21.9.07

System Content: The Seven Models in a Sim

The use of any unknown system is indistinguishable from mysticism.

– With Apologies to Arthur C. Clarke

We all play variations on this type of scenarios: What if someone from two hundred years ago watched us live today? What if an ancestor watched us, say, wash dishes? The steps we took, from scraping off the remaining food, to loading up the dishwasher, to putting some form of soap in a small box, to running the disposal, to pressing some buttons and turning a knob, to walking away for an hour, would seem like we were performing mystical incantations.

More specifically, some steps would make sense, some would seem random, and some steps would actually appear to the opposite of what we should be doing.

Here are other examples of successful uses of systems:

  • A couple falls in love with a house on the market. But when the sales person enters the room, they act disinterested.
  • A project manager, with a deadline fast approaching, fires two programmers.
  • A health-conscious actress, a week before a big scene, injects a neurotoxin into her face.
  • An environmentalist forester cuts down a third of the trees in a grove.
  • A dieter eats a large breakfast.
  • A doctor deliberately exposes a patient to a small quantity of a fatal virus.

The Invisible Layer

Systems are the often invisable layer between what we do (Action) and what we get (Results).

Thus some people are continuously surprised by unintended consequences; naively optimizing just one part of a complicated system may have no positive impact on the entire system, and possibly a negative impact.

Meanwhile, other people perform concise actions and get remarkable results. These are the people who understand and can use the invisible systems. "Going to where the puck will be, not to where it is now" requires a working knowledge of the system.

These hidden systems are often given names, such as "the glass ceiling" or "the invisible hand of the market."

Our world is filled with systems, as complex as the universe or simpler than a light switch. And complicated systems are made up of simpler systems, equations, variables, relationships, processes, units, and actions.

There are seven different techniques for building out educational systems in sims, all compatible with each other, overlapping, scalable, and recursive.

1. Pure Mathematical System

Some systems are purely mathematical, where, for example, primary variables are impacted by aggregations of secondary variables, as defined by equations and relationships. This is the primary model for the sim Genre of interactive spreadsheets.

See all entries for systems content.

2. Units on Maps as System

Some systems are best captured by the activities of Units on maps. Dead reckoning is just one example. Roller Coaster Tycoon (see activity - presenting choices) is another.

See all entries on units. See all entries on maps, or the topic heading of Maps.

3. State Based System

Some systems are best modeled through the abstracted "units on maps" techniques of state based systems. Almost all board games from chess to Risk use this as one type of system.

See all entries on state based systems, or the topic heading of State Based Systems and Models.

4. Artificial Intelligence as System

Directing or competing against AI characters can represent compelling and repeatably engageable systems.

See artificial intelligence (AI) player, and the genre of practiceware.

5. Work Process as System

One type of system is a work processes (or even a time line). Just knowing who gets what business form can spell the difference between success and failure for an activity.

See all entries on work processes, or the topic heading on Work Processes.

6. Middle and Big Skills as System

Some systems are big skills and middle skills. First see the Leadership example.

Then see all entries in big skills, or the topic heading on Big Skills. See all entries in middle skills or the topic heading on Middle Skills.

7. Community as System

Perhaps the least predictable system is a real community, such as organized by a social networking model.

See all entries in community, or the topic heading on Community. See all entries in social networking.

See also balancing loop.

6 comment(s):

Nilay said...

Hi Clark,

You gave a few examples of successful system use. I couldn't really see why they are successful. Could you explain a bit more why it's a successful system use when a dieter eats a large portion of meal?
If so, what could be an example of successful simulation(considering it as a system) use similar to those you mentioned? Thanks...

Nilay Yildirim

Ps. Thanks again for joining our class last thursday.

Clark Aldrich said...

Breakfast is the most important meal of the day, and eating a large, healthful breakfast keeps people from snacking, kick-starts their metabolism, and has a high correlation with successful diets.

One could build a dieting sim, with "will power" being a primary, indirectly controlled variable.

Yin Wah Kreher said...

Hi Clark,
I've watched the clips of VL and am awed by all the planning and prepwork that must have been done before the product was borne. I'm not sure if this question would be insolent of me to ask; if it's a violation of propriety trade secrets, please ignore it, :-).

Since you are creating a simulation of a highly complex system of leadership and its layers of content, at the same time, also evaluating the game and pedagogical elements to include, how do you arrive at what you consider to be an adequate model of the real life complex situations before settling on one for development? Do you also use a modeling software in your planning stage before the developers create the prototype?

Clark Aldrich said...

You ask the question, "how do you arrive at what you consider to be an adequate model of the real life complex situations before settling on one for development?" I think the question is similar to, when do you stop researching a paper and just write it? Or even, when do you stop designing a car and get it on the road?

Having said all of that, I think that a) we need to create new sim genres, and b) nothing is scarier than creating new sim genres. I think it is useful, if a bit sobering, to look at failed sim genres, such as some around the Star Trek franchise. You appreciate what the designers were trying to do, and yet when everything came together, it just wasn't fun. When I spent half my time worrying we had too many rules, and the other half worrying we had too few rules, that is about when it felt right.

tcarroway said...

I recently read on a blog about another simulation / game type of environment, that someone was a little glum because their virtual car had a breakdown, requiring unanticipated expenditures to fix, inconvenience when not available for use, etc.

Perhaps the 4 primary areas of performance barriers that Romiszowski uses to simplify the identification of the most appropriate problem are relevant here - lack of, or inappropriate motivation / incentive (much written about this); environmental factors (everything from process to having the right / correct tools); knowledge gaps (this is typically where training is most relevant / used); and, and this is the drum roll item... CONSEQUENCES!!

This happens in games when you are eaten, lose resources, fall, unhide, etc. - in addition to just providing pleasant incentives and responses to a user's actions / choices, the reality of consequence can also be used effectively - like when you make a mod to a sim and the results tend to make a situation worse (this includes both primary and secondary / intended and unintended consequences) - but with some explanation to help do post-event analysis (to make sure you don't do it again).

Also, what about the idea of including in a sim or game the ability to create your own reference files / tools / system - where if you take the time to organize (metacog skills) and formalize what you know, what you learn, etc - so you can use it again later in a similar situation - you could augment the game, the learner's control and support structure, and encourage reflective and cognitive reinforcement strategies.

Ultimately, those can be shared or compared as well - in a community - i.e. "you show me your toolbox, I'll show you mine..." - and strategies and experiences can be shared and built off of - it could even be used to analyze user behavior - by the developers - to evolve the game.

So, if you build into a game opps for people to respond to skill gaps, knowledge gaps, address incentive / motivation issues, and then allow users to address environmental issues - like in SL or in a game where you build something when you need it, then keep or toss, store things for later, organize, etc - now you've incorporated 4 different problem solving approaches, encouraged users to tap into cognitive learning strategies, make choices between them, etc. - and built in negative consequences as additional learning opps.

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