Posts Tagged ‘analytical game’

About the Human Measure

Thursday, January 8th, 2009

A few years ago (2003) somebody asked me to address the Dutch IT Architecture Congress. The subject was the Human Measure. To understand the Human Measure you have understand the relationship between the Human Being and The Human Measure System, The Emotions.

At that time I was already highly influenced by Will McWhinney so I used his model of the Four Worldviews to describe the Human. Later I discovered a Fifth Worldview (Consciousness) that was hidden in his teachings.

The consciousness is the monitor of the Whole of the Human Being. It reflects about the behavior of the parts and takes action when the Whole is not in Balance (Stressed).

According to Will McWhinney the Human can be described by The Emotions (Values), The Imagination (Ideas), The Senses (Desire, Facts) and the Expectation (Control, Rules).

The Four parts can be combined in six (or twelve = 4x3x2) Games. A Game is a strategy to solve the Conflict between the Four Independent Parts.

To me it is very clear that IT is focused on the combination Expectation/Senses. This combination is called the Analytical Game. It solves the Conflict between Facts and Rules. Will showed that this game was the dominating game in Western Culture.

In the Analytical Game the Emotions, the Consciousness and the Imagination are not important. In the Analytical Game you want to find the Absolute Truth, The Rules of the Game, by Analyzing the Facts sensed by the Eyes.

When you want to understand the Emotions you have to look at “emotional” Psychology. When you start to study “emotional” psychology the “box of Pandora” of Psychology opens up. Psychology is not a science like Mathematics or Physics. Everybody has his own theory about Emotions and everybody is defending his own “territory”. Psychology is simply a scientific mess.

One of the most helpful scientists (a friend of Will) was Rodney Cotterill. Cotteril analyzed the evolution of the Sensory-Motor System of every Organism on Earth. The Sensory-Motor System is an Interaction between the Emotions, the Motor, and the Senses.

The bacteria is drifting around, explores an inhomogeneous environment that contains all kinds of chemical structures. Some of these structures are destructive, some of them are neutral and some of them are attractive (food). When the bacteria finds (senses) food his rotator (the flagellum) moves the bacteria in a circular motion. The circular motion of the bacteria is preserved for a short time and this preservation could be called memory

The emotions are aimed at the survival of the human being. They Explore environments to find something that helps them to survive and Avoid destructive environments. When Humans have found an Attractive environment they Stay there and Store the data about the environment in their Memory. Humans are Moving Memories (E-motion means movement!).

According to Rodney Cotterill the Emotions are the basic structure, the infrastructure, of an organism. All the other structures are specializations of one of the parts (the Sensors, the Calculator (Imagination, Expectation)) of the Emotional Infrastructure.

IT is highly focused on Sensors and Calculators (the Senses and the Expectation). IT has no idea what to do with the Emotions, the E-Value-ator, the basic Measurement System of the Human Being. The main objective of the Evaluator is to find Food and to stay Alive.

The Human Imagination has created many “abstractions” of Food and Secure Environments. They are all stored in the Memory as Symbols and Metaphors but it is not difficult to define what Humans don’t like. They don’t like the same thing IT-experts don’t like. IT-experts want to be Valued. They don’t want to be Dominated. They demand the freedom to Express their Creativity. They don’t want to play a role in a Play that was Designed by somebody else.

IT-experts love to play the Analytical Game. In this Game the Humans, called the Users play the role of the Object, the reusable Module, that has to do its Job. In the Analytic Game Users don’t have Emotions and Imagination. They have to Eat the Food that grew out of The Seeds of the Imagination of the Architect.

What is the Human Measure?

The basic measure of the Human Being is related to everything that gives him or her a feeling, an Emotion, of Security. The Human Value-System, the Emotions, is always looking for Shelter, Protection and Love. Humans Beings need other Human Beings to tell and show them that they are Value-able.

If the Human Being has an Expectation this Expectation has to be realized in the near Future.

When the Emotions of the Human Being are Dominated it wants to move away from his environment because a dominating environment could be Destructive. When something or somebody is Dominating a Human Being he/she feels worthless.

If the Imagination of the Human Being experiences No Change, (Highly Repeating Actions) it wants to Explore a new Environment.

If the Senses experience Too Much Change the Human Being becomes Confused. When you are Confused your Expectation fails and the Human starts to drift around just like the bacteria.

If the Human Being is not Conscious (Aware, Focused) it is unable to Reflect. If the Human Being is not Aware he is unable to Balance the Emotions, the Imagination, The Expectation and the Senses. If there is no balance the Body becomes Stressed. A Stressed Body slowly kills the Immune System. An Unbalanced Immune System is the Cause of many Diseases.

What is IT Doing?

IT is still creating Dominating, Always Changing, Insecure and Confusing Software.

IT is not automating the repeating activities Humans don’t like. IT is producing highly disconnected software-systems.

IT is not helping the Humans to makes senses of the complexity of the Outside World. IT is increasing the Complexity of the Environment.

IT is not supporting the Human to explore its environment. IT is shielding the outside environment and is creating an artificial outside environment. Many people believe the Imaginary World is the Real World. The most destructive artificial worlds are the Destructive Computer Games. They give the Player the Believe that Killing People is no problem at all. The destructive Games are the Games of the Military. They kill people by looking at simulators and pushing buttons.

IT is Playing the Same Game using Different Terminology all the time. If you understand the transformation of the terminology the Game is Boring. If you don’t understand the terminology the Game is Confusing. If you Mix the Terminology the Game is too Complex to Play. Almost nobody knows the Rules so many People make mistakes, believe they win the Game but in reality lose the Game.

What to do?

Perhaps somebody is able to Invent a New Game.

I have an Idea.

Why don’t we create a Game that Creates Games? According to the Theory of Will this Game is called the Game of Culture. It solves the conflict between The Imagination (The Creator) and the Emotions (The Mover). When the Mover is Inspired by the Creator the Sensory/Motor-System starts to Act with Spirit (Imagination) and Soul (Emotions). In terms of Emotional Psychology: The Human becomes Highly Moti-vated!

If we look at the theory of Will we now can see that the Analytical Game is the Complement of the Game of Culture.

If we Unite the two Games, the Games of the West and the Games of the East, we are able to connect all the parts of the Human Being in a Cycle, the Cycle of Human Innovation.


About the Human Measure

Why Politicians are Afraid to Play the Game of Politics

Sunday, February 10th, 2008

Will McWhinney defined six games. In the previous blogs I told you about the Game of Life and the Analytical Game. In this blog I want to tell you about a very special game called the Game of Politics.

The game of Politics is a conflict between the worldviews Unity and Social. Unity is the world of Norms and Social is the world of Values.

Many people consider the Game of Politics a “dirty” game. They don’t like politics at all.

It is a dirty game because many people that call themselves politicians are formulating and enforces rules (by the Analytical Game) but don’t apply the rules. They are not consistent.

It is not necessary to be consistent because everybody learns and makes mistakes but the “bad” politicians don’t admit their mistakes.

When they don’t admit their mistakes or deliberately misuse the rules they enforce, they are making use of the System for their own benefit. They want to gain or increase their power and/or their wealth.

When you want to increase your power you believe that your current power is not sufficient to protect your self. You are afraid. Although they never will admit this fear is the main driver of politicians that misuse the system.

When the fear becomes unbearable they develop an extreme position and focus on one worldview. If they do this they are not playing a game anymore. They are focused on one worldview (Unity) and develop a tendency that psychiatrist call Paranoid.

Many powerful leaders in history fell into the trap of fear to loose their power and created very powerful paranoid systems. Famous examples in recent history are of course Hitler and Stalin. When paranoid leaders enforce rules they become opportunistic. They don’t mind if the people believe they are inconsistent or “evil”. Every act is motivated by the impulsive reaction to a possible threat and every threat is part of a big conspiracy.

Let’s get back to the Game of Politics.

The Social worldview is the worldview of emotions. Emotions help you to evaluate attracting and repulsive forces. We show our emotions with our “body-language” and the tonality of the sounds we produce.

The Game of Politics is a game where we express our feelings directly in concepts. Our feeling evaluates so we could also say that the Game of Politics evaluates concepts and (the other way around) attracts or repels us when concepts are stated. We give our opinion.

The Game of Politics is very dependent on the Emotions.

The Emotions are a “very old part” of the Human. This part “does not understand” rational concepts.

The Emotions are “open” to manipulation when we are in a state a trance. We get into a state of trance when we are focused.  This happens when we are looking at TV or a Movie or Driving a Car.

One of the most simple techniques to move a person into a trance-state is to “surprise” a person. We surprise a person when we do something the Expectation ( our Thinking) is not expecting. Surprise is the basis of hypnosis.

Many powerful politicians knew how to manage the Emotions. They are not managed by words. They are managed by the way the words sound and the body-language of the person who speaks the words.

The emotions are strongly managed by collective contexts. When people are united in a stadium the emotions connect. When pressure is used the personal fields of the humans unite into one collective field. They become one entity, a crowd.


About Crowds

About the Games of Will McWhinney

About Manipulation

About Mind Control

About the Invisible Fascist State

About Ethical Dilemma’s

Sunday, February 3rd, 2008

Moral Dilemma’s are situations where two or more moral rules are in conflict. You have to make a choice between two or more actions you don’t want to perform because Ethics forbid you to do so.

A famous example was formulated in Book I of Plato’s Republic, Cephalus defines ‘justice’ as speaking the truth and paying one’s debts.

Socrates quickly refutes this account by suggesting that it would be wrong to repay certain debts – for example, to return a borrowed weapon to a friend who is not in his right mind.

Socrates’ point is not that repaying debts is without moral import; rather, he wants to show that it is not always right to repay one’s debts, at least not exactly when the one to whom the debt is owed demands repayment. What we have here is a conflict between two moral norms: repaying one’s debts and protecting others from harm. And in this case, Socrates maintains that protecting others from harm is the norm that takes priority.

A tragic moral dilemma is formulated in William Styron’s Sophie’s Choice. Sophie and her two children are at a Nazi concentration camp. A guard confronts Sophie and tells her that one of her children will be allowed to live and one will be killed. But it is Sophie who must decide which child will be killed.

Sophie can prevent the death of either of her children, but only by condemning the other to be killed. The guard makes the situation even more excruciating by informing Sophie that if she chooses neither, then both will be killed.

Actions are organized in chains of cause and effect. An (ethical) rule defines a `forbidden` effect. The effect is caused by an actor. In one situation the effect is certain in other situations the effect is (highly?) possible.

Ethics tries to formulate action-guiding principles to prevent that humans create a “forbidden” effect. In the case of Sophie this effect is the killing of a human being. In the example of Plato more or less the same (“doing no harm”) applies.

The example of Sophie shows that some people are able to create contexts where ethical dilemmas are forced upon people. In this context “Sophie has no choice” and when there is no choice ethics is simply not applicable.

The only thing we can do is to avoid these contexts and to prevent the creation of these contexts (concentration camps, crime, war, violence).

Ethics is not only a cognitive action. The emotions are also involved. Although the choice of Sophie is enforced she will feel guilt when she has made a choice. The emotional effect of a forced choice is the same as the effect of a free choice. Avoiding a certain emotion (“feeling guilty”) can be the reason to formulate an ethical rule.

Some people are more empathic than other people. That is why the acceptance of ethical rules varies. People without any empathic feeling don’t agree with the rule that it is forbidden to kill or to do harm. In some cultures those people are called mentally ill in other cultures they are highly praised.

We can always create an example where one rule conflicts with another rule or where the precedence of one rule over the other rule is violated. The rule of “not killing a human being” is overridden by many other rules and these rules are again context-dependent. Some people believe “killing a human being” is allowed to punish or to defend (a human being or a country) or even to enforce a principle (“freedom of choice”).

It is always possible to formulate an external cause. Finding an External Cause is the best way to remove the feeling of guilt or to prevent the feeling of guilt. The Guard in the concentration camp was able to do his work without any remorse because he was helping to accomplish the aims of his Fuhrer.

A soldier can accept the killing of a human being when the other is an enemy. Somebody has convinced him that killing enemies is an important goal. The same applies for all the other people that are part of the immoral context. All of them have created a chain of reasoning where they are not direct connected to the immoral situation. They “have to do it” to make a living or to make a career.

It both cases people have failed to prevent the concentration camps or the war.

What is really behind this all?

Behind this is the issue of world-views.

Ethics shows itself in many (five) flavors and combinations of flavors. The most important combination of these flavors is a combination of the Unity (Rules) and Sensory (Cause/Effect) worldviews. Will McWhinney called this combination the Analytical Game.

The Analytical Game is the dominant game in Western Society. It is highly cognitive. It denies the existence of the emotions (Love, Empathy, Social) and the imagination (Art, Poetry, Music, Mythic).

The emotions and the imagination are transformed by the Analytic Game in a cognitive instrument. Everything has to be planned and evaluated. It blocks improvisation (context-dependent behavior) because it is “Afraid to Loose Control”.

What to do?

The most important advice is to avoid and prevent (!) Ethical Dilemma’s.

When you are encountering a dilemma please trust your “gut feeling”. It is guided by your Emotions and Imagination.