understanding the true nature of command and control modelling command and control … · 2016. 1....
TRANSCRIPT
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Issues:— • Understanding the true Nature of Command and Control • Modelling Command and Control Systems • Capturing requirements and turning them into Command and
Control Systems
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Rubbishing Conventional Wisdom
• “To gain the most from information systems, one has to radically reorganize overall processes so that the power of the machinery can be brought to bear. Cost-benefits can only really be achieved this way”
• Real conflict and warfare is unpredictable. Prescriptive approaches have continually failed in the past, resulting in grandiose, expensive monuments to messianic faith in technology
• Command and control is essentially of and by people, exhibiting human dimensions of leadership, charisma, sang froid, courage, and-particularly-adaptability to situation
• The eventual processes are not really predictable—they emerge in response to the unpredictable environment, witness DICS, where preconceived message formats were rarely used.
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What really happens!
• In the real world, new conflicts generate new situations • C2 organizations are thrown together into alien situations, and
teams form under pressure • Far from depending on technology, each new situation is the
subject of intense interpersonal debate, using even communications only occasionally.
• Once human decisions are reached and strategy/tactics formulated, then technology may be used to inform, to elaborate and support the plan.
• Engineers and technologists might like to think that technology rules C2, but it does not.
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Modelling and Simulation Shortfalls?
“Orchestrated? You start conducting and then some son-of-a-bitch climbs out of the orchestra stalls and comes after
you with a bayonet!”
General Norman Schwarzkopf
• Is Command and Control, in extremis, controlled aggression through fear, while excess testosterone and adrenalin make the legs tremble and the palms sweat?
• If so, then the types of model and (to a lesser extent) simulation above—which neglect the whiff of grapeshot, the clatter of battle—are unlikely to describe reality
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C2 and SE, VR • If Command and Control is about teams, planning, briefings and
group decisions, then HCI / MMI must enable comprehensive person-to-person interchange.
• If Command and Control is about team-management of aggression, should understanding behaviour be to the fore?
• If Command and Control is about maintaining force morale, esprit-de-corps, coherence, should group psychology be evident?
• Solo-immersion VR ≠ command and control • Networked-immersion VR may, for the first time, enable:—
– expert C2 personnel to develop interpersonal team performance – expert teams to evolve their own C3I requirements, in SE, without writing – eliminate the paper chase from user ‘ specifier ‘ systems engineer ‘
information engineer ‘ commissioning engineer ‘ customer ‘ user – eventually, eliminate specific, prescriptive C3I
Following discussion explores these ideas
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Understanding the Complexity of C2
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Fractal C2 Tasking Decisions
Enemy ORBATS, intentions
Operations Plans
Enemy ORBATS, intentions
Operations Plans
Constraints Constraints
Needs
Needs, priorities
Commander
Intelligence
Operations
Logistics
C2
C2
C2
C2
C2
C2
C2
Notional C2 Organization
N.B. N 2 chart appears at each and every C 2 location
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Behaviour Management!
Cognition
Tacit knowledge
World models
Nature
Experience Motivation
Activation
Constraint
Stimulus Drive
Evolution
Belief System
Stimulation Selection
Environment
Nurture
•" Beliefs"•" R ôles"•" Stereotypes,"•" Categories"•" Values"•" Ethics"•" Morals"
•" Emotion"•" Energy"•" Character"•" Instinct"
• Self-perception"
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Mission and Behaviour Models—Interactions!
Belief is the end, not the beginning, of understanding���after Johann Wolfgang von Goethe
Cognition
Tacitknowledge
Worldmodels
Nature
Experience Motivation
Activation
Constraint
Sensation Drive
Evolution
BeliefSystem
StimulationSelection
Environment
Nurture•Beliefs•Values•Ethics•Morals
Collectinformation
Set/resetobjectives
Strategizeand plan
Executeplan
Co-operatewith others
Note: double helices
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Psychology of Operations Rooms Layouts!"It's all there on Startrek"
Captain Swivel Chair
Science & Comms
—Reactive —Outward
Looking
External Sensors, Comms
Consoles Large-Screen Display —Outward-Looking Swivel
Chairs
Operators —Controlled —Outward-Looking •Weapons •Navigation •Attitude & Speed
Height Differential
Engineering —Sidelined
Bridge
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Startrek—the Next Generation—a new Psychology?
Helm Science Officer
Ship’s Counsellor Captain
First Officer
Tactical Officer
Bridge Engineering Position
Captain’s Ready Room
Large Screen Display
Security, communications, defence and weapons
Sensor management and interpretation Internal controls
Personnel management, captain’s conscience, negotiating aide
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Belief system
Straightforwardbeliever's
World Model
Interpretationof everday
events, situationsReducingpsychological
uncertainty
Reinforcement
Rôle modelsof "good" and "bad"behaviour
Reward/punishment
concepts
Co-operativesocial
behaviour
Socialcohesion
Indoctrination/ education in belief system
Powerstructures
{ + }
{ + }
{ + }
Icon establishment
Maintaining/ reinforcing the belief system
Decision-making in Command and Control
Fear reduction
Training
Leadership & discipline
Note: double helices
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Competing Belief Systems
4:23 pm 2/8/930.00 50.00 100.00 150.00 200.00
Time
1:
1 :
1 :
2 :
2 :
2 :
0.00
260.00
520.001: Believers 2: Believers 2
1
1
1
1
2
2
22
Time
Believers
New Belief System Growth
4:09 pm 2/8/930.00 75.00 150.00 225.00 300.00
Time
1:
1 :
1 :
2 :
2 :
2 :
0.00
450.00
900.001: Believers 2: Believers 2
11
1 12
2 2 2
Believers Sustaining a failing Belief System
Sudden , major increase in policing, punishment
and education
Time
Time
New Belief System attracts believers if it is:— • self-re-inforcing • supported by education and regulation
Failing Belief System is v. difficult to sustain once a downward trend is established
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Belief System Battle
Assyrians besieging a city
—from the Assyrian Marbles, British Musem
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Conclusion from Models
• Command and Control is about two distinct Struggles 1. The Struggle within Blue/Red Force to maintain its
own Belief System 2. The struggle between Blue Force’s Belief System
and Red Force’s Belief System
Arrows show propagation of Belief System
C2
C2
C2
C2
C2
C2
C2
C2 C2
C2
C2
C2
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The Bottom Line 1. If Command and Control is about decision-making, then… 2. …models of technology or decision-making do not explain C 2
…possibly because… 3. Shared/unshared Belief Systems colour individual’s and
group’s decision-making …showing that,, at its heart…
4. C 2 is a struggle within and between Belief Systems …explaining, perhaps, why…
5. Traditional models and simulations fall short. 6. In time, and with caution, VR could let :—
– engineers provide ever-improving environments – commanders propagate beliefs, values and leadership
through those environments – users design, train and operate in self determined
environments
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A Human-Centred View of C2 Organization
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Adaptability in Systems!
Machine
Machine
Machine
Machine
MachinePerson
Person
Person
Person
Person
Rigid,Social Machine Sub-system
Adaptable, Social Human Sub-system
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Information System Paradigms!CentralDatabase
User
User User
UserUser
User
Data Data Data
UserUser
"Deus ex Machina"
"Users Good—Machines Better"
Users communicate via rigid, limited database, using only one of five senses—slow, ineffective, non-adaptive, humans as machine-minders
Users communicate directly and via machine; humans adapt, machines do not. Machine quickly obsolescent.
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Human-Centred Paradigm!
User
User
User
User
User
User
Tool
Tool
Tool
Tool
Tool
Tool
Database
Database
Rule 1: "Command is of, and by, people"
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Team-based Command and Information Technology!
User
User
User
User
User
User
Tool
Tool
Tool
Tool
Tool
Tool
Database
Database
User
User
User
User
User
User
Tool
Tool
Tool
Tool
Tool
Tool
Database
Database
User
User
User
User
User
User
Tool
Tool
Tool
Tool
Tool
Tool
Database
Database
User
User
User
User
User
User
Tool
Tool
Tool
Tool
Tool
Tool
Database
Database
User
User
User
User
User
User
Tool
Tool
Tool
Tool
Tool
Tool
Database
Database
Team A
Team B
Team C
Team D
Team E
Rule 2:— Evolve team-based,
human-centred systems
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The Potential Rôle for SEVR
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An Alternative Procurement Philosophy!
• Who knows what they want to do?—The User • Who has all the experience at doing it?—the User • Who should be developing C2 and Management
Systems? • —the Expert User
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Robust Command Systems!
• There is no job so mundane that it lacks a 'wrinkle'. Humans are past masters at finding easier / better ways to do anything
• Experienced Command system operators have already learned many wrinkles as individuals, but also as teams
• Requirements capture is therefore virtually impossible by our present methods—e.g. talking to individuals, building fast prototypes.
• Rule 1. Use expert Command system operators to capture their own requirements
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Accelerated Evolution Approach—AEA(1)!
• Step 1. Eliminate as much technology as possible—create a human Command System Team of current experts which uses manual methods.
• Step 2. Give the Team time to build its repertoire of individual and group skills, interpersonal relationships, group effectiveness. Use extra manpower to achieve performance.
• Step 3. Stress the Team—simulated Command, cooperation with other force elements, real drudgery, simultaneous representative variety. External DS to be experts, too. Continue until manual team is highly proficient
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Accelerated Evolution Approach—AEA(2)!
• Step 4. Team identifies Sub-Teams, bottle-necks, areas for improvement—i.e. the Team proposes its own productivity enhancement, individual-by- individual, sub-team-by-sub-team, absolute minimal technology integration
• Step 5. Provide the Team with its proposed support
• Step 6. Repeat steps 2 to 4 • Step 7. Resist the temptation to integrate all the
technological support features—that's the path to software overruns, project delays and inflexible technological 'solutions'
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The AEA System!• Conceived and evolved by current experts for experts • User-effort directed at System Performance, not at overcoming
technology limitations • Guaranteed outcome:—
» —evolves from a manual system (=working system) » —degree of evolution controllable (= time/cost controlled)
• Self validating design—user-specified, situation-evolved • Emergent-property directed—performance, interoperable,
flexible, adaptable, damage tolerant (non-nodal) • Inherent team training • Avoids "integrate / automate" trap = reduced complement, but:
» • increases maintenance • increases cost • reduces adaptability • causes near-term obsolescence.
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Division’s Virtual Representation of HMS Marlborough Combat Centre
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Getting the Picture Straight
• Division’s VR Picture of HMS Marlborough Combat Room is missing the essential ingredient…
• …so, put experienced users into virtual environments
• Allow experienced users to adapt mutual behaviour to deal with variety of (simulated) threats
• review, update, evolve supporting virtual technology
• Set virtual teams against virtual teams, not just to train, but to evolve mutual technology requirements
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Understanding—the Bottom Line!• 1. Understand our own superb human capabilities
» —communication, cooperation, correlation, commitment, courage, intellect, ingenuity (C5I2?)
» —adaptability » —mental-modelling » —fast individual decision-taking/satisficing
• 2. Understand our human frailties » —decision-information overload » —slower group dynamics
• 3. Use technology to compensate for our weaknesses
• 4. Avoid technology which impairs our individual and group strengths