Subjective
Object
Tool
Object
Object
Use
User
Idea
Process
Objective
Activity model
Function
Behavior
Systems
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• Direction of arrow shows movement of EMMI from end to head
• Dashed line illustrates the perceptions from the user’s perspective
FIgure 4.2
The ontology of systems.
objects, and behaviors may track with objects and have somewhat some
degree of coupling and cohesion with functions. The ontology of systems is
depicted in Figure 4.2.
One object releases EMMI that impinges on another object. Should the
objects exchange EMMI, an interaction is said to have occurred. The release
of EMMI from object “A” is “a”; the release of EMMI from “B” is “b”. Release
“a” causes object A mechanism “A m ” and control “A c ” to produce output
“A d ”. “A d ” causes mechanism “B m ” (of object “B”) with control “B c ” to produce output “B d ”.
Exchange interaction “A with B” results in no change in “A” or “B”.
Sustained exchanges require drawdown of resources from both “A” and “B”
as both experience losses attributable to their releases. A and B can be assembled as A and B. For example, under optimal conditions, two distinctly different types of musical instruments can be distinguished by the human ear.
When the two instruments are played together they present as sounds A s
and B s . The playing duet is an aggregation of A and B. The musicians are A p
and B p ; the music is A x and B x . The conduction of the two musicians follows
the cognitive structures that drive orchestration processes and are written
down. A and B are juxtaposed to gain the optimal experience at one location
in the music hall. The plan (design) is laid out, the players are informed and
working as a team, and the physical layout of the musicians is followed. The
totality of the layout, music, orchestration, and conduction is the architecture
of the concert (a process). The concert is carried out; the audience distinctly
hears both instruments and their harmonization. The concert is over, everyone leaves. NotaSystem? ProtaSystem? System? System of Systems?
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