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rAcademy of Management Journal
2019, Vol. 62, No. 6, 1901–1929.
https://doi.org/10.5465/amj.2018.0042
FROM ACTIONS TO PATHS TO PATTERNING: TOWARD A
DYNAMIC THEORY OF PATTERNING IN ROUTINES
KENNETH T. GOH
Singapore Management University
BRIAN T. PENTLAND
Michigan State University
This paper demonstrates a new way of seeing and theorizing about the dynamics of
organizational routines through the concept of paths—time-ordered sequences of ac-
tions or events in performing work. Empirically and conceptually, paths provide the
missing link between specific actions and patterns of action. When routines are repre-
sented as a narrative network, tracing the formation and dissolution of action paths can
generate new insights about the dynamic patterning of actions in routine performances.
We traced action paths using longitudinal field data from a videogame development
project, and found that action patterns change dramatically over time based on the
needs of the project. We explain these changes in terms of generic mechanisms that lead
to the enactment of more (or fewer) paths in the narrative network. We propose that
patterning can be seen as a new motor of routine dynamics and discuss generic mech-
anisms through which patterning can influence narrative network structure.
When we look at an organization, it is easy to see
the people, places, departments, and other material
and symbolic manifestations. Conceptually, how-
ever, we know that organizations are constituted by
the continual unfoldingand patterning of actions and
interactions between these parts over time (Feldman,
2016a; Tsoukas & Chia, 2002; Weick, 1979). There is
a gap between a processual view, which emphasizes
patterns of action, and conventional ways of seeing
and talking about organizations as collections of ob-
jects (Mesle & Dibben, 2016). Current theory tells us
that processual phenomena are everywhere (Hernes,
2014; Langley & Tsoukas, 2016a), but they are harder
to see (Feldman, 2016b).
In this paper, we introduce the concept of paths as a
way of seeing and theorizing about the dynamics of or-
ganizational routines (Feldman, Pentland, D’Adderio,
& Lazaric, 2016). By path, we mean a coherent, time-
ordered sequence of actions or interactions in the
workflow—steps in a process of accomplishing an or-
ganizational task (Pentland, Feldman, Becker, & Liu,
2012)—or events within a project or routine (Obstfeld,
2012; Pentland, Recker, & Wyner, 2017). We apply this
lens in the context of a new product development project,
specifically video game development. When paths are
repetitive and recognizable, they represent performances
of a routine (Feldman & Pentland, 2003; Obstfeld, 2012).
In the project we studied, some paths were repetitive and
recognizable but there was also constant change, making
it a good context to study routine dynamics. We use ev-
idence from this project to theorize about a central
problem in routine dynamics: What drives a pattern of
action to become more or less varied?
We build on the concept of patterning (Danner-
Schr¨
oder & Geiger, 2016; Feldman, 2016a; Turner &
Rindova, 2018) as a way to describe routine dynamics.
We conceptualize patterning as the formation of new
paths and the dissolution ofold paths in the narrative
network that describes the routine (Pentland &
Feldman, 2007). The general approach is analogous
We gratefully acknowledge the thoughtful feedback
from Deputy Editor Pratima Bansal, three exceptional
reviewers, and participants in the 2017 Academy of
Management Journal “New Ways of Seeing”paper devel-
opment workshop at the Ivey Business School, the 2018
Asian Management Research Consortium, the 2018
Academy of Management Big Data and Managing in a
Digital Economy Special Conference, the 2018 Inter-
disciplinary Network for Group Research, and the Singa-
pore Management University Strategy and Organisation
group brown bag seminar series. We thank Anna Sycheva,
Hashmat Habibzadah, Daniela Chang, and Gabriela
Dedelli for their invaluable research assistance and ac-
knowledge with deep gratitude the time our informants at
GameSG dedicated to this project. We thank Carnegie
Mellon University, Ivey Business School, Singapore
Management University, and Michigan State University
for financial support.
1901
Copyright of the Academy of Management, all rights reserved. Contents may not be copied, emailed, posted to a listserv, or otherwise transmitted without the copyright holder’s express
written permission. Users may print, download, or email articles for individual use only.
to established models of social network dynamics
(Snijders, 2001; Snijders, van de Bunt, & Steglich,
2010), but instead of examining ties between a fixed
set of actors, we trace paths between a constantly
changing set of actions. We find that action patterns
change dramatically over time depending on project
needs, and explain generic mechanisms that lead to
more (or fewer) paths being enacted in the narrative
network. While these mechanisms relate to Van de
Ven and Poole’s (1995) classic typology of change
motors, we propose that patterning can be seen as a
novel motor of change for routine dynamics.
A path-based focus is not a minor methodologi-
cal twist. It goes hand in glove with a theoretical per-
spective called “strong”process theory (Hernes, 2014;
Langley & Tsoukas, 2016a; Tsoukas & Chia, 2002).
Strong process theory offers a radical, process-centric
ontology of the social world. Tracing the formation
and dissolution of paths over time provides a concrete
way to operationalize strong process theory in em-
pirical research on routine dynamics. Our path-based
approach offers a new way of seeing and measuring
how the patterns of action in a routine have changed.
This allows us to describe and theorize about the
mechanisms that drive routine dynamics.
THEORY
The philosophical roots of strong process theory can
be traced to Whitehead (1929/1978), James (1909/1996),
Mead (1934/1962), and Dewey (1938/2008), and more
recently the work of Chia (2016), Hernes (2014), Rescher
(1996), Shotter (2006), and others (see Langley &
Tsoukas, 2016b). The basic insight is simple. As
Weick (1979: 95) observed, “organizations are grounded
in interlocked behaviors rather than interlocked peo-
ple.”Putting actions in the foreground, rather than ac-
tors, aligns with the view that the social world is a
continually unfolding process (Strauss, 1993; Tsoukas &
Chia, 2002). Thus, the “dynamic, unfolding process
becomes the primary unit of analysis rather than the
constituent elements themselves”(Emirbayer & Mische,
1998: 287). This strong process view has been widely
adopted in research on routine dynamics (Howard-
Grenville & Rerup, 2017). In the following sections, we
review the routine dynamics literature and explain how
paths can provide a new way of seeing and character-
izing the dynamics of organizational routines.
Routine Dynamics
Routine dynamics focuses on the stability and
change of organizational routines from a processual
perspective (Feldman et al., 2016). Routines are re-
petitive, but because each performance of a routine
unfolds over time it can always unfold in a new di-
rection (Feldman & Pentland, 2003). While there are
many factors that help routines “stay on track”(Schulz,
2008), routines are not constrained to follow pre-
defined paths (Feldman, 2000; Feldman & Pentland,
2003; Feldman et al., 2016). Future paths are influ-
enced by past paths, but not determined by them.
Furthermore, as Feldman et al. (2016) pointed out,
some routines are not very routine: they embody an
enormous number of possible paths (Hærem, Pentland,
& Miller, 2015; Pentland, Hærem, & Hillison, 2010). All
routines exhibit what (Cohen, 2007) called “pattern-in-
variety,”but some are more varied than others and, at
the same time, the patterns may be changing.
This points to a central puzzle in routine dynam-
ics: What makes a pattern of action more or less var-
ied? In routine dynamics, variety enables change
(Feldman, 2016a; Pentland, Liu, Kremser, & Hærem,
Forthcoming). A pattern of action that is more varied
encompasses more paths, with more possibilities for
divergence or change. A pattern of action that is less
varied encompasses fewer paths, with fewer possibili-
ties for divergence or change. However, the theoretical
problem of what drives patterning is not explained:
Why do patterns of action stay the same or change over
time? There is also the methodological problem of see-
ing and quantifying pattern in variety (Cohen, 2007). We
cannot research this phenomenon if we cannot see it.
The growing body of field research on routine dy-
namics has focused on explanations of stability and
change. It has elaborated on the concept of endogenous
change as theorized by Feldman and Pentland (2003),
and pointed to the importance of exogenous factors as
well. For example, in their study of compliance rou-
tines in oil exploration, Bertels, Howard-Grenville, and
Pek (2016) showed how routines can be shielded from
and shored up against external interventions. The
routines remain stable, although this stability requires
effort and continual maintenance. In contrast, in their
study of NASA’s implementation of an enterprise in-
formation system, Berente, Lyytinen, Yoo, and King
(2016) showed that routines can change through un-
anticipated local adaptation. As Barley (1986) ob-
served when computerized tomography (CT) scanners
were introduced into radiology departments, Berente
et al. (2016) found that new technology can lead to new
patterns of interaction in a workplace. At the organi-
zational level, Rerup and Feldman (2011) demon-
strated how organizational routines coevolve with
organizational schema through different types of “tri-
als”and “errors.”
1902 DecemberAcademy of Management Journal
The formation of new routines has also been a
topic of considerable interest. For example, in the
context of video game development, Cohendet and
Simon (2016) described a process of forming new
routines through deliberately breaking, partitioning,
and recombining aspects from different routines in
response to an organizational disruption that re-
quired them to shift from efficiency to make room
for creativity. Deken, Carlile, Berends, and Lauche
(2016) showed how flexing, stretching, and invent-
ing generated novel actions and outcomes in an
automotive supplier that was developing a new line
of information-based services. Meetings (Aroles &
McLean, 2016) and spaces (Bucher & Langley, 2016)
provide opportunities for questioning, reflection,
and thought experiments as participants work out
new routines (Dittrich, Gu´
erard, & Seidl, 2016).
This fieldwork provides evidence that routines do, in
fact, change over time in systematic ways, and has led to
a refined understanding of factors driving stability and
change in routines. Feldman et al. (2016) noted that these
field studies have generally employed situated actions as
the unit of observation, and patterns of action as the unit
of analysis. Ironically, the unit of analysis (the pattern of
interdependent action that makes up the routine) has
been less visible. The literature on routine dynamics has
theorized about patterns of action, often without mea-
suring or visualizing those patterns (Feldman, 2016b).
Feldman (2016a: 38) suggested that one way for-
ward is to focus on the “inseparability or mutual
constitution of actions and patterning.”Patterning
exemplifies the process of dynamic unfolding de-
scribed by Emirbayer and Mische (1998), because
routines are performed one step at a time. Step by
step, situated actions enact recognizable paths. Paths
represent a missing link between situated actions
and repetitive patterns. By tracing paths, we can
begin to connect actions and patterns.
Routine Dynamics as Network Dynamics
In this paper, we use narrative networks to repre-
sent organizational routines and trace paths within
routines (Pentland & Feldman, 2007; Pentland et al.,
Forthcoming). A narrative network is unlike a so-
cial network because the nodes represent events or
activities, not people. The ties (edges) in a narra-
tive network represent sequential relations between
the actions and can be interpreted as handoffs
(Pentland, Recker, & Wyner, 2017). They could also be
interpreted as organizing moves (Pentland, 1992) be-
cause they enact division of labor, hierarchy, and other
organizational structures. For example, in the video
game development project, there were constant hand-
offs between work activities and departments (e.g., art
work and programming).
Technically, a narrative network is a directed
graph where the weights on the edges can be used to
quantify the frequency of handoffs between activi-
ties. Pentland and Liu (2017) described methods for
constructing narrative networks from data collected
in field research. These networks can be automati-
cally constructed from computerized event logs or
observations using software provided by Pentland,
Recker, and Wyner (2015, 2016). In the context of
organizational routines, the narrative network thus
represents the patterning of actions in performing the
routine. The differences between social networks
and narrative networks are summarized in Table 1.
Network dynamics. In models of social network
dynamics, changes to the network are modeled by
adding and removing ties between the individuals in
the network. Tie formation is driven by reciprocity
(Wasserman & Faust, 1994), preferential attachment
(Barab´
asi & Albert, 1999), homophily (McPherson,
Smith-Lovin, & Cook, 2001), transitivity (Davis,1970;
Holland & Leinhardt, 1977), and other features of the
network. There are established models for predicting
dynamics (Snijders et al., 2010) and for visualizing
dynamics (Handcock, Hunter, Butts, Goodreau, &
Morris, 2008; Moody, McFarland, & Bender-deMoll,
2005).Relational event models (Butts, 2008; Leenders,
Contractor, & DeChurch, 2016) that predict the like-
lihood of a relational event (i.e., interpersonal action)
between two parties provide a way to model social
network dynamics in continuous time.
TABLE 1
Social Network Versus Narrative Network
Social Network Narrative network
Network Represents relations among a set of people Represents sequential relations among a set of actions
Nodes Vertices) Individual people Actions or events
Ties (Edges) Connections between people Handoffs between actions or events
Paths Degrees of separation (“hops”) A possible way to perform part of a process; a recipe for
action
2019 1903Goh and Pentland
We conceptualize narrative network dynamics in
an analogous manner to social network dynamics:
as the formation and dissolution of network edges.
However, narrative networks and social networks
are fundamentally different ways to see the social
world. While social networks represent the ties be-
tween actors, narrative networks represent sequen-
tial relations between actions or events. In narrative
networks, nodes are not individuals with cogni-
tion, motivation, and other personal characteristics.
Consequently, the mechanisms that drive the dy-
namics of social networks do not apply. For example,
it does not make sense for actions to be attracted to
each other and become sequentially related on the
basis of that attraction. Thus, to theorize about the
dynamics of narrative networks, we need to start
from scratch. For this purpose, we turn to the concept
of network paths.
Network paths. In any kind of network, a path is
defined as a sequence of connected nodes (West, 2001).
However, the interpretation of paths is different in dif-
ferent kinds of networks. In a social network, a path
counts the number of “hops,”or degrees of separation,
between individuals in the network. The shortest path
provides a measure of distance between nodes. It is an
indication of connectivity between pairs of nodes and
can be used to identify nodes or ties that are critical
for connectivity (Freeman, 1977; Wasserman & Faust,
1994: 105).
In a narrative network, a path represents a se-
quence of actions that might be used to carry out part
of an overall routine or process. Paths can also be
considered as recipes for action or stories: they de-
scribe how a process has been or could be performed.
Like any recipe or story, it is carried out one step at
atime.Thenodesinthenetworkaretheactions
and the edges represent the movement from one
action to the next, connecting those actions into
paths.
Thus, we see a path as a sequence of steps enacted
over time. Building on Strauss (1993), Obstfeld (2012)
used the term trajectory to refer to the same basic idea.
Obstfeld (2012: 1574) defined a trajectory as “ase-
quence of interdependent actions involving multiple
actors.”In business process management, paths are
often referred to as “traces”(Song, G ¨
unther, & Van der
Aalst, 2008). While we are referring to the same con-
cept, we prefer the term path because it emphasizes
the graph theoretic interpretation (West, 2001).
Steps to paths to patterns. The narrative network
provides a theoretical explanation of how enacting
different steps influences the possible paths in a rou-
tine. When we add or remove steps (edges) from a
narrative network, it changes the set of possible paths.
It creates (or removes) possible ways of getting things
done. For example, if a new bus route or subway line
opens (or closes), it may create (or remove) a possible
path for getting to work. As a result of these changes,
new paths become available and old paths become
unavailable. Each possible path contributes to the over-
all pattern.
In general, adding actions (nodes) or handoffs
(edges) will tend to increase the number of paths.
Removing actions (nodes) or handoffs (edges) will
tend to decrease the number of paths. These re-
lationships are not hypotheses; they are based on
mathematical properties of directed graphs. The
question for organizational research is: What mech-
anisms drive these dynamics?
METHODS
We conducted a field study of a video game de-
velopment project team that involved being “in the
flow”to capture longitudinal data through observa-
tions, interviews, and archival materials. In-depth
fieldwork provided the fine-grained detail necessary
to bring the phenomena to life (Feldman et al., 2016;
Jarzabkowski, Lˆ
e, & Spee, 2016).
Research Setting
The setting for our study is a project team, Proj-
ectBQ, at a video game development studio, GameSG
(both pseudonyms), based in a mid-Atlantic cityin the
United States. During the period of data collection,
GameSG was a 10-year-old studio that employed ap-
proximately 60 employees, mostly under 30 years of
age, with expertise in software engineering, game
design, and technical art. Prior development projects
at GameSG included games on various platforms
(e.g., mobile phones, standalone entertainment sys-
tems, TV plug-in games, Internet browser games) for a
wide spectrum of clients that included video game
publishers, media conglomerates, theme parks, and a
startup toy company.
Project teams in GameSG were usually composed
of members with expertise in one of the following
skill sets—game design, software engineering, tech-
nical art, script writing, animation, sound composi-
tion, and project management. The composition of
team members in ProjectBQ was typical in this
regard. The team was led by a core group of func-
tional “leads”consisting of the producer, a lead
designer, a technical lead, and an art lead. Each lead
was responsible for coordinating work in that
1904 DecemberAcademy of Management Journal
functional domain and acting as a gatekeeper for the
quality of work produced. Project leads were also
directly involved on high-level decisions about the
design and functionality of the game. The producer
managed deadlines, the pace of work, and access
to resources for the team. They played a boundary-
spanning role between the team and other stake-
holders, such as GameSG management, other project
teams, and the client. The team size for ProjectBQ
ranged from eight to 15 developers over a 14-month
period.
ProjectBQ was funded by a nonprofit with the goal
of promoting anti-drug messages through unstructured
learning methods. The project was a “serious”game
intended to teach teenagers about resisting peer pres-
sure in high-risk situations (e.g., substance abuse, risky
behavior). The game was themed as a fantasy game
where the hero protagonist is a mouse that is attempt-
ing to protect his tribe from the corrupting influence of
the villain antagonist. Players progressed in the
game by visiting new worlds to battle enemies.
Battles were turn-based and were won by whether
the player picked the right move that would best
counter the one chosen by the computer. Although
the game had “fantasy characters,”players had to
make decisions based on real-world situations. As
described by Producer1,
It is not direct messages saying, “Don’t do drugs.”
What it’s saying is, “Here are some situations that
you’re not going to be comfortable with in real life.
Here are responses and ways in which you can handle
those situations without feeling like a nerd or an
outcast, or like you’re going to lose your friends or
things like that. (Producer1)
ProjectBQ was typical of the game development
projects at GameSG in that the stages of development
followed a standard sequence of a preproduction,
production, and refinement. The preproduction
stage involved testing out ideas for the game with the
goal of finalizing game design. The production stage
involved building the actual game. Finally, the re-
finement stage involved fixing software bugs and
improving on the playability of the game. Despite
following this standard sequence of development,
ProjectBQ team members were more frustrated than
usual about the frequent design changes. The project
was over scoped and behind schedule. These issues
manifested in a few notable incidents during the
project: the project lead (who was also one of the tech
leads) was replaced with a codesigner, the lead de-
signer was fired from the studio, and the studio head
had to become personally involved in redesigning
the game halfway through. As the project developed,
team members reported losing interest in the project
and were unhappy at having to work overtime on a
game they did not find fun at all. The game was
eventually built and delivered to the client, albeit
behind schedule. Despite the negativity in the de-
velopment process, the game was found to have
moderate success in improving adolescent players’
ability to identify pressuring situations, as well as to
recognize and practice healthy responses. The game
was also a finalist for several gaming awards and was
rated 4.2 stars on Google Play and 4 stars on iTunes,
out of a possible 5 stars.
We picked video game development as an exem-
plary setting for studying routine dynamics because it
is a collective task that is ambiguous and emergent:
there are an endless number of possibilities for com-
bining elements to create a game. Video games are an
interactive virtual experience produced by a computer
program onto a display device that people engage
in for entertainment. Although games are also used
in more “serious”settings, such as education and
training simulations, there is always an element of
interactivity and engagement with the player.
However, how this interactivity and engagement
manifests in the context of the game is rarely obvi-
ous at the outset of game development (Cohendet
& Simon, 2016).
These characteristics of video game development
can be considered a type of creative project
(Obstfeld, 2012). Creative projects consist of an
emergent trajectory of interdependent action initi-
ated and orchestrated by multiple actors to in-
troduce change into a social context. The nature of
these departures could be in the form of new ele-
ments, or new linkages between familiar elements.
The ambiguous means and ends of creative projects
imply that “repetition is not a guide on what to do
next”(Obstfeld, 2012: 1571) as the trajectory of
action required to create the video game does not
follow a set plan. On a continuum of routine and
nonroutine actions, ProjectBQ is clearly at the
nonroutine end of the continuum (Adler & Obstfeld,
2007; Obstfeld, 2012).
Data Collection
Our research design incorporated data from ar-
chival materials, nonparticipant observation, and
interviews. Data were collected over 15 months as
part of a longer two-year study on the routines in
video game development. The ProjectBQ team used
a software project management approach called
2019 1905Goh and Pentland
“scrum”(Cohendet & Simon, 2016; Sutherland &
Sutherland, 2014). Scrum involved breaking down
the project into three-week “sprints.”Before each
sprint, the team would decide on their collective
goals and individual tasks for the next sprint. The
sprint consisted of short daily meetings, lasting no
more than 15 minutes, where members updated the
team on the progress of their individual tasks. At the
end of the sprint, the team would meet to review
the progress on the team’s goals and set their goals for
the next sprint. This cycle continued for the entire
duration of the project.
The primary document we relied on to construct
networks of action patterns were “scrum sheets”—
archives of task schedules that contained logs of
tasks assigned to each individual. These documents
were updated daily by the team, and daily versions of
these documents were downloaded between May
2011 and February 2012 (n5122). As an archival
source, the scrum sheets are particularly suitable for
capturing chronologies of actions over long periods
of time (Langley, Smallman, Tsoukas, & Van de Ven,
2013).
The scrum sheets were used to create a database of
tasks, the “story”or goal that it meant to accomplish,
the actors associated with the tasks, and when the
task started and ended. A “difference report”was
created for each day by comparing scrum sheets with
the most recent version to identify which tasks were
added or removed, and the progress made on the
task. From these daily difference reports, a list of
actions was created (n52,803). Starting and ending
dates for each task were also extracted from the dif-
ference reports. Tasks without a start and end date
were removed as these tasks were not acted upon,
resulting in final list of 2,428 tasks. These actions
were then grouped by stories and sequenced
according to the following order: (1) when the task
ended, (2) when it was started, and (3) the order in
which the action was added to the database. The last
criterion was necessary to determine the ordering of
actions that shared similar start dates and end dates.
Between May 2011 to August 2012, the first author
was a nonparticipant observer on ProjectBQ. These
observations included team meetings (n539), client
meetings (n57), and play test sessions (n54). Team
meetings included daily 15-minute “scrum”meet-
ings (n529) where team members met to schedule
and coordinate their tasks for the day, retrospective
meetings where they reviewed work processes (n5
2), and general discussions about the project (n58).
During these meetings, notes were taken about the
purpose of the meeting, what was said and by whom,
and the author’s impressions of what transpired dur-
ing the meeting.
In addition to data from observations, both ad hoc
informal (n511) and formal semi-structured in-
terviews (n54) were conducted with team mem-
bers. The informal interviews focused on getting
status updates on the project, while formal semi-
structured interviews were about 60 minutes long
and focused on gaining an in-depth understanding of
specific episodes during the project. Interviews were
conducted with the producer, the two tech leads, the
art lead, a designer, and a software engineer. Archi-
val materials such as project schedules, planning
documents, meeting notes, and budgets were also
accessed and referenced to establish rich insights
into the events surrounding the actions taken by the
team.
Data Analysis
In keeping with our goal of seeing and theorizing
about patterning as it was enacted over the course of
the project, we analyzed data chronologically as a
narrative. The data analysis consisted of three main
steps: (1) constructing a series of narrative networks
that represent patterns of action throughout the
project, (2) computing the properties of each net-
work, and (3) constructing a project narrative to in-
terpret and theorize about the dynamics of those
patterns.
Constructing narrative networks. Narrative net-
works were constructed in the following steps: (1)
code the data into sequences that can be used to
construct narrative networks, (2) bracket the data
into windows of analysis that correspond to project
sprints, and (3) construct and visualize the networks
through a software application called ThreadNet
(Pentland et al., 2015, 2016).
The first step, coding the data into sequences, re-
quired coding the final list of 2,428 activities from the
scrum sheets according to the actions and roles in-
volved in each activity. We used a constant com-
parative process (Glaser & Strauss, 1967) to develop
task categories with the help of two research assis-
tants. Categories were developed by iterating be-
tween the first author’s familiarity with the context,
field notes, and other archival documents to un-
derstand the intent of the task. This process involved
forming initial clusters of tasks to minimize differ-
ences within clusters while maximizing differences
between clusters. An initial set of categories was then
developed from these clusters. New tasks were
compared with earlier tasks in the same category. If a
1906 DecemberAcademy of Management Journal
newly categorized task appeared to be different from
other tasks in the same category, this would be rec-
onciled by attempting to refine the definitions and
properties of these categories to accommodate the
new data. This process of constantly comparing new
data with existing codes was continued until a level
of stability was reached. From 12 initial categories,
the list was ultimately reduced to the following six
categories: Administration, Experimenting, Build-
ing, Revision, Refinement, and Testing (Table 2).
Figure 1 shows the distribution of these categories
over time.
Roles were coded in a similar approach to coding
actions. The primary actor responsible for each task
in the database was categorized into an organiza-
tional role by the first author based on the re-
searcher’s familiarity with the research setting.
These roles were Design, Art, Tech, and Analytics
(Figure 2). Together with the actions, these roles
define the possible actions in the narrative net-
work. The six roles and six task categories meant
that there were potentially 36 unique role-task
categories. These 36 categories were applied to the
2,428 time-ordered events gathered from the scrum
sheets to create a set of 159 coded sequences. These
coded sequences become the input for creating a
series of narrative networks for the project as it
progressed.
The second step involved bracketing narrative
networks into windows of analysis. ProjectBQ was
implemented using an agile software develop-
ment methodology (Moe, Dingsøyr, & Dyb˚
a, 2010;
Sutherland & Sutherland, 2014), which meant
that the project was divided into three-week long
phases, again called “sprints.”For our analysis,
we bracketed the data (Langley, 1999) into three-
week windows that corresponded with the dates
for each sprint.
The third step involved constructing and visual-
izing the networks through ThreadNet (Pentland
et al., 2015, 2016). ThreadNet was used to convert
the coded sequences into a narrative network for
each sprint. The application traces the coded se-
quences of action to create networks. Each kind of
coded action becomes a node in the network. Adja-
cent pairs of coded actions become edges in the
TABLE 2
Definition of Task Categories
Category: Final Category: Round 1 Definition
Administration Administration Activities that involve planning, organization, coordination, communication
with internal or external parties.
Experimenting Experimenting Activities associated with learning, discovery, building experience or knowledge,
addressing unanswered questions.
Conceptualization Activities associated with defining the form of team output. Includes definition of
interrelationships between components of team output, how output fits with
client’s other activities (e.g., marketing). Manifests as transitional output or
boundary objects.
Building Building Activities directly associated with producing assets.
Integration Activities associated with combining different parts of the team output
(e.g., art assets).
Revision Revision Activities associated with rebuilding, reimplementation, redesigning, or
rewriting. Adjustments made to core aspects of output (e.g., code, model,
animation) in terms of the relationship between parts. If the relationship
between A and B can be specified in an equation, this will involve changes to
variables in the relationship, rather than the absolute value of the variables.
Refinement Refinement Activities associated with adjusting parameter values of output.
Fix Activities associated with rectifying errors. Closely related to “Tweak,”but
difference here is that the adjustment is made to some part of output that is
broken, or not working as it should. Words like “correct,”“error.”Result or
outcome is unintended.
Testing Review Reviewing work before release.
Testing Activities directly associated with enacting playtests. Different from QA tests,
which check technical integrity of output.
Feedback Activities related to obtaining or aggregating feedback from playtests or metrics,
by clients or users. Related to the event of obtaining feedback.
Quality Assurance (QA) Activities that involve testing for bugs, errors, or edge cases. Different from
playtests.
2019 1907Goh and Pentland
network. Although this procedure can be per-
formed manually, the software is faster and less
error prone.
Computing properties of narrative networks.
Once the networks for each sprint were con-
structed, we computed their properties. The two
basic properties that define any network are (1) the
list of nodes and (2) the list of edges (West, 2001).
For our purposes, we simply needed to count the
number of nodes and edges in each graph. These
counts are provided automatically in ThreadNet
(and other network analysis tools), and are shown
in Table 3.
To estimate the number of paths in the network,
we used a simple formula based on McCabe’s (1976)
concept of cyclomatic complexity:
FIGURE 1
Frequency of Task Types Across Sprints
0
50
100
150
200
250
300
350
400
450
S
p
rint
Administration
Experimenting
Building
Revision
Refinement
Testing
Number of tasks
123456789 1110
FIGURE 2
Frequency of Roles Performing a Task Across Sprints
0
50
100
150
200
250
300
350
400
450
S
p
rint
Design
Art
Tech
Analytics
Sound
Production
1423 5678 10911
Number of roles
1908 DecemberAcademy of Management Journal
TABLE 3
Summary of Mechanisms, Complexity Index, Actions, Handoffs, and Graph Diagrams
Sprint Graph
Complexity
Index
Actions
(Nodes)
Handoffs
(Edges)
Paths Added
or Dropped Mechanisms
1
Art Administration
Art BuildingArt Experimenting
Art Testing
Design Administration Design Experimenting
Producer Administration
Tech Administration
Tech Building
Tech Experimenting
Tech Revision
0.16 9 19 n.a. Performance
2
Art Administration
Art Building
Art Experimenting
Art Testing
Design Administration
Design Experimenting
Design Testing Producer Administration
Producer Experimenting
Tech Administration
Tech Building
Tech Experimenting
Tech Revision
1.84 13 43 68 Performance
3
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Testing
Design Administration
Design Building
Design Experimenting
Design Testing
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement
Tech Revision
Tech Testing
2.56 14 55 294 Performance
Revision
4
Analytics Building
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Revision
Art Testing
Design Administration
Design Building
Design Experimenting
Design Testing
Sound Experimenting
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement
Tech Revision
Tech Testing
4.64 17 87 43289 Performance
Revision
2019 1909Goh and Pentland
TABLE 3
(Continued)
Sprint Graph
Complexity
Index
Actions
(Nodes)
Handoffs
(Edges)
Paths Added
or Dropped Mechanisms
5
Analytics Administration
Analytics Building
Analytics Experimenting
Analytics Testing
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Testing
Design Administration
Design Building
Design Experimenting
Design Revision
Design Testing
Sound Building
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement
Tech Revision
Tech Testing
1.52 17 47 243618 Performance
(reduction)
6
Analytics Administration
Analytics Building
Analytics Experimenting
Analytics Revision
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Revision
Art Testing
Design Administration
Design Building
Design Experimenting
Design RevisionDesign Testing
Sound Building
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement
Tech Revision
Tech Testing
3.92 21 83 8285
Performance
Revision
Delay
Motivation
7
Analytics Building
Analytics Experimenting
Analytics Refinement
Analytics Revision
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Revision
Art Testing
Design Administration
Design Building
Design Experimenting Design Revision
Design Testing
Sound Building
Sound Refinement
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement
Tech Revision
Tech Testing 4.32 21 86 12575
Performance
Revision
Delay
Motivation
8
Analytics BuildingAnalytics Experimenting
Analytics Refinement
Analytics Revision
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Testing
Design Administration
Design Building
Design Experimenting
Design Refinement
Design Revision
Design Testing
Sound Administration
Sound Building
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement
Tech Revision
Tech Testing
5.76 21 106 554547
Performance
Revision
Delay
Motivation
1910 DecemberAcademy of Management Journal
Estimated paths 5100:08pðEdges 2Nodes 11Þ(1)
Stated in English, the estimated number of paths in a
network is an exponential function of the difference
between the number of edges and the number of
nodes. For a given number of nodes, increasing the
number of edges will increase the estimated number
of paths. The constant (0.08) is derived empirically
by fitting this equation to thousands of simulated
networks with a known number of paths. The deri-
vation, validation, and limitations of this formula are
provided in Appendices A and B. The complexity
index (Hærem et al., 2015) is computed as a loga-
rithmic function of the number of estimated paths.
Constructing the overall project narrative. We
constructed a timeline of events from interviews with
informants. These interviews were professionally tran-
scribed and analyzed using nVivo software to identify
periods, major events, and the critical actors associated
with the temporal unfolding of the project (Langley,
1999; Pentland, 1999). We drew on the first author’s
observations of the project team to validate our timeline
of the project. Each observational event was dated and
summarized. We then compared the events provided
by informants with these observations to validate the
timeline.
To create a more detailed narrative, we augmented
the basic project timeline by iterating between the in-
terviews and the observations, with an emphasis on the
contextual circumstances surrounding interpretations
of why events occurred, individual thoughts and feel-
ings in response to actors and incidents, and histories.
This narrative provided in-depth insights into the
unfolding project that extended temporally across the
past and into the future, and across actors that included
individuals, the team, and external stakeholders.
TABLE 3
(Continued)
Sprint Graph
Complexity
Index
Actions
(Nodes)
Handoffs
(Edges)
Paths Added
or Dropped Mechanisms
9
Analytics Administration
Analytics Building
Analytics Revision
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Revision
Art Testing
Design Building
Design Revision Design Testing
Sound Building
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement
Tech Revision
Tech Testing
3.12 18 66 2574122 Cut-back
Performance
10
Analytics Building
Analytics Refinement
Art Administration
Art Building
Art Experimenting
Art Refinement
Art Revision
Art Testing
Design Building
Design Experimenting
Design Refinement
Design Testing
Sound Building
Tech Administration
Tech Building
Tech Experimenting
Tech Refinement 2.0 16 51 21218 Cut-back
Performance
11
Art Building
Art Experimenting
Art Refinement
Design Administration
Design Building
Sound Building
Sound Revision
Tech Building
Tech Refinement
Tech Testing
1.74 10 38 245 Cut-back
Performance
2019 1911Goh and Pentland
FINDINGS
We report our findings in two parts. In the first
part, we describe four phases of patterning in
ProjectBQ. During each phase, the number of paths
in the narrative network increased or decreased
dramatically. In the second part, we combine our
qualitative data about the project with quantitative
metrics about the narrative network to theorize about
the mechanisms that drive routine dynamics.
Four Phases of Patterning in ProjectBQ
As a creative project, ProjectBQ involved a lot of
change. Figure 3 shows how the complexity of the
project (indexed by the number of paths) changed
over time. Table 3 shows the narrative network for
each sprint, plus the number of distinct nodes or
edges and the number of paths added or removed
from one sprint to the next. Table 3 also details
the mechanisms that drive dynamics, which are
explained in the next section. Here, we discuss the
project in four phases of patterning that correspond
to distinct changes within the project.
Phase one: Sprints 1 to 4 (increasing complex
ity). In phase one, complexity increased between
Sprints 1 to 4 (adding over 43,000 paths to the net-
work). This increase was driven by both an increase
in the number of distinct actions (from nine to 17),
as well as the number of distinct handoffs (from
19 to 87).
This increase can be explained by the fact that the
first phase of the project consisted of concepting,
prototyping, and developing the core mechanics of
the game. Sprint 1 was designated as the phase to
develop “Initial Concepts.”while Sprint 2 was ini-
tially designated as a “Preproduction”phase, the
goal of which was for developers to rehearse the
steps for producing game assets and incorporating
these assets into the game to get a sense of the
production schedule. Going through this process
helped them to “makesurealotoftheselater
milestones were laid out and could be accom-
plished”(Art1). However, Sprint 2 was later
FIGURE 3
Complexity Index for Sprints 1 to 11
Sprint
0
1
1
2
3
4
5
6
7
3 4 5 6 7 9 10 1182
Complexity index
Phase 1:
Phase 2:
Phase 3:
Phase 4:
Building,
Concepting,
Milestone:
Prototype Deliverable
Experimenting,
Revisions
Refinement,
Milestone:
Feature-Lock Deadline,
Final Deliverable
1912 DecemberAcademy of Management Journal
renamed as a “Production”phase. Sprint 3 was
assigned to be the phase for developing “Battle
prototype,”which was a core mechanic of the
game. This was to be followed by a phase for de-
veloping the combat system and the game envi-
ronment in Sprint 4, which was labeled the
“Combat, Burrow”phase. To develop the “com-
bat”feature of the game, the Designer needed to
account for technical and aesthetic concerns,
which required closer collaboration, coordination, and
iteration with Tech and Art. This interdependence
between developers from different functions is evident
from the doubling in distinct handoffs from Sprint 2
to Sprint 4.
Phase two: Sprint 5 (decreasing complexity). In
Sprint 5, complexity decreased to 1.52. Interestingly,
the number of distinct actions remains the same, at
17. The decrease in complexity was driven by the
decrease in handoffs (n547), which resulted in a
decrease of over 43,000 possible paths. Complexity
declined in Sprint 5 because a prototype was to be
delivered to the client at the end of the sprint. As a
result, most of the actions were building-related, as
is evident from the increase in frequency of Building
tasks in Sprint 5 (Figure 2).
Phase three: Sprints 6 to 8 (surge in complex
ity). In phase three, complexity increased between
Sprints 6 to 8 (from 3.92 to 5.76). The number of
distinct actions increased slightly from Sprint 5 but
remained constant throughout this phase (n521).
However, the number of distinct handoffs more than
doubled from Sprint 5 (from 83 to 106). This seem-
ingly minor increase in handoffs led to a dramatic
addition of over 500,000 possible paths. This change
is especially striking because the number of distinct
actions was constant during this phase.
This enormous increase in possible paths resulted
from the ProjectBQ developers working toward a
“gamma build”deliverable that was due in Sprint 11.
As the “feature lock”deadline was in Sprint 9, there
was a flurry of activity that included both Experi-
mentation- and Building-related actions to confirm
the final features of the game in Sprint 8. We found that
the increase in handoffs was due to team members
iterating between downstream roles (e.g., “Sound”)
and tasks (e.g., “Refinement”) and upstream roles
(e.g., “Design”) and tasks (e.g., “Experimenting”).
Phase four: Sprints 9 to 11 (decline in complex
ity). In phase four, complexity decreased between
Sprints 9 to 11 (from 3.12 to 1.74). This decrease in
complexity was caused by a decrease in both distinct
actions (from 18 to 10) and distinct handoffs (from 66
to 38). The number of possible paths dropped off by
over 500,000, mostly in Sprint 9.
In phase four, there was a decline in both distinct
actions and handoffs because the feature lock dead-
line in Sprint 9 meant that no more changes to the
design could be made. Hence, the remaining actions
were mostly Building related. There were no longer
major design changes that required developers to
iterate between experimenting and building, or be-
tween functions.
Mechanisms that Drive Routine Dynamics
In the second part of our findings, we draw on our
results to identify mechanisms that drive the com-
plexity of routine dynamics through the addition
(or removal) of actions and handoffs from the net-
work. These mechanisms operate to varying de-
grees throughout the performance of the project. To
identify these mechanisms, we draw on causal loop
diagramming methods, which are commonly used
in system dynamics research to articulate process
theories (e.g., Rudolph, Morrison, & Carroll, 2009;
Strike & Rerup, 2016), to unpack how events un-
folded in ProjectBQ. We identify a total of six
mechanisms that directly affect the complexity of
routine dynamics: reinforcement loop, perfor-
mance loop, revision loop, delay loop, cut-back
loop, and motivation loop.
Reinforcement loop. Reinforcement through
repetition is one of the basic mechanisms of stability
in routines (Cohen & Bacdayan, 1994; Schulz,
2008). In ProjectBQ, we found that the frequency
of a handoff in one sprint was positively related to
the tendency for that handoff to occur in the next
sprint. If a handoff appeared more than once in a
given sprint, there was a 55% chance it would ap-
pear in the next sprint. If a handoff appeared more
than five times in a given sprint, the chance of it
appearing in the next sprint increased to 95%.
These findings thus provide evidence of stable, re-
petitive patterns of action even within the context of
a creative project. By itself, repetition tends to re-
duce complexity because, in a routine with many
thousands of possible paths, stronger paths get
reinforced and weaker paths are forgotten (Pentland
et al., Forthcoming). Conversely, greater complex-
ity (more paths) reduces the chances that a partic-
ular path will be repeated. We label this relationship
between repetitive patterns of action and complexity
as the reinforcement loop (Figure 4a).
Performance loop. Figure 4b shows the set of
relationships in the performance loop that drive
2019 1913Goh and Pentland
actions and handoffs. The existence of an output
quality gap—the gap between the client’sre-
quirements and the overall quality of the project
team’s output—instigates the developers to act
to narrow this gap. This mechanism was evident
throughout the project, but manifested in differ-
ent ways at different sprints.
At the beginning of the project, particularly in
Sprints 1 and 2, actions were taken to help designers
to understand the game mechanics and make de-
cisions about the features and functionalities that the
game would have. Producer1 explained the process
at this stage as follows:
[The designer] felt that we should have a preproduction
phase. Your designer needs a preproduction process be-
cause they need to figure out what the game is and then
they need to start designing it before the tech people come
in and start building it. You can’t build something that
hasn’t been figured out yet. (Producer1)
The goal of the preproduction phase was for de-
velopers to rehearse the steps for producing game
assets and incorporating these assets into the game
to get a sense of the production schedule. Going
through this process helped them to “make sure a lot
of these later milestones were laid out and could be
accomplished”(Art1). A large proportion of actions
in Sprints 1 and 2 thus consisted largely of Experi-
mentation actions performed by the core group of
eight developers.
In Sprint 3, the team’s headcount increased
because the Tech lead lobbied senior management
to bring on more developers to the team sooner.
This decision was made due to concerns that the
project had been over scoped, which would hurt
their ability to meet project deadlines. With the
increase in headcount, there was also a corre-
sponding increase in the total frequency of actions
from 65 in Sprint 2 to 98 in Sprint 3 as developers
“ramped up”and moved into the Production
phase to build the game, even while continuing to
experiment with different ideas. The increase in
actions and handoffs enabled the team to work
toward their first major project milestone—to de-
liver a playable prototype to the client at the end of
Sprint 5.
We have thus far explained how the performance
loop increased actions and handoffs. However, this
mechanism could also reduce actions and handoffs
when expectations for output quality were low,
such as in Sprint 5. In Sprint 5, the complexity in-
dex decreased from 4.64 in Sprint 4 to 1.56. This
decrease in complexity index was due to there
being fewer handoffs, since the frequency of ac-
tions was approximately similar in both Sprints 4
(n5221) and 5 (n5224). The reason why there
were fewer handoffs in Sprint 5 is because the de-
velopers were focused on completing the prototype
at the end of Sprint 5. After they had iterated a
design that they thought was good enough to meet
the client’s expectations for this milestone, the
team focused on Building and Refining actions to
build the prototype. Thus, the proportion of
Building actions increased from 36.7% in Sprint 4
to 67.4% in Sprint 5. Of note were the decreases in
Testing actions, from 19.0% in Sprint 4 to 4.9% in
Sprint 5, and decreases in Experimenting actions,
from 26.7% in Sprint 4 to 14.3% in Sprint 5. Fur-
thermore, since quality expectations for prototypes
were lower, developers did not need to iterate be-
tween functions and revise their work as fre-
quently, which explains the fewer handoffs and
paths. This relationship between output quality
gap, actions and pathways, and output quality
partially explains the dynamics of complexity,
which increased between Sprints 1 to 4, then
plunged in Sprint 5.
In the second half of the project, from Sprint 6
onwards, the ProjectBQ team had a new milestone to
deliver a “gamma build”of the game in Sprint 11.
New actions and handoffs were undertaken to de-
velop the game to meet this milestone, which led to
the increase in complexity index between Sprints
6to8.
After the feature lock deadline in Sprint 9, the
game could no longer be improved by adding or
modifying game features. Consequently, this nar-
rowed the output quality gap by reducing quality
expectations to refining or “polishing”the features
that were already in place. The narrowing of the
output gap due to the feature lock deadline in-
stigated a corresponding shift toward Building and
Refining actions, with fewer pathways across roles,
which led to the decline in complexity from Sprints
9to11.
Revision loop. The Performance loop also inter-
sected with other mechanisms, one of which was the
Revision loop. As more components of the game
were completed, developers could playtest the game
and learn about which features of the game to
change, add, or remove. This feedback triggered re-
visions to the design, which led to more actions and
handoffs between roles to accomplish, creating a
positive feedback cycle that we label the “Revision
loop”(Figure 4c).
1914 DecemberAcademy of Management Journal
The Revision loop was evident in Sprints 3 and 4 of
ProjectBQ, where complexity increased from 2.68 to
4.70. By Sprint 3, the team had completed an early
prototype (the “Gold Spike”) and had gone through
the process of incorporating some graphical assets
into the game. Going through this production pro-
cess made them aware of constraints they could not
have predicted before. As Artist1 explained,
FIGURE 4
Mechanisms Driving the Complexity of Routine Dynamics
A
B
C
D
E
F
Complexity
Repetition
–
–
Reinfo rcement loo p
Complexity
Repetition
–
–
Reinfo rcemen t
loo p
Output quality
Output q uality gap
+
–
+
Performance
loop
Complexity
Repetition
–
–
Output quality
Out put q uality gap
+
–
+
Performance
loop
Revision
+
+
Revision
loop
Complexity
Repetition
–
–
Output quality
Output quality gap
+
–
+
Performance
loo p
Revision
+
+
Rev is ion
loo p
Delays
+
+
Delay loop
Complexity
Repetition
–
–
Output quality
Output q uality gap
+
–
+
Performance
loo p
Revision
+
+
Rev is io n
loo p
Delays
+
+
Delay loo p
–
Cut-back loop
Complexity
Repetition
–
–
Output quality
Output q uality gap
+
–
+
Performanc e
loo p
Revision
+
+
Revision
loo p
Delays
+
+
Delay loop
–
Cut-back loop
+
–
Motivation loop
Reinforcement
loop
Rein forc emen t
loo p
Reinforcement
loop
Rein forc emen t
loop
Frustration
2019 1915Goh and Pentland
As we got more work done, we realized that this de-
sign wasn’t working or this spec needed to change,
which forced a rewrite of tech. It happened a lot with
UI [user interface] and it happened a lot with some of
the other core mechanics, like the Burrow and Com-
bat. (Artist1)
For example, they discovered that animated
movements were too “jerky.”The team narrowed
down their options to either reducing the size of art
assets or redesigning the combat system. While re-
ducing the size of graphics was much quicker than
redesigning the game, it would also reduce its
quality. To figure this out, the team first experi-
mented with reducing graphical quality but later
realized that they would have to change the combat
system from “three versus three”to “one versus
one.”Thus, exploring these options involved sev-
eral iterations between Art, Tech, and Design,
which was reflected in the high number of cross-
functional handoffs in the “Combat”story in
Sprints 3 and 4. The iterative process also led to
handoffs between actions at different stages
of development. In Sprints 3 and 4, some parts of
the Combat story were in the early stages of
experimenting, while others were in the later
stages of testing and revision. An example of an
experimenting task that Design was assigned to in
the Combat story was “Influences for Combat”
(Sprint 4); while an example of a later stage testing
task for Tech was “2nd pass on enemy AI”
(Sprint 4).
Delay loop. The Delay loop is a positive feed-
back loop that indirectly affects actions and
handoffs through revisions. In ProjectBQ, the
frequent revisions to game design and features
slowed down the project team’s progress. De-
velopers thus had less time to implement features
that they had originally planned for, resulting
in further revisions that increased actions and
handoffs.
In revising the combat system in Sprint 3, for ex-
ample, “changes to [the] core mechanic mess[ed] up
productivity”as the requirements for many related
features “changed drastically,”resulting in “rework
[ing] some stuff [they] had done before”or “rewrit
[ing] code from scratch”(Artist1). Revisions thus
threw the production schedule for the entire project
off track—not only did they have less time to ac-
complish their remaining tasks, but there was also
more work due to the revisions.
Another example of revisions causing delays was
evident between Sprints 6 to 8. ProjectBQ was
characterized by frequent revisions where “there
was a new idea or new situation that will then
change”(Artist 1) roughly every two weeks. Con-
sistent with this claim, we found evidence of an
iterative process in these sprints from the pres-
ence of upstream roles (e.g., Design) and actions
(e.g., Experimenting) performedtogetherwithfur-
ther downstream roles (e.g., Sound) and actions
(e.g., Refinement) during these sprints. By then, the
team was already behind schedule. Sprint 6 was
intended to be the phase in which they developed
the social elements of the game, and was labeled
“Global quest, friends list, bring friends on mis-
sions, analytics, tutorials.”However, the list of tasks
was still dominated by those for “Combat,”“Mis-
sions,”and “Burrow,”which were goals for Sprints
4and5.
Not only did frequent revisions cause delays by
slowing down the completion of goals, but they also
caused delays because the frequent revisions led
developers to intentionally leave their tasks un-
completed in anticipation of further revisions. As
described by Artist1,
The guys get to a point where Art wouldn’t actually be
making any final art for anything because we weren’t
sure [about] spending that time. Let’s say that it’s go-
ing to take you 10 hours to make a final piece of art
today. Well guess what? No one’s ever going to get
more than five hours at any task, because we don’t
know what’s going to get cut. If you have 20 things you
need to do, instead of spending 10 hours on each
of those tasks, we’re going to go through all of that for
five hours. Hopefully, we’ll have something to show
for [it]. (Artist1)
The frequent revisions created the expectation that
more changes were forthcoming. This expectation,
coupled with having “20 things you need to do,”led
to a more cautious approach where tasks would only
be partially completed to minimize any loss in time.
While this approach might have saved time for each
individual, it slowed down the team’s progress fur-
ther because instead of completing a task on sched-
ule, tasks were completed only when they became a
high priority, which was usually when they were
behind schedule and urgently needed to be com-
pleted. As a result of these delays, the main pro-
duction phase was extended by four sprints in Sprint
6, and the overall schedule was extended by two
sprints, which Producer1 reported to be the first of
multiple extensions over the course of the project.
Just as revisions caused delays, we found that
delays also instigated more revisions. In ProjectBQ,
1916 DecemberAcademy of Management Journal
the team adapted to having less time by “chopping”
certain features that could not be completed in
the time remaining (Tech1). At the same time, how-
ever, when a feature was simplified (i.e., such as
switching from three versus three to one versus one
combat) the game became “not as exciting”and the
developers felt compelled to “respond by making
other things more exciting, more engaging”(Artist1).
Thus, even as the project scope was reduced, new
features had to be redesigned, which increased ac-
tions and handoffs. Revisions and delays were there-
fore engaged in a positive feedback cycle, which we
label the “Delay loop”(Figure 4d).
Cut-back loop. The cut-back loop is a balancing
feedback loop between revisions and delays that in-
directly reduces actions and handoffs through the
output quality gap. Because of the high degree of
interdependence between components, revisions to
one component led to delays that spilled over to
other components and eventually slowed the prog-
ress of the entire project. For example, the November
10 meeting in Sprint 9 shows how Design1 was
blocked by Tech on the “power scripting”tasks. The
Tech team could not proceed because they were
themselves blocked on a number of their tasks. One
of the reasons for their being blocked was that Tech3
was unable to start work until Design decided how
players would “level up.”However, since Design1
was faced with higher-priority tasks, he was not able
to decide on the “level up”features yet. Overall, we
see that developers were entangled in an intricate
web of interdependence, such that delays in one
component had a domino effect on the overall rate of
progress. These delays cumulated until a critical
point where the team ran out of time. By then, de-
velopers no longer had time to iterate and refine
their work, and were just trying to complete their
tasks “in a crappy way,”or “chopping”features
and reducing the scope of the project (Tech1). In
both cases, there was a reduction in actions and
handoffs through a reduction of the output qual-
ity gap.
These dynamics manifested in Sprints 9 to 11.
A deadline for a major milestone, delivering the
“gamma version,”wasattheendofSprint11.To
meet this deadline, an internal “feature lock”
deadline was set at the end of the second week of
Sprint 9. The feature lock deadline “froze”the
build because no new features were allowed to be
added after the deadline. This deadline gave as-
surance to the developers that there would be no
more major changes to the game design, which
allowed them to focus on building and refining
their work. However, it also reduced their scope
for making a better game—they could not improve
on core design features such as game mechanics,
and could only improve the quality of the game by
refining features such as fixing bugs, tidying up
code, and improving on lighting and textures of
graphics. Thus, the negative relationship between
delays and actions created a balancing feedback
loop between revisions, delays, and the output
quality gap, which we call the “cut-back loop”
(Figure 4e).
Motivation loop. The final mechanism we identi-
fied from our data is the “Motivation loop,”which is
a balancing feedback loop between revisions and
individual motivations that reduces actions and
handoffs. We found that by Sprint 6, the frequent
revisions were taking a toll on developers’morale.
Tech2 described “a huge penalty in both morale and
productivity.”This sentiment is reaffirmed by Tech1
in the following quote:
It hurts to hear when you work on something, and
then you are told that, “This is going away. Just don’t
worry about it anymore, like this is no longer part of
the game.”That happens to some extent in game
development, but it can happen more here... It was
just like a double kick in the pants where all this
work you did right is just getting thrown out of the
window, and now we’regoingtoaskyoutodoit
[again]. (Tech1)
These changes left them feeling frustrated, and led
to a noticeable shift in individual motivations from
wanting to make the “best game possible,”to just “get
it done.”This meant iterating less frequently to re-
fine the game and holding back ideas that could
improve the user’s experience. As Tech2 mentioned,
“you lose some quality and ideas that people could
have brought up”when they became focused on “just
cranking away.”Revisions thus escalated until a
critical point where developers became frustrated
and pulled back their efforts. This created a balanc-
ing reinforcing loop between revisions, frustration,
and actions, which we label the “Motivation loop”
(Figure 4f).
Adding to this frustration among the developers,
the delays also meant that they had to work overtime
for several weeks to complete the game. Even then,
the project was completed two months behind
schedule and without many of the initial features
that had been initially planned for.
2019 1917Goh and Pentland
DISCUSSION
We began by asking a deceptively simple ques-
tion: What makes a pattern of action more or less
varied over time? Implicitly, this question points to
a fundamental issue in organization theory: how
do we explain stability and change? One of the
central insights of routine dynamics is that stabil-
ity and change are both dynamic and both require
explanation (Feldman et al., 2016). Routines do
not just automatically stay the same; reproducing
a recognizable pattern takes effort and so does
changing the pattern. The tension between stabil-
ity and change is implicit in every step on every
path.
To help make this tension visible, we have in-
troduced conceptual and methodological innovations
that provide a new way of seeing the link between
situated actions and organized patterns of action. At
its core, our approach is built around a narrative net-
work that is continually (re)enacted by the situated
actions of specific participants at particular times and
places. These actions perform the paths in the net-
work. In practical terms, people are just working, and
the paths are simply ways of performing the work. In
theoretical terms, they enact the continual unfolding
(Emirbayer & Mische, 1998), becoming (Tsoukas &
Chia, 2002), and patterning (Danner-Schr¨
oder &
Geiger, 2016; Feldman, 2016a; Turner & Rindova,
2018) that constitute ProjectBQ. To understand how
paths influence routine dynamics, we need to zoom
out from actions to patterns (Gaskin, Berente,
Lyytinen, & Yoo, 2014; Nicolini, 2009).
Zooming Out From Actions to Paths to Patterns
Field research enables a fine-grained focus on ac-
tions as a unit of observation, as we have seen in
empirical studies of routine dynamics (Feldman et al.,
2016). However, because participants and observers
tend to see parts of routines, rather than whole rou-
tines, it has always been difficult to trace overall pat-
terns of action involving multiple actors over time.
This gap was one of the original motivations for
narrative networks: to enable field researchers to
piece together larger patterns from fragmented
observations (Pentland & Feldman, 2007).
Routines start with situated actions (Suchman,
1987). In ProjectBQ, these are basic steps required to
carry out the work: creating, writing, testing, re-
vising, etc. Some research traditions zoom in to an-
alyze the details of how particular actions inhabit
and animate particular situations. For example,
research on affordances has often zoomed in on the
detailed relations between actors, actions, and arti-
facts (Chemero, 2003; Volkoff & Strong, 2017).
In contrast, getting from actions to patterns in-
volves zooming out in two distinct ways. First, we
zoom out from actions to paths by paying attention to
the sequence of actions along the path. In addition to
asking “What happened?”we explicitly ask “What
happened next?”. In doing so, we locate each action
in the context of an enacted path. The sequential
relations between actions provide the forward mo-
tion that gets work done, but it is important to realize
that neither participants nor observers are always
able to see for themselves what happens next along a
path. In contemporary organizations, the next step
may happen in another part of the world.
Next, when we zoom out from paths to patterns, we
locate each action in the context of a network of paths.
The network summarizes enacted paths within a
particular window of time. In doing so, it reveals the
possible paths forward from each action, which may
be many or few. The network of possible paths rep-
resents the emergent accomplishments (Feldman,
2000) and the pattern of interdependent actions that
define organizational routines (Feldman & Pentland,
2003). By zooming out from actions to paths to net-
works, the pattern of action becomes visible. When
we zoom out from individual actions to consider
patterns, we see that the individual actions are not
independent. This is a defining characteristic of or-
ganizational routines (Feldman & Pentland, 2003).
Placing actions in networks has important theo-
retical and methodological implications, such as the
relationship between actual paths and possible
paths. At any moment along a given path, there are
possibilities for branching onto a different path.
Possible paths are inferred based on actual, observed
edges in the graph. Since narrative networks are
usually quite sparse, the inferred possibilities con-
stitute a tiny fraction of the paths that could be
formed if the network was fully connected.
In ProjectBQ, thousands of possible paths could be
inferred from the enacted paths. To express these
possibilities, we aggregate actual paths into a narra-
tive network (Pentland & Feldman, 2007). Because it
aggregates alternative paths, the network includes
possibilities that may never be actualized. These
possibilities may be considered part of the latent
structure of the routine. Since many of these paths
would be considered unusual or exceptional by the
participants, it would be inappropriate to equate
the narrative network with the ostensive aspects of the
routine. The ostensive aspects of a routine embody
1918 DecemberAcademy of Management Journal
normative, typical understandings that tend to guide
action (Feldman & Pentland, 2003). In contrast, the
narrative network embodies possibilities of paths that
could be taken, as inferred from actual paths enacted.
In a simple routine, there may be only a few ways
to do the work. Sparse networks with a handful of
paths are easy to comprehend, but it is difficult to
appreciate how quickly the number of paths can
change and how large it can get. Our intuition is that
more required actions adds complexity. This in-
tuition is captured in the concept of component
complexity (Wood, 1986). However, a larger num-
ber of actions is not the primary driver of com-
plexity. For any given number of actions, adding
more edges (more paths) will increase complexity
exponentially (Hærem et al., 2015). This increase
can only be estimated by counting the edges (pairs
of actions) that occur along the enacted paths. The
methodological move from actions to paths to net-
works enables an entirely new way of seeing task
complexity. In ProjectBQ, we observed orders-of-
magnitude changes in the number of paths from one
sprint to the next, even though the number of ac-
tions was the same. This descriptive finding adds
urgency to our research question: What drives these
dramatic changes?
Patterning as a Motor of Routine Dynamics
In our study, we identify six causal loops that in-
fluence the number of possible paths in the project
from sprint to sprint. Many of these are specific to the
world of video game development, so we are hesitant
to generalize too broadly. However, if we step back
from the particulars of ProjectBQ, we can see that
generic factors, such as cost, quality, and deadlines,
can influence action patterns. We can interpret these
causal loops in terms of Van de Ven and Poole’s
(1995) classic typology of change motors: life cycle,
teleologic, dialectic, and evolutionary. However,
patterning provides a novel motor of change that is
closer to the phenomena we observed and a better
theoretical fit for routine dynamics. To see how this
is so, first consider the traditional motors of change.
Lifecycle. The lifecycle motor depicts change as a
progression through a prescribed sequence of stages
regulated by an underlying logic, program, or code.
In ProjectBQ, we can see the whole project as a life-
cycle, from conception to final deliverable. Within
the project, the three-week sprints can be interpreted
from a lifecycle perspective as well, since each sprint
has a repetitive structure. Lifecycles provide an ex-
cellent explanation for routine repetition, but they
have not featured prominently as drivers of routine
dynamics.
Teleology. The teleological motor explains change
as a goal-directed process undertaken by an entity that
involves a cycle of setting, implementing, evaluating,
and modifying goals. The performance loop in our
model is probably the clearest manifestation of a tel-
eologically driven motor because it depends on
the perceived gap in output quality. As a result of
this loop, more paths are enacted to improve output
quality and narrow the output quality gap.
Dialectic. The dialectic motor explains change as
occurring through the synthesis of oppositional
forces and has been featured in some theories of
routine dynamics (e.g., Salvato & Rerup, 2018;
Turner & Rindova, 2012). In ProjectBQ, we can see a
dialectical interaction between mechanisms that re-
inforce complexity (i.e., performance loop, revision
loop, delay loop) and mechanisms that assert a bal-
ancing pressure on complexity (i.e., reinforcement
loop, cut-back loop, motivation loop).
Evolution. Evolution has been an influential met-
aphor in routine dynamics (Feldman & Pentland,
2003), but it is difficult to operationalize in empirical
research. The problem in applying this motor to real
situations is the unit of analysis: What entity is being
varied, selected, and retained in the population? In a
computer-based simulation, Pentland et al. (2012)
used whole performances of the routine (whole
paths) as the phenotypes being selected. However,
the participants in ProjectBQ enacted their paths one
step at a time. The evolutionary model breaks down
because there is no clear-cut phenotype that is being
selected based on its fitness. It does not make sense to
argue that there were multiple, competing patterns
of action subject to evolutionary pressure.
Patterning. When the entity undergoing change
is an organizational routine (or a group of routines),
patterning provides a more natural explanation of
how change happens. As situated actions unfold in
the performance of the work, patterns are (re)enac-
ted. Each step enacts what the routine is becoming
(Tsoukas & Chia, 2002). Patterning provides a proc-
essual description for change that is grounded in the
performance of the routine. By performing their
work, the participants in ProjectBQ were patterning
their work as well. The causal loops that we identi-
fied in ProjectBQ exemplify the kinds of factors that
influence the tendency for the network to change or
remain the same by adding or dropping paths.
2019 1919Goh and Pentland
Future Work: Routine Dynamics as
Network Dynamics
By locating actions in a network of possible paths,
the path-based perspective sets the stage for a rich
new set of possibilities for organizational research.
One particularly promising way forward builds on
the idea we introduced above: routines dynamics as
network dynamics.
We suggest two complementary mechanisms that
are consistent with patterning: repetitive reinforce-
ment (Sutton & Barto, 2018) and morphogenesis
(Archer, 2010).
Repetitive reinforcement. When reinforced, paths
in a narrative network become the ruts in the road that
make the pattern repetitive and recognizable. They
are more likely to be followed in future repetitions. In
ProjectBQ, we have evidence that repetition leads to
the reinforcement of specific edges in the graph. Re-
petitive reinforcement is visible, even with a small
amount of data in a highly variable creative project
context.
Repetitive reinforcement is a well-established
mechanism for learning by doing (Levitt & March,
1988; March, 1991) and routine formation (Cohen &
Bacdayan, 1994). Repetition of a known pathway
exemplifies what March (1991) termed “exploita-
tion.”Repetition provides an occasion for refin-
ement and learning. To the extent that repetitive
reinforcement is the dominant mode of patterning, it
should tend to promote lock-in and inertia (Schulz,
2008).
Morphogenesis. The morphogenetic perspective
of structure and action “unravel[s] the dialectical
interplay between structure and action”in sequen-
tial cycles of structural conditioning, social in-
teraction, or structural elaboration (Archer, 2010:
228). Morphogenesis provides a countervailing
mechanism for patterning that can lead to structural
elaboration (i.e., change). Archer (2010: 247) theo-
rized that degrees of freedom and stringency of
constraints are preconditions for understanding
morphogenesis: “the specification of degrees of
freedom and stringency of constraints makes it pos-
sible to theorize about variations in voluntarism and
determinism (and their consequences).”In Archer’s
(2010) theory of morphogenesis, conditions with
high degrees of freedom and low stringency of con-
straints are hypothesized to favor change.
The narrative network framework provides a
starting point for operationalizing the conditions
for morphogenesis. By degrees of freedom, Archer
(2010) meant the set of choices available for actors to
do something new or different in a given situation,
such as forming a new path. At any point in the
narrative network, we can operationalize degrees of
freedom as the out-degree of the current node (the
number of outwardly directed edges). This number
will vary throughout the network because each node
will have a specific out-degree. Transportation ex-
amples, such as getting to work via walking, bus,
bike, or train, provide a good way to illustrate degrees
of freedom. In principle, one could extend the de-
grees of freedom to include other, as yet unformed,
paths (e.g., riding a motorcycle or hailing a ride
service).
By stringency of constraints, Archer (2010) re-
ferred to the fact that not all degrees of freedom are
equally free to every actor at every time and place.
Situational factors naturally make some options
more expensive, difficult, or risky. For example, bad
weather might impose a constraint that makes cy-
cling difficult or impossible; the need to carry a lot of
equipment might require a taxi or even a truck. In
principle, stringency of constraints could be mod-
eled as a cost function that could be assigned to each
edge in the graph, depending on context. This in-
formation is over and above what would normally be
included in a narrative network.
We can interpret morphogenesis in terms of more
familiar concepts, such as exploration (March, 1991)
and innovation (Garud, Tuertscher, & de Ven, 2013).
The innovation process has been increasingly con-
ceptualized as an ongoing accomplishment without a
well-defined end point, and not simply a journey with
predefined stages (Garud Gehman, Kumaraswamy &
Tuertscher, 2016, 2013; Obstfeld, 2012; Van de Ven,
Polley, Garud, & Venkataraman, 1999). Creating and
maintaining possibilities is important for these kinds of
exploratory, emergent activities. Future work could
investigate how exploration and innovation are en-
couraged by conditions or efforts to sustain the variety
of pathways.
Practical Implications: Managing Paths
The practical value of understanding paths
is well established in business process management
(Dumas, La Rosa, Mendling, & Reijers, 2018). Com-
mercial software products such as Celonis (https://
www.celonis.com) and Fluxicon Disco (http://
fluxicon.com/) have been inspired by the idea that
you cannot manage what you cannot see. Processes
are difficult to see, so these products use digital trace
data to make work processes visible, to monitor
process execution, and to provide feedback on
1920 DecemberAcademy of Management Journal
process conformance and other aspects of process
performance. They are primarily intended for use on
highly structured, computerized processes where
digital data are readily available.
However, business process management tends to
emphasize conformance and compliance—sticking
to prescribed paths. While avoiding deviant paths is
important, one can also think of paths in terms of op-
portunities. For example, the entrepreneurship lit-
erature has talked about exploiting entrepreneurial
opportunities through an effectual approach
(Sarasvathy, 2001, 2009) thatleverages contingencies,
rather than a planned approach based on assumptions
that reduce uncertainty. Under conditions of un-
certainty, it might be more beneficial to encourage
path creation rather than conformance, as the former
would provide insights into the potential opportunities
created (Alvarez & Barney, 2007; Garud, Kumaraswamy,
& Karnøe, 2010).
The path-based perspective may allow us to
consider managerial decision in a way that takes
morphogenesis into consideration. When we
ask, “What conditions will lead to favorable out-
comes?”we can consider the process that connects
the antecedents and the consequences (Abbott,
1990). Rather than reducing the intervening pro-
cess to one best path or one best practice, the path-
based perspective encourages us to consider the
space of possibilities. Thus, instead of studying
antecedents and consequences to identify the best
path (and trying to follow it), we might consider the
antecedents and consequences of expanding or
contracting the space of possibilities. Such an ap-
proach might be useful in managing other types of
complex emergent phenomena, such as innovation
(Dougherty, 2016; Dougherty & Dunne, 2011; Garud
et al., 2016) and dynamic team processes (Cronin,
Weingart, & Todorova, 2011; Kozlowski & Chao,
2018; Srikanth, Harvey, & Peterson, 2016).
Limitations
A limitation of a path-based perspective pertains
to the availability of data to construct the narrative
network. In this study, the agile software develop-
ment methodology created a useful archival record:
the scrum sheets. In other settings, it may be difficult
to gather data that provides a meaningful trace of
actions over time. Nevertheless, recent advances in
technologies for sensing and capturing fine-grained
behaviors offer promise in overcoming this limita-
tion (Kozlowski, Chao, Chang, & Fernandez, 2015;
Lazer et al., 2009).
The temporal unit of analysis (the time window)
matters. Because ProjectBQ was enacted in a series of
sprints, our view of the dynamics of the project is
based on a compilation of snapshots. The flow we see
is more like a storyboard than a finished movie. It is
likely that changing the timeframe, or the “exposure
time,”of the picture could generate a different sense
of flow. This is particularly true if a process is
changing quickly. In the case presented here, three-
week sprints made a natural division; in other set-
tings, the appropriate timeframe would be a matter
of researcher judgment.
In recreating the task sequences in our data, we
had to assume that tasks were performed sequen-
tially. However, some tasks were performed con-
currently, but we were not able to capture such
relationships with current methods. To the extent
that concurrent activities are interdependent, our
method is likely to understate complexity. Never-
theless, the general trajectory of complexity was con-
sistent with the project narrative, which was based on
other data sources. Both of these limitations—temporal
granularity and concurrency—point to the importance
of having multiple sources of data to contextualize
and interpret processual phenomena, as we have done
here.
Our methodology for estimating the number of
paths in the narrative network has a number of lim-
itations as well. First, it assumes that the directed
graph is a complete, accurate representation of the
underlying process. In practice, processes are diffi-
cult to observe—they change constantly and there is
good reason to expect that any particular enactment
is ephemeral, at best. Additionally, it may not be
clear where a process starts or where it finishes, and
researchers will have to rely on their judgment for
such decisions. However, the estimator used to
compute the number of paths (see Appendix B) ad-
dresses this concern because there is no need to
specify the start or end for the process.
Second, our metric for complexity does not ac-
count for differences in difficulties in performing
within-role and cross-role handoffs. In the case of
ProjectBQ, for example, moving from Experimenta-
tion to Building was likely to be more challenging
when the handoff was with someone from the same
function (e.g., from one Artist to another) compared
to someone from another function (e.g., from an
Artist to the Software Engineer). In addition, because
our method of estimating paths is based on the
structure of the narrative network, it could overstate
or understate the actual number of paths in some
2019 1921Goh and Pentland
situations. These issues can be explored in future
research.
CONCLUSION
Organizational phenomena are widely acknowl-
edged to be complex and dynamic. However, there
are few studies in organizational and management
research that have explicitly accounted for the dy-
namics of complexity. Our research demonstrates
how the concept of paths allows us to see the dy-
namic patterning (Danner-Schr ¨
oder & Geiger, 2016;
Feldman, 2016a; Turner & Rindova, 2018) of routine
actions. We show how paths change over time, and
develop a theory about the mechanisms driving
these dynamics. The concept of paths as a “new way
of seeing”can be applied to different processual
phenomena with emergent characteristics to ad-
vance organizational and managerial science by de-
veloping new theories about the dynamics of these
phenomena.
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as well as on YouTube and elsewhere.
2019 1925Goh and Pentland
APPENDIX A
COUNTING SIMPLE PATHS IN A
DIRECTED GRAPH
This appendix explains a method for counting simple
paths in a directed graph, and contains code for a
MatLab function that implements this method.
Overview of Algorithm
The algorithm is a breadth-first search that finds all of
the simple paths (sequences of connected nodes) from
start to finish. The algorithm follows all edges leading
out from the start node. Each connected node indicates a
partial path. Then, for each partial path, it follows all of
the edges leading out from the last node of the path. Each
partial path is stored. New paths are added only if they
are unique. If a path revisits any node, it is removed from
the list of stored paths. Thus, the algorithm only counts
simple paths (West, 2001)—paths that do not include
any node more than once. When a path reaches the fin-
ish node, it is added to the list of completed paths. The
algorithm continues until the graph has been exhaus-
tively searched. It is a “brute force”enumeration of all
simple paths.
MatLab Function for Counting Paths
This function requires three inputs: (1) an adjacency
matrix for the directed graph that describes the task or
process, (2) the source (starting point) of the task, and (3)
the sink (stopping point) of the task. The function pro-
duces two outputs: (1) the number of simple paths from
start to finish, and (2) a list of the simple paths from start
to finish.
function [ simple_paths, list_of_unique_paths ] 5...
task_complexity_index(AM, source, sink)
% This code counts the number of simple paths (no
cycles) in a
% directed graph. Paths start at the source and end
at the sink.
% INPUTS:
% AM: adjacency matrix for the directed graph that
represent the task
% source: starting point for task
% sink: ending point for task
% OUTPUTS:
% simple_paths 5number of simple paths
% list_of_unique_paths 5cell array of strings that
describe the paths
% Data structures for keep track of unique paths
paths_completed 5containers.Map();
paths_in_progress 5containers.Map();
% Use CAPITAL N for size of adjacency matrix
N5size(AM, 1);
% Convert adjMtx to 0/1 only
AM 5(AM .0);
% Take out the diagonal, since self-connected
vertices do not add paths
AM(eye(N)551) 50;
%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%
% The main loop traverses the graph until there are
no more
% simple paths to find.
% Finished paths are stored in data.completed_paths
% start with the source to initialize the paths_in_
progress
s5add_to_paths(source,next_nodes(AM, source));
% then loop until done
loop_count 50;
simple_paths 50;
while paths_in_progress.Count $1
% the function “path_search”loops through all
of the paths in
% progress to see if they can be completed or
continued.
% The status flag is not used
status_flag 5path_search(AM);
% the loop count is just used to display progress
if so desired
loop_count 5loop_count11;
% Uncomment these statements to view the process
% disp(strcat(‘Depth59, num2str(loop_count), ...
%9PathsInProgress:9, num2str(paths_in_
progress.Count),...
%9PathsCompleted:9, num2str(paths_
completed.Count)));
% show_paths(paths_in_progress)
% show_paths(paths_completed)
% If you want to set a ceiling, you can do it here.
if paths_completed.Count $1000000
% re-initialize the list of paths in progress to
stop the search
paths_in_progress 5containers.Map();
disp(‘*** over 1,000,000 paths found. Limit
ing count. ***’);
end
end % paths_in_progress loop
1926 DecemberAcademy of Management Journal
% assign the total and the list
simple_paths 5paths_completed.Count;
list_of_unique_paths 5keys(paths_completed);
% disp(strcat(‘Total simple paths 5‘,num2str(
simple_paths)));
return;
% ****************************************
*********
% loop through paths in progress and extend
them until completed
function ss_status 5path_search(adjMtx)
for p_in_prog 5keys(paths_in_progress)
pnp 5str2num(p_in_prog{1});
ss_status 5add_to_paths(pnp, next_
nodes(adjMtx,pnp));
end
end
% look at the end of the current path to get the
next nodes
function nlist 5next_nodes(adjMtx, current_
path)
% use that node to get the list of next nodes
nlist 5find(adjMtx(current_path(end),:) .0);
% check if any are already on the path
nlist 5setdiff(nlist,current_path);
end
% Put paths in paths_completed or paths_in_
progress
% Keep going until all possible paths are found.
function sstatus 5add_to_paths(path_in, next_
node_list)
path_in_key 5mat2str(path_in);
% stop if there is nowhere to go
if numel(next_node_list) 55 0
if isKey(paths_in_progress, path_in_key)
remove(paths_in_progress, path_in_key);
end
sstatus 50;
return;
else
sstatus 51;
end
% loop through all of the potential next nodes
for next_node 5next_node_list
% make sure the node has not been visited on
this path
if ;any(path_in 55 next_node)
% append the next node and store it
path_out 5[path_in, next_node];
path_out_key 5mat2str(path_out);
% if the path is done, then save it in completed set
if path_out(end) 55 sink
paths_completed(path_out_key) 5path_out;
sstatus 51;
else
if numel(path_out) $3*N % path is too long...
if isKey(paths_in_progress, path_out_key)
remove(paths_in_progress, path_out_key);
end
sstatus 50;
else
paths_in_progress(path_out_key) 51; % dummy
end
end
if isKey(paths_in_progress, path_in_key)
remove(paths_in_progress, path_in_key);
end
end
end
end
% this function is only used for debugging
function show_paths(c)
for v 5keys(c)
v
end
end
end % of main function
APPENDIX B
FUNCTION FOR ESTIMATING PATHS IN
DIRECTED GRAPH
The brute-force counting method in Appendix A
provides a reference against which we can assess methods
for estimating task complexity. However, counting paths
in a network is known to be a “#P-complete”problem
(Bax, 1994): the number of paths cannot be counted in
polynomial time. As a practical matter, as the size and
density of the network increases, no amount of computing
resources can solvethe problem. The number of paths can
be enumerated for smaller networks (Rubin, 1978; Bax,
1994), but for larger networks it must be estimated
(Roberts & Kroese, 2007).
To develop an alternative that is computationally
tractable, we build on the method introduced by
McCabe (1976) for estimating the complexity of a soft-
ware module. This measure, called cyclomatic com-
plexity, is still in use as a measure of software
complexity (Ebert & Cain, 2016; Tiwari & Kumar, 2014).
McCabe (1976) represented the execution paths in a
block of code as a directed graph, and then used the
2019 1927Goh and Pentland
number of nodes and edges to estimate the number of
execution pathways. McCabe also adjusted for sub-
routines, which act like nodes and tend to reduce the
number of execution paths:
Complexity ∼Edges–Nodes–Subroutines
The analogy to task complexity is straightforward. As
in Hærem et al. (2015), the nodes in the graph are the
“required acts”in a task and the edges represent the
connections between those acts. Note that this func-
tional form contradicts the widely held intuition that a
greater number of required acts increases complexity
(Wood, 1986). The interpretation here is subtler: for a
given number of nodes, it is the number of edges that
drives complexity.
We fit this function to the results of the exact algorithm
in Appendix A using a set of simulated data (n573,200).
The simulated data included 100 random repetitions for
each size of network from 10 #nodes #100, with varying
levels of network density. The networks were simulated so
that there was always at least one valid path. Empirically,
we found that the best fit involved a logarithmic trans-
formation of the dependent variable, as theorized by
Hærem et al. (2015). We also found that it made no dif-
ference if we counted the number of paths or the sum of the
number of edges along all of the paths. The results are
shown in Table B1. Regression diagnostics are shown in
Figure B1, which shows standardized residuals and the
cumulative probability (P-P) plot. Over a wide range of
conditions, the simple estimate of network paths corre-
lates with the exact count quite well (r50.94).
Finally, we wanted to ensure that our estimate is ac-
curate when a graph has a single path from source to
sink. When there is a single path, there is one edge be-
tween each pair of nodes, so edges 5nodes - 1. There-
fore, when there is a single path, log
10
(1) 50. Adjusting
the model to fit this analytical boundary condition re-
sults in this formula for computing task complexity
based on a directed graph that represents the task:
Enacted task complexity 5log10ðsimple pathsÞ
5:08pðedges 2nodes 11Þ
REFERENCES
Bax, E. T. 1994. Algorithms to count paths and cycles. In-
formation Processing Letters, 52: 249–252.
Roberts, B., & Kroese, D. P. 2007. Estimating the number of
s-t paths in a graph. Journal of Graph Algorithms and
Applications, 11: 195–214.
Rubin, F. 1978. Enumerating all simple paths in a graph. IEEE
Transactions on Circuits and Systems, 25: 641–642.
TABLE B1
Fitting the Estimate to the Exact Model
Descriptive Statistics (n573,200)
Min. Avg Max.
Nodes 10 54 100
Edges 9 67 138
Paths 1 120 25,838
TABLE B2
Regression Results Predicting Number of Paths in Simu-
lated Networks
DV 5Log
10
(simple paths)
Nodes 20.079*** (.000)
Edges 0.080*** (.000)
Const. 0.120** (.003)
R
2
0.889
F291,982.5***
***p,0.001
1928 DecemberAcademy of Management Journal
FIGURE B1
Diagnostic Results
–6
0
1,000
2,000
3,000
5,000
4,000
–4 –2 2 4 60
Histogram
Expected Cum. Prob
Frequency
Dependent Variable: CompIDX
Re
g
ression Standardized Residual Observed Cum. Prob
Mean = 5.23E-15
SD = 1.000
n = 73,200
Normal P-P Plot of Regression Standardized Residual
Dependent Variable: CompIDX
0.0
0.0
0.2
0.6
0.8
1.0
0.4
0.2 0.4 0.6 0.8 1.0
Notes: P-P plot refers to a probability-probability plot of two cumulative distribution functions to compare how closely two data sets agree.
2019 1929Goh and Pentland