InnoComp

Complexity Principle Mapping

  1. Scale-Free Fractals → A2 (Recursion) — one rule repeated at every scale
  2. Edge of Chaos → A1 (Third Way Forward) — not order OR chaos, the third option between them
  3. Emergence → A2 (Recursion) + A3 (Feedback & Tipping Points) — simple rules iterated create something new
  4. Self-Organised Criticality → A3 (Feedback & Tipping Points) — the system finds its own tipping point
  5. Butterfly Effect → A3 (Feedback & Tipping Points) — tiny push, giant change
  6. Attractors → A0 (Wandering Ideal) — the gap between where you are and where the system pulls you
  7. Feedback Loops → A3 (Feedback & Tipping Points) — directly mapped
  8. Tipping Points → A3 + A5 (Transcend) — the moment of phase jump
  9. Adjacent Possible → A4 (Optimize) → A5 (Transcend) — master current game, then find the door to the next one
  10. Small World Networks → A7 (Flows & Translation) — how stuff moves between boundaries
  11. Preferential Attachment → A3 (Feedback) — positive feedback loop on connectivity
  12. Synchronisation → A6 (Design Boundaries) — alignment needs limits
  13. Cascading Failures → A6 (Design Boundaries) + A7 (Flows) — boundary failure lets bad flow propagate
  14. Panarchy → A2 (Recursion) + A8 (Locality/Context) — same cycle pattern, different speeds, context-dependent
  15. Autopoiesis → A6 (Design Boundaries) — the living boundary that defines self
  16. Non-Ergodicity → A8 (Locality/Context) — path and position change everything
  17. Antifragility → A0 (Wandering Ideal) — the ultimate test: does the system close the gap better after each shock?

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