Humans did not discover fire, they designed it. Harold Nelson
Whole System Design

Glossary

Advanced Design
A way of employing symbiont interaction with client using inquiry, creative processes, and the whole system approach to intentionally innovate synergetic strategies to engage complex issues. Advanced design is engaged in the processes necessary for bringing forth something that was previously unknown.
Aesthetics
In the context of advanced design, aesthetics are perceived as manifestations of the intuitive qualities integral to that which is being designed. Even though normally associated with its philosophical origins in beauty and art, aesthetics can be understood as an essential component of contemporary life.
Analogy
Things that are inferred to have similarities without being directly alike. Advanced design uses analogies to relate things as yet unknown to those forms more familiar in order to convey conceptual ideas.
Analysis
The process of breaking up into parts or otherwise separating wholes into the constituent parts. Analysis is used to examine and determine the properties of the parts and to derive an understanding of the assembled whole.
Autopoiesis
The ability to be self-renewing without the need of outside interventions. Refers to a characteristic of living systems enabling them to continually renew themselves and to regulate the process in such a way that the integrity of their structure is maintained.
Boundaries
Limits placed on a system in order to define and isolate it for description. Boundaries are sometimes arbitrary conveniences but necessary to create comprehensible wholes. Boundaries are always relative and do not always exist in reality.
Cause
Cause as used in the advanced design sense can have multiple meanings coming from Aristotle who proposed four types:
  • "Efficient cause" is one that produces some sort of outcome.
  • "Material cause" happens because the outcome is made of the cause.
  • "Formative cause" is the case where the condition is an element of the outcome.
  • "Final cause" or "teleological cause" where the outcome is the result of intention or the purpose of the antecedent condition.
Change
First order change is an innovation that takes place within the boundaries of a system. Second order change is a transformation which changes the system itself.
Chaos Theory
The description of dynamical complex systems which are unpredictably modified by changes in the initial conditions and changes in the enveloping environment. If it is irregularly influenced by feedback, a system increases in complexity and constantly changes. The system is holistic because these changes occur within a certain limit or boundary (strange attractor) even though it too may dynamically fluctuate.
Client
In advanced design, the client must have a surrogate to do the design because the complexity of the system is such that the client is unable to also be the designer. With the designer in his/her service, the client is the guarantor and enabler who is responsible for the accomplishment of the design effort.
Comprehension
Comprehension is knowledge on three levels individually or inclusively. It means on one level to simply understand something by knowing what it is. In a larger sense it is meant to know a thing in depth and to understand it thoroughly. And in the total sense comprehension is to know a thing and to understand it thoroughly within its larger context; that is wholistically.
Complexity
Complexity has two primary forms: complexity of component detail and complexity out of fluctuation over time. Component complexity is complicated, intricate and involved. By the iteration of feedback over time the complex system becomes chaotic.
Creative Process
An essential element of design intelligence that enables imagined innovations to be brought forth and expressed in reality.
Dilemma
A situation requiring the choice between equally desirable or undesirable alternatives. Dilemmas are a class of indeterminant problems which defy simple solutions and may require reliance on non-rational forms of design intelligence such as intuition or instinct to avoid deadlock.
Design
A plan, scheme or idea intended to be put into action. Design can be conceived on many different levels of complexity and for a variety of purposes. Design has always been the domain under which we as a species have brought about change. We have used design to interface with our environment with the expectation of improving the human condition in some form. As the world has evolved into a more complex system over time the design process has become more complicated as well. Advanced design has come about to more effectively address these more complex issues.
Designer
The complexity of advanced design requires people of talent, knowledge, expertise, and wisdom to be the designers who create the new work. Designers must be in service with the client and respond to the agreed upon needs of the client that are developed in the prospectus for design.
Design Intelligence
In advance design terms, design intelligence is the evolutionary result of a genetic propensity to make intentional change. Design intelligence integrates together what are normally seen as separate modes of having knowledge: Instinctively, Intuitively, Empirically, and Rationally.
Dialogue
Design dialogue is a part of the advanced design process which is established in the inquiry phase and projected through the whole design effort. Dialogue is a formalized way of advancing issues germane to the design.
Diathenic Graphologue
From Greek roots meaning: "letting a thing be seen through representation." It is a way of representing a concept that exists only in the designer's imagination and my be done by prose, symbols, visual images and multimedia.
Domains
Domain is the bounded system and related systems which are critical to it.
Dysteleogy
Branch of learning concerned with disfunction or deterioration of societies or systems.
Ecosphere
The domain of the earth which is critical to the system of the biosphere.
Ecosystem
The system which comprises the living and non-living elements of the biosphere.
Emergent Qualities
The synergetic properties or attributes of wholes which are more than just the sum of the component parts. The essence of whole systems is more than what can be deduced from the aggregate of individual component entities.
Empirical Knowledge
Knowledge that is derived from actual experience verified by the senses.
Energy
In physics, energy is defined as the ability to do work and can be either kinetic or potential. In an advanced design context, energy is more allied to the idea of the ability to make things happen (kinetic) or the intention to initiate action (potential).
Environment
The dominion that confines a system. The conditions in which a system is embedded over which the system may have influence but not control.
Epistemology
The theory of knowledge. Advanced design is concerned with what design knowledge is, what can be known about design intelligence and what are the limits of design knowledge.
Ethics
In general ethics are thought of as a moral code or standard of conduct. Design ethics focus around the issues of value, how the design and the design process affect the "standard of life, way of life, quality of life and spirit of life" ( Nelson, Whole Systems Design)
Evolution
The process of development or change over time. In the advanced design context, it is the progression of increasing complexity. Synergistic things are created by transcending and including the antecedent, yet it remains whole.
Feedback
Information generated by a system which can be processed by and returned to the system in an iterative way, thereby providing energy the system may use to modify itself.
Feedforward
The design process is directed by energy that seeks novelty without fully comprehending what it might be. The energy is generated by an aesthetic and intuitive response to the challenge of the design situation. Feedforward is like a strange attractor for the developing design system.
Fractal
Fractals are elements with fractional dimensions between whole integers. Fractals may represent patterns which are infinitely self similar at varying scales. The fractal boundary of a strange attractor can be thought to represent a bounded system that is an evolving complex system recognizable by the self similar patterns being formed from the surrounding disorder.
Gestalt
A theory of psychology that asserts that perception is a process whereby images are perceived as wholes and patterns. The perception of the total context introduces the emergent qualities which affect the way in which a thing is comprehended.
Heuristic
The process of discovery by proceeding empirically without definitively knowing the means.
Hierarchy
A hierarchy is an arrangement of things in a ranking order. A systems hierarchy will include the ranks of lesser complexity in the progressively higher ranks.
Holon
A holon is a whole system composed of functioning parts which in turn is a part of a larger whole system.
Holonomy
Refers to the principle governing whole systems that transcends partial or analytical definition.
Inquiry
An early stage of the advanced design process in which questions are brought forth about the nature of the design issue to serve as a method of discovery and conceptualization of the whole systems involved with the design effort.
Instinctive Knowledge
The natural state of behavior that causes automatic response to stimuli; or of having an innate ability or talent.
Intuitive Knowledge
The ability to know of things, to imagine things, to innovate and to be inspired.
Iteration
Repetitive processing involving feedback from previous stages that is incorporated into the activity as it progresses.
Metaphor
Design often uses metaphor to transfer the meaning of something known to a concept that cannot be explained in its own terms because it does not yet have full presence or existence.
Model
Like metaphor, a model can be used to approximate a concept without being an absolute representation. Models can be used to help comprehend a conceptual innovation in the formative stages and provide a schematic simulation of what could be created.
Non-linear Systems
Dynamical systems are nonlinear because the complex changes which are infused by feedback.
Ontology
Theory of the nature of reality or of being as well as the origin and nature of the universe.
Order
Order is a state of predictability where behavior follows established laws and principles.
Perception and Sensation
Stimuli from aesthetic sources trigger sense receptors and the impulses are transmitted to the brain which responds with sensation and perception. Sensation is interpreted as what is happening to the person directly, what and how the senses are being stimulated. Perception considers what is taking place outside of the person and interprets the source.
Paradigm
A model or pattern which is a conceptual explanation of a complex system.
Pattern
A regular way of acting, doing or being which can be perceived as a predictable marker of existence.
Positivism
A philosophical point of view that science is the only basis for truth and that nothing is knowable that goes beyond the facts and laws determined by science.
Preconception
The premature or trivial acceptance of an idea as being complete and finished before it is fully formed.
Problem
In the advanced design context, problems are of two kinds: solvable and indeterminant.
  • Solvable problems have the solution explicit in the problem statement.
  • Indeterminant problems may be indeterminable altogether or of a complex nature that renders them to be inexact, uncertain, dualistic or otherwise confounding of solutions.
Purposive
That which serves a purpose, a goal, or is pursued with intention.
Prospectus
The prospectus is a document that sets forth such things as the expectations, requirements, constraints, constituents and judgement criteria which are agreed upon by designer and client to be considered in the design process.
Rational Knowledge
Knowledge gained from the inductive and deductive reasoning processes.
Reductionism
The scientific method that analytically reduces complexities into smaller components in order to gain understanding of the parts from which attributes of the original conglomerate can be asserted.
Semiotics
The study of signs, symbols and the systems by which they are linked and given meaning. Semiology can be studied in the context of language, behavior and activities such as ritual and ceremony.
Symbiosis
The relationship of interdependence between mutually benefiting entities.
Synchronicity
The conjunction of events which have the same meaning happening at the same time without any apparent cause, connection or known reason linking them.
Synergy
The effect of emergent qualities where the actions of the constituent elements yields a resultant that is greater than the total effect of the elements considered separately or as subcomponents.
Systems
A bounded group of interrelated parts acting together synergetically to achieve some purpose.
  • Closed systems have rigid boundaries that prevent interaction with it's environment.
  • Open systems have dynamic boundaries that can interact and exchange with it's environment.
  • Complex systems are dynamical systems that interrelated with others and interact with them in various ways.
Teams
Teams in the advanced design context are groups formed to accomplish the design effort and may or may not be designers or those with special skills. Teams may be constituted for long term or temporary activity.
Teleology
The study of purpose or intent in natural systems in order to comprehend behavior of the systems.
Topology
The study of the geometry of shapes distorted in space.
Transcendence
Literally, transcendence is to go beyond human experience and knowledge. In the terms of advanced design, transcendence is a part of the effort to bring forth something that has never before been known.
Transformation
The change of data, information and knowledge into a different form or resultant; input is transformed into output.
Users
Advanced design considers users to be the ones who actually are directly affected by the outcome of the design effort. For better or worse, the user will be required to deal with the resultant. The advance designer is ethically obligated to the users as a part of the advanced design process.
Value Measurement
Because every design effort has a value system, either explicit or implicit, it is essential to the advanced design process that values be addressed. An assessment should be made based on the predetermined criteria stated in the prospectus. This assessment is the value measurement.
Whole Systems
Derived from General Systems Theory which Von Bertalanffy explained as the study of the properties, principles and patterns common to systems from the most elementary physical levels to the most complex social systems. Whole systems' domain is the volitional world of dynamic human activity systems having the emergent qualities that make the total entity more complex. This requires comprehension to be greater than just the understanding of the constituent parts. Whole systems incorporate values (aesthetic, cultural, ethical, etc.) and judgement into the interrelationships of the composite whole.
Worldview
The growth of consciousness advances though different stages developing a framework for relating to the human domain along the way. This framework for understanding the world is the worldview.