Difference between revisions of "Realities"
Line 3: | Line 3: | ||
''Almost every idea, business, product, service or concept that has ever been conceived, has been done without knowing the realities we now know today.'' The understanding of the [[Impacting Realities]] and the [[Changing Realities]] may have significant impact on our lives and the success of an [[eDream]]. The major categories of [[realities]] include: | ''Almost every idea, business, product, service or concept that has ever been conceived, has been done without knowing the realities we now know today.'' The understanding of the [[Impacting Realities]] and the [[Changing Realities]] may have significant impact on our lives and the success of an [[eDream]]. The major categories of [[realities]] include: | ||
+ | * [[Behavior]] - activity (physical, social, passion), activation (health, education, income and work), sleep, nutrition, learning, and resilience | ||
* [[Beliefs]] - in money (financial system), governing bodies (governments, world organizations), religions, spirituality, [[institutions]], [[leadership]], [[Operating Models|operating models]], availability and quality of [[resources]] (services, roads, airplanes), [[rules]], [[science]], [[security]], [[technology]]. | * [[Beliefs]] - in money (financial system), governing bodies (governments, world organizations), religions, spirituality, [[institutions]], [[leadership]], [[Operating Models|operating models]], availability and quality of [[resources]] (services, roads, airplanes), [[rules]], [[science]], [[security]], [[technology]]. | ||
* [[Culture]] - a [[communities|community]] or group's accepted behaviors, values, code of acceptability, customs and how they typically do things. | * [[Culture]] - a [[communities|community]] or group's accepted behaviors, values, code of acceptability, customs and how they typically do things. |
Revision as of 15:19, 21 September 2017
Realities are the knowledge of fundamental truths that shape how the world, communities and people actually operate. A reality could be the rule of thumb that the speed limit is 72 mph rather than the posted speed limit of 65 on the sign. A reality could be a perception that most people do not like telemarketer calls. People, organizations and communities may have defined beliefs, processes or bylaws to operate, realities are how they actually operate.
Almost every idea, business, product, service or concept that has ever been conceived, has been done without knowing the realities we now know today. The understanding of the Impacting Realities and the Changing Realities may have significant impact on our lives and the success of an eDream. The major categories of realities include:
- Behavior - activity (physical, social, passion), activation (health, education, income and work), sleep, nutrition, learning, and resilience
- Beliefs - in money (financial system), governing bodies (governments, world organizations), religions, spirituality, institutions, leadership, operating models, availability and quality of resources (services, roads, airplanes), rules, science, security, technology.
- Culture - a community or group's accepted behaviors, values, code of acceptability, customs and how they typically do things.
- Economic - the global, national and local economy, economic conditions, debt, wealth, income inequality, etc. Availability of funding sources. Personal or communities’ finances.
- Education - formal and informal education, learn skills, competencies, literacy, abilities and understand of impacting realities
- Events & History - events such as a natural disaster, war or financial crisis can reshape other realities (like economic, security, theories). Events that can change beliefs or perceptions of what is possible. Personal or community events that change how we think.
- Globalization - products, services, financial & migration, interconnectivity of economic, political and environment including wars, conflicts, trade, distribution of income & work
- Health - the state and management of physical, mental, functional and genomic health including life expectancy.
- Income & Work - how we earn income to sustain our lifestyle, how we educate for income & work, how we impact our well-being from work other than money
- Institutions - Governments, industries, educational, healthcare, religious and other large organizations
- Leadership - who are the decision makers or major influencers of change
- Narratives - the history, story, description of people, communities and realities that represent an accepted understanding of who, what, where, why and how they relate to others. Examples include a person's resume (people), a company brand (communities) and how now use cell phone (technology).
- Operating Models - how things operate and get done based on rules, work flow, automation, practices & methods, and financial models within marketplaces, institutions, global commerce
- Political - political environment for change within institutions and the organizing groups or coalitions (i.e., political parties).
- Practices & Methods - how we get things done, how experts use techniques and methods that efficiently and effectively leverage people, communities and realities
- Resources - are physical, digital, people, financial, products and services we need to live and support our personal well-being
- Rules - laws, contracts, agreements or other agreed upon terms. How we interpret and act in relation to rules.
- Science - understanding of the physical world, research and studies
- Security - level of security from outside threats such as physical, cyber, crime, wars, theft of property
- Social - is the human need for interacting with others one-to-one or multiple people involved in activities, social settings or within communities.
- Technology - available technology and innovations
- Theories - a plausible or widely accepted explanation of how things originated or operate based on facts, observations and accounts yet cannot be scientifically proven.
Realities are enablement components that could impact making an eDream successfully happen.