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© 2009, Tom McKendree The Systems Engineering Game (Basic Game) 1.0 Introduction This is a game about the systems engineering process, as represented by.

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Presentation on theme: "© 2009, Tom McKendree The Systems Engineering Game (Basic Game) 1.0 Introduction This is a game about the systems engineering process, as represented by."— Presentation transcript:

1 © 2009, Tom McKendree The Systems Engineering Game (Basic Game) 1.0 Introduction This is a game about the systems engineering process, as represented by the “V” model. 2.0 Components You will need a 6-sided die. Each player will need their own copy of the player board, and a pen or pencil. (Players can share a board if they write small, and in different colors.) 2.1 The Board The board is a simple representation of the classic “V” model of systems engineering. First you go down into deeper levels of design and analysis. Then you integrate and test the smaller elements into larger elements, until you have completely built and tested your desired final system. The board is divided into six regions. You follow the “V” from Systems Analysis and Design to Component Analysis and Design, Component Integration and Test, and ultimately System Integration and Test. You can get the board by printing out slide 3 of this file, The_SE_Game.ppt. 3.0 Moves On your turn, roll the die, and then record your move on the board in your current region as described below. Then pass the die to the player on your left, who takes the next move. 3.1 First Move Each player starts at in the “System” Analysis and Design region (in the upper left). Roll the die and write down in that region the value you rolled. You may either accept that value (in which case you have completed System Analysis and Design, and successfully moved on to Subsystem Analysis and Design), or you can reject the value, which you indicate by “X”ing out the number. 3.2 Later Analysis and Design Moves If you are still in a particular Analysis and Design region because you “X”ed your number on the previous turn, then roll again, and either accept that number (and move on), or “X” the new number When you are at a lower level of design, you may not write down a value for that region larger than the value you accepted for your previous, next higher region. Thus, if you are trying to complete “Subsystem” Analysis and Design, and your “System” Analysis and Design value is “4,” then if you roll a “5” you write down a “4,” not a “5.” Numbers (including “X”d numbers) written down in the Analysis and Design regions represent attempts to leave those regions. 3.3 First Integration and Test Move On the turn you complete “Component” Analysis and Design (i.e., you accept your value for that region), you have not yet fully entered “Component” Integration and Test. On your next turn you roll the die, and write that number in the “Component” Integration and Test region. If it is less than or equal to your value for “Component” Analysis and Design you have advanced to the “Component” Integration and Test region. If it is equal to or greater than your value for “Component” Analysis and Design, then “X” the number out. You have failed to advance. 3.4 Later Integration and Test Moves To enter an Integration and Test region, you must roll less than the value that you accepted for the corresponding Analysis and Design region. Write the number rolled in the region you attempted to enter. If the value is equal to or greater than the value of the corresponding “Analysis and Design” region, then “X” out the number; you have failed to enter the region. If the value is less than the value of the corresponding “Analysis and Design” region, then leave the value as written; you have successfully completed that integration and test, and fully entered that region. Numbers (including “X”d numbers) written down in an Integration and Test regions represent attempts to complete that integration and test, and thus enter that region. 4.0 Going Back On any turn you may chose to go back. This is indicated by “X”ing out the numbers for the spaces you are backing out of. You may only back-up “in order” (i.e., if you are trying to enter “Component” Integration and Test you can only back up to redo “Subsystem” Analysis and Design if you back up through, and thus “X”s out, “Component” Integration and Test and “Component” Analysis and Design. You “Goes Back” before rolling, and then takes your turn from the region you have gone back to. 5.0 Winning The winner is the first player to complete the entire track. This occurs when the player have already successfully made it to the “Subsytems” Integration and Test Region and then rolls less than their “System” Analysis and Design value, allowing them to complete “System” Integration and Test, and thus enter that region. 6.0 Variations The first player has a slight advantage, so players may instead agree see how many moves it takes each player to complete. If two or more players complete in the same lowest number of moves, then they tie. Players may agree use some random number generator other than a 6-sided die, as long as all players use the same device. For examples, players could draw cards from a deck and use the card valued (treating face cards as 10 or counting J, Q, K as three values above 10). Players could roll a 4, 8, 12, or 20-sided die. Players could roll 2 six-sided dice and add them for the random value on their turn. Players may also agree to play a more intricate version, with their own house rules if they wish. For example, see “The Systems Engineering Game (Advanced Game).” 7.0 Acknowledgments Thank you to Ian Schreiber for assigning “Invisible Barrier,” to Brenda Brathwaite for inventing this assignment, and to Ursula McKendree for everything.

2 © 2009, Tom McKendree The “V” Model of a System Design and Production Project Analysis and Design Implementation Integration and Test Design at progress- ively finer detail Integration and test of increasing system levels Requirements Levels for Definition, Verification & Validation Calendar Time Depth of Design Detail Tom M c Kendree

3 © 2009, Tom McKendree The Systems Engineering Game (Basic Game Board) Analysis and Design Integration and Test Requirements Levels for Definition, Verification & Validation System Accept Roll Value, or X out and re-roll Subsystems Accept Lesser of Roll Value or System Value, or X out and re-roll Components Accept Lesser of Roll Value or Subsystems Value, or X out and re- roll System Must roll less than “System” Analysis and Design Value to Advance Here. X values that fail. Subsystems Must roll less than “Subsystems” Analysis and Design Value to Advance Here. X values that fail. Components Must roll less than “Components” Analysis and Design Value to Advance Here. X values that fail. Each player starts here Congratulations! If you are the first player here, you win.

4 © 2009, Tom McKendree The Systems Engineering Game (Advanced Game) >> Introduction Components Moves Winning

5 © 2009, Tom McKendree The Systems Engineering Game (Advanced Game Board) Analysis and Design Integration and Test Requirements Levels for Definition, Verification & Validation System Accept Roll Value, or X out and re-roll Subsystems Accept Lesser of Roll Value or System Value, or X out and re-roll Components Accept Lesser of Roll Value or Subsystems Value, or X out and re- roll System Must roll less than “System” Analysis and Design Value to Advance Here. X values that fail. Subsystems Must roll less than “Subsystems” Analysis and Design Value to Advance Here. X values that fail. Components Must roll less than “Components” Analysis and Design Value to Advance Here. X values that fail. Each player starts here Congratulations! If you are the first player here, you win. Implementation Must roll less “4” four times. X values that fail.

6 © 2009, Tom McKendree The Systems Engineering Game Designer Notes (Rough Draft) Trying to do first assignment for >> Hit theme of Systems Engineering first Hit idea of “V” model as a path –Wanted to Capture somehow the relationship between the same levels on the “Analysis and Design” leg and the “Integration and Test” Leg Game up with the “Can move on with any design and analysis value, but that can limit your ability to complete your corresponding integration and test” mechanic. –Conceptually, a high value represents a better design, that can be more easily integrated and tested to meet its requirements. Added the “System Design value at one level limits the value you can achieve at a lower level” mechanic. “Press your luck” game mechanic seemed more interested than just “roll your dice and advance” until someone makes it to the end mechanic. Player interaction is purely seeing where other players are, and decided whether or when to press your luck, or maybe go back. Game state was more complicated than just “where are you on the track,” so made the design a written board to allow capturing the details. Advanced Game –Felt Certain Key Points Were Missing Lower Levels are More work in Aggregate, and generally take longer Implementation (Buying and Making Components) Partial Redesign Extra Testing versus Latent Defects found at the next higher level. –Tried to Keep it a Good Game Spread out who has had the most rolls


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