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10.6 Reference Models and Human PsychologyOne of mankind's greatest psychological weaknesses is that they jump to conclusions too easily. Competent software architects can turn this weakness into a strength for their software organization and the software industry. By creating compelling reference models of software knowledge, they can lead their organizations to the appropriate conclusions. Software architects command extensive knowledge about software technology, software organizations, and real-world business processes that their systems support. Knowledge is power-in this case, it is the power to change perceptions. For most people, perception is reality. Reference models are the pattern of the solution for transforming perception into real-world success. Here are some examples. Reference models are commonplace in other fields of human endeavor. They facilitate successful practice in sales, investment, journalism, public relations (PR), economics, psychology, digital hardware design, and consulting. A classic sales reference model is person, organization, goals, and obstacles (POGO). The analogous reference model for investment analysis is strengths, weaknesses, opportunities, and threats (SWOT). Journalists and PR professionals use a reference model comprising six questions. These reference models provide an invaluable structure for human discourse that ensures quality. Interestingly, many of these models have been incorporated into software standards and practice. For example, the Zachman Framework adopted the journalistic reference model directly. The Reference Model for Open Distributed Processing assimilated models from economics and psychology to standardize software architecture viewpoints. The Hardware Design Level Model (HDLM) has been used in digital engineering practice for more than two decades. HDLM separates design context and forces so that every electrical engineering student learns in college how to design and optimize digital logic circuits with relative ease. Reference models simplify problem solving so that ordinary professionals can practice their disciplines with world-class results. Hence, there is a contradiction. Why haven't reference models been used to structure effective software practice? It appears that the most effective reference models are unknown by the profession and academia (e.g., the Software Design Level Model and RM-ODP). Other powerful reference models have been imposed with unfortunate consequences. For example, Capability Maturity Model certification has become the software equivalent of the Spanish Inquisition. Articulating reference models so that they assist in individual decision making is a kinder, gentler way to reform software practice, and ultimately more effective.
Reference Models as PerceptionApplying the classic reference model for consulting intervention, there are three basic questions that software architects should consider:
Biological Response ModelOne of the most universally useful reference models describes biological response (Figure 10.1). This model shows what happens as a biological system is stressed to various degrees. It can be used to describe how people behave, psychologically, when stimulated, and how people can change their minds or behaviors. It is also a good description of how an individual might respond to external stimulation, so with an understanding of this model, software architects can choose to follow their biological instincts or another path. Figure 10.1. Biological Response ModelThe biological response model works according to various stages of excitement. Initially, if the stimulation is small, it is ignored, either deliberately or unconsciously. A conscious response might be "It's not important" or "I'm ignoring it." Biologically humans are drawn toward small stimuli. As the intensity of stimulation increases, people's attraction changes, and they are increasingly repelled. The next level of psychological response is denial, or deliberate ignorance. In denial, people deny the truth or existence of a stimulus event. They turn away from it. They do this automatically; it's human nature, which makes controlling this part of the response very difficult. As stimulation continues to increase, so does excitation. When a stimulus becomes impossible to deny, people become angry-or joyful-depending upon the situation. It is not possible to maintain a high level of excitation indefinitely. So, in short order, psychological energy is released (e.g., an angry display or laughter). If the stimulation persists beyond a state of excitation, then people experience depression (sadness) or a state of acceptance. Further stimulation above this level of intensity can be fatal. In psychological warfare, people tend to use the biological response model to their advantage because, for most people, these are automatic responses of which they are not consciously aware. In fact, some people are so unaware of their own responses that they may not even know when they are angry, until they erupt in an excited frenzy. "Gone ballistic" is the popular phrase for this behavior. Software architects use this model by adjusting the intensity of their architectural evangelism according to the situation and desired outcome. In some cases, they want to get something accepted without much controversy. This is called "flying under the radar screen." They keep the message at a very low level of intensity and mention the matter infrequently. In some cases, they want people to take notice and to change what they are doing in accordance with the architects' own ideas. In this case, architects may want to push the people right over the top of the model and get them very excited about the concept, with a goal toward changed behavior (acceptance instead of ignorance or resistance). Group Applications of Response
The biological response model can also be applied to the facilitation of groups, although this application strays from the biological origins of this model. In theory, each individual has a group inside his or her mind, formed through early childhood experiences. This reference model indicates that all people have interactions between members of their internal group. Real groups are the extension of this concept into interpersonal interactions. So software architects use these concepts to explain that, if the response model applies to individuals, then it can also be extrapolated to groups. As the model implies, people often get excited about something before they change their behaviors and accept it. Laughter is one way to push groups over the top and into release and acceptance. Laughter is a great way to diffuse successful situations and win arguments. The experience of laughter involves a high level of excitation and leads to an immediate release of stress (i.e., exactly what is being sought). Some of the best comedy is self-effacement-in other words, an individual makes fun of him/herself. Standup comedians are especially good examples. Much of their humor is based upon self-effacement. Also, the worst kind of humor relates to human body parts. Some professional comedians use this kind of humor too often for their own good. Avoid this kind of humor at all costs, for reasons such as political correctness. In groups, response models tend to be linked together to create waves of responses. Since death is seldom an option, the group continues beyond each state of acceptance into a new curve of excitement. Software architects repeatedly want to bring individuals and groups to a high level of interest and excitement, make a decision, and then move on to the next matter. Meeting facilitation, covered in other chapters, uses the principles of biological response with groups in this way. Software architects use meeting breakouts to enable people to create something (anything as a first draft), so that they often have ownership and are excited about defending it. It also establishes a starting point for discussion, even if it's bad. At this point, they have their chance to defend their ideas in public. That's very exciting for the presenter. If the presentation provokes a response from the audience, then the presenter can become very excited too. Good things are happening. The group has experienced excitement in very positive and negative senses. Either way can be equally beneficial from the facilitator's perspective. In either sense, an excited group is a group that can make decisions and implement choices vigorously. The last thing anyone wants is a group that's falling asleep. In that case, behaviors won't change and little progress will be made. |
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