|
These terms
of art are based on the MG
Taylor Glossary that lives on their website and the Glossary included
in "A Management Center Recipe Book" an MG Taylor work product
from June '96. Other terms of art have been added to this list to support
the knowledge worker manual.
Samples from
Edgeware's glossary of complexity science terminology are defined here.
Explore the Edgeware
site glossary for futher terms as well as other complexity resources for
healthcare.
If you don't
find what you are looking for here, consider online dictionaries.
American Heritage® Dictionary
Merriam-Webster Online
Encarta World English Dictionary
If the term
you are looking for is part of the 'NavCenter' pattern language and doesn't
appear in this list, please send us a note with the term you would like
defined and explained.
Email us
at NavCenter@Borgess.com
7
Domains Model
A model of how to organize and manage a business or institution.
Every organization contains most of the domains referred to in this model.,
but most manage them from a 19th century perspective. Athenaeum has redefined
the Domains to serve the knowledge-based workplace. When the 7 Domains are
used as one system to support the work flow, they facilitate the management
of complexity and change in a timely manner. Drop one domain out of the
support system, and you have a different. significatly less effective system.
Creativity
cannot be controlled or managed, but it can be facilitated through the
consious management of the 7 Domains. Thus the main work of the Management
Center staff is to manage the 7 Domains rather than attemtp to manage
the users of the Center.
ANDMap®
Project Management Tool The term ANDMap stands for
Annotated Network Diagram Map and refers to an invention that synthesizes
Gannt charts, network diagrams like PERT, CPM or GERT, and process flow
charts. The items on the map are plotted to scale over time and may be
collected across a series of horizontal tracks, like Gannt charts. A standard
set of symbols are employed to represent a range of activities from the
strategic (Landmark, Benchmark) to the tactical (Event, Task), to the
conditional decision point (Cusp) to the task level (Milestone). (More
about the ANDmap®)
Author-to-Author
A type of DesignShop® module in which each participant
has been given a different book to read in advance. At the time of the
module, the participants engage in a discussion of the issues facing the
enterprise, however, they discuss from the vantage point of the authors
they have read. Each participant assumes the personae, knowledge base,
vantage point and opinions of the author whose book they were assigned
to read. The exercise forces a change of vantage point and introduces
new information into the pot. It's a day one or day two exercise.
<top
of page>
Breakout
A general activity during a DesignShop when a large group
is divided into smaller teams to work on either different issues, or different
aspects of the same issue. The space in which this activity takes place
is a Breakout Area. The group undertaking this activity is called a Breakout
Team. Breakout activities are variously referred to as Breakout Rounds
or Design Rounds.
Capture
Team
A subset of the KreW of Knowledge Workers in a DesignShop
who are assigned to work in a Breakout Area to document, or capture, the
discussion in one or more forms: keywords, synthesis (by individual attribution
or journalistic summary), graphics from the WorkWalls. The work of this
team is published to the DesignShop Journal.
Circle-Up
A ritual for the disciplined sorting of signals to help
a Patch (Team) through the process of association and decision-making
in support of the next major phase of work. Circle-Up also brings the
Patch into unity at a point in time; although unity does not imply consensus
in this case. It's also a formal time to acknowledge progress, failures
and successes along the Lifecycle of the Web (Enterprise). It's a time
to engage the multiple intelligences of the team's members in a process
of collaborative design. Commonly a Circle-Up is use to shape the opening
and closing of an event. It can put the Patch back in touch with its Vision
and the iteration of the work to be done.
Crew
(Also spelled KreW) A team of Knowledge Workers charged
with supporting an event such as a DesignShop.
<top
of page>
DesignShop®
Event
An event whose purpose is to release group genius in the
client, condense the time in which a team moves from Scan to Act by an
order of magnitude, completely capture and organize all of the information
generated, and do all of this in a facilitated way by managing not the
people involved, but the Seven Domains that regulate collaboration and
evolve ingenuity. A DesignShop is also a specific process designed by
Matt and Gail Taylor.
DesignShop®
Sponsor
Representatives from the client who usually have a considerable
stake in the successful outcome of the DesignShop. They may be project
managers, department heads, or CEO's. Sponsors are also participants in
the event, although in some cases they may work on the KreW. Some clients
have only one sponsor, and others have an entire sponsor team.
Discovery
Day
The initial designsession between MG Taylor and a prospective
client. Discovery Days usually follow a series of phone conversations
and preliminary meetings and usually takes place in an MG Taylor environment
(Management Center, knOwhere store, DesignCenter or NavCenter). The client
has already received some introduction to MG Taylor and its processes
and MG Taylor already knows something about what the client seeks to create.
The purpose of the DesignSession is to play 'spoze (what if) by sketching
out a rough idea of what a DesignShop might look like--who would attend,
what the outcomes might be, the process for achieving these outcomes,
and what follow-up might be required. Through the Discovery Day, the client
gets a brief experience of what it's like to work in a Management Center
and in a DesignShop process.
Documents
'Documents' include assignments and team lists created
by the KreW, hypertiles created by the participants, self-selected team
lists chosen by the participants, space maps, wall copy, wall photos and
documentation.
Documentation
Team
A subset of the KreW whose work comprises capturing reports
and conversations that occur when all of the participants are assembled
into one group.
<top
of page>
Emergence
/Edgeware
glossary
The arising of new, unexpected structures, patterns, or
processes in a self-organizing system. These emergents can be understood
as existing on a higher level than the lower level components from which
the emergents emerged. Emergents seem to have a life of their own with
their own rules, laws, and possibilities unlike the lower level components.
The term was first used by the nineteenth century philosopher G.H.Lewes
and came into greater currency in the scientific and philosophical movement
known as Emergent Evolutionism in the 1920Õs and 1930Õs. In an important
respect the work connected with the Santa Fe Institute and similar facilities
represents a more powerful way of investigating emergent phenomena. In
organizations, emergent phenomena are happening ubiquitously yet their
significance can be downplayed by control mechanisms grounded in the officially
sanctioned corporate hierarchy. One of the keys for leaders from complex
systems theory is how to facilitate emergent structures and take advantage
of the ones that occur spontaneously.
See: Self-organization
Bibliography: Cohen and Stewart (1994); Goldstein in Sulis and Combs (1996)
Engagement
Team
A group of people who are assigned to work with a specific
client over the duration of the relationship. They may also include DesignShop
facilitators and Knowledge Workers, but this is not necessary.
Environment
Typically a Management Center, especially in the context
of a DesignShop. More generally, any space that has been consciously designed
and configured to support a process in a flexible and evolutionary manner.
Most of us work in "spaces" (office space, work space, etc.) that are
devoid of enlightened, conscious design, and therefore very poorly support
our lives and the processes that comprise them. [see more on environments
at the Athenaeum International page.]
Facilitator
(sometimes called the Key Facilitator) The Facilitator
works with the DesignShop Sponsors (which may include members of the engagement
team) and the Process Facilitator (representing the KreW) to design the
DesignShop before it begins, manage the continuing design and execution
of the DesignShop while it is happening, to bring closure to ideas and
processes immediately following the event, and to open paths for progress
to the next stages of work.
from A
Manual of Facilitation Version 1 Draft 2
To facilitate means "to make easy"” The art of facilitation is the art
of bringing clarity and effectiveness to the work process of individuals
and groups. The facilitator's mandate is to ensure that the process is
designed and implemented in a way that brings out the best thinking of
each participant and the best resolution of issues from each group. (more
about Facilitation)
Group
Genius
The ability of a group to form a context large enough to
hold each individual's vision and utilize the talents of each of its members.
The DesignShop uses techniques that aid communications and sharing, unleacshes
energies and abilities that otherwise lie dormant and un-utilized. Group
Genius at MG Taylor Article: Group
Genius Discovered
<top
of page>
Hypertile
The WorkWalls that MG Taylor Corporation manufactures (through
Athenaeum International) are made of steel, and therefore accept magnets.
Hypertiles are large rectangles of flexible magnetic material, measuring
up to 11"x17". It is covered on one side with a sticky surface manufactured
by 3M. Large sheets of paper can be adhered to this surface and peeled
off without leaving any residue on the back of the paper (sort of like
an inverse Post-It Note). The paper can then be photocopied or scanned
for entry into the Knowledge Base.
Hidden
Design Assumptions
Fundamental beliefs that form the basis of design work
or decision-making. They are "hidden" when we are not conscious
that they exist and form the basis of our decisions. Hidden assumptions
are intrinsic parts of a paradigm; to change them always challenges the
paradigm's validity. People have difficulty rethinking their paradigm
largely because it can be emotionally threatening to examine assumptions
that they don't know they have. These hidden assumptions often were programmed
at an early age and often contradict the person's conscious beliefs.
Infolog
Number
Every document produced in the network has an Infolog number
assigned to it (see the bottom of this web page for a sample). There have
been different types of Infolog numbers in the past but the type most
often used in DesignShops is composed of a complete date/time group sorted
from year to second, employing a 24 hour clock, and expressed in local
time, followed by a period, and then the initials of the individual creating
or filing the document. The Infolog number, 19970131214513.jsb indicates
that the document was logged in 1997 on January 31 at 9:45:13 PM by someone
whose initials are JSB. This convention will hold for the time being,
but must be changed in the near future to avoid possible duplication.
In a DesignShop, each entry made by a documentor is automatically Infologged
by the database software; a DesignShop Journal may have hundreds of Infologs
associated with it.
Information
/Edgeware
glossary
Originally, information in the technical senses referred to the bits of
a message, as opposed to "noise," in a communication channel (formulated
in Information Theory by the mathematician Claude Shannon). Information
has come to mean the bits of data that are the elements which are processed
by the computer as information processor. "Noise" has a disorganizing
effect in its way of disrupting redundant patterns so that novelty can
come about in the emergent structures resulting from self-organizing processes.
In terms of organizations, information is the cognate in social systems
of what energy is in a physical system. According to Gregory Bateson,
information is "a difference that makes a difference." In terms of social
systems this refers to the differences among group membersÕ perspectives
on what is going on in the system. Information is not mere data: it is
data that is meaningful to the organizational members. An organization
that is low in the flow of information is one in equilibrium or tending
to maintain its status quo; whereas, an organization that is high in informational
flow is in a far-from-equilibrium state in which dramatic changes can
take place.
See: Equilibrium;
Far-from-equilibrium Bibliography: Goldstein (1994)
Journal
The complete, chronological record of ideas and concepts
discussed or illustrated during the DesignShop. Every conversation, each
report, every WorkWall is captured and placed into the Journal database
by the Capture Team, Documentation Team or Sketch Hogs. The Journal is
not a transcription, but an attributed summary or synthesis of conversations.
WorkWalls are either captured by hand or digital camera.
<top
of page>
Knowledge
Objects
Pieces of information, usually from outside of the body
of knowledge resident in the participants, brought to the attention of
the group at the right time to help bring ideas into focus or expand a
perception. Knowledge Objects may take the form of articles from magazines
or journals, research papers, or databases.
Knowledge
Wall
Management Centers have at least one large wall--sometimes
up to 50 feet in length, usually the back side of the Radiant Wall-- that
is covered with a mildly adhesive surface manufactured by 3M. This wall
serves as an oversized European-style kiosk. All sorts of information
may be posted to the wall. Sometimes portions of the documentation are
placed on it. Photographs, color art work, and diagrams are also posted
here. Articles from magazines or the Internet are also displayed for participants
to browse through. Information is not displayed haphazardly, rather, a
layout is thoughtfully designed, making the wall a structured information
event.
Knowledge
Workers
The individuals who comprise the KreW that supports an
event. They are responsible for managing the flow of information temporally
through the duration of the event and spatially within the Environment.
Those who manage knowledge are emerging as the predominant workers in
the developed economies of the wor4ld. The performance of this group,
now known as "knowoledge workers" has become the key to the
development of any economy, and the keys to the success of any business.
The phenomenon
of knowledge work was first identified over 20 years ago by Peter Drucker
in his book, The Age of Discontinuity, (1968). Even after 20 years this
important social phenomenon is little understood and rarely recognized
in organizational structure or policy.
What do knowledge
workers do? They measure critical performance factors, enabling them to
deliver effective feedback , reporting the difference betwen performance
and expectation; betweeen plan and reality; and between capacity and potential.
What make the knowledge worker different form anyone else? Most significantly,
knowledge workers are guided by their understanding and expertise, and
give their allegiance to the authority of knowledge rather than authority
of hierarchy.
Explore the
Knowledge
Worker's Manual
for more details.
<top
of page>
Knowledge
Worker Sponsor
A Knowledge Worker of at least Journeyman level who is
also a Process Facilitator or Facilitator, and whose purpose is to provide
an official, facilitative and welcoming link to the work and philosophy
of MG Taylor Corporation for one or several other Knowledge Workers in
the network.
KreW
Another term for the Crew of a DesignShop or other event.
The "K" and "W" in the title refer to the abbreviation "KW", or Knowledge
Worker. The "re" can take on most any meaning that seems appropriate to
the situation.
KWIB
Knowledge Work Information Broker. Each Management Center
or KnOwhere store has a KWIB, usually assigned on a rotating basis, to
collect, maintain and disburse information concerning events in the center.
Linking
The process of recognizing similarities and patterns from
many different fields or projects; part of the process of managing information
and knowledge.
Logistics
The KreW facilitates the flow of matter, energy and information
through the DesignShop or the Management Center. Logistics focuses on
the flow of matter and energy. This includes providing the physical environment,
tools, equipment, materials, food. It also calls for the continual refreshing
and maintenance of these elements. [Of course, these all comprise messages
bearing information... darn that interconnected, fractal, feedback driven,
recursive nature of the universe!]
<top
of page>
Management
Center
Special environment for managing the design and innovation
process in the context of expected social-economic change, and for building
action plans to accomplish the goals established. By careful facilitation
of the elements of environment, information, design and group process,
Management Centers decrease the "accident" factor of discovery and synergistic
events. Management Centers are "safe" environments in which designers
and decision makers can risk exploring and creating new models. Also called
"DesignCenters".
Metaphors
Exercise
A Breakout Round in which the various teams will compare
some "unrelated" system to the situation at hand in a metaphorical way.
If the situation concerns a distribution system, a team might be asked
to examine how an ant colony manages its distribution system, or how a
distribution system might be described in quantum mechanical terms. The
purpose is two-fold: (1) to actually learn how other, alien or obscure
systems actually manage similar processes, and (2) to see the situation
from a radically different vantage point since we know that this is a
powerful technique for generating creativity.
Model
An analog of a real thing; its attributes are selected
acoording to which aspects of the real phenomena are bing simulated, displayed
or studied. Models usually change scale, i.e., atom models are "blown
up;" automobile models are scaled down to make them perceivalbe to
the user. Models come in many forms.: ecomonic models often exist in computers,
industrial prototypes are models of the final products. Some models exist
only in people's heads or in books, like a paradigm.
Module
Process
Facilitator
An individual who facilitates the work of the KreW and
the Facilitator during the DesignShop.
<top
of page>
Production
The subset of the KreW of a DesignShop charged with keeping
track of all of the documentation generated by the DesignShop and assembling
it into paper and electronic Journals for distribution to the participants,
usually within a few days of the end of the event. Journals may be 500
or more pages in length. The new documentation process allows the Journal
to be captured in a database for ease of use in an electronic format.
Project
Status Map
A project management tool that employs a matrix of projects
listed down one side and days or weeks listed across the top. There are
two ways to use a project status map: (1) for each sub task within a project,
place a tag along the project's line under the date when the sub task
is due. Then track the progress of work on each sub task through a system
of visual indicators (green for go, red for holding, blue for completed,
etc.); (2) if you're tracking a number of identical projects, advance
a single tag along each project's line to indicate the status of the project.
Project status maps are most appropriate for projects whose scale and
complexity tend to make them linear progressions of tasks. If there are
many parallel tasks or the duration of the project runs for many quarters
or years, an ANDMap or similar project management tool is more appropriate.
Radiant
Room
This is the name we give to the large space in a Management
Center where the participants gather together as one body to hear reports
or have synthesis discussions of some sort. The focus of the Radiant Room
is a long WorkWall called the Radiant Wall that may be straight, folding
or curving depending on the design of the individual center. Some Radiant
Walls stretch to over 40 feet in length. The back side of the Radiant
Wall is frequently covered with an adhesive material made by 3M to which
paper can be adhered and removed many times over. This is called the Knowledge
Wall, although you may hear it called the Sticky Wall by old timers in
the network.
The term
Radiant Wall comes from Isaac Asimov's idea of a Radiant Cube that he
introduces in the third volume of his Foundation Trilogy. The cube is
a device that holds the plans for the rebirth of an entire galactic civilization,
yet sits unobtrusively on a table top. When a Speaker from the Second
Foundation focuses his mind on the cube, it projects the plan on the walls
of the room. With further mental effort the Speaker can navigate the plan
from start to finish, zoom in to more detail or pull out to a more general
landscape, and see the record of all the changes that have been made to
the plan and all of the contingencies built into it as well.
<top
of page>
RDS
Rapid Deployment Solution. Also called Rapid Deployment
System. Also called the Transportable Management Center. An entire kit
of WorkWalls, Work Stations, Break-out Tables, lighting, computers, network,
video cameras, video technical direction equipment, video editing equipment,
supplies, library, games and toys sufficient to support a multiple day
DesignShop for a group varying from five to one hundred participants and
up to thirty or so KreW. The RDS is shipped in trucks and takes a day
or two to assemble and tear down depending on the size of the event.
Read
Ahead
A collection of materials delivered to participants up
to a week or so in advance of a DesignShop. The articles and books chosen
for a Read Ahead will serve one of two purposes: provide more information
concerning the problem to be created and solved during the DesignShop,
and to stretch thinking and introduce new ideas that challenge preconceptions.
The Facilitator, Process Facilitator, Sponsor and perhaps one or two KreW
members handle the selection, assembly and distribution. Books are ordered
through the KnOwhere store.
Report
Out
After participants have spent some time in Breakout Teams
they are often invited to reassemble as a large group to hear each team
report their work. To prepare for this report, the teams are asked to
recreate (not copy) their work onto paper covered magnetic Hypertiles
(11x17 inches) which will adhere to the porcelain steel WorkWalls. The
group reassembles in a large room that usually has a very large, curving
WorkWall called the Radiant Wall (some are over 40 feet long). The teams
group their Hypertiles on this wall either by team or by some other sorting
category, or they place them on the wall as they are being discussed.
The tiles can be moved about and drawn around to sort, connect and emphasize
ideas.
Rules
of Engagement
A list of boundaries that must be set on an event, session,
Management Center or NavCenter in order to secure success. The requirement
of having no observers or visitors during a DesignShop is an example (everyone
either participates or they are on KreW). Another example is the limitation
on the conduct of other business by the participants during the event
(it destroys breakout team integrity and compromises the product to have
individuals constantly conducting other business away from the team on
the phone).
<top
of page>
Sapiential
Leadership
The participant with the most experience and energy around
each stage of the designing process may step forward or be asked by their
co-designers to lead the others through that stage.
Sapient:
ADJECTIVE: Having great wisdom and discernment. (American
Heritage® Dictionary)
Scenario
Exercise
A module of an event that is frequently employed to uncover
assumptions among the participants regarding how they think about trends,
the past and the future. It's usually done in large group on the Radiant
Wall. The Radiant Wall is divided horizontally into time frames. Sometimes
the Scenario considers the distant past--up to 30,000 years ago, passes
through the present (usually the current year plus or minus 5-10 years)
and ends sometime in the future. Participants stand before the wall one
at a time and state an event they wish to place on the timeline (sometimes
further defined by the facilitator's instructions) and perhaps its significance.
Then they write that event on the wall under the year it occurred. Then
the next participant places their event on the wall. This may continue
through all of the participants and through several rounds. The exercise
is very flexible in terms of how the wall is laid out, what types of events
the participants are asked to place on the wall, and how Sketch Hogs are
employed to augment and synthesize the visual display. A good synthesist
on the KreW can predict much of the outcome of the DesignShop and the
solution to the problem simply by studying a well-executed scenario.
Scenario
A story of "myth" about the future events that
projects a personal view of the future. This view constitues the context
for planning process. Scenario building is a method to objectify "hidden
design assumptions" and to play with various "what if's"
about the future.
All science
fiction stories are scenarios. A systematic reading of this underrated
branch of leterature reveals that writers have consistently modeled very
realistic visions of the future a generation ahead of their time.
Building
25 year scenarios is typically a significant segment of a DesignShop because
it draws out the hidden design assumptions about the future and create
a context for work.
<top
of page>
Share-A-Panel
A module of a DesignShop usually preceded by a Take-A-Panel
exercise wherein participants assemble into teams and visit each team
member's panel--or WorkWall--in succession to hear a report of the work
scribed on that panel. After each team member has reported their individual
work, the team usually assembles in a Breakout Area to either synthesize
what they've heard, or begin work on another exercise. If the total number
of participants in a DesignShop is small, they may all participate in
the exercise, which is then called a "Walk-About". After each participant
has had an opportunity to share their panel, the entire group may assemble
for a synthesis discussion or may be divided into Breakout Teams to begin
another round of work.
Sketch
Hog
Also called a scribe. A KreW member skilled in listening
to a conversation or presentation and capturing its essence and significance
in illustrated and annotated diagrams on WorkWalls, paper, computer, or
in a 3D physical model. Sketch Hogs are called upon to support participants
in Breakout Teams to illustrate their ideas, work before the large group
during synthesis discussions, create finished art and icons to support
the production of the Journal, and to create finished art and diagrams
to support any follow-on work products.
Sponsor
(Client)
(See also DesignShop Sponsor.) An individual or small group
who hold primary responsibility or a principal stake in the outcome of
a DesignShop®, NavCenter™, Management Center, or session. Often the sponsor
is the champion of the idea which the shop or center is designed to address.
The sponsor may also be a manager or executive. Often a sponsor team is
assembled made up of representatives from various constituents who comprise
the participants in the DesignShop.
Sponsor
(Knowledge Worker)
An experienced individual (usually of Journeyman level)
who assists and supports another Knowledge Worker through the transition
into, through, and out of the MG Taylor ValueWeb™ system. The sponsor
is not necessarily a mentor, and is usually chosen my mutual agreement--never
assigned. Assigning sponsors would violate the pattern of "Stepping Up"
or self-selecting tasks and projects from the work to be done. Sponsors
are literally individual transition managers.
<top
of page>
Sponsor
(NavCenter)
An individual, or most commonly a team who champions the
purpose, mission and existence of a NavCenter. Since NavCenters are established
to support a particular project or purpose, the Sponsor may also be the
project manager. Because a NavCenter represents a way of work which radically
departs from the behavior of the rest of the organization, the Sponsor
should have a position of authority within the organization as well. Sponsor
Session
Sponsor
Session
Usually a three or four hour session attended by the client
sponsor (individual or team), the key facilitator, the process facilitator,
and supported by one or more KreW. The purpose of this session is to develop
clear objectives for the DesignShop, work on assembling the right participant
list, decide on general logistics arrangements, take a first cut at the
design of the DesignShop process, and get a general idea of what sort
of products should be generated during and after the DesignShop.
Strawdog
Before each DesignShop, the Event Facilitator (Key Facilitator)
and/or the Process Facilitator generates a first cut at the design of
the event. Sometimes this process is completed formally in a Sponsor Session
with the DesignShop Sponsor, the Facilitator and Process Facilitator.
These sessions are documented. The Strawdog summarizes the planners' thinking
in terms of the purpose of the DesignShop, the desired outcomes and the
individual modules that comprise the design. Usually the first half of
the shop is outlined in detail; the rest cannot be designed until the
shop is underway.
Swarmware
and Clockware
/Edgeware
glossary
Two terms coined by the editor of Wired Magazine Kevin
Kelly for two antithetical management processes. "Clockware" are rational,
standardized, controlled, measured processes; whereas "swarmware" are
processes including experimentation, trial and error, risk-taking, autonomy
of agents. Clockware processes are seen in linear systems whereas swarmware
is what happens in complex systems undergoing self-organization as a result
of the nonlinear interaction among components.
See: Cellular
Automata; Complex, Adaptive System; Self-organization Bibliography: Kelly
(1994)
Synergy
The performance of the whole system is not predictable
by the performance of the parts, or sub-parts. The corollary is that if
you "know" the whole system and some of the parts, you can predict
the existence of "unkown" parts. Not understanding synergistic
behavior in large systems is why so much of the modern world is confusing
(See Synergetics
1 and 2 by R. Buckminster
Fuller)
<top
of page>
Syntopical
Reading
An exercise that provides participants with a way of reading
and sharing a large body of information in a condensed period of time.
During a Syntopical Reading exercise, participants are asked to scan and
read (and later discuss) a set of materials. The materials they are given
contain an eclectic mix of essagys, articles and book chapters, ranging
from innovatiions in business, to science fiction; from new physics to
social commentary. These may be focused on specific issues the participants
are addressing, yet should provide as broad a range of perspectives as
possible, appreopriate to the situation. Th9is exercise is based on the
understanding that the creative process is stimulated by both the differences
and similarity of seemingly "unrelated" pieces of information.
To read syntopically
is to red many books or articals simultaneously, and to study each work
in realtion to the others. The exercise is based on How to Read A Book,
by Mortimer Adler and Charles Van Doren (New York: Simon & Schuster,
1972) and Mortimer Adler's The Great Ideas: A Sytopicon of Great Books
of the Western World (Chicago: Encyclopedia Brittanica, 1952). We have
adapted the concept to cover the study of many subjects simultaneously.
(Adler's Syntopicon method studies one subject at a time.)
System
A system is a set of part or components that work together
to form a whole. To understand a given system, some analysis is usually
required. Your analysis may include defining the boundaries of the system
you wish to understand; defining the aspect or dimension of that system
which is of importance to you; considering all of the components that
allow this system to be viable (the phrase "whole system" is
often used, to emphasize this point); and defining the next larger system
(or the environment), of which your system-in-focus is a component part.
Further analysis may include defining component sub-systems of your system-in-focus.
Whole
Systems
Systems
Perspective
This is the ability to apply an understanding of systems
to one's work; usually this means having a familiarity and understanding
of several systems larger (more inclusive) and several systems smaller
(more exclusive) than the one of which you are directly a member. In his
Living Systems Model, James Miller identified 19 sybsystems that he found
in every living system: cell, organism, human institution, society (or
nation), supra-society (all nations) and biosphere. An
Interpretation and Application of Miller's Living Systems Model
<top
of page>
Take-A-Panel™
A module of a DesignShop wherein the participants take
one panel of a WorkWall™ (about 6' tall by 4' wide) each and compose on
it answers to an assignment. The exercise allows all of the participants
to be heard, to express their ideas in whatever visual fashion they wish,
and have their ideas available to be viewed by other participants and
captured by the DesignShop KreW. This exercise is usually succeeded by
a Share-A-Panel exercise.
Terms of Art
Every
discipline has it's own language--terminology. The meaning of words withing
a particular discipline do not necessarily mean the same thing that they
may in an informal or colloquial setting and should not be compared as
such.
Training
To drag behind; a connected series; to guide; to aim. Taining
is a closed process of making actions automatic. Training pertains to
un-consciousness and the development of habits.
Transition
Manager
Transition Managers are people who are commited to helping
the organization change; in this usage, people from all levels within
the organization self-select to become Transition Managers, rather than
it being a formally appointed position. By establishing and supporting
an informal network of Transition Managers, one can create widespread
understanding and support for the various steps of the change process,
as it is initiated. Transition
Managers Creed
Wall
Copy
Wall
Graphics
Includes all wall images created by users or staff. This
is often the only form of documentation for DesignTeams. Wall Graphics
should be recreated to show color and spirit of the orginal work. This
definition refers to Wall Copy which is a method of copying the contents
of a WorkWall onto paper for archiving or inclusion in a published
document. The advancing technology of digital photography is gradually
replacing the need to copy a WorkWall by hand; however, the technique
is important to know just-in-case!
<top
of page>
Wall
Scribing
The
process of using the WorkWalls to translate participant's words
into pictures, models and icons. Participants can 'see' what is being
said and are able to interact with what would otherwise be a flat, linear
projection of their ideas.
Scribe's resource
WalkThru
A session during which the DesignShop is designed, including
all of the modules, assignments, and team configurations. Day one is rigorously
designed, day two a little less so, and day three may be rather sketchy
at this point. The Client Sponsors, Facilitators, Process Facilitators
and KreW participate in the WalkThru. Usually a "straw dog" design of
the shop is presented at the beginning, but sometimes the design proceeds
from scratch (no pun intended--dog, scratch,.... get it??).
WAWD
Team
An acronymn coined by Robert Heinlein in a science fiction
short story: We Also Walk Dogs. It was the slogan of a large network of
"knowledge workers" which could be galvanized to accomplish nearly any
task imaginable for any client whatsoever, from the largest engineering
project to simply walking someone's dog. The concept of a WAWD team in
MG Taylor is a consortium of knowledge workers, or enterprises of one,
who are linked together in a vast value web, and whose expertise, skills,
and passions can be focused on helping clients imagine visions and then
implement them anywhere on the globe.
Weak
Signal Research
In communication terminology, a "weak signal"
refers to a signal that, respective to other signals and the circuit background
noise, is difficult or impossible to distinguish. Weak Signal Research
gathers infomration on ideas, trend and phenomena which do not fit an
organization's current model or reality, and thus are usually filtered
out. Often organizations are literally unable to perceive the new information,
due to the strength of their established world view.
<top
of page>
Writing
Team
A subset of the KreW and Sponsors of a DesignShop charged
with crafting the assignments that participants will work on in their
Breakout Teams. The term "craft" is key here. Assignments are not composed
without considerable thought. When you consider that a single assignment
will consume perhaps 1/6 of the duration of a DesignShop and that the
reports from such an assignment will steer the entire content and tone
of the DesignShop, it's easy to understand their importance.
Work
Product
A synthesis or evolutionary product of the DesignShop whose
purpose is to either crystallize some concept, detail and illustrate some
plan, or take the participants beyond the information of the DesignShop
into new realms they may not have considered yet. Its purpose is not to
simplify, but to present the complicated and obtuse in a way that is merely
very complex--so that it may be understood, but not watered down. [see
articles on types of Work Products and how to create them.]
WorkWalls
Panels of light colored porcelain steel which accept a
variety of marking materials such as chalks, dry erase markers, water
colors, India ink, pastels, and water based markers (Article: Beyond Expo
Markers). They are used by participants and KreW as a tool to support
collaboration.
A typical
Management Center may have more than 3,000 square feet of this surface
available. Large or small groups can illustrate complex issues and detailed
plans all within plain view of the entire group, and all easily editable.
The amount of information that can be manipulated on these wall systems
and the flexibility of erasing or adding to it, dwarfs the capabilities
of butcher paper, flip charts, or projection systems.
The walls
are typically six or more feet high and may be any length. Rolling walls
come in lengths from four to sixteen feet in length, some of which are
folding. WorkWalls may also be permanently installed within the Environment.
The walls
are manufactured by Athenaeum International
for MG Taylor and distributed by Athenaeum International or through MG
Taylor Corporation's chain of KnOwhere stores.
<top
of page>
|