I have to start this question with comments of Ray Brassier, which I totally disagree with him:
" I don’t believe the internet is an appropriate medium for serious philosophical debate; nor do I believe it is acceptable to try to concoct a philosophical movement online by using blogs to exploit the misguided enthusiasm of impressionable graduate students. I agree with Deleuze’s remark that ultimately the most basic task of philosophy is to impede stupidity, so I see little philosophical merit in a ‘movement’ whose most signal achievement thus far is to have generated an online orgy of stupidity."
[Ray Brassier interviewed by Marcin Rychter. I am a nihilist because I still believe in truth. 2014. http://www.kronos.org.pl/index.php?23151,896],
The impacts of forthcoming one petaflop smartphones and low-cost cloud-based applications as may be, for example:
"MapleSim is an advanced physical modeling and simulation tool that applies modern techniques to dramatically reduce model development time, provide greater insight into system behavior, and produce fast, high-fidelity simulations." http://www.maplesoft.com/products/maplesim/features/
And the Object-Oriented Philosophy in everything, physical or metaphysical, where reality is created as an agglomerate of information and entities of various different scales:
Language Based Modeling and Design - http://lsm.epfl.ch/page-52826-en.html
World's longest LEGO great ball contraption / Rube Goldberg – Brickworld Chicago 2015
https://www.youtube.com/watch?v=Srv0GZPvTtw
How to Program NXT for Basic Navigation on a Robot:
https://www.youtube.com/watch?v=UZFoHjnkVCw
Create Anything You Want With Programmable Matter
https://www.youtube.com/watch?v=JN7BUKb0OIA
Computer-based evolutionary design of proteins:
https://www.youtube.com/watch?v=W9J294X4FbY
All this may indicate that any management, law system, R&D, engineering and, more important, learning (education) should have as underlying principles:
"The five basic concepts of object-oriented design are the implementation level features that are built into the programming language. These features are often referred to by these common names:
Object/Class: A tight coupling or association of data structures with the methods or functions that act on the data. Each object serves a separate function. It is defined by its properties, what it is and what it can do. An object can be part of a class, which is a set of objects that are similar.
Information hiding: The ability to protect some components of the object from external entities. This is realized by language keywords to enable a variable to be declared as private or protected to the owning class.
Inheritance: The ability for a class to extend or override functionality of another class. The so-called subclass has a whole section that is derived (inherited) from the superclass and then it has its own set of functions and data.
Interface (object-oriented programming): The ability to defer the implementation of a method. The ability to define the functions or methods signatures without implementing them.
Polymorphism (specifically, Subtyping): The ability to replace an object with its subobjects. The ability of an object-variable to contain, not only that object, but also all of its subobjects."
https://en.wikipedia.org/wiki/Object-oriented_design
So, I believe that students, analysts and designers should encapsulate information in a hierarchical way of thinking, as the single possible form to deal with the explosion of information in the extremely high number of hierarchical layers.