Patterns of Reason

3.1 Surviving

Agent in the world, whether a person, a company, an industry, is first and foremost trying to survive and stay relevant in its operating environment. Therefore…

Prefer designs that address the most basic agents must haves (needs) rather than nice to haves (wants) since they have better chance of helping agent’s survival and growth in the long term.


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— Author

Autopoiesis

Maslow hierarchy

  • List human needs

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  • Example how Tesla in transportation, social networks in communication, Walmart in food and clothes grow their businesses in the Needs markets

  • needs vs wants -> goals

shelter, food, clothes, resources, communication, socializing

  • Everlasting intrinsic triggers: eat/drink, transport, communicate, socialize

  • other often non recognized basic needs that are higher in the Maslows pyramid

Persuasion: Reciprocity, Consistency, Social Proof, Authority, Liking, Scarcity

Agent in complex systems functions according to set of simple “rules” - (link to Farnam Street)

  • Mental models https://fs.blog/mental-models/

  • Tragedy of the Commons

  • network effect Preferential Attachment (Cumulative Advantage)

  • Incentives

  • Cooperation (game theory)

  • Trust as default mode

  • 80/20

3.1.1 Goal Seeking

Agent in the world primarily functions driven by goals that need to be accomplished. Context or arena the agent functions in deeply affects the nature of goals that are set. We don’t see object in the world, but tools and obstacles! (Gorilla experiment) In design language “Affordances and constraints” JOBS TO BE DONE

  • Ackoff, multi-goal seeking purposive, purposeful

Provide designs that provide tools and remove obstacles based on agent’s problems and goals they try to accomplish. The American psychologists Charles Carver and Michael Scheier suggest that goals have three fundamental levels that control activities. Be-goals are at the highest, most abstract level and govern a person's being: they determine why people act, are fundamental and long lasting, and determine one's self-image. Of far more practical concern for everyday activity is the next level down, the do-goal, which is more akin to the goal I discuss in the seven stages of activity. Do-goals determine the plans and actions to be performed for an activity. The lowest level of this hierar- chy is the motor-goal, which specifies just how the actions are per- formed: this is more at the level of tasks and operations rather than activities. The German psychologist Marc Hassenzahl has shown how this three-level analysis can be used to guide in the develop- ment and analysis of a person's experience (the user experience, usually abbreviated UX) in interacting with products. Focusing upon tasks is too limiting. Apple's success with its music player, the iPod, was because Apple supported the entire iu involved in listening to music: discovering it, purchasing

Designer’s task is to shaman like embody the agent in the arena, understand needs, motivations, goals

3.1.2 Collaborating

Agents in the world that operate together as a system develop a mode of collaboration that enables the system to survive and thrive. The collaboration mode is based the common purpose of the system is and understanding of who contributes with what and when.

Recognize the system’s purpose, structure, and roles the agents in the system have and empower them by designing tools for better information flows and affordances for wanted events and behaviours.

Two distinctive ways of collaboration is top down and bottom up; in top down decisions are made from the top levels and sent to lower levels for execution (mercenaries), with bottom up decisions and actions are made at all levels with full understanding of context (Missionaries)

  • Mission, Vision, Purpose

  • Networks networkingggg

  • Game theory

  • Robert Axelrod

12 leverage points: 4. self-org - power to add change evolve system structure

Autocratic vs collective hierarchies or orgs

Top down - editorial, context, gestalt. Bottom up, - organic, perceptual.

  • Importance of a lead as a designer, mentor, steward (Senge) rather than manager

  • “Go for the good of the whole” donna

It ain’t what you don’t know that gets you into trouble. It’s what you know for sure that just ain’t so.
— Mark Twain
  • Documenting timestamps, immutable ledgers.
    Understand from the records the recurring ones and asses the value of those, improve them

    Understand sentiment of the recurring events

    Affect the system carefully by designing affordances for the events to happen in desirable ways.
    Some interventions might cause non-predictable effects of large scale through second or third order effects. For the non-linear events of unknown nature redundancy need to be included in the system.

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2.3 Understanding

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3.2 Connecting