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Spr i ng, 201 3

S a m p l e P o r t f o l i o
C l a r k A l d r i c h D e s i g n s L L C
Cust om
Educat i onal
Si mul at i ons and
Seri ous Games
Experiences that
Build Competence
and Conviction
Innovative Designs
and Rigorous
Processes for
Effectiveness and
Cost Effectiveness
End-to-End or
Piece of the Puzzle
w w w. c l a r k a l d r i c h d e s i g n s . c o m
Page 2

Clark Aldrich Designs LLC delivers award-winning and thought-leading work to corporate,
military, academic, and non-profit organizations in two categories:


[ Si mul ati ons and Seri ous Games ]

Clark Aldrich Designs (CAD) creates custom simulations and serious games. Aldrich
simulations and serious games have been rigorously proven by published third party research to
drive long term changes in both competence and conviction. They are patent and award
winning, generate millions in revenues, and are market leaders in their categories. CAD delivers
end-to-end simulations or takes on the design role with organizations who already have
programming capabilities.


[ Advanced Learni ng Strat egi es ]

CAD consults with organizations looking to rebuild their formal and informal learning
capabilities to take advantage of social media, games and simulations, and other new approaches.
CAD also works with organizations adding a game level to productivity strategies, including
software interfaces and employee engagement and motivation. Clark Aldrich and his colleagues



This portfolio contains a relatively small but representative sample of Clark Aldrich Designs.
Page 3
C l a r k A l d r i c h D e s i g n s L L C





The client required a highly effective leadership development simulation. To meet this need, Clark
Aldrich created Virtual Leader. Virtual Leader was proven to develop long-term, real world behavior
improvements by rigorous academic and military research. The sim would earn millions of dollars in
revenues and a U.S. patent (as well as ASTDs Best Training Product of the Year). Virtual Leader was
featured in news sources including CBS and CNN.
V i r t u a l L e a d e r
Cl i ent: Si muLearn I nc.
Clark Aldrich designed a revolutionary interface and a nuanced, open-ended
artificial intelligence system around leadership situations.
Robust artificial
intelligence and
dynamically generated
body language and
dialogue make no two
plays the same.
Rich after action review
tools allow for
productive reflection.
Virtual Leader became
the most popular
leadership simulator in
the world.
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C l a r k A l d r i c h D e s i g n s L L C




Audi ence: Corporate Non-Fi nanci al Managers
A major retailer wanted a course to develop, in non financial managers, a deep understanding of complex
financial concepts. Clark Aldrich designed a simulation where managers could "play around" with subtle
and detailed concepts in a workbench style environment that developed a kinesthetic and visual under-
standing rather than an academic one of key concepts.
Page 4
F i n a n c e s f o r N o n F i n a n c i a l Ma n a g e r s
Players must
consider
multiple
constituents in
making
decisions.
Players make
decisions around
a value chain.
The same moment
can be seen from a
traditional spread-
sheet or an interac-
tive workbench-
style interface.
Raise or Lower Prices
Increase/Decrease the Amount of
Customization Per Channel/Product
(including warehousing)
Marketplace
absorption and
profit are visualized.
Page 5
C l a r k A l d r i c h D e s i g n s L L C
A r my I n f l u e n c e T r a i n e r
Cl i ent: Cent er f or Army Leadershi p
Fast paced mini-
game reinforce
key concepts.
The client required a simulation that was standalone, easy to deploy all over the world, SCORM compliant, and
that required soldiers to practice specific alternative leadership techniques. To meet this need, Clark Aldrich
created the Army Influence Trainer.
Different situations
require different
approaches.
An awards system gives the soldiers immediate feedback
and the sense of long-term achievements.
Mentor character
facilitates self-paced
use.
Motion-Capture Avatars
After Action
Reviews
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C l a r k A l d r i c h D e s i g n s L L C





The client, the World Anti-Doping Agency, required a fun game that would spread around high school
communities that nonetheless presented some real world consequences of athletes who doped. Clark
Aldrich designed an Adobe Flash-based simulation that had two components, a sports component and
a life component. Play True Challenge was produced with partner Web Courseworks.
T h e P l a y T r u e C h a l l e n g e
Cl i ent: Worl d Anti -Dopi ng Agency
The focus of the game was to present a doping both from the perspective of getting
caught or not, but also from the consequences of living the life of a paranoid ath-
lete. Award-winning Play True Challenge was featured on ESPN and other news
sources.
Play True Challenge
was designed for and
tested with an interna-
tional audience.
In this life side of the
sim, athletes made
decisions around how
to prepare for
competitive events,
including making
doping decisions.
The sports
component was an
engaging arcade
style casual game.
Page 7
C l a r k A l d r i c h D e s i g n s L L C



D i s t r a c t i o n D o d g e r
Cl i ent: I TS I nsti tute
Players, on a fun and compelling mission requiring speed and accuracy, have to
consider the impact of distractions.
Upgrades encourage
strategic decisions and
motivation.
The client required an engaging experience aimed at high school and college students to develop in them
an understanding of the cognitive load associated with distractors while driving (such as texting) and the
subsequent consequences. Clark Aldrich designed an engaging driving challenge for the player
(delivering hot pizzas) that was intrinsically engaging that then introduced various distractors and meas-
ured the impact. Award-winning Distraction Dodger was produced with partner Web Courseworks.
Content introduces
richer analysis tools.
Rich after action review
tools plot cognitive
load.
Page 7

The context matched
real world activities
and emotions.
Page 8
C l a r k A l d r i c h D e s i g n s L L C



H e a l t h y L i f e s t y l e
The goal of the game is to influence high school students to be leaders in their community around
exercise/obesity issues. Players play versions of themselves on a mission to change the health of
their community.
This sub-game focuses on choosing healthy options from imperfect, real world situations.
For example, the player could be trying to stay healthy on a travel day, or trying to get
friends to do something healthy after school on a Friday afternoon. The player selects
available activities and food from a moving conveyer belt. If the player waits too long,
hunger or boredom will kick in and choose suboptimal options.
The player then sees the consequences of his or her combination of choices in a sped-up
time-style. A silhouette that gets fatter or more muscular in response to the choices and a
third display shows what is happening biologically.
Audi ence: Hi gh School Students
Each turn, the player chooses an unhealthy
grid on a community map to play the chal-
lenge to turn it to a healthy grid.
This sub-game offers an intuitive, kinesthetic
simulation of advanced leadership theory.
The player must use leadership techniques in
a one-on-one conversation to convince an-
other person to help in an effort to improve
the health of the community. To optimize
learning, a heads-up display represents obsta-
cles and the movement of the other persons
opinion and actions toward this goal, as well
as trust level and other influencers.
Page 9
C l a r k A l d r i c h D e s i g n s L L C



C o u r t i n g D i s a s t e r
Cl i ent: Nati onal Court Reporters Associ ati on
The context matches real-world decisions and emotions.
Each play, six scenari-
os are randomly pulled
from a library of 12.
Students can engage
the presented short
challenges in any or-
der.
The client, the National Court Reporters Association, wanted a cost-effective approach to reinforcing
ethical decision-making in real-world contexts for its members. They also wanted the program to help
interested people better understand the profession. Clark Aldrich created a series of short (2 to 5 minutes)
interactive challenges that are easy to access and engage, thought provoking, and provide fast feedback.
Courting Disaster was produced with partner Web Courseworks.
The simple graphic
style is universal and
timeless.
Players have to successful-
ly complete five out of the
six scenarios to pass.
Page 9

w w w. c l a r k a l d r i c h d e s i g n s . c o m
Page 1 0
Assessments must measure speed as well as accu-
racy.
Clark Aldrich serves many roles in projects, in-
cluding strategic advisor.
Measuri ng Ef f ecti veness

We build custom measurement tools as
well. These can be integrated into the sim,
or be completely stand-alone.
These tools can make the assessment fun.
More importantly, they also measure speed
as well as accuracy, as both components are
necessary to determine competence and
conviction levels.

Acton MBA i n Entrepreneurshi p
Si ms
The Acton Business School, a leading uni-
versity on entrepreneurship MBAs, wanted
to support the development of deep busi-
ness school content in engaging and acces-
sible shells. Clark Aldrich was a strategic
advisor in the development of six simula-
tions that have successfully been integrated
into the curricula.

Even assessments can use game techniques to
make them engaging.
Acton sims provide best-of-breed experiences in
developing some of the most challenging skills in
MBA students.
I T I nf ormati on Assurance

The Department of Defense needed to
update their mandatory one-hour infor-
mation assurance program. Clark Aldrich
designed the IA Cyber Challenge to fea-
tures two sims. In Part One, students need
to identify threats in a fluid environment
that matches the emotional demands of
their real job. In Part Two, students are
tasked with securing an increasingly com-
plex network. ITIA was produced with
partner Carney.


For a cyber security program, we had to also
model an environment that matched the pres-
sures of the real world counterpart.
To build conviction, players had to understand
not just what to do, but why.
Page 1 1
C l a r k A l d r i c h D e s i g n s L L C
L e a d e r s h i p T e c h n i q u e s
Audi ence: Sol di ers
A player may use differ-
ent strategies and tactics
to get to the goal.
All simulations are wire-framed for client approval, in easy to change, rough formats, such as shown here. The
client required a simulation that teaches leadership and influencing techniques. The sim needed to highlight the
differences between alternative techniques, including pushing harder versus understanding barriers. The pro-
gram also had to differentiate between compliance and commitment. Clark Aldrich adopted a dual-perspective
approach to make learning efficient and enjoyable.
The design featured two simultaneous views, a first person
perspective and a strategic map view. The strategic map
view presented a kinesthetic and intuitive visualization of
the target of influences mental state to build deeper
understanding.
Distrust from the
targets of influence
can obscure true
concerns.
The player often has
to align head, heart,
and hands.
Level 01
Convince this person to update his report.
Update Numbers
If you dont revise the numbers I am going to your
boss.
I need you to Update the Report. If you need
resources to cover the delay, I can find them.
This report should be changed to be more
accurate. It determines our resources next year.
You seem like the kind of person who wants the
best possible information out there.
I will need you to revise the expenditure
numbers in the report.
Al Bennett
I wish we could but the
deadline is here.
I will need you to update the
expenditure numbers in the
report.
Build Good Will

Keep Registration in
Library
Put Voter Registration
Downtown

Goal: XXXX
Trust Level: XXX
Overcome
Resistance to
Change

Dont Change Plan Create New Plan


n n n n n n n

Goal: XXXX
Trust Level: XXX
Plan B
Plan C
No Time

Help me with
Research
Circulate Ideas to
Wider Audience
Too Busy
Data not ideal
n n n n n n n
Goal: XXXX
Trust Level: XXX
Go Home Early Play Soccer
It should be a
great game
Soccer Game
This is great team building
I need to
get work
done

Goal: Get Target to Play Soccer


Trust Level: High
3 1 1 1 2 5 1

I am not in good
shape.
Early levels are simple, but more
elements are then added each
round. The map was removed in
the final levels.
w w w. c l a r k a l d r i c h d e s i g n s . c o m
Page 1 2
Audi ence: Hi gh School Students
Simpler early levels
ease the learning.
The primary player activity is raising and
lowering interest rates.
A stand-alone
helper game
reinforces the
impact of
compound interest.
A second stand-alone
game teaches students
awareness of
economic key
indicators.
Raise Interest
Lower Interest
Available
Money
Lower or
Raise
Value of
Dollar
Major
Bank Fails
(Play on
other
country)
Boost in
Consumer
Savings
Boost in
Consumer
Spending
$
$
$
$
Raise Interest
Lower Interest
$
Size of the Economy
Available
Money
Size of the Economy
Unemployment
Office
Business
Business
Business
Business
Raise Interest
Lower Interest
Business
Business
Business
Business
Business
Available
Money
Inflation
News Headlines
Unemployment
Productivity Rate
Fed Interest Rate
Stocks
Gold
Net
Worth
Build a Portfolio
War Looming
Cash
Leading Indicators
Core Math - Compound Interest
Target
$100
$10K
3% a year Go
20 Years
Mo n e t a r y P o l i c y
Businesses and capital can move
quickly all over the globe.
Players learn the impact of economic events. Other
countries can be allies or competitors or both.
All simulations are wire-framed for client approval, in easy to change, rough formats, such as also shown here. The client wanted a game to teach
the role of a central bank in a global economy. Clark Aldrich designed a complex game and a few interactive helper tools around key concepts.
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2013 Clark Aldrich Designs LLC

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