Dec isi on M aking • Descri be b asic desi gn and deli very requi reme nt s for T acti cal D ec isi on Games (T DGS ) • Demo nst ra te how Sa nd T abl e Ex erci ses (ST EX ) ca n b e us ed t o d eliv er T DGS How We Decide Observ ati on #1 Decis ion ma kin g s ki lls ar e dev eloped throug h p ra cti ce Observ ati on #2 The l owe r th e ech elon o f co mma nd the si mpl er, fa ster, mor e di rect a nd a cc elera te d the de cisi on pr ocess Obser vati on #3 The a bi lity to ra pi dl y dev elop so lutions to new pr obl ems i s ba sed o n pa tte rn r ecog niti on • Intuit ive Dec is ion Ma king (reactive ) Pa ttern rec ogni ti on ba sed on previo us expe rien ce • Analyt ical De cisio n M aki ng (pla nn ed) Cal culat ed selec ti on of alt ernatives • Rely on experienc e to recognize the ess enc e of a gi ve n sit uat ion or pro blem • Uti li ze pat tern re cognit io n fr om previo us actio ns, obs erva ti ons , a nd tra ining to de ve lop the solut io n • Best way to impr ov e de cisi on mak ing is to imp rove pat tern rec ogni ti on, the be st way to impr ove pat tern r ecognit io n is to impr ove. . . Situ ation A wa ren ess • Rare ly i s the re o nly “ on e ri gh t” an swer • “A go od pl an ex ecu ted n ow i s better tha n the per fect pl an ex ecu ted to o l ate” • Ide nt if y pos sibl e opti ons • Analyze al l opti ons accor ding to a set cri teri a • Cal culat e a va lue for all crit eria of each opt ion • Choo se the opt ion wit h highe st tot al crit eria val ues In Th eo ry . . . . . Th e h igh est v al ue opti on wil l pr ovi de the m ost opti ma l sol uti on In Rea lity . . . . . • The en vi ronme nt i s cons tantl y ch an ging a nd informati on ca n quickl y bec ome ou td ated • Lac k of tim e ca n ha mpe r th e abi lity to co nduc t an a cc ur ate an al ysi s • Both ana lyt ica l a nd int uit ive dec isi on ma kin g ar e us ed on th e fi regroun d • Fir efig ht ers a t t he t actical l eve l r ely pr ima ril y on intu it ive d ec isi on ma ki ng • Decis ion ma king s kil ls can be imp rove d wi th p ra ctice So wh y spen d t ime pl ay ing g ames when ther e is wo rk t o d o . . . TD GS and STE X pr ovide a sim ple, adapt able , and repeat abl e metho d of cha llenging a fire fight er to mak e de cisi ons in situa ti ons the y wil l fac e on the fir egro und • Practice making decisions in an operational context • Practice communicating those decisions in the form of briefings or instructions • Sit in the “hot seat” and build pattern recognitions skills • Facilitator provides information or a briefing describing a scenario • Student plays the role of a leader in a dilemma that requires a decision • Requires interactive two-way communication between role players • Utilizes a 3-D terrain model to help visually develop and present a TDGS • Ideally suited for group exercises • Low tech simulation method • Suspend disbelief • Induce stress • Create dilemmas • Observe behaviors Designing TDG S • Put participants in role-play situations • Provide limited information • Apply time constraints • Face a dilemma • Conduct an After Action Review (AAR) • Enforce a time limit so players feel some of the stress that would be present in a real fireground situation • Require decisions be communicated in the the form of real time instructions • There are no “School Solutions” • Takes place prior to designing a TDGS • Facilitator identifies the goal of the TDGS It can be a very specific objective: “Practice standard report on conditions procedure with dispatch” Or it can be a more comprehensive: “Let’s work on initial attack operations” • Start with a problem, not a solution • Start general, then get specific • Create uncertainty • Create time pressure • Create competing priorities • Create interaction between resources or subordinates •Build to a single dilemma that requires an immediate decision OR •Identify multiple decision points and script a dynamic simulation (Decision Tree) Scenario
Direct Attack Indirect Attack
Air support No Air support Structure Protection Highway closure
Retardant Helicopter Mechanical Failure Establish Separate Organization
Deliveri ng TDGS us ing S andtables “Tell me and I will fo rget, Sho w me and I may re member, bu t invo lve me a nd I wil l un ders tand” – Chine se pro ve rb • Enthusiastic • Able to summarize lessons • Tactically knowledgeable • Critiques without being • Thinks quickly on feet critical • Keeps it moving • Involves all players • Respectful - identify good ideas • Confrontational - keep the pressure on Try to achieve a balance! • Brief group with all players assuming they are the designated leader • Provide a short time for players to develop their decision and instructions • Select a player to issue instructions verbally as they would on the fireground • Have more than one player take the hot seat and issue instructions • Paint a good picture of the environment in the briefing • Control the tempo with time tags and piece movement • Murphy invented TDGS…insert uncertainty and adversity into the game with pre-planned inputs • Utilize IRPG and other SOPs • Always AAR…focus on decision making • As the facilitator, you should not be doing most of the talking • Ask the players to think aloud – describe situational awareness, how decision was made, etc • Avoid leading questions, ask open-ended questions • General form: Asking about X, where X is a specific subject and where there is more than one “right way” to answer. • Examples: HOW would you have handled the situation? • WHY is it important to _________? • WHY NOT just simplify things and only __________? • WHAT are some experiences you’ve had in the past that are similar to this situation? • WHAT would you do IF _________? • Conce ntr ate on decis ion mak ing , NOT on ta cti cs • St ick wi th t he t ra ini ng obje ct ives • Emph asi ze effecti ve co mmuni cati on • Uti lize st an da rd l ocal u nit id ent if iers • Uti lize IPRG, SOP s, and oth er job a id s • Cr eate a l evel of p osit ive st ress • Cond uct an A fter Acti on Rev iew • Briefing • After Action Review • Planning • Training (TDGS, Topo Interp, etc) • Full scale simulations