Creativity: Democratizing Evolution

darwin

I have been reflecting on the concept of creation and the concept of evolution for the past week. For most of history humanity has thought about a first cause and has attributed it to different gods. Gods were creators. In the west after a 1300 year dark age, around 1500AD, the renaissance led humanity to democratize creation. Humans took creativity away from gods and attributed to themselves as well. Then Charles Darwin came along.

Darwin had an even more humbling proposition. There was no creation. And as modern minds have considered Darwin’s theory they have been finding that there may be no origin, no direction, no destination and no constants to the universe at all. There is only change.

Until now humans have been clinging to the belief that they are creative. However, as we learn more about nature and human beings we are finding that humans have to accept that we are a product of and no different than the evolution that produced us. There is no origin, direction, destination or constants in our lives either. Anyone who claims certainty is no less gambling on life than anyone who accepts uncertainty.

Everything and everyone is unique and unintelligent. There are no creators and no designs.  We have to democratize evolution.

We have to accept that we are all here for no other reason than evolution produced us. Darwin himself did not understand that there is no such thing as fitness. No one is more fit than anyone else because existence is arbitrary. Control is an illusion. All of humanity could cease to exist in a moment due to an unknown cosmic event.

So, when I look at people taking credit for anything or giving credit to a god, I am not persuaded at all. Because I know that they and all they produce as well as I and all I produce have no origin, no direction, no destination and no constants. Everyone is an impostor.

I have no need for guilt. No need for forgiveness. I can live as I wish. Quality and quantity of life are subjective. The motives and organization, events and locations, services and products, units and measures, currency and prices of life are arbitrary. Art and science, design and engineering, craft and trade, commerce and market are arbitrary. For all we do to alleviate our suffering there is always a new form of suffering to take its place.

Evolution is neutral.  Beyond our understanding and beyond our judgment.

That was Job’s true lesson.

Drucker Enterprise Framework Dimensions

The columns of this new Enterprise Framework are the dimensions.  I have decided to use a consistent set of terms to create a taxonomy that is meaningful and specific.

Systema Framework: Structured Thinking Advances

Forget Microsoft. Forget Apple. Let’s break the rules and create something truly beautiful.

This is the new Systema Framework. Let’s look at definitions for each of the icons. I want you to note that putting this together even close to coherently is taking considerable time and I will be revising this post repeatedly.

Things I’ve learned:

  • I am abandoning the term entity for the term logos which is closer to the correct concept we are dealing with.  Logic deals with the logos (words) of reason versus the forms (things) of reality.
  • I have found that de Bono lead me to realize that a relationship or association is not the correct term for these connections. The correct term is “directive” because the connector has a source.verb.target structure. Sun Tzu would call it a command. Ultimately, all people are directors not actors.
  • The real genius of Zachman was creating a two dimensional framework where all his predecessors had only provided one dimension.
  • “To every action there is an equal and opposite reaction.” Reaction is induction. Action is deduction. Thus a bottom up inductive process involves:
    • Reintuition, Renegation, Reobjection, Reposition, Redirection and Recreation
  • While a top down deductive process involves:
    • Creation, Direction, Position, Objection, Negation and Intuition
  • The finer points can be debated.
  • I find the relational model is not best adapted to this framework. The associative model of data found at LazySoft is better equipped to meet the framework’s requirements.

Systema Framework Terms

Systema Framework Icons

Icon Definitions

CREATIVE Logic Logics

CREATIVE are the logic logos in your system. These are the logos you will use to explain your motives. Another way to look at it is using Edward de Bono’s hats in two dimensions: Creative creations. In Sun Tzu factors Moral Law Moral Law.

DIRECTIVE Logic Organics

DIRECTIVE are the logic directions in your system.  Reason directions are mandatory or optional; single, multiple or plural and cursive or recursive.  They connect source reason logos and target reason logos. In de Bono hats Creative directions. In Sun Tzu factors Moral Law Command.

POSITIVE Logic Methodics

POSITIVE are logic methods in your system. Reason methods are mandatory or optional; single, multiple or plural and cursive or recursive. Ultimately the reason methods act on the reason forms. In de Bono hats Creative Positions. In Sun Tzu factors Moral Law Training.

OBJECTIVE Logic Pragmatics

OBJECTIVE deals with the logic forms you add to the system. In de Bono hats Creative objections. In Sun Tzu factors Moral Law Discipline.

NEGATIVE Logic Cosmics

NEGATIVE is the logic universe of your system. The reason nouns, reason verbs, reason methods and reason forms have been created and are an existing part of your system. In de Bono’s hats Creative Negations. Note that it is called a negative because a cosmos can only falsify a system otherwise it simply corroborates. In Sun Tzu factors Moral Law Terrain.

INTUITIVE Logic Chronics

INTUITIVE are the logic triggers applied to the reason universe of your system. Changes to reason forms are reason triggers. In de Bono hats Creative intuitions. In Sun Tzu factors Moral Law Heavens.

CREATOR Organic Logics

CREATOR are the director logos (plant, animal, person) in your system. In de Bono hats Directive creations. In Sun Tzu factors Command Moral Law.

DIRECTOR Organic Organics

DIRECTOR are the director directions between director logos. In de Bono hats Directive Directions. In Sun Tzu factors Command Command.

POSITOR Organic Methodics

POSITOR are the director methods applied to director forms. In de Bono hats Directive Positions. In Sun Tzu factors Command Training.

OBJECTOR Organic Pragmatics

OBJECTOR are the director forms. In de Bono hats Directive objections. In Sun Tzu factors Command Discipline.

NEGATOR Organic Cosmics

NEGATOR is the director universe. In de Bono hats Directive Negations. In Sun Tzu factors Command Terrain.

INTUITOR Organic Chronics

INTUITOR are the director triggers applied to the director universe. In de Bono hats Directive Intuitions. In Sun Tzu factors Command Heavens.

CREATE Methodic Logics

CREATE is the methodic logos of the system. In de Bono hats Positive creations. In Sun Tzu factors Training Moral Law.

DIRECT Methodic Organics

DIRECT is the methodic directions of the system. In de Bono hats Positive directions. In Sun Tzu factors Training Command.

POSIT Methodic Methodics

POSIT is the methodic methods of the system. In de Bono hats Positive Positions. In Sun Tzu factors Training Training.

OBJECT Methodic Pragmatics

OBJECT is the methodic forms of the system. In de Bono hats Positive Objections. In Sun Tzu factors Training Discipline.

NEGATE Methodic Cosmics

NEGATE is the methodic univserse of the system. In de Bono hats Positive Negations. In Sun Tzu factors Training Terrain.

INTUIT Methodic Chronics

INTUIT is the methodic triggers of the system. In de Bono hats Positive Intuitions. In Sun Tzu factors Training Heavens.

CREATION Pragmatic Logics

CREATION are the pragmatic logos of the system. In de Bono hats Objective Creations. In Sun Tzu factors Discipline Moral Law.

DIRECTION Pragmatic Organics

DIRECTION are the pragmatic directions of the system. In de Bono hats Objective Directions. In Sun Tzu factors Discipline Command.

POSITION Pragmatic Methodics

POSITION are the pragmatic methods of the system. In de Bono hats Objective Positions. In Sun Tzu factors Discipline Training.

OBJECTION Pragmatic Pragmatics

OBJECTION are the pragmatic forms of the system. In de Bono hats Objective Objections. In Sun Tzu factors Discipline Discipline.

NEGATION Pragmatic Cosmics

NEGATION are the pragmatic univserse of the system. In de Bono hats Objective Negations. In Sun Tzu factors Discipline Terrain.

INTUITION Pragmatic Chronics

INTUITION are the pragmatic triggers of the system. In de Bono hats Objective Intuitions. In Sun Tzu factors Training Heavens.

CREATORY Cosmic Logics

CREATORY are the universe logos of the system. In de Bono hats Negative creations. In Sun Tzu factors Terrain Moral Law.

DIRECTORY Cosmic Organics

DIRECTORY are the univserse directions of the system. In de Bono hats Negative Directives. In Sun Tzu factors Terrain Command.

POSITORY Cosmic Methodics

POSITORY are the universe methods of the system. In de Bono hats Negative Positions. In Sun Tzu factors Terrain Training.

OBJECTORY Cosmic Pragmatics

OBJECTORY are the universe forms of the system. In de Bono hats Negative Objections. In Sun Tzu factors Terrain Discipline.

NEGATORY Cosmic Cosmics

NEGATORY are the universe universe of the system. In de Bonos hats Negative Negations. In Sun Tzu factors Terrain Terrain.

INTUITORY Cosmic Chronics

INTUITORY are the universe triggers of the system. In de Bono hats Negative Intuitions. In Sun Tzu factors Terrain Heavens.

CREATUM Chronic Logics

CREATUM are the chronic logos of the system. In de Bono hats Intuitive Creations. In Sun Tzu factors Heavens Moral Law.

DIRECTUM Chronic Organics

DIRECTUM are the chronic directions of the system. In de Bono hats Intuitive Directions. In Sun Tzu factors Heavens Command.

POSITUM Chronic Methodics

POSITUM are the chronic methods of the system. In de Bono hats Intuitive Positions. In Sun Tzu factors Heavens Training.

OBJECTUM Chronic Pragmatics

OBJECTUM are the chronic forms of the system. In de Bono hats Intuitive Objections. In Sun Tzu factors Heavens Discipline.

NEGATUM Chronic Cosmics

NEGATUM are the chronic universe of the system. In de Bono hats Intuitive Negations. In Sun Tzu factors Heavens Terrain.

INTUITUM Chronic Chronics

INTUITUM are the chronic triggers of the system. In de Bono hats Intuitive Intuitions. In Sun Tzu factors Heavens Heavens.

Structured Thinking System: Attributes

Again I have made some modifications to the entities.  Note “Host”, “Steward” and “Reciprocate”.

sts-entities-03.jpg

I am going to attempt to explore the attributes of the entities in the OBSERVER column (second column from left).

  1. OBSERVER.Creator.Cause — conscience wrong and right — creatable
  2. OBSERVER.Creator.Observer  — conscience curse and blessing (religious name) — relatable
  3. OBSERVER.Creator.Energy — conscience uniqueness and value — reliable
  4. OBSERVER.Creator.Matter — conscience cost and benefit  — profitable
  5. OBSERVER.Creator.Space — conscience barrier and passage — accessible
  6. OBSERVER.Creator.Time — conscience closed and open — available
  1. OBSERVER.Leader.Cause  — governance wrong and right — creatable
  2. OBSERVER.Leader.Observer  — governance curse and blessing (political name) — relatable
  3. OBSERVER.Leader.Energy — governance uniqueness and value — reliable
  4. OBSERVER.Leader.Matter — governance cost and benefit  — profitable
  5. OBSERVER.Leader.Space — governance barrier and passage — accessible
  6. OBSERVER.Leader.Time — governance closed and open — available
  1. OBSERVER.Master.Cause — profession wrong and right — creatable
  2. OBSERVER.Master.Observer — profession curse and blessing (professional title) — relatable
  3. OBSERVER.Master.Energy — profession uniqueness and value — reliable
  4. OBSERVER.Master.Matter — profession cost and benefit  — profitable
  5. OBSERVER.Master.Space — profession barrier and passage  — accessible
  6. OBSERVER.Master.Time — profession closed and open  — available
  1. OBSERVER.Novice.Cause  — education wrong and right — creatable
  2. OBSERVER.Novice.Observer  — education curse and blessing (educational title) — relatable
  3. OBSERVER.Novice.Energy — education uniqueness and value — reliable
  4. OBSERVER.Novice.Matter — education cost and benefit  — profitable
  5. OBSERVER.Novice.Space — education barrier and passage — accessible
  6. OBSERVER.Novice.Time — education closed and open — available
  1. OBSERVER.Host.Cause  — residence wrong and right — creatable
  2. OBSERVER.Host.Observer — residence curse and blessing (surname) — relatable
  3. OBSERVER.Host.Energy — residence uniqueness and value — reliable
  4. OBSERVER.Host.Matter  — residence cost and benefit   — profitable
  5. OBSERVER.Host.Space  — residence barrier and passage — accessible
  6. OBSERVER.Host.Time — residence closed and open — available
  1. OBSERVER.Steward.Cause — existence wrong and right — creatable
  2. OBSERVER.Steward.Observer — existence curse and blessing (given name) — relatable
  3. OBSERVER.Steward.Energy — existence uniqueness and value — reliable
  4. OBSERVER.Steward.Matter — existence cost and benefit  — profitable
  5. OBSERVER.Steward.Space — existence barrier and passage — accessible
  6. OBSERVER.Steward.Time  — existence closed and open — available

That’s the first pass.  I am going to give this further thought.

Structured Thinking System: Persons

He who knows others is wise.
He who knows himself is enlightened.

Lao Tzu

sts-entities.jpg

The PERSON column: Creator, Leader, Master, Novice, Guide, Contact.

Creator is defined as “A person who makes reality”. The second person is Leader which I define as “A person who unites in purpose.” The third person is Master which I define as “A person who has mastered a discipline”. The fourth person is Novice “A person who is an apprentice to a master”. The fifth person is Guide which is defined “A person who to assists in travel through, or to reach a destination in, an unfamiliar area, as by accompanying or giving directions”. The sixth motive is Contact which I define as “A person who recognizes existence”. One Creator has many Leaders; one Leader has many Masters; one Master has many Novices, one Novice has many Guides; one Guide has many Contacts and one Contact has many Creators.

In Summary:

  1. CREATOR refers to the Moral Law maker.
  2. LEADER refers to the Command maker.
  3. MASTER refers to the Discipline maker.
  4. NOVICE refers to the Training maker.
  5. GUIDE refers to the Terrain maker.
  6. CONTACT refers to the Climate maker.

If you are following this thread, you probably notice the names of the cells changing. I am working toward a finished product. Each post is a phase toward completion.

Related Links:

 

STL: Shakedown R0.4

structured-thinking

I believe we are on an irreversible trend toward more freedom and democracy
– but that could change.
Dan Quayle

I’ve been playing with writing STL code for a couple of days now and have been working out some major logical issues. Actually trying to write code instead of syntax that is logical has shaken down the Six Hats, Six Coats Framework considerably. Sort of like dismantling and rebuilding a Chevy and then taking it on its first drive through the neighborhood without a muffler.

One of the things I have discovered is that Structured Thinking Language is best for describing Structured Thinking Systems (The Six Hats, Six Coats Framework). So let’s take a look at what I found.

First, we will go over the revised verbs and nouns. Here are the Structured Thinking Verbs:

stl-verbs.jpg

  1. CREATE refers to the extistential. Capability. Right a wrong.
  2. RELATE refers to the unity. Portability. Have a mantra.
  3. REPORT refers to the benefit. Reliability. Unique and valuable.
  4. RECORD refers to the cost. Profitability. Have a business plan.
  5. AFFORD refers to the usability. Security. Easy to adopt.
  6. ENGAGE refers to the convenience. Availability. Spawn evangelists.

And Here are the Structured Thinking Nouns:

stl-nouns.jpg

  1. MOTIVE refers to the rule hierarchy. Moral Law.
  2. PERSON refers to the people hierarchy. Command.
  3. OBJECT refers to the data hierarchy. Discipline.
  4. METHOD refers to the function hierarchy. Training.
  5. LOCALE refers to to the node hierarchy. Terrain.
  6. MOMENT refers to the event hierarchy. Climate.

This gives us our Structured Thinking Framework:

structuredthinking02.jpg

What we have as a result is the meshing of six horizontal hierarchies and six vertical hierarchies.

Next, we create all of the entities. There are six entities per noun.

CREATE	CreateName
	MOTIVE	(	Virtue,
			Unity,
 			Esteem,
 			Accord,
 			Safety,
 			Entity
 		) 

 	PERSON	(	Creator,
			Leader,
			Patron,
			Member,
			Friend,
			Teller
 		) 

 	OBJECT	(	Motive,
 			Person,
 			Object,
 			Method,
 			Locale,
 			Moment
 		) 

 	METHOD	(	Create,
 			Relate,
 			Report,
 			Record,
 			Afford,
 			Engage
 		) 

 	LOCALE	(	ExtraNet,
 			InterNet,
 			IntraNet,
 			ExtraNode,
 			InterNode,
 			IntraNode
 		)
 	MOMENT	(	Year,
 			Month,
 			Day,
 			Hour,
 			Minute,
 			Second
 		);

Next we relate the entities to one another. The keys are surrogates, so they are not visible. I am building a set of relationships from left to right on each row and a set of relationships top to bottom on each column:

RELATE 	RelationshipName
 	(	MOTIVE.Virtue 	TO MOTIVE.Unity,
		MOTIVE.Unity	TO MOTIVE.Esteem,
 		MOTIVE.Esteem 	TO MOTIVE.Accord,
 		MOTIVE.Accord 	TO MOTIVE.Safety,
 		MOTIVE.Safety 	TO MOTIVE.Entity
		MOTIVE.Mantra 	TO PERSON.Creator,
 		PERSON.Creator  TO OBJECT.Motive,
 		OBJECT.Motive 	TO METHOD.Create,
 		METHOD.Create 	TO LOCALE.ExtraNet,
 		LOCALE.ExtraNet	TO MOMENT.Year
 		PERSON.Creator 	TO PERSON.Leader,
 		PERSON.Leader 	TO PERSON.Patron,
 		PERSON.Patron 	TO PERSON.Member,
 		PERSON.Member 	TO PERSON.Friend,
 		PERSON.Friend 	TO PERSON.Teller,
		MOTIVE.Unity 	TO PERSON.Leader,
 		PERSON.Leader	TO OBJECT.Person,
 		OBJECT.Person	TO METHOD.Relate,
 		METHOD.Relate	TO LOCALE.InterNet,
		...
 	);

This gives us the following entities composing our Structured Thinking System (STS):

stl-entities-03.jpg

As you can see, the order of the columns have been changed. You can also see that I have changed the color coding of the hats and coats to better reflect common usage in the industry (ie. Black Hat = Secure). I also think I am coming more into line with de Bono, but the jury is still out on that one.

Another issue raised in making the relationships is they are one to many as they proceed left to right across the rows and one to many as they proceed down the columns. There is no compromise to this if the system is to work at peak effectiveness.

There is no need for normalization or denormalization as the structure is fully normalized. There is also no need for attributes because they are identical for every entity:

  • Motive
  • Person
  • Object
  • Method
  • Locale
  • Moment

I am at a turning point here. I have to go deeper into the model to determine how to create attributes. Which I have not yet attempted. I have to save it for later posts.

Now we can create our reports. This is an alternate function of the six verbs that occurred to me. Note that the selected cells are all adjacent to one another either horizontally or vertically and flow from left to right; top to bottom:

REPORT	ReportName
 	(	MOTIVE.Esteem,
 		MOTIVE.Accord,
 		PERSON.Member,
 		OBJECT.Method,
 		METHOD.Record,
 		METHOD.Afford,
 		LOCALE.IntraNode,
 		MOMENT.Minute
 	);

Giving us the following Report:

If you want to throw in some filters it is easy:

REPORT	ReportName 

 	(	MOTIVE.Esteem,
 		MOTIVE.Accord,
 		PERSON.Member = John Doe,
 		OBJECT.Method,
 		METHOD.Record,
 		METHOD.Afford,
 		LOCALE.IntraNode,
 		MOMENT.Minute = 30 	);

The “30” aggregates to every 30 minutes.

Now we can plan our data capture. Again an alternate use for the RECORD verb. Again the cells for capture are all adjacent to the left or down:

RECORD	RecordName
 	(	MOTIVE.Esteem,
 		PERSON.Patron,
 		PERSON.Member,
 		OBJECT.Method
 );

This would create the following form:

Here we set up the affordances for the entities:

AFFORD	AffordName
 		RECORD.RecordName
	TO 	PERSON.Member;

Finally, we execute the RECORD Script and as the Member isn’t given the Member must log in:

ENGAGE	EngageName
 	(	RECORD.RecordName
	AND	PERSON.Member
	);

The code I have created here is a radical departure from the syntax releases I have come out with so far as I realized what the design was leading me to create. And that is the clincher. The design brought itself out. I have just been trying to follow it along.

What I am finding is there are not four verbs–Select, Insert, Update, Delete–but six–create, relate, report, record, afford and engage!

Related Posts:

Systema: Seven Hats, Seven Links