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Who you are looking at

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1. Who you are looking at. Dr Stijn Hoppenbrouwers, Nijmegen, the Netherlands. Assistant professor ... Faculty of Natural Sciences, Mathematics, and Computer Science ... – PowerPoint PPT presentation

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Title: Who you are looking at


1
Who 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

2
The Game of Enterprise Modelinga
human-computer-interaction perspective on
operational EM methods and toolsJönköping,
April 17, 2008
3
Whats 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

4
Some stuff aboutEnterprise Modeling
5
Some 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

6
Operational 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

7
Studying 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, ...

8
Beyond 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

9
Games for Enterprise Modeling
10
Game 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

11
Game 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

12
Game 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
14
Getting 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

15
Extra 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.

16
Main 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

17
Examples
18
Existing 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.

19
Some 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

20
Task 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
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22
Value 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

23
Directions
24
Research 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
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