Difference between revisions of "Climatic patterns"

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[[File:Wardly Climatic Patterns.png | right | 600px]]
 
Climatic patterns are rules of the game.  These patterns apply across contexts, regardless of user choice.
 
Climatic patterns are rules of the game.  These patterns apply across contexts, regardless of user choice.
  
 
==Components==
 
==Components==
Everything evolves through supply and demand competition
 
  
No single method fits all
+
===Everything evolves through supply and demand competition===
  
Rates of evolution can vary by ecosystem
+
===No single method fits all===
 +
 
 +
===Rates of evolution can vary by ecosystem===
 +
 
 +
===Components can co-evolve===
 +
 
 +
===Characteristics change as component evolve===
 +
 
 +
===Evolution consists of multiple waves===
 +
 
 +
===No choice over evolution===
 +
 
 +
[[Red Queen]]
 +
 
 +
===Commoditisation <> Centralization===
  
 
==Financial==
 
==Financial==
 +
 +
===Higher order systems create new sources of value===
 +
 +
===Future value is inversely proportional to the certainty we have over it===
 +
 +
===Efficiency does not mean a reduced spend===
 +
 +
[[Jevon's Paradox]]
 +
 +
===Evolution to higher order systems results in increasing local order and energy consumption===
 +
 +
===Capital flows to new areas of value===
 +
 +
===Creative Destruction===
 +
 +
[[Joseph Schumpeter]]
 +
 +
==Speed==
 +
 +
===Efficiency enables innovation===
 +
 +
===Shifts from product to utility tend to demonstrate a punctuated equilibrium===
 +
 +
===Evolution of communication mechanisms can increase the speed of evolution overall and the diffusion of a single example===
 +
 +
===Increased stability of lower order systems increases agility & speed of re-combination===
 +
 +
===Change is not always linear===
 +
 +
Discontinuous and exponential change exists
 +
 +
==Inertia==
 +
 +
===Success breeds inertia===
 +
 +
===Inertia can kill an organization===
 +
 +
===Inertia increases the more successful the pas model is===
 +
 +
==Competitors==
 +
 +
===Competitors actions will change the game===
 +
 +
===Most competitors have poor situational awareness===
 +
 +
==Prediction==
 +
 +
===Not everything is random===
 +
 +
In some situations, you can predict the probability of what will happen, but not when.  In other situations you can reliably predict when something will happen, but not exactly what.
 +
 +
=== You cannot measure evolution over time or adoption, you need to embrace uncertainty===
 +
 +
===Economy has cycles===
 +
 +
[[Peace war and wonder| Peace, war, and wonder]]
 +
 +
===The less evolved something is, then the more uncertain it becomes===
 +
 +
===Two different forms of disruption===
 +
 +
Predictable verus non-predictable
 +
 +
==="War" (point of industrialization) causes organizations to evolve===
  
  
[[File:Wardly Climatic Patterns.png|1200px]]
 
  
 
==References==
 
==References==

Revision as of 21:58, 27 October 2017

Wardly Climatic Patterns.png

Climatic patterns are rules of the game. These patterns apply across contexts, regardless of user choice.

Contents

Components

Everything evolves through supply and demand competition

No single method fits all

Rates of evolution can vary by ecosystem

Components can co-evolve

Characteristics change as component evolve

Evolution consists of multiple waves

No choice over evolution

Red Queen

Commoditisation <> Centralization

Financial

Higher order systems create new sources of value

Future value is inversely proportional to the certainty we have over it

Efficiency does not mean a reduced spend

Jevon's Paradox

Evolution to higher order systems results in increasing local order and energy consumption

Capital flows to new areas of value

Creative Destruction

Joseph Schumpeter

Speed

Efficiency enables innovation

Shifts from product to utility tend to demonstrate a punctuated equilibrium

Evolution of communication mechanisms can increase the speed of evolution overall and the diffusion of a single example

Increased stability of lower order systems increases agility & speed of re-combination

Change is not always linear

Discontinuous and exponential change exists

Inertia

Success breeds inertia

Inertia can kill an organization

Inertia increases the more successful the pas model is

Competitors

Competitors actions will change the game

Most competitors have poor situational awareness

Prediction

Not everything is random

In some situations, you can predict the probability of what will happen, but not when. In other situations you can reliably predict when something will happen, but not exactly what.

You cannot measure evolution over time or adoption, you need to embrace uncertainty

Economy has cycles

Peace, war, and wonder

The less evolved something is, then the more uncertain it becomes

Two different forms of disruption

Predictable verus non-predictable

"War" (point of industrialization) causes organizations to evolve

References

Example internal link