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  • Alter-Native:
  • Co-responsibility:
  • Cosmolocal: Cosmo-localization describes the process of bringing together our globally distributed knowledge and design commons with the high-to-low tech capacity for localized production. It is based on the ethical premise, drawing from cosmopolitanism, that people and communities should be universally empowered with the heritage of human ingenuity that allow them to more effectively create livelihoods and solve problems in their local environments, and that, reciprocally, local production and innovation should support the wellbeing of our planetary commons.
  • Ecocivilisation:
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Ecological civilization is the hypothetical concept that describes the alleged final goal of social and environmental reform within a given society. It implies that the changes required in response to global climate disruption and social injustices are so extensive as to require another form of human civilization, one based on ecological principles.

  • Eco-system:
  • Fractal growth:
  • A 'larger us' mindset: Something inclusive when concerning a local community, otherwise potentially all humanity, or all life on earth
  • Majority world: An alternative, and less perjorative name for third-world countries and developing countries of Asia, Africa and Latin America. So named because 'third-world countries' comprise more of the world's population than first-world countries.[1]
  • more-as-one: simply suggested shorthand for "becoming closer and better connected" networks and gatherings
  • mycelium network of projects:
  • pattern-match:
  • prototype:
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A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea.

A prototype can also mean a typical example of something such as in the use of the derivation 'prototypical'. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes.

The word prototype derives from the Greek πρωτότυπον prototypon, "primitive form", neutral of πρωτότυπος prototypos, "original, primitive", from πρῶτος protos, "first" and τύπος typos, "impression" (originally in the sense of a mark left by a blow, then by a stamp struck by a die (note "typewriter"); by implication a scar or mark; by analogy a shape i.e. a statue, (figuratively) style, or resemblance; a model for imitation or illustrative example—note "typical").

Notes and References

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Created January 5, 2021 by Phil Green
Modified February 21, 2024 by StandardWikitext bot
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