L2C Learning to Collaborate D3.1 and 3.2 ACDT Framework, Simulation Scenarios and Design and Prototypes (WP 3) Albert Angehrn & Alicia Cheak, INSEAD and Paolo Petta, OFAI Review Meeting – INSEAD, Fontainebleau – 30 March 2007 1 L2C Simulation Games Prototypes Design (WP 3) Structure of the Presentation 1. 2. 3. 4. ACDT Framework L2C Simulation Types Simulation Scenarios L2C Simulation Prototypes • • • • • Edusynergy WorldTeam Pit Stop Simulation Eagle Racing Simulation Intermediary Agent Simulation Review Meeting – INSEAD, Fontainebleau – 30 March 2007 2 L2C Simulation Games Prototypes Design (WP 3) ACDT Framework Review Meeting – INSEAD, Fontainebleau – 30 March 2007 3 L2C Simulation Games Prototypes Design (WP 3) ACDT Framework: Objectives 1. The Framework provides structure for designing, implementing and deploying effective technology-enhanced learning solutions based on advanced organisational simulation games. 2. Supports game designers and educators in the selection and integration of behavioural models for the design, development and deployment of simulations addressing collaboration dynamics. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 4 L2C Simulation Games Prototypes Design (WP 3) ACDT Framework: Key Components 1. 2. 3. The Knowledge Harvesting phase which brings together a number of collaboration-related models and dynamics in six research areas, The Modelling and Design phase which consists of selecting models and dynamics gathered in WP 1 toward the design of simulation games targeting specific collaboration challenges, and The Deployment phase, which consists of the implementation and diffusion of the simulations to target users. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 5 L2C Simulation Games Prototypes Design (WP 3) ACDT Framework Knowledge Har vesting and Integration (Workpac kage 1) Deployment (Workpac kage 4) Sim ulation modelling and des ign (Workpac kage 3) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 6 L2C Simulation Games Prototypes Design (WP 3) ACDT Framework: Knowledge Harvesting Phase Underlying Foundations/Models: • • • • • • Motivational and Cultural Dynamics Knowledge Integration Dynamics Technology-enhanced Workgroup Dynamics Collaboration Management Competencies: Best/Worst Practice Cases Learning Solutions addressing Advanced Collaboration Dynamics Advanced Simulation & Agents Technologies Analyzed at different levels: Review Meeting – INSEAD, Fontainebleau – 30 March 2007 7 L2C Simulation Games Prototypes Design (WP 3) ACDT Framework: Design Phase Consists of a set of: • Design and modelling guidelines • Implementation guidelines • Pedagogical guidelines Review Meeting – INSEAD, Fontainebleau – 30 March 2007 8 L2C Simulation Games Prototypes Design (WP 3) ACDT Framework: Deployment Phase • Disseminate and make L2C Simulation games available among learners and players interested in competence development in the area of collaboration. • Observe and evaluate of these learning experiences and outcomes (related to Workpackage 6, Embedded, Continuous Evaluation). • Further extend the effectiveness of the simulation-based learning experiences as well as the usability and deployability of the L2C Simulation Games prototypes, fine-tuning also the technical and pedagogical guidelines (related to Workpackage 4, Pilots and Prototyping Cycles). Review Meeting – INSEAD, Fontainebleau – 30 March 2007 9 L2C Simulation Games Prototypes Design (WP 3) Simulation Types COLLABORATION Organisational perspective Group/Team perspective Review Meeting – INSEAD, Fontainebleau – 30 March 2007 Individual/Interpersonal perspective 10 L2C Simulation Games Prototypes Design (WP 3) Three Simulation Types Simulation Type Focus ODSimulations Factors determining collaboration dynamics in different organizational contexts/cultures, their productive or dysfunctional manifestations in everyday organizational life, and the possibility to influence such dynamics through managerial action. GT-Simulations Factors determining success or failure of collaboration in groups or teams, their manifestation in the context of specific projects, and the possibility to influence such group dynamics in group contexts IP-Simulations Factors determining both motivation and capability to collaborate at the individual level, their manifestation in inter-personal exchanges/conversational contexts, and the possibility to influence them through one to one interactions. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 11 L2C Simulation Games Prototypes Design (WP 3) Key Collaboration Issues Targeted Simulation type Key questions addressed OD-Simulations Which are the most typical “collaboration breakdowns” in organizations? What are the different factors (e.g. aims, membership, power, leadership, etc) that need to be considered and effectively managed to give collaborations an advantage? Which characteristics of an organization can favour or hinder the introduction of collaboration processes and systems? What are the ways to diagnose resistances to collaboration processes and systems and problems and how to address them? How do individuals at different levels in organizations articulate resistance to collaboration processes and systems? What is the source of these resistances, and how to address them? How to best diffuse collaboration processes and systems within organizations? Review Meeting – INSEAD, Fontainebleau – 30 March 2007 12 L2C Simulation Games Prototypes Design (WP 3) Key Collaboration Issues Targeted Simulation type Key questions addressed GT-Simulations What are the challenges of collaboration in diverse and distributed groups? What are specific barriers to communication, coordination and collaboration? What are the challenges of different, conflicting or hidden aims in a collaboration? How to manage these aims? How can “attributions” that we naturally do about the work and behaviour of others lead to collaboration breakdowns? Which are the most frequent collaboration traps in cross-cultural settings? Which attitudes towards knowledge sharing and which knowledge integration competences are key to successful collaboration? How to diagnose and intervene in case such conditions are not present in a team? How can collaboration technologies be used effectively to support collaboration in distributed teams? What are some unexpected or external events that occur that disrupt team collaboration? What are strategies that can be used to overcome or recover from these events? Review Meeting – INSEAD, Fontainebleau – 30 March 2007 13 L2C Simulation Games Prototypes Design (WP 3) Different Team Interaction Modes Targeted Review Meeting – INSEAD, Fontainebleau – 30 March 2007 14 L2C Simulation Games Prototypes Design (WP 3) Key Collaboration Issues Targeted Simulation type Key questions addressed IP-Simulations How do un-collaborative attitudes manifest themselves in individuals? How to diagnose these behaviours and best face them? What are the different consequences of un-collaborative attitudes? Which are the motivational and competence factors underlying uncollaborative attitudes, and how to address them productively in conversational settings? Review Meeting – INSEAD, Fontainebleau – 30 March 2007 15 L2C Simulation Games Prototypes Design (WP 3) Simulation Scenarios Review Meeting – INSEAD, Fontainebleau – 30 March 2007 16 L2C Simulation Games Prototypes Design (WP 3) Organizational Dynamics (OD) Simulation Scenario Scenario 1 Imagine being put in charge of exploring the opportunities for increasing the level and quality of collaboration within an educational institution (a university) through implementing a set of collaboration systems and processes. You will face the resistance of deans, faculty members, administrative staff and other stakeholders protecting a not-so-collaborative status quo dominating the reality of today’s educational institutions. The experience will help you realize why collaboration is so hard in certain organizational contexts and which factors might determine the success or failure of managerial initiatives aimed at identifying and leveraging collaborative synergies in organizations. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 17 L2C Simulation Games Prototypes Design (WP 3) Group/Team Dynamics (GT) Simulation Scenario Scenario 2 Imagine you are a member of a distributed and very diverse team working on a complex business issue (involving a strategic decision to be developed, taken, and implemented collaboratively). Without even realizing it, you will experience how an initially collaborative context can gradually degenerate into one where the different team members gradually blame or accuse each other of incompetence, start ignoring each other, or feel the need to focus their resources on competing rather than looking for reachable win-win solutions. The experience will help you realize why collaboration in teams, particularly when distributed and diverse, is so difficult, and to identify factors which might improve the chances of such teams and groups to collaborate in a more efficient and effective way. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 18 L2C Simulation Games Prototypes Design (WP 3) Group/Team Dynamics (GT) Simulation Scenario Scenario 3 Imagine you are a member of a high performing team, tasked with executing a highly coordinated, interdependent group activity. Through the hands-on experience, you will be immersed in the dynamics of team collaboration and the challenges of group work in the presence of time and competitive pressures. The experience will help you realize the key ingredients for high team performance as well as typical team breakdown patterns that can emerge if certain conditions are not in place. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 19 L2C Simulation Games Prototypes Design (WP 3) Group/Team Dynamics (GT) Simulation Scenario Scenario 4 Imagine you are a high-level decision maker of a race car company, faced with the dilemma of making a number of decisions affecting the financial future of your company. You are confronted with different options, types of information, and conflicting opinions, which you will have to analyze and manage properly in order to make the best decision. In addressing such a situation you will be immersed in the dynamics of collaborative decision making and the challenges to sound decision making when emotions, alliances, perception, interpretation of information, peer pressure, etc come into play. The experience will also help you experience how collaboration in collocated teams can be significantly improved with Synchronous Collaboration Technologies, particularly when facing the challenges and pitfalls of collaborative decision-making in teams and larger groups. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 20 L2C Simulation Games Prototypes Design (WP 3) Interpersonal Dynamics (IP) Simulation Scenario Scenario 5 Imagine you have been put in charge by your consulting firm of a difficult change management mission in an organization. You will have to move to this organization and stay there for 6 months, trying your best to achieve your mission. You are confident to be able to succeed, but something is going to make it even harder: The CEO of the organization has decided that in order to minimize disruptions, you are not going to intervene directly within organizational staff. Instead, you will always need to interact first with an “organizational contact”, an intermediary who has been put in charge of working with you to implement all the decisions you will take (meet managers at the organization, communicate and organize events, etc.). As you will soon realize, collaborating with this contact will make things complicated, and you will wonder what to do to increase both his motivation and capability to work with you towards the achievement of your mission. The experience will help you realize what makes collaboration difficult at the inter-personal level and how to diagnose and influence an individual’s attitude and behaviour towards collaboration. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 21 L2C Simulation Games Prototypes Design (WP 3) L2C Simulation Games Prototypes Review Meeting – INSEAD, Fontainebleau – 30 March 2007 22 L2C Simulation Games Prototypes Design (WP 3) EduSynergy Addressing the Challenge of Adopting Collaboration Processes & Systems in Higher Education Contexts Key Features • Intensive, time-concentrated learning workshop of experience (1/2 day simulation run + debriefing) • Learning from interaction with collocated (or distributed) co-players sharing the same "role" • Learning from interaction with virtual characters • The player role is external (Collaboration Agent) to the context with a mission to fulfil within the context (e.g. to drive the adoption of collaboration-related processes and technologies) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 23 L2C Simulation Games Prototypes Design (WP 3) Collaboration Opportunity Domains Collaboration in Higher Education Contexts is not as advanced as it could/should be COD 1. Student and student COD 2. Faculty members across different departments COD 3. Between administration groups COD 4. Faculty and students COD 5. School management and faculty COD 6. Administrative staff and students COD 7. Faculty and industry representatives Review Meeting – INSEAD, Fontainebleau – 30 March 2007 24 SmallWorld Simulations – generic components Generic Components: Key difference from traditional simulations Key difference from A realistic scenario traditional games A challenging mgmt mission A set of believable characters A range of managerial actions A realistic dynamic (reflecting different resistance forms, the impact of formal and informal influence networks and cultural factors on the innovation diffusion dynamics) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 25 L2C Simulation Games Prototypes Design (WP 3) Designing EduSynergy Learning Objectives: . • Experience the challenge of trying to successfully introduce and implement Collaboration Processes and Systems within organizations. • Experience first-hand and try to interactively address different forms of resistance to collaboration in organizational contexts, and the factors determining such resistance. • Try to dynamically influence the attitudes of different virtual characters through different strategies and interventions Review Meeting – INSEAD, Fontainebleau – 30 March 2007 26 L2C Simulation Games Prototypes Design (WP 3) Designing EduSynergy Specific Learning Points • Experiencing the most typical “collaboration breakdowns” in organizations. • Understanding the different “collaboration drivers” that need to be considered and effectively managed to give collaborations an advantage. • Understanding which characteristics of an organization can favour or hinder the introduction of collaboration processes and systems into an organization. • Learn how to diagnose and address different forms of resistances to collaboration and their organizational roots. • Encounter how individuals at different levels in organizations articulate resistance to collaboration processes and systems. • Understand how to best diffuse collaboration processes and systems within organizations. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 27 L2C Simulation Games Prototypes Design (WP 3) Designing EduSynergy Embedding OD specific collaboration dynamics • • • Created a list of statements of resistances to collaboration for the different virtual characters Created a specific Simulation Mission to reflect the challenge of introducing collaboration processes and systems in a higher education context. Understanding Collaboration Opportunities Domains Review Meeting – INSEAD, Fontainebleau – 30 March 2007 28 L2C Simulation Games Prototypes Design (WP 3) Factors Affecting Collaboration • • • • • • • • • Identity Ethics Trust Openness Connectedness Values Status Quo Satisfaction Pace of change Individual motivations • • • • • • • Review Meeting – INSEAD, Fontainebleau – 30 March 2007 Financial considerations Value added Quality level and control Effort Technical barriers Language barriers Process 29 L2C Simulation Games Prototypes Design (WP 3) EduSynergy Statements of Resistance Sources Statements of resistance Competitive knowledge practices (knowledge hoarding vs open exchange) I'm not so sure about open sharing of information across departments. What's to ensure the other professors don’t claim ownership of my ideas? Complex mixture of aims at collaboration, members’ own organisation and individual levels I thought we had agreed that my singular priority for this and next year is to increase research output Deferring responsibility I agree with you, but you will never convince the others. I will only support the system if the others do so, too. I don't understand the goal. I think my work is to contribute to my personal research. All along you have been putting pressure on us to get additional accreditation. Are you saying we now have to shift priorities? I'll let my secretary do this... Contact my secretary. I’ll start doing it tomorrow... Failure to see added value Collaboration is difficult and requires effort and unless I'm given a strong reason for it, I'd rather not get involved, I am currently collaborating with my colleagues and I don't see why I need to use these technologies you propose. It just complicates things. I will retire soon Indifference No statement at all (resistance by being passive) Fear of change What I see happening with the increasing use of technologies in the work place is the automation of higher education. Education is now being commoditized with knowledge being transformed into commercially viable, proprietary products that could be owned and bought and sold in the market. I just don't agree with this way of doing things. Hidden or psuedo aims Oh yes, I did read that we actually need a newer system and I agree that we should actually introduce the new system and forget about the old one (NOTE: the character is only stating what he is expected to say but in fact is not interested or is secretly against such systems) Identity These virtual collaborations just don't fit into our school beliefs. It's the campus experience, with its rich social milieu, that's the best way to educate students. Imposed agenda You need to run it by my manager first. Lack of communication, defensiveness You say I'm not involved in projects…nobody asked me to get involved! Review Meeting – INSEAD, Fontainebleau – 30 March 2007 30 L2C Simulation Games Prototypes Design (WP 3) EduSynergy Statements of Resistance Sources Statements of resistance Lack of initiative You know I am very collaborative. I'm open if they come to collaborate with me. Lack of trust I'm not sure about working with the folks in the administrative department. They have their own agendas and we have ours. When I think of technology, I think of frustration and disappointment. It always sounds better on paper than in reality. Media richness I've heard about these technologies before and believe me, a one on one meeting is better than communicating through email anytime. No training and poor support Oh, I've had experiences with these systems before. They dump them on you and expect you to use them immediately. I don't know what the hell I'm doing half the time. It's useless. I just don't get the purpose. Poor communication plan What collaborative system? This is the first time I've heard about this (Negative) Prior experience I'm sorry but I'm not going to do this. I have already seen so much effort on collaboration and it never worked! Satisfaction with the status quo Things may work with them but not with us because we are special and have a different situation. We do not need collaboration processes and systems. Things are working well as it is, we don't need to change anything! We are not going to change anything in our organization! Everything is working fine and especially relationships among people! There is boss, just follow his strategy! Time/resources/effort required I do not have to spend time on collaboration because my agenda is already overwhelmed. We do not have the financial nor the human resources to implement the collaboration processes and systems. I don't have the time to learn a new way of doing things. These systems and platforms cost time and money to implement and in the end, only a few people use them. What's the point in investing in it? Review Meeting – INSEAD, Fontainebleau – 30 March 2007 31 L2C Simulation Games Prototypes Design (WP 3) Deploying Edusynergy • EduSynergy SIMULATION • • 1/2 to 1 day workshop structure with intro, simulation run and debriefing Intensive collocated or distributed experience Simulation to be played in teams of 3-5 players. 1/2 to 1 day session INTRO 1/2 h to 1 h TEAMWORK 1.5 h to 2.5 h DEBRIEFING 1.5 h to half day WORKSHOP Review Meeting – INSEAD, Fontainebleau – 30 March 2007 32 L2C Simulation Games Prototypes Design (WP 3) EduSynergy Implementation Two Step Process 1. Identification and selection of underlying models and dynamics from the material gathered in Workpackage 1 to provide a first set of collaboration, OD-specific dynamics to be modelled into our first EduSynergy prototype. 2. Programming of the selected collaboration components. In this phase, Revolution code has been produced to provide flexible Plug-Ins for EduSynergy (in view of easy feedback integration in future prototyping cycles) supporting variations on the Mission, Resistance articulations, and other added or extended simulation components the players come in touch with during the EduSynergy simulation. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 33 L2C Simulation Games Prototypes Design (WP 3) Next Steps • Validate and prioritize list of learning points. • Adding additional dynamics (further translating the models identified in WP 1 to dynamics). • Pilot test the prototype in continuous cycle of testing and revision. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 34 L2C Simulation Games Prototypes Design (WP 3) Edusynergy Demo Review Meeting – INSEAD, Fontainebleau – 30 March 2007 35 L2C Simulation Games Prototypes Design (WP 3) World Team Simulation Addressing the Challenge of Team Collaboration in Diverse and Distributed Environments Key Features • Intensive, time-concentrated learning experience (1/2 day workshop of simulation run + debriefing) • Learning from interaction with collocated (or distributed) co-players sharing the same "role" • No virtual characters with team dynamics emerging from players themselves • Member of a team, with a mission to fulfil within the context (e.g. achieve a common project objective) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 36 L2C Simulation Games Prototypes Design (WP 3) Designing the World Team Simulation Learning Objectives • Experiencing the challenge of trying to collaborate in a diverse and distributed setting. • Experiencing the emergence of group and team breakdowns that can occur during the collaborative process. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 37 L2C Simulation Games Prototypes Design (WP 3) Designing the World Team Simulation Specific Learning Points • Experience the challenge of different, conflicting or hidden aims and how to manage these aims. • Experience how “attributions” that we naturally do about the work and behaviour of others can lead to collaboration breakdowns (vs highperformance teams). • Understand what are the most frequent collaboration traps in diverse and cross-cultural settings. • Understand which attitudes, social and cognitive skills and competences are key to successful knowledge sharing and creation and to successful collaboration. Also, to diagnose and intervene in case such conditions are not present in a team. • Understand what are strategies that can be used to overcome or recover from breakdowns in team collaboration. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 38 L2C Simulation Games Prototypes Design (WP 3) Designing the World Team Simulation MISSION: Six teams, each representing different regional bank headquarters of the international GloBank, to collaboratively come up with an acquisition plan of 15 local banks for international expansion. GROUP DYNAMICS: Through the experience, teams may begin to display non collaborative behaviours such as blame, accusation, frustration and because of the absence of face to face interactions, negative misattributions to the other teams’ choices, as well as refocusing resources on competing rather than on looking for reachable win-win solutions. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 39 L2C Simulation Games Prototypes Design (WP 3) Key Activities • • • Nominate banks for acquisition: Each team (HQ) to take turns to nominate a bank from their list to the acquisition list. Order the list of acquisition: Each team (HQ) to take turns to order the acquisition list in terms of banks to be acquired first, second …. etc. Alignment of objectives: Three teams will be given the following sequencing criteria: We should not engage in acquiring consecutively two banks in the same region (Americas, Eurasia, Far East). Three other teams will be given the criteria: We should not engage in acquiring consecutively two banks of the same type (private, investment or retail). • Distributedness challenge: Teams will have limited face to face interactions with one another (each team will be situated in a configuration that minimizes contact with the other teams) Limited communication will be allowed through the use of a chat function. However, only a limited number of communication opportunities will be allowed. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 40 L2C Simulation Games Prototypes Design (WP 3) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 41 L2C Simulation Games Prototypes Design (WP 3) Additional Acquisition Criteria When considering geographical proximity, in order to increase complexity, some additional criteria that we will consider adding are: Choose fast growing areas, even if far from the Head Quarters Within these fast growing areas, choose the country with lower labor and administrative costs Within lower cost fast growing areas, choose the country with lower language barrier Within countries with lower language barriers, choose that with minimal cross-cultural differences When considering type of bank to be acquired, some additional criteria are: Choose a bank whose characteristics create income synergy with ones own bank, without cost duplication Avoid to create a bigger bank with massive labor redundancies in each area, with related conflicts with Trade Unions about the downsizing of human re-sources Choose fast growing banks within fast growing sectors (securities, investment banks, and so on) Choose important banks with a significant size, currently badly managed, in order to reorganize them by enhancing efficiency and extending good management practices Review Meeting – INSEAD, Fontainebleau – 30 March 2007 42 L2C Simulation Games Prototypes Design (WP 3) Deploying the World Team Simulation • World Team SIMULATION • • • 1/2 day session 1/2 day workshop structure with intro, simulation run and debriefing. Intensive collocated or distributed experience. Simulation to be played in teams of 3-5 players. Controlled communication opportunities among teams during the simulation run. INTRO TEAMWORK 1/2 h 1/4 to 1 h DEBRIEFING 1.5 h to 2 h WORKSHOP Review Meeting – INSEAD, Fontainebleau – 30 March 2007 43 L2C Simulation Games Prototypes Design (WP 3) World Team Implementation The prototype is currently implemented on top of the code of the World Music Simulation, with a combination “Revolution” and php. The inclusion of the collaboration-specific contents and dynamics (like chatting possibility and external interventions) identified and selected by the partners has started taking place in a way which allows players to: (1) log in (2) select their virtual team and access their game-specific mission, and then (3) operate collaboratively on their mission, with the possibility for the facilitator to intervene remotely Review Meeting – INSEAD, Fontainebleau – 30 March 2007 44 L2C Simulation Games Prototypes Design (WP 3) World Team Additional Features for the Next Prototyping Phase Controlled communication between teams. Option will be to allow a restricted number of online communication opportunities, which would require teams to choose carefully the communications which will be of the most value to them. Teams may have a number of “social points” to consume by selecting from a limited choice of communication activities. An intervention component. To be used by facilitators and instructors to enter into the simulation as a third party such as a representative from Top Management and introduce additional pressures by ways of time pressure, agenda changes, coveted aims, spying/sabotage, etc. These unexpected events ensure a certain level of challenge in the game experience by provoking additional breakdowns. World Team progress indicator. Unlike EduSynergy, the World Team simulation relies on inciting relevant reactions within the teams, rather than demonstrating collaboration breakdown phenomena within the simulation. What is needed is some sort of performance indicator, which shows the extent to which the acquisition plan is in alignment with corporate strategy, or perhaps some measure of progressing consensus. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 45 L2C Simulation Games Prototypes Design (WP 3) Next Steps • • • • • • Validate and prioritize list of learning points. Adding additional dynamics and more complexity (further translating the models identified in WP 1 to dynamics). Produce and integrate a list of interventions (unplanned events, pressures, changes to agenda, etc) + integration of intervention functionality. Integration of a feature for controlled communication points. Integration of a progress indicator. Pilot test the prototype in continuous cycle of testing and revision. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 46 L2C Simulation Games Prototypes Design (WP 3) World Team Demo Review Meeting – INSEAD, Fontainebleau – 30 March 2007 47 L2C Simulation Games Prototypes Design (WP 3) Eagle Racing Simulation Addressing Group Decision Making with Synchronous Collaboration Technologies Key Features • The opportunity for the learner to experience directly the opportunities and limitations of deploying synchronous collaboration technologies to improve collaboration in teams (up to relatively large groups). • An series of cases supporting role playing in complex collaboration situations. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 48 L2C Simulation Games Prototypes Design (WP 3) Designing the Eagle Racing Simulation Learning Objectives • The advantages and pitfalls of synchronous collaboration technologies to support group decision making. • The challenges to collaborative decision making, including managing different points of view, emotional decision making, biases, allegiances, interpretation and use of data, etc. space same different same different Review Meeting – INSEAD, Fontainebleau – 30 March 2007 time 49 L2C Simulation Games Prototypes Design (WP 3) Designing the Eagle Racing Simulation Specific Learning Points • Dimensions and criteria to be taken into consideration when selecting Collaboration Partners in such contexts. • Insights from inter-organizational studies/experiences (e.g. about success and sustainability of collaboration depending on the partners’ characteristics), particularly in complex and cross-cultural situations. • Strength and weaknesses of collaborative team decision making. • Best practices and theoretical model related to the deployment of Synchronous Collaboration Technologies to enhance the performance of teams and in larger group contexts. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 50 L2C Simulation Games Prototypes Design (WP 3) Opportunities: Synchronous Collaboration Technologies • Enable multiparty participation in an organisational decision-making process • Support a range of decision-making sub processes such as idea generation, facilitating participation, conflict management, and task management. • Advantages: • • • • • Broader participation (especially when anonymity is used) Reducing dominance of the process by a few people Parallel/simultaneous work Provide structure and manage digressions and non-productive behaviours Improve satisfaction with group process especially when group size increases (Gray & Nunamaker, 1996; Jessup et al, 1990; Watson et al, 1988; DeSanctis & Gallupe, 1987). • Facilitate the processes of idea generation, problem finding; intellectual choice and planning tasks (Watson et al, 1988). Review Meeting – INSEAD, Fontainebleau – 30 March 2007 51 L2C Simulation Games Prototypes Design (WP 3) Key Features of Synchronous Collaboration Technologies Challenges: • Potential for increased conflict and the sense of distance among group members (Watson et al, 1988), especially when GDSS is employed among distributed members. • The option of anonymity within GDSS, and hence the removal social constraints to communication, can result in users displaying confrontational and negative behaviours such as flaming (Jessup et al, 1990; Watson et al, 1988; Siegel et al, 1986). Review Meeting – INSEAD, Fontainebleau – 30 March 2007 52 L2C Simulation Games Prototypes Design (WP 3) Challenges to Collaborative Decision Making Addressed Dilemma Key question Issues that may be addressed Dilemma 1 Who to choose for Partner? Cultural conflicts: •Jennifer (American, soft) detests Walther Schwartz (German, cynical, facts-focused) who unsuccessfully tries to charm her •Jeep Van De Haar (Dutch, Bauer, business go getter) and Sir Ralph Windfield (British aristocrat, GoodBridge). Ethical dilemma Clash between Formal and Informal objectives Character clashes Dilemma 2 Race or don’t race? Emotional vs. rational preferences Acting on incomplete information Differentiated information (formal vs. informal data) Clash between formal and real responsibility Review Meeting – INSEAD, Fontainebleau – 30 March 2007 53 L2C Simulation Games Prototypes Design (WP 3) Challenges to Collaborative Decision Making Addressed Dilemma Key question Issues that may be addressed Dilemma 3 Comeback style? Conflict between ”open sharing” and ”looking good” Choice of spokesman(/woman) Cultural conflicts revisited Formal/informal communication processes Afterthoughts Cause and effect The chaos nature of processes Increased importance of principles and values in increasingly chaotic environments (‘Enterprise 2.0 ‘reference?) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 54 L2C Simulation Games Prototypes Design (WP 3) Designing the Eagle Racing Simulation Addressing three different decision making dilemmas • • • Choice between two potential sponsors, Bauer or GoodBridge (financial and reputation considerations) Decision whether to race in an upcoming race or not (technical and financial considerations) Decision whether to share problems openly or circumvent the problem (focus on the general risks of racing) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 55 L2C Simulation Games Prototypes Design (WP 3) Using ThinkTank, a Synchronous Collaboration Technology http://72.3.220.186/thinktank/web/index.html Review Meeting – INSEAD, Fontainebleau – 30 March 2007 56 L2C Simulation Games Prototypes Design (WP 3) Deploying the Eagle Racing Simulation Eagle Racing SIMULATION DECISION-MAKING AND DEBRIEFING 3-4 h INTRO • ½ day workshop structure with intro, case study run and debriefing. • Intensive collocated or distributed experience, facilitated by Synchronous Collaboration Technologies • Case study decision making to be made in groups using SCT. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 1/2 h • • • • • • • • • ThinkTank-supported Intro Joint viewing of ER Multimedia Case Part 1 TT-supported Debriefing Part 1 Joint viewing of ER Multimedia Case Part 2 TT-supported Debriefing Part 2 Joint viewing of ER Multimedia Case Part 3 TT-supported Debriefing Part 3 Joint viewing of all ER results + SCT supported debriefing of session result Conclusions 3-4 h WORKSHOP 57 L2C Simulation Games Prototypes Design (WP 3) Implementing the Eagle Racing Simulation • A prototype of the different components and media which flow into the Eagle Racing simulation has been developed and is available for the pilot runs in an easily downloadable Flash format. • The Synchronous Collaboration Technologies we deployed in our early internal prototype testing were GroupSystems and ThinkTank (www.groupsystems.com) , as these two tools included most of the functionalities required and experience with research and deployment of such tools was already present within the Consortium. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 58 L2C Simulation Games Prototypes Design (WP 3) Implementing the Eagle Racing Simulation Review Meeting – INSEAD, Fontainebleau – 30 March 2007 59 L2C Simulation Games Prototypes Design (WP 3) Eagle Racing Demo Review Meeting – INSEAD, Fontainebleau – 30 March 2007 60 L2C Simulation Games Prototypes Design (WP 3) Pit Stop Simulation Addressing Collaboration Challenges in High Performance Teams Key Features • Pit stop change in Formula 1 teams as a prime example of high level team performance under strict time and competitive pressures. • Expose the players to a concrete context in which high-performance teams operate- hands on experience with a pit stop change. • Translate their insights into change and action within their own teams and organizations. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 61 L2C Simulation Games Prototypes Design (WP 3) Designing the Pit Stop Simulation Learning Objectives • • • Learn about collaboration in a highly intensive personal experience of success, of failure, of frustration, of lack of coordination, harmony, etc. Confront the collaboration patterns of their own teams with such an “extreme” reference point can be potentially beneficial for teams (in different organizational or inter-organizational contexts. Aim at improving collaboration competences and performance in contexts of high pressure (time, stress and competition). Review Meeting – INSEAD, Fontainebleau – 30 March 2007 62 L2C Simulation Games Prototypes Design (WP 3) Designing the Pit Stop Simulation Scenario • • • Four teams of three members each to undergo an observationtrial/practice- performance process of a simplified pit stop experience conducted with an actual F1 car. Teams learn the pit stop roles assigned to them, practicing these roles and perform pit stop changes (for best overall time) as well as against one other for the better time (best individual team time). Conclude with a debriefing of the experience, using the pit stop team as a metaphor for analyzing high performance collaboration behaviours and practices within their organization. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 63 L2C Simulation Games Prototypes Design (WP 3) Designing the Pit Stop Simulation 1. Assign roles and perform pit stop activity: Pit stop change (involving removing the nut, removing the old tire, inserting the new tire and reinserting the nut. 2. Experience crisis situations and enforced breakdowns: Complexity is introduced through a number of crisis situations, which are designed to destabilize team momentum and require that they think and act fast in order to recover from these events. 3. Back to management practices: discuss the challenges they faced during the simulation run and to extend the discussion to team practices within their own departments. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 64 L2C Simulation Games Prototypes Design (WP 3) Assigning Roles and Responsibilities Each team consists of three members, each fulfilling one of the following roles: 1. Handling the tire gun 2. Removing the old tire 3. Inserting the new tire + additional roles • Lollipop Man (gives the go ahead) • Handling the jack Review Meeting – INSEAD, Fontainebleau – 30 March 2007 65 L2C Simulation Games Prototypes Design (WP 3) Injecting Additional Stressors Time: Both individual and group pit stop performance will be timed and compared against one another. Competition: Teams compete against one another to achieve the fastest pit stop time. Unplanned events: Two crisis situations have been integrated into the current simulation, designed to introduce additional pressures to the team experience. These situations include: • The car stopping before or after the designated pit stop line • Rapid and appropriate responses to different weather conditions Review Meeting – INSEAD, Fontainebleau – 30 March 2007 66 L2C Simulation Games Prototypes Design (WP 3) Linking the Pit Stop to Management Practices (1) Discussion on what makes high performing teams work and different types of team collaboration patterns Angehrn, 2006 Review Meeting – INSEAD, Fontainebleau – 30 March 2007 67 L2C Simulation Games Prototypes Design (WP 3) Linking the Pit Stop to Management Practices (2) Underlying dynamics for team breakdowns Reasons leading to each of the four patterns are discussed (drawing from models listed in Section), with participants providing concrete examples from their own experiences. (3) Key ingredients for performance under pressure Angehrn, 2006 Review Meeting – INSEAD, Fontainebleau – 30 March 2007 68 L2C Simulation Games Prototypes Design (WP 3) Deploying the World Team Sim • World Team SIMULATION • • • 1/2 day session 1/2 day workshop structure with intro, simulation run and debriefing. Intensive collocated or distributed experience. Simulation to be played in teams of 3-5 players. Controlled communication opportunities among teams during the simulation run. INTRO TEAMWORK 1/2 h 1/4 to 1 h DEBRIEFING 1.5 h to 2 h WORKSHOP Review Meeting – INSEAD, Fontainebleau – 30 March 2007 69 L2C Simulation Games Prototypes Design (WP 3) Implementing the Pit Stop Simulation The Pit Stop Simulation does not require, at least for the moment, any software development effort. The only software currently developed related to this prototype is a Time Counter that was created for a test with Ferrari managers. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 70 L2C Simulation Games Prototypes Design (WP 3) Intermediary Agent Simulation Addressing the Challenges of Interpersonal Collaboration Foundations and Key Features • Addresses collaboration challenges in a one-to-one context • Interaction with a virtual Intermediary Agent to collaboratively accomplish a joint mission • The peer’s collaboration is necessary • Collaboration challenges include • issues of trust, power, and autonomy • impact of individual differences in personalities and motivational or cognitive abilities Review Meeting – INSEAD, Fontainebleau – 30 March 2007 71 L2C Simulation Games Prototypes Design (WP 3) Designing the Intermediary Agent Simulation Learning points • • • Experience how un-collaborative attitudes manifest themselves in individuals. Diagnose these behaviors and how best to face them. Understand • what are the different consequences of un-collaborative behaviors and attitudes • what are the motivational, social and cognitive competence factors underlying un-collaborative attitudes and behaviours • how to address them productively Review Meeting – INSEAD, Fontainebleau – 30 March 2007 72 L2C Simulation Games Prototypes Design (WP 3) Current Status of IA Prototype All the components except from the Brain Module have been implemented by the INSEAD/CALT Team using a combination of php and Revolution (like for the implementation of the other prototypes). The current version of the prototype includes the key Modules of the Agents (except for the Brain Module, which is being developed by OFAI): • • • • A Message-passing Architecture supporting the dynamic interaction (via the Internet) of the different Agent modules developed, and enabling to flexibly plug in Brain Modules like the one under development at OFAI). A User Interface Module which connects directly the Agent to the simulation. A simple Basic Agent Brain Module (BABble) developed in Revolution and able to interact real-time with the simulation and the players. The current implementation supports testing of simple interactions as well as control of the Brain Module by a human operator (real Human Brain). Review Meeting – INSEAD, Fontainebleau – 30 March 2007 73 L2C Simulation Games Prototypes Design (WP 3) Architecture of Current Prototype • • • A coordination module enables the communication between the simulation game, the scene and the IA’s brain by implementing specific policies for information exchange and coordination. It guarantees the independence of each component and allows the customisation of the communication channels between the components It affords implementation of different methods of communication. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 74 L2C Simulation Games Prototypes Design (WP 3) The Agent Prototype Review Meeting – INSEAD, Fontainebleau – 30 March 2007 75 L2C Simulation Games Prototypes Design (WP 3) The Agent User Interface Graphical User Interface • User activity controls • Dialogue moves • Information presentation • Virtual Character • Dialogue moves • Expressive behaviour (in the next phase) • Further Props (next phase) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 76 Basic Agent Brain module (“BABble”) • Simple Mechanism to reply to Questions and Statements • Own ”Preference Structure” – Likes <Agent, Virtual Character> {0,1 2} • Awareness of Relationships among Virtual Characters – Reports_To <Virtual Character, Virtual Character> {0 1} – Friend_Of (Virtual Character, Virtual Character) {0,1} • Dynamic Attitude towards Collaboration (DAC) – – – – Non-Collaborative (Agent’s preference structure prevails) Limitedly Collaborative (motivation, but no competence) Collaborative Super-Collaborative (proactive value-adding initiatives) • DAC determines if own (Agent) or User Preference gets precedence • DAC transitions happen over time (assuming increased collaboration motivation and competence). Review Meeting – INSEAD, Fontainebleau – 30 March 2007 77 L2C Simulation Games Prototypes Design (WP 3) Intermediary Agent Demo Review Meeting – INSEAD, Fontainebleau – 30 March 2007 78 L2C Simulation Games Prototypes Design (WP 3) Next Steps: Design and Implementation of the Agent Brain Module Review Meeting – INSEAD, Fontainebleau – 30 March 2007 79 L2C Simulation Games Prototypes Design (WP 3) Next Steps Mapping underlying IP dynamics theories to simulation • Considerations • Technical limitations of the user interface (interaction possibilities) • Available models of believable interaction • Restrictions from the overall scenario setting • • • • Heterogeneity of player population Available playing time Learning goals Content of briefing and debriefing sessions Review Meeting – INSEAD, Fontainebleau – 30 March 2007 80 L2C Simulation Games Prototypes Design (WP 3) Next Steps Mapping underlying IP dynamics theories to simulation • “Trust Building Cycle” (Vangen & Huxham, 2003) chosen as main reference for the development of the first prototype version • Initial phase • Forming of expectations • Agreement on collaboration aims • Installation of risk management • Permanent sustenance • Management of dynamics • Management of power imbalances • Nurturing of collaborative relationships • Small wins strategies for bootstrapping Review Meeting – INSEAD, Fontainebleau – 30 March 2007 81 L2C Simulation Games Prototypes Design (WP 3) Next Steps Player mission To succeed with their mission, the player needs to deliberate about, select, and implement interaction strategies at the instrumental mission-oriented and social levels, so as to enhance and secure the IA’s degree of collaborativeness – its disposition to be collaborative. The IA demonstrates different “degrees of collaborativeness”, affected by interactions with the player, reflecting both positive and negative effects of the player’s respective choices. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 82 L2C Simulation Games Prototypes Design (WP 3) Next Steps Player-Agent interactions • Mission oriented moves • These are interactions available to the player to request the implementation of initiatives in the underlying simulation • The initiatives subsequently actually enacted by the IA in the simulation game may or may not be compliant with the player’s request • Social interactions • The player can attempt to modify (for better or worse) the collaborative stance of the IA • Social interactions, such as an invitation to lunch, may influence the values of some parameters controlling the behaviour of the agent (e.g. the level of trust) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 83 L2C Simulation Games Prototypes Design (WP 3) Next Steps Technical Foundations • Building on and significantly extending elements already embedded occasionally/for particular contexts of very limited scope in existing simulation games such as EIS or EduChallenge • Pieces of motivating (or distracting) feedback, typically anonymous • Key characters that players depend from and need to build a collaborative relationship with • Novel aspects • Clean modularisation • IA as persistent autonomous direct peer • Clean semantic interface to underlying simulation game class Review Meeting – INSEAD, Fontainebleau – 30 March 2007 84 L2C Simulation Games Prototypes Design (WP 3) Architectural Design and Implementation Key constituents of the Intermediary Agent (IA) simulation • The Player’s Mission requiring the collaboration of the IA, realised with the underlying Simulation Game providing a well-defined context of play • The Coordination Module governing flows of information and control • The Scene of the graphical user interface including the Virtual Character representing the IA • The IA’s Brain, including partial operationalisations derived from models of selected IP Collaboration Dynamics Review Meeting – INSEAD, Fontainebleau – 30 March 2007 85 L2C Simulation Games Prototypes Design (WP 3) The Scene /The Brain Cyclic structure of interaction • Utterance-based • Dynamic, branching story-based choice of utterance moves • Cycle phases • Selection of next initiative (optional suggestions by agent) • IA’s coping with player’s choice of initiative: supporting, resisting Player’s coping with IA’s reactions: complying, arguing, overpowering, withdrawing • IA’s implementing of an initiative • IA’s appraisal of results and related coping Player’s coping with subjectively appraised results and IA’s reactions • Persistent options • Purely social interaction, affecting relationship • Dialogue management to move to next stage of cycle or next cycle Review Meeting – INSEAD, Fontainebleau – 30 March 2007 86 L2C Simulation Games Prototypes Design (WP 3) The Brain Key components • Appraisal process model • Backbone providing overall behaviour • Personality parameters and Preferences for (subjectively) consistent biases • Concerns (subjective goals) • Coping strategies and internal/overt behaviours • Integration of partial collaboration dynamics theories • Memory • Player model • Interaction history • Appraisal frame • Built over local interaction cycle history up to submission of an initiative • Used to subjectively evaluate and react to the outcome Review Meeting – INSEAD, Fontainebleau – 30 March 2007 87 L2C Simulation Games Prototypes Design (WP 3) Current Status of IA Prototype Design • Trust Level as first operationalised concept • Affected by appraisal outcomes • Mapped to degree of collaborativeness • Trust-related internal appraisal frame parameters • Responsibility for implemented initiative • Trust Change Tendency reflects local social interaction history • Collaborative behaviour of the IA is direct consequence of the value in the IA’s trust parameter, affecting • Selection of suggested initiatives • Resistance to/support of player’s choice of initiative • Direct or altered implementation of the initiative requested by the player • Complete/partial reporting of an initiative’s outcome Review Meeting – INSEAD, Fontainebleau – 30 March 2007 88 L2C Simulation Games Prototypes Design (WP 3) Current Status of IA Prototype • Conceptual scenario design completed (INSEAD, OFAI, AlphaLabs) • Conceptual technical design completed at macro and micro levels (OFAI) • First supporting pieces of theory identified (ACDT harvesting) (OFAI, OU, SU, SCIL; further input by Alba, UCSC; UniCredit pending) • First prototype version of the Brain inspired by the trust building cycle (OFAI, theory partners) • Stand-alone Brain module with well-specified interfaces (OFAI) • Local direct integration with underlying simulation game for testing (OFAI) integration of Brain module in Agent Current Prototype Review Meeting – INSEAD, Fontainebleau – 30 March 2007 89 L2C Simulation Games Prototypes Design (WP 3) Intermediary Agent Simulation Game Flow Review Meeting – INSEAD, Fontainebleau – 30 March 2007 90 L2C Simulation Games Prototypes Design (WP 3) General Architecture of the IP-Collaboration Prototype Review Meeting – INSEAD, Fontainebleau – 30 March 2007 91 L2C Simulation Games Prototypes Design (WP 3) Architectural Design and Implementation Issues The Intermediary Agent (IA) has two separate components: • The IA’s Brain, which includes operationalisations derived from models of some selected IP Collaboration Dynamics obtained from deliverable D1.1 in the ACDT method’s Knowledge Harvesting exercise and its representation as a Virtual Character in the Scene of the graphical user interface. • Player’s mission in the game, which is to influence the collaborative attitude and behaviours of the IA. Review Meeting – INSEAD, Fontainebleau – 30 March 2007 92 L2C Simulation Games Prototypes Design (WP 3) Review Meeting – INSEAD, Fontainebleau – 30 March 2007 93 L2C Simulation Games Prototypes Design (WP 3) Experiences to date with Actual Users Users Prototype Run 1 13 Ferrari Managers Pit Stop Run 2 27 Ferrari Managers Pit Stop + World Team Run 3 32 DFH Managers Eagle Racing Review Meeting – INSEAD, Fontainebleau – 30 March 2007 94 L2C Simulation Games Prototypes Design (WP 3) Experiences to date with Actual Users Review Meeting – INSEAD, Fontainebleau – 30 March 2007 95 L2C Simulation Games Prototypes Design (WP 3) Experiences to date with Actual Users Review Meeting – INSEAD, Fontainebleau – 30 March 2007 96 L2C Simulation Games Prototypes Design (WP 3) OD specific objectives GT specific objectives Knowledge/understanding of the potentials and risks of different interventions the factors influencing collaborative behavior (such as different cultures, values, attitudes, different stakeholders, technology use) advantages of collaboration among groups technology use Attitudes empathy towards others' reactions Skills decision making plan and implement interventions manage diversity Knowledge/understanding of relevant projet phases and corresponding knowledge processes (World Team) characteristics of high-performance teams (Pit Stop) project team roles (Pit Stop) reward structures (Eagle Racing) technology use (Eagle Racing) Attitudes good-natured collaboration tolerance towards other cultures (Eagle Racing) openess towards different technologies (Eagle Racing) Skills coordination skills collaborative problem-solving stress tolerance usage of ICT (World Team) leadership skills (World Team) diagnosis skills (Pit Stop) ICT skills (Eagle Racing) IP specific objectives Knowledge/understanding of consequences of uncollaborative behaviour the factors influencing collaborative behavior (such as different cultures, values, attitudes, different stakeholders, technology use) Attitudes critical reflection continuous learning Skills decision making coordination skills stress tolerance Core Learning Objectives (relevant for all simulations) Knowledge/Understanding of: the importance of trust collaborative goal setting and shared meanings typical sources of collaborative breakdowns Skills to be developed: communication skills (e.g. listening skills, articulation skills, giving feedback) conflict management skills etc. perceive others' emotions, motives and intentions Attitudes targeted: reflectiveness openness sensitivity patience Review Meeting – INSEAD, Fontainebleau – 30 March 2007 97 L2C Simulation Games Prototypes Design (WP 3) Summary of Next Steps • Continuous design work to be conducted on Prototypes: Start translating the work partners have done (identification of relevant models/dynamics) into specific simulation dynamics (things which should/could happen during the simulations) • Continuous implementation Work to be done on Prototypes • Production of Pedagogical Material (User, Facilitator) associated with Prototype and to support the pilot runs • Publications • Dissemination Actions and Tools Review Meeting – INSEAD, Fontainebleau – 30 March 2007 98 Project Overview, Management & Progress Report (WP 7) Targets/Plan for Third Semester: Activity WP Resp. Partner Agent Brain Module Implementation 4 OFAl Integration of Brain Module in Agent Prototype 4 INSEAD and AlphaLabs Specification of New Dynamics for Simulation Prototypes (Detailed Scenarios) 4 All Implementation of New Dynamics in Simulation Prototypes 4 INSEAD and Alphalabs Fine-tuning of Pedagogical Material for Simulation Prototypes 4 All Further development of L2C Knowledge Community site 4 FVA Pilot Runs 4 All Evaluation of Users Feedback from Pilot Runs 6 UCSC Production of Effective Communication Material 7 MeTis Review Meeting – INSEAD, Fontainebleau – 30 March 2007 99 L2C Simulation Games Prototypes Design (WP 3) Thank You for Your Attention Review Meeting – INSEAD, Fontainebleau – 30 March 2007 100