Comparison of key choices for the board game and simulation exercise
| Design choices | ||
|---|---|---|
| Board game: Plaitra | Simulation exercise | |
| Corresponding research gap | Theory building; reproducibility; collaboration with practice | Theory building; contextualization; collaboration with practice |
| Research framework | Requirements elicitation for technology innovation, such as for tracking and monitoring technologies | Testing and evaluation of impact of innovation on individual and team performance |
| Assumptions | A board game can represent logistics and communication processes to enable experts to make choices explicit | A realistic exercise allows the actions of humanitarians to be observed so their usability and usefulness in the field can be measured |
| Fidelity | Low | High |
| Requirements on scope and constraints in participants and budget | Needs to be run in a limited time; few players; relatively easy to set up and transfer; low cost | Several hours; extensive in set-up, high requirements in preparation, planning and technology, including multiple volunteers; high cost |
| Data collection | Notes of the players; observations; video; debrief | Logs and messages as documented in the system; observations; video; debrief |
| Main types of result | System requirements | Performance testing, usability, perceived usefulness |
| Design choices | ||
|---|---|---|
| Board game: Plaitra | Simulation exercise | |
| Corresponding research gap | Theory building; reproducibility; collaboration with practice | Theory building; contextualization; collaboration with practice |
| Research framework | Requirements elicitation for technology innovation, such as for tracking and monitoring technologies | Testing and evaluation of impact of innovation on individual and team performance |
| Assumptions | A board game can represent logistics and communication processes to enable experts to make choices explicit | A realistic exercise allows the actions of humanitarians to be observed so their usability and usefulness in the field can be measured |
| Fidelity | Low | High |
| Requirements on scope and constraints in participants and budget | Needs to be run in a limited time; few players; relatively easy to set up and transfer; low cost | Several hours; extensive in set-up, high requirements in preparation, planning and technology, including multiple volunteers; high cost |
| Data collection | Notes of the players; observations; video; debrief | Logs and messages as documented in the system; observations; video; debrief |
| Main types of result | System requirements | Performance testing, usability, perceived usefulness |
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