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Pangiotis Petridis, Victoria Uren, Andrew Harrison
Developing a Serious
Game for PSS
Business models
Costs Income Costs Income
Traditional Manufacturer PSS
Design for Service
Improve:
Efficiency
Reliability
Ease of Servicing
Production costs may rise to reduce whole life costs
…this is counter intuitive for many designers
…but essential for economic viability of PSS.
History
Developed by Rolls-Royce
Used in scheduled Design for Service training sessions in
the company
Also used at Cranfield University
Language of participants shifts towards PSS rather than
manufacturing focus
First steps in cultural change
Engaging and memorable
Scenario
The game concerns the design and servicing of
washing machines for a customer who runs a chain of
laundrettes. Teams each represent competitors in the
washing machine market and the aim is to maximise
profits.
Round 1
3 design choices from
catalogue of parts
Low cost options typically
chosen
Feedback provided as
Analyst’s report
produced using Monte
Carlo simulation
Learning point –
understanding the
requirement is key
Round 2
Interview a service
engineer
remake 3 design choices
considering
component lifetime and
cost per year
Learning point – a little
service information
goes a long way
Round 3
Only 2 design choices
available
Players must be more
selective and focus
efforts on KPIs
Learning point – service
costs aren’t linear, a
few key drivers are key
Round 4
Only 1 design choice
available
No longer constrained by
the catalogue –
facilitator applies cost
& lifetime based on the
catalogue
Learning point –
innovation is a major
opportunity
Limitations of the Face to Face game
Only suitable for scheduled training
Not usable for on-boarding
Not usable remotely, e.g. as part of a MOOC
Need to redesign the game as a self-contained virtual
learning environment.
Requirements
1. Taught elements to be embedded within the game
environment.
2. Interview with the service engineer to be delivered
virtually, e.g. using an avatar.
3. Illusion of competition to be maintained even in a
single player game.
Proposed Architecture
Drives the simulation,
provides & interprets
each step of the game
Stores
scenarios and
game data
Renders the game
environment in Unity 3D,
generates end-of-round
reports, handles
interactions between
player & NPC
Abstracts the logic to access data,
interacts with offline services e.g. caching
Summary
Serious games present opportunities to change working
culture and mind sets to enable business
transformation
Moving from paper games to virtual gaming environments
enables more flexible training delivery

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Developing a Serious Game for PSS

  • 1. Pangiotis Petridis, Victoria Uren, Andrew Harrison Developing a Serious Game for PSS
  • 2.
  • 3.
  • 4. Business models Costs Income Costs Income Traditional Manufacturer PSS
  • 5. Design for Service Improve: Efficiency Reliability Ease of Servicing Production costs may rise to reduce whole life costs …this is counter intuitive for many designers …but essential for economic viability of PSS.
  • 6. History Developed by Rolls-Royce Used in scheduled Design for Service training sessions in the company Also used at Cranfield University Language of participants shifts towards PSS rather than manufacturing focus First steps in cultural change Engaging and memorable
  • 7. Scenario The game concerns the design and servicing of washing machines for a customer who runs a chain of laundrettes. Teams each represent competitors in the washing machine market and the aim is to maximise profits.
  • 8. Round 1 3 design choices from catalogue of parts Low cost options typically chosen Feedback provided as Analyst’s report produced using Monte Carlo simulation Learning point – understanding the requirement is key
  • 9. Round 2 Interview a service engineer remake 3 design choices considering component lifetime and cost per year Learning point – a little service information goes a long way
  • 10. Round 3 Only 2 design choices available Players must be more selective and focus efforts on KPIs Learning point – service costs aren’t linear, a few key drivers are key
  • 11. Round 4 Only 1 design choice available No longer constrained by the catalogue – facilitator applies cost & lifetime based on the catalogue Learning point – innovation is a major opportunity
  • 12. Limitations of the Face to Face game Only suitable for scheduled training Not usable for on-boarding Not usable remotely, e.g. as part of a MOOC Need to redesign the game as a self-contained virtual learning environment.
  • 13. Requirements 1. Taught elements to be embedded within the game environment. 2. Interview with the service engineer to be delivered virtually, e.g. using an avatar. 3. Illusion of competition to be maintained even in a single player game.
  • 14. Proposed Architecture Drives the simulation, provides & interprets each step of the game Stores scenarios and game data Renders the game environment in Unity 3D, generates end-of-round reports, handles interactions between player & NPC Abstracts the logic to access data, interacts with offline services e.g. caching
  • 15. Summary Serious games present opportunities to change working culture and mind sets to enable business transformation Moving from paper games to virtual gaming environments enables more flexible training delivery