P R O J E CT G U T S Social Networks NetsWork Live- build a network with straws and elastic Description: In NetsWorkLive, players are interconnected to one another via a number of links. A player can compose messages to most other players, but can only pass messages directly to those few players he/she is linked to. This forces players to cooperate and determine how to get messages to their destinations. In addition, players can be grouped randomly into clusters (see example where five players are in each of clusters A, B and C), organizational groups with many internal connections and fewer connections to players in other clusters, which adds an additional level of interesting behavior. Materials needed: Notecards Rubber bands Elastic thread or string Straws Post-it notes Pens Name tags Preparation: Facilitators must make up the bracelets ahead of time. Each person gets a bracelet with two links. Each link is a string threaded through a straw ending in another rubber band. Directions: Rules for the 1st game: (# of links = 2, no clusters) Each node/player is given a rubber band to wear around their wrist that has two strings each threaded through a straw, and ending in rubber bands attached. Each player silently selects two people to directly connect to, and one person to receive the message, and writes it on the card. Next, the connections are made (facilitators walk around and help) by giving each “connected node” the other end of the string. Now each node constructs a question to the person to whom they are sending a message, and writes on the post-it: 1) Sender to receiver (Irene to Celia) 2) The question (Where were you born?) The post-it gets sent to another node attached to the straw. When the instructor says “go” the message is passed. Each message gets passed to a node, the node writes their name on the list, and the node passes it along to one of the nodes they are connected to. Players can receive, pass, or drop messages to and from other players. You can only pass one message at a time. Outstanding message go in your mailbox (post-it gets stuck to you.) When you receive a message addressed to you hang on to it and confirm delivery by yelling “I received a message from _____” Note that some messages get quickly to their intended receivers and others get stuck. Why? At the end of a time period of message passing, tell everyone to stop and have those who received their message say the following: 1) Who they are (I’m Celia) 2) who sent them a message (I received a message from Irene) 3) what was the question and the answer (The question was “where were you born?” the answer is “I was born in Philly”) 4) how many hops it took to get there (5 hops) Next game: Split the players into 3 clusters Each player makes 2 in-cluster and 1 out-of-cluster connection. Again select a person to send a message to. Play again. Send message on the string by writing it on a post-it and taping it on a straw. Notes for teachers: The concept of networks is present throughout many disciplines, from social networks to computational network to ecological networks to protein networks. Some good introductions to networks can be found in: * How Everything Is Connected to Everything Else and What It Means Albert Laszlo Barabasi * Six Degrees: The Science of a Connected Age - Duncan Watts * Small Worlds : The Dynamics of Networks between Order and Randomness (Princeton Studies in Complexity) - Duncan Watts Challenges At the start of the game, one might typically just let students connect to whom they want and then try to see how many different people they can get messages to in the allotted time. This number will typically be small, and there may even be messages that can't ever get to their destinations due to isolated clusters. Have the players think about the distribution of messages that ultimately did and did not get to their destinations. Were there certain characteristics of messages that made it? Were there bottlenecks? You might challenge them to create a more efficient network that would allow each person to get messages to more people. You might also throw in some challenges like pulling out two or three people from the network (downed nodes) and seeing how that effects the network, and whether it is possible to design a network that is resilient to such change. Some other challenges and tasks include: * Have each message be a question, that the player wants to know the answer to. This works well for icebreakers. * At some point during the game, give one player a message that asks them to pass on a certain codeword to other players. Make the message private and tell them that all subsequent passes must be private. See how long it takes to "infect" the whole group with the codeword and think about network characteristics that would make that more efficient. * Imagine that each message pass has a cost. Can you design a network that will limit the total cost of messages moving through the system? If you know the most common routes how would that change the design. If there were waiting time costs as well, would that change the design?