Title: Who you are looking at
1Who you are looking at
- Dr Stijn Hoppenbrouwers, Nijmegen, the
Netherlands - Assistant professor
- Radboud University
- Faculty of Natural Sciences, Mathematics, and
Computer Science - Institute for Computing and Information Sciences
- Dept. of Model Based System Development
- Tools for Enterprise Engineering group (headed by
prof. Dr. Erik Proper) - Keywords linguist, information modeling,
conceptual modeling, domain specific language and
its evolution, process of modeling, modeling as a
conversation, tools for modeling
2The Game of Enterprise Modelinga
human-computer-interaction perspective on
operational EM methods and toolsJönköping,
April 17, 2008
3Whats in a Game?
- Games have rules
- But games also leave lots of space to decide your
own moves... - ... and therefore to make mistakes, or be
brilliant. - Part of the rules are the goals of the game
- Its end or victory conditions
- Many games are boiled-down versions of real life
challenges (like battles, or problem solving) - Games create goal-driven activities combining
creative behavior within a constrained setting
4Some stuff aboutEnterprise Modeling
5Some Challenges for Enterprise Modeling
- Focus for now is on lightweight formal modeling
(e.g. processes, data
structures/ontologies, rules, value chains, ...) - Some challenges in view of enterprise modeling
- Getting a grip on utility of modeling
cost/benefit efficiency effectiveness - Improving quality of modeling (both social and
technical) - Increase actual application of modeling in
enterprise engineering - Reduce dependency on experts (modeling for the
masses) - Getting really collaborative modeling going
- Current tools are mostly specialist editors,
hardly any support for modeling process - Textbook methodology and generic modeling
languages cannot be expected to take the field to
a much higher level
6Operational Interaction View onMethods and Tools
- Methods should support modelers in creating
explicit models but also in achieving shared
understanding, consent, commitment. - Operationalization no more hiding behind rough
textbook guidelines, rough phasing, and fixed
modeling languages - Approach modeling as interactive communicative
activity - Interaction between modelers
- Interaction between modelers and the model
- Modeling as a conversation (at an elementary
level) exchange of propositions, agreements,
rejections, questions, arguments ... - But not always literally so (at realistic level)
involve templates, views, patterns, schemas,
strategies whatever facilitates the interactive
process
7Studying and Supporting Enterprise Modeling
- Based on the interaction/conversation view, we
may - Study and improve the art/science of enterprise
modeling - Design support systems/environments for it
- Bordering on negotiation studies, cooperative
decision making, etc. - But also engineering aspects (formal modeling of
some sort). -
- Involve techniques from Human-Computer
Interaction, Collaborative Systems methods, DSS,
... - But also formal grammars, CASE tools, formal
model checking, systems analysis and simulation,
software generation, ...
8Beyond study Shaping Modeling Behavior
- Formal modeling constrained by goals (utility,
efficiency syntax, validation, completeness,
...) rational - Procedures for modeling may be basis for game
procedures, in particular for inexperienced
players (strong guidance). - Yet we can also just set assignments creative,
interactive, ad-hoc messy (especially for
advanced players) - So constraints are both needed and a problem
balance is called for for each specific
situation. - EM and beyond strategy/policy making, rule
definition blend with intervention methods
(management science) - EM as a goal-driven interactive activity that
requires freedom of action and decision within
clearly set boundaries - ... Which of course reminds us of games
9Games for Enterprise Modeling
10Game Design Theory
- Järvinen 2006 Games without Frontiers Theories
and Methods for Game Studies and Design - Games are systems (and may have sub-systems)
- Games are dynamic systems (structure, function,
history) - Games are/include information systems (which is
why their computerization is so successful) - Rules, and Objects the rules Act on
- Communicative aspects of rules communicative acts
11Game Design Theory basic elements
- Goals
- What players strive for
- Components
- Concrete items that players care for (e.g.
pieces) - End and Victory Conditions
- When the game is lost or won, or ends introduce
competition and control the games duration - Game mechanics
- The sorts of actions players can perform
12Game Design Theory basic elements (2)
- Environments
- Spatial constraints like a board or virtual space
(not mandatory) - Themes
- Metaphors that add meaning to a game (not
mandatory) - Interfaces
- Especially for video games, but picking up a
piece on the board is also an interface - And, of course, rules gluing it all together
- Also, as part of the rules and the victory
conditions a score system (many alternatives) - Games may involve a jury or referee or game
master, so rules need not cover 100 of
constraints, goals, and evaluation (scoring).
13- Spot the similarities with EM interactions?
- We already refer to many challenging activities
the game of ... - But I propose to go way beyond just the metaphor
- Yes, we can study current EM practice and methods
as a game its rules (for specific situations),
its moves, its strategies, ... - We can also go one step further and design games
(i.e. methods), thus influencing/designing the
process - We can even take a further leap and start
thinking about EM in
Interactive Virtual Gaming Environments
But lets not get carried away. Still, there is
such thing as Serious Gaming
14Getting Started with Games for EM
- What are the rules of the game(s)?
- Implicit or explicit?
- Chosen within process or imposed from outside?
- Some rules will change as the game proceeds
- Note that Goal Setting is part of Rule Setting
so - What are the goals and sub-goals of a particular
game? - What are the elementary game interactions
(proposing, rejecting, etc.), and how these map
to more efficient forms of interaction
(templates, schemas, etc.)? - Two main approaches to concrete game aspects in
EM - Investigate actual games for particular
situations (e.g. process modeling, value
modeling, and so on) - Investigate generic gaming principles for EM
environments
15Extra aspect Designing Motivation
- Especially if we address the challenge of
bringing high quality lightweight formal
modeling to the masses, we believe that - Games will have to be designed that have the
players create formal models without them being
confronted with any classic formal stuff (not
even complex/abstract diagrams) - Dragging them through this stepwise process will
require considerable motivation on their behalf
(problematic). - So the process should be pleasantly challenging.
It does not have to be great fun but should not
be a complete bore. - In Game Design, detailed study has been made of
how to make unattractive tasks more interesting
and even more fun. We can use this knowledge. -
16Main arguments for taking a game approach
- Clear, goal-oriented, rule-based framework for
methods - Many possibilities for collaborative setup
(multi-player) - Advanced data gathering possible (interactions
explicit) - Usability / playability / HCI central
(out-of-the-box approach) - Justifiably controlled working environment
- Emotive factor becomes concrete
- Clear link with virtual worlds / games (tools,
environments) - Many possibilities in education and practice
17Examples
18Existing game-like applications in comparable
contexts
- All sorts of management games and simulations
- Von Ahn classification games
- OntoGame (Hepp et al.), also classification
http//members.deri.at/katharinas/ontogame/ - RuleXpress score system (quality attributes)
- Peter Rittgens COMA prototype not a game as
such but a simple generic structure for
negotiation about models. Could well be part of a
modeling game system.
19Some possible features of modeling games
- Workflow/ToDo list be challenged
- Iteration challenges, initiatives, reaching
higher levels - Competition and collaboration
- Roles and differentiation between players
- Time pressure
- Score system and performance indicators
20Task Description Game
- Provide list of things you need
- Provide list of steps you take
- Indicate whether a thing is input-output-instrum
ent of step - Work out objects and attributes in steps (
activities) - Work out temporal dependencies between
objects/attributes/activities - This results in generation of basic process
diagram (e.g. BPMN) including AND-joins. - Meant to be tested (ultimately) on teenagers
formal process modeling without being aware of
this proof of concept. - Prototype (screenshot next slide, of round 1)
is still limited - There will be a score system
- There will be streamlined assignment description
(no jargon) - There will be collaborative functionality
21(No Transcript)
22Value Modeling Game
- Based on E3 Value method (Gordijn) context of
web service design - 3-10 players end customer(s) and suppliers
- Collaborately create value chain for realizing
some product/service - Feasibility and profitability conditions
(end/victory) - Competition various teams within game. Whos
first/best? - Requesting, offering, negotiation
- Chain is lightweight formal model, flow-like
- Game could use players own input, but also
scenarios with prepared target products and
components, and preset budgets
23Directions
24Research Directions
- Create prototypes of common games
- Process information modeling (prototype almost
finished) - Value modeling (with Tilburg University)
- Regulations Modeling (business rules etc.)
- ...
- Investigate and try out gaming aspects for
virtual EM environments, in particular in
industry (already on the way) - Use data of games played to study enterprise
modeling - Playability (HCI)
- Goals of modeling what are they, in which
situation? - Quality (measuring as well as guiding towards)
- Roles and profiles of modelers (expertise,
attitudes, ...) - 2 PhD projects just started studying process
modeling from Organizational Semiotics and
Systems Dynamics perspectives