Some More 'Almost' Notes.

Watchmaker Stefan Sarpaneva's Moon Machine, MB&F

"An idea is not a design
A design is not a prototype
A prototype is not a program
A program is not a product
A product is not a business
A business is not profits
Profits are not an exit
And an exit is not happiness."
Mike Sellers, 2011 - a Quora answer.

A chef is intimate with the anatomy, and growth conditions of the ingredients he uses. This is a second set of keyholes I stumbled upon during my [unfinished] concept try. Unpretentiously put, in a place of finite time, resources and space - understanding the context one's concept can roam in will influence its organs' design.

Choice of instruments

  • Choosing software tools with a pool of filters and use cases can save search time.
  • Equipped collaboration spaces for you and your co-conspirators to relate more directly to ideas and each other.
  • Multi-tiered communities offer more insights on the interests your concept should manage to align. They also improve selective listening - we're shifting from an industrial economy to a participatory/circular one.
  • Prototyping should be at all levels of efforts a familiar art.

Background hues

The reigning illusion that 'history' is strictly 'the past', and never 'now' (i.e.your next blink) can use some tweaking. Though whatever caused the gap can neither be generously questioned or ignored - as much as to lose sight of your own points of compass. Consider the city a startup itself - always evolving. Below were some points:

  • Reviewing (see learner plan): what defines success to company profiles you'd eventually see as partners.
  • You could need an extra head at times. If things take enough structure and intellectual property can't take large risks, it's a decent handbrake.
  • We're in the mist of influencing one another with ideas. A few ploy ruses can smooth how you'll draw the convincing...I mean learning curve.

The urban architect Dan Norihiko's quote reflects these points in a compact way:

"The city and the natural environment is full of conflicts created on the boundaries between different patchworks. Yet these conflicts evoke the relatedness between alienated fields"

Consider the screen - a 'world' representing those multiple 'patchworks'. 'Unrelated' domains are finally present in one place, and secrecy won't always conceal the relatedness.