The document describes new bio-computation-inspired replacements for traditional ways of thinking such as reading, writing, discussing, meeting, and brainstorming. It introduces 60 thinking tools organized across six bi-monthly courses to teach creative leadership thinking. Each course consists of five days covering 10 tools, with lectures, exercises, discussions and group projects applying the tools to produce valuable results. The tools are meant to help individuals and groups revolutionize learning, teaching, idea generation and leadership by substantially increasing cognitive capabilities.
Retrospective and prospective of the study of designR. Sosa
Abstract: Design creativity is a special type of imaginative capacity that plays an important, albeit still little understood, role in design activity. This paper returns to the primary sources to inform a critical review of the early studies of creative reasoning that have heavily influenced what we know and how we know it. It does this to inductively and reflectively formulate a prospective for the future study of design creativity that emphasizes a designerly outlook, facilitation skills, associative reasoning, the unearthing of assumptions, methodological awareness, types and stages of design ideas, design briefs, and purpose of ideation. A rethinking of the premises underlying the study of creative ideation has the potential to transform how we study, teach, and support the creative aspects of design practice in the twenty-first century and beyond.
Effective teaching is more than a good lecture. In fact, it may be NO lecture at all. This presentation suggests dozens of effective structures. While many are not fully explained here, they are easily found in many locations on the internet and in the woks of Gardner, Tomlinson, Marzano, Sternberg, Costa, Solomon and others.
Retrospective and prospective of the study of designR. Sosa
Abstract: Design creativity is a special type of imaginative capacity that plays an important, albeit still little understood, role in design activity. This paper returns to the primary sources to inform a critical review of the early studies of creative reasoning that have heavily influenced what we know and how we know it. It does this to inductively and reflectively formulate a prospective for the future study of design creativity that emphasizes a designerly outlook, facilitation skills, associative reasoning, the unearthing of assumptions, methodological awareness, types and stages of design ideas, design briefs, and purpose of ideation. A rethinking of the premises underlying the study of creative ideation has the potential to transform how we study, teach, and support the creative aspects of design practice in the twenty-first century and beyond.
Effective teaching is more than a good lecture. In fact, it may be NO lecture at all. This presentation suggests dozens of effective structures. While many are not fully explained here, they are easily found in many locations on the internet and in the woks of Gardner, Tomlinson, Marzano, Sternberg, Costa, Solomon and others.
In this lecture, I discussed what is group creativity, how it gets impeded, and what are the ways to improve it. I also discussed Frans Johansson's book "The Medici Effect" as an example of creative collaboration
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DESIGNING QUALITATIVE RESEARCH PROPOSALS
Some simple suggestions
Ethnographic or qualitative studies are always to some degree emergent: they're dances in which the
researchers follow the leads of the participants. Still, you've got to have some idea of what kind of dance
event it is (a masked ball or a rave) before you can proceeed. You need, in other words, a clear picture of
the issues and questions you want to investigate, some idea of how you're going to go about investigating
them, but also a readiness to improvise and revise. Ideally, you work out designs with colleagues and
advisors (including participants), but there are also some standard features, forms, and cautions that can be
suggested (the numbered components below are taken from the chapter titles in Joe Maxwell's Qualitative
Research Design: An interactive approach. Thousand Oaks, CA: Sage, 1996, the best available text on
design that I'm aware of (which isn't to say that I agree with all of it). The rest, e.g., my suggestions on
framing research questions, are my own, though it should go without saying that these are simply ways of
thinking that I've absorbed ideas from others over the years.).
1) What's the topic, the focal process you're interested in? What are the goals of the study? Why
do you want to conduct it? Why is it worthwhile?
Qualitative studies are ways of learning about how processes and events unfold. They are usually not useful
for asking questions about the distribution or variance of taken-for-granted-entities. So, a goal for an
ethnographic study might entail examining some taken-for-granted or ignored process that seems important
or central to some vital institution. It might involve questioning familiar categories (asking how they come
to be, for example). And so forth.
2) What is the context for the study? What are the theories, or the research literatures, or the
policy positions you anticipate drawing on, challenging, or addressing, through your research?
Bear in mind that "contexts" are not given in the phenomena or settings you study: in other words, your
research is a wau of creating or defining what counts as a context: you're crafting representations of people,
things, events within certain frames - either ones you've choosen, or the participants have choosen, or ones
promoted by governments, disciplines, organizations (and of course, the processes of contextualization and
framing should be topics of inquiry). My own preference is to recognize layers - or perhaps it would be
better to simply say "alternative" frames - of context. Multiply possible connections. Many theories are
better than one.
3) Research Questions: what do you want to get smart about? What are you presently ignorant
about?
These questions should be how questions, they shoul ...
We've all been there. Sitting in a boardroom. Bored out of our minds in another "brainstorm". Waiting for the misery to end.
Get out of your rut and stop wasting time. Start producing kick-ass ideas today...what are you waiting for? Click the next button and let's get started...
Design Thinking for the Masses: Creating a Culture of Empathy Across a Librar...Rebecca Blakiston
Design thinking puts users at the forefront. It encourages us to practice empathy, observe our surroundings, question assumptions, and identify big problems. It then asks us to prototype and iterate on solutions. Inspired by the power of these concepts, University of Arizona Libraries initiated a library-wide design thinking project. This inclusive, collaborative effort guided strategic initiatives and put user experience in the minds of library employees at all levels.
Presentation at Designing for Digital 2018 in Austin, Texas.
Unfinished Business Workshop: Working with user research dataSteve Portigal
In this workshop, Steve will show you how producers of "stuff" (products, services, and beyond) - can work with user research data to identify new businesses opportunities. One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers (in the broadest sense of the word) increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design.
The emphasis in this workshop (including an exercise in the days and weeks beforehand) will be on strengthening the creative link between "data" and "action." By the end, participants will have developed a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem.
UX Hong Kong - We've Done All This Research, Now What?Steve Portigal
One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design. How can designers and researchers work with user research data to create new things for business to do?
Participants will:
* Collaborate in teams to experience an effective framework for synthesizing raw field data
* Learn how to move from data to insights to opportunities
* Experience techniques for generating ideas and strategies across a broad scope of business and design concerns
* Develop a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem
More Related Content
Similar to NEW BROCHURE on creativity education SAFETY EIGHT EIGHT
In this lecture, I discussed what is group creativity, how it gets impeded, and what are the ways to improve it. I also discussed Frans Johansson's book "The Medici Effect" as an example of creative collaboration
1308 226 PMDESIGNING QUALITATIVE RESEARCH PROPOSALSPage.docxmoggdede
1/3/08 2:26 PMDESIGNING QUALITATIVE RESEARCH PROPOSALS
Page 1 of 3file:///Users/joannelarson/Desktop/Current/Courses/ED%20507/Readi…rchives/DESIGNING%20QUALITATIVE%20RESEARCH%20PROPOSALS.webarchive
DESIGNING QUALITATIVE RESEARCH PROPOSALS
Some simple suggestions
Ethnographic or qualitative studies are always to some degree emergent: they're dances in which the
researchers follow the leads of the participants. Still, you've got to have some idea of what kind of dance
event it is (a masked ball or a rave) before you can proceeed. You need, in other words, a clear picture of
the issues and questions you want to investigate, some idea of how you're going to go about investigating
them, but also a readiness to improvise and revise. Ideally, you work out designs with colleagues and
advisors (including participants), but there are also some standard features, forms, and cautions that can be
suggested (the numbered components below are taken from the chapter titles in Joe Maxwell's Qualitative
Research Design: An interactive approach. Thousand Oaks, CA: Sage, 1996, the best available text on
design that I'm aware of (which isn't to say that I agree with all of it). The rest, e.g., my suggestions on
framing research questions, are my own, though it should go without saying that these are simply ways of
thinking that I've absorbed ideas from others over the years.).
1) What's the topic, the focal process you're interested in? What are the goals of the study? Why
do you want to conduct it? Why is it worthwhile?
Qualitative studies are ways of learning about how processes and events unfold. They are usually not useful
for asking questions about the distribution or variance of taken-for-granted-entities. So, a goal for an
ethnographic study might entail examining some taken-for-granted or ignored process that seems important
or central to some vital institution. It might involve questioning familiar categories (asking how they come
to be, for example). And so forth.
2) What is the context for the study? What are the theories, or the research literatures, or the
policy positions you anticipate drawing on, challenging, or addressing, through your research?
Bear in mind that "contexts" are not given in the phenomena or settings you study: in other words, your
research is a wau of creating or defining what counts as a context: you're crafting representations of people,
things, events within certain frames - either ones you've choosen, or the participants have choosen, or ones
promoted by governments, disciplines, organizations (and of course, the processes of contextualization and
framing should be topics of inquiry). My own preference is to recognize layers - or perhaps it would be
better to simply say "alternative" frames - of context. Multiply possible connections. Many theories are
better than one.
3) Research Questions: what do you want to get smart about? What are you presently ignorant
about?
These questions should be how questions, they shoul ...
We've all been there. Sitting in a boardroom. Bored out of our minds in another "brainstorm". Waiting for the misery to end.
Get out of your rut and stop wasting time. Start producing kick-ass ideas today...what are you waiting for? Click the next button and let's get started...
Design Thinking for the Masses: Creating a Culture of Empathy Across a Librar...Rebecca Blakiston
Design thinking puts users at the forefront. It encourages us to practice empathy, observe our surroundings, question assumptions, and identify big problems. It then asks us to prototype and iterate on solutions. Inspired by the power of these concepts, University of Arizona Libraries initiated a library-wide design thinking project. This inclusive, collaborative effort guided strategic initiatives and put user experience in the minds of library employees at all levels.
Presentation at Designing for Digital 2018 in Austin, Texas.
Unfinished Business Workshop: Working with user research dataSteve Portigal
In this workshop, Steve will show you how producers of "stuff" (products, services, and beyond) - can work with user research data to identify new businesses opportunities. One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers (in the broadest sense of the word) increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design.
The emphasis in this workshop (including an exercise in the days and weeks beforehand) will be on strengthening the creative link between "data" and "action." By the end, participants will have developed a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem.
UX Hong Kong - We've Done All This Research, Now What?Steve Portigal
One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design. How can designers and researchers work with user research data to create new things for business to do?
Participants will:
* Collaborate in teams to experience an effective framework for synthesizing raw field data
* Learn how to move from data to insights to opportunities
* Experience techniques for generating ideas and strategies across a broad scope of business and design concerns
* Develop a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem
Similar to NEW BROCHURE on creativity education SAFETY EIGHT EIGHT (20)
UX Hong Kong - We've Done All This Research, Now What?
NEW BROCHURE on creativity education SAFETY EIGHT EIGHT
1. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA & WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
Learn and Apply 10 THINKING TOOLS in
Each of SIX Every-2-Months 5-days-each Courses
Tools for Creative LEADERSHIP Thinking
BASIC
MENTAL
INPUT/
OUTPUT
HOW TO READ Reading point structures Reading causes and effects Reading actions and images
HOW TO MODEL Idea factoring Multi-dimensional naming Fractal concept model building amd the power of certain
regularizations to enhance cognitive list limits
HOW TO WRITE 3 pass writing: first to discover thought,
second to organize it, third to convey that
order to particular audience
Dramatic path writing Academic evidence/logic compare writing
GROUP
MENTAL
PRODUC-
TIVITY
HOW TO MEET & DISCUSS Scientific rules of order Stratified responding Phone research events
HOW TO EXPAND MENTALLY
Educate mind extensions Mind distributions Glass bead game modules
CREATIVITY
HOW TO INVENT THE NEW Dimensions of difference analysis Social design automata Genetic mutation/crossover, exaptation and bricolage
HOW TO THINK BEYOND Fractal model expansion Extreme metaphor generation Cultures of development, risk, high performance
FOCUS
HOW TO ASK Model based interviews Root cause analysis and interviews Cause distribution diagrams
HOW TO AIM
—Work Essence
Questionless questionnaires of satisfaction Evolutionary Problem Solving Environments of mis-use discovery: Self scaffolding
interfaces
HOW TO AIM
—Work Essence
Spec-ing systems as features aimed at
satisfying customers of your customer
Minimal grammar planning/building Trojan Horse solutions
SEEING THE
INVISIBLES
NON-LINEAR PLANNING Response to response matrices Pain sharing Multi-scale cause-effect analysis—act NOT on scale
problem appears on
HOW TO NOTICE Update overall knowledge organization Expand personal/group theory repertoire Insert into known knowledge dynamics—recursive re-rise
of defeated ideas in a field
HOW TO SOLVE Extreme product extrapolation Solution culture building Culture—unpeeling ideas of ok, excellence, good—the
costs of all “goods” and “excellences”
CREATING
PEOPLE
HOW TO GROW Self as violin and violinist--adulthood Self change via dis-cue-ing environments &
bridge com;munities
De-schooling, undoing bad habits from schools and
colleges
HOW TO INFLUENCE The anthropologic and theologic liberation
yearnings
Messaging—count-image-name-description-
reactionwanted
Win attention fights without ego, words, or talk—devices
that produce willing curious audiences for you
effortlessly
HOW TO ENTHRALL
Ecstatic engagement “flow” from optimal
stretch amount of non-linear system
effects
The one story that is all stories—all stories
are about self growth (monsters are
projections of neuroses within)
30 second truth shots—deliver truth with comedy or song
or dance
CHANGE
HOW TO GLOBALIZE
Transplanting X across cultures The femininity of productivity and creativity Undoing the cultures of development, risk, and high
performance—arrival vs striving happiness (but striving is
an arrival happiness)
HOW TO LEAD Find tipping points Lead by tuning interactions Lead by alternative delivery of standard leadership
functions
HOW TO DISRUPT Fallow finding De-institutionalizing info/communication; Reversing who designed everything (de-neuroticizing)
COMMONSENSE
has changed: from
Mechanosense to
Biosense DIALOG OF FIVE
KINDS OF
COMPUTATIONAL
SYSTEM
machine, social, biologic,
mind, brain
THE WEB
all past knowledge
real-time new ideas
available to all
SOCIAL & IDEA
INDEXING
to handle vastness we need
new skills--great naming,
regularized idea orderings,
end to bushy-ness
MENTAL OPERATORS
APPLIED TO IDEA
STRUCTURES
not single ideas, not
4 or 5, but 60 & 100
FORCES PUSHING US TO CHANGE
HOW WE THINK
from interviews of 150 MIT-
Harvard-Stanford faculty
nominated as top thinkers
from USA’s top high school’s
pioneering metaphoric
thinking assessment systems
from the world’s top software
research lab’s models of new
types of thought, XEROX PARC
from Richard’s work with
Steve Jobs at Next Inc., + work
at 7 other global top 50 firms
from the EXCELLENCE SCIENCE
Research Project at the U of
Chicago’s Booth School
from Richard’s 18 books and
courses at U Chic, U Mich,
Keio, Temple, Beijing U.
2. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA & WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
Six sessions, of 5 days each, allow individual and team
homework between sessions--using the tools taught,
testing combinations of the tools, seeing what those
combinations can contribute to revolutionizing learn-
ing, teaching, idea leadership, social leadership, self
growth and development. Your own thinking will
quite perceptibly double, triple, increase ten-fold,
twenty-fold as the sessions are completed. No Har-
vard-MIT-Stanford grad will be able to compete with
you when all 6 sessions are cmpleted.
LEADERSHIP--is hard and often dangerous when techni-
cal, cultural, global trade, and social media substrates
of all organization change at accelerating speeds. What
looked good yesterday and worked the day before, is
foolish or suicidal today. A FUNDAMENTAL comprehen-
siveness of thought--more coverage, more diversity,
more detail, more updates, more testing in experi-
ments--is WHAT LEADS, not mere people, not strategies
untested with social media data, not all that MBA pro-
grams taught LAST YEAR!!
SIX TIMES YOU EXPERIENCE THE FIVE-DAY SESSIONS BELOW:
FIVE DAYS CONTENTS Contents of Each Half Day:
Day 1 2 tools 40
min.
Lecture on research basis, basic
steps, and results of each tool
Day 2 2 tools 40
min.
Exercise--step by step first try at
doing the method
Day 3 2 tools 40
min.
Discussion of application ambigu-
ities and difficulties
Day 4 2 tools 40
min.
Group exercise on using the
method applied to good topics
Day 5 2 tools 40
min.
Presentation and combining all
results into a BEST RESULT, plus
fixing any procedural ambiguities
or errors. LECTURE on research basis,
steps, history, examples, results
Exercise: step by step doing
the method, asking questions
Discussing issues in doing the
method and what to apply it to
Group exercise using the tool
to produce se valued result
Presentation and evaluation of
applications + ansswer questions
AFTERNOON
SESSION:
Tools from
Partici-
pants
learn both
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the tool and
what to apply it to
prior sessions
are used in
exercises
of
later
ones
THE STRUCTURE OF EACH HALF DAY
20. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
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21. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
Your readings, meet-
ings, events, discus-
sions, trips, web
searches turn into
models:
1) more comprehensive
2) more diverse
3) more detailed
4) more multi-scale
making all your ordi-
nary mental opera-
tions many times more
powerful, complete.
YOUR PERSONAL MODEL REPERTOIRE EXPANDS
This means you have access to all you notice, expe-
rience, do, hear, investigate, experience days,
months, years later, using models to recall every-
thing completely. Your actual experience and
world grow bigger--you notice more, imagine alter-
natives others miss, spot the hidden contexts limit-
ing what others see, do, and imagine. You become,
WITHOUT TRYING a leader.
Fractal of Contents
Are You Creative?60 Models of Creativity and the 960 Ways to Improve Your Creativity that They Suggest
By Richard Tabor Greene
25
26
2728
29
30
SOCIAL
KNOWLEDGE
EVOLUTION
Compilation
Fractal
Recurrence
Cycle
System
Model
60
Models of
CreativityCopyright 2002 by
Richard Tabor Greene
All Rights Reserved
US Government
Registered
1
1
2
3
4
5
6
CATALOGRecommen-
dations
Traits
Question
Finding
Darwinian
Systems
Combined
Thought
TypesGarbage
Can
2
7
8
9
10
11
12
BLEN
D
Culture
Mixing
Disci-
pline
Com-
bines
Tuning
Paradox
Door-
way
Scale
Blend
Idea
Market-
ing
313
14
15
16
17
18
Com-
munity
of
Ideas
Social
Compu-
tation
Social
Move-
ment
Space
Share
Parti-
cipatory
Art
Design
419
20
21
22
23
24
GROUP
Mass
Solving
Process
Deploy-
ment
Optimize
Ideal
Flow
Meta-
Social
Connec-
tion-
ism
Demyst-
ification
525
26
2728
29
30
KNOWLEDGE
EVOLUTION
Relocating
Idea
Programs
Simple
Dialectics
Fractal
Recurrence Idea
Waves
631
32
33
34
35
36
EXPERIMENT
Solution
Culture
Policy by
Experiments
Creation
Events
Fractal
Model
Expan-
sion
Social
Automata
Create by
Balancing
737
3839
40
41
42
SYSTEM
Non-
Linear
Systems
Darwin-
ian
System
Effects
Surprise
Adjacent
Beyond
Population
Automaton
8
43
44
45
46
47
48
PURITY
Sub-
creations
Produc-
tivity
Perfor-
mance
Influence
Investing
Info
Design
SELF
9
49
50
51
52
53
54
Courage
Anxiety
Channel
Extended
Self
Deve-
lop-
ment
Interest
Ecstasy
Career
Invent
Perfor-
mance
Crea-
tivity
MIND
10
55
56
57 58
59
60Insight
Cognitive
Operator
Extremes
Making
Sense
Percept
Invent
Experience
Realizatn.
Substrate
Update
Cognition
Ecosystems
These
models are
giant collections
based on single themes
or matrix frameworks.
These models
see creativity
as social
relations
dynamics
of sorts.
These
models see
group-ness
making
procedures
creative
These
models see
dynamics among
ideas themselves that
become creativity
These models see
solids disolved into
hypotheses making
creativity.
These models
see non-linear
aspects of reality
that make creativity
inevitable in
the universe
These
models see
some single
function or
aim that done
purely results
in creativity.
The
dynamics
of creating
a self if
extended
result in
creativity.
Within the mind dynamics
or constructs that
“create”.
These
models are
mixtures, blends,
and combinations
of things.
p23
p33
p44
p56
p75
p89
p125
p134
p142
p162
p183
p192
p206
p216 p225
p239
p250
p262
p285
p300
p314
p323
p349
p358
p377
p388
p401
p411
p426
p439
p462
p473
p489
p499
p511
p520
p534
p544
p562
p587
p599
p617
p645
p656
p664
p674
p686
p700
p717
p734
p749
p763
p775
p787p810
p823
p836
p846 p854
p866
Page 8 Overview of the 60 Models
Page 22 Catalog Models Hexagon
Page 32 128 box Recommendations Model
Page 70 to 74 Scientific Creativity Quad-Hexagons
Page 93 48 Culture Dimensions Triangle
Page 100 Career 64 Quad
Page 114 64 Social Processes Quad
Page 121 Catalog Models Combined
Page 124 Blend Models Hexagon
Page 173 Power Creation Quad 64
Page 168 Social Automaton Table
Page 202 Blend Models Combined
Page 205 Social Models Hexagon
Page 260 Cluster Creation Space
Page 281 Social Models Combined
Page 533 System Models Hexagon
Page 559 Simonton Hexagon
Page 573 System Effects 128 Triangle
Page 579 326 System Effects Hexagons
Page 604 Adjacent Beyond 64 Quads
Page 641 Systems Models Combined
Page 644 Purity Models Hexagon
Page 711 Creation Engineering 128 Triangle
Page 712 Purity Models Combined
Page 716 Self Models Hexagon
Page 805 Composing/Performing 128 Triangle
Page 806 Self Models Combined
Page 809 Mind Models Hexagon
Page 876 Mind Models Combined
Page 879 Flow Diagrams of All 60 Models
Page 982 Grounding Example Tables for All
60 Models
Page 1056 ReferencesPage 284 Group Models Hexagon
Page 329 General Computation
Page 331 Social Process Event Types
Page 332 Ways Orgs Learn 64 Quad
Page 336 Organizing for Meta-Cognition
Page 344 64 Ways Orgs Learn Table
Page 367 Rise of Science Table
Page 373 Group Models Combined
Page 376 Knowledge Evolution Hexagon
Page 444 96 Simple Program Intuitions
Page 457 Knowledge Evolution Combined
Page 461 Experiment Hexagon
Page 530 Experiment Models Combined
Introducing:
Fractal
Concept
Models
Covers:
Kaufmann’s Investigations
Wolfram’s Simple Programs
Abbott’s Chaos of Disciplines
Simonton’s Origins of Genius
and many others
Root-Bernstein’s Discovering
A Self-Study Text
on Creativity that Any
Person Any Course
in Any Discipline
in Any College or
Company Can Use
Today!
The MostComprehensiveBook
on Creativitythat hasEver beenPublished!
The Next StageAfter RDArts Sciences
Individuals Groups
NGOs Companies
Ventures Styles
Fashion Tradition
P66
22. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
WHEN YOU CHANGE MUNDANE WAYS OF THOUGHT, ONES
USED HUNDREDS OF TIMES EACH DAY, YOU VASTLY
INCREASE OVERALL MENTAL PRODUCTIVITY
THE WEB CHANGES EVERYTHING ABOUT TEACHING,
LEARNING, EDUCATING. IT PROVIDES NOT ONLY ACCESS TO
ALL PAST KNOWLEDGE ANYWHERE ANYTIME, BUT ANY-
WHERE ANYTIME ACCESS TO LIVE NEW KNOWLEDGE
UPDATES FROM AROUND THE WORLD.
OUR OLD WAYS OF THOUGHT ARE UN-INTERESTING,
DESIGNED FOR A WORLD OF LIMITED KNOWLEDGE ACCESS
THAT NO LONGER EXISTS.
ANY TOPIC ANY COURSE YOU WANT IN THE WORLD HAS
HARVARD, MIT, STANFORD, FREE VERSIONS AVAILABLE.
IN SUCH A WORLD, WHAT IS NEEDED? WHAT PRODUCES
EXCELLENCE?
Finding information from vast diverse sources
Judging the quality, recency, accuracy of all that
Fusing all that into models, easy enough to use, powerful
enough to impact the world
Improving those models as new information of relevance
is come across
Applying those models to NOTICE more, IMAGINE more,
ACT differently than others.
WHEN YOU CHANGE MUNDANE WAYS OF THOUGHT, ONES
USED HUNDREDS OF TIMES EACH DAY, YOU VASTLY
INCREASE OVERALL MENTAL PRODUCTIVITY
THE WEB CHANGES EVERYTHING ABOUT TEACHING,
LEARNING, EDUCATING. IT PROVIDES NOT ONLY ACCESS TO
ALL PAST KNOWLEDGE ANYWHERE ANYTIME, BUT ANY-
WHERE ANYTIME ACCESS TO LIVE NEW KNOWLEDGE
UPDATES FROM AROUND THE WORLD.
OUR OLD WAYS OF THOUGHT ARE UN-INTERESTING,
DESIGNED FOR A WORLD OF LIMITED KNOWLEDGE ACCESS
THAT NO LONGER EXISTS.
ANY TOPIC ANY COURSE YOU WANT IN THE WORLD HAS
HARVARD, MIT, STANFORD, FREE VERSIONS AVAILABLE.
IN SUCH A WORLD, WHAT IS NEEDED? WHAT PRODUCES
EXCELLENCE?
Finding information from vast diverse sources
Judging the quality, recency, accuracy of all that
Fusing all that into models, easy enough to use, powerful
enough to impact the world
Improving those models as new information of relevance
is come across
Applying those models to NOTICE more, IMAGINE more,
ACT differently than others.
WHEN YOU CHANGE MUNDANE WAYS OF THOUGHT, ONES USED
HUNDREDS OF TIMES EACH DAY, YOU VASTLY INCREASE OVER-
ALL MENTAL PRODUCTIVITY
THE WEB CHANGES EVERYTHING ABOUT TEACHING, LEARNING,
EDUCATING. IT PROVIDES NOT ONLY ACCESS TO ALL PAST
KNOWLEDGE ANYWHERE ANYTIME, BUT ANYWHERE ANYTIME
ACCESS TO LIVE NEW KNOWLEDGE UPDATES FROM AROUND
THE WORLD.
OUR OLD WAYS OF THOUGHT ARE UN-INTERESTING, DESIGNED
FOR A WORLD OF LIMITED KNOWLEDGE ACCESS THAT NO
LONGER EXISTS.
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24. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
The
Tools
Illusion
tools never
make anyone
creative
ordinary
people cannot
be creative,
ever
only
people
having
creative lives
create
only people
creating new
kinds of tools
end up creating
Source
of
These
Absurd-
ities7000+
recommenda-
tions by
researchers of
creativity
categorized
into 128, 64,
32, 16, 4 cate-
gories by
grouping
the model
tested against
11 others,
found to be the
only 1creators
identified
with
interviews
of 150
creators
produced
highly
similar
model
Sub-
creations
invention
of life-
place style
work- place
style innova-
tions pre-
cede
creations
businesses
outlaw
such
subcreations
add
constant
surveillance =
no isolation
surveil-
lance
causes
extreme
conform-
ism +
risk aver-
sion
Result: creation
hated there =
disguise, work-
arounds, scarf-
ing,
skunk-
works
Firms
Prevent
Looking
Creative
Not Being
Creative
extreme
rutted-
ness
cowardice in
businesses =
people look not
be, creative
Example
1: try to
get 5
desks per person
= impossible
in any
firm
Example 2: try
to get two full
time jobs at the
same time, with
full bene-
fits =
impossible
Example 3:
try 2 jobs in
each week,
highly different;
= impossible
in any
firm
Exagger-
ation
of
Creativity
Cerebral
Substitutes
for
Garbage
Can
Five
Confusions
within
Creating Creative
Words:
Creativity
Relationally
Defined
Creativity
Represen-
tationally
Defined
The Model:
Create a
Creative
Life
The Model:
Use It to
Create
Creative
Works
TheModel:
Step Style
and Feel:
The Model:
Step Style
and Feel:
Create WorksCreate Life
Not Tools,
But
Analysis
Create-
Benefits
of
Create-
Analysis
busi-
nesses
per-
sons exagger-
ate their
creativity
constantly
to look
good for
career
purposes
to
getting
anything
even a little new
through bulky
business
bureau-
cracies
celebrate
they exagger-
ate both their
tolerance for
creativity and
their
achieve-
ment of it
mental
flexing
asso-
ciative breadth
on creativity
tests has no
relation to
creativity
Creativity
because
it is flex
of easy
riskless test
items, not life-
style, spousal
relations, views
of authorities
tests measure
courageless,
gutless, body-
less, revenge-
less, wimpy
forms of
flexing
Western
societies
tend to
mentalize
creativity,
un-socializing
it
disem-
bodying
effective,
educated,
creative
= words used
easily but with
foggy
meaning
contra-
dictory
uses:
we need more of X.
everyone is X,
we say both
if all of us are
creative then
none of us are
= the rarity of
being creative.
Lake Wobegone:
where all kids
are above
average!
all are
creative
=we all
generate things;
all cannot be
creative =
creativity is rare,
stands out
wanting
to be more
creative
than we now are
= wanting
to stand
be unique,
out,
the world needs
more creativity
than it now has
cuz it quickly
bores us as we
quickly get
used to it
we all
feel
creative
cuz we
all 1st create
a self, as
our 1st
creation
ortho
fields =
determines
who rises to
top of
all tra-
ditional
fields
315, 5 in
each of
63 strata,
nominate 150 in
each ortho field,
who define it =
Ortho Field
Research Project
Models of
54
orthogonal
disciplines,
including
creativity,
effectiveness,
etc.
Result = distin-
quish creativity
from effective-
ness etc.; 7000
people,
9 years.
150
creators
define
their own models
of creating =
60 overall
models
Each
model
has
about 20 key
variables and
required envir-
onmental con-
ditions
Illusion: assess
firm environmt.
for creating--
how it hinders
enables
creating
Any envt.
that helps
of creating
thereby hinders
many more
other
1 or 2 models
models
Make
Interior
Room
Make
Exterior
Room
Mental TravelPerceive Paradox
Create
Creation
Machine
Think
ConquerManage
Emergence:
the emotional
space for
creating
the time and
facilities for
creating
the violation of
all boundaries
and norms seek-
ing the
new
rare
embracing what
does not work,
fails to compute,
frustrates,
disorients
full panoply of
preparatory sub-
creations that
enable the final
creative work
generate
associate
decompose,
map analogies
among
ideas
commit to vic-
tory, establish
exceptionless
discipline, make
creating
the norm
set up automatons
among populns.
of ideas, then
tune
prune
get rid of
hassle
generators;
achieve great
productivity to
get enough free
time to create
revising
all in your
life till it
completely and
only supports
your creating
going
where
forbidden,
violating all,
using the
discards
of others
loving what all
others hate:
failures, anoma-
lies, tangles,
paradox,
delusions
takes 8
to 10
years at
12-16 hrs./day;
those unable to
wait 8 years to
create are inca-
pable of it
a lifetime
of mind
extensions
that amplify you
and make
you
intelligent
the nastiness,
toughness,
courage of flex-
ing parts of life,
relations,
ways of
living
flow from
tuning in-
teractions
pruning noise
till creations
appear
meet 1
per 2 or
4 week,
track progress
on 8 functions
of the rec.
model
coach
bosses/
execs of
teams to permit
the subcreations
that enable
final creative
works
the T-shirt cou-
rage test: if you
have to wear a
suit, too wimpy
to create
anything
tools for fools
= money for
fools = selling
creativity tools
for $ while
knowing
they do
not work
fame,
works,
and sex;
works that rep-
resent you when
and where you
are not
eliminate
what
squanders
time, de-focusses
you, and
belittles
worth
your
show own kids
life of respect,
slough trend/fad;
poise from an
audience of the
unborn
find heaven
was always
here, never
away, we just
missed
recog-
nizing it
Phony
Routes
to
Creating
Creativity
Confu-
sions
Creation
Clarity
How to
Create
Tools don’t
create;
Ordinary
people don’t
create;
Only creators
create
1 2
34
5 6
78
9 10
1112
13 14
1516
17 18
1920
21 22
2324
25 26
2728
29
30
31
32
33
34
3536
37 38
3940
41 42
4344
45 46
4748
49 50
5152
53 54
5556
57 58
59
60
61 62
63
64
65 66
67
68
69
70
7172
73
74
7576
77 78
7980
81
82
8384
85
A Fractal Concept Model Summary of All the Points Made in this Chapter
THE NEXT
PROCESSOR
PROJECT
WORD
My studio will
change all of
world history
via inventing
new fundamental
interfaces!
A NEW WAY TO WRITE:
A REPLACEMENT FOR PROSE
A NEW INDUSTRY: THE PUBLISHING
OF EXPERT CLASSIC READINGS OF
TEXTS
READING STRUCTURES OF
CAREERS, ARTWORKS, EVENTS,
PROSE, DISCUSSIONS
EACH “READING” PRODUCES A
SELL-ABLE PRODUCT, A USE-ABLE
MODEL
APPLY IDEAS IMMEDIATELY AND
THROUGHLY
25. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
WHEN YOU CHANGE MUNDANE WAYS OF THOUGHT, ONES USED
HUNDREDS OF TIMES EACH DAY, YOU VASTLY INCREASE OVER-
ALL MENTAL PRODUCTIVITY
THE WEB CHANGES EVERYTHING ABOUT TEACHING, LEARNING,
EDUCATING. IT PROVIDES NOT ONLY ACCESS TO ALL PAST
KNOWLEDGE ANYWHERE ANYTIME, BUT ANYWHERE ANYTIME
ACCESS TO LIVE NEW KNOWLEDGE UPDATES FROM AROUND
THE WORLD.
OUR OLD WAYS OF THOUGHT ARE UN-INTERESTING, DESIGNED
FOR A WORLD OF LIMITED KNOWLEDGE ACCESS THAT NO
LONGER EXISTS.
ANY TOPIC ANY COURSE YOU WANT IN THE WORLD HAS HAR-
VARD, MIT, STANFORD, FREE VERSIONS AVAILABLE.
IN SUCH A WORLD, WHAT IS NEEDED? WHAT PRODUCES EXCEL-
LENCE?
Finding information from vast diverse sources
Judging the quality, recency, accuracy of all that
Fusing all that into models, easy enough to use, powerful
enough to impact the world
Improving those models as new information of relevance
is come across
Applying those models to NOTICE more, IMAGINE more,
ACT differently than others.we fear death point of living?
seeegoendategostart
self = brain
system interplay
degrees of
being oneself
we are neuronal
tea party
meditation shuts
down brain modules
example: zazen
shuts in-body module
example: drugs
shut in-body module
injury shuts
modules by degree
death shuts by
degree or at once
what is left of
awareness?
seen it before born timeloss inanaesthesia
no sense of gap
life as ecstasy search
ecstasy = self
drops away, joy ocean
self as pettyness
that shuts out more
we seek what
death provides yet
fear death = strange
buddha self gives
us life as suffering
meditation reveals
mindas worry creator
when not led by
our own thoughts
suffering goes
whenlookbeyond
own mind
suffering goes
when see beyond
separation/worry
suffering goes
when mind drops
whatisleft?compassion
creatures torturing
selves withseparateness
death unneeded =
lose suffering in life
by dropping ego, self
the question of our
existence?
brain modules inter-
acting create our
sense of self/ego
ways to shut down
specific modules =
death in life or
religious
experiences
the death question,
when all modules
go, what aware-
ness is left?
we know the answer:
before birth and in
anaesthesia
experiences
what we most seek--
ecstasy--equals
self drops away
leaving ocean
of joy
we seek yet fear loss
of self yet self
causes worry
if escape our own
mind thought
suffering goes
away
when self mind
drop away what
remains--
compassion so
death is
unneeded
we fear the most what we week the most in birth, anaesthesia, ecstasy we all know
the answer to the death question of what
remains of awareness?
degrees of being and not being a self come
from particular brain modules
what we fear loss of creates all our worry so
losing it brings happiness not trouble, so
losing self in life makes death unneeded
A Solution to the Fundamental Problem of Human Existence:
Degrees of being a self from brain modules create religious experiences,
birth, anaesthesia, and ecstasy show us what death brings, namely, an ocean of joy,
so what we fear losing, our self/ego is what tortures us with worry--if we let self
drop away in life we do not need death--we can be happy while alive.
Degrees of Being Me We’ve Already Been Dead
Dropping Self Drops Suffering
THE OVERALL ARGUMENT:
The degrees of being our selves come from
our self’s basis in interacting brain mod-
ules some of which we can shut down
in meditation, with drugs, in ecstasy,
all of which bring joy and meaning;
Dropping away of brain modules
brings oceanic pleasure, because
suffering is generated by our
minds/egos; when we stop
being our own minds,
suffering/separateness
end bringing joy so
we no longer need
death for release
from suffering.
Being a self is quantal
cuz self is inter-
acting brain mod-
ules some of
which we can
shut down
Injury, birth, anaesthesia
and ecstasy shut down
parts of us, pre-
figuring death
experience
We fear the self-shut
downs we seek, but
dropping self
relieves us of
suffering
caused by
ego
we all
fear
death
what is
the point
of living if
we die, we wonder.
as kids we
fear ego death
just as ego
starts developing
self is
from brain
modules inter-
acting
so there
are degrees
of being a self
as modules join in
modules
interacting
create us-ness
injury
shuts down
some modules
= be partly us
death
shuts down
modules,
gradually or
all at once
we wonder
what is left
of awareness?
what was it
like before we
were born--
we remember
in surgery
we lost sense
of time elapse
closed eyes
awoke hours
later, no sense
of time lost
all of life
we seek
ecstasy
in ec-
stasy self
drops away
leaving oceanic joy
self is
a petty
thing that
shuts out more
than it includes
we
seek
in ecstasy
what we fear
in death
but
all our
suffering
comes from self
and its separateness
our
mind is
worry
shown by
meditation
creator,
when
beyond
thoughts
suffering goes
when
beyond
mind
suffering goes
when
beyond
separations
suffering goes
when
mind goes
what is left?
compassion
empathy
for creatures
tortured by
their separatenesses
lose ego
= lose suffering
= lose need for death
12 3
4
5 6
7
8 9
10
11 12
13
14 15
16
17 18
19
20 21
22
23 24
25
26 27
28
29 30
31
32 33
34
35 36
37
38 39
40
various
religious
practices shut
down brain modules
zazen
shuts down
I am in my body
module
drugs
shut down
other modules,
ex. flow of
consciousness one
Read in order from box 1 to box 40, or, inversely, read from box 14 to 40 first, then read from 5 to 13, then read from 2 to 4, then read box 1 last; these are top down reading and bottom up, respectively.
THIS REPLACES PROSE
see count, names,
order of points at a
glance. Replace a
bad 8000+ year
old interface!
FRACTAL
PAGE
FORMS
26. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
SCIENTIFIC MEETING MANAGEMENT
THE BIGGEST PROBLEM--BEING TOGETHER
This TOOL--Scientific Meeting Management
The Best of East plus Best of West plus Better than Both
PRIOR CLIENTS--Procter Gamble Cinccinatti, Procter Gamble Asia, Mitsubishi Shoji, Mitsui Busan, Sekisui
Chemical, Taiyo Kogyo, Osaka University Hospital, France Bed Corporation, Uniqlo, Goldman Sachs Manhattan, J
P Morgan Manhattan, Warner Lambert, Pixar Studios, Xerox Parc, Liveboard, Documentum, N V Philips Eind-
hoven, Siemens, General Dynamics, Ten Cent China, Brunswick Corporation, CIA Langley, EDS, Coopers
Lybrand Consultants, Weston Public Schools, Wellesley College, MIT I-Labs, Matsushita Elec. Ind. Co. Ltd., MITI,
Finance Ministry, others.
IMAGINE A MEETING That starts with a pre-meeting where all design today’s meeting, what to
include, what to exclude; then the meeting itself; then a post-meeting where all review action
items assigned by the previous meeting, and assigned in today’s meeting plus who will do what
when where with each.
Where the meeting leader lists his/her agenda and all attending add items to it as they enter the
room. The first agenda item is all massaging that ungainly initial agenda into a time-priority effi-
cient focussed list. The pre-meeting ends with a great agenda of what to do in the meeting and
outside the meeting.
Where all attending lead application of one treatment to one topic group or more, where the
group masters more and more effective treatments each month for topic group types, where the
first agenda item is designing a meeting so that you, if possible, make that meeting disappear;
where an agenda item is--topic, group-assigned treatment of that in today’s meeting, group-
assigned person to lead applying that treatment to that topic today, time allocated for this, for-
mat of result required, customer to receive that form of output. That’s it--the method is just
about that simple.
WHAT THIS DOES FOR YOU Foreign cap firms working in East Asia cannot do meetings in the
local Asian ways---such meetings are way too slow and too vague about what is agreed on and not
agreed on (and Asian managers in them all too often say nothing at all). Foreign cap firms work-
ing there cannot do the opposite, that is, run meetings in Western ways---such meetings may
appear time effective to foreign staff in Asia but the Asians in them are totally irritated, lacking
the emotional alignment, full contexts and info, they demand before committing to lines of
action. If you meet in Asian ways, foreign execs rebel; if you meet in Western ways, good Asian
employees will not work with you and become impossible to hire. What can you do?
GET FOREIGN EXECS ASIAN LEADERS MEETING A NEW WAY--Neither Asian nor Western. The
Scientific Meeting Management course teaches, in 3 sessions, increasingly sophisticated versions
of one simple method--self shrinking meetings, meetings led by all attending them, meetings
leveraging myriad outside-of-meeting sub-meetings, meetings rigorously tracking action item
completion. Attendees first lead obvious treatments for typical topic types then learn more
sophisticated treatments of them. Then they invent treatments never tried before--aiming for
world best productivity. This one simple method is as much a stretch for Westerners as it is for
Easterners--it is neutral ground, where the best of both East and West blend to make something
immense and new.
.
Consider the following differences and fixes for them--
What ONE SIMPLE WAY would fix them all?
Asian Way Western Way Ineffectivenesses
of BOTH Ways
1. meet to create
emotional align-
ment
2. meet to create idea align-
ment
3. leader imposed limited
agenda
4. whoever
speaks X must do
X--speak out bur-
den
5. hypothetical speaking--any
alternative discussed by any-
one without commitment being
implied
6. one leader per meeting
assumption--attendees experi-
ence “being led” but not “lead-
ing”, only one person leads
again and again
7. background
priority--reading
contexts beyond
contents
8. foreground priority--read-
ing contents beyond contexts
9. unclear contents com-
mitment--ambiguity about
what was said, committed to,
omitted, unstated, realistic,
likely to fail
10. nemawashi--
the pre-meeting
makes formal
meetings tatemae,
everything real
decided before the
meeting
11. open decisions--meetings
where real work and deciding
get done
12. meetings with both too
much and too little content--
assumption that most of meet-
ing contents are inside the
meeting itself
13. leader as edi-
tor (pre-decider)-
-in Japan the
leader edits
“genba” proposals
but only after pre-
arranging meeting
outcomes
14. leader as monarch (com-
mander, displaying authority
over attendees)--Captain Kirk
of the Star Ship Enterprise
ordering people to do what they
already are doing and to do the
obvious = bossyness (a boat
with 9 steering and 1 rowing)
15. non-total-quality--amateur
un-evolving treatments of topic
types and sloppy formats of
results achieved--meeting pro-
cesses without kaizen
16. slow commit-
ting--attendees
demand they get
ALL ultimate busi-
ness info and con-
text before
committing to a
line of action
17. fast committing--attendees
demand what they are assigned
and how their results will be
evaluated only in order to com-
mit (but later may lack enough
context to fix unplanned obsta-
cles and have little commit-
ment to overall goal.
18. sloppy management of
action items--both those done
inside meeting and those done
between meetings--tradition of
deep discountings of what peo-
ple promise
19. debate as sign
of failure--good
meetings and peo-
ple hardly ever
express diver-
gence, disagree-
ment or objections
20. debate as route to excel-
lent ideas--getting right ideas
is 90%, implementation is detail
= that debate undermines emo-
tional alignment so undermines
implementation a cost Western-
ers are willing to pay as promo-
tions are for flashy launches not
boring good completions
21. wrong treatments--of topic
types ruin chances that meeting
time will produce more than
each individual working alone--
non-evolving fixed treatments--
most topics treated by “general
discussion” that never improves
and wastes lots of time
22. deliver knowl-
edge via entire
organization--
totalizing treat-
ment of quality,
robotics, and other
bodies of knowl-
edge
23. deliver knowledge via elite
professions--follow idea con-
sidered “right” due to authori-
tative professional source even
when idea obviously fail in
implementation
24. the face-to-face assump-
tion--assumption that attend-
ees of a meeting are those
physically around some table,
not those phone-able, skype-
able, survey-able during the
meeting itself
25. where all
agree = successful
meetings--if all
agree even though
no one can articu-
late what exactly
they agree on,
that is great
26. where all understand, what
was assigned and how evalu-
ated--even if why any or all of
that is needed is totally unclear
so emergent obstacles cannot
be understood, agreed on, or
handled
27. successful meetings--get
more done than same individ-
uals working alone for same
amount of time; succeed in
designing away so people never
need to meet, meeting led by
all present applying one treat-
ment to one topic group or
more
28. historical
roots--buddhism =
concepts are steps
on road to hell;
politics = entire
iemoto killed if
samurai opens
mouth wrongly =
disagreement =
disloyalty
29. historical roots--right ideas
imposed imperially crushing
lives without situational care
and consideration (Christian
Spanish frying alive American
indians to “save” their souls for
centuries; worship of heros in
earliest Greek civilization--
immortality via stories repeat-
ing one’s great deeds
30. historical roots--in tradi-
tional rural societies consider-
ation speed unneeded; today
speed essential to competing;
bias for laziest treatment of all
ideas “general discussion” so
group never improves in han-
dling topic types and individual
never improve leading treat-
ments.
Consider the following differences and fixes for them--
What ONE SIMPLE WAY would fix them all?
27. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
RESULT 1: Meetings with both Western and Eastern alignments achieved
RESULT 2: Some topics given Eastern treatments, others given Western ones
RESULT 3: Meetings with fully expressive Asians, fully listening Westerners
RESULT 4: Meetings with both context action items and content action items
RESULT 5: Asians master Western treatments; Westerners master Eastern ones.
WHO IS RICHARD GREENE Richard 1st came to Japan in 1976 setting up mass workshop participa-
tory policy-design meetings (Chiiki Condonkai) of 400+ people each in 42 Japanese companies and
cities. He won the Deming Prize at Sekisui with his Artificial Intelligence Circles program, the
Baldrige Award at Xerox PARC with his Knowledge Systems Circles; taught at the University of Chi-
cago Grad School of Business introducing their first quality, neural net estimator, international
business, and software venture launch courses. His design studio, the Creativity Novelty Sci-
ences SOLUTIONS STUDIO operates in Shanghai at SIVA for Detao Masters Academy where he is
their 49th design master. He is author of 14 books, and revolutionized technology application at
9 global corporations 2 in Japan, 3 in USA, 2 in EU.
Richard is a grad of MIT in artificial intelligence programming, and of Wellesley in creative writing,
with 3 grad degrees from the University of Michigan including a PHD in total quality forms of research.
His 2nd book Global Quality won numerous prizes and was called “a work of genius” by founders of the
University of Chicago Grad School of Business who hired him two years before his Phd. He imple-
mented high technology circles programs in 7 global corporations: Matsushita Electric, Sekisui Chemi-
cal, EDS, Coopers Lybrand, Xerox PARC, NV Philips, Thompson Paris. He has taught as full professor
at Keio University’s SDM grad school and Beijing University in Asia. His book Your Door to Creativity
has just been published in Chinese. He has 23 years of NGO, global corporation, and academic experi-
ence in each of Japan, Korea, China, and in the EU.
THINK ABOUT HOW MUCH OF EACH DAY, OF EACH CLASS, OF EACH COURSE, IS
FILLED WITH MEETINGS. THINK ABOUT CONDUCTING each OF THOSE MEET-
INGS AT 20 TIMES THE ENTHUSIASM, PRODUCTIVITY, AND CREATIVITY AS IS
DONE NOW.
IMAGINE MEETINGS IN WHICH EVERY PARTICIPANT LEADS THE APPLICATION OF
SOME GROUP SUGGESTED TREATMENT TO SOME GROUP AGREED ON TOPIC.
ALL LEAD ALL INSTEAD OF ALL PASSIVELY HEAR SOME UP FRONT MALE.
THIS METHOD ALONE CAN MAKE A GROUP OR BUSINESS DOZENS OF TIMES AS
CREATIVE AND PRODUCTIVE AS ITS COMPETITORS. New INDIRECT forms of leadership are emerging and dominating the parts
of the world growing fastest--1) tuning interactions of populations of intel-
ligent agents 2) erecting interfaces that bridge separated networks/mar-
kets 3) principled defining of business and human essences 4) policy-by-
experiment 5) self mutation, self cross-over, recursive embedding, of evo-
lution dynamics within 6) ecosystem dynamics--niching, parasitism, symbi-
ots, species mixings. This course makes you master of them all.
Non-linear
System
Dynamics
Biological
Parallelism
Types
Social
Parallelism
Types
Social Event
Computation
Types
Game
Simulation
Work
Continuum
Population
Ecologies
avalanches
attractors
catastrophes
butterfly
effect
trajectories
edge of chaos
genetic
competition
neural
nets
fuzzy
logics
co-evolu-
tionary
landscapes
simulated
annealing
Lamarkian
self-
organizing
connection-
ist
sociality
manage
by
events
social
automata
leadership
finite
element
analysis
simulated
social
annealing
coordi-
market-
ization
nation
social
order
diversity
patchings
parameters
connected-
ness
physical
games
social
games
social
gaming
system
simulations
groupware
social
cyberwork:
process
events
virtual
work-
placesubiquitous
cellular
workspaces
research
assemblies
problem
finding
solving
workouts
quality
cabarets
parallel
work
events
manage
by
balancing
niche
population
evolution
symbiotic
partnering
parasite
competing
species
weave
stabilities
evolution-
ary
dynamics
SWAT
authority
JIT
manage-
ment
agile
alliancing
co-
food webs
evolution
biological
The New
Commonsense
Emergence
Replacing
Design
“We had heard all this
complex adaptive systems
stuff, and even hired
the famous names,
Holland, Kauffman,
and others, but all
that we learned
did not fit our
strategies till
Greene’s
course made
the fit for
us.”
“The way you moved from
abstract idea, to illustrative
domains, to possible
applications, to actual
suggested applications
for us was the
point that made
this course so
much better
than our
Santa Fe
Institute
experiences”
64 NEW FORMS
OF INFLUENCE;
5 NEW WAYS
TO LEAD;
Disruptions,
Cultures,
Techs,
evolve
clash so...
LEADING BECOMES
a set of functions
variously deliver-
ed, or self im-
posed by em-
powered teams.
We have
entirely
new means
and ends
of
influence
28. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
EVOLUTION OF EVERYTHING
ideas, careers, technologies, goals, cultures, opportunities, disciplines
WHERE CAN WE GO TO LEARN HOW TO
LEAD CREATE?
TO THE MOST CREATIVE PROCESS
IN THE UNIVERSE--NATURAL SELEC-
TION--THE PROCESS THAT CREATED US,
AND
TO THE MOST CREATIVE PLACE
IN OUR UNIVERSE, SILICON VALLEY:
BOTH
ARE PLACES OF IMMENSE FAST EVO-
LUTION--Genetic algorithm styles of
thinking
HOW DO YOU LEAD A FAST MOVING EVOLU-
TION PROCESS?
HOW DO YOU LEAD SEVERAL INTERACTING
FAST MOVING EVOLVING PROCESSSES?
HOW DO YOU EVOLVE YOUR INFLUENCE AND
LEADERSHIP INTERVENTIONS ADAPTIVELY
ENOUGH TO STAY ABREAST OF SIMULTANEOUS
FAST EVOLVING SYSTEMS, SUBSTRATES, MAR-
KETS, TECHS?
ARE NICHE GENERATION, SYMBIOTIC PROD-
UCTS, PARASITIC MARKETS, MARKET ECOSYS-
TEM STABLE SPECIES DYNAMICS--PART OF YOUR
LEADERSHIP REPERTOIRE?
ARE CULTURE OPERATIONS, CULTURE POWERS,
CULTURE TRAITS, CULTURE DIMENSIONS, CUL-
TURE SOCIAL PROCESSES, CULTURE DEFINI-
TIONS, CULTURE USES, CULTURE TYPES PART
OF YOUR LEADERSHIP REPERTOIRE?
29. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
SURPRISINGLY, THE DYNAMICS OF
TECHNOLOGIES, VENTURES, FUNDERS,
ENGINEERS IN SILICON VALLEY ARE
MORE BIOLOGIC THAN TECHNICAL
THE KIND OF THINKING OF SUCCESS-
FUL SILICON VALLEY LEADERS LIKE
THIEL IS CONTRARY TO ALL THAT CAPI-
TALISM AND U.S. MBA PROGRAMS
TEACH:
competition is bad, users perfect prod-
ucts not engineers, venture funding is
the kiss of death, ride someone else’s
successful product, quality is focus and
proper niche not traits of the product,
users buy where you are heading not
where you are now at.
30. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
THE NEW MATERIALS AND TOOLS OF
LEADERSHIPS:
1) Five types of computational system in
dialog, constantly generating still more
computational system types
2) Computation embedded in and around
and between all products and services
3) Biologic dynamics among firms, tech-
nologies, ventures, knowledge types,
products, markets, cultures
4) Cultures of professions, nations,
devices, users, at odds with each other
5) Narrow deeply talented leaders come
across as dangerous, vulnerable, too
static targets of faster developments
69. NEW BIO- COMPUTATION- STRUCTURE- INSPIRED
REPLACEMENTS FOR ANCIENT MEDIA WAYS OF THOUGHT:
new ways to read, write, discuss, meet, brainstorm, plan,
present, lead, invent, design, persuade, process work, etc.
60 TOOLS
FOR CREATIVE
LEADERSHIPTHINKING
SYSTEMS ARE GLOBAL, PRODUCTS ARE
GLOBAL, INFO VIA THE WEB IS GLOBAL:
ARE YOU GLOBAL?
WHAT HAVE YOU TRANSPLANTED ACROSS
WHICH CULTURES? WHAT WAS THE
RESULT?
GOING OUT REQUIRES GOING IN--THAT IS--
REVISING DEEP EMOTIONAL PARTS OF WHO
YOU ARE--CAN YOU HANDLE THAT SORT OF
SELF EXAMINATION AND CHANGE?
HOW SURE ARE YOU THAT THE CULTURES
THAT CONSTITUTE YOU, THAT YOU NOW
DEPEND ON AND WIELD, ARE SAFE, EFFEC-
TIVE ANYWHERE OUTSIDE YOUR HOME
TOWN?
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