Turtleocracy is designed to address problems with other org structures.
An org structure can be considered as three things in one: (1) a network through which information flows, via reporting responsibilities; (2) a set of roles by which people's personal interests and capabilities are reconciled with the needs of the org; and (3) a set of choice-making contexts in which certain information and certain people's perspectives are combined to decide what the org will do, and other information is lost.
In most orgs, important information gets lost at the network, role, and context levels. This includes information about people's personal values, and their doubts about the organizations' work. These two types of information are especially important for the economy we want to create: one that's (a) focused on meaning and values over business goals, and (b) that takes more doubts and larger-scope issues into consideration as the organization operates. (See Towards “Game B” for more on the economy we want to create.)
Turtleocracy is one answer to this.
For orgs with more than six people, the design space is highly constrained w/r/t to network, roles, and contexts:
A common response to these constraints is to give up on some of them. In some orgs, the role-matching aspect is abandoned, and people become soldiers to be deployed where needed, regardless of their personal interests. In other orgs—often referred to as { flat / egalitarian / cooperative / collective / decentralized / do-ocracies / etc }—the network and choice-making aspects are abandoned, as is the possibility of making high-level, strategic decisions. Instead, the org takes a "portfolio approach" of self-assembled projects of teams, each of which is self-directed and free to be misdirected, and which are not tightly networked or coordinated. The traditional org is somewhere in the middle, attempting to meet all of these design constraints somewhat.
However these tradeoffs are made, important information tends to get lost at the network, role, and context levels. This includes information about people's personal values, and their doubts about the organizations' work.
We believe that these two types of information are especially important for the economy we want to create: one that's (a) focused on meaning and values over business goals, and (b) that takes more doubts and larger-scope issues into consideration as the organization operates. Neither the traditional nor the flat approaches really take this information into account at context, role, and network. (See Towards “Game B” for more on the economy we want to create.)
Turtleocracy is one answer to these design challenges. It acknowledges the highly-constrained nature of organization design, but makes it possible for orgs to (a) work with information about values and doubts, and (b) to align roles/choices with values, enabling meaningful work. Turtleocracy is only one way to do this, biased towards knowledge and research-y types of work. Other new org structures will be needed in other work setups, such as in manufacturing, delivery, in-person services, etc, to align work with values and doubts.
Let's start with how doubts and values can get missed in choice-making, even if the network and role layers worked somehow to bring the relevant doubts and values into the room. Later, we'll look at how the network and role layers would usually fail to do this.
The most relevant thing here is the context of group decisions, and group dynamics which often interfere with decisions being made based on the best basis.