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3.Main model: levels of mind

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Every model is a Heaven’s gift

«If it moves, salute it.

If it doesn’t move, pick it up.

If you can’t pick it up, paint it.»

US Military saying

Fig.28. Authors, translators, and consumers


Look at the picture and believe what I’m saying. There is one translator per one hundred consumers. There is one author per one hundred translators. There is one great idea per one hundred authors per generation. There is one author-made solid model per one hundred author-made great ideas. There are almost 10 000 000 000 human beings at the planet now. So we could expect 10 solid models being invented by one generation.


In this book, I present two solid models.

First model is called Levels-of-Mind Theory. It occupies 80% of the book. First version of the model was presented in Moscow in 1989, in Jerusalem and Toronto in 1994. But probably it was too early for humankind to understand that. The model went to attic to sleep. In 2005, one Moscow publisher (Alexey Trekhov, R.I.P.) helped me to make a book. In 2007, one smart reader of the book told me that my model has some common features with Spiral Dynamics (ask Google what it is).


Second model was called Personality Card. But because it contains description of Task Card and Rating, now I call it Big Triplet. I did it in 2011. It occupies last 20% of the book.


Aristotle was sure that Earth and Heavens couldn’t be described in the same language.


Galileo Galilei was not agree with him.


Isaac Newton made this unified language for Earth and Heavens.


Today many people believe that for every problem of human being we need specific language. I enumerated 7+12—1=18 areas pretending to have such specific language. Not taking in account pluralism inside of every area. But I believe that unified language for all human being problems could be created.

This creating is mission of my life.

Levels-of-Mind Theory

«But I don’t want to go among mad people,» Alice remarked.

«Oh, you ca’n’t help that,» said the Cat:

’we’re all mad here. I’m mad. You’re mad.»

Alice’s Adventures in Wonderland

by Lewis Carrol

Dealing with triplet Model, Mapping, Problem we start with model itself. On this stage, you can think of working with model as if playing new cards game.


No mapping for now, just playing game. Mapping and practical real-life problems will come later.


The model has 8 elements or Levels, you can think of them like of cards from 1 to 8


Fig.29. 1 to 8


Sometimes I will use Level 9. I behaves like a Joker,

being able to replace every other card when it is needed.


Fig.30. 9 is a joker


Fig.31. Four situation


Now we will consider four different games:


1) Person to Task

2) Person to Person

3) Person to Group

4) Group to Group


Every game has its own set of rules.

Person to Task game

«How do you know I’m mad?» said Alice.

«You must be,» said the Cat, ’or you wouldn’t have come here.»

Alice’s Adventures in Wonderland

by Lewis Carrol

In this game, both sides choose a card randomly.


Person chooses one cars from 1 to 9 of red suit.


Task chooses one card from 1 to 8 of black suit.


If rank of the cards on both sides is equal, both sides win.


If person has 9 both sides win.


Else, both sides lose.


Fig.32. Person to task

Person to Group game

«I should like to have it explained,» said the Mock Turtle. «She ca’n’t explain it,» said the Gryphon hastily «Go on with the next verse’.

Alice’s Adventures in Wonderland

by Lewis Carrol

Person choose one card from 1 to 9 of red suit. Group chooses a set of card of one black suit.


If in the set there exists one card with the same rank as red card, both sides win.


If red card is of rank 9, both sides win.


Else, both sides lose.


Fig.33 Person to group

Person-to-Person game

There was a table set out under a tree in front at the house, and the March Hare and the Hatter were having tea at it.

Alice’s Adventures in Wonderland

by Lewis Carrol

Person-to-Person game has three different cases.


1) Levels are equal.

2) Levels are neighbors

3) Levels are far away


When levels are equal, the result is draw and relationship is competition.


When levels are neighbors, the result is win-win. Prize for higher level is higher. Relationship is cooperation; the higher level is a chief.


When levels are far away, the higher level loses to death. The lower level celebrates victory. Relationship is war.


Fig.34. Person to person

Group to Group game

First came ten soldiers carrying clubs: these were all shaped like the three gardeners,

oblong and flat, with their hands and feet at the corners; next ten courtiers; these were ornamented all over with diamonds, and walked two and two, as the soldiers did.

Alice’s Adventures in Wonderland

by Lewis Carrol

At the beginning of the game first side has a set of card of one red suit, second side has a set of card of one black suit. Sides make move in turn.


Move means I show you one of my card. But card shown is still in the hand and can be shown again if needed. Choosing next move player has in mind two reasons.


First, every card wants to be shown.


Second, pair his-last-move + my-current-move must be good for me (as good as possible) according to rules of game person-to-person (taking in account the first reason).


Look at the two examples:


Fig.35. Group to group, case 1


Fig.36. Group to group, case 2

Interpretation begins

It was high time to go, for the pool was getting quite crowded with the birds ad animals that had fallen into it.

Alice’s Adventures in Wonderland

by Lewis Carrol

Now we will build mapping the levels into real life. Every level means a state of mind. Columns of the table are (left to right): philosophical categories, age of a child, historical epoch. Philosophical categories go in pairs, one internal, one external.


ONE: I identify freedom with age 12—15, epoch of Renaissance and category chance. I identify Middle Ages with role system, age 9—12 and category method.


TWO: I separate first group from the second.


Fig.37. Table for levels

Levels of Attention

…there was a Duck and a Dodo, a Lory and an Eaglet, and several other curious creatures. Alice led the way and the whole party swam to the shore.

Alice’s Adventures in Wonderland

by Lewis Carrol

I always was amazed by difference between art of Middle Ages and art of Renaissance. Look at these examples.


Fig.38. Cologne Cathedral

Fig.39. Sandro Botticelli. The Birth of Venus


What do we know about these two pieces of art?

1) We know that they are famous masterpieces (chef-d’oeuvres).

2) They belong to specific epoch. Nobody could attribute them to wrong epoch. It means that they grasp some essential feature of their epoch. What feature?


I think that this mysterious essential feature is a special kind of movement. The Cathedral pulls you into Heavens. Botticelli’s Venus whirls you in spirals and circles.

Is the second movement in any sense more clever that the first one? YES! In clear mathematical sense, the second movement is 2-dimensional while the first movement is almost 1-dimensional.


The great artist (architect) chooses from all kinds of movement one the most important for the epoch. Millions of his contemporaries confirm he is right. The artist holds this movement in his attention with pleasure. They hold it with pleasure too.


What we can hold in attention?


1) One object (point)

2) Many objects

3) One process (line)

4) Many processes

5) One map (plane)

6) Many maps

7) One system (space)

8) Many systems

Human Being Theory. For Dummies

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