Proceedings of the ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference IDETC/CIE 2013 August 4-7, 2013, Portland, Oregon, USA DETC2013-13319 ONLINE IMPLEMENTATION OF THE DELTA DESIGN GAME FOR ANALYZING COLLABORATIVE TEAM PRACTICES Sharad Oberoi The Robotics Institute Carnegie Mellon University Pittsburgh, Pennsylvania 15213, U.S.A Susan Finger Department of Civil & Environmental Engineering Carnegie Mellon University Pittsburgh, Pennsylvania 15213, U.S.A Eric Rosé Institute for Software Research Carnegie Mellon University Pittsburgh, Pennsylvania 15213, U.S.A ABSTRACT Over the past four years the authors have developed an online version of the Delta Design game, a board game which was developed by Bucciarelli (1) to teach students design collaboration skills. In the online version, players move tiles on a shared virtual board and communicate only through text chat. In addition, the objective functions are computed automatically each time a tile is moved, so the focus of the game changes from rapid number-crunching to negotiation. Since every state of the board, along with micro-level team performance and chat data, are captured, the resulting corpus from 38 four-player team games provides a rich resource to explore different aspects of collaborative team practices. This paper gives an overview of the online implementation of Delta Design and discusses the findings from user studies including several undergraduate capstone design classes. Observations of the board-moving tactics show that teams planning a strategy before starting the game or players sharing details about their role’s constraints with other team members do not have much effect on the game’s outcome. Finally, this paper demonstrates that the complex rules of the Delta Design game make it a suitable candidate for analyzing collaboration strategies in team-based design projects. INTRODUCTION In the 1980s, MIT Professor Louis Bucciarelli created the Delta Design board game to engage undergraduate engineering students in a team design project requiring communication and negotiation (1, 2). The board game lasts for 1 to 1.5 hours and involves four students in the roles of architect, project manager, thermal engineer and structural engineer. The interdependence of the objectives of the roles requires the players to reveal their constraints in order to achieve a satisfactory outcome. Because the computations required to evaluate the objective function for each role are lengthy, and because they must be recomputed each time a board tile is moved, even successful teams barely manage to achieve most of their design objectives in the allotted time. In addition, owing to the physical and temporal nature of the game, key attributes of collaboration and the negotiations within the team cannot be captured adequately. This prevents researchers from analyzing collaborative team practices during the game. In order to capture the negotiation, the authors created an online version of the game in which players move tiles on a shared virtual Delta Design board and communicate only through text chat. In the online game, the objective functions are computed automatically each time a tile moves, so the focus of the game changes from rapid number-crunching to negotiation. During play, for every valid state of the board, each player can see a detailed personal state as well as qualitative feedback - red, yellow and green lights - on the objective functions of each of the other team members. Using the online game, differences between teams with effective negotiation strategies and those with ineffective ones become easier to analyze and understand. Using text chat as the method of communication between students (vis-à-vis video and voice chat) allows for easy repeatability of the experiment over the years by reducing the amount of data pre-processing required. Our experience with 1 Copyright © 2013 by ASME automated voice transcription suggests that it introduces an extra source of errors and requires additional resources for human annotation and correction of the machine transcriptions. On the other hand, without video/voice data we cannot capture the subtle body language cues and changes in vocal tones that might indicate tensions or a sense of urgency among participants. However, since all communication goes through text chat, students express their emotions (any sense of approval/disapproval about the game moves) explicitly in writing, making it easier for us to analyze the extent of their collaboration. BACKGROUND The Delta Design game involves four players, each of whom receives two sets of instructions. The first set describes the common goal of the team and the design task with detailed design requirements from the clients. The second set is specific to each role and describes the functional requirements of the role and how to meet them. Some of these requirements are precise and easy to calculate, while others are imprecise and subjective. Design Objectives of Delta Design In Delta Design, the life on planet DeltaP is different from that on earth. DeltaP is a planned flat world with the design done in a diagonal 2-dimensional space. The team designs the residence for the residents of DeltaP using red and blue deltas shaped like equilateral triangles. The red deltas provide heat, while the blue deltas have a cooling effect. Due to their different thermal and aesthetic properties, the design of the residence is complex. Each team is asked to design a house that meets all the structural, thermal and aesthetic constraints as well as taking into account the physical limitations of the construction materials. Moreover, since the DeltaP design environment and its skewed coordinate system is equally unfamiliar to all players, it homogenizes their prior technical knowledge. Delta Design Collaboration A Delta Design team has a project manager, a structural engineer, a thermal engineer and an architect. Since each player only knows the rules for his/her own role, the game has an inherent bias in favor of more communicative teams that can better negotiate among themselves. The rules are also designed so that certain roles can easily form alliances, while others have conflicting objectives. For example, the thermal engineer does not want to have more than two red (or blue) deltas connected anywhere since they can overheat (or overcool). On the other hand, the project manager wants as many blue deltas connected together as possible since the cement used in blue-blue joints is the least expensive. In addition, the architect wants to have blue deltas dispersed throughout the house since 100 % blue dispersion is one of his role’s design objectives. Thus, the thermal engineer and architect would be more inclined to have increased blue dispersion than the project manager. Unless the team realizes that they need to see the big picture and compromise, they cannot be successful in the game. Delta Design Game as a Research Testbed The Delta Design game has been used by universities all over the world. Instructors have generally used the original game to emphasize the role of negotiations in achieving shared objectives. Researchers have adapted the game to teach collaborative design practices to students, such as designing a space shuttle built in Lego® blocks with functions and rules assigned for several students (3), as a practical experience of ethical decision-making in the engineering design process (4), changing the player roles to emphasize principles of solid mechanics (5), adding new representations and conceptions for different players to simulate a real-world environment (6). Prior research has also evaluated Delta Design from different perspectives. Brandt discussed Delta Design as an example of exploratory design games that are gaining popularity to demonstrate collaboration between individuals in participatory design projects (7). Besterfield-Sacre et al. used it as a testbed for observing students’ performance through behavioral observation (8). Svihla et al. used Delta Design to demonstrate the increasing role of distributed expertise and authenticity in the development of design expertise (9). In this research, the authors have used the original game as a microcosm of a real-world project. Since all the interactions between students are captured through the online version of the game, this allows a unique insight into how designers collaborate. APPROACH Delta Design Application The rules of the board-based Delta Design game, as listed in the primers for all the roles (structural engineer, thermal engineer, architect and project manager), have been adapted as the functional requirements for the online game. In addition, every action taken on the shared board and all the text chat between participants are recorded. The players can roll back the canvas to a prior configuration if they realize that they have made a wrong move. This feature is useful since it allows the players to consider various strategies to maximize their scores. Both the automatic computation of the objective functions and the ability to roll back the virtual board change the nature of the collaboration from the physical game play. The individual parts of the board are shown in Figure 1. The toolbar includes tools required to play the Delta Design game. The calculation buttons show detailed results of the quantitative measures of design quality for the individual players (not all qualitative measures, such as the cragginess of internal design for the architect, were modeled). The canvas is the area where the tiles are placed for playing Delta Design. The contact list includes names of the team members, their assigned roles and their online status (to check whether they have connected to the game properly). The IM chat client allows instant text messaging with other members of the team. Only one person is allowed to work on the board at a time. In order to move a tile the player needs to lock the board first. The other players can see what is happening in real-time but cannot move any tiles. The board can be locked for up to 3 2 Copyright © 2013 by ASME minutes at a time. When a team-member has locked the board, the other members see a red border around the board, along with a prompt about who is in control. The players can send comments and requests to their team members in the chat window, but cannot talk to them in person. In order to win, everyone on a team must meet his/her goal. Every player has met his goal when all the stop lights on the tabs are green. A player within 10% of the goal for any one of his conditions and had met all the other conditions is assigned a yellow light. This Toolbar icons allows other members of the team to see how their moves on the canvas affect the performance of the team as a whole. Application Design The playing field is composed of diamond shaped units which are laid out on a coordinate system on a 150° angle (instead of a standard 90° angle for a traditional Cartesian coordinate system). This system can be seen as a grid composed of triangles called “quads,” each of which bisect one of the diamonds. Each delta consists of four smaller quads, as Calculation buttons Contact list of team-members IM chat client Canvas Figure 1. Screenshot of the online implementation of Delta Design shown in Figure 2. The “origin” or center of a delta is considered to be the middle quad of the four. With this designation, each delta can be represented using three components: an x-coordinate, a y-coordinate, and an orientation. Figure 3 shows that the first delta (21,9, down) can be expanded into the following list of quads: [(20,9), (21,9), (22,9), (21,10)]. The second delta (24,9, up) can be expanded into the following list: [(23,9), (24,9), (25,9), (24,8)]. The placement of deltas on this grid follows certain rules which vary with the orientation. For “up” deltas, the x coordinate must be odd if the y-coordinate is even. Conversely, the x coordinate must be even if the y-coordinate is odd. For “down” deltas, the x coordinate must be even if the ycoordinate is even, or odd if the y-coordinate is odd. System Architecture The Delta Design game is a network application, in which four players who are located on separate computers interact with each other by way of a shared game surface, a shared drawing surface, and a chat application. A central server maintains the current state of all running games. Each player who logs into one of these games has a pre-assigned role. The MySQL database stores the following information: 1. The details of the game (start time, duration, agents, playing surface state) 2. A log of all of the events which take place to modify the playing board 3. A log of all of the chat communication between the players 4. A snapshot of the state of the game after every action which modifies the board 5. A record of any events affecting the Delta Design server. Figure 4a shows the overall system architecture for the Delta Design online implementation. Every interaction with the simulation involves sending an event to the server and the receipt of a response which may contain an arbitrary amount of 3 Copyright © 2013 by ASME data. This process is illustrated in Figure 4b. Every command which can be sent to the server is associated with a command object in the client application. The command object is responsible for assembling all of the data needed to process the command on the back end. Delta Design Game Implementation in Classroom The authors conducted a series of user studies with this online implementation over a period of 4 years including several undergraduate capstone design classes. The data collected from these games (38 four-player teams) provides a rich resource to explore different aspects of collaborative team practices. Among the many possible criteria for comparing team performances, this paper focuses on the time taken for all conditions to be fulfilled (all green lights). In the case of teams that never reached this stage, their best score during the game was used as the metric. Figure 2. Delta Design canvas mapped on a coordinate system of 150° Figure 3. Quads constituting deltas in the Delta Design game 4 Copyright © 2013 by ASME (a) (b) Figure 4. a. System architecture and b. event model of the Delta Design game RESULTS Table 1 shows the results from the Delta Design game experiments. The score was computed using the following rubric: (a) Green light = +1, (b) Yellow light = 0, (c) Red light = -1. So the highest score possible was +4 (all players have green lights) and lowest possible score was -4 (all red lights). The best score included in Table 1 is the highest score that a given team could achieve throughout the game and the first time it reached there. For example, some teams with 3 green lights and 1 yellow light (3x1+ 1x0 = 3) continued to play the game to get all 4 green lights, but could not achieve their goals; in such cases the first time the best score of 3 was achieved has been used in this analysis. The students were not aware of who had been assigned as other members of their team before the game started, so all discussions about game strategies and constraints happened with the clock running. Note in Table 1 that out of the 38 teams analyzed here, only 12 teams achieved a score of 3 or more (3 green + 1 yellow lights, or all 4 green lights). Table 2 shows that among these 12 teams, 50% teams devised a strategy for moving the tiles on the canvas and discussed beforehand what each person’s goals were; 16% teams neither strategized nor discussed their goals beforehand. Since players are provided with only the primer for their specific role’s responsibilities, they have to communicate and negotiate with other members of the team to resolve the conflicting goals. Following is an example of a conversation students had about planning a strategy before starting the game: PM: so part of my spec is that red-blue joints cost a lot SE: well we want mainly red don’t we TE: it will be too hot with all red SE: ohh well thanks thermo man PM: alright PM: so we should get everything but my spot green first SE: ok PM: I think the order should be structural->thermal->archi>project TE: well its too cold now PM: it's a lot of things right now :/ Students also shared information with each other about their constraints, as in the following conversation: PM: I think before we begin, everyone should state some general rules or guidelines that the rest can kind of stick to, because we have no idea of the constraints of the other people Arch: sure, for mine, we can't have external things sticking around; I need an external perimeter/internal perimeter ratio of 1.2 I am dealing with the area problem right now PM: okay. For me, every joint costs money, and joints between different colors cost more money than joints of the same color, especially joints along a horizontal line (for example, the joint between module 5 and 6 right now) cost 3 times as much PM: so, just minimize the number of red/blue joints, and especially along a horizontal line PM: what about from the other two TE: I am calculating the temps and need to keep them between 55 and 65. Also too many reds are bad! SE: I need to make sure that the anchors are not overloaded or else the structure will fail Table 2 shows that whether or not the players strategized before the beginning of the game does not have any marked effect on the game’s outcome. The same is true for team players being more transparent about their role’s constraints and functional requirements. Table 3 shows the Pearson's Correlation Coefficient (r) values for the user studies. It is clear that teams which strategize about their game-plan are also better correlated to share their constraints with each other. However, this does not seem to make them any more successful. As the authors continue to examine the data, the possible reasons for these observations are likely to emerge. 5 Copyright © 2013 by ASME Table 1. Results from the Delta Design Game Experiments Team ID Strategized before game? Team-7 Team-11 Team-34 Team-35 Team-4 Team-6 Team-8 Team-9 Team-12 Team-14 Team-28 Team-30 Team-1 Team-2 Team-13 Team-15 Team-21 Team-23 Team-26 Team-29 Team-31 Team-32 Team-37 Team-10 Team-17 Team-20 Team-22 Team-24 Team-25 Team-33 Team-3 Team-16 Team-27 Team-36 Team-5 Team-18 Team-19 Yes Yes No No No Yes Yes Yes Yes Yes No No Yes Yes Yes Yes No Yes No Yes No Yes Yes No No Yes No Yes No No Yes No No Yes No Yes Yes Shared constraints? Yes No No Yes Yes Yes Yes Yes Yes Yes No Yes Yes Yes Yes Yes Yes Yes No Yes No Yes Yes No No No Yes Yes No No Yes Yes Yes Yes No Yes No CONCLUSIONS AND FUTURE WORK This paper demonstrates that the complex rules of the Delta Design game make it a suitable candidate for analyzing collaboration strategies in team-based design projects. The analysis shows that more transparent negotiation tactics, in which players explain the rationale behind their own tile moves on the board to other team members and board-moving strategies, do not improve the teams’ performance. Ideally, we Time taken (hours:minutes) 0:58 0:55 1:12 1:15 0:34 0:52 1:12 1:00 0:37 1:08 1:06 0:46 0:41 0:29 1:15 0:44 1:05 1:04 1:10 1:07 0:22 0:17 1:09 0:23 0:59 0:47 0:57 0:17 0:57 1:18 0:38 0:57 0:26 0:13 0:44 0:19 0:01 Best Score 4 4 4 4 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 0 0 0 0 -1 -1 -3 would compare these results with those of equivalent physical board games. However, our experience with the difficulty in capturing student interactions and progress during physical board games is what motivated us to create the online version of Delta Design in the first place. We are currently further examining the data collected from the user studies to analyze the role of politeness between players, individual players’ dominant behavior and the relationships between them. We also plan to make a more 6 Copyright © 2013 by ASME nuanced consideration of how close the teams came to achieving their goals in lieu of the integers used in this research, as that can provide a better understanding of which teams failed completely and why. ACKNOWLEDGMENTS This research was supported in part by National Science Foundation grant 0935127. REFERENCES 1. Bucciarelli, L.L. “Delta Design Game”, MIT, 1991. 2. Bucciarelli, L.L., “Design Delta Design: Seeing/Seeing as,” Proceedings of Design Thinking Research Symposium 4, MIT, 1999. 3. Legardeur, J., Minel, S., and Savoie, E., “A Pedagogical Game based on Lego Bricks for Collaborative Design Practices Analysis,” Complex Systems Concurrent Engineering, pp 487494, 2007. 4. Lloyd, P., and van de Poel, I., “Designing Games to Teach Ethics,” Sci Eng Ethics 14, 433-447, 2008. 5. Grau, M.M., Sheppard, S., and Brunhaver, S.R., “Revamping Delta Design for Introductory Solid Mechanics,” 119th ASEE Annual Conference & Exposition 2012, San Antonio, TX, June 10-13, 2012. 6. Kleinsmann, M., Fleur Deken, Dong, A., and Lauche, K., “Development of design collaboration skills,” Journal of Engineering Design, iFirst, pp. 1–21, 2011. 7. Brandt, E., “Designing Exploratory Design Games: A Framework for Participation in Participatory Design?” Proceedings of the Ninth Participatory Design Conference 2006, Trento, Italy, August 2006. 8. Besterfield-Sacre, M., Shuman, L.J., Wolfe, H., Clark, R.M., and Yildirim, P., “Development of a Work Sampling Methodology for Behavioral Observations: Application to Teamwork,” Journal of Engineering Education, p p. 347-357, October 2007. 9. Svihla, V., Petrosino, A., and Diller, K., “Distributed Expertise and Authenticity in the Development of Design Expertise,” Proceedings of the International Conference on Engineering Education (ICEE 2007), Coimbra, Portugal September 3-7, 2007 . Table 2. Effect of strategizing and sharing constraints on successful outcomes Successful Teams Unsuccessful Teams Both strategized before game and shared constraints 50% 48% Teams that Neither strategized Only strategized before game or before game shared constraints 16% 58% 24% 56% Only shared constraints 75% 64% Table 3. Pearson's Correlation Coefficient (r) for the Delta Design Implementations Criteria for Correlation Teams that Pearson's Correlation Coefficient (r) Overall Successful Teams Unsuccessful Teams Strategized before game & Shared constraints 0.44 0.29 0.51 (Strategized + Shared constraints) & Best score 0.12 -0.32 0.16 Strategized before game & Best score 0.02 -0.12 0.04 Shared constraints & Time to finish -0.03 -0.28 -0.02 Shared constraints & Best score -0.03 -0.41 0.24 (Strategized + Shared constraints) & Time to finish -0.14 -0.19 -0.17 Strategized before game & Time to finish -0.2 -0.04 -0.27 7 Copyright © 2013 by ASME
© Copyright 2026 Paperzz