Policy Games for Strategic Management
Chapter 8 - Designing the Policy Exercise
Policy Games for Strategic Management
by Richard D. Duke and Jac L.A. Geurts
Rozenberg Publishers © 2004
Note: Chapter 7 and 8 are envisioned as being used
independently of the rest of the book. As a consequence, there is some
redundancy to ensure clarity for the reader. You may also find the Detailed
Design Tips located in the Appendix to be helpful.
8.1 Introduction
The purpose of this chapter is to describe a
professional process for the design and use of the policy exercise. It draws
heavily from Gaming: The Future’s Language (Duke, 1974). The methodology for
the design of tailor-made exercises has been developed and tested over a period
of 40 years. Many public and private organizations have used this methodology
to assist management in handling complex problems (Duke, 1974; Greenblat &
Duke, 1975, 1981; Geurts et al., 2000).
For many, the process for designing a policy exercise
has been somewhat ad hoc and has not been well documented. This chapter
explains the design process for policy games as it has developed over the
years; it consists of deriving a theory of real-world behavior, constructing a
theoretical model and converting it into a policy exercise. Each of these
activities can and will increase the overall accuracy and validity of the model
relative to the actual system under study. This has been an evolutionary
process – it remains a work in progress. The approach described here is the
result of stimuli and feedback from many tests in practice and accordingly it
reflects the wisdom of many of our clients and colleagues. There are five
phases to the process we employ; each of the phases will be described later in
this chapter:
Phase I –
Setting the Stage for the Project
Phase II –
Clarifying the Problem
Phase III –
Designing the Policy Exercise Phase IV – Developing the Exercise
Phase V –
Implementation
In recent years we have witnessed a proliferation of
decision techniques to aid planning and management in large organizations. Two
major styles of decision aids have developed. One set of techniques has its
history in applied mathematics, econometrics, operations research, and systems
analysis, focusing on the use of formal models and algorithms for policy
development; these are most effective when dealing with Quadrant I situations
(see Figure 8.1).
Image from book
Figure 8.1: Macro-problems are Quadrant IV Situations
Although many applications of these techniques have
been successful, their limitations, when applied to strategic level problems,
have also been well documented. Criticisms of these formal strategic policy
tools include over-simplification, over-emphasis on easy-to-quantify aspects,
too much dependency on incomplete scientific theory, problems with data, that
they are overly time-consuming, and most importantly, that they require that
the users accept the results of a “black box” (the underlying model).
A recent example of the debate on formal modeling
shows Alan Greenspan, Chairman of the Federal Reserve, answering his critics
who accuse him of blending formal analysis too much with intuition. While many
experts advocate the use of increasingly sophisticated models for managing the
economy, Greenspan relies on a more hybrid type of “risk management.” In a
speech quoted in the Asian Wall Street Journal, September 1, 2003, Greenspan is
quoted as saying “Every model … is a vastly simplified representation of the
world that we experience with all its intricacies on a day-to-day basis.”
Greenspan explains how the Federal Reserve also uses what we have called
scenarios. “Our knowledge base is barely able to keep pace with the ever
increasing complexity of our global economy”. This means, he said, “The Fed
doesn’t just set interest rates according to the most likely economic forecast
but also considers less probable outcomes with potentially dire consequences”.
This example shows that a second set of decision
techniques that have received much attention can be labeled “judgmental;” these
are most effective when dealing with Quadrant IV situations (see Figure 8.1).
Originating from disciplines like cognitive and social psychology, these
techniques focus on intuition, creativity, discussion and communication as
stepping stones to strategic policy formulation. They have proven to be useful
in many policy applications; however, the criticism of these techniques is also
undeniable. Their limitations can be characterized by concepts such as:
subjectivity; reliance on incomplete mental models; neglect of data, theory and
expert opinion; and too little capacity to deal with the complicated causal
processes which affect the future outcomes of planned policy.
In our discussion of participatory policy analysis in
Chapter 2 and through the cases in Chapter 3, we have made our position clear
that an optimal approach to strategic policy formulation should try to combine
the best of these two approaches. A basic characteristic of a design process is
that it should facilitate a form of participatory policy analysis that combines
the rigor of systems analytical techniques with the creativity and
communicative power of structured group techniques. This process has to result
in an operational model of a very complex system. Reality is simulated through
the interaction of role players using non-formal symbols with formal,
computerized sub-models (where necessary). We see the technique of the policy
exercise as one important contribution to the creation of a family of hybrid
decision techniques.
From a methodological point of view, the intended end
product of the design process is an operating model of a real-life system. In
the game model, people in different but interrelated roles create, at least
partly, the dynamic behavior of the model. Gaming/simulation can generally be
distinguished from free role-playing; it is true that roles form a part of the
simulation, but a policy exercise also has other components. In addition to
role descriptions, a designer also uses scenarios, a series of prescribed
actions for operator and players as well as carefully selected symbols and
paraphernalia: game boards, cards, etc. The policy exercise is more formalized
than role playing and, in the design, there is more emphasis on portraying
reality.
Games are also different from computer simulations as
used in operations research. In a computer model, all aspects of a system are
described with mathematical or logical symbols. It is the computer that works
out the dynamic behavior of the programmed model structure. In a game, reality
is simulated through the interaction of role players, using non-standardized
symbols. Computer models are quite often a part of a game in the so-called
interactive or man-machine games.
The design process presented here can be clearly
distinguished from that employed by many past applications of the policy
exercise by its flexibility and sensitivity to the problem at hand. The
dichotomy of tailor-made versus off-the-shelf games may help to clarify the
distinction. The discipline of gaming/simulation, as it emerged from the
military and moved into fields like management and urban planning, has produced
a library of “off-the-shelf” exercises which are used frequently and
successfully in professional training programs and university courses worldwide
(Horn and Cleaves, 1980; Elgood, 1984). Because most of these games describe
generalized or ideal-typical situations in non-existing organizations, they
have limited value as policy development tools. The macro-problems that we
described in Chapter 3 are so unique that the policy exercises we build for
them had to be client specific.
The design process has to guarantee the on-time delivery
of tailor-made products under severe time pressure. It has to be very
transparent and trustworthy. Many people are involved, all of whom have a high
economic and emotional stake in the process and who usually are going through
the process for the first time, sometimes with a degree of insecurity. The
method has to be reliable and flexible at the same time; it has to help in
creating the in-between and end products as planned but it also has to be able
to allow for step-by-step learning. The design process has to be the reliable
compass for the project team. Otherwise, they may get lost in the struggle with
the different complexities of the macro-problem. The design process and its
list of preplanned in-between deliverables helps the designers find their way
back if they go astray. Usually they discover that they have skipped one of the
steps in the process and must go back and follow the process in the intended
order.
8.1.1 Key Design Features
There is a correlation among principles,
communication, complexity, knowledge, and the policy exercise that avoids the
partition of the solution process. The policy exercise approach uses a sequence
that combines many management elements: issues, structure, content, policy,
planning, decision making, problem solving, enabling, implementing, managing,
process, elements, relations, dynamic conclusions, and frequent feedback loops
to ensure validity. This approach is very effective for investigating the
complexities of important, non-reversible decisions (Gordon, 1985). The
technique provides an understanding of the complex structure of decision-making
processes of the real world.
Well-designed gaming/simulations are transient in
character; they permit the restructuring of the game during play. Evidence of
this can be obtained by taking any given game and running it with different
participants. The more thoughtful games deliberately structure mechanisms that
encourage and facilitate player or operator modification during play.
Game design is a combination of a disciplined design
approach with a mimicry of existing game formats and styles; it is an elusive
but real “art.” Some principles of design are reasonably well articulated;
others are just beginning to emerge. The game designer should have an express
and coherent purpose or message to guide the construction of a game. Only the
clear articulation of this purpose permits the rational selection of gaming as
the appropriate communication mode. Skilled professionals have learned the art
of gaming from experience; over time, using inspiration and imagination, they
have built repertoires that permit the establishment of meaningful reference
systems for policy discussions.
Gaming is best understood as a communication form: an
analysis of the various communications media indicates that each game is very
specific to some particular communications purpose (see Chapter 5). This
specificity of purpose, as well as the high cost of the technique, become
convincing arguments for precision in the design and parsimony in the construction
and use of the game. When considering resources for game design, both cost and
time are significant factors. The resources required to design, construct,
test, and disseminate the game must be considered, as well as the cost
encountered each time the game is used.
In determining the primary communications purpose to
be achieved by the game, it is useful to review the primary purposes on which
the exercise should focus. In establishing these, consider the cone of
abstraction (Figure 8.2); this is useful in clarifying what can realistically
be achieved with a specific technique (See Section 3.8 for an example). The product
should be developed at an appropriate level to meet specific objectives. The
exercise could be designed to:
* Transmit information to an audience;
* Serve as a questionnaire to extract
information or opinions from the players;
* Establish dialogue among players;
* Motivate participants;
* Provide an environment in which creative
ideas will spontaneously develop;
* Create awareness of a complex
environment;
* Assist in decision making; and
* Achieve consensus.
Image from
book
Figure
8.2: Cone of Abstraction (with references to the IJC case)
8.1.2 Basic Characteristics of the Discipline
The creation of a game requires the successful
interaction of several different groups (representatives of the various
stakeholders, content specialists, structural modelers, etc.). All games are
basically iterative in their structure; repetition through many cycles of play
facilitates learning. They are best thought of as an environment for improved
learning, achieved by successively defining the totality of the problem in
increasing detail. Players commit themselves, and their decisions receive
prompt feedback. Additional iterations introduce more detail; this progression
helps to establish a context that is broad and structural. Games attempt to
reproduce the appearance of reality but the security of the artificial is
always present. If their preparation is thoughtfully designed, the style will
naturally evolve.
A central concept for the policy exercise is that of a
safe environment. This technique is employed for group model building and the
clarification of alternatives. The function of the design team is to help the
participants establish a future-oriented “vision” that permits the evaluation
of alternatives.
The policy exercise is designed using the concept of
“neutrality of design”; it is rational within the bounds of the human
condition. The emphasis of the design team will be on defining opportunities,
impediments, and alternatives. The technique is used under the presumption of
“people of good will” motivated to engage in productive confrontation of the
issue at hand. Because the policy exercise is problem specific, each instrument
should fit the particulars of a unique problem environment. The game design
process is explicit; each step addresses a specific client need. All
methodologies have limits, and the proper use of gaming requires precision for
effective results.
8.1.3 Why a Deliberate Process is Required
The design phase (resulting in a Concept Report) is
the most crucial stage in the development of a policy exercise. Often,
designers skip this step and begin with construction. This is comparable to
starting to build a house without a blueprint. The steps described below derive
from both theory and practice; they have the redeeming quality of ensuring a
successful project. In practice, they may sometimes be truncated to meet the
needs of a given client. However, a sequential process is demanded, and all the
concerns implied by the full sequence of steps should be addressed.
Games require a melding of differing perceptions of
reality; as a consequence, they are best if designed by groups rather than
individuals. Working with a group generates a richer game. Given that the design
and use of a successful game is somewhat akin to putting an organization
through psychological analysis, resistance can be expected from those who feel
threatened by the process. Integrity and clarity of the design process ensure
that a consistent framework is evident to all those who may be involved (design
team, client, and final participants); the process also creates an environment
in which “truth” is forced to surface. Viewpoints at variance are exposed and
confronted; a sharper perspective is reached through negotiation among the
respondents. As the process proceeds, step by step, distracting issues can be
set aside and a sharp focus maintained on the macro-problem. The process,
employed relentlessly, will not only achieve agreement on the problem, but on
the alternatives available as well; in most cases, consensus for action can be
expected.
* If a deliberate process is used:
* All staff time and energy are used to
create an evolving prototype. Substantive knowledge may be
initially flawed; however, each of the rule-of-ten runs (Section 8.2.4)
provides an opportunity for
specific content to be challenged and modified. Components are
increasingly made to fit together
using
a trial and error process;
* Staff meetings achieve one of two
objectives: either they reach agreement on some aspect of the
exercise, or they identify the specific problem(s) that can be resolved
by staff work. Each team
member is obliged to raise concerns in a tangible, explicit way.
Discussion is controlled toward this
objective. The “complex system” is teased out, one aspect at a time.
Progress is slow, but
deliberate; the team can judge where they are in the process;
* Because artifacts (e.g. the schematic)
are used to capture ideas, the current state of knowledge is
captured; as a consequence, it can be challenged in a systematic way;
* There is self-evident project memory. The
accumulating artifacts (game materials) serve not only to
remind the team of where their thinking was at the last gathering, but
the prototype serves as an
excellent way to get feedback from outsiders in both impromptu and
structured ways; and
* The focus is on the product (game) rather
than a diffuse problem; this is central to the task; many
safeguards are built in to ensure that content of the final product is
valid.
* If a deliberate process is not used:
* Staff time and energy may be diverted to
pursue substantive knowledge; because this is infinite,
the
task can never be completed (literally). The more they learn, the more they
must learn to make
every
thing fit together. There is no imperative to focus attention on that which is
most relevant;
* Meetings tend to be cyclical, ending more
or less where they began. This derives from the fact that
the
subject is a truly complex system – each speaker struggles not only to
articulate his or her
thoughts but also to understand the comments of others. The words
employed are sequential, but
the
system under discussion is a web. This results in a paradox – the more
sophisticated the
participants, the more convoluted
becomes the discussion! Progress is hard to judge; the team has
no
established guideposts;
* Because artifacts are not used to capture
ideas, content cannot be challenged in a systematic way;
* There is no project memory. There is no
process that permits insight gained from a discussion to
be
deliberately and efficiently re-articulated on the occasion of the next
meeting; and
* The focus is on content rather than on
the product (game).
8.2 The Design Sequence
The process of design falls into five broad phases; 21
specific steps are nested therein. The steps will be presented in detail in the
remainder of this chapter. They are listed in Figure 8.3 in abbreviated fashion
to provide the reader an overview of the process.
Image from book
Figure 8.3: The Design Sequence
As stated, the process of game design is a mix of
adherence to the discipline, the development of logic for each case, proper
reference to a repertoire of techniques, intuition and inspiration. The design
process combines logic and serendipity; creating the simulated environment is
an artistic challenge. Selecting the correct stage props and keeping them at an
appropriate level of detail requires skill. The challenge is to retain
verisimilitude while creating an interesting model that will mutate and evolve.
The design process described below fulfills this function.
The policy exercise, first and foremost, is an
abstraction of reality. It should serve as a valid and efficient model of a
complex environment for communication purposes. It should capture those aspects
of the problem that are central to the discussion at hand – but, equally
important, it should be parsimonious. Too much detail, and/or a confusing
presentation can obfuscate rather than clarify. The process described here, if
faithfully followed, provides a clear, logical basis for capturing the essence
of the problem environment and translating it into an appropriate exercise.
Experience shows that this is a replicable,
disciplined process to guide the development and use of policy games.
Twenty-one distinct steps allow the design team to proceed systematically; this
permits the client to follow the progress of the work and to judge, explicitly,
if the product meets the initial specifications. One of the strengths of the
step-by-step process is that it supports stakeholder communication throughout
the design effort. The process is designed to direct a sequence of activities
that involves formulation of the initial situation, articulation of a
conceptual model, design, construction, and running a gaming exercise, and
capturing the insights that emerge.
In the abstract, the game design process is viewed as
sequential; the game designer proceeds logically from point to point. In
practice, the designer may attempt a somewhat more simultaneous solution and
may adapt the order of progression if required to meet the client’s needs.
8.2.1 Phase I – Setting the Stage for the Project
Phase I has five steps that must be carefully
addressed at the outset of a project. Steps 1 through 5 should be viewed as an
iterative process. For example, as the effort to clarify the problem becomes
more precise, the specific objectives to be achieved can be more clearly articulated.
The initial steps serve to guide the remaining development process. Those who
ignore these five activities do so at their peril; the remaining activities
rest on this bedrock.
Step 1. Administrative Set-up
The purpose of this step is to ensure that the project
is properly authorized and that the chain of command, review of progress, and
administrative details are appropriately organized. Attention to administrative
detail is required for any project; the standard concerns are well known; however,
there are special concerns that need to be addressed, unique to the development
of a policy exercise.
A clear definition of the client is essential; there
are many situations in which this is not immediately evident. Someone within an
organization may identify a problem of concern, fund a policy exercise to
address the issue, and authorize it to begin. Experience shows that this may be
initiated at any of several administrative levels (the CEO, a vice president, a
department head, etc.). However, given the murky nature of these problems, the
true locus for a policy decision to resolve the matter may ultimately prove to
rest elsewhere within the organization. The study team may quickly realize that
the problem is set in too restricted a fashion. For reasonable success, it may
be necessary to negotiate the focus to a higher level. Needless to say, this
requires tact; more importantly, it requires strict attention to the sequential
(but iterative) completion of the design steps. Problems of this kind will become
evident in Step 2 (Problem Definition); they will be resolved by the completion
of Step 8 (Negotiating the Focus of the Exercise).
Proper authorization for the project is a must! It is
common for these types of projects to be launched under great time pressure;
the initial client representative may attempt to bypass internal procedures to
get underway quickly. This can prove to be a fatal mistake for the project. It
is necessary to arrange for the orderly conduct of business at three levels:
the client, the organizational unit controlling the project, and the project
team. This includes all the activities of the client and the consultant receiving
proper authorization for the project. This initial step will vary significantly
among organizations.
The successful development of a policy exercise
requires, as does any project, a careful delineation of responsibilities and
lines of authority. Care should be taken to follow standard contractual
arrangements (e.g. fees, budget, specifications, expected results, procedural
agreements, contractual obligations required of the client, deadlines, go/no-go
decision dates, expected deliverables, sign-off required, etc.). These, and
other appropriate administrative matters, should be fully resolved before the
substantive material is addressed.
A “designated agent” must be identified to represent
the client as a key contact or project manager. Responsibility for different
aspects of the project may be delegated among several people (e.g. financial,
access to data and information, graphics assistance, etc.), but it is crucial
to specify one individual who is to be the central contact person for the
design team. This agent should have sign-off authority or clear and quick
access to someone who does. This agent is the one responsible for approving any
major budget or technical changes as well as the finished product. Through this
agent, the client will formally sign off by approving each major phase of the
project (this protects against conflict at later phases of the project).
A project of this kind typically requires several
types of personnel: various experts (content specialists, computer specialists,
facilitator, etc.), game designers, and administrative staff. This may require
negotiation to obtain an appropriate project mix. Typically, the client has the
ability to provide both content experts and administrative staff; however, it
will be the rare situation in which in-house game-building skills are
available. The client must choose between three alternatives: completing the
project internally, using a consultant to assist client staff, or contracting
the project to an outside group. Specific concerns to be addressed include the
need for objectivity (difficult for client personnel to achieve!), gaming
expertise, confidentiality (hence the need to limit information to in-house
staff), cost (it may be more cost-effective to contract the project out) and
other client-specific concerns.
The utility and perception of the final product will
be a function of good communication as the project proceeds from beginning to
end. The urgency so typical of these situations demands proper procedures to
facilitate quick and uninhibited communication by the policy exercise design
team. This demands a clear chain of communication both within and beyond the
organization. Within the organization, both vertical and horizontal lines of
communication should be cleared to permit the team to cast a very broad net,
particularly during Phase II (Problem Clarification). Communication that
extends beyond the organization may be essential; this may require special
procedures for clearance. Because egos are involved, many participants may feel
threatened during the design phase; as a consequence, negotiation procedures
should be worked through in advance.
Step 2. Define the Macro-Problem
The purpose of this step is to establish a sharply
focused problem statement that defines what the game is to address. It is
important to clarify the problem with precision at the outset of the design
process. This should capture an overview of the problem that reflects the
perspectives of the various stakeholders who must be interviewed to find the
perceived problem boundaries. The initial problem statement has to be
acceptable to all participants in the process. This statement should articulate
both the technical aspects of the subject as well as any specific
communications objectives (participatory decision making, communication of
policy to staff, corporate culture, etc.) that are to be achieved by the
exercise. The problem statement (accompanied by the specifications) should be
sufficiently detailed to permit evaluation of the success of the game when completed.
This statement will be redefined and clarified several times as consensus is
established regarding the definition of the problem and the objectives of the
exercise.
Only a clear problem statement will guide the
selection and the active involvement of concerned parties in understanding the
complexity of the issues involved; identifying, creating, analyzing, and
selecting alternative solutions; and assessing the impact of proposed
alternatives. A problem definition consists of three distinct statements:
background information, the problem statement, and further elaboration as may
be required.
Background of the Problem This statement should
provide a summary of the characteristics of the problem environment (e.g.
stakeholders, organizational structures, issues, etc.). This description
usually elaborates on several components of the problem: its history,
characteristics (scope, cost, size, etc.), technical aspects, how it affects
the organization, how solving the problem will benefit the organization, etc.
The need, conditions, or circumstance that prompted consideration of a game
should be stated; it should be convincing to a neutral observer and as concise
as possible. This background statement will lead into a summary statement of
the problem that will be central to the creation and evaluation of the
exercise. It will support a detailed analysis of actors (needs, objectives, and
responsibilities) as well as of the problem environment (internal and external)
that will take place during the schematic development phase of the design
process (Steps 6, 7 and 8).
The Problem Statement
The problem statement is not a description of the
amorphous big picture, but rather a narrowly defined concern that the exercise
is to address. If properly achieved, it enables the active involvement of
concerned parties to focus on:
* Understanding the complexity of the
issues involved;
* Identifying, creating, analyzing, and
selecting alternative solutions; and
* Assessing impacts of proposed alternatives
The problem should be reduced to one succinct
statement that is acceptable to both the design team and the client; it should
be no more than a few sentences long. This task is difficult to achieve, but if
successful, it makes it possible to bring the goals of the project into sharp
focus (Chapter 3 provides eight examples of problem statements.) The final
product will be evaluated against this problem statement and the specifications
that accompany it. Typically, there will be a need to redefine the problem
statement a number of times.
Further Elaboration
In some cases, it is appropriate to extend the problem
statement with further detail; this should be added at this point. It would
include an elaboration of subject matter (substantive content), specific
alternatives to be considered, and the themes, issues, and/or problems that are
to be stressed. The substantive material that is to be dealt with by the game
should be defined as explicitly as possible.
Step 3. Establish Goals and Objectives for the Project
The purpose of the exercise must be clarified at the
outset! Failure to resolve this will result in confusion during construction.
In turn, this leads to time and cost overruns as well as a poor quality process
and product. The purpose of Step 3 is to define exactly what the intended
contribution of the project is to strategic problem solving. Gaming/simulation
can fulfill three classical functions of strategic management when used in a
consulting project:
* Pre-decision Analysis – Discovering
problems, formulating and ordering problems, developing and
clarifying alternatives, evaluating alternatives and developing plans of
action;
* Decision making – Negotiating, building
consensus, reaching decisions; and
* Implementation – Motivating and building
awareness, educating, training and synthesizing
perspectives.
If the problem has been clearly established, goals can
be articulated and the steps through the design process can then be optimally
adapted to the project goals. Chapter 4 – Five Key Criteria, suggests many ways
to formulate the contribution of gaming/simulation to strategic management. For
a successful design process, a single primary purpose should be specified. If
more than one of these purposes applies, each should be stated explicitly, and they
should be clearly placed in order of priority. The policy exercise can be used
as a structured meeting environment to gain understanding of the big picture,
envision desirable long-term futures, identify related issues, facilitate
discussion of issues, develop evaluation criteria, provide a structure for
documentation of results, and facilitate the distribution of results. Typical
objectives that have been central to past policy exercises can be found in
Chapter 3. Here are a few more that relate to strategy making in the
“sustainable corporation”:
* Encouraging innovation in technology and
behavioral change;
* Teaching the impact of manufacturing on
the ecosystem;
* Creating awareness of the concept of
sustainable production;
* Demonstrating the interconnectedness of
sustainable development issues;
* Forcing consideration of environmental
issues;
* Requiring organizational views to
interlock with a worldview;
* Focusing on long-term consequences of
current business practices;
* Catalyzing ideas for new programs of
strategic initiatives;
* Motivating participants to achieve a
sustainable corporation;
* Promulgating a new corporate culture; and
* Gaining consensus for action on a major
decision.
Goals should be broken down into a specific set of
objectives to serve as progress markers during construction and evaluation. The
objectives of the exercise should be realistic and appropriate, based on the
problem being addressed. Typically, a multiple set of objectives will be
listed; some will be clearer than others, and some may be in conflict. These
need to be winnowed down and prioritized into the few that are most central to
the concerns reflected in the problem statement. Objectives need to be
presented in a sufficiently flexible form to accommodate the concerns of
participants that may arise during the exercise.
Step 4. Project Objectives/Methods Employed Matrix
The purpose of Step 4 is to review a broad range of
methodologies to ensure that gaming is appropriate. A basic ground rule to
apply when making the decision to use a policy exercise is to consider other
alternatives. Clients should be effectively engaged in making this choice to
ensure their full knowledge of the policy exercise technique vis-à-vis other
approaches that might be used. Games and/or simulations are only one of several
options available when addressing the client’s needs. Because of the client’s
unique characteristics, it is important to carefully weigh the pros and cons of
each situation to substantiate the validity of the policy exercise approach.
This forces consideration as to which form of communication is most effective
in meeting the client’s objectives. Ultimately, effective evaluation of the
project should start with an honest response to the question: “Is a policy
exercise appropriate in this situation?”
The project-objectives/methods-employed matrix is used
to define what devices are to be used when addressing a macro-problem.
Handbooks on policy and strategy document a wide variety of research designs,
decision aids, and communication procedures relevant for strategic problem
solving. They include competitor analysis, market research, modeling
techniques, computer-assisted group sessions and even outward-bound team
motivation sessions. Because a policy game is hybrid and occasion specific, it
is important to select and/or combine the appropriate methods for this client.
It is necessary to ascertain that the client’s needs
cannot be met by some less cumbersome mode. Some questions need to be carefully
addressed: Why was a policy exercise chosen in the first place? What benefits
are to be derived exclusively from this approach? Will the game completely
satisfy all the client’s objectives? What areas may not be fully covered? Note
that the exercise is expected to meet only specific, limited, readily evaluated
objectives; it is a mistake to expect a broad array of objectives to be met.
Step 5. Specifications for Game Design
The purpose of this step is to establish clear
technical specifications; this is a natural extension of the development of the
problem statement. They provide an opportunity to make objectives and
constraints explicit during the phases of design, construction and use. The
specifications become a pragmatic list of concerns that the game designer
should address during the construction of the game. The objective is to
delineate constraints and expectations for the project and also to raise and
address specific questions that anticipate the conditions that will govern the
design and use of the exercise. The responses, if carefully delineated, provide
detailed specifications at the outset of construction against which the final
product can be evaluated. It is important to consider each of the design steps
and to anticipate what specifications will be required to ensure that the
design process progresses smoothly. When writing specifications, it is a good
idea to review all of the 21 design steps; pay particular attention to Steps 1,
6 and 11 through 21.
The specifications should spell out the chain of
command, project management procedures, budget and financial arrangements,
deadlines, critical dates, personnel arrangements, procedure for reporting
changes, deliverables, sign-off authority, and similar concerns. Ground rules
should be established for the circulation of reports (who receives them,
confidentiality concerns, deadlines for response, etc.). Clarity and
completeness here will contribute to a smoothly run project.
Particular care should be given to the financial
resources available for the development and use of the exercise. The budget for
the project should be specified separately for each of the major phases:
setting the stage, clarifying the problem, designing the policy exercise,
developing the exercise, and the implementation activities. Final game costs
often exceed initial estimates, particularly when precise goals are not stated
and approved by the client before construction begins. Similarly, the cost of
using a game may vary greatly. With costs so difficult to estimate, it is
incumbent on the client and designer to agree on what resources will be made
available during construction and for normal use of the game. A product may
have reduced utility because the unit cost per run is beyond the capacity of
the organization to sustain. If each use of the game has a new set of
participants and/or a new game facilitator, the cost will be high. In those
instances where the game will be used frequently by the same highly trained
facilitator and where audience characteristics are consistent, the cost of each
run will drop markedly.
Allocation of time is no less important than dollars
both in the development and use of a game. The time required for the development
of a game will be the product of the clarity with which the problem has been
stated, the appropriateness of gaming for the problem, the clear specification
of goals in the concept report, and the range of skill and experience of the
game designers. Careful task scheduling is required (timeline for the project –
design, construction, testing); this demands the identification of critical due
dates. The design of a serious game is an evolutionary process; as a
consequence, procedures for reporting changes in the direction of the project
to management should be established at the outset.
These notions are intended to suggest a reasonably
comprehensive set of questions that the client and designer should specify
before a game is commissioned. Since each game is to fill a specific need,
these thoughts can only be used to prompt a careful search of conditions
appropriate in a particular context. Specifications should be signed off by the
client before beginning construction of a game.
8.2.2 Phase II – Clarify the Problem
The purpose of Phase II is to complete the cognitive
mapping process (interviews, literature review, snow cards, schematic).
Games attempt to assist with decision making under
uncertainty. Participants understand the need to improve the exchange of
information among themselves about differing perceptions of the future as well
as the need to develop and evaluate alternative scenarios. Games can be very
powerful for this purpose. People find games memorable and valuable (memories
from games have proven to be vivid after 25 years). They provide data as
information that is structural and logical; this serves as a framework that
permits the storage of information. The artifacts employed make imagery more
memorable.
A lucid problem statement will contribute to the
process of creating a format for the game (form follows function). If the
problem is defined with care, the game design follows readily. Because this is
so important, we recommend that no less than a third of the available resources
(time and money) are devoted to clarifying objectives, developing the problem
statement and developing the concept report (prepared in Step 13, it summarizes
the findings of Steps 1-12).
Step 6. Defining the System
The purpose of this step is to investigate the
underlying substantive nature of the macro-problem. Only a rigorous systems
analytic procedure will be able to capture the problem environment in its
entirety. It is essential to grasp an integrative (gestalt) perspective of the
problem as it is reflected in the mental models of the various stakeholders.
Information can be collected and organized using a wide variety of procedures:
interviews, a literature review and workshops. All the major stakeholders are to
be interviewed to discover their perception of problem boundaries. The
literature review is to determine problem boundaries as reported by prior
research. Care must be taken that not only the relevant internal executives are
interviewed but also that external experts and data are explored.
The subject of a game must be specified in a precise
way before construction begins. The specification of substantive content may
take the form of written reports, abstracts and/or a detailed subject outline.
Without such documentation, the final product may not be relevant. This
document should capture and present logically that which is known about the
problem environment; of equal importance, the document should identify that
which is unknown – specific concerns for which no data, theory, and/or past
experience are available.
The findings of the research should be captured in a
model of the organization; this should be described in a short text. Identify
the major actors: their goals, activities, and resources, and the interactions
among them. The model should be simple, consisting of a limited number of key
statements, a thumbnail statistical sketch and the major constraints affecting
the organization. This is required both to guide the development of the
exercise as well as to assist participants during play and in the critique.
However abstract, this model should be defensible.
A systems analysis ensures a rational and thorough
approach to game design. Without this step, assumptions may go undetected,
variables and relationships may be unnoticed, and the resulting simulation may
be unrealistic.
Information about the system and elements of the
problem can be collected and organized using interviews and a structured
workshop during which participants create “snow cards.” Additional snow cards
may be generated from a literature review. (One client had a large number of
these cards arranged on a tabletop. On return from lunch, team members opened
several windows simultaneously. Wind blew the cards about the room and someone
called out: It’s snowing! Thus the name “snow card” was born).
Snow cards are ideas, variables, problems, flows,
relationships, models, laws, stakeholders, decisions, etc. that appear
significant. Only one thought is committed to a single card, and this thought
is kept as cryptic as possible (without loss of meaning). Each card captures a
brief statement or a word that represents an issue or variable uncovered during
the analysis. This process tries to find all the problem variables and how they
interact; it uncovers the boundaries, actors, and the inputs and outputs of the
problem. The snow card process is described in more detail in the Appendix.
The system may be defined from one or more conceptual
referent systems (group dynamics, resource allocation, geographic, demographic,
political, economic, social, psychological, anthropological, historical, etc.).
It is common to have several hundred cards when analyzing a complex problem
environment. The development of a set of snow cards is best done through a team
effort using a freewheeling brainstorming approach. This inductive form of
analysis is intended to be inclusive – if anyone thinks it might be important,
it should be included. These cards are converted into a working schematic that
should convey all the concerns expressed by the snow cards. The schematic is
for staff use at this stage, not for the client. This is the most critical part
of the process – if the boundaries are too tightly delineated, significant
alternatives may be ignored.
Often, we divide the team into two groups. The first
group works with members of the organization and their stakeholders using
interviews and workshops. They concentrate on the “logic in use,” i.e. the
diverse mental maps of the persons who live in the system. The second group
seeks to find conceptual models and generalizations from multidisciplinary,
academic and professional literature, statistical data, and if relevant,
outside experts; they look for potential frames of “reconstructed logic.” In
team meetings, the results of the “top down” and “bottom up” analyses are
contrasted and one perspective provides the homework for the other group (see
the concept of robustness in Chapter 4). Saturation is the criterion used to
stop this process. When no new ideas, frames and/or perceptions emerge, it is
time to go to the next step: the consolidation of these insights into a
schematic. Of course, the criteria of saturation is only valid if one can
guarantee that the teams have put forth a maximum effort in approaching the
system from as many sources and perspectives as possible.
The teams must select sources (books, articles or
people) with care. In all cases, they look for pithy statements that reveal a
significant aspect of the problem. For example, if there is a journal article
by an expert that addresses the problem, this should be searched for the major
areas of concern – e.g. finance, geography, actors, science, fact,
interrelationships, etc. Remember – you are trying to play detective and piece
together clues that let you discover the system in its full flavor. Avoid the
trap of taking too much from one source (as this may give you a distorted
view). When exploring the system, there may be bewildering amounts of data,
much of which is irrelevant or misleading. Take time to understand and identify
the key elements in the system, otherwise you cannot successfully simulate it,
even in highly abstract form. What one should look for is:
* Action triggers and their mode of
operation;
* Major flows, stocks and delays (input,
throughput, output) in the system;
* Areas of clarity and areas of ambiguity;
* Congruency and conflict in organizational
perception;
* Decision-making levels;
* Key elements in control systems (feedback);
* Major decision points and factors
influencing them;
* Major players;
* Patterns of interrelationships and points
of interaction;
* The pattern of organizational politics;
and
* Theoretical evidence (natural, man-made).
Step 7. Displaying the System
The next objective is to develop a graphic that
contains an overview of all the considerations that are significant to the
policy issue being addressed by this process. This should proceed through two
primary steps: the working schematic and the final schematic. Schematic
presentations of complex problems exploit the advantages of visual
communication. They do so by simultaneously expressing the “big picture” as
well as the significant issues required for understanding the problem
environment. For the schematic to be able to convey an overview of the problem
quickly and simply, it should be organized in such a way that it is clear not
only to those building the game, but also to those participating in the
exercise.
Every stakeholder will view the problem environment
differently. These differences should be confronted and negotiated to the point
that a single explicit visual conceptualization is agreed upon. Inevitably,
this will be a complex rendition of the relationships of several hundred
(possibly in excess of a thousand) variables (previously developed as snow
cards, see Step 6) that are of interest to various stakeholders. All
stakeholders should be able to locate the central features of the world as they
view it within this schematic. The schematic is improved using repeated
iterations; saturation is our operational criterion for having reached a state
of robustness. Once we can no longer elicit new ideas and even the most
hesitant opinion makers can agree with the schematic, we go to the next phase
of game design. The more highly articulated and accepted the knowledge
household is, the more robust or less controversial it will be. The knowledge
should be organized in a format that provides a clear and stimulating path for
the non-specialist, emphasizing not only what is known, but also what is not
known.
Definition of a schematic
A schematic, as used in the development of a policy
exercise, is a drawing that represents a model or overview of the system being
investigated. It calls on the results of Step 6 (Defining the System). The
drawing will show major system components (e.g. actors, processes, data files,
etc.) and the primary relationships among them. The drawing will show any
important sequence(s) of activities; however, this is not its primary purpose.
Each system component should be described by a few primary attributes that help
to define the processing sequence of the completed exercise. A well-designed
schematic is an effective way to:
* Engage a group of professionals in the
discussion of central issues;
* Provide the group with the big picture;
and
* Help the group develop solutions that
reflect the various interdependencies.
A schematic illustrates a much richer interpretation
of the problem than one person can conceive alone. Most clients find the
process of creating a schematic to be very useful for clarifying assumptions
and perceptions of key decision makers and actors. The resulting schematic,
therefore, takes on its own value and serves other purposes in addition to
guiding the creation of the simulation. Many clients have volunteered
enthusiastic endorsements of the final schematic. In more than one case, the
client has indicated that this drawing alone was worth the price of the entire
project!
The Working Schematic (Map of the snow cards)
The initial description of the situation usually comes
forth in discrete, partially organized, and sometimes conflicting pieces. It is
the task of the research team and the client to synthesize these elements of
the system into an integrated and explicit model that can be easily described
and discussed. The snow cards and other results from Step 6 are arranged into a
working schematic. This should identify and schematically describe the major
system characteristics and linkages (endogenous and exogenous factors,
relationships, flows, tables, etc.). This initial effort should be presented on
a single large sheet of paper, of any convenient size (typically very large).
The result of this early trial schematic is an inclusive, but rough,
approximation of the problem environment that should convey the bulk of the
concerns expressed by the snow cards. It is a working document used by the
staff to capture ideas and to organize them into a preliminary sketch of what
the game might look like; as it progresses, it must be reviewed by the client.
Final Schematic
Eventually, the necessary abstractions, omissions, and
re-definitions are undertaken and the entire configuration is committed to a
final format (such as a colored graphic). This is a condensation of the
original working schematic into a formal document for delivery to the client.
As such, it will have been reduced to those factors considered most relevant
within the constraints of the problem statement. This iterative process of
selection will be done in the context of an ongoing dialogue with the client;
it should evoke discussion resulting in consensus about the final drawing. This
discussion should clarify variables and uncover gaps, assumptions, and
disagreements about how the problem is perceived. The final document should
retain enough detail to adequately represent the problem environment; it should
communicate the central aspects of the problem visually and quickly. The
schematic ensures that the team includes key components and excludes components
that are not central to the simulation; it will be changed repeatedly as the
team works towards consensus. Abbreviated examples of final schematics can be
found in Chapter 3. An example with more detail is included in the Appendix.
Step 8. Negotiating Focus and Scope with the Client
The purpose of this step is to select the systems
components from the schematic that are to be included in the systems
components/gaming elements matrix (Step 9). Because the system has been
diagrammed in its entirety, the team can make rational choices about what to
include or exclude. The complete problem set (as initially perceived by the
significant actors) is often too broad and inclusive. As a consequence, the
schematic, when reviewed and accepted by the client, will normally contain more
factors than need to be incorporated into the final game. Through dialogue with
the client, the design team should interpret the original objectives, problem
statement and specifications against the final schematic and select those
factors of primary concern that must be represented in the gaming vehicle. The
process guarantees that the game meets the specifications developed in Step 5.
It is also imperative to ascertain the appropriate level of abstraction at this
stage. If this step is done well, the final exercise will be situation
specific, lucid, and relevant. The client has a serious obligation of review at
this juncture; the objective is to set a clear target for the exercise.
8.2.3 Phase III – Designing the Policy Exercise
Many professionals have had the experience of
developing a “great” game (enjoyable for participants) that did not dovetail
well with the client’s actual need. In these cases, a retrospective view
typically reveals that the problem was inadequately defined at the outset.
Another mistake is to start with a preconceived game format instead of
following a deliberate process (and allowing form to follow function). This
results in wasted resources as the team attempts to force a fit between the
problem and a preconceived gaming format. Phase III entails the creation of a
blueprint for the exercise; this takes the form of a concept report. To achieve
this document, four steps are required: the systems components/gaming elements
matrix, a definition of gaming elements, a review of a repertoire of
techniques, and the selection of a format for the exercise. This process is
described below.
Step 9. Systems Components/Gaming Elements Matrix
The purpose of this step is to transform systematic
thought of the substantive system into systematic thought of the policy
exercise, component by component. The system (as represented in the schematic)
must be transformed from a model of the problem to a model of the game. This
demands an orderly, replicable process. The task here is one of capturing
creativity, identifying and incorporating the best ideas into the game. Because
the process is demanding of the design team, adequate time should be scheduled
at the outset and appropriate facilities must be provided.
To avoid a nonproductive state (indicated by iterative
comment, hostility, or disinterest), the process should be allowed to emerge as
a “happening” around the central theme (ideas can be inserted in any cell at
any time). A display area is organized with clusters of descriptors arranged on
a large tack board surface (see Figure 8.4). The columns reflect the systems
components (selected in Step 8) and row headings reflecting the game elements
(from Chapter 7 – roles, rules, scenario, format, step of play, etc.). The
cells are completed in a matrix conversion process that shifts the analysis
from a schematic model of the problem to a procedural and symbolic model of the
gaming exercise. This matrix fosters a creative process; it provides an
effective tool to accomplish this task. The process followed is a series of
brainstorming sessions by the design team, where the team addresses each cell
of the matrix, making conversions where appropriate.
Image from book
Figure 8.4: Systems Components/Game Elements Matrix
This approach permits the logic to develop from the
standpoint of the system (down), from the standpoint of the game (across), or
at random (brainstorming any cell at any time), dependent on the insight and
motivation of the staff. No attempt is made to correlate or rationalize the
various cells one with the other at this time. The notes in a given cell may
well contradict those of another; this will be resolved in the next step. Ideas
for each gaming element should be captured in the matrix; the team must
determine how each systems component will be addressed. For example, if an
R&D process were being simulated, a research team might be a component of
the system to include in the game, which in turn, could be represented by roles
and further addressed in the scenario.
An iterative process is followed until all the gaming
elements are described. This process resembles the “weaving” of a story line.
Step by step, the team transforms components of the system into elements of the
artificial world. The variables are all interrelated; without this matrix, it
would be easy to “get lost in the story” and create a game that does not
address the necessary systems components. As with all the previous steps, this
step forces logic and clarity into the design process and allows the team to
routinely check their effectiveness and evaluate their progress.
Even when well done, the results of this process will
have two flaws: the ideas tend to be “bits and pieces” that need to be
integrated, and these need to be winnowed down until only the best ideas are
incorporated into the game. This refinement is achieved by selecting all those
content cards (ideas) from a given row and rationalizing these into an initial
document that gives a preliminary description of that particular gaming
element. This iterative process is followed until all the gaming elements have
an initial description. No attempt is made at this time to correlate or rationalize
the differing perceptions that will exist between game elements.
Step 10. Definition of Gaming Elements
The purpose of this step is to transform the initial
description of the gaming elements as developed from the systems
Components/Gaming Elements Matrix into a more complete definition. These
elements are the building blocks that translate the conceptual model
represented by the schematic into a working policy exercise. This phase can be
compared with the formalization phase in the construction of a mathematical
model when concepts are translated into mathematical symbols. In this case, the
concepts are translated into proper gaming “language.” The building blocks
available to a game designer include the elements: scenario, events, theme,
analogy/metaphor, roles, decisions, format, basic referent systems, policies,
rules, scoring, steps of play, model, data and information, accounting system,
indicators, visuals and paraphernalia (Duke, 1981). Chapter 7 describes the
gaming elements in detail.
The theoretical basis for each element should be
carefully described, with particular attention paid to the quality of empirical
data. Finally, the output to be generated by each component should be described
(both its character and purpose). The object is to create an explicit model of
reality; in the process of creating the simulated environment, it is important
to select the correct stage props and keep them at an appropriate level of
detail. The central problem is the elaboration of a game “environment” wherein
flexibility and realism are maximized. Usually, many modifications are
necessary to bring a good game together, this often necessitates compromise
with the original specifications or objectives. (The concept report (Step 13)
should include provisions for reporting such changes and obtaining client
approval).
After each gaming element has been described, the next
step is to integrate ideas vertically to ensure logical consistency among the
various elements. As these elements are developed, no matter how inadequate
they may seem, they are committed to a report that gives a description of an
early prototype of the full exercise. A test run of the prototype cannot be
completed until these are available at an initial level of development. This
draft document will be changed during the test runs; it provides an opportunity
to give an initial description of the exercise to the client.
A preliminary mockup of all game materials is very
useful at this stage; it should include diagrams of graphics, decision forms
for player use, etc. These initial materials may be sketchy; however, if
successfully presented at this stage, the client can be more certain that the
level of detail is appropriate. Attention should be focused on these materials
during the review process because they reveal a great deal to the client about
the final character of the game.
Step 11. Repertoire of Techniques
The purpose of this step is to review a broad range of
experience and select techniques appropriate for this client. Repertoire is
defined as known gaming techniques (paraphernalia, basic styles or referent
systems employed, various graphics, interpersonal dynamic mechanisms, etc.)
which might be incorporated into the exercise. The admonition here is: Don’t
re-invent the wheel! The design team should have familiarity with a broad range
of techniques. These “tricks of the trade” can be derived from a review of the
literature and professional practice. A review of previous gaming efforts can
be undertaken in order to obtain a set of ideas that might be used in the
development of this exercise. A major difficulty facing the team will be ready
access to a complete library of related games.
Artistry comes into play at this point. Schon has made
the point that artistry consists of the ability to invent, as needed, a method
suited to the difficulties being experienced (Schon, 1986). It is clear, in the
design of a policy exercise, that form follows function. If the process has
been followed with care until this point, the selection and/or invention of
technique will come readily to the design team. The techniques employed need to
be reviewed with the client to gain a sense of those that will be most
appropriate in this situation.
Step 12. Select a Format for the Game
The purpose of this step is to determine an
appropriate format for this particular client. The format (style) can be
thought of as the physical environment and the processes through which the
exercise will be presented to the participants.
There are many styles of presentation that may be used
to present a complex model; the selection requires a melding of various
techniques to accomplish the client’s objective. The object is to try and find
group process techniques that facilitate the communication objectives of the game.
These exercises range from very volatile, fast-moving, emotional kinds of
exercises, to very scientific, thoughtful man-machine interactive types. The
object in each case is to develop a format that will be palatable to the people
who will be participating and to create a format that is logically related to
the problem at hand. The primary objective is to identify an analogy or a
“model of a model” that can be used to improve communication among the
participants during the actual use of the game. This is a critical element: the
exercise must seem an acceptable environment to the stakeholders.
The selection of a format or style for the game is a
creative process. Because designers use differing frames of reference, the
framing of problem situations into a game format varies widely. Some common
formats include role playing, board games (edge, grid, patterned), constraint
cards, flowcharts, and computer simulations. Several client-specific variables
influence game format; they should be examined for each situation. They will
govern decisions about format and style of play as the exercise is developed:
group size, purpose (goals and objectives), organizational context, time
available for play, character of the participants (age, homogeneity, etc.),
function of the exercise (policy decision, project evaluation, training, etc.),
and substantive content.
The format can be thought of as the core of the model
upon which the game will be built. The design team should wait until Step 12 to
choose a format; this ensures that the team does not become overly committed to
an idea before they have completed a thorough and rational research process. A
review of existing formats is also helpful. The choice should further be based
on personal preference, production constraints, and simplicity with respect to
the objectives.
Step 13. Concept Report
The purpose of this step is to document design
agreements that will govern the exercise, consolidate ideas into a workable
blueprint and obtain client sign-off. No large-scale project should be
undertaken without an agreed-upon plan. Just as an engineering team will
formalize their blueprints before beginning construction, the policy exercise
design team must capture their plans in a concept report. This ensures that
they have communicated clearly with one another as well as with the client.
Unless amended with the agreement of the client and the designer, the final
game should conform to this document.
This report is a detailed statement that will guide
the development of the exercise. As in the previous steps, the report is
developed using an interactive process in which the client and the design team
exchange ideas and negotiate a document that describes the nature of the
desired product. After submission of the preliminary report to the client for
critique and modification, the concept report becomes final. Any changes past
this point require the joint approval (negotiation) of the client and the game
design team as changes may have serious consequences in timing, cost, and/or effectiveness
of the final product.
The concept report should describe the problem
environment (schematic) and the proposed method of game presentation. It should
address the initial specifications (e.g. characteristics of the participant
group that would have a bearing on game design – age, level of sophistication,
homogeneity, prior training, prior shared experiences required before being
permitted to play the game; etc.). In addition to the synthesis described
above, the concept report should outline the procedures for construction,
including:
* Individual components, including their
purpose;
* Data to be employed and its specific use;
* Order of sequence of any processing that
will take place, (with or without a computer);
* Macro and micro cycles of play;
* Flowcharts of sufficient detail to
adequately guide the building of individual components; and
* Detailed descriptions of each gaming
element.
If the concept report is carefully prepared and reviewed,
construction should be routine and uneventful; a thorough report will enhance
the quality of the final game. The completion of the report can be thought of
as the end of the planning/programming stage of the project. As with most
planning efforts, the more energy given to this stage, the higher will be the
quality of the resulting product and the more efficient will be the design
process.
It is tempting to bypass the first three phases of
game design (setting the stage, clarifying the problem, and the concept report)
and to jump headlong into construction. Yielding to this approach will result
in a failure to achieve precision of design, the careful engineering of the
construct to meet a communication need, and almost certainly, a loss of parsimony
in the construction activities themselves. There is a tendency for teams to
begin in the middle of the design process and to avoid the hard work required
in answering the questions that must be raised to complete the concept report.
The difficulty is compounded by the element of risk inherent in making a
written commitment that might later serve as an indictment of the team. The
process of constructing a game inevitably forces the designer to confront these
questions anyway, although in a less systematic way. Part of the art of good
game construction lies in the ability to achieve a solution while juggling many
variables; an orderly and sequential concept of game design will benefit the
design team.
8.2.4 Phase IV – Developing the Exercise
After a concept report has been authorized, the team
goes through three stages of design (building a prototype, technical evaluation
and graphics design). The game elements must be fashioned appropriately, one by
one. These initial modules must be fitted together and further developed during
the rule-of-ten runs (see Step 14). The client should recognize that many
different runs are required before the game itself is completely calibrated.
Depending on the primary purpose of the game and the character of the system
involved, there may never be a time when a final game exists. If an exercise is
used in an ongoing context, there may be continuous modifications after an
analysis of each game run in order to adjust the construct to meet the clients’
needs. Metro/Apex (Duke, 1966), a game for training students to cope with urban
systems (municipal budgeting, air pollution, etc.), is still in use at a number
of universities after 35 years; users maintain a monthly newsletter to report
on evolutionary changes (additional models that have been integrated, new
technology, etc.).
Step 14. Build, Test, and Modify the Prototype
The purpose of Step 14 is to construct an initial
prototype that contains all gaming elements in rudimentary form. This trial and
error method progresses logically, one game element at a time. The prototype
evolves through ten test runs, each being progressively more rigorous. The
“rule of ten” argues that a series of ten increasingly more precise rehearsals
should be undertaken before the product is presented to the client. This
requires about five test runs undertaken with staff (constructing and
assembling the various components, and rough calibration) and a second set of
about five runs with professional participants (final calibration). This
iterative process ensures that the initial objectives are achieved; the
procedure may be truncated, but this entails the risk of an immature product.
This initial prototype should be built quickly and
with flexible materials to enable easy modification. In games of any complexity,
there are numerous components that should be separately designed, constructed
and assembled. These should contain rudimentary versions of each game element
(scenario, events, roles, decisions, format, policies, rules, scoring, steps of
play, model, data and information, accounting system, indicators, visuals,
paraphernalia). These individual components should be created before attempting
to assemble a prototype. All elements should be identified and any linkage with
another game element should be described. A mockup of all elements at this
stage will permit the designers to be more certain that the level of detail is
appropriate and that it will provide the client with a preview of the final
exercise.
The prototype should be carefully subjected to
calibration before release to the client. If the game has much complexity, the
final assembly and trials will reveal a variety of omissions, overlaps,
inadequacies, trivia, redundancies and possible errors. Special attention
should be addressed to the formulation of the final five test groups. The
client may have a responsibility for participation during testing as spelled
out in the specifications. Incremental changes in the construct reflect the
learning obtained through these tests. Participant time can be squandered with
immature products; this can result in the unnecessary aggravation of a captive
audience. This phase requires that attention be directed to the original game
objectives in order to maximize the final fit of the game.
Step 15. Technical Evaluation
The purpose of this step is to systematically compare
project specifications and objectives with the proposed game structure using a
technical matrix to ensure parsimony of design. A “game objectives/game
elements matrix” is completed to cross check that the product under development
conforms to the original specifications (as developed in Step 5). This matrix
compares the carefully delineated objectives of the exercise on one axis
against the gaming mechanisms employed on the other. The cells have language
indicating how the specifics of the project have been met by one or more gaming
elements. To the extent that a discrepancy exists, further refinement is
required. This matrix not only ensures that objectives remain valid and are met
by the product, it also assures that parsimony has served as the watchword and
that no gimmicks remain in the exercise. The goals of the evaluation include
checking on the generic criteria of validity, verisimilitude, playability,
operability, and the specific objectives in terms of the five Cs (see Chapter
4) as well as the game content as described in the specifications. If a
replicable, systematic process is used during construction, the rule-of-ten
runs should establish validity.
Because the policy exercise approach is still in its
infancy, clients have difficulty knowing what to expect from the final product
and how to evaluate it when it is put into use. For this reason, it is
important at the outset of a project to define the criteria that will later
serve as the measure for the technical evaluation of the product. A set of
descriptive criteria will help the clients and the participants understand the
exercise. These would include the circumstances that induced the game, the
availability of game kits, the character of the expected participants, the type
of player involvement; the time required, the steps of play and plot outline,
and the main dynamic of play.
Step 16. Graphic Design and Printing
The purpose of this step is to focus attention on the
need to develop a professional presentation when transforming the prototype
materials into a finished exercise. Graphic materials (visuals, paraphernalia,
etc.) are used throughout the entire process of developing a policy exercise.
The schematic (Step 7), the Concept Report (Step 13) and the final prototype
require finished materials of a professional quality (in contrast to the
prototype materials that tend to be expedient). Three issues come into play
when considering graphic design and printing.
First, these materials will be evolving throughout the
process; several people will have a hand in developing the prototypes. This can
result in a lack of visual coordination among the materials. Unless a clear
policy is established, materials can be prematurely brought to a final graphic
stage resulting in unnecessary cost and delays. No commitment should be made to
final graphics/paraphernalia until Step 16. Another concern is that these
materials might best be contracted out to another division of the organization
or to an independent contractor; this may be the most efficient way to obtain
materials of professional quality. There also may be a requirement of the
client to ensure that company policy is met concerning logos, copyright, etc.
Finally, time delay at this stage is common, particularly if the materials are
contracted out. If Step 16 is acknowledged as part of the total process from
the outset, an appropriate time allocation can be made and retained in the
schedule. This is particularly true if some software product has to be written
and debugged.
8.2.5 Phase V – Implementation
The purpose of Phase V is to ensure proper use of the
exercise by the client. At this interface, the game leaves the designer’s world
and makes the transition to the client’s world. The game is no longer the
responsibility of the designer (except in those cases where responsibility for
facilitation rests with the design team); however, the team should oversee this
stage by means of participation and staff training until the client feels
comfortable with the product. If the initial objectives are to be fully
achieved, the exercise should become vested; that is, the stakeholders should
view the product as legitimate, non-threatening (within reasonable limits), and
of immediate pragmatic value.
The successful use of the game by the client is
crucial. Steps 17 through 21 are designed to systematically guide the design
team and the client through this final stage. A number of concerns should be
addressed here, including integrating the game into the client’s environment,
facilitation, dissemination, ethical and legal concerns, and appropriate
reports to the client. The design team should be present to the extent required
and within the limits of the budget.
Step 17. Integrate the Game into the Client’s
Environment
The purpose of this step is to ensure the proper
integration of the exercise by the client. The objective is to make the
exercise “fit” into the client’s environment. This requires that the client and
the designer cooperate in anticipating the conditions under which the game will
normally be used. This stage includes the tasks necessary to transfer the game
to the people responsible for its use, facilitation, and maintenance.
Organizations facing crisis will be preoccupied; the game should fit readily
into their environment if it is to be used effectively. This is achieved by
completing any refinements to the game and providing appropriate training to
members of the client organization.
When defining the Specifications for Design (Step 5),
i.e. its objectives and characteristics, careful thought should be given to the
context of use of the final product (see Section 4.7 on contingency and the
strategic process). Most games will be of greatest value when used in a format
integrated into some larger context (e.g. a seminar). Specifications should
determine the conditions that govern game use. A number of questions should be
addressed: Under what conditions will the game normally be used? What follow-up
circumstances are anticipated? Will the same group run the same exercise
repeatedly? What considerations (social, political, technical, etc.) are
anticipated relative to its use?
Even when the game is primarily designed for a
one-time use, the client will often want the final product to be maintained and
facilitated by a specific division (e.g. strategic planning and training). The
process of transferring the game should ensure that those responsible for the
re-use of the product have: a knowledge of the nature of the theory behind the
exercise; familiarity with the concept report; and intimate knowledge of the
particulars as may be required to facilitate the exercise.
A cultural translation towards the end of testing and
before the game is given to the client may be necessary to achieve a better fit
within the client’s corporate culture. Cultural translation refers to the
adjustments required to fit the client’s environment (e.g. the inclusion of
company or industry-specific jargon, adopting corporate procedures, the
application of a company logo and artwork, etc.). It may also mean the removal
of political red flags or problem areas identified during testing. In cases
where the client’s language is other than English (or, as in many cases, the client
intends to use the product in several countries), a language translation should
be done in conjunction with the cultural translation.
Step 18. Facilitating the Exercise
The purpose of this step is to ensure that the client
has access to proper facilitation skills for the exercise. A game of this kind
is very demanding in several ways. Even if designed with care, a game requires
a great deal of time commitment from participants as well as the cadre that
facilitates it.
It is necessary at this point to distinguish between
the designer and the facilitator (in some cases, one team serves both
functions). During the final use of the game, the designer can no longer be
held accountable; the game facilitator becomes largely responsible for its use.
In many strategic implementation projects, the facilitators will not have been
privy to the thought that went into the development of the concept report; as a
consequence, the facilitators need to be familiar with this document before
attempting to run the exercise. The specifications (Step 5) should have
addressed the questions of facilitation (who will facilitate, what skills are
needed, what training is required, and whether there are any debriefing
considerations to be made mandatory for participant protection). In strategic
projects, we strongly advise that the intended facilitators participate in the
whole sequence of the design activities.
The facilitator assumes a considerable responsibility
in undertaking a run of the game. He or she is responsible for the accurate
completion of all accounts, communication exchanges and other interactions that
occur. Facilitation also includes the activities required to ensure appropriate
processing and evaluation. The process should ensure that participants are
appropriately informed of content, structure, process, and the mechanics of the
exercise. All the work that goes into an exercise of this type can be in vain
if care is not taken to ensure that it is properly used. Facilitation is an art
unto itself; but no matter how skilled a facilitation team may be, they should
be provided with cogent materials to assist them in interpreting and using the
exercise. The facilitator should use the exercise for the purposes and in the
manner for which it was designed. A novice facilitator may resort to gimmickry
to make the game more fun or to establish the game as more relevant to their
particular ends. Arbitrary changes without full knowledge of their implications
can do serious damage and may violate basic ethics of game use.
The facilitator should let the game proceed with a
minimum of intervention. The various roles that have been established are part
of a carefully coordinated system to permit an audience to address a problem.
An overly strong facilitator, failing to understand the need to let
communication occur spontaneously, can stifle interaction. The basic concept
underlying the use of the game is to facilitate communication. Because the
players are well informed, they do not need to be taught, but rather to
confront each other and the issues in a productive and interactive style. Never
attempt to defend the game as a predictive exercise or as a true replication of
the world! It is neither. The game is to serve only one purpose – to prompt
players to think about reality in new ways.
The participants need to be introduced to the role and
function of the facilitator, with an emphasis on the point that a successful
game run requires that procedures need to be followed. It can be damaging to
engage in public disputes about particulars of the game and/or to let an
ambitious player become too dominant. It is important to have one clearly
defined central figure as the facilitator of the game whose word is beyond
dispute. The facilitator must be the boss! This does not mean that the
facilitator is not subject to challenge and interrogation by the players during
the critiques and the final debriefing. Rather, it means that during the normal
operation of a cycle, the players should submit to the instructions of the
facilitator.
In addition to the facilitator and the roles embedded
in the exercise, there are often other individuals present during the
administration of the game; these might include role adviser(s), a bookkeeper,
and/or other specialists. Generally, role advisors are used in games that are
so complex that the start-up time would be prohibitive without them; they can
assist players in learning both the function and the mechanics of the role.
Subject matter specialists may be introduced at any time to aid the facilitator
in transmitting factual information about the system.
No visitors should be permitted in the room during any
part of the game. The presence of casual observers during the course of a game
will be disruptive to the facilitator as well as the players. There is a
tendency for observers to become enmeshed in the activities of the game, but in
highly tangential and sporadic fashion. The result is that bona fide players,
rather than being engaged in the primary dialogue that has been carefully
established, are likely to find themselves in a secondary conversation. Casual
observers may have neither an intense interest in gaming as a technique nor in
the subject matter at hand, but simply a general interest in the proceedings;
they are a deterrent to good communication and should be excluded. Casual
observers in a game are invariably negative factors.
In some cases, scientific observers may be present to
make observations of player behavior during the game relative to information
processing, group dynamics, or other experimental activities. The presence of
such observers raises ethical questions. Prior arrangements should be worked
out that ensure no ethical codes are violated by the experiment or by the
presence of the observer. If permitted in the game room, severe constraints
should be imposed: absolutely no talking to the facilitator or any players, no
interference with the activities, and a minimum of activity signifying their
presence. Another type of legitimate observer may either be qualified on the
basis of their interest in games or their interest in the subject matter; they
can be included in the run of the game as assistants to the facilitator. These
observers need specific tasks, materials and instructions that let them do
their work without interfering with the game; communication with the
facilitator or the players should be minimal.
Step 19. Dissemination
The purpose of this step is to deliver the policy
exercise to the client and to ensure continued use of the exercise (if
appropriate). The client’s successful exploitation of the product (if intended)
requires that the original specifications anticipate the dissemination method
to be employed as well as how facilitator training will be achieved. The
concept report should detail appropriate techniques to minimize cost and
complications. The non-commercial nature of policy games creates difficulty
when preparing packages of the completed game for distribution; this is rarely
a profit-making venture. Some designers have transformed a successful game into
a product capable of commercial dissemination, and some publishing houses are
making efforts to produce game kits. The task of reproduction and distribution
of game paraphernalia is as important as that of training operators. There is
both a strong ethical and professional need to reserve sufficient funds in the
project budget to meet both functions.
A properly devised exercise can be quite revealing and
can confront management with options not previously considered. As a result,
the client may wish the exercise to be made available to a wider audience than
originally specified. For example, the strategy game used in the Pharmaceutical
case was transferred to the training division and used for internal courses. If
the exercise is to be accessible, it should be transferred to a specific
division to be properly maintained and facilitated. A basic information set
should be made available to interested parties; this would include: title,
date, client, designer, and description (content or subject matter); purpose
(intended use); dynamics of play (participant, information, player involvement,
time considerations); kit availability; and a basis for evaluating the
exercise.
Step 20. Ethical and Legal Concerns
When developing a policy exercise, it is necessary to
protect the participants, the client, and the design team against both legal
and ethical pitfalls; there is a serious ethical responsibility for the
product, both in its design and non-manipulative use. The policy exercise
should be a safe environment for learning. If ideas are to flow freely and new
insights to be gained, old shibboleths should be vigorously challenged and
participants must be protected from retaliation.
Ethical Concerns
The designer and the operator share responsibility for
any ethical problems that emerge during the use of the game. Several of these
concerns have been addressed in our description of the design steps, we
re-emphasize a few here. The design team has an obligation to provide the
client with a clear conceptual statement of the characteristics of the process
and the product. A game should only be designed and conducted if this seems to
be the best and most appropriate way to address the problem. Often, the
designer will not be the facilitator; therefore, the designer has an obligation
to provide the facilitator with information that will allow the game to be used
intelligently. This requires an accurate portrayal of the game (concept report,
literature accurately describing the game objective and particulars,
instructions for a mandatory debriefing for player protection, evaluation form,
etc.) as well as ensuring that all materials are fully operational. A policy
exercise is not a sufficient substitute for reality to permit an employer to
use it as the exclusive measure of evaluation of an employee’s performance.
This approach would be quite unfair, since people who perform very well in a
real-world context (where personalities and the specifics of the situation are
familiar) might behave differently in the game.
Inevitably, the policy exercise deals with sensitive
issues within an organization. Because major policy issues will be involved, it
is important that agreement be reached at the outset as to how sensitive
materials will be handled. Procedures should be put into place permitting
freedom of thought while providing adequate protection. All materials need to
be treated with confidence; the process, and any products resulting from the
process, are typically for internal use only. These internal reports are
prepared for each aspect of the game; they should not be released without the
express approval of the client. The benefit of these internal reports is that a
written record is formulated as the game takes shape; they become invaluable
when questions arise about the character of work undertaken.
Legal Concerns
If appropriate, it is important to consider the
exploitation of a successful product as the specifications are developed. Legal
precedent is probably adequate for any commercial versions that may be
involved. Design specifications should address the issue of the ownership of
the exercise (client, designer, or public domain), leasing arrangements, logo,
patents, copyright, royalties, and the rules governing the retention, release
or transmission of results. In the case of games that are essentially in the
private domain, legal questions seem to be resolved by mimicking those
procedures associated with the production of books and similar materials.
Copyright, patent, trademark laws, and general procedures for royalties already
employed for books can readily be transferred for use with games. Royalties and
financial arrangements yield readily to standard convention.
Step 21. Reporting to the Client
The purpose of this step is to ensure proper closure
for the project. The exercise is not complete until appropriate documentation
of the results has been prepared reflecting the several stages of the design
process and the results of subsequent use. As a minimum, there should be the
original proposal (if contracted) or a prospectus (if in-house), a concept
report and a final report to the client. An early agreement should be reached
as to how these should be circulated (To whom will they be routed? How much
time allowed for response? How to resolve differences that emerge?). In
addition, the final product should be documented as appropriate; this may take
the form of manuals for the game facilitator and participants, final graphics
and artifacts, etc.
In many cases, a final “white paper” will need to be
developed. This text should capture the results of the game for any reporting
requirement that may exist. It is often useful to provide the participants with
materials that summarize the happenings of the game. This document can also be
circulated to the participants to confirm impressions derived during the
exercise. Proper follow-up can serve as a further commitment of the participant
to the process, by reinforcing the “message” from the experience. In some
cases, a post-exercise evaluation may be required.
Games are notoriously hard to evaluate (Chapter 6 and
the Appendix discuss evaluation in more detail). The criteria and methodology
to measure the effectiveness of the exercise should be established in the
concept report. The selection of an appropriate validity test is imperative;
this should be done in accordance with the original goals, objectives, and
specifications. Evaluation undertaken by a subject matter specialist who knows
little about gaming as a disciplined activity may present a danger. When a
formal evaluation of the exercise is undertaken, the initial specifications
should determine whether the exercise will be measured against the judgment of
experts in the context of use, the judgment of professional gamers and/or the
reaction and evaluation of the participants.
Whatever method is chosen, after some experience with
the final product, an evaluation is prepared. The goal is to develop a written
description of the objectives of the exercise, the character of the product,
the nature of the intended use, and a summary of the results of the game. This
report must capture the main arguments, majority and minority opinion on these
issues, and any agreements or decisions that may have been reached. If gaming/simulation
is going to fulfill its promise, our profession should place a stronger
emphasis on the need for improved evaluation methodologies (see Chapter 6).
Failure to clearly define our methodology places the discipline at risk.
As stated
before, a successful exercise often reveals opportunities not previously
addressed (e.g. the client may find the product of potential value as a public
relations tool). In many cases, it has been useful to devise extensions of the
initial product to focus on particular situations and/or to be aimed at a
particular subset of decision makers who are attempting to achieve change
within the organization. Insofar as the client finds it helpful, it may be
important in this phase to make presentations within the company to explain the
policy exercise approach so that the results are fully understood beyond those
who actually participated. In the case of the pharmaceutical company, the
original version of the exercise was