ABSTRACT

Designers need to determine the general type of the Short Sim, influenced by learning objectives. All Short Sims bestow upon the users some experience; that is their birthright. In just a minute or two, a Short Sim can get users comfortable with a new way of presenting information or even a new way of thinking about a problem. A straightforward type of Short Sims teaches users how to follow predictable processes, such as a bank teller cashing a check or making a deposit, a programmer writing a bit of code, a student solving an equation, or a pilot conducting a preflight checklist. Short Sims may provide a sandbox for users to play in and see what happens. Short Sims can be used to model complex role-plays between multiple people and agendas, and often feature visualizations of interpersonal dynamics.