Co-Creative events

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Co-Creative events par Mind Map: Co-Creative events

1. Choose co-creative events formats

1.1. Domain of Application

1.1.1. Art / Culture

1.1.1.1. Participarty

1.1.1.2. Music Jam

1.1.1.3. Museomix

1.1.1.4. Burning Man

1.1.1.4.1. Festival

1.1.1.4.2. Burning Night

1.1.1.4.3. Burning Silence

1.1.1.5. Guerilla Art Actions

1.1.1.6. Improv Everywhere Missions

1.1.1.7. Invisible theater

1.1.1.8. Sofar Gigs

1.1.1.9. Led Throwies

1.1.1.10. Public Domain Remix

1.1.1.11. RADart

1.1.2. Coding

1.1.2.1. Coding Party

1.1.2.2. Hackathon

1.1.3. Farming

1.1.3.1. Permablitz

1.1.3.2. Guerilla Gardening Ops

1.1.4. Political Action

1.1.4.1. Guerilla Adbusting actions

1.1.4.2. Anonymous #Ops

1.1.4.3. Guerrilla theatre

1.1.4.4. Culture Jamming events

1.1.4.5. Nude Protests

1.1.4.5.1. Femen Action

1.1.4.6. Reclaim the streets occupation/parties

1.1.5. Social Innovation

1.1.5.1. Deconstruction

1.1.5.2. Makesense Creativity Workshop

1.1.5.3. Minga

1.1.6. Start ups / business

1.1.6.1. Start up weekend

1.1.6.2. Startup Battlefield

1.1.6.3. TechCrunch Disrupt

1.1.7. Creativity Inspiration

1.1.7.1. Creative Mornings

1.1.7.2. TED / TEDx

1.1.8. Food

1.1.8.1. Disco soupe

1.1.9. Science

1.1.9.1. Seeks Solutions Conferences

1.2. Outcome

1.2.1. ice-breaking / Social Bonding

1.2.1.1. participative batucada

1.2.1.2. jeu de la pelote

1.2.1.3. Goguette

1.2.1.4. Reclaim the streets occupation/parties

1.2.1.5. Street party

1.2.1.6. Invisible theater

1.2.1.7. Pillow Fight Day

1.2.1.8. Saint Stupid's Day Parade

1.2.1.9. Apéros Facebook

1.2.1.10. Speed dating ?

1.2.2. Learning

1.2.2.1. Ignite

1.2.2.2. Pecha Kucha

1.2.2.3. Lightning Talk

1.2.2.4. Speed geeking

1.2.2.5. TED

1.2.2.6. Wiki Stage

1.2.2.7. Camps

1.2.2.7.1. WordCamp

1.2.2.7.2. BarCamp

1.2.2.7.3. Open Bidouille Camp

1.2.2.7.4. Hacklab SPIP

1.2.2.7.5. Chaos Communication Camp

1.2.2.8. Gesticulated conference

1.2.2.9. Junto

1.2.2.10. Fusion event

1.2.2.11. Creative Mornings

1.2.2.12. Marché des savoirs

1.2.2.13. Rencontre d’échange de connaissances E-180

1.2.2.14. RADart

1.2.2.15. Repair café

1.2.3. Collective thinking / Problem solving

1.2.3.1. Project accelerator

1.2.3.2. Pro action cafe

1.2.3.3. World cafe

1.2.3.4. Café-projet

1.2.3.5. Edward de Bono SIX THINKING HATS

1.2.3.6. The Six Agreements/ 6 principles social architecture

1.2.3.7. Delphi method

1.2.3.8. Deconstruction

1.2.3.9. Walking meeting

1.2.3.10. Makesense Creativity Workshop

1.2.3.11. Seeks Solutions Conferences

1.2.3.12. Reinventors Roundtables

1.2.3.13. Café philosophique

1.2.3.14. Résolution créative de problèmes

1.2.3.15. Brainstorm

1.2.3.16. Make sense Hold Up

1.2.4. Debate / Decision Making

1.2.4.1. Moving debate

1.2.4.2. Nominal group technique

1.2.4.3. Consensus decision-making

1.2.4.4. Vote

1.2.4.5. Occupy Hand signal consensus decision making

1.2.4.6. Occupy general assemblies

1.2.4.7. Progressive stack

1.2.4.8. Citizen Deliberative Councils

1.2.4.9. Deliberative polling

1.2.4.10. Junto

1.2.4.11. Things

1.2.5. Sharing

1.2.5.1. Circles

1.2.5.1.1. Learning circle

1.2.5.1.2. Gift circle

1.2.5.1.3. Women Circles

1.2.5.1.4. Support circles

1.2.5.2. Potlach

1.2.5.3. Gratos du mois

1.2.5.4. Marché des savoirs

1.2.6. Action / Production

1.2.6.1. Hackathons

1.2.6.1.1. Hackathon

1.2.6.1.2. Hack Weekends' Hackathon's

1.2.6.1.3. Translathon

1.2.6.1.4. Museomix

1.2.6.1.5. Makeathon

1.2.6.2. MakeStorming

1.2.6.3. Work Parties

1.2.6.3.1. Coding Party

1.2.6.3.2. Install Party

1.2.6.3.3. Carto Party

1.2.6.3.4. Crypto Party

1.2.6.3.5. Disco Soup

1.2.6.3.6. Reclaim the streets occupation/parties

1.2.6.3.7. Copy Party

1.2.6.4. Sprints

1.2.6.4.1. Book Sprint

1.2.6.4.2. Coding Sprint

1.2.6.5. Blitz

1.2.6.5.1. Permablitz

1.2.6.6. Jams

1.2.6.6.1. Music Jam

1.2.6.6.2. Design Jam

1.2.6.6.3. Raspberry Jam

1.2.6.6.4. Fabjam

1.2.6.7. #Ops

1.2.6.7.1. Guerilla Gardening Ops

1.2.6.7.2. Anonymous #Ops

1.2.6.7.3. Guerilla Adbusting actions

1.2.6.8. Minga

1.2.6.9. Nude Protests

1.2.6.9.1. Femen Action

1.2.6.10. Guerrilla theatre

1.2.6.11. Tactical frivolity

1.2.6.12. Culture Jamming events

1.2.6.13. Crowd clout

1.2.6.14. Repair Café

1.2.6.15. Public Domain Remix

1.2.6.16. Start up Weekend

1.3. Format Scale

1.3.1. Mobs

1.3.1.1. Cashmob

1.3.1.2. "Meme mob"

1.3.1.3. Cyclist mobs

1.3.1.4. Smart Mob

1.3.1.5. Distributed mobs

1.3.1.6. Project X Parties

1.3.1.7. Occupy gatherings

1.3.1.8. Street party

1.3.1.9. Freeze Party

1.3.1.10. No pants day

1.3.1.11. Pillow Fight Day

1.3.1.12. Saint Stupid's Day Parade

1.3.1.13. Apéros Facebook

1.3.2. Conference-like

1.3.2.1. MousTIC

1.3.2.2. TED/TEDx

1.3.2.3. Chaos Communication Congress

1.3.2.4. Easterhegg

1.3.2.5. Gesticulated conference

1.3.2.6. Wiki Stage

1.3.2.7. Seeks Solutions Conferences

1.3.2.8. Techcrunch Disrupt

1.3.2.9. Rencontres futurism

1.3.3. Meeting-like

1.3.3.1. Walking meeting

1.3.3.2. Lean Coffee

1.3.3.3. Townhall Meetings

1.3.3.4. Résolution créative de problèmes

1.3.3.5. Speed dating

1.3.4. Facilitation methods

1.3.4.1. Dotmocracy

1.3.4.2. Fishbowls

1.3.4.3. Birds of a feather

1.3.4.4. Nonaka & Takeushi

1.3.4.5. Dynamic facilitation

1.3.4.6. TECHNIQUE DU BLASON

1.4. Particular formats

1.4.1. Competitions

1.4.1.1. Deconstruction

1.4.1.2. Hackathon

1.4.1.3. Museomix

1.4.1.4. Startup Battlefield

1.4.2. technics

1.4.2.1. Human microphones

1.4.2.2. Mike check Protest

1.4.2.3. Progressive stack

1.4.2.4. Fil ininterrompu de parole

1.4.3. Platform

1.4.3.1. Open Space

1.4.3.2. Rencontres MousTIC

1.4.3.3. Seat and meet

1.4.3.4. Rencontres futurism

1.4.4. Online formats

1.4.4.1. Crowd clout

1.4.4.2. Open Collaborative translations

1.4.4.3. Back Channel Discussion

1.4.4.4. Reinventors Roundtables

1.4.4.5. Anonymous #Ops

2. Event Architecture

2.1. Visible architecture

2.1.1. Events visible architecture

2.1.1.1. Room

2.1.1.1.1. Size

2.1.1.1.2. Shape

2.1.1.1.3. architecture

2.1.1.2. Stage

2.1.1.3. Outdoor

2.1.1.4. chairs

2.1.1.5. microphone

2.1.1.6. back channel

2.1.1.7. group size

2.1.1.8. tables

2.1.1.9. light

2.1.1.10. noise

2.1.1.11. temperature

2.1.1.12. Time

2.1.1.12.1. limited

2.1.1.12.2. open

2.1.1.13. constraints

2.1.2. Example of various architectures

2.1.2.1. amphitheater

2.1.2.2. hallways and coffee breaks

2.1.2.3. restaurant

2.1.2.4. outdoor attractions

2.1.2.5. park

2.1.2.6. village square

2.1.3. About visible architectures

2.1.3.1. The easiest, most intuitive and pragmatic way to understand what architectures do is via visible architectures.

2.1.3.2. They consist in any structures that we can directly perceive in their wholeness with our biological senses

2.1.3.3. (view, touch, smell, hearing...). Building architecture, or simply “architecture” is the most obvious one. It is

2.1.3.4. the very science of designing physical spaces for specific individual and collective outcomes. A train station,

2.1.3.5. a factory, an office, a stadium, a city hall, a house, a jail, a hospital, a school are everyday examples.

2.1.3.6. The same group of people will experience different individual and collective outcomes depending on which

2.1.3.7. architecture it operates in: an open space, an auditorium, a jail, a train, a beach, a restaurant, a street, a

2.1.3.8. meeting room... Same people, same group, but different outcomes depending on the architecture. This is the

2.1.3.9. very raison d'être of architecture, it does place people into specific space and relational configurations with

2.1.3.10. one another, liberating certain possibilities and diminishing others.

2.1.3.11. We can easily check from our personal stories how architecture itself can generate issues whereas most

2.1.3.12. participants may take these issues as being totally external and having an existence by themselves.

2.1.3.13. Architecture is not questioned, the issue becomes an object in itself, a part of “external reality” to deal with.

2.1.3.14. The role of architecture as the catalyst of this problem is forgotten.

2.1.3.15. For instance in a company where departments are separated by floors, it is not unusual to see rivalries

2.1.3.16. between people because they evolve in completely differentiated spaces and realities. This situation might be

2.1.3.17. experienced as an intrinsic problem of communication between services without questioning the building

2.1.3.18. architecture itself. Another example in big meetings and conventions, where the most precious moments are

2.1.3.19. not necessarily the ones with the speaker on stage, but those in the hallway where people can form whatever

2.1.3.20. patterns and configurations they need. Experienced organizers will try to provide a balanced combination of

2.1.3.21. different physical architectures for people to meet and interact in different manners (amphitheater, hallways

2.1.3.22. and coffee breaks, restaurant, outdoor attractions, etc).

2.1.3.23. easily perceptible by our biological senses.

2.1.4. Examples of visibles architecture

2.1.4.1. accoustics

2.1.4.2. light

2.1.4.3. food

2.1.4.4. natural environment

2.1.4.5. clothing

2.2. Invisible architecture

2.2.1. Event invisible architecture

2.2.1.1. Event format

2.2.1.2. Event Name

2.2.1.2.1. Words chosen

2.2.1.2.2. "Coding Party" vs "Hackathon"

2.2.1.2.3. "Disco Soup": Example of fun and catchy event name

2.2.1.3. Invitation

2.2.1.3.1. Bring people together by expressing a clear call toward shared purpose, tuned to getting the right people into the room with shared intent. Let people know why this is important and what to expect, while requesting the honour of their presence.

2.2.1.3.2. See: http://groupworksdeck.org/patterns/Invitation

2.2.1.3.3. Who do you invite or not invite, who's informed or not ?

2.2.1.3.4. Crafting invitation

2.2.1.3.5. clarity of the invitation

2.2.1.3.6. expectations generated

2.2.1.4. Food

2.2.1.4.1. nourishing

2.2.1.4.2. natural vs artificial

2.2.1.4.3. abundant vs scarce

2.2.1.4.4. eating sitting vs standing

2.2.1.4.5. eating together vs eating on groups

2.2.1.4.6. local vs non local

2.2.1.4.7. seasonal or out of season

2.2.1.5. common language culture of the networked individuals

2.2.1.5.1. when you call for a blitz or a barcamp, does everyone understand and expect the same format ?

2.2.1.6. existing trust, social bond between the participants

2.2.1.7. intent of people organizing

2.2.1.8. time of the day

2.2.1.8.1. morning

2.2.1.8.2. before or after lunch

2.2.1.8.3. afternoon

2.2.1.8.4. evening

2.2.1.8.5. night

2.2.1.9. body

2.2.1.9.1. active / unactive

2.2.1.9.2. breathing

2.2.1.9.3. pheromones / stress hormones in small environment

2.2.1.9.4. temperature

2.2.1.10. sound

2.2.1.10.1. clear

2.2.1.10.2. loud

2.2.1.10.3. noise

2.2.1.10.4. harmonious

2.2.1.10.5. natural

2.2.1.11. money

2.2.1.11.1. barter

2.2.1.11.2. scarce fiat money

2.2.1.11.3. free

2.2.2. Shortlist of invisible architectures

2.2.2.1. Social codes

2.2.2.1.1. The way we behave with one another, the way we engage conversations, say hi or bye bye, ask for something or express our disagreement is strongly driven by cultural patterns. Changing some social codes can shift consciousness to a new

2.2.2.1.2. examples

2.2.2.2. Language

2.2.2.2.1. Language is what designs, separates, categorizes, discriminates. Therefore, language is not only descriptive, it is generative. Our whole world views are built on language, language is what creates the world. “In the beginning was the Verb” (John 1:1-5).

2.2.2.2.2. Building awareness on our distinctions and on our ontological relationship with reality helps us create generative language processes made to empower at individual and collective levels.

2.2.2.2.3. Ontological coaching is a very powerful process to reach such places of awareness and empowerment.

2.2.2.2.4. examples

2.2.2.3. Monetary system

2.2.2.3.1. Money is not neutral. Make it scarce, and hierarchies will emerge in a context of competition. Make it sufficient, and more collaboration will manifest.

2.2.2.3.2. The monetary system used by a given community can be architectured just like any other architecture.

2.2.2.3.3. Understanding money means overcoming the collective blindness process that keeps people unaware of what it is. This is a spiritual awakening experience. Once people understand the process of money, they are compelled to design new architectures that empower the whole community.

2.2.2.4. Food

2.2.2.4.1. What kind of food do we eat? How consciously do we absorb it and digest it? What is our relationship to it? What do we eat and not eat? Are we eating meat? Are we vegetarian/vegan or not? Do we celebrate or take it as pure chemical stuff? Do we know where the food we eat comes from? Have we grown it or not? What are the social customs? How is the table set? Is it social or individual? Do we touch the food? Do we cook? How is is cooked? What is the family story around food? What is the addiction?

2.2.2.4.2. We see that food raises many questions that have a strong impact in our world view, individual and collective behavior

2.2.2.5. Legal system

2.2.2.5.1. Formal law, formal or informal agreements... We are surrounded by an infinite set of rules. Some we are aware of, some we are not. Bringing light to it allows communities to understand many of their working processes. It is then an invitation to build more powerful laws, agreements, rules.

2.2.2.6. Time

2.2.2.6.1. The way we manage our time, clocks and calendar has a strong impact on our perception of the world and our relationship to it. Time/calendar are relationship and social shapers.

2.2.2.7. Source:

2.2.2.7.1. http://wiki.thetransitioner.org/English/Invisible_architectures

2.3. THE ROLE OF ARCHITECTURES IN HUMAN RESOURCES

2.3.1. Architecture, when understood in the broadest sense, refers to structured spaces in which we evolve

2.3.2. individually and collectively. These spaces can be easily accessible to our senses (building architecture,

2.3.3. space occupation), or partially perceived (language, money, social conventions, time...). In the first case we

2.3.4. will refer to visible architectures, in the second case we will refer to invisible architectures.

2.3.5. http://www.thetransitioner.org/Architectures_and_HR_JFNoubel_v1.0.pdf

3. About Creativity as a generative/healing process

3.1. Justine Musk

3.1.1. When we create, the process also creates us; it shows us, and brings into being, aspects of ourselves that we didn’t know existed.

3.1.2. I believe that creativity – the act of making meaning out of things which would appear to have none – can be both therapeutic and healing.

3.1.3. http://justinemusk.com/2014/02/02/the-creatrix/

3.2. Jon Husband

3.2.1. Co-Creating as Disruption to the Dominant Cultural Framework

3.2.2. Co-creating in a wide range of forms, processes and purpose may become an effective and important antidote to the spreading enclosure of human creative activity.

3.2.3. http://wirearchy.com/2013/05/09/co-creating-as-disruption-to-the-dominant-cultural-framework/

3.3. Participative Work Design – The Six Criteria

3.3.1. 1. Adequate elbow room – also known generically as ‘empowerment’

3.3.2. 2. Continuous learning – an obvious must

3.3.3. 3. An optimal level of variety – conscious avoidance of boredom or meaningless repetition

3.3.4. 4. Mutual support and respect – reciprocating, giving and getting help

3.3.5. 5. Meaningfulness – a clear sense that what one is doing is useful and aligned with personal values to an appropriate degree

3.3.6. 6. A desirable future – people usually don’t want to invest time and energy in dead-end work

3.3.7. http://wirearchy.com/2013/05/09/co-creating-as-disruption-to-the-dominant-cultural-framework/

4. Design Canvas prototype for networked individuals co-action

4.1. basic canvas for a group self organization

4.1.1. 0 - check-in

4.1.1.1. Check-ins model good meeting behavior.

4.1.1.2. Check-ins get everyone talking.

4.1.1.3. Check-ins are part of (not barriers to) efficient meetings.

4.1.1.4. Check-ins build relationships.

4.1.1.5. Check-ins surface useful information.

4.1.1.6. It is by pausing to connect with the people we live and work with every day that we can most effectively come together as a group to achieve our shared goals. That is the true power of check-ins. It’s really just a collective way to say “Hello”, “I’m here”, and “I care” before you go about your business.

4.1.1.7. http://groupaya.net/a-simple-tool-for-better-meetings/

4.1.1.8. http://www.co-creative-recipes.cc/recipes/check-in-check-out/

4.1.2. 1 - Ice breaker

4.1.2.1. create social bond, get to know each other better

4.1.2.2. http://www.co-creative-recipes.cc/tag/icebreaker/

4.1.3. 2 - Communication / Learning

4.1.3.1. learn more about a topic, have people present a context, describe an issue or a problem to solve

4.1.3.2. http://www.co-creative-recipes.cc/tag/communicate/

4.1.3.3. http://www.co-creative-recipes.cc/tag/learn/

4.1.4. 3 - Collective thinking / problem solving

4.1.4.1. use group intellligence

4.1.4.2. http://www.co-creative-recipes.cc/tag/think/

4.1.5. 4 - Action / Production

4.1.5.1. take action, produce something

4.1.5.2. http://www.co-creative-recipes.cc/tag/act/

4.1.5.3. http://www.co-creative-recipes.cc/tag/produce/

4.1.6. (5) - Debate / decision making

4.1.6.1. take a decision as a group (optionnal in stigmergic mode)

4.1.6.2. http://www.co-creative-recipes.cc/tag/decide/

4.1.6.3. http://www.co-creative-recipes.cc/tag/debate/

4.1.7. (6) art / play

4.1.7.1. promote "right brain thinking" and provide a balance to over-intellectualization from other formats

4.1.7.2. http://www.co-creative-recipes.cc/tag/art/

4.1.7.3. http://www.co-creative-recipes.cc/tag/play/

4.1.8. 7 - Check out

4.1.8.1. Groups are intelligent, and even in an open-ended check-out, people naturally surface key insights, missed points, unanswered questions, and next steps. Check-outs are also a great way to gather quick data about people’s moods and the effectiveness of your meeting so you can do even better next time.

4.1.8.2. http://www.co-creative-recipes.cc/recipes/check-in-check-out/

4.1.8.3. http://groupaya.net/a-simple-tool-for-better-meetings/

4.2. Examples of the canvas used at different scales

4.2.1. Meeting scale

4.2.1.1. Icebreaker

4.2.1.1.1. jeu de la pelote

4.2.1.2. Communication/learning

4.2.1.2.1. speed geeking

4.2.1.3. Collective thinking / problem solving

4.2.1.3.1. project accelerator

4.2.1.4. Action / Production

4.2.1.4.1. sprint

4.2.1.5. Debate / Decision making

4.2.1.5.1. consensus decision making

4.2.2. Conference scale

4.2.2.1. Icebreaker

4.2.2.1.1. participative batucada

4.2.2.2. Communication/learning

4.2.2.2.1. ignite

4.2.2.3. Collective thinking / problem solving

4.2.2.3.1. world café

4.2.2.4. Action / Production

4.2.2.4.1. hackathon

4.2.2.4.2. Minga

4.2.3. Mob scale

4.2.3.1. icebreakers

4.2.3.1.1. Facebook drinks meetup

4.2.3.1.2. Pillow fight

4.2.3.1.3. St stupid

4.2.3.2. Communicate / Learn

4.2.3.2.1. Barcamps

4.2.3.3. Collective thinking / problem solving

4.2.3.4. Decision makings

4.2.3.4.1. moving debate

4.2.3.4.2. Occupy Hand signal consensus decision making

4.2.3.4.3. Progressive stack

4.2.3.5. Produce

4.2.3.5.1. Food cooking

4.2.3.5.2. Communal work

4.2.3.5.3. Prototypes

4.2.3.5.4. Gardens

4.2.3.6. Tools/Technics

4.2.3.6.1. Human Microphone

4.2.3.6.2. back channel

4.2.4. as scale grows, small groups must form to facilitate human scale interactions. Each subgroup can work on a sub topic. a particular subgroup can work on facilitating integration between the other subgroups/sub topics

4.2.5. Events can be designed as modular platforms built to accomodate various formats (think about a market)

5. About

5.1. More information about this project

5.1.1. https://docs.google.com/document/d/1FObQ56UXVEbzuh1AjnOgMaUcOOfh9tOOFOCYHLJwH_w/edit

5.2. Co-creative events library

5.2.1. https://docs.google.com/spreadsheet/ccc?key=0AvjAaLhwfefxdF9Ka3hBekl3ajBiU2NFTndtV3hULVE#gid=4

5.3. Mindmap

5.3.1. Author

5.3.1.1. Lilian Ricaud

5.3.1.1.1. [email protected]

5.3.1.1.2. https://twitter.com/lilious

5.3.2. Licence

5.3.2.1. CC-BY-SA

6. Design tools

6.1. Sensory Design

6.1.1. What if we designed for all of our senses? Suppose for a moment that sound, touch, and odor were treated as the equals of sight, and emotion considered as important as cognition. What would our built environment be like if sensory response, sentiment, and memory were critical design factors, the equals of structure and program?

6.1.2. In Sensory Design, Joy Monice Malnar and Frank Vodvarka explore the nature of our responses to spatial constructs-from various sorts of buildings to gardens and outdoor spaces, to constructions of fantasy. To the degree that this response can be calculated, it can serve as a typology for the design of significant spaces, one that would sharply contrast with the Cartesian model that dominates architecture today

6.1.3. http://www.amazon.com/Sensory-Design-Joy-Monice-Malnar/dp/0816639604/ref=pd_sim_b_2

6.2. experience design

6.2.1. Jason Silva

6.2.1.1. https://www.youtube.com/watch?v=LJlfwbS0BFY

6.2.2. "I would argue that immersion is primarily a quality of consciousness that has to do with the capture and control of attention, a necessary condition for any interpersonal persuasion, education, or entertainment to occur." -Diana Slattery

6.3. placemaking

6.3.1. Placemaking is a multi-faceted approach to the planning, design and management of public spaces.

6.3.2. Placemaking capitalizes on a local community’s assets, inspiration, and potential, ultimately creating good public spaces that promote people’s health, happiness, and well being.

6.3.3. Placemaking is both a process and a philosophy.

6.4. Design patterns

6.4.1. What is a pattern?

6.4.1.1. When a designer designs something—whether a house, computer program, or lamp—they must make many decisions about how to solve problems. A single problem is documented with its typical place (the syntax), and use (the grammar) with the most common and recognized good solution seen in the wild, like the examples seen in dictionaries. Each such entry is a single design pattern. Each pattern has a name, a descriptive entry, and some cross-references, much like a dictionary entry. A documented pattern should explain why that solution is good in the pattern's contexts.

6.4.2. Many patterns form a language

6.4.2.1. A pattern language, a term coined by architect Christopher Alexander, is a structured method of describing good design practices within a field of expertise.

6.4.2.2. Advocates of this design approach claim that ordinary people can use it to successfully solve very large, complex design problems.

6.4.2.3. Just as words must have grammatical and semantic relationships to each other in order to make a spoken language useful, design patterns must be related to each other in position and utility order to form a pattern language.

6.4.2.4. https://en.wikipedia.org/wiki/Pattern_language