Professional Documents
Culture Documents
Game Modification
Course: INTE5830 Games and Learning Instructor: Dr. David Thomas Project: Game Modification Student: Jill Kamas Date: 3.21.2013
Process
1 2 3 4
5.
Process
Process
Process
You and your team members can learn how to separate thinking into six clear functions and roles. Each thinking role is identified with a colored symbolic "thinking hat." By mentally wearing and switching "hats," you can easily focus or redirect thoughts, the conversation, or the meeting.
1. http://www.debonogroup.com/six_thinking_hats.php
The Green Hat focuses on creativity; the possibilities, alternatives, and new ideas. It's an opportunity to express new concepts and new perceptions.
The Blue Hat is used to manage the thinking process. It's the control mechanism that ensures the Six Thinking Hats guidelines are observed.
If we do?
Suggest benefits that supports the action/solution & diffuses the argument against. The listed benefits should satisfy both logical and emotional arguments
Color Coded
Provocation Benefits
What if instead of., we ?
Costs, statistics
Process
Hard Facts
How much?
If we dont
New goal
Question the premise of the question or problem.
Costs
Re-frame
Emotional Appeal
Reaction based on emotion, intuition, gut feeling w/o need for justification. Reaction, fear, flattery, pity, ridicule, spite, wishful thinking.
Data
What if?
Propose an action/solution. If one is already in play, propose a modified version.
If we do?
Suggest benefits that supports the action/solution & diffuses the argument against. The listed benefits should satisfy both logical and emotional arguments
1
Hard Facts
Play this card and wear any hat. What action does the new info suggest?
Alternatives
Costs, statistics
Process
5
How much? If we dont New goal
Question the premise of the question or problem.
4
Benefits
Costs
Re-frame
Emotional Appeal
Benefits
Whats Different?
On the Table:
Basic Rules
The Parallel Thinking Game
1. Deal 3 cards/player 2. Choose player to go first. 3. Player draws one card. 4. Player plays one card. Propose solution Raise issue/question Re-frame the goal
In the Cards:
Benefits
Suggest benefits that supports the action/solution & diffuses the argument against.
Play Cards
Playing these cards means posing a potential solution.
The listed benefits should satisfy both logical and emotional arguments
Process
Benefits
Pause Cards
Playing these cards means posing a question or making an observation.
Process
But, wait.what about that super fun ice breaker exercise & the ropes course?
Process
Process
3. Cost of Employee Turnover: Entry Level: 30-50% of yearly Middle Level: 150% Specialized High Level: 400%
4. Estimated Cost Entry Level: 216K Mid Level: 720K High Level: 4.8 M
Alternatives
Use the stated technique to challenge the current solution. Offer an alternative solution.
Other Possibilities
Process
Benefits
Process
Support the current solution by listing benefits & positive attributes. -orDiffuse the argument against the current solution by listing benefits
Process
What will happen if we take this action? How much will it cost? What resources will be used? How much time to implementation? What can go wrong if we proceed with this solution? What are the weaknesses that we would need to overcome? How does this solution align with our experience, policy, strategy, values, ethics, and resources? How will people respond? Will it work? be profitable? be acceptable?
Process
Emotional Appeal
How do you think other people will react/feel to the proposed solution?
Process
Are we getting anywhere? What factors should we consider? What sort of outcome would we regard as successful? What have we achieved so far?
Re-frame
yellow
We know employee turnover is costing us...its worth pursuing as a way of increasing profits. NOTE:It may be frustrating to not have immediate access to the data. but that may be an essential part of the exercise.?? The data suggests that we should focus our efforts on retaining our high level employees because recruiting for high level positions & loss of expertise are the two biggest costs.
white
Process
Most Costly Sources Recruiting for high level positions Lost Expertise Customer Dissatisfaction Training What is the underlying problem with the retention of high level employees? NOTE: ? Must frame goal within bounds of current knowledge (retention of high level employees) Why do we need to solve this? NOTE: Aarrgh...I want the data. Breakdown the problem.
blue
5 6
blue green
NEW Goal: Fixing the underlying causes of high level employee turnover will increase profits. Yes, but reducing all turnover will increase profits even more. Shouldn't we look at all of the underlying causes of turnover? Yes we should. I think we are more likely to find a good solution if we look at all levels of employee turnover. The data suggests that the expense of losing high level employees far outweighs that of either low or mid level employees.
red
white
What are your Gut feelings . . 3. Cost of Employee Turnover: Entry Level: 30-50% of yearly Middle Level: 150% Specialized High Level: 400%
12 13
red white
What are your insights? 2. Loss per Employee Level Entry Level: 18 Mid Level: 8 High Level: 4
Process
14
green
The data is compelling but what else are we not looking at here? By focusing so quickly on this as a solution, are we missing the opportunity to uncover some very core problems at the company? Clearly, turnover is costing us a LOT - maybe a 10% total loss of profit. Yes, we could solve just the high level employee problem but given the loss amount, we need to look at the whole system. - from recruiting through hiring through exiting and rehiring. By the time we do all of this, make it through, implementation and see improvements we may lose another 10 million.
15
blue
16
black
19
white
If we were going to just solve for higher levels, what information do we need?
Why higher levels have left in the past. How much it really is costing us and how exactly we are measuring that.
Process
At this point: the game could have gone on, but it may be better to prompt the beginning of a new inquiry. Because of the first piece of data shifting focus to the high level employee - no other options were evaluated at all. Also, at this point it would be very beneficial to have questions answered (see right)
What are other companies doing to retain top employees? What does the research say? Are there already established/tested methods for addressing top level employee loss?
Process
4. The game would be improved by inserting break points at which to ask what additional data is needed and to summarize progress. 5. Red Hat turned into a non-player whose input was less valued or ignored. This role need to be re-characterized by emphasizing that red represents the voice of most company employees because they do not have access to enough information to respond analytically. 6. The game did not progress how I thought it would. Regardless, the direction of game play was a fruitful one. 7. At a certain point, the players wanted freedom from the cards in order to more deeply pursue lines of thinking. Maybe this is where the Blue cards come in. When a Blue card is played, everyone has an opportunity to respond wearing any hat they wish.
Project Reflection:
Working through the merger of these two concepts; FLUXX and Six Thinking Hats, pointed out many aspects of game development we have covered in class. The merger is, from Clark Abts (1970) perspective, a serious game. It is entertaining but foremost, it has a fully considered educational purpose. That purpose is teaching parallel thinking while solving real world problems.
each hat. Through that experience, they are able to see each other's perspective more clearly. One of the surprises in playing the game was observing the desire to fully and fantastically inhabit each role, using that new perspective to make a meaningful
Reflection
For the intended user groups, upper management teams in the corporate retreat setting or, really, any adult team setting where group problem solving is required, the aesthetic experiences include narrative, challenge, fellowship, discovery and expression. Because the dynamics of the game include role playing in order to view and evaluate a problem from multiple perspectives, the focus
revelation through the procedural rhetorics of role playing and problem solving.
Also observed while playing, was player frustration with the mechanics of turn taking and rule following that produce the dynamics of unpredictability and chance. This is interesting because those dynamics are also what yield the most positive emotional responses. Without chance, the players would not have to exchange roles and the learning would be diminished. Even though the players were very willing to take on the other roles, they had a strong drive to return to their natural role.
This assignment is an ideal example of the benefits of learning by doing. For me, there is no better way. As with any good design, the rapid prototyping approach provides great benefit. It allows us to follow our instincts, make some assumptions and test them without investing so much time and effort in speculation.
necessarily in the same order. The critical error in FLUXX Six Hats is the pure separation. As players, we can pretend to, for example, think in a purely oppositional analytical (black hat) way but in order to do that, we internally siphon off much of the complexity (red, blue, green, yellow hat) we used in our analysis. I think this is counter-productive and there must be a better solution.
This process has produced a few parting questions and issues. (NOTE: The questions and issues related specifically to the -Jill Kamas
Reflection
mechanics and dynamics of FLUXX Six Hats are included at the end
of the evaluation of game play) The problem I see with the FLUXX
Six Hats model is depicted in the illustration of the phrenologic head from the cover of De Bono's book that divides the brain into six regions. We simply cant think that way. I don't think this is a small point. If the objective is to teach innovative problem solving, then, at some point, the game dynamics must allow the individual to wrangle internally with multiple modes of thinking. I see innovation as an iterative discipline of analytic response to data, amended by additional data, provoked or challenged by unconventional thinking, influenced by emotion and intuition and then refined by analytic response and then, again...and again..not Bibliography: Abt, Clark (1987). Serious Games. University Press of America. De Bono, Edward (1985). Six Thinking Hats. Little Brown and Company Hunicke, R., LeBlanc, M. & Zubek, R. (2001). MDA: A Formal Approach to Game Design and Game Research. Sutton-Smith, Brian ( 2009). Ambiguity of Play. Harvard University Press.