System archetype

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A system archetype is a pattern of behavior of a system. Systems expressed by circles of causality have therefore similar structure. Identifying a system archetype and finding the leverage enables efficient changes in a system. The basic system archetypes and possible solutions of the problems are mentioned in the section Examples of system archetypes . [1] A fundamental property of nature is that no cause can affect the past. System archetypes do not imply that current causes affect past effects.

Contents

Causality

The basic idea of system thinking is that every action triggers a reaction. In system dynamics this reaction is called feedback. There are two types of feedback – reinforcing feedback and balancing feedback. Sometimes a feedback (or a reaction) does not occur immediately – the process contains delays. Any system can be drawn as a diagram set up with circles of causality – including actions, feedbacks and delays. [1]

Reinforcing feedback (or amplifying feedback) accelerates the given trend of a process. If the trend is ascending, the reinforcing (positive) feedback will accelerate the growth. If the trend is descending, it will accelerate the decline. Falling of an avalanche is an example of the reinforcing feedback process. [1]

Balancing feedback (or stabilizing feedback) will work if any goal-state exists. Balancing process intends to reduce a gap between a current state and a desired state. The balancing (negative) feedback adjusts a present state to a desirable target regardless whether the trend is descending or ascending. An example of the balancing feedback process is staying upright on bicycle (when riding). [1]

Delays in systems cause people to perceive a response to an action incorrectly. This causes an under- or overestimation of the needed action and results in oscillation, instability or even breakdown. [1]

Examples

Overview of common System Dynamics Archetypes SD Archetypes.png
Overview of common System Dynamics Archetypes

The following System Archetypes describe the most common generic structures. Before effectively addressing a specific situation, the underlying pattern must be identified. The following Flow Diagram should help identifying these archetypes. The links between the different archetypes are an indicator of most common connections. Keep in mind that in every situation, there may be more possible ways to follow, though. Consider that everyone is located somewhere in the flow, and that every possible situation has its own advantages, down-sides, caveats, and options. Nevertheless, correctly identifying and understanding your situation is always the first step of solving your problem in a sustainable way.

Balancing process with delay

Balancing process with delay Balancing process with delay.PNG
Balancing process with delay

This archetype explains the system in which the response to action is delayed. If the agents do not perceive the delayed feedback, they might overshoot or underestimate the requisite action in order to reach their goals. This could be avoided by being patient or by accelerating reactions of the system to realized measures.

Example: supply chain (The Beer Game) [1]

Limits to growth

Limits to growth Limits to growth.PNG
Limits to growth

The unprecedented growth is produced by a reinforcing feedback process until the system reaches its peak. The halt of this growth is caused by limits inside or outside of the system. However, if the limits are not properly recognized; the former methods are continuously applied, but more and more aggressively. This results in the contrary of the desired state – a decrease of the system. The solution lies in the weakening or elimination of the cause of limitation.

Example: dieting, learning foreign languages [1]

The Attractiveness Principle is an archetype derived from Limits to Growth. The main difference is that Attractiveness Principle assumes growth is limited with two or more factors.

Shifting the burden

Shifting the burden Shifting the burden.PNG
Shifting the burden

The problem is handled by a simple solution with immediate effect, thereby "healing the symptoms". The primary source of the problem is overlooked, because its remedy is demanding and has no immediate outcome. The origin of the problem should be identified and solved in the long-term run during which the addiction to the symptomatic remedy decreases.

Example: drug addiction, paying debts by borrowing [1]

Shifting the burden to the intervenor Shifting the burden to the Intervenor.png
Shifting the burden to the intervenor

A special case of the “Shifting the Burden” systems archetype that occurs when an intervenor is brought in to help solve an ongoing problem.  Over time, as the intervenor successfully handles the problem, the people within the system become less capable of solving the problem themselves.  They become even more dependent on the intervenor. Examples: ongoing use of outside consultants.

In simple terms, this is an archetype whereby a system grows increasingly dependent on an outside intervenor to help it function. In the short-term this works, but in the long term the system is unable to function on its own due to the dependence on the intervention and eventually fails to perform.

Eroding goals

Eroding goals Eroding goals.PNG
Eroding goals

A kind of drift to low performance archetype.

Example: balancing the public debt, sliding limits of environmental pollution [1]

Escalation

Escalation Escalation.PNG
Escalation

The escalation archetype could be seen as a non-cooperative game where both players suppose that just one of them can win. They are responding to actions of the other player in order to “defend themselves”. The aggression grows and can result in self-destructive behavior. The vicious circle can be broken by one agent stopping to react defensively and turn the game into cooperative one. Or by stopping to react to the other, or very slightly.

Example: arms race [1]

Success to successful

Success to the successful Success to the successful.PNG
Success to the successful

Two people or activities need the same limited resources. As one of them becomes more successful, more resources are assigned to him/it. The second one becomes less and less successful due to lacking resources, and “prove the right decision” to support the first one. This is a form of preferential attachment.

Problems occur if the competition is unhealthy and interferes with the goals of the whole system. The two activities or agents might be decoupled or they should receive balanced amount of resources.

Examples: two products of one company, work vs. family [1]

Tragedy of the commons

Tragedy of the commons Tragedy of the commons.PNG
Tragedy of the commons

Agents use common limited resource to profit individually. As the use of the resource is not controlled, the agents would like to continuously raise their benefits. The resource is therefore used more and more and the revenues of the agents are decreasing. The agents are intensifying their exploitation until the resource is completely used up or seriously damaged: this is the tragedy of the commons.

To protect common resources some form of regulation should be introduced.

Example: fish stocks (The Fishing Game) [1]

Fixes that fail

Fixes that fail Fixes that fail.PNG
Fixes that fail

In the fixes that fail archetype, the problem is solved by some fix (a specific solution) with immediate positive effect. Nonetheless, the “side effects” of this solution turn out in the future. The best remedy seems to apply the same solution.

Example: saving costs on maintenance, paying interest by other loans (with other interests) [1]

Growth and underinvestment

Growth and underinvestment Growth and underinvestment.PNG
Growth and underinvestment

The limit to growth is the current production capacity. It can be removed by sufficient investment in new capacities. If the investment is not aggressive enough (or it is too low), the capacities are overloaded, the quality of services declines and the demand decreases. This archetype is especially important in capacity planning.[ citation needed ]

Example: small, but growing company. [1]

See also

Related Research Articles

<i>The Limits to Growth</i> 1972 book on economic and population growth

The Limits to Growth is a 1972 report that discussed the possibility of exponential economic and population growth with finite supply of resources, studied by computer simulation. The study used the World3 computer model to simulate the consequence of interactions between the Earth and human systems. The model was based on the work of Jay Forrester of MIT, as described in his book World Dynamics.

<span class="mw-page-title-main">System dynamics</span> Study of non-linear complex systems

System dynamics (SD) is an approach to understanding the nonlinear behaviour of complex systems over time using stocks, flows, internal feedback loops, table functions and time delays.

<span class="mw-page-title-main">Exponential growth</span> Growth of quantities at rate proportional to the current amount

Exponential growth is a process that increases quantity over time at an ever-increasing rate. It occurs when the instantaneous rate of change of a quantity with respect to time is proportional to the quantity itself. Described as a function, a quantity undergoing exponential growth is an exponential function of time, that is, the variable representing time is the exponent. Exponential growth is the inverse of logarithmic growth.

The twelve leverage points to intervene in a system were proposed by Donella Meadows, a scientist and system analyst who studied environmental limits to economic growth.

<span class="mw-page-title-main">Positive feedback</span> Feedback loop that increases an initial small effect

Positive feedback is a process that occurs in a feedback loop which exacerbates the effects of a small disturbance. That is, the effects of a perturbation on a system include an increase in the magnitude of the perturbation. That is, A produces more of B which in turn produces more of A. In contrast, a system in which the results of a change act to reduce or counteract it has negative feedback. Both concepts play an important role in science and engineering, including biology, chemistry, and cybernetics.

Organization development (OD) is the study and implementation of practices, systems, and techniques that affect organizational change. The goal of which is to modify a group's/organization's performance and/or culture. The organizational changes are typically initiated by the group's stakeholders. OD emerged from human relations studies in the 1930s, during which psychologists realized that organizational structures and processes influence worker behavior and motivation.

A performance appraisal, also referred to as a performance review, performance evaluation, (career) development discussion, or employee appraisal, sometimes shortened to "PA", is a periodic and systematic process whereby the job performance of an employee is documented and evaluated. This is done after employees are trained about work and settle into their jobs. Performance appraisals are a part of career development and consist of regular reviews of employee performance within organizations.

Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.

Lean software development is a translation of lean manufacturing principles and practices to the software development domain. Adapted from the Toyota Production System, it is emerging with the support of a pro-lean subculture within the agile community. Lean offers a solid conceptual framework, values and principles, as well as good practices, derived from experience, that support agile organizations.

<span class="mw-page-title-main">Causal loop diagram</span> Causal diagram that aids in visualizing how different variables in a system are interrelated

A causal loop diagram (CLD) is a causal diagram that aids in visualizing how different variables in a system are causally interrelated. The diagram consists of a set of words and arrows. Causal loop diagrams are accompanied by a narrative which describes the causally closed situation the CLD describes. Closed loops, or causal feedback loops, in the diagram are very important features of CLDs.

Enterprise feedback management (EFM) is a system of processes and software that enables organizations to centrally manage deployment of surveys while dispersing authoring and analysis throughout an organization. EFM systems typically provide different roles and permission levels for different types of users, such as novice survey authors, professional survey authors, survey reporters and translators. EFM can help an organization establish a dialogue with employees, partners, and customers regarding key issues and concerns and potentially make customer-specific real time interventions. EFM consists of data collection, analysis and reporting.

<span class="mw-page-title-main">Workforce productivity</span> Concept in economics

Workforce productivity is the amount of goods and services that a group of workers produce in a given amount of time. It is one of several types of productivity that economists measure. Workforce productivity, often referred to as labor productivity, is a measure for an organisation or company, a process, an industry, or a country.

Autonomic networking follows the concept of Autonomic Computing, an initiative started by IBM in 2001. Its ultimate aim is to create self-managing networks to overcome the rapidly growing complexity of the Internet and other networks and to enable their further growth, far beyond the size of today.

Ephemeralization, a term coined by R. Buckminster Fuller in 1938, is the ability of technological advancement to do "more and more with less and less until eventually you can do everything with nothing," that is, an accelerating increase in the efficiency of achieving the same or more output while requiring less input. The application of materials and technology in modern cell phones, compared to older computers and phones, exemplify the concepts of Ephemeralization whereby technological advancement can drive efficiency in the form of fewer materials being used to provide greater utility. Fuller's vision was that ephemeralization, through technological progress, could result in ever-increasing standards of living for an ever-growing population. The concept has been embraced by those who argue against Malthusian philosophy.

Fixes that fail is a system archetype that in system dynamics is used to describe and analyze a situation, where a fix effective in the short-term creates side effects for the long-term behaviour of the system and may result in the need of even more fixes. This archetype may be also known as fixes that backfire or corrective actions that fail. It resembles the Shifting the burden archetype.

Attractiveness Principle is one of System Dynamics archetypes. System archetypes describe common patterns of behavior in dynamic complex systems. Attractiveness principle is a variation of Limits to Growth archetype, with restrictions caused by multiple limits. The limiting factors here are each of different character and usually cannot be dealt with the same way and/or they cannot be all addressed.

Accidental Adversaries is one of the ten system archetypes used in system dynamics modelling, or systems thinking. This archetype describes the degenerative pattern that develops when two subjects cooperating for a common goal, accidentally take actions that undermine each other's success. It is similar to the escalation system archetype in terms of pattern behaviour that develops over time.

The environmental sustainability problem has proven difficult to solve. The modern environmental movement has attempted to solve the problem in a large variety of ways. But little progress has been made, as shown by severe ecological footprint overshoot and lack of sufficient progress on the climate change problem. Something within the human system is preventing change to a sustainable mode of behavior. That system trait is systemic change resistance. Change resistance is also known as organizational resistance, barriers to change, or policy resistance.

<span class="mw-page-title-main">Growth and underinvestment</span> System archetype

The growth and underinvestment archetype is one of the common system archetype patterns defined as part of the system dynamics discipline.

The escalation archetype is one of possible types of system behaviour that are known as system archetypes.

References

  1. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Senge, Peter M. (1990), The Fifth Discipline, Doubleday/Currency, ISBN   978-0-385-26094-7