Analysts may develop a series of questions before a seminar
war game
for which they seek answers (opinions?) from participants before the
game, as the game
unfolds, at the conclusion of a particular scenario or vignette, or at
the conclusion of the whole process.
Substantial guidance
already exists for the development of questionnaires. Of
course, each questionnaire needs to be tailored to its purpose, so it
is difficult to give guidance for developing a specific one.
Multiple choice questions can be used to reduce the time
required
for completion of a questionnaire. However, given that seminar war
games
can often steer into unanticipated areas, many such questions can
become irrelevant soon after the game has begun. For example, before
gaming begins the Study Team may
anticipate that logistics will be a significant issue and include many
multiple-choice questions on this. But as the game and discussion
unfolds, it
may turn out that logistics is only a passing concern for most
players. At this point the questions or choices may seem almost
nonsensical in the context of what has transpired in the game. If
players answer such questions, their replies may be contradictory and
may even seem whimsical -- and not at all what the analyst may have
expected.
For
many aspects of seminar war gaming, open-ended questions that are
framed in very general terms may be best. If the players (and
respondents) are small in number, the efficiencies usually associated
with multiple-choice questions may not pertain in any case. So
free-text responses may be preferred.
A form of questionnaire that has been quite successful in
seminar war
games is one that captures some contextual information by tick box or
alpha-numeric code, and then has free-format text boxes for observation and recommendation (see
figure).
The contextual information may be demographic information on
the
respondent (rank, military specialty, experience). Or it could specify
which scenario, what staff branch (e.g., G1 through G6), and so on. In
this example, from Canadian Army Experiment 6B on brigade-level command
and control, the observer could put in reference codes for such
elements as 'Critical
Information Requirements' (CIR); 'Tactics Techniques and
Procedures' (TTP); and 'Unit Standard Operating Procedures' (USOP).
Codes for all of this had been specified prior to the start of
the game. If the respondent had a observation to make on some specific
Unit Standing Operating Procedure, say on the use of the C2 system to
call for air support, he or she had only to put the relevant paragraph
number of the SOP in the grey area at the top and then write out a
observation (what
is the problem or issue?) and the recommendation (what do you think
should change?).
Questionnaires go directly to the source: the participants
provide
the information.
Some forms of questionnaire can be quickly analyzed, meaning
results
may be ready by the time a "quick look report" is needed (Step 13).
Some common problems include:
Getting direct observations from participants has considerable value. There are many modalities for this. The "Observer Data Sheet" above is one means. Another is to have a facilitator conduct a brain-storming session with a flip chart or white board.
It may be appealing to designate participants whose sole role
during
the game (Step 12) is to observe the conduct of the game and record
their findings. However, some participants are likely to look with some
suspicion -- "are they here to evaluate us?"
If there is an independent groups of observers, players can
devote
all of their energy to the game itself.
When interviewing participants of seminar war games, two objectives should be adopted: to obtain the subject's special knowledge about the topic, and to obtain the subject's opinion about the topic. The interviewer should remain aware of which objective is the main focus at any time. Sometimes it will be best to draw out special knowledge and, after covering that ground, ask for opinions. Other times an interviewee may express an opinion and should then be obliged to provide the special knowledge that led to it.
A report consisting only of opinions will rarely be useful. A
report
consisting of special knowledge may lack the conclusions or hypothesis
that incorporates the subject's opinions into a useful product.
Be prepared. The interviewer should have a basic knowledge of your subject, including popular jargon terms. A lack of basic knowledge has several disadvantages. First, the interviewee may not be at ease if always interrupted to explain basic issues. Second, the interviewer’s credibility may decline accompanied by a reluctance to open up.
The news reporters five W’s (who,
what, when, where, why), with
frequent support from how,
may suffice as a framework for many interviews. Of course, the
interviewer will want to couch the actual questions in more eloquent
terms than simply and repeatedly asking: "But why?"
Have a list of questions prepared in advance. It seems
obvious, but
some people don't think
of it. While you should be prepared to improvise and adapt, it makes
sense to have a firm list of questions which need to be asked. However,
not all questions on the list will have to be asked in every interview
-- it will depend on context.
Providing a subject with a list of questions in advance may help them
prepare.
In interviewing participants in a seminar war game, we generally are
not trying to trick interviewees by asking unexpected questions.
However it is perfectly acceptable to ask about failures or other
potentially embarrassing points -- as long as the discussion remains
professional and the objective is to have others avoid similar mistakes
in future.
Whether providing the text in advance for the questions a good idea or not depends on the situation. For example, if you will be asking technical questions which might need a researched answer, then it helps to give the subject some warning. On the other hand, if you are looking for spontaneous answers then it may be best to wait until the interview to provide the question to the subject.
Try to avoid being restricted to a preset list of questions as this could inhibit the interviewer from improvising on some emergent topic. However, if you do agree to such a list before the interview (say, for consistency between subjects), stick to it.
Ask the subject if there are any particular questions he or
she
would like
you to ask them. Use the subject as a collaborator; they may have a
topic not on your list of questions but that is critical to the
game. Then allow them to answer their own proposed question (and
consider using it for other subjects too).
Listen. A common mistake is to be thinking about the next question
while the subject is answering the current one, to the point that the
interviewer misses some important information.
Interviews can be more free ranging that a questionnaire set
in
advance; the topics can be improvised in response to the game results.
Bias of
interviewer.
If
an interviewer has biases (even if they are inadvertent), this may take
the interview in inappropriate directions. It may also result in
important topics being missed (if the interviewer thinks he or she
already knows the right
answer). Many biases may be inadvertent, and the interviewer may be
unaware they are affecting the quality of the interview; training and
experience with interview techniques should help overcome this.
Dishonesty
from subject.
Sometimes the subject will provide a dishonest response. When this
happens, it is not likely to be malicious. Rather the subject may think
the answer is true, although, for example, it could really be some myth
from his or her culture. Or,
a subject might give the interviewer an answer that the subject thinks
the interviewer wants to hear ("no harm done if I am just trying to be
nice").
Failure
to pursue critical
issues.
From time to time an interviewer may not tackle critical issues to the
extent they need to be covered. For example, the interviewer might
defer to rank -- "If a general officer has made a bunder, who am I to
try and second guess him?"
Failure
to record properly
or promptly. Interviews
should be recorded in real time if possible. If this is not possible
(say due to trying to maintain spontaneity with the subject), the
interviewer needs to record the notes from the interview immediately
upon conclusion.
Intrusion
of electronic
means. If
an interview is recorded, the recording means (audio or video) may
become a distraction. For example, a subject may be intimidated --
e.g., some subjects may be unwilling to cover some topic knowing that a
recording could come back to haunt them. If the equipment needs
attention -- sound checks, battery replacement -- this could interrupt
the natural flow of the interview discussion.
AARs have been effective in both military
and civilian
applications. AARs are being used in civilian organizations and the
procedures that have developed codify the best practices of their
military colleagues.
After Action Reviews have come to be associated with following
up on
training or on an actual operation, with a view to improving in the
future. However, as a familiar means of reviewing some activity, they
are of considerable benefit in the analysis of a seminar war game.
Some participants may use the stage of an AAR as a soapbox for
some
favorite topics. Rather than focusing on findings of a seminar war
game, they may go on tangents that reach into issues that were never
part of the game itself.
The Study Team may fail to record the AAR material (including
critical aspects of context). In
AARs conducted for training, it may often suffice to have the
participants depart with a good understanding in their own minds of
what transpired, with not other record of the proceedings. However, in
a seminar war game this all needs to be recorded -- sometimes not a
feature of AARs for training. Simply having the players understand what
happened is not enough; that knowledge will disperse when the players
disperse.