Connect the Dots

"Western thinking is failing because it was not designed to deal with change...Traditional thinking is concerned with search and discovery. Parallel thinking is concerned with design and creation... The essence of parallel thinking is to move forward from possibilities, in contrast to exercising judgment at every moment. This is the way the book should be read; exercise your judgment at the end."

  • Edward De Bono, 2016, in introduction to Parallel Thinking

what

This page describes effort to use gamification to create an engaging game designed to help students understand the abstract components involved in opportunity recognition. Here I build upon recognition models by Shane (2000) and Ardichvili and Cardozo (2003) to present a gamified version of Baron's (2006) "Connect the Dots" article and framework (below) from Academy of Management Perspectives.

Baron, 2006

This model of opportunity recognition follows in the tradition of rich frameworks that explain how entrepreneurs identify promising opportunities. Whereas Shane (2000) points to prior education and experience as the primary drivers of opportunity recognition, Baron (2006) incorporates a host of cognitive filters and frameworks through which external events, changes, and trends are interpreted and possibly incorporated into prototypes, new models, or simply new ideas.

Baron's model also incorporates "competing" functions of alertness and search. Those of you who have tried to teach these constructs in the classroom may have struggled to differentiate the two. In the game I describe on this page I show how gamification can be used to create a card game that addresses the major constructs of this rich model. The component of iterative card selection during game play tangibly illustrates differences between alertness and search, which become more obvious during reflective discussion at the end of each turn.

Start with the dots

Initial game setup of Connect the Dots game with four domain areas (the cards are the "dots")

For the USASBE demo i decided to go with four categories of cards that would represent the box on the far left of Baron's connect the dots framework (trends, events, changes). So I developed cards for the categories of aging, news and media, millennials, and sports and entertainment.

Then process the dots through cognitive frameworks

Observation: I believe the alertness and search activities should be pointing back to the external events, changes, and trends. That's what individuals are searching or being alert for, right?

Conceptual Model of the Game

The cognitive frameworks are the experiences, skills, mental models, and heuristics we use to recognize, evaluate, and catalog external events, changes, and trends. I teach creativity techniques such as lateral thinking (e.g., de Bono, 1970, 1985, 1996, 2015, 2017), analogical and metaphorical thinking, SCAMMPER (substitute, combine, amplify, modify, magnify, put to other uses, eliminate, rearrange; e.g., Eberle, 1996; Michalko, 1991; Osborn, 1993; with a discussion of training implementation by Poon, Au, Tong, & Lau, 2014) methodology, attribute listing, and other forms of ideation prior to using this activity, so this teaching becomes part of their cognitive frameworks. (I have tried this game with students whom I have not trained in creativity techniques, and the ideas become pretty superficial). These learned creativity techniques should be considered part of a person's abilities to summon prototypes, exemplars, or other novel mental artifacts.

Alertness and Search represent types of "investments" in the "dots" of external information. In terms of incorporating these activities into the game, I consider an alertness approach as one where participants choose cards randomly to try to piece those disparate dots together based on their creative abilities. When a participant has experience in a particular domain, or has selected an initial card that suggests that domain is promising for further information, s/he is considered to be engaged in active search. For example, in the MVP deck pictured above, if a person has deep domain knowledge in sports and entertainment, she might decide to search for promising information solely from that card deck. In contrast, a person (such as a typical undergrad; sorry, y'all) might not have deep domain experience or knowledge and might decide to select randomly from multiple categories.

The perceived patterns in events, trends, and changes represent the connecting of the dots. More dots (as in more cards) represent a higher potential for inputs for promising ideas; simulating this in the game could take multiple turns that could slow down game play, but could be used to illustrate differences from fast versus slow connecting (see Kahneman, 2011, for a new layer of experience and experimentation).

Game play can involve each player using a full deck of cards or using one deck for all players. After running game play under both conditions I concluded that it's probably more useful for learning to provide each player with her own deck of cards. Why? Because at the end of a turn of multiple card drawing rounds, more than one player might have drawn the same card; the discussion and reflections can become much richer if two players offer different perspectives on the information they derived from a particular game card.

Creating hierarchies from the domains of dots

Once I conceived of information "dots" in terms of alertness versus active search, it occurred to me that the alert individual is framing and evaluating dots from a much broader domain than the individual engaged in active search. I initially created a drawing like the one immediately below, and later realized I could visualize this comparison with a funnel model further below. The top of the funnel represents the areas where most novices would likely be most receptive to "dots," while the bottom of the funnel represents the areas where expert, repeat entrepreneurs would likely find the most useful dots.

Implication from the model:

  1. all funnels lead to search, which hypothetically and ultimately leads to no need to make connections and absolute pattern convergence.

  2. not all funnels are alike; you can imagine funnels that have very wide breadths of types of domain knowledge that remain wide as you drill down in domain knowledge specificity. Other funnels will be "shorter" than others due to the small level of knowledge we've created around that particular domain.

USASBE 2019, St. Petersburg, FL, January 27

Presentation

My presentation slides from USASBE 2019 session : "Connecting the dots: A card game to connect students to entrepreneurship’s rich models of opportunity recognition"

Game Sheets

REFERENCES

Ardichvili, A., and Cardozo, R.N. 2000. A model of the entrepreneurial opportunity recognition process. Journal of Enterprising Culture, 8(2): 103-119.
Baron, R. A. (2006). Opportunity recognition as pattern recognition: How entrepreneurs “connect the dots” to identify new business opportunities. Academy of management perspectives, 20(1), 104-119.
De Bono, E. D. (1970). Lateral thinking: creativity step by step. In Harper colophon books. Harper & Row.
De Bono, E. (1985). The CoRT thinking program. Thinking and learning skills, 1, 363-88.
De Bono, E. (1996). Six thinking hats. Penguin UK.
De Bono, E. (2015). Serious Creativity: How to be creative under pressure and turn ideas into action. Random House.
De Bono, E. (2016). Parallel thinking. Random House.
Eberle, B. (1996). Scamper on: Games for imagination development. Prufrock Press Inc..
Kahneman, D. (2011). Thinking, fast and slow . New York: Farrar, Straus and Giroux.
Michalko, M. (1991). Thinkertoys: A handbook of business creativity. Berkeley, CA: Ten Speed Press.
Poon, J. C., Au, A. C., Tong, T. M., & Lau, S. (2014). The feasibility of enhancement of knowledge and self-confidence in creativity: A pilot study of a three-hour SCAMPER workshop on secondary students. Thinking Skills and Creativity, 14, 32-40.
Shane, S. 2000. Prior knowledge and the discovery of entrepreneurial opportunities. Organization Science, 11: 448-469.