Difference between revisions of "Glossary"
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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 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