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ComplianceESGFebruary 22, 2021

The Bowtie Game of Realism and Courage – Guestblog series Play & Learn, part 7

Learning from incidents’, ‘barrier analysis’ and ‘critical controls’ have become popular statements in various industries.

Understanding these concepts is a different ball game (or correctly stated a different software game). In fact, this ‘game’ was developed using ancient civilization defence mechanisms and goes back as far as the middle ages, illuminating the nature of ‘barrier’ strategies, their effectiveness and how these decisions were made.

During the Medieval era specific defence strategies were used for protection of villages. The effectiveness was tested through hostilities, whereafter any sign of failure was altered and broadened against political rivalries. Obedience to ‘rulers’ was limited by obedience to the commandments of God, augmenting a barrier analysis process: threats that oppose an event which is protected by barriers. The effectiveness is subject to obedience (behaviour) of the workers (peasants) and the never-changing environment in which the barrier has to operate.

Risk management challenges today addressed in a Medieval play

Organizations today still struggle with integrating risk management into organizational systems, processes, practices, planning and decision-making processes. It necessitates an eccentric process that has been cultivated exclusively around the risk maturity and risk appetite of the company. It will be this process and criteria that expand future improvement initiatives at the hands of workers. Managers and supervisors reflect the decision culture during risk analysis.

‘The Bowtie Game of Realism and Courage’ is specifically designed to assist decision-making processes and to help understand the bowtie method and BowTieXP software terminology. It uses the concept of the Middle Ages, featuring characters such as traitors, guardians, knights, raiders and archers.

Figure 1: Process Safety card in a familiar format, click here for a full version of the image

Over 450 bowtie analyses, exercises, training interventions and syllabi, created by SheRisk, were used to produce the format and challenges to this game. Only the best practices were selected to be the correct outcome of the game.

The game is part of an indispensable education programme, delivered by Enterprises at the University of Pretoria with a footprint in 65 countries. The main objective of the game is facilitating the process to understand the bowtie concepts from the educational material. The secondary outcome is the financial impact of decisions, positive and negative, within the budget contains. The game has 2 options: one a practical board game and secondly a software generated simulation of the board game.

Benefits of the game

The game will encourage players to challenge one’s own decisions with real-time indicators that impact effectiveness of critical controls. In other words, supervisors and managers will be in the same team during the game. Decision making strategies from the training material is applied and, in some instances, will challenge the normal day-to-day thinking process that goes around production meetings. It is those decisions that deviate which reflects negatively on the scorecard of the game. This immediate result provides the opportunity to revamp and redirect resources without testing it in the workplace.

The game encourages participants to follow the training material’s decision-making principles and not their ‘gut based decision’. On the other hand, the group think phenomenon is regarded as the biggest single threat to effective barrier analysis, where a group of people working for a substantial period of time in the same environment start to think alike, making decision in the same manner. Challenging such a group of decision makers in an educational environment will test any game, as well as the facilitator. Groups are stronger than individuals, even if the individual is the rule maker. However, with the selection and decision criteria established for the bowtie and build into the selection process of the cards, they have to break up and alter their own entrenched decision norm.

How it works

At least 7 players should take part in the Game, each will play a set of cards made available, enabling the bowtie to the best fit of the pre-loaded layout on the board. The Game is played in phases to ensure the scorecard is updated during advancement and entrenchment of principles. Below is an example of each phase. We will use Medieval jargon to increase the illustration of the game.

Group Allocation

Each group of players will use the set of Hazard (Acreage) cards containing five ‘Hazards’ to choose from. The group has to fit the chosen hazard card to the board. Utilize the cards already designated to the board and match it with a ‘Top Event’ (Maddening Event) Card. Follow through to the set of cards with a more detailed description of the top event scenario, which include the risk context, scope, boundaries, inclusions and exclusions where applicable. Place the card on the board to complete the appropriate story line of the energy flow.

Already in this phase some form of opinions will start to raise concerns in the group, synergy is now important and should be stimulated by the facilitator of the Game.

Individual Allocation

Confronted by the need of assistance, a group decision has to be taken at the costs provided by the barrier developers (Monetarist) from a pre-determined budget allocated on the Board. The Player calling for assistance will make the payment from his budget having a positive or negative affect on his as well as the total team Scorecard.

Once the Traitor has made a final decision about the applicable ‘threats’ the Guardian takes over with the set of Cards containing different ‘barriers’. The Knight shadows each of the barrier placements, formulate barrier effectiveness and which of the barriers are critical to prevent the ‘top event’. The Raider allocates ‘escalation factors’ to barriers. This is tracked by the Guardian allocating barriers to mitigate the impact of escalation factors. When a barrier requiring improvement, the assistance of an Archer is used to provide the detail action plan, responsibilities and provisional dates. At this point intervention by the Monetarist may be called upon and the set of Barrier Improvement Cards will be utilized, at cost.

During the bowtie most of the time is spend on the control framework, correspondingly the greatest number of cards were allocated for the selection of the appropriate act, object or system control during the game.

In practice the board game representing the ICMM approach open a new school of thoughts. Act, objects and systems each have supportive controls and each supportive control have dependency controls. One control cannot be effective without the other, interlinked they form a group of controls that govern overall effectiveness, clearly depicted when the set of controls are placed on the board.

Tangible deliverables that make the goal of the game come to life

The Game of Realism and Courage is subjective to codes of conduct for Good Corporate Governance, national and internationally as well as the relevant local government (the area in which the company operate, such as municipalities, provincial government, etc.) statutory requirements.

Defined confidence levels used during the board game are determined by sound monitoring systems, based on effectiveness, efficacy and efficiency (3E’s). Efficacy describes the technical relationship between the technology and its effects (whether it works). Whereas effectiveness concerns the extent to which application of an efficacious technology brings about desired effects (changes in concepts, altered management plans, improvement in system health). Efficiency is an economic concept which relates efficacy and effectiveness to resource use.  Assessment of efficiency is concerned with whether acceptable efficacy and effectiveness are achieved with the most prudent or optimal mix or resources. The board game will integrate the 3 E’s into the Excel costing appraisal process considering aspects of compliance and assurance.

The board game is not complex, it just requires a practical approach with subject matter experts leading the discussions. Further restrictions to the number of cards available will guide the role players to the most suitable selection.

Expected outcomes

The principal effect of the learning process using the board game is apparent during the concluding appraisal. The final evaluation provides real-time value of the decisions that were made during the bowtie process. Each player that has selected a card will recognise the impact based on the overall risk management approach.

‘As low as reasonably practical’ decisions must take into account the cost benefit of such a decision. The bowtie ‘barrier and monitoring’ budget Excel file will give a clear indication where possible opportunities reside and where cost can be re-allocated to enhance additional and more effective controls or monitoring regimes.

Cost benefit

The set of cards does not have duplicates, and when a card is used, it cannot be re-used unless the player purchases a new card. The purchasing process has the same phase considerations as operational activities and is applied by the selected card player. Thus, events can real and escalate during the ‘waiting to purchase and delivery’ period.

Knowing that costs of controls is deemed an important factor in the selection criteria and attached to a budget, we have included this function in the game. The costs are simulated for each card used and purchased to produce a total cost structure of the control regime of the event. The outcome is displayed in Excel format and show the effectiveness and vulnerability of the control owners.

Mounting understanding and cognitive ability

All the cards were designed to provide guidance to the players, explanations of the criteria to be used and examples support the process. However, ‘false’ cards will test other thoughts about the subject and stimulate the discussions.

Relationship with Educational Programme

Giving recognition to the effectiveness of the game, one has to utilize knowledge gained though the theoretical educational programme before any attempt to facilitate the game. The game is cluttered with ‘void’ cards and will challenge decision making criteria, team interaction, group think and collectively produce a successful outcome.

Main take away from the game

One has to acknowledge that gaming has the tendency to become just that, a game. However, if there should be one tangible item that will be left with the role players, it would be the interaction with a thinking process meeting the objectives of the ISO 31000:2019.

Learn more

If you would like to learn more about this game and how it could benefit your organization, please contact SheRisk. We will gladly tell you more about it.

Albert C. vd Vyver
South Africa
T: +27798722978
E: [email protected]

© SheRisk 2020 – The copyright of the content of this guest blog belongs to SheRisk who has authorized CGE Risk to provide this content on its website.

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