 
output within predetermined limits. 
FEEDBACK 
The process of doing or performing something. 
An enactment or decree. To drive to do. To 
push, propel or push forward. 
ACT 
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. 
VISION 
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 French temple: a 
wooden device in a loom that keeps the cloth 
aligned during weaving. 
Temple: sanctuary 
TEMPLATE 
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. 
RECREATE
Glyph Jisho 
Greek: to write before. A procedure for solving a 
problem. Any organized list of procedures. PROGRAM 
SCHEMATIC 
CONCEPT 
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, esp. one derived from specific 
instances or occurrences. 
Latin: before the threshold. 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 something 
according to a plan--a visual composition. 
PRELIMINARY 
DESIGN 
Latin: to mark out. A drawing or sketch. The 
invention and disposition of the form, parts, or 
details of something according to a plan--a visual 
composition. + Latin: to unwrap. The act of 
expanding to realise the potentialities of; bringing 
gradually to a fuller, greater, or better state. 
DESIGN 
DEVELOPMENT 
To draw together an agreement between two or 
more parties, especially one enforceable by law. + 
Latin: lesson, example, warning; to teach. A written 
or printed paper bearing the original, official or 
legal form of something. 
CONTRACT 
DOCUMENTS 
The act or process of causing to occur or exist. 
Latin: to lead forward + the act, manner or practice 
of directing or controlling the use of; to handle. 
PRODUCTION 
MANAGEMENT 
EVALUATION To ascertain or fix the value of.
Axioms
Axioms 
Past, Present, and Future: Embracing Ignorance to Navigate through 
Time 
The future is rational only in hindsight. 
You can't get there from here but you can get here from there. 
Discovering you don't know something is the first step to knowing it. 
The Unfolding and Enfolding of Shared Experience 
Everything someone tells you is true: they are reporting their 
experience of reality. 
To argue with someone else's experience is a waste of time. 
To add someone else's experience to your experience--to create a 
new experience--is possibly valuable. 
4. 
5. 
6. 
Comprehending Laughter, Value and the Innite Solution Set 
You understand the instructions only after you have assembled the 
red wagon. 
Everyone in this room has the answer. The purpose of this intense 
experience is to stimulate one, several, or all of us to extract and 
remember what we already know. 
Creativity is the elimination of options. 
If you can't have fun with the problem, you will never solve it. 
The only valid test of an idea, concept or theory is what it enables 
you to do. 
In every adverse condition there are hundreds of possible solutions. 
7. 
8. 
9. 
10. 
11. 
12. 
Choosing to Fail and Succeed 
You fail until you succeed. 
Nothing fails like success. 
1. 
2. 
3. 
13. 
14.
a of a model is a representation of reality is a manifestation of a model is a representation of reality is a manifestation of 
produced by 
Christal Gadiot 
All models © MG Taylor Corporation 
 www.mgtaylor.com

Contenu connexe

Tendances

Pain Point Analysis Guide & Template
Pain Point Analysis Guide & TemplatePain Point Analysis Guide & Template
Pain Point Analysis Guide & TemplateExpert Toolkit
 
Change management. Skills.
Change management. Skills.Change management. Skills.
Change management. Skills.Carles Debart
 
Manufacturing KPI Dashboard Showing Overall Equipment Effectiveness
Manufacturing KPI Dashboard Showing Overall Equipment EffectivenessManufacturing KPI Dashboard Showing Overall Equipment Effectiveness
Manufacturing KPI Dashboard Showing Overall Equipment EffectivenessSlideTeam
 
The Lean Training Game Exchange
The Lean Training Game ExchangeThe Lean Training Game Exchange
The Lean Training Game Exchange5S Supply
 
RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...
RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...
RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...Alan McSweeney
 
6 sigma assignment
6 sigma assignment6 sigma assignment
6 sigma assignmentstudent
 
Businessware Technologies - VTiger CRM
Businessware Technologies - VTiger CRMBusinessware Technologies - VTiger CRM
Businessware Technologies - VTiger CRMasimzaman
 
Robotic process automation overview
Robotic process automation overviewRobotic process automation overview
Robotic process automation overviewPascal BORNET
 
Arnold quotes for slideshare
Arnold quotes for slideshareArnold quotes for slideshare
Arnold quotes for slideshareJarrodW1
 
Business Process Management PowerPoint Presentation Slides
Business Process Management PowerPoint Presentation Slides Business Process Management PowerPoint Presentation Slides
Business Process Management PowerPoint Presentation Slides SlideTeam
 
Successful Test Automation: A Manager’s View
Successful Test Automation: A Manager’s ViewSuccessful Test Automation: A Manager’s View
Successful Test Automation: A Manager’s ViewTechWell
 
01 overview of lean six sigma
01   overview of lean six sigma01   overview of lean six sigma
01 overview of lean six sigmaviragonline2002
 
Fishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy Steps
Fishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy StepsFishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy Steps
Fishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy StepsBryan Len
 

Tendances (20)

Pain Point Analysis Guide & Template
Pain Point Analysis Guide & TemplatePain Point Analysis Guide & Template
Pain Point Analysis Guide & Template
 
Change management. Skills.
Change management. Skills.Change management. Skills.
Change management. Skills.
 
Six sigma
Six sigmaSix sigma
Six sigma
 
Culture follows structure
Culture follows structureCulture follows structure
Culture follows structure
 
Manufacturing KPI Dashboard Showing Overall Equipment Effectiveness
Manufacturing KPI Dashboard Showing Overall Equipment EffectivenessManufacturing KPI Dashboard Showing Overall Equipment Effectiveness
Manufacturing KPI Dashboard Showing Overall Equipment Effectiveness
 
The Lean Training Game Exchange
The Lean Training Game ExchangeThe Lean Training Game Exchange
The Lean Training Game Exchange
 
Writing Good Use Cases
Writing Good Use CasesWriting Good Use Cases
Writing Good Use Cases
 
RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...
RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...
RPA (Robotic Process Automation), POA (Process Oriented Architecture) And BPM...
 
6 sigma assignment
6 sigma assignment6 sigma assignment
6 sigma assignment
 
ABC's of Problem Solving
ABC's of Problem SolvingABC's of Problem Solving
ABC's of Problem Solving
 
Businessware Technologies - VTiger CRM
Businessware Technologies - VTiger CRMBusinessware Technologies - VTiger CRM
Businessware Technologies - VTiger CRM
 
Fish Bone Diagram
Fish Bone DiagramFish Bone Diagram
Fish Bone Diagram
 
Kaizen
KaizenKaizen
Kaizen
 
Robotic process automation overview
Robotic process automation overviewRobotic process automation overview
Robotic process automation overview
 
Arnold quotes for slideshare
Arnold quotes for slideshareArnold quotes for slideshare
Arnold quotes for slideshare
 
Business Process Management PowerPoint Presentation Slides
Business Process Management PowerPoint Presentation Slides Business Process Management PowerPoint Presentation Slides
Business Process Management PowerPoint Presentation Slides
 
Introducing Lean Six Sigma 2014...
Introducing Lean Six Sigma 2014...Introducing Lean Six Sigma 2014...
Introducing Lean Six Sigma 2014...
 
Successful Test Automation: A Manager’s View
Successful Test Automation: A Manager’s ViewSuccessful Test Automation: A Manager’s View
Successful Test Automation: A Manager’s View
 
01 overview of lean six sigma
01   overview of lean six sigma01   overview of lean six sigma
01 overview of lean six sigma
 
Fishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy Steps
Fishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy StepsFishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy Steps
Fishbone Diagram, Ishikawa Diagram Training, Learn Fishbone in 3 Easy Steps
 

En vedette

Synectics: Idea Generation Technique
Synectics: Idea Generation TechniqueSynectics: Idea Generation Technique
Synectics: Idea Generation TechniqueCIC_management
 
IAF Asia 2011 Creating a Facilitative Environment
IAF Asia 2011 Creating a Facilitative EnvironmentIAF Asia 2011 Creating a Facilitative Environment
IAF Asia 2011 Creating a Facilitative EnvironmentMark Pixley
 
The Art Gallery Excursion as a Bridge to Idea Generation
The Art Gallery Excursion as a Bridge to Idea GenerationThe Art Gallery Excursion as a Bridge to Idea Generation
The Art Gallery Excursion as a Bridge to Idea GenerationRozekRuzaini Tajuddin
 
基本設計 2011 spring
基本設計 2011 spring基本設計 2011 spring
基本設計 2011 springRung-Huei Liang
 
Synectics Class Exercise
Synectics Class Exercise Synectics Class Exercise
Synectics Class Exercise beque2
 
"MFS appraoach of Synectics Model
"MFS appraoach of Synectics Model"MFS appraoach of Synectics Model
"MFS appraoach of Synectics Modeluttamthakur123
 
Synectics Presentation
Synectics PresentationSynectics Presentation
Synectics Presentationbeque2
 
Synectics Presentation
Synectics PresentationSynectics Presentation
Synectics Presentationbeque2
 
David gonzales the art of solving problems-lateral thinking
David gonzales  the art of solving problems-lateral thinkingDavid gonzales  the art of solving problems-lateral thinking
David gonzales the art of solving problems-lateral thinkingarvind_k_mishra
 
Idea Generation Techniques
Idea Generation TechniquesIdea Generation Techniques
Idea Generation TechniquesHershey Desai
 

En vedette (11)

Synectics: Idea Generation Technique
Synectics: Idea Generation TechniqueSynectics: Idea Generation Technique
Synectics: Idea Generation Technique
 
IAF Asia 2011 Creating a Facilitative Environment
IAF Asia 2011 Creating a Facilitative EnvironmentIAF Asia 2011 Creating a Facilitative Environment
IAF Asia 2011 Creating a Facilitative Environment
 
The Art Gallery Excursion as a Bridge to Idea Generation
The Art Gallery Excursion as a Bridge to Idea GenerationThe Art Gallery Excursion as a Bridge to Idea Generation
The Art Gallery Excursion as a Bridge to Idea Generation
 
基本設計 2011 spring
基本設計 2011 spring基本設計 2011 spring
基本設計 2011 spring
 
Creative problem solving -Synectics
Creative problem solving -SynecticsCreative problem solving -Synectics
Creative problem solving -Synectics
 
Synectics Class Exercise
Synectics Class Exercise Synectics Class Exercise
Synectics Class Exercise
 
"MFS appraoach of Synectics Model
"MFS appraoach of Synectics Model"MFS appraoach of Synectics Model
"MFS appraoach of Synectics Model
 
Synectics Presentation
Synectics PresentationSynectics Presentation
Synectics Presentation
 
Synectics Presentation
Synectics PresentationSynectics Presentation
Synectics Presentation
 
David gonzales the art of solving problems-lateral thinking
David gonzales  the art of solving problems-lateral thinkingDavid gonzales  the art of solving problems-lateral thinking
David gonzales the art of solving problems-lateral thinking
 
Idea Generation Techniques
Idea Generation TechniquesIdea Generation Techniques
Idea Generation Techniques
 

Similaire à MGTpocketguide

Abstract
AbstractAbstract
Abstractemaye
 
Model Based Systems Thinking
Model Based Systems ThinkingModel Based Systems Thinking
Model Based Systems Thinkingsicrcw
 
Agile Practices and Design Thinking.pptx
Agile Practices and Design Thinking.pptxAgile Practices and Design Thinking.pptx
Agile Practices and Design Thinking.pptxtosoyo4069
 
Transformation. Continuous transformation, systems thinking
Transformation. Continuous transformation, systems thinkingTransformation. Continuous transformation, systems thinking
Transformation. Continuous transformation, systems thinkingShiftup
 
Social being an emergent theory of organizational performance
Social being an emergent theory of organizational performanceSocial being an emergent theory of organizational performance
Social being an emergent theory of organizational performanceJoe Raimondo
 
Project portfolio anatomy v1.03
Project portfolio anatomy v1.03Project portfolio anatomy v1.03
Project portfolio anatomy v1.03Johan Oskarsson
 
DE1(a) my report
DE1(a) my reportDE1(a) my report
DE1(a) my reportJuhi Shah
 
Proceedings of the 32nd Hawaii International Conference on Sys
Proceedings of the 32nd Hawaii International Conference on SysProceedings of the 32nd Hawaii International Conference on Sys
Proceedings of the 32nd Hawaii International Conference on SysDaliaCulbertson719
 
MINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentationMINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentationDante Murphy
 
Scrum an extension pattern language for hyperproductive software development
Scrum an extension pattern language  for hyperproductive software developmentScrum an extension pattern language  for hyperproductive software development
Scrum an extension pattern language for hyperproductive software developmentShiraz316
 
by Nanda Lankalapalli (32) (Copyright © 2018 - All right.docx
by Nanda Lankalapalli (32) (Copyright © 2018 - All right.docxby Nanda Lankalapalli (32) (Copyright © 2018 - All right.docx
by Nanda Lankalapalli (32) (Copyright © 2018 - All right.docxclairbycraft
 
by Nanda Lankalapalli (32) (Copyright © 2018 - All right
by Nanda Lankalapalli (32) (Copyright © 2018 - All rightby Nanda Lankalapalli (32) (Copyright © 2018 - All right
by Nanda Lankalapalli (32) (Copyright © 2018 - All rightChereCoble417
 
Experience of a Transformation to a Reliability Culture_v13
Experience of a Transformation to a Reliability Culture_v13Experience of a Transformation to a Reliability Culture_v13
Experience of a Transformation to a Reliability Culture_v13Paul Monus
 
An introduction to Agile Organisational Model
An introduction to Agile Organisational ModelAn introduction to Agile Organisational Model
An introduction to Agile Organisational ModelPierre E. NEIS
 
Agile leadership practices for PIONEERS
 Agile leadership practices for PIONEERS Agile leadership practices for PIONEERS
Agile leadership practices for PIONEERSStefan Haas
 
Design Thinking - Handout
Design Thinking - HandoutDesign Thinking - Handout
Design Thinking - HandoutJan Schmiedgen
 

Similaire à MGTpocketguide (20)

Abstract
AbstractAbstract
Abstract
 
Model Based Systems Thinking
Model Based Systems ThinkingModel Based Systems Thinking
Model Based Systems Thinking
 
Agile Practices and Design Thinking.pptx
Agile Practices and Design Thinking.pptxAgile Practices and Design Thinking.pptx
Agile Practices and Design Thinking.pptx
 
Transformation. Continuous transformation, systems thinking
Transformation. Continuous transformation, systems thinkingTransformation. Continuous transformation, systems thinking
Transformation. Continuous transformation, systems thinking
 
Social being an emergent theory of organizational performance
Social being an emergent theory of organizational performanceSocial being an emergent theory of organizational performance
Social being an emergent theory of organizational performance
 
Project portfolio anatomy v1.03
Project portfolio anatomy v1.03Project portfolio anatomy v1.03
Project portfolio anatomy v1.03
 
DE1(a) my report
DE1(a) my reportDE1(a) my report
DE1(a) my report
 
Proceedings of the 32nd Hawaii International Conference on Sys
Proceedings of the 32nd Hawaii International Conference on SysProceedings of the 32nd Hawaii International Conference on Sys
Proceedings of the 32nd Hawaii International Conference on Sys
 
MINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentationMINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentation
 
Scrum an extension pattern language for hyperproductive software development
Scrum an extension pattern language  for hyperproductive software developmentScrum an extension pattern language  for hyperproductive software development
Scrum an extension pattern language for hyperproductive software development
 
Sbi simulation
Sbi simulationSbi simulation
Sbi simulation
 
by Nanda Lankalapalli (32) (Copyright © 2018 - All right.docx
by Nanda Lankalapalli (32) (Copyright © 2018 - All right.docxby Nanda Lankalapalli (32) (Copyright © 2018 - All right.docx
by Nanda Lankalapalli (32) (Copyright © 2018 - All right.docx
 
by Nanda Lankalapalli (32) (Copyright © 2018 - All right
by Nanda Lankalapalli (32) (Copyright © 2018 - All rightby Nanda Lankalapalli (32) (Copyright © 2018 - All right
by Nanda Lankalapalli (32) (Copyright © 2018 - All right
 
Learning Curve
Learning CurveLearning Curve
Learning Curve
 
AA@Work Article Final
AA@Work Article FinalAA@Work Article Final
AA@Work Article Final
 
Experience of a Transformation to a Reliability Culture_v13
Experience of a Transformation to a Reliability Culture_v13Experience of a Transformation to a Reliability Culture_v13
Experience of a Transformation to a Reliability Culture_v13
 
An introduction to Agile Organisational Model
An introduction to Agile Organisational ModelAn introduction to Agile Organisational Model
An introduction to Agile Organisational Model
 
Agile leadership practices for PIONEERS
 Agile leadership practices for PIONEERS Agile leadership practices for PIONEERS
Agile leadership practices for PIONEERS
 
Design Thinking - Handout
Design Thinking - HandoutDesign Thinking - Handout
Design Thinking - Handout
 
Unit iii design patterns 9
Unit iii design patterns 9Unit iii design patterns 9
Unit iii design patterns 9
 

MGTpocketguide

  • 1. a model is a representation of reality is a manifestation of a model is a representation of reality is a manifestation of a of A pocket-size reference to the MG Taylor modelling language
  • 2. Contents Models Glyph Jisho Axioms
  • 3. Models SCAN FOCUS ACT APPROPRIATE RESPONSE DESIGN BUILD USE 5 E’s OF EDUCATION BUSINESS OF ENTERPRISE CREATING THE PROBLEM 7 DOMAINS SEVEN STAGES OF THE CREATIVE PROCESS S’POZE STAGES OF AN ENTERPRISE THE LEARNING PATH: FIVE POINTS OF MASTERY THREE CAT VANTAGE POINTS TEN STEP KNOWLEDGE MANAGEMENT PROCESS FOUR STEP RECREATIVE PROCESS DESIGN FORMATION
  • 4. A Slice of The following pages provide a quick reference to the MG Taylor modelling language. The sixteen models presented here can be thought of as slices of reality, or vantage points of perception. The Latin derivation, modulus, is the diminutive of modus, which means measure, rhythm, harmony. Of these three terms, "measure" is perhaps most familiar, 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. Reality
  • 5. SCAN FOCUS ACT SCAN FOCUS ACT Scan Focus Act is one of the simplest models to understand because it’s so easy to see it working in real life. Wherever you live, you can take a few minutes and observe any number of living things going through the process in a clearly definable manner. Lizards, house cats, dogs, insects, and birds provide excellent examples. The model can be used as a design template (e.g. for DesignShop events and virtually any other project) or as a diagnostic tool (e.g. after-action reviews to look for holes in the planning and implementation process). Using the model ensures that all stages of the process are accounted for.
  • 6. Scan means just what you’d 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. 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! This is the opportunity to see whether the models will pan out as they become viable systems in their own right. If discipline and imagination have been brought to the two preceding stages, this stage should be successful. Feedback. The result of an experience is fed back as learning to the next iteration of the process. Feedback is termed positive if the desire is to grow the system, and called negative if homeostatic control or goal-seeking is the object. The conventional way of thinking about the model is to proceed linearly from Scan to Focus to Act and then cycle back to Scan via a feedback loop. There's a tendency to imagine that any deviation from this process signals dysfunctional behavior, and that can be true. Some people or enterprises have great ideas and can never bring them to fruition (stuck in Scan). Or they may entertain a slavish, myopic view of annual plans and budgets, thereby missing opportunities and hampering implementation (stuck in Focus). Perhaps their days are spent "putting out fires" and they never seem to have time to innovate or make systematic efforts to improve (stuck in Act). Or a lingering introspection promotes timidity (stuck in Feedback). The pace of the model varies greatly, and stages need not be of equal length. Because of its fractal nature, it may actually be more accurate to portray the model as shown on the left, showing each stage embedding all others at all times. It also implies that there is no ‘correct sequence’ to the different stages of the model, nor is there any limitation to how often a stage is visited.
  • 7. APPROPRIATE RESPONSE LIVI NG S YSTEM CAPABILITIES FUNCTIONAL QUALITIES EFFICACIOUS PROPER SCOPE TRUE TO NATURE ANTICIPATORY SUSTAINABLE SELF-CORRECTING The Appropriate Response model has six elements grouped into two sets of three. It is really a gate that divides one stage of the creative process from the next (see also: Seven Stages of the Creative Process). It's a gauntlet of rites of passage as an idea moves from vision to building and use. Its strength lies in the fact that it forces one to think about how living systems are able to anticipate, self-correct and sustain themselves. While the individual units of a system need not be alive (like molecules in a living cell), when all units facilitate one another's work, reproduction, assembly and repair, the whole can function as a living system. There is no single unit that makes the system 'alive', it is the relation between the compo-nents that causes these attributes to emerge. The Appropriate Response model is used as a ltering tool in the Engineering stage of the Creative Process to test various designs for tness before one, several, or a composite of them is chosen for implementation.
  • 8. Ecacious. This word suffers from infrequent use these days, but it's an elegant term whose meaning fits the model superbly. It's defined as the power or capacity to produce the desired effect. By contrast, the word effective means having the intended or expected effect. The difference lies in the use of the word power. An efficacious design exudes power and this power is efficiently directed to yield predictable results. Proper scope. This element contains the power inherent in the first element. 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. By some combination of matter, energy and information the solution is able to distinguish itself clearly from other elements in its environment. 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. A design should be elegant, all of its parts fitting together in a pleasing fashion that makes people want to employ it. Anticipatory. Designs, or solutions to problems are living systems. As such, they must include the apparatus and processes necessary to use models based on past experience, along with current data gathering to make predictions concerning the future behavior of other systems in the environment. At the lowest level, this serves survival; at higher levels, anticipatory hardware and software enable systems to effectively collaborate with one another to support both the homeostasis and evolution of their collective ecosystem. Self-correcting. 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 is bringing its vision of the future back to the present. Sustainable. Finally, 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.
  • 9. DESIGN BUILD USE The Design Build Use model illustrates the requisite relationship between design, build and use. By adding all of the feedback loops, the three aspects of the process become interconnected throughout the lifespan of the enterprise. For this to be effective, the processes of the three different entities must communi-cate, collaborate, and dovetail their processes. It also requires that the products of this collaboration be stable enough to provide day-to-day integrity and flexible enough to allow radical, rapid redesign to fit the changing needs of the user over time. It means that the environment is never finished and that it is constantly able to provide a just enough, just in time solution. Things that are finished in our emerging world are dead. DESIGN USE BUILD
  • 10. Design. Create sketches, models, plans, schedules, and budgets to convey a sense of the scope of the project in many different dimensions. This is not done merely at the beginning of the project, but as a sort of continuous process throughout the life of the building. The design takes into account past and present work process requirements, as well as the uncertainty associated with the future. Build. There must be a process for rapid execution of the design that allows frequent adjustments to the realities of a build-out and the changing perceptions of the user as the design unfolds. The process and the product (space) must provide for this speed throughout the occupancy so that the enterprise of users does not have to waste time and talent in reconfiguring itself to meet changing conditions. Use. 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. One obvious application for this model is in the Management Center, where the environment is often radically redesigned within minutes to accomodate the process taking place in it. The rapid flexibility and integrity of the space is a primary feature that allows its users to radically compress the time required to invent and deliver new enterprises and new products. Design Build Use is also a powerful model to use when designing an event, even though we frequently employ Scan Focus Act as the standard template. Design Build Use calls for a slightly different, non-linear approach. The product of a module is engaged with as designers, builders and users, with successive modules iterating the design of previous ones.
  • 11. 5 E’s OF EDUCATION EXPERIENCE EXPECT EXPLORE EXEMPLIFY EXPLAIN This is the traditional representation of the 5 E’s of Education model. Explanations and examples form the foundation of education, tying current models and knowledge bases into new ones. Experience raises the learner up to the level of expectation. What leverages experience above expecta-tion is the wedge of exploration: searching the unknown, encountering the unexpected, uncovering the surprise. The word exemplify was chosen instead of example to remind mentors and facilitators in the education process that to some degree they are the subject they teach--that they are examples of the spirit of the subject. You exemplify what you love. Mastering the spirit of the material is as critical as mastering the mechanics. The 5 E’s of Education is not a linear model. There is no fixed sequence, and elements of the model may be found within another, such that we can think of the explanation of the experience, or the exploration of expectation. When designing with the 5 E's, employ them as a reference rather than as a rigid template. If an event lacks one or several of the E's chances are its benefits will be marginalized. In isolation, exploration is bewildering, experience fatal, expectation disappointed, explanation confusing, and example unenlightening. Woven together, there is a possibility of synergy.
  • 12. EXPLORE EXPERIENCE (outside membrane) EXPECT EXEMPLIFY EXPLAIN A more fluid version of the model is shown above. In it, explanation and example form the core. They are surrounded by a sac and membrane of expectation. Beyond that lies another, larger area of exploration. The membrane surrounding the entire model is experience. It is clear that expectations exceed simple explanation and example. But they also, clearly must fall short of exploration, with its hidden element of the unknown and undiscovered. One of the keys to understanding this model is to realize that experience enfolds it all. Even the act of hearing or reading an explanation is an experience. If you imagine experience to be a separate exercise from explanation, then the setting and force of the explanations will likely suffer. And experience should be crafted. A useful template for managing experience is the 7 Domains model.
  • 13. BUSINESS OF ENTERPRISE In the traditional model, management is stuck in the middle, at an intersection of conflicting needs. The investor wants a higher return and a lower risk. The producer wants higher pay or fee for service for less time. The customer wants a higher quality product for less cost. Since there's no way of rationalizing these conflicting demands, management alternately focuses on one constituent at a time. It's as if the three constituent groups were seats on a Ferris Wheel going round and round, and whichever group happens to be at the top gets the priority. CUSTOMERS INVESTORS MANAGEMENT PRODUCERS 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. 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. The customer buys and uses the product. Management provides the information and communication hub between the other players. At different times in history, managers have focused alternately on fulfilling the desires of one player or another.
  • 14. In the new Business of Enterprise model, companies act more like living systems. Ecologies of organisations, or value webs, are in the business of growing resources and making their webs larger. Management no longer maintains all the connections. Instead, CUSTOMERS MANAGEMENT INVESTORS PRODUCERS there is a whole web connecting customers, producers and investors. It's these many sub-networks that tie the players more tightly together and make them interested in their shared fortunes. Constituents may also play more than one role. An individual could be an investor, a customer and a producer all at once, and therefore have a true stake in every facet of the enterprise. To leverage that stake, the individual must also play a role in the management function. The investor still provides capital to the enterprise and gets a return of and on the investment. However, more and more investors are also providers and customers. 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. The customer still purchases and uses the product. But customers are also interested in how well and ethically the companies are run--they vote with their investments. And customers are included in production. 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.
  • 15. CREATING THE PROBLEM VISION CREATIVE TENSION (TUG AND PULL) THE PROBLEM CONDITION Creating the Problem highlights a number of factors that are important to consider when you go about creating problems for yourself. First, current conditions are NOT problems. Second, the difference between your vision and current conditions drives the creative process, so do not temper your vision with reason--create what you really want to create. Third, share your vision, choose the important elements, and work to create a common vision that incorporates and adds to the personal visions of your entire group. And lastly, be very clear about what the current conditions are. There is no reason to deceive yourself here. Current conditions are what they are, not what you or others would like them to be. By rigorously creating the problem before you begin a creative process, you will clearly define the parameters of your work and will drastically increase your chances of success.
  • 16. These are the existing conditions before you begin the creative process. Notice that these conditions, in and of themselves, are merely conditions. They are not the problem. These conditions are in constant flux and will change as the creative process advances. This is your vision for an ideal future state. In creating this vision, take into account your personal experiences, insights and views of reality. 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. 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. How many times have you found yourself fully immersed in a project, only to discover that the real problem lies elsewhere and that you are treating only a symptom? Often, what is put forward as a problem is only a condition (e.g. I can't read). What makes a condition a problem, is the recognition that one's vision does not match the current conditions. It is created from the discrepancy between vision and condition. When one decides to resolve this discrepancy, the distance between vision and conditions becomes a creative tension that will drive the creative process to resolution. That gap will work to close itself. In fact the distance between vision and conditions can be seen as potential energy that, as the creative process brings vision and conditions closer together, transforms into kinetic energy, driving the process with more and more momentum as it nears completion. With that analogy in mind, it becomes quite obvious that a limited vision, one that differs very little from the current conditions, will have very little potential energy to begin with and will therefore never get much creative kinetic energy. A more drastic vision, on the other hand, one that differs tremendously from current conditions, will have tremen-dous potential and kinetic energy. This creative energy requires clarity on vision and conditions. Especially when dealing with a group, it is imperative that the group develops a common vision and a shared understanding of the conditions, such that the group can create a collective problem that it can be united in solving.
  • 17. 7 DOMAINS The 7 Domains form a system. While often explored in a serial way, the domains in fact form a recursive web. Each domain can be considered in the context of the others (e.g. The Environment of Process Facilitation, or the Technical Systems of the Body of Knowledge). A frequently asked question is why there is no People domain. The answer is that people are not resources to be managed. People collaboratively manage the 7 Domains to achieve together what they cannot achieve separately. The full title of this model, Managing the 7 Domains of Collabora-tive Design, reflects this. Once people focus on managing each other, a false sense of control is substituted for the powerful properties of collabora-tion. When we look for machine-like predictability from people, we deny and sacrifice the organic, dynamic qualities that enable synergy and true homeos-tasis to emerge. Therefore, the 7 Domains do not include people as resources, nor are they focused on the manage-ment of people. BODY OF KNOWLEDGE PROCESS FACILITATION EDUCATION VENTURE MANAGEMENT PROJECT MANAGEMENT TECHNICAL ENVIRONMENT SYSTEMS
  • 18. The Body of Knowledge is the sum total of information and information about how to get information that the system requires to remain viable, to improve and innovate. Process facilitation is like negative space in a painting or drawing. It includes the philosophy and methods for removing obstacles and clearing paths so that processes within the system flow naturally and efficiently. Education stands for the processes and methods by which the system learns: how it explores, experiences, gathers explanations and examples, and how it sets cybernetic expectations. (see also the 5 E's of Education) The physical, emotional and metaphysical field within which the system plays its role. But the system is not merely subject to the Environment--it creates and is created by it. Technical systems are artifacts created and employed to amplify, modulate or attenuate the other domains so that the system can be internally and externally requisite and cybernetically responsive. Project Management is the philosophy, culture and methods employed by the system to efficiently allocate resources and monitor energy flow in the pursuit of finite, temporal objectives. Venture Management includes the philosophy, culture and methods employed by the system to determine (not just manage to) its cybernetic homeostasis and engage in complex activities designed to explore unknown opportunities for growth and transformation. It's often useful to create a matrix out of several of the models together. The 7 Domains goes nicely with the Vantage Points and the Creative Process models. You'll notice in the glyph definitions the frequent use of the words philosophy, culture and methods. Philosophy and Culture are the two broadest levels of vantage points. Methods refers to the Policy, Strategy, Tactics, Logistics and Task levels of the model.
  • 19. SEVEN STAGES OF THE CREATIVE PROCESS Seven Stages of the Creative Process is one of the oldest of the MG Taylor Models. The original render-ing was done by Matt by hand and is extremely rich in meaning and detail. It shows four levels of recursion, beginning with the bipartite division between subjective and objective; creating the problem and solving it; individual and collective. It continues with the seven stages arranged so that the Insight stage is divided by the bipartite model beneath it. Each of the seven stages is further divided into six components, and these are divided into another seven pieces. The diagram clearly identifies and classifies 294 stages of the creative process at this deepest stage. This model has links with Scan Focus Act, Vantage Points, Creating the Problem, and Appropriate Response. IDENTITY VISION INTENT INSIGHT RING ENGINEERIN INS USING BUILDING B
  • 20. Identity is about exploring, discovering, and understanding how the system produces the conditions. Using techniques of collabo-rative, creative design, the system is viewed from different vantage points. By exploring different perspectives a richer perception of the system is obtained, and assumptions confronted. A vision needs to address the new system at all of the Vantage Points, from philosophy to task. How do you envision the system working in the future? By building working simulations of new systems, alternatives are explored along with their effects. This makes clear how belief structures relate to the the system. 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. How long can you live with the ambiguity and paradox of working in two different worlds? Insight. Usually, your vision brings with it lots of unknowns an gaps in understanding. The problem is not how to fix the conditions. It 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 better conditions. Engineering is about designing and testing the vision(s) in cycles of rapid design, testing and failure in order to ferret out the more resilient designs. At each engineering failure, the designers must retreat to the Intent well to gather more resolve, push through for the next Insight, and test it in Engineering until an idea survives well enough to proliferate on its own. The Building stage works hand in glove with the previous one -- nothing can be engineered without being built. At the Using stage, the idea has been manifested, and the system is now producing new conditions. All of the people in the enterprise participate in the system, and can now truly evaluate whether the new conditions are better than the old ones. Of course, in the process of using, they all develop attachments and dependencies on the system as it is. The cycle begins over again with Identity.
  • 21. S’POZE ENCOUNTER NEW NFORMATION PARADIGM S’POZE INCORPORATE S'poze links the creative process inherent in Scan Focus Act with the knowledge management process of the Ten Step Knowledge Management model. S'poze deals directly with the management of information as a whole in the total messaging event. Like Scan Focus Act, this is a naturally occurring model; we all use it every day. Our purpose in studying it is not so much to learn to incorporate it into our inventory of processes but to raise its activity to a level of conscious awareness. Strategies for Playing S'poze It may seem from looking at the model that the activity of S'poze is played outside of the host system, in some safe, confined area. This is not the case. S'poze is played in real life only with an element of risk. At the minimum, the activity will consume time and divert attention. It's always possible that when new information is admitted to a system it will behave in a viral manner, disrupting the organism's homeosta-sis. S'poze is always played inside the enterprise, even if in a safe, protected area, such as a planning session. S'poze doesn't happen somewhere out there. Nevertheless, playing S'poze is required for the organization to continue to learn, and also to spawn offspring that can successfully adapt to changing conditions in the wider ecosystem.
  • 22. At the Encounter stage, the system's current Paradigm meets up with a high information messaging event. This means, simply, that the system is experiencing the effect of New Information that does not fit into its current model of how things work--its Paradigm. And it means that the potential effect of this information is of such a magnitude as to compel a conscious decision for handling it. (New) Information is the result of a system's interpretation of a message, including whatever meaning it assigns to the message based on past experience. The message itself is neutral. The measure of information is proportional to its uncertainty: the more surprising the message, the more information it contains. 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. The sum total of these situations and the guidelines stored in the system comprise its Paradigm. S’poze. 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. 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. The Case for S'poze as a Linking Model Imagine the Creative Process as a huge playing board, with its seven circles representing the zones of play. Further, imagine the enterprise as a knowledge management engine, continuously running through cycles of events, documentation, storage in a K-base, distribution, design. In each of the stages, the enterprise can use S'poze to handle new information in a robust way. The entreprise also uses S'poze to process information in the transition from one stage to another. So not only must the enterprise be designed to manage the Ten Step Knowledge Management process, but it must employ the S'poze model to manage new information processing and learning within each stage of the Creative Process and between stages as well.
  • 23. STAGES OF AN ENTERPRISE OVERSHOOT COLLAPSE LOOPING SUCCESS Green stands for times of stability and success. Orange stands for warning. Red indicates behavior far from homeostasis, which if allowed to continue, will lead to the death of the system. Blue represents times of flux around the entrepreneurial button. MATURITY TURNAROUND DEATH ENTREPRENEURIAL BUTTON CONCEPTION Stages of an Enterprise illustrates the life cycle of an enterprise or venture. After Conception, ideas go through a Looping stage of alternating success and near collapse before they become viable--capable of separate existence. This marks the Success stage: the enterprise understands as an organism how to maintain its metabolism, and how to grow. If the enterprise does not learn how to maintain homeostasis, it may overshoot its envelope of healthy growth and then rapidly collapse upon itself. Newly conceived ideas within an existing Enterprise, cannot become viable unless the Entrepreneurial Button is pushed. There must be an overt recognition of the need for and value of the new idea or it will not be allowed to grow. In Maturity, the Enterprise passes through probably its longest and most stable stage. This is also the most favorable time for spawning new enterprises. In time, ventures lose their ability to maintain homeostasis and begin to collapse. Usually this is due to a reduced ability to respond to or anticipate external or internal rates of change. Careful crafting allows the organization to make a Turnaround to the Maturity stage. Eventually all organizations reach their demise (Death). Usually this is good. Sometimes it's the easiest way for the enterprise to allow new ideas to escape and try for viability. And even if the name of the corpora-tion does not change, sometimes, its old self dies and a new one is born in its place.
  • 24. Innovation versus Improvement Below is another modification of the model. In this case, instead of showing a peak at the Success stage which falls off to a lower Maturity plateau, the curve continues upwards at a gentle slope (blue), representing continuous improve-ment in the enterprise. To make a big leap of innovation, the Entrepreneurial Button must be pushed. This can mean the birth of an entirely new entity, unencumbered by the structures and culture of its parent, resulting in innovation (green) for the new entity. The parent may go on to struggle for quite a while, unable to transform itself from within. It can also mean that the parent organization undergoes a metamorphosis or rebirth, resulting in the intergenerational enterprise trajectory (red) which shows the parent organization making steady improvements and then leaping to a new level of innovation. Pushing the Enterpreneurial Button The Entrepreneurial Button is not simply a zone where transformation just happens. Pushing the button is a conscious decision. Much of the conceptual work will already have been done. The new idea will have passed through some looping already before the decision is made to launch it. An idea can be so powerful that it may seek out other people to launch it if no one in the parent organization is interested. Pushing the button may be a trigger point in moving the new idea/organization from Scan into Focus (see Scan Focus Act). The Entrepreneurial Button can be thought of as a membrane of sorts. It's both an incubator and crucible within which the new idea will be nourished and also besieged. It's most vulnerable at this point. Before entering the button, the idea is just an idea, but pushing the button sanctions it, making it a real opportunity or threat to some. Once it's out of the top side of the button's membrane, the idea has become a viable enterprise, capable of fending for itself. Only while it's in the membrane does it need special support and defense. This is an important point to keep in mind when designing DesignShops! ACT FOCUS SCAN NOTE: The button doesn't occur at some predetermined location in the model, although there are more or less favourable times--one of the most favourable being the period of maturity, just after success.
  • 25. THE LEARNING PATH FIVE POINTS OF MASTERY Our human Learning Path begins at birth. From infancy, the learner embarks on a course that nourishes the innate love for exploration and FACILITATOR GUIDE discovery. A community expecting life-long learning and life-long contributions from its members acts to remove whatever blocks this natural process of growth. Just as every individual is unique, every learner's learning path is unique. We visualize these through a five part life learning model we call the Five Points of Mastery. Each individual, formally and informally, moves in and out of these roles throughout their life, gaining a level of mastery of each, as appropriate to his or her life stage. Moving between roles, responses change, responsibilities change and opportunities for growth change. Educational plans are conceived, developed, planned and executed with these changing roles in mind. LEARNER SPONSOR ADVOCATE ADVISOR STEWARD EXPERT
  • 26. The 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 oneself and for others. The Facilitator-Guide helps others frame their experience, by providing perspective, encouraging further exploration, guiding discussion and removing blocks to the creative process. The Facilitator crafts and delivers challenges that spark individual and team innovation and provokes Learners to break through imagined limits. The Sponsor-Advocate-Advisor provides the feedback and boundaries that ensure the learning path is effective and balanced. The Sponsor provides continuity and perspective. The Sponsor's challenge is to optimize the performance of the individual Learner's network. 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. 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. Stewardship arises from the philosophy that all life is sacred rather than everything is a commodity.
  • 27. THREE CAT REAL CAT The Three Cat model is a metaphor for information management in the act of creation. It may be easily played in a glass bead game with any number of other models, particularly the Seven Stages of the Creative Process. On the simplest level, the model summarizes the acts of observing reality, forming a concept, and testing that concept by building a model to reveal our understanding. The model is then compared to reality for verification, the concept is adjusted, the model rebuilt, and so on. MECHANICAL CAT CONCEPT CAT Real Cat stands for objective reality. Actually, we don't really ever see Real Cat. The information gathered through our senses is incomplete, so there's always more to learn. As we observe Real Cat, we create a Concept Cat to use as aids in decision making. We learn to associate current phenomena with past occurrences of similar phenomena. We make decisions based on projections of past behavior onto the current situation. In order to test our concept, we create physical models (Mechanical Cat) and compare them to reality. The artist paints; the engineer builds scale models; the business person turns to planning software and spread-sheets; the writer composes stories. There are two lines that connect any two cats. One line is a squiggle and the other has a triangle in the middle of it. The squiggle is the symbol for a resistor in electronics and refers to the attenuation of information traveling in that direction. The triangle is another symbol borrowed from electronics--an amplifier.
  • 28. The Uses and Abuses of Two-Catting The model works great when it's employed with attention, craft and discipline. When one of the cats is removed from the iterative process, there is potential for both great value and danger. Because there are three cats in the model, there are three possible combinations of two-catting. Real Cat-Concept Cat Greatest value: When our lack of skill in building mechanical models hampers the formation of the concept, focusing on observation can help to establish a good mental model. Greatest danger: This practice allows unsubstantiated assumptions and errors to accumulate, as the validity of concepts remains unchecked. Concept Cat-Mechanical Cat Greatest value: Sometimes it's good to just do a core dump and tweak a model. Sometimes it's too expensive to return to the real cat over and over again to improve the concept. It is also a great tool for building a working model of your assumptions. Such a model can be used diagnosti-cally to discover any holes, inconsistencies or errors in your concept. Greatest danger: Without any reference to reality, it's easy to build up a sort of nonsense, fantasy world. In extreme cases, it's possible to believe that the Concept Cat is the Real Cat. Mechanical Cat-Real Cat Greatest value: Once we believe something about reality, it can be difficult to change. Eliminating Concept Cat from the equation can be useful in these circumstances. One technique for this is suspending judgment when testing a model with reality--especially a priori judgment. Greatest danger: Without engaging Concept Cat, we don't learn. No thinking involved. No growth potential.
  • 29. VANTAGE POINTS STRATEGY LOGISTICS TASKS TACTICS The Vantage Points model looks like a topographic map with the boundary between each vantage point CULTURE POLICY representing a contour line. Whether you view it as a mountain or a valley is up to you(r PHILOSOPHY purposes). On the one hand, you can never understand the philosophy of a system or enterprise until you are immersed in the tasks that comprise its daily functions. The task provides a mental elevation from which the whole essence of the system can be contemplated. By observing people performing various tasks, by sensing the atmosphere, energy and ethics of the environment, one can determine the true expressed philosophy of any organization. On the other hand, sometimes immersion in daily tasks can blind people to culture and philosophy, or cause them to accept it too casually. From the bottom of the valley, the higher planes become progressively difficult to see and there is danger of accepting philosophies as truth on the basis of precendent behaviour. Philosophies accepted as models can be mastered, evaluated, and exchanged based on experience and exploration (see the 5 E's of Education).
  • 30. Philosophy: 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. Culture defines the various components of the Enterprise and their relationship to one another in action. Culture also encompasses standard behaviors of these components--behaviors which are manifestations of the Philosophy. At the broadest level, Policy refers to statements of purpose, intent and goals. At a narrower level, Policy can specify boundaries on the design and prosecution of Strategy, Tactics, Logistics and Tasks. Policy states the rules of the game. Strategy is the organization, disposition and direction of large scale forces over space and time to achieve the objectives of Policy, maintain homeostasis in a competitive and cooperative environ-ment, and manage growth. Also the set of recognized patterns of play known or suspected to produce favorable results when implemented. Tactics is the art of matching the resources of Logistics with Strategy and deploying these effectively and efficiently in the game. Logistics comprises all issues concerning resources, energy and knowledge, and the mechanics of their distribution and storage throughout the Enterprise. Tasks: the work to be done and how it's actually done. Chopping wood and carrying water. The way a tool is used and treated, of course speaks plainly of the philosophy and culture of the user. The seven Vantage Points hold mutual, feedback-driven influence over one another. It is possible to change one plane through one of the others. In fact, real change cannot be achieved without involving the other planes. The Vantage Points are meant to be managed and designed--used as templates and auditing tools. The Vantage Points break down into three overlapping zones for special types of management emphasis. Design and manage... ...Philosophy, Culture and Policy to steer evolution. ...Policy, Strategy and Tactics to steer operational and structural support. ...Tactics, Logistics and Tasks to steer the work to be done.
  • 31. 10-STEP KNOWLEDGE MANAGEMENT The outside resources, departments and related projects are represented by the Business of Enterprise model. This is not entirely accurate, as the entire 10-step process takes place within the enterprise. In fact, there are hundreds of little 10-step models inside it, their webs connected to each other as well as to the environment. DOCUMENTATION (2) EVENT (1,10) K-BASE (3,7) TRACKING SYSTEM (5) READ AHEAD (9) DESIGN (8) FEEDBACK (6) DISTRIBUTION (4) OUTSIDE RESOURCES INDIVIDUALS AND DEPARTMENTS RELATED PROJECTS
  • 32. The 10-Step Knowledge Management model is a way to visualise the way knowledge flows and is managed within a system. The cycle begins with an Event--some process undertaken by one or several Knodes (Knowledge Nodes) that produces information. The information is captured, encoded in the form of a message (Documentation), tagged for shipping, transduced across the Event membrane, and transferred via some signal, medium, and channel to the Knowledge Base. The K-Base serves as a repository, or data warehouse, and router for messages in the enterprise. The documentation is repackaged, encoded, transduced, and transmitted (Distribution) across the Web (Enterprise) to all parties that need the information as potential Compelling Input. Tracking records the condition, origin and destination of each message that crosses the K-Base membrane. It creates a history of the use of the K-Base. Knodes transmit information back to the K-Base concerning any State Changes they have experienced as a result of receiving and processing the original information (Feedback). The K-base stores the feedback. The original information and the feedback are used to Design the next iteration of work--the facilitation of the next event, or process. A Read-Ahead is advance information transmitted to the future event's participants to allow the system to ramp up for the event, instead of climbing the wall. The cycle ends as it begins with another Event. Note that the K-Base is embedded within the tracking system ring. This means that any message-bearing signal that enters or leaves the K-Base domain is logged--not just those from the distribution stage. Some information is also passed directly from one step to another without passing through the K-Base. In fact, the vast majority of information in practice is either passed directly from one step to another or lost from the system altogether. Enterprises and other living systems survive by manag-ing a small amount of the data that arrives at their senses, converting it into information and applying it experientially as knowledge. The model can be applied to an enterprise as well as a human being, or a project team. When we design an event for a group, the 10-Step Process will be used many, many times at different time scales. From quick snatches of conversation in passing to the documenting of the entire DesignShop event in a Journal. We want the design of the event to facilitate as many of those events between Knodes as possible, to encourage and preserve the integrity of the knowledge management process, and to stimulate it to deliver high-edge content as well.
  • 33. FOUR STEP RECREATIVE PROCESS Create a vision for what you want to create. 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. Act. Make the creation real. Take the necessary steps to bring it into the world. Feedback. 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? 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. FEEDBACK ACT CREATE VISION DESIGN TEMPLATE RECREATE RECREATE RECREATE RECREATE
  • 34. How do you create what you want to create? How do you share your vision with others to allow them to help you create what you want to create? How do you measure the success of what you have created? These are the questions that the Four Step Recreative Process model addresses. This model is related to the Seven Stages of the Creative Process model--each highlights different aspects of the same process. As ideas travel from metaphysical to physical reality, they are expressed in different forms. Through (these) iterations, they are transformed. The distiction between these two models lies in the fact that an idea does not smoothly evolve through (the seven stages of ) the creative process; it transforms through re-creation at each of the major transition points along the path. This recreation is forced by many factors. Primary ones are iteration: the feedback to an individual or group of their own work (as an output) - from self or from others - and how this effects their concept, intension and subsequent work; recursion: the passage of time and (as an input) the ongoing influences from new, self induced thoughts, from colleagues, society and stimuli from the world at large; and, in most projects, the form a work takes as a natural consequence of development, modeling, communication and testing. In the traditional version of the model on the previous page, the four steps form a cycle. Because each step is a fundamentally different creature, you must recreate what it is you are trying to do between each of the steps. In a dynamic version of the model (below), recreation forms the centre out of which each stage is launched and back to which each stage returns before being recreated into the next stage. The model is fractal in nature--the entire model is contained in each of its steps. During the template creation phase for example, one creates a vision for the template, a template for the template, one acts to bring the template into existence, and gathers feedback on it to establish if it is appropri-ate for conveying one's vision.
  • 35. DESIGN FORMATION PRODUCTION MANAGEMENT CONTRACT DOCUMENTS DESIGN DEVELOPMENT PRELIMINARY DESIGN SCHEMATIC CONCEPT PROGRAM EVALUATION Design Formation is the grandest symphony among all of the models. Like the other models, it is fractal in nature. It also incorporates many of the previous models (5 E's of Education, The Learning Path, Seven Stages of the Creative Process, Design Build Use, Stages of an Enterprise). Because the model is so concep-tually rich, this brief description can only provide a mere glimpse of its complexity*. Design Formation represents a variant of a process employed by architects and builders the world over, yet also applies to design and facilitation of change by the Transition Manager. It includes the following elements: • Bringing intention to the process of invention • Asking the question, what is it that asks for shape and form • A shared sense of exploration, surprise and discovery among all the members of the design team • A process of bringing something into being • The actual thing brought into being • A model about modelling *Interested readers can find a more elaborate description on www.mgtaylor.com.
  • 36. The preliminary design represents the first serious tug and pull between program and product. Facilitate this part of the process so that both the program and the design are challenged, leveraged above their own expectations and transcend competition. At this point it's probably clear to someone that the execution of the project is impossible. Don't attenuate the design based on such an assumption. The belief that something is impossible is a sign of ignorance. Employ this sign as a tool to build a more robust body of knowledge. Learn. Create new experiences instead of relying only upon past experiences. During design development, constantly hold the field of the pure intent of the program. By this time, if you've facilitated properly, the program is very powerful and can overcome any obstacles because the co-designers will be living in the vision. Bring the art and skill of whatever specific design elements you're working with to the vision; don't compromise the vision to suit the current skill level. Invent new tools. Invent new skills. Facilitate the contract documents stage to the deepest level of understanding and commitment from the extended team that you can. The details should prove beyond a doubt that the program is attainable--regardless of the difficulty. Production management brings about the most tangible result of the entire process. As the result takes form it will undergo rapid, just-in-time modifications. Embrace the speed, energy and vibrancy of this process. The evaluation allows everyone to pause at any time during the process to contemplate, reflect, move around in the new intangible or tangible space that they are creating together, and gather resolve to push forward. Move between the stages as necessary. Avoid linearity. Visit evaluation frequently. Remember that the model (like all of the models) is fractal. There is a production management component to the program and a program component to production management. There is a level of commitment or contract documents that needs to be brought to each stage. Schematics can always play a role to help uncover solutions rapidly and identify strong patterns without confusion.
  • 37. Glyph Jisho A glossary of the glyph language used in the models
  • 38. To examine a small area closely. To look a wide area over quickly but thoroughly. To search to analyze rising and falling rhythms in verse. To climb, mount. SCAN A point to which something converges or from which something diverges. To adjust for distinct-ness or clarity. Fireplace, hearth. FOCUS The process of doing or performing something. An enactment or decree. To drive to do. To push, propel or push forward. ACT The return of a portion of the output to the input, especially when used to maintain the output within predetermined limits. FEEDBACK Glyph Jisho
  • 39. Glyph Jisho The power or capacity to produce the desired effect. Ability to achieve results. To execute, make; perform, work out. To effect. EFFICACIOUS Breadth or opportunity to function. The area covered by a given activity or subject. Watcher, goal, aim. PROPER SCOPE 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. TRUE TO NATURE To feel or realize beforehand; foresee. To act in advance so as to prevent; prejudice; forestall. To foresee and fulfill in advance. To cause to happen in advance; accelerate. To take before. ANTICIPATORY Able to realign itself to an equilibrium; able to maintain homeostasis. Correcting or compensating for one's own errors or weaknesses. SELF-CORRECTING A method of harvesting or using a resource so that the resource is not depleted or permanently damaged. The ability to be maintained, supported, upheld, or endure. Latin: sustinere (tenere, to hold; sub, up). SUSTAINABLE
  • 40. Glyph Jisho To conceive, invent, contrive. To form a plan for. To draw a sketch of. To have as a goal or purpose; intend. A visual composition; pattern. To mark out; sign out. DESIGN To form by combining materials or parts; to erect; construct. To give form to according to a definite plan or process; to fashion; mold; create. To establish and strengthen. To establish a basis for. BUILD 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. USE
  • 41. Glyph Jisho To look forward to the probable occurrence or appearance of. To look out at. EXPECT (EXPECTATION) To make plain; remove obscurity from. To define, explicate. To offer reasons for, or a cause of. To spread out; completely flat plain. EXPLAIN To explain by example. Someone or something worthy of imitation or duplication. Serving as an illustration, a model, or an instance. To take out. EXEMPLIFY (EXAMPLE) 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. EXPERIENCE To make plain; remove obscurity from. To define, explicate. To offer reasons for, or a cause of. To spread out; completely flat plain. EXPLORE
  • 42. Glyph Jisho A person who buys goods and services on a regular basis. To become, to accustom. CUSTOMER (CONSUMPTION) One who spends or utilizes time, money or effort for future advantage or benefit. To besiege. To clothe in, surround. INVESTOR (INVESTMENT) 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 One who brings forth, creates by mental or physical effort. One who causes to occur; one who leads forward. PRODUCER (PRODUCTION)
  • 43. Glyph Jisho The particular mode or state of being of a person or thing. The existing circumstances. Latin: conditio, agreement, stipulation, from condicere, to talk together, agree. CONDITION 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. VISION A question or situation that presents uncertainty. A question put forward for discussion or solution. Greek: problema, thing thrown forward, projection, obstacle. PROBLEM Tension: a force tending to produce elongation or extension. Voltage or potential; electromotive force. Creative: the power to cause to exist, bring into being, originate. CREATIVE TENSION (TUG AND PULL)
  • 44. Glyph Jisho State or fact of knowing. The sum or range of what has been perceived, discovered. Understanding gained through experience, study. Confess, recognise. The content of a book or document. Container. BODY OF KNOWLEDGE (KNOWLEDGE) Process: a system of operations in the production of something. A series of actions that bring about a result. Proceed. Facilitation: to free from difficulties or obstacles; make easier, aid, assist. Easy. PROCESS FACILITATION To provide with knowledge or training. To discipline, train or devleop. To bring up. EDUCATION Something that supports. The total of circumstances surrounding an organism or group of organisms; combination of external or extrinsic physical conditions that affect and influence the growth and development of organisms. To turn around the circle. ENVIRONMENT Derived from the systematic procedure by which a complex or scientific task is accomplished. Abstract or theoretical. According to principle; industrial/mechanical. Pertaining to or involving technology. Skill, art. TECHNICAL SYSTEMS (TECHNICAL) Project: a plan or proposal; scheme. To transport in one's imagination. to cause an image to appear on a surface. To throw forth. Management: the act, manner or practice of handling or controlling something. To direct the use of. PROJECT MANAGEMENT Venture: an undertaking that is dangerous, daring, or of doubtful outcome. To take a risk or dare. To arrive. Management: the act, manner or practice of handling or controlling something. To direct the use of. VENTURE MANAGEMENT
  • 45. Glyph Jisho VISION 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. To give form to according to a definite plan or process; to fashion, mold, create. To establish and strengthen; create and add to. Old English: a dwelling. BUILDING To bring up or put into service; employ for some purpose. To consume or expend the whole of. USING The collective aspect of the set of characteristics by which a thing is definitely recognisable or known. The quality or condition of being or remaining the same. Latin: the same. IDENTITY Aim, purpose, meaning, purport. Firmly fixed, concentrated. Having the mind fastened upon some purpose. Latin: to stretch toward. INTENT The capacity to discern the true nature of a situation. An elucidating glimpse. Old English: thing seen within. INSIGHT To plan, construct and manage as an engineer. To plan, manage, and put through by skillful acts. Latin: contriver, talent. ENGINEERING
  • 46. Glyph Jisho To meet or come upon, especially casually or unexpectedly. To meet, especially in conflict. ENCOUNTER A numerical measure 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. NEW INFORMATION 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.] PARADIGM To assume to be true for the sake of explanation or argument. To conjecture. To substitute, put under, forge. S’POZE 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. INCORPORATE
  • 47. Glyph Jisho The ability to form mental concepts; invention. The formation of a zygote capable of survival and maturation in normal conditions. Concept, plan, design, idea. To take to oneself. CONCEPTION 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. LOOPING The achievement of something desired, planned or attempted. To follow closely, go after, to go toward. SUCCESS OVERSHOOT AND COLLAPSE 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. Fully developed. Worked out fully by the mind. The state of a note, bill or bond being due. MATURITY TURNAROUND 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. ENTREPRENEURIAL BUTTON Organizing, operating and assuming the risk for business ventures to undertake--to take between; to strike against, thrust, pierce. Termination, extinction, loss or absence of DEATH spiritual life.
  • 48. Glyph Jisho Someone who gains knowledge, comprehen-sion or mastery of through experience or study. Acquire through experience. LEARNER Sponsor: one who vouches for suitability of a candidate or assumes responsibility for a person or group during apprenticeship. Latin: to make a solemn pledge. Advocate: To speak in favor of; recommend. Latin: one summoned to give evidence; to call or summon. Advisor: to see to; according to my view. SPONSOR-ADVOCATE-ADVISOR Facilitator: one who frees from difficulties or obstacles, makes easier, aids or assists. Latin: facile, easy (i.e. to do or to make). Guide: to look after, guard; to show the way. Wisdom, wise man, counselor. FACILITATOR-GUIDE 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). EXPERT STEWARD Keeper of the hall. Ward of the hall.
  • 49. Glyph Jisho Real: being or occurring in fact or actuality; having verifiable existence. Existing actually and objectively. Thing. REAL CAT Concept: a general idea or understanding, especially one derived from specific instances or occurrences. To take to oneself; to take comprehensively CONCEPT CAT Mechanical: of or pertaining to machines or tools. Pertaining to, or governed by mechanics. Pertaining to, produced by or dominated by physical forces. Interpreting and explaining the phenomenon of the universe by referring to causally determined material forces. Contrivance, machine--means, expedient MECHANICAL CAT
  • 50. Glyph Jisho 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. PHILOSOPHY CULTURE Cultivation, tilling. The totality of socially transmitted behavior, patterns, arts, beliefs, institutions, and other products of human work and thought. To show off, display, citizen. A written contract. A course of action, guiding principle or procedure deemed expedient, prudent or advantageous. POLICY STRATEGY The General. Overall planning and conduct of large scale operations. A resulting plan of action. The art or skill of using stratagems. To lead an army. To arrange in order. The technique of securing objectives designated by strategy. The art of directing units against the enemy. TACTICS To calculate, reckon. Procurement, maintenance, replacement of materiel and personnel. Skilled in arithmetic calculation. LOGISTICS To tax. The function that a working person, unit or thing is expected to fill; objective. TASKS
  • 51. Glyph Jisho FEEDBACK A coming out... to come out from. An experience of some significance. A coincidence of two or more point objects at a particular position in space, at a particular instant in time. The return of a portion of the output to the input especially when used to maintain the output within predetermined limits. EVENT To note down, to mark. Lesson, example, warning, to teach. Anything serving as evidence or proof. To support with citations, annotate. DOCUMENT KNOWLEDGE BASE The sum or range of what has been perceived, discovered or inferred. Skill, understanding, experience. Familiarity, awareness. To allot, grant apart. Dispersion, diffusion. Divide and dispense in portion. DISTRIBUTION To draw, pull. Trace, trail. To follow the footprints or traces of. TRACKING DESIGN To conceive, invent, contrive; to form a plan for. To draw a sketch of. Intend. To have a goal or purpose. Designate. To mark out. Read: to comprehend or take in the meaning of. To seek to interpret the true nature of. To ascertain intent of. To foretell or predict. To perceive, receive or comprehend. Advise, explain. READ AHEAD
  • 52. Glyph Jisho The return of a portion of the output to the input especially when used to maintain the output within predetermined limits. FEEDBACK The process of doing or performing something. An enactment or decree. To drive to do. To push, propel or push forward. ACT 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. VISION 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 French temple: a wooden device in a loom that keeps the cloth aligned during weaving. Temple: sanctuary TEMPLATE 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. RECREATE
  • 53. Glyph Jisho Greek: to write before. A procedure for solving a problem. Any organized list of procedures. PROGRAM SCHEMATIC CONCEPT 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, esp. one derived from specific instances or occurrences. Latin: before the threshold. 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 something according to a plan--a visual composition. PRELIMINARY DESIGN Latin: to mark out. A drawing or sketch. The invention and disposition of the form, parts, or details of something according to a plan--a visual composition. + Latin: to unwrap. The act of expanding to realise the potentialities of; bringing gradually to a fuller, greater, or better state. DESIGN DEVELOPMENT To draw together an agreement between two or more parties, especially one enforceable by law. + Latin: lesson, example, warning; to teach. A written or printed paper bearing the original, official or legal form of something. CONTRACT DOCUMENTS The act or process of causing to occur or exist. Latin: to lead forward + the act, manner or practice of directing or controlling the use of; to handle. PRODUCTION MANAGEMENT EVALUATION To ascertain or fix the value of.
  • 55. Axioms Past, Present, and Future: Embracing Ignorance to Navigate through Time The future is rational only in hindsight. You can't get there from here but you can get here from there. Discovering you don't know something is the first step to knowing it. The Unfolding and Enfolding of Shared Experience Everything someone tells you is true: they are reporting their experience of reality. To argue with someone else's experience is a waste of time. To add someone else's experience to your experience--to create a new experience--is possibly valuable. 4. 5. 6. Comprehending Laughter, Value and the Innite Solution Set You understand the instructions only after you have assembled the red wagon. Everyone in this room has the answer. The purpose of this intense experience is to stimulate one, several, or all of us to extract and remember what we already know. Creativity is the elimination of options. If you can't have fun with the problem, you will never solve it. The only valid test of an idea, concept or theory is what it enables you to do. In every adverse condition there are hundreds of possible solutions. 7. 8. 9. 10. 11. 12. Choosing to Fail and Succeed You fail until you succeed. Nothing fails like success. 1. 2. 3. 13. 14.
  • 56. a of a model is a representation of reality is a manifestation of a model is a representation of reality is a manifestation of produced by Christal Gadiot All models © MG Taylor Corporation www.mgtaylor.com