Every scenario presents a realistic dilemma where the executive has enough information to act but not enough to be certain. This mirrors the actual conditions of technology adoption decisions, where waiting for certainty is itself a consequential choice. (Watson & Fang, 2012; Warren & Jones, 2017)
The platform does not ask what the learner chose. It asks them to justify why. Explaining a choice under competing constraints is the core cognitive act that builds transferable critical thinking capacity, grounded in cognitive apprenticeship theory. (Collins et al., 1989; Brown et al., 1989)
Decision patterns aggregate into a Speed / Governance / Caution posture profile. Surfacing a decision-making style the learner may not recognize in themselves is a precondition for improving it. (Black & Wiliam, 1998; Zimmerman, 2000)
Content unlocks in layers: Koan framing, Teaching, Context, then Scenario. The learner must engage with the problem frame before the decision is available. Real decisions arrive with incomplete context, and learning to gather information before acting is itself a skill. (Zimmerman, 2000)
Meridian places the executive inside a fictional organization across 20 quarterly decisions. Choices compound: a governance shortcut in Q1 creates a stakeholder crisis in Q7. Developed from the Anytown and Door game lineage, this mechanic trains causal reasoning across time horizons that single-scenario formats cannot. (Warren et al., 2011)
Four executive role tracks and a secondary lens (ethics, risk, ROI, governance, readiness) ensure the problem-solving practice matches the decision contexts each participant actually faces, maximizing transfer to organizational practice. (Tomlinson, 2001; Collins et al., 1989)