System for optimizing interaction among agents acting on...

Electrical computers and digital processing systems: multicomput – Computer network managing – Computer network monitoring

Reexamination Certificate

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Reexamination Certificate

active

06292830

ABSTRACT:

FIELD OF THE INVENTION
The present invention broadly relates to a system and method for addressing the paradoxes and problems associated with the Knowledge Economy, and the transition to it. The system and method of the present invention create a unified experience of work that scales from individual thought processes to the building and using of a global system of commerce. Described in several levels of recursion, the system and method of the present invention integrate, into a single system and method several discrete Sub-Systems and methods that comprise a myriad of now unintegrated tools and processes that are conducted across contradictory and non-collaborative environments.
TERMINOLOGY AND REFERENCES
Throughout the present application, certain terms of art are used. To assist in understanding the intended meaning of these terms in this application, reference should be made to certain published works as detailed hereinafter:
ARMATURE: as described by: “
Building to Last
” Architecture as Ongoing Art”—Herb Green, 1981.
PATTERN LANGUAGE: as described by: “
A Pattern Language
” Christopher Alexander 1977 and demonstrated by; “
The Wright Space
” Pattern & Meaning in Frank Lloyd Wright's Houses” Grant Hildebrand 1991. (Both of the above references are described in “The Power of Place—How Our Surroundings Shape Our Thoughts, Emotions and Actions”—Winfred Gallager, 1994 and in “Prospect Refuge”). “Frank Lloyd Wright—A primer in Architectural Principles” Robert McCarter, 1991.
COMPLEXITY ORDER VARIETY: as described in “Architecture—Form, Space, and Order” Francis D. K. Ching, 1996.
ADAPTION: as described in “How Buildings Learn—What Happens After They're Built” Steward Brand, 1994.
PHYSICAL HEALTH, MENTAL WELL BEING, INDIVIDUAL PLACE: as described in “The Power of Place—How Our Surroundings Shape Our Thoughts, Emotions and Actions” Winfred Gallager, 1994, and “Places of the Soul—Architecture and Environmental Design as a Healing Art” Christopher Day, 1993.
M
ETA
P
ROGRAMMIMG
as described in—“Programming and Meta-Programming in the Human Bio Computer” by John Lilly. 1987 Crown Pubublications
A
GENTS
(A
GENCY
) as described in “Society of Mind” Marvin Minsky 1988 Simon & Schuster; ISBN: 0671657135
E
MERGENCE AND
N
ODES AND
P
ATCHES
as described in—“At Home in the Universe” Stuart Kauffman.1995, Oxford Univ Press; ISBN: 0195095995
R
EQUISITE
V
ARIETY
as described in “Designing Freedom” Stafford Beer, John Wiley and Sons and “Diagnosing the System for Organizations” Stafford Beer 1985, John Wiley & Sons
I
TERATION
as described in “The Exemplar” by Robert Carkhuff, 1984, also discussed in “The Gold Collar Worker—Harnessing the Brainpower of the New Work Force” Robert E. Kelley 1995, Addison-Wesley
R
ECURSION
as described in “Diagnosing the System for Organizations, Managerial Cybernetics of Organization” Stafford Beer 1995, John Wiley & Sons
C
ONSCIOUSNESS
as described in “The Origin of Consciousness in the Breakdown of the Bicameral Mind” Julian Jaynes 1976, Houghton Mifflin Co
F
EEDBACK
as described in “The Human Use of Human Beings, Cybernetics and Society” Norbert Weiner 1950, Houghton Mifflin and “Cybernetics, or Control and Communication in the Animal and the Machine” 1948, MIT Press
I
NFORMATION
as described in “Mind and Nature, A Necessary Unity” Gregory Bateson 1979, E. P. Dutton and “Steps to an Ecology of Mind” Gregory Bateson, 1972 Ballantine
I
NTELLIGENCE
(multiple) as described in, for example, “Frames of Mind: The Theory of Multiple Intelligences” Howard E. Gardner 1983, Basic Books
H
EURISTICS
as described in “The Metaphorical Brain” Michael B. Arbib, September 1989, John Wiley & Sons
In addition the following terms can be difined in the context of Design Shop™ Events.
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). Landmarks and Benchmarks can be employed to express large scale ideas like missions, visions and goals. Events are rounded rectangles used to identify activities in points of time. They can be annotated with resource and duration data and used in network diagram fashion. Tasks have symbols representing the start and end of an activity, much the way activities are represented on Gannt charts. The Cusp represents a decision gate that may be found in process charts. Since the ANDMap is laid out with time as one of its axes, loops are usually avoided—currently it's still impossible to go backwards in time—instead a NO decision out of a Cusp will either end in a cessation of the project, an alternative contingency, or an indication that previous work must be redone, and showing this rework extending out along the timeline so the project team can get a visual sense of the impact of the decision. Milestones are used to highlight significant subdivisions of Events or Tasks. All of the symbols are connected by lines that may be coded to represent dependency, parallel processing, or critical information exchange. The symbols and lines may be color coded to provide additional information to the user, and extensive annotations may be written around the symbols on the map to provide explanations.
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.
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.
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 ingenuit

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