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Q/T - i: Methods - exploring ways and means
On this page: {Intro}
{Linear Processing} (structured)
{Non-Linear Processing}
{Random}
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{The Four-corners Method}
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-[Programming]- (see hal)
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Linear Processing
(as well as Structured)
In this section: {}
{Juxtaposition of Opposites} (go to the opposite)
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Juxtaposition of Opposites
(go to the opposite)
See also: {The Four-corners Method} (below)
Non-Linear Processing
See also: {Structure/Random} (below)
Structure/Random
In order to think,
you have to have
somethng to think
about.
- Dr. Squib (one of my old chem profs)
In this section: {}
{Blogging}
{Notebooks/journalling}
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Blogging
There is no right or wrong way to blog.
I usually use blogging as a diary (the way
that *classically* "journalling" used to
mean). See also: {Notebooks/journalling} (below)
My almost daily blog: -[MySpace.com/frankleeding]- (i think you have to logon
to it to be able to read
it; alas - bureacracy :(
Group blogs can be used in PRODUCTIONS
(eg, plays, manufacturing, etc) to let
people INFORMALLY or FORMALLY bring
ideas
into the "thing".
Structure/Random: Notebooks/journalling
It all seems very simple, right: You just
pick up a guitar and strum it and voila!
you're a metal-head!!!!
So, the structure bit is pretty straight forward
you have to "pay the price" by painfully learning
stuff. As Betty Edwards (Drawing on the Artist Within)
puts it:
Everything is easy,
once you get past
the first 5000 mistakes.
The thing is to not treat that "learning curve" as
the enemy. That's why journalling and/or keeping a
notebook is SOOOO important. It allows you to write
down what you're doing right now and how you view
stuff. I started using the large 9x12 sketch books
and used them for EVERTHING. So, on one set of pages
are my sketches from drawing class, on the next
set are notes from Journalism 102 (notes on advertising).
And then the next pages are math notes, etc. And now,
that i look back over them i can use them as spring
boards for totally new ideas. And of course, i used
at the time to STUDY for my classes. Cool, huh?
So, by FORCING OURSELVES TO BE STRUCTURED,
we can
later use that in as a RANDOM IDEA GENERATOR.
And of course,
we "own" all of the ideas to begin with.
The Four-corners Method
Also known as: "Fier-eckig" (German, "rectangular"; literally "four-cornered")
The "EV Box" (evolutionary box) method.
One of the simplest ways to break from one mode of
thinking to another is of course "go the to opposite".
However, what happens if there are TWO variables?
This (from a purely linear mathematical perspective)
gives us TWO CROSS-PRODUCTS:
(toss a coin + choose a gender)
Gender
M F
H (H, M) (H, F)
Coin
T (T, M) (T, F)
Which is the classical "game matrix" or "payout matrix".
If this is a game (either zero-sum or non-zero-sum) we can
associate a "winning ammount" with each "probablility trial
outcome". See for examples, Feller, Volume 1.
or any book on games or gambling.
What about the following "experiment"
(toss a coin + match "rock, scissors, paper")
Match RSP
R S P
H (H, R) (H, S) (H, P)
Coin
T (T, R) (T, S) (H, P)
This method is some-what geometric (tecnnically
a matrix) representation of a two-variable
"game" or "experiment". Note that in this case
the table is both COMPLETE and EXHAUSTIVE.
See also: "Cybernetics" by Norbert Weiner.
For THREE VARIABLES, we can have three sheets of
paper with the results as a 2-d matrix on each one
and then each sheet representing the different
values of the third variable; eg, choose one of
three colours (Black, White, Green) - i've chosen
BWG so that they clearly will NOT contradict/confuse
our other choices - in reality we'd have to be a
bit more "sophisticated" than just a single letter
or symbol.
The "probability space" (or sample space actually)
would look something like this:
(H, R, B)
(H, R, W)
(H, R, G)
(H, S, B)
(H, S, W)
(H, S, G)
(H, P, B)
(H, P, W)
(H, P, G)
(T, R, B)
(T, R, W)
etc
Note that we can specify a "free variable" (also known
as a "don't care state" or "independent variable" or
even an UNKNOWN/UNKNOWABLE/HIDDEN variable) by a "*"
eg, we might (in a dark room not be able to see the
colour of the paper, thus, we end up with RESULTS
like this:
(H, R, *)
(H, S, *)
(H, P, *)
(T, R, *)
(T, S, *)
(T, P, *)
Note that is EQUIVALENT to the previous case, even though
we might not know the value of the third variable. In some
cases we might be able to assign it a probability or value
(pay out value) better than the "blind luck" value of 50%.
Refer to programming languages such as Prolog/Prologue, and SQL.
Also refer to the so-called "Drake Equation" in the SETI project
(Search for Extra-Terrestrial Intellegence)
Thus, in a sense the EV BOX method allows us to at the very
least make a linear problem out of any problem even if it
is non-linear. We are of course, (as the RSP "matching game
shows) are NOT limited to binary or even n-ary (3-way, 4-way)
choices. Using a diagram borrowed from quantum mechanics and
the spin/charges on molecules or atoms, we might map the
sex of humans in the following way:
____ (pure hemaphrodite)
____ ____
_____ _____
________ ____ ______
"pure" ____ "pure"
Male _____ _____ Female
____ ____
____ (pure neuter)
In reality, humans are always at least 2% the other sex
- even the supposed case of "pure males" and "pure females".
Refer to "Jurassic Park, I" (film/book) by Steven Spielberg / Michael Crichton
"As Nature Made Him" by John Colapinto
"The Naked Ape" and "Man Watching" by Desmond Morris
Links