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Going Digital: Consequences of Increasing Resolution of a Wargaming Tool for Knowledge Elicitation

机译:走向数字化:提高知识吸引度的竞争工具的后果

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Wargaming is used to facilitate Knowledge Elicitation (KE) during design thinking events for thedevelopment of advanced concepts. These wargaming sessions follow brainstorming and consensusbuilding exercises where diverse teams of end users and technical personnel enumerate and vote oninnovative features to develop into new systems, or for innovative means to leverage and exploit existingtechnologies. A tabletop, turn-based board game was used to conduct these wargaming sessions for vettingconcepts; however, the time required to execute and evaluate (process) each turn led to the development ofa digital version of the game where the mechanics of moving certain game pieces was automated. Althoughincreasing technology levels of tools and processes is generally viewed as an upgrade, unintendedconsequences of introducing technologies into systems can and do occur. An assessment was performed toempirically assess the effectiveness of the digital version of the simulator. User perceptions were capturedwith a questionnaire, and user behaviors with the tool were captured through observational methods. Thedigital wargaming platform succeeded in reducing the amount of time dedicated to process each turn ofgameplay; however, there was no observed gain in perceived utility of the new digital tool, nor anyobserved increase in the quality or quantity of KE. Future research efforts will aim to empirically measurethe quantity and quality of discussion during gameplay.
机译:Wargaming用于在设计思维活动期间促进知识激发(KE),以发展高级概念。这些小组讨论会在集思广益和建立共识演习之后进行,在该演习中,最终用户和技术人员组成的不同团队列举并投票表决创新功能,以开发出新系统,或以创新手段利用和利用现有技术。使用桌面,基于回合的棋盘游戏来进行这些用于审核概念的分组游戏;但是,执行和评估(处理)每个回合所需的时间导致了数字版本游戏的开发,该版本的移动某些游戏作品的机制是自动化的。尽管通常将工具和流程的技术水平提高看作是一种升级,但是将技术引入系统的意外后果确实存在。进行评估以凭经验评估模拟器数字版本的有效性。通过问卷调查来捕获用户感知,并通过观察方法来捕获使用该工具的用户行为。数字战争平台成功地减少了处理每一回合的时间。但是,没有观察到新数字工具的实用性有所提高,也没有观察到KE的质量或数量的增加。未来的研究工作将旨在根据经验评估游戏过程中讨论的数量和质量。

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