Notes: Systems Thinking and Introduction to Systems
SYSTEM
- Definition: A system is a group of parts that work together as a whole, with a purpose.
COMPONENTS OF A SYSTEM
- Elements: These are the parts of a system.
- Interconnections: Elements are interdependent; they affect each other and the system’s behavior.
- Purpose: The function of the system.
KNOWLEDGE CHECK
- Question: Can you think of an example or a scenario that shows the properties of a system?
SYSTEMS THINKING
- Characteristics
- Big picture thinking
- Holistic way of approaching problems or issues
- Understanding the relationship of different system elements rather than splitting them (analysis)
FEEDBACK MECHANISM
- Example chain: SPEAKER → MICROPHONE → AMPLIFIER → MIXER
SYSTEMS THINKING: EVENT VS SYSTEMS THINKING
- Event Oriented Thinking
- Thinks in straight lines
- Root causes are events that start the chains of cause and effect (e.g., A, B as root events)
- Systems Thinking
- Thinks in loop structures
- A system’s behavior emerges from the structure of feedback loops; root causes are forces emerging from particular feedback loops, not just individual nodes
- Illustration (conceptual):
- Event thinking: A → B → … → (root causes are events)
- Systems thinking: A, B, C, D, E arranged in loops; root causes are loop dynamics
CAUSAL LOOP DIAGRAM: COMPONENTS
- Variables
- Elements or events that increase or decrease through time (quantifiable)
- Naming should be neutral (no perceived direction)
- Examples of variable labels (neutral):
- Very Angry
- Level of Anger
- Really Painful
- Intensity of Pain
CAUSAL LOOP DIAGRAM: POLARITY AND FEEDBACK
- Polarity: Relationship type between cause and effect
- DIRECT RELATIONSHIP: Both variables increase together or decrease together
- INVERSE RELATIONSHIP: One increases while the other decreases
- Feedback types
- REINFORCING FEEDBACK: An effect is amplified through time (positive feedback)
- BALANCING FEEDBACK: An effect pushes back to balance the system (negative feedback)
CAUSAL LOOP DIAGRAM: EXAMPLES
- COFFEE AND SLEEP
- Variables: LEVEL OF SLEEPINESS IN THE MORNING, NO. OF CUPS OF COFFEE
- SCENARIO 1 / SCENARIO 2
- ADDITIONAL VARIABLE: AMOUNT OF SLEEP AT NIGHT
- IPHONE AND WORD OF MOUTH
- VARIABLES: IPHONE SALES, EXTENT OF WORD OF MOUTH
- DESCRIPTION: The higher the iPhone sales, the more people will talk about how good it is (+ relationship), which will make more people buy the iPhone (+ relationship). This is REINFORCING feedback.
- HUNGER AND FOOD
- VARIABLES: HUNGER, INTENSITY OF B, AMOUNT OF FOOD, HUNGER (reiterated), EATEN
- DESCRIPTION: Positive feedback loop illustrating how hunger and food intake influence each other (loop-style relationships shown with + signs)
- COMMUTING AND ROAD CONSTRUCTION
- VARIABLES: NUMBER OF ONGOING ROAD CONSTRUCTION, INTENSITY OF ROAD TRAFFIC, AMOUNT OF COMMUTE HOURS, PRESSURE TO IMPLEMENT ROAD WIDENING PROJECTS
DISASTER PREPAREDNESS, MITIGATION, AND RECOVERY
- Preparedness
- Mitigation
- Response
- DISASTER IMPACT
- Recovery
BEHAVIOR OVER TIME GRAPHS (BOTG)
- Components and Types
- Behavior over time graphs plot events that change through time
- Y-axis represents behavior/variable; X-axis represents units of time (years, hours, days, etc.)
BEHAVIOR OVER TIME GRAPHS: TYPES (PRESENTED AS PATTERNS)
- A: Linear increase
- B: Oscillating graph
- C: Linear decrease
- D: Exponential growth
- E: Exponential decay
- F: Logarithmic growth
- G: Constant increase through time
- H: Constant decrease through time
- I: Fluctuating increase and decrease
- J: Slow increase at first, then increases rapidly
- K: Slow decrease at first, then increases rapidly
- L: Rapid increase at first, then becomes slow
BEHAVIOR OVER TIME GRAPHS: EXAMPLES
- CINDERELLA'S STORY
- Characters/Stages: begin → servant/maid → middle (at home) → in ballroom (clothes, fairy godmother) → fit the shoe → end happily ever after
- LIFE SATISFACTION AND AGE
- Life satisfaction levels (sample values shown): 7.89,7.80,7.60,7.40,7.21
- Corresponding age groups (visible in transcript): 16-19, 25-29, 35-39, 45-49, 55-59
- Note: Values for later age groups (65-69, 75-79, 85-90, 90+) are not provided in the transcript excerpt
TRASH TO CASH PROGRAM
- Causal Loop Diagram
- Variables: AMOUNT OF TRASH, AMOUNT OF CASH, MOTIVATION TO EARN, PRODUCTION OF MORE TRASH, EXPECTATION, REALITY
THE COBRA EFFECT – FIXES THAT FAIL
- Scenario components:
- WANTED DEAD CO BRAS (wanted: dead cobras)
- CASH REWARD offered
- COBRA FARMING emerges as people try to exploit the reward
- Intention: Reduce cobra population
- EFFECT: People start cobra farming
KEY POINTS
- Systems Thinking is a holistic approach to understanding issues and problems.
- Two main tools discussed: Causal Loop Diagrams (CLDs) and Behavior Over Time Graphs (BOTGs).
- CLDs help articulate feedback mechanisms.
- BOTGs allow us to predict trends or patterns through time.
EXIT TICKET 4
- (Prompt appears as the final slide in the transcript; use this as a study cue or practice prompt)