When encountering an infinity-problem, we may have enough wherewithal to resist the urge to act on our caveman firmware. In such cases, we tend to employ a more sophisticated process to exit the “struggle” cycle. The typical name it goes by is framing, or discerning a subset of the infinity-problem that is approximately the same, but does not touch infinity. Framing is a bit of a cop out, a giving-up of sorts. It’s an admission that understanding infinity remains elusive. Framing is our way to convert a problem from the one we cannot solve to the one we can.

We perform this conversion by constraining the original problem. One very common technique for adding constraints is imposing a terminating condition. If we examine our instinctive “fight” response, we can spot a terminating condition: elimination of one of the participants. When we choose to fight, we convert a likely infinity-problem into a problem of winning. Shifting to this constrained problem still requires a bout of adversarial reciprocal adaptation, but only enough to reach the terminating condition.

Another way we constraint is by removing change from parts of the problem. Assuming things being constant feels so natural to us that we don’t even recognize it as the process of imposing constraints. Terminating conditions and removing change interlink with each other: of course the problem will go away permanently as soon as we win.

Yet another way to constrain infinity-problems is by drawing bounds. It just feels right when we put limits into what is possible and what is not. Yes, it is possible that I will get hit by an asteroid right now, but it is so unlikely that I would prefer not to consider that. Yes, it is possible that a deadly virus will cause a global pandemic, but it is so unlikely …  waaaaait a minute. Human-erected bounds are all around us, and again, they combine with terminating conditions and presuming lack of change to create an environment that feels predictable. Games are a great illustration of such environments. From chess to Minecraft, games create spaces where the contact with infinity is microdosed to actually become fun.

When we frame a problem by imposition of constraints, we make a choice. We choose to ignore the parts of the problem that lie outside of the constraints. Once framed, these parts become the dark matter of the problem. Whether we want them or not, they continue to exist. Their existence manifests through a phenomenon we call “side effects.” By definition, every framing will have them. Some framings have more side effects, and others less. For example, if you and I are in a high-stakes meeting, and you say something that I disagree with, I might instinctively choose the “fight” framing and attempt to engage in fisticuffs right there and then. Conversely, I might choose to invest a few extra moments to consider the infinity-problem I am facing, and instead decide to examine how your statements might enrich my understanding of the situation. It’s pretty clear from these two contrasting approaches that one framing will have more negative side effects than the other (it’s the first one, if you’re still wondering). We often use the word “reframing” as the name for this seeking of a more effective framing.

So it seems that we’re better off when we view framing as a deliberate process. In relation to the process of understanding, it’s a meta-process: framing defines how we proceed with our understanding. Framings are squishy and vague early on, and solidify rapidly as the process goes on. By the time we reach the “solving” stage, framings serve as foundations we build our understanding upon. To emphasize this meta-ness of framing, I will further complicate our process diagram and embed a fractal copy of it (yay, infinity!) somewhere between the “struggle” and “solve” cycles. In this way, we perceive framing as its own process of understanding, with its own “novel”, “diverge”, “converge”, and “routine” phases. And yes, I will blissfully ignore the notion of this meta-process also having its own meta-process for now. (Pop quiz: which constraining technique did I apply just now?)  However, Anne Starr and Bill Torbert have an insightful exploration of that particular rabbit hole in Timely and Transforming Leadership Inquiry and Action: Toward Triple-loop Awareness, connecting awareness of this fractality of meta-processes with – what else? – Adult Development Theory. The main distinction from the larger process is that for the framing process, solution effectiveness measures the degree of side effects of the framing.

Recognizing when framing is happening and consciously shifting to this separate framing process is likely one of the most important skills one can develop. We come in contact with infinity every day. Every heated exchange with a loved one, every swing of the unseen polarity, every iron triangle (like the project management one) is us becoming aware of the infinity’s touch. A picture that comes to mind is that of a three-layered world, where the top is filled with the routine of compressed models we take entirely for granted, supported by the middle layer of framings that we’re still puzzling out. At the bottom of this world are the Lovecraftian horrors of infinity that churn endlessly, occasionally shaking the foundation of our process of understanding and waking us up to the possibility that every framing is just a story we tell ourselves to avoid staring into the infinity’s abyss. Those capable of diving into that abyss and enduring it long enough to gain a glimpse of a new framing are the ones who enable others to build worlds upon it.

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