Category Archives: frameworks

Beware of Maxims

I’m enjoying the work of Henry Mintzberg particularly Strategy Safari. It’s marvelous tour of those various approaches to business architecture that have attracted a following over the decades. It is a more respectful but still amusing variation of this list of business fads.

When they get around to the school of business architecture founded by Porter they trace it’s roots back into the literature of military strategy. Much of this school’s literature is summed up in pithy one liners. “Supply lines: defend yours, attack his.” or “Metrics!” Maxims have “thought stopping” power. The best defence is humor; for which they offer this:

Maxims about Maxims

  • Most maxims are obvious.
  • Obvious maxims can be meaningless.
  • Some obvious maxims are contradicted by other obvious maxims (such as ‘Concentrate your forces.” and “Remain flexible.”).

So

  • Beware of maxims.

Brokerage

For any number of reasons I’m interested in middlemen and brokerage.

Here are four ways that a broker might bring value to another group.

  • Inform either side of interests or difficulties of the other.
  • Import useful techniques, practices, tools.
  • Draw analogies that the other group is blind to.
  • Synthesis of techniques, practies, tools, ideas thru merging.

I very much doubt this is a usefully complete list. For example it doesn’t even include trading goods between the groups. But it’s a start.

How to have a Fiasco

Some people pick a question, usually in graduate school, and then spend the rest of their life puzzling out an answer to that question. Lately I’ve been reading some of Irving Janis‘ work on decesion making. The question he seems to have asked early on was “How did these smart people make those choices that lead to this fiasco!” In his book Groupthink he looks at the fiasco of Pearl Harbor, the crossing into North Korea in the Korean war, the Bay of Pigs, and the escalation in Vietnam.

This turns out to be an excellent question to build a career around! No shortage of fiascoes to study. No shortage of people with money scared to death they are on the road to a fiasco. Better yet there is no shortage of people convinced that those around them are on that road.

problemSolving.png

Making a decision is embedded in a context that aids and constrains the outcome that gets generated. This cartoon highlights three aspects of the context. In this view of the problem solving we ignore the actual problem and look only at the resources brought to bear on solving it.

Irving establishes a straw-man he calls “Vigilante Problem Solving.” That’s the good kind of problem solving and it outputs good decisions. The failure modes are framed as “taking short cuts” or other resource limits that preclude the good kind of problem solving.

Here’s a little enumeration of constraints on the quality of the problem solving that lifted from his book Critical Decisions along those three dimensions.

  • Cognitive Constraints
  • Limited Time
  • Perceptions of Limited Resources
  • Multiple Tasks
  • Perplexing complexity of the issue
  • Perception of lack of knowledge
  • Ideological Commitments
  • Affiliative Constraints
    • Need to maintain: power, status, compensation, social support.
    • Need for acceptability of new policy with organization
  • Egocentric (Self Serving and Emotive Constraints)
    • Strong personal motive: Greed, Desire for fame, etc.
    • Arousal of an emotional need: e.g. anger, elation
    • Emotional stress of decisional conflict

    The constraints lead to failure modes. By picking apart the historical record of the various fiascos he has collected a library of these failure modes. The contribution of the Critical Decisions book bridge between the model of resource limits and various failure modes. It’s a bridge from a general model to the stories in his collection of fiascos. Each bridge is a template that outlines a given problem solving technique and then highlights how that problem solving technique goes bad.

    Here’s an example. A template for a problem solving technique that plays to a person or organization’s strengths an augments those with reasoning by analogy:

    GottaHammer.png
    We have cliches to dis this technique. “Searching where the light’s bright.” of “If you’ve got a hammer everything looks like a nail.

    But this is a fine problem solving scheme. We all use it. It plays to our strengths and let’s us leverage our organizational muscle. It will only lead to a fiasco if the problem fails to fit the available SOP. Things fall apart when the organization starts getting highly invested in the analogy between a nail and screw. Then they start engaging in various thought stopping processes and begin singing in unison: “I gotta hammer, I hammer in the morning…” For a while they think they are happy!

    Vigilance is hard work.

    Four Kinds of People

    It’s nice to have friends that know what your interested in. Santiago Gala recalled this delightful paper written in 1990 and then revised in 1996 about the different kinds of people who play in MUDs (i.e. multi-user online games, usually text based, often with an element of programming).

    I found this entire paper just one long wonderful giggle fest! It’s particularly fun to overgeneralize it and map the four kinds of players the author outlines into other settings: communities, group forming, etc.

    In brief it puts forth that there are three kinds of players in these online games: achievers, killers, socializers, and explorers.

    • Achievers: work to win the game and gain points and status.
    • Killers: use weapons to kill things, particularly other players
    • Socializers: build relationships with other folks.
    • Explorers: work to understand the game’s mechanisms.

    He then maps those onto this little two dimensional space:

    FourMudKinds.png

    The paper is full of amusing lines. For example the socializers think the explorers are a lonely lot; while the killers would rather kill achievers v.s. socializers since there is no sport in killing socializers. The explorers find getting killed interesting.

    I think I can see all these kinds in open source projects. But one thing about an open source project is that it tends to be oriented toward the world rather than the people; and hence tends to have more achievers and explorers.

    He allows as some of the killers, i.e. those who strive to act upon people, aren’t killers but are instead helpers. I’ve seen some of those in open source projects as well.

    Of course, only rarely does one of these amusing archetypes appear in a purebred form. Mixtures and variations over time are more typical.

    Sympathy, not.

    This is a list of ways not to give sympathy.
    I collected this list from Ms. Manners a long time ago. Since then I’ve reworked it some and added some more.

    • Pangloss – it is all for the best
    • Affirm’s this is a just world – “Probably deserved it…”  “If only he had stopped”
    • Relativism – “You know, it could be worse.”
    • Competition – “You think you’ve got troubles!  Let me tell you about my …”
    • Emotional Vampire – “Go ahead feel bad!  Cry!  I’m here for you.”
    • Not a Quiter – “I’m sure this will only lead you to redouble your efforts.”
    • Predjudice – “Ah that’s how people like you deal with this, eh?”
    • Distraction – “Ah, how ’bout those Red Sox!”

    Since we are on the topic I might as well mention the right thing to do.

    “I’m so sorry, I just want you to know I’m here for you.”  and actually doing something is better.

    These can be used to construct a very silly joke of the exaggerated kind. Something very minor happens. For example: “Oh, we are out of milk!” you then trot out the full set one after another. “Well it’s probably for the best. We probably don’t deserve milk. You think that’s trouble why my toast is cold! …” This works best if you can the entire family to join in.
    Next time something bad happens to you, see if you can collect the whole set.

    Homeopathic Immunity

    The homeopathic fantasy is that extremely microscopic doses are sufficent to engender desired outcomes. It’s a kind of action at a distance fantasy. The managerial equivalent is that one slight lifts the left pinky; mumbling “make it so” and vast armys of talent and pools of capital snap into action.

    The desire for such miraculous powers and nostrums is strong; so suppliers are happy to step up and sell you quart of panacea. You can’t argue with such strong desires. Strong desire for effective cures of these kinds engenders strong faith in their efficacy. It’s always a bit dangerous to argue with a true believer. In point of fact it’s a bit rude to destroy another’s faith, particularly if all you have to offer in return is dispair.

    But I can rarely resist confusing the situation by throwing another dozen or more miracle cures into the pot. It’s fun to watch them duke it out. Ted just gleaned a nice set of management flashcards out of a book. I’m jealous! Oh! I know – I’ll steal them by reference!

    Once you get past the enthusiasm of strong faith your still maybe stuck with grains of truth left behind. I don’t doubt that some homopathic remedies work great with tiny dose triggering large outcomes. You need to mud wrestle with the ideas to get to those grains of true. That exercise is dangerously close to arguing with the true believer.

    Consider this one.

    To mitigate risk: The plan has to precedes materialization.

    Isn’t planning materialization? Don’t plans create rigidities that create their own risks? What of the rule’s complement.

    Planning is what we do to avoid action.

    Or one of my favorites.

    The function of the plan is so we all know from whence we are deviating.

    Planning is hard in the time of Moore’s law and his friends. Building houses on sand.

    Worse is Better

    Richard Gabriel’s essay Worse is Better is one of the handful of things I strongly advocate any serious designer reading. It’s a bit bitter, since it reflects the hard won discovery that the way he and his community were approaching the systems design problem was fatally flawed. As such it’s an attempt to frame the arguement for why they should move out of their comfort zone and into foreign territory. With minor variations this is a key reason that Common Lisp only captured a niche rather than the world. The lessons in this essay were taken to heart by any number of the refugees that left that world.

    I now tell the story he’s telling in very different way.

    Systems are valuable because they solve integration problems. They bring stuff together in new ways. Designers need to appreciate that there are two kinds of integration value: inside and outside. The inside connections of a system are what most engineers think of as design. When it’s easy they take modular components and hook them together; when it’s hard they force unwilling bits of technology to cohabitate in a space slightly too small for them.

    External integration is what marketing folks tend to claim as their turf. But if you set back and consider the situation engineers to this too. For example when unix was designed to have pipes that made it easy to hook elements together dynamicly and a uniform file system that made it easy to hang devices of all kinds off the same name space as the files the result was a substrate that encouraged complementary connections. All that stuff that plugged into that framework created external connections. When a programming language is designed to be easy to learn your creating affordances for easy connections.

    As soon as the system your building has network effects associated with these external connections the designer needs to wake up and embrace that external connections are more important then internal ones. External connections tend to be more durable, external connections are often more scalable, external connections capture early in a market a the seeds of hubs.

    When the learning dries up.

    When the playing stops and the exhortations begin the learning dries up.

    Five (well six) ways to learn.

    • Trial and Error; playing with the material.
    • Perception of the Object; study of the material.
    • Perception of others using; watching their reactions as they use the material.
    • Modeling; mimicing the performance of others with the material.
    • Exhortation; being directed to utilize and how to use the material.

    These are pretty clearly in rank order. The first is far more powerful a learning method than the last. The last is most popular with those that would instruct others.

    There is a sixth method.

    • Instruction

    But it is assembled out of the others along with all the thousands of other frameworks for how to teach.

    I’m bemused by how this illuminates the problem of herding cats. In open source you can almost always tell that things are going down hill when folks stop playing with the materials and start attempting various kinds of exhortations. It’s amazing to me how many organizations attempt to put a lid on the playing.

    Learning thru Modeling

    Another specimen for the frameworks collection. This is a social science one (i.e. why do people do dat?) framework. In this case how do people learn to do dat.

    From Social Learning Theory; one of the mechinisms that primate learn is by observing the behaviors of other primates “Monkey see monkey do.” This is called “modeling.” Not to be confused with life modeling.

    We can break that into four phases bridging from modeled events to matching performances.

    • Attentional Processes: first you gotta notice the behavior you might model.
    • Retention Processes: then you need to store it in your noodle.
    • Motor Reproduction Processes: then you gotta figure out how to do what you saw.
    • Motovational Processes: finally you need to have a reason to bother.

    We can dive down a bit into each of these four, naming mechinisms that might get used to implement those.

    Attentional Processes:

    • Modeling Stimuli:
      • Distinctiveness
      • Affective Valence
      • Complexity
      • Prevalence
      • Functional Value
    • Observer Chracteristics:
      • Sensory Capacities
      • Arousal Level
      • Perceptual Set
      • Past Reinforcement

    Retition Processes:

    • Symbolic Coding
    • Cognitive Organization
    • Symbolic Rehersal
    • Motor Rehearsal

    Motor Reproduction Processes:

    • Physical Capablities
    • Availability of Component Responses
    • Self Observation of Reproductions
    • Accuracy Feedback

    Motivational Processes:

    • External Reinforcement
    • Vicarious Reinforcement
    • Self-Reinforcement

    This framework is lifted from Social Learning Theory by Bandura.

    Presumably if you wish to learn something, or you wish to teach something you’d be wanting to use this framework to structure the situation. With that in mind this is an interesting list to contrast with the coercive techniques used by cults were such structuring gets entirely out of control.

    Need more learning theories; here are  more than fifty more.