The key components of a card based knowledge exchange solution are summarised below:
Suggested uses for the Cards & Summaries are listed below; however users are free to be creative with how they deploy these resources and are encouraged to share their experience to inspire others via the Feedback form at the bottom of this page.
To help embed and retain your key asset & activity integrity values, we’ve developed card size magnets that can be attached to a variety of metal surfaces.
Magnets provide the same learning opportunity as our cards, however these weather-resistant designs offer both fixed and portable ways to inform and remind stakeholders in an accessible and memorable way.
Magnets can be deployed in a number of internal & external operational areas:
These can be produced to communicate a range of topics – read our Magnetic Energy post for more information.
Magnets could be strategically placed around your facility to challenge personnel performing planned audits or unplanned visits or walk arounds to locate and then discuss the topics on the cards – like a serious Scavenger Hunt.
Traditional games can be played using the numbers & suits as per conventional playing cards. These can be informal or ad-hoc with the simple goal that handling familiar cards will subliminally embed the images in the consciousness of the participants.
This is the easiest form of deployment where players (who don’t need any introduction to familiar playing cards) learn passively (by osmosis) simply by handling cards while playing their local games.
- It is anticipated that these type of group games e.g. Old Maid, Cheat/Bluff/I Doubt It or Crazy Eights/Switch etc, where the aim is to discard your cards, provide the most powerful message to personnel where they can “eliminate” their LoC scenarios.
- Some suggestions (local variations of names/rules may apply) and details on how to play are available on Wikipedia, Bicycle Cards and other online sources.
- These should not be seen as offloading the problem onto others.
- Group casino style games such as Poker, Blackjack etc allow individuals to compete to mimic that, by winning, they are in control of LoC scenarios.
- Individual games such as Solitaire, Patience etc give personnel time to reflect on the LoC scenarios that they may experience. Building a House of Cards to pass the time may also increase awareness by osmosis.
- Group games where the aim is to acquire all the cards in the deck e.g. War, Snap/Slaps etc or to take as many tricks as possible e.g. Bridge, Whist etc can be played
- Since the objective is to avoid or reduce LoC scenarios, collecting (“experiencing”) these scenarios should not be seen as winning.
- The relative Threat potential and Release potential (if shown on the cards) can be used to compare players cards with the lowest value winning the hand.
- Alternatively a customised SDS deck could be used e.g. Chemical Hazards
- Typically, this the opposite of the conventional game (where the highest value wins) and is intended to remind players that lower likelihood and reduced releases are the best outcome.
- Separate red & black Jokers are provided for the User to adapt as they see fit e.g. Wild Cards that make LoC Events ‘disappear’.
- Existing hazards may be difficult to eliminate (use inherently safe designs to avoid them) but they can be reduced, isolated or controlled.
Packs of cards can be freely distributed where personnel congregate when not working e.g. canteens, restaurants, smoking huts, warehouses, gatehouses, receptions etc.
Brief safety talks, minutes or chats which launch a meeting or shift could either start with a quick card game (see above) and/or either use the card from the campaign (see below) or a randomly drawn card from the deck.
“What’s your awareness/experience of the card you’ve been dealt”
Alternatively use an ad-hoc or “pop” quiz to quickly test the knowledge of the team by using cards without titles.
“Name the event on the card”
Attach relevant cards to Permit to Work.
Hazard Spotting & Surveys (Audits)
Cards can be used to label vulnerable locations during site walk round e,g, punch holes in the cards and use cable ties to attach them to specific equipment or structures.
The summaries could be used as a visual checklist to confirm the presence (and where practical the performance) of the barrier types for each applicable scenario.
Contractors or Visitors could be issued with either a pack of cards or the current campaign card (see below) as a reminder of the company/site recognition of potential scenarios and the expectation that everyone entering the site (however briefly) must be aware of and always vigilant to these events.
Start meetings by dealing everyone a card, then one-by-one (or randomly) go round the table …
“Discuss your role/responsibility related to this card”
During hazard studies e.g. HAZOP, deal out the cards and as each challenge e.g. Deviation is discussed, attendees (“players”) put that card into a pile on the table (physical or digital).
At the end of the study, the cards that are left are either:
- Not applicable – suggest these are recorded as such,
- Not evaluated – further discussion required, or
- Overlooked – participants need to pay attention !
Groups could be asked to build a House of Cards – either per pack or per suit – to demonstrate that they can create and sustain a Safety Management system founded on an awareness of potential scenarios.
The generic bowtie scenarios only represent the left-hand side of the diagram i.e. from Threat to Top Event since every loss of containment application (chemicals, conditions etc) will be different, however; sites could use the scenarios as a foundation to develop the right-hand side of the diagram i.e. from Top Event to Consequences.
Plant, site, company, or industry incidents could be categorised according to event type, for example:
Giving each LoC card a value e.g. face value for 2-10, plus 10 for court/face cards (J,Q & K) and 11 for Ace can also be used to provide a site summary for the aggregate potential for a LoC event.
For example, on a typical tank farm or depot, if there is the potential for Disconnection (6♥), Transport Incidents (10♣), Overfilling (J♦) and External Corrosion (8♠) this suggests a score, ranking or index of 34 i.e. 6+10+10+8.
Relate cards to Company or Industry incidents to provide context why the topic is relevant to avoid the same/similar event happening here.
Campaigns e.g. 1 card per week for 52 weeks could be based around each event type which could appear on site or company physical (e.g. posters at prominent locations e.g. control/meeting rooms or site entrances) & digital (e.g. intranet, newsletters, emails etc) media.
Using each type as a seed or catalyst for discussion, site/company specific concerns and experience where available can be used to contextualise the process and protection.
For more information please contact us.
We welcome all suggestions, tips, tricks etc that could help other users get the most out of the cards. Please enter your comments in the form below: