Difference between revisions of "Glossary"
From WardleyPedia
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;Situational Awareness | ;Situational Awareness | ||
: Our level of understanding of the environment | : Our level of understanding of the environment | ||
| + | |||
| + | ;Actual | ||
| + | :The map in use | ||
;Domain | ;Domain | ||
: Uncharted vs Transitional vs Industrialised (see [[Peace war and wonder| Peace, war, and wonder]]) | : Uncharted vs Transitional vs Industrialised (see [[Peace war and wonder| Peace, war, and wonder]]) | ||
| + | |||
| + | ;Stage | ||
| + | :Of evolution e.g. Genesis, Custom, Product, Commodity | ||
| + | |||
| + | ;Type | ||
| + | :Activity, Practice, Data or Knowledge | ||
| + | |||
| + | ;Component | ||
| + | :A single entity in a map | ||
| + | |||
| + | ;Anchor | ||
| + | :The user need | ||
| + | |||
| + | ;Position | ||
| + | :Position of a component relative to the anchor in a chain of needs | ||
| + | |||
| + | ;Need | ||
| + | :Something a higher level system requires | ||
| + | |||
| + | ;Capability | ||
| + | :High level needs you provide to others | ||
| + | |||
| + | ;Movement | ||
| + | :How evolved a component is | ||
| + | |||
| + | ;Interface | ||
| + | :Connection between components | ||
| + | |||
| + | ;Flow | ||
| + | :Transfer of money, risk & information between components | ||
| + | |||
| + | ;Climate | ||
| + | :Rules of the game, patterns that are applied across contexts | ||
| + | |||
| + | ;Doctrine | ||
| + | :Approaches which can be applied regardless of context | ||
| + | |||
| + | ;Strategy | ||
| + | :A context specific approach | ||
| + | |||
==References== | ==References== | ||
Latest revision as of 14:58, 23 May 2019
Definitions of terms used in Wardley Mapping
- Context
- Our purpose and the landscape
- Environment
- The context and how it is changing
- Situational Awareness
- Our level of understanding of the environment
- Actual
- The map in use
- Domain
- Uncharted vs Transitional vs Industrialised (see Peace, war, and wonder)
- Stage
- Of evolution e.g. Genesis, Custom, Product, Commodity
- Type
- Activity, Practice, Data or Knowledge
- Component
- A single entity in a map
- Anchor
- The user need
- Position
- Position of a component relative to the anchor in a chain of needs
- Need
- Something a higher level system requires
- Capability
- High level needs you provide to others
- Movement
- How evolved a component is
- Interface
- Connection between components
- Flow
- Transfer of money, risk & information between components
- Climate
- Rules of the game, patterns that are applied across contexts
- Doctrine
- Approaches which can be applied regardless of context
- Strategy
- A context specific approach