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Par$cipa$ve Games For Learning Lean Copyright © PICSIE Books, 2010 These slides may be copied for use by the Purchaser of the book to play the games, but may not otherwise be copied or distributed. 1 From Bicheno : Lean Games Book. Please do not distribute.

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Page 1: Lean Games Book - Slides

Par$cipa$ve  Games  For  Learning  Lean  

Copyright  ©  PICSIE  Books,  2010  These  slides  may  be  copied  for  use  by  the  

Purchaser  of  the  book  to  play  the  games,  but  may  not  otherwise  be  copied  or  distributed.  

1  From  Bicheno  :  Lean  Games  Book.  Please  

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Page 2: Lean Games Book - Slides

Airplane  Games  

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Opera$on  1:  Fold  1  

A4  sheet   Fold  down  corners  Fold  in  half  

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Opera$on  2:    Fold  2  

Make  second  Fold  

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Page 5: Lean Games Book - Slides

Opera$on  3:  Fold  3  

Side  Views  

Turn  sheet    Thru  90  degrees.  Fold  in  half  along  

Centre  fold  

Fold  the  wings    over  the  body  on  both  sides.  Note  1  cm.  

Top  (sheet)  View  

1  cm.  

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Opera$on  4:    Fold  4  

Side  View  Top  View  

(when  opened)  

Fold  up  both  Wing  $ps.  

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Opera$on  5:  Fold  5  

Side  View  

End  Views  (Sec$on  A-­‐A)  

A  

A  

Grasp  plane  here  between  thumb  and  forefinger  of  leY  hand  

Final  Side  View  

At  right  hand  end  of  plane,  Insert  thumb  and  and  middle  finger,  between  ver$ces  of  M   …then  push  up  central  

por$on  with  index  finger  to  form  the  tail…..  

A  

A  

Before   AYer  

…and  fla]en  all  folds  

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Page 8: Lean Games Book - Slides

Opera$on  6  

Side  Views  

With  red  pen,  add  circular  decal  to    LeY  side  of  plane  

…  and  with  Blue  pen,  add  circular  decal  to    Right  side  of  plane  

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Opera$on  7  

Side  Views  

End  Views  

Top  View  

…Open  up  wings,    and  straighten  all  edges  

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Quality  Check  (for  A4  size  paper)  

Side  View  100mm  +/-­‐  5mm  

Top  View  

Folds  on  wings  Aligned  within  

3  mm  

98  mm  +/-­‐  5mm  

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Tail  must  be  at  least  2  cm  above  wing  

End  View  

Tail  must  be  at  least  2  cm  above  wing  

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JIT  Game  Layout  

Op  4  

Op  5  

Op  1  

Op  8  

Op  3  

Op  6  

Op  7  

Op  2  

Customer   Dispatch  

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Customer  Requirements  

•  The  first  delivery  is  due  aYer  3  minutes  •  At  2  minutes,  and  each  minute  thereaYer,  the  Customer  

rolls  two  dice.  •  The  first  Dice  roll  indicates  how  many  planes  will  be  

required  in  the  next  minute  •  The  second  Dice  roll  indicates  the  decal  colours:  

–  Roll  1  or  2:  Decal  colours:  Red  and  Red  –  Roll  3  or  4:  Decal  colours  Red  and  Blue  (B  on  top  right)  –  Roll  5  or  6:  Decal  colours  Blue  and  Blue  

•  In  other  words,  there  is  a  60  second  order  lead  $me.  •  Backorders  (i.e.  late)  not  allowed.  •  Stop  aYer  12  minutes.  (i.e.  10  deliveries)  

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Dispatch  Player  Tasks  

•  You  need  to  supply  the  Customer  with  his  or  her  requirements.  

•  Keep  a  record  of  all  orders  received.    •  Please  keep  a  record  of  all  orders  that  you  are  NOT  able  to  meet.  Record  the  number  of  airplanes  not  met.  

•  Part  orders  are  acceptable.  •  Late  orders  are  NOT  acceptable.  

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Record  Sheet:  Round  1  

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Minute   Orders  Rec’d   Orders  Met  

1   0   0  

2   0  

3  

4  

5  

6  

7  

8  

9  

10  

11  

12   0  

Round  Results  

No  of  players  

No  NOT  delivered  

Closing  WIP  &  FGI  

Opening  WIP  &  FGI  

Inventory  buildup  

Note:  If  Closing  inventory  is  less  than  opening  inventory,  the  difference  must  be  added  to  the  number  of  airplanes  NOT  delivered.  This  is  for  con$nuity  reasons.  

Note:  Late  orders  are  NOT  accepted.  

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Record  Sheet:  Round  2  

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Minute   Orders  Rec’d   Orders  Met  

1   0   0  

2   0  

3  

4  

5  

6  

7  

8  

9  

10  

11  

12   0  

Round  Results  

No  of  players  

No  NOT  delivered  

Closing  WIP  &  FGI  

Opening  WIP  &  FGI  

Inventory  buildup  

Note:  If  Closing  inventory  is  less  than  opening  inventory,  the  difference  must  be  added  to  the  number  of  airplanes  NOT  delivered.  This  is  for  con$nuity  reasons.  

Note:  Late  orders  are  NOT  accepted.  

Page 16: Lean Games Book - Slides

Record  Sheet:  Round  3  

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Minute   Orders  Rec’d   Orders  Met  

1   0   0  

2   0  

3  

4  

5  

6  

7  

8  

9  

10  

11  

12   0  

Round  Results  

No  of  players  

No  NOT  delivered  

Closing  WIP  &  FGI  

Opening  WIP  &  FGI  

Inventory  buildup  

Note:  If  Closing  inventory  is  less  than  opening  inventory,  the  difference  must  be  added  to  the  number  of  airplanes  NOT  delivered.  This  is  for  con$nuity  reasons.  

Note:  Late  orders  are  NOT  accepted.  

Page 17: Lean Games Book - Slides

Wing  Decal  Pain$ng  

•  Customer  demand  is  known  to  be  in  the  ra$o  of  – One  with  two  red  decals  – One  with  red  and  blue  decals  – One  with  two  blue  decals  

•  Therefore,  for  each  batch  of  6  airplanes  you  receive  from  the  previous  worksta$on,  you  should  ‘paint’  two  of  each  type  given  above.  

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Airplane  Lean  Game  Measures  

•  Number  of  airplanes  NOT  delivered  •  Total  WIP  and  finished  goods  at  end  of  game.  •  Number  of  rejects  due  to  quality  reasons  •  Number  of  players  •  Note:  Final  (ending)  inventory  must  be  at  least  as  much  as  ini$al  (beginning)  inventory,  in  order  to  assure  con$nuity.  Inventory  here  means  WIP  and  finished  goods.  If  ending  inventory  is  less  than  star$ng  inventory,  the  number  will  be  deducted  from  total  airplanes  delivered.  

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Quality  Checks  

•  Your  task  is  to  do  Quality  spot  checks,  according  to  the  specifica$on  

•  You  work  for  the  Paper  Airplane  company,  but  have  responsibili$es  for  airplane  safety  to  the  CAA  (Cardboard  AircraY  Authority)  

•  So,  you  should  not  pass  on  defec$ve  airplanes.  •  You  do  not  need  to  measure  every  plane  .  Measure  a  few  planes  but  visual  checks  are  OK.  

•  If  an  airplane  is  defec$ve  it  must  be  scrapped.  No  rework.  

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Page 20: Lean Games Book - Slides

Player  Instruc$ons  –  Round  1  

•  Collect  the  raw  material  or  partly  built  up  airplanes  from  the  previous  opera$on  in  batches  of  6  

•  Undertake  your  required  step.  (Use  the  Airplane  build  instruc$ons.)  

•  Place  the  part-­‐made  or  complete  airplanes  in  the  outbound  work  in  process  area.  

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Improvement  Ac$vity  

•  Iden$fy  and  remove  waste  •  Map  the  process  •  Implement  your  changes  •  You  may  change  anything,  except  the  basic  airplane  design.  

•  The  Customer  requirement  mix  will  not  change  and  cannot  be  changed.  

•  You  should  start  again  with  zero  inventory.  •  Your  instructor  will  indicate  how  much  $me  you  have  to  make  and  implement  changes.  

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JIT  Lean  Game:  Possible  Changes  

•  Layout  •  One  piece  flow  •  Pull:  Kanban  /  DBR  /  CONWIP  •  Postponement  •  Successive  and  own  quality  checks  •  Takt  $me  (prac$cal)  60/3.5  =  17.1  seconds.  Say  15  seconds.  •  Line  (ac$vity)  balance  •  Realloca$on  of  resources.  •  Visual  management  •  Problem  solving  •  Pokayoke  (?)  

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Layout  Types  Game  

In  12  minutes,  build  and  inspect  airplanes  according  to  each  of  the  following  types:  

•  Everyone  builds  and  inspects  the  complete  airplane  individually  

•  Two  teams:  first  team  builds  half  the  airplane  individually  (in  parallel);  second  team  builds  the  second  half  individually.  WIP  area  between.  

•  Two  parallel  assembly  lines,  with  job  specializa$on.  In  a  U  shape  cell  with  X  working?  

•  One    long  assembly  line,  with  job  specializa$on.  

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Page 24: Lean Games Book - Slides

Cell  Layout  Types  Airplane  Game  Table  of  Considera$ons    

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Types  >  

Considera$ons  V  

Short-­‐cycle  Assembly  Line  

Tradi$onal  and  CONWIP  

Individuals  do  the  whole  task  

Two  parallel  lines,  each  with  greater  work  

content  

Two  groups.  Each  player  

makes  half.  WIP  in  between  groups.  

Produc$vity  

Training  

Inventory  

Visibility  

Traceability  

Boredom  

Quality  

Tooling    

Supervision  

Page 25: Lean Games Book - Slides

Cell  Layout  Types  Airplane  Game  The  Four  Types  

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25  

 Op1  

Op2  

Op3  

Op4  

Op5  

Op6  

Op8  

Op7  

 Op1to  8  

Op1to8  

Op1to8  

Op1to8  

Op1to8  

Op1to8  

Op1to8  

Op1to8  

Op1to4  

Op1to4  

Op1to4  

Op1to4  

Op5to8  

Op5to8  

Op5to8  

Op5to8  

Op1,2  

Op3,4  

Op5,6  

Op7,8  

Op1,2  

Op3,4  

Op5,6  

Op7,8  

WIP  

Line  And  CONWIP  

Individual  Parallel  

Transverse  

Page 26: Lean Games Book - Slides

Squares  Games  

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A  

D  

B  

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A  

D  

B  

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E  

B  

C  

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C  

E  

B  

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B   E  

D  

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B  E  

D  

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A  

C  

D  

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D  

C  

A  

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A  

E  

D  

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E  

A  

D  

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(Cut  Out)  A  

B  

E  

C  

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(Cut  Out)  A  

B  

E  

C  

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E  

Exclude  This  piece  

C  

E  

D  

B  

A  

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E  

C  

D  

E  

B  

A  

Exclude  This  piece  

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A  

D  

E  

B  D  

C  

B  

E  

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A  

E  

D  

E  

D  

C  

B  

B  

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Changeover  Instruc$ons  

•  Assemble  into  an  outer  rectangle.  And  an  inner  rectangle  

•  The  inner  rectangle  is  mage  up  of  various  pieces  •  The  circle  requires  hea$ng  for  20  seconds  before  inser$on  in  the  hole.  Once  heated,  it  can  only  be  handled  with  two  pens  /  pencils  

•  The  arrow  on  the  circle  must  be  aligned  with  a  line  drawn  from  bo]om  leY  corner  of  inner  rectangle  to  top  right  corner  of  inner  rectangle.  

•  During  changeover  reduc$on,  s$cky  tape  or  staples  may  not  be  used.  

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Prepara$on  

•  Cut  out  pieces  and  place  in  an  envelope.  Paper  is  OK,  but  cardboard  is  be]er  

•  The  circle  must  be  placed  in  another  envelope,  located  (say)  5m  away  from  the  first  envelope.  

•  The  diagonal  line,  for  alignment  with  the  arrow,  must  not  be  drawn  on  the  sheet.  

•  The  heater  for  the  circle  is  shown  on  a  separate  sheet.  

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Heater  

Place  the  circle  in  this  heater  for  20  seconds  prior  to  installa$on.  Handle  the  circle  with  two  pencils,  when  ‘hot’.  

Align  the  arrow  with  the  diagonal,  drawn  corner  to  corner.  

The  Circle  will  remain  at  an  acceptable  temperature  for  20  seconds  aYer  hea$ng.  

The  Heater  Square  containing  the  circle  may  not  be  moved  once  heat  treatment  has  begun.  

HOT  

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Dice  Games  

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Cut  and  Fill  Games  

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Page 48: Lean Games Book - Slides

Cut  and  Fill  Game  

•  Ini$al  Round  (Push  System)  •  Line  Balancing  •  Kanban  •  CONWIP  

•  Self  Balancing  •  Discussion  

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Cut  and  Fill:  Flow  Diagram  

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Ini$al  player  Alloca$on:  One  per  Sta$on,    plus  a  Material  Handler,  and  an  Industrial  Engineer    

2   3   4   5   6   8  7  

square  1  

Cut  out  batch  

Page 50: Lean Games Book - Slides

Cut  and  Fill:  Player  Card  1.  Read  schedule.  Cut  out  

batch.  

2.  Draw  shape.  

3.  Write  number  inside.  

4.  Colour  Red  or  Blue                    **  10  second  change  between  colours  **  

5.  Colour  Green  

6.  Cut  out  shapes  

7.  Glue  extra  piece  on  back  

8.  Inspect  

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Red  

THREE  FOUR   SIX  FIVE  

EIGHT  SEVEN  

EIGHT  

Red   Red  Blue  

Blue  Blue  

Green  Green  Green  

THREE  FOUR   SIX  FIVE  

EIGHT  SEVEN  

EIGHT  

THREE  FOUR   SIX  FIVE  

EIGHT  SEVEN  

EIGHT  

Product  Number              3                          4                          5                      6                      7                        8  

Page 51: Lean Games Book - Slides

Cut  and  Fill  Game:  Player  Instruc$ons  

•  Sta$on  1:  Read  the  schedule.  Cut  out  the  required  batch  of  products.  Do  not  cut  out  individual  products.    

•  Sta$on  2:  Draw  the  shapes  on  each  square.  •  Sta$on  3:  Write  (PRINT)  the  appropriate  product  number  

inside  each  square.  Use  words  not  numbers.  •  Sta$on  4:  Colour  in  red  or  green  as  shown.  If  (when)  you  

change  colours  you  must  $me  10  seconds.  •  Sta$on  5:  Colour  in  Green  as  shown.  •  Sta$on  6:  Cut  out  the  shapes.  •  Sta$on  7:  S$ck  the  shape  on  a  blank  square.  •  Sta$on  8:  Inspect:  See  that  colours  are  correct  and  that  

shapes  are  properly  coloured  in.  Use  your  judgement.  

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Page 52: Lean Games Book - Slides

Cut  and  Fill  Game:  Materials  

•  Sta$on  1:  Scissors.  •  Sta$on  2:    Black  felt  pen  •  Sta$on  3:  Black  felt  pen  •  Sta$on  4:  Red  and  Blue  felt  pens.  Timer  •  Sta$on  5:  Green  felt  pen  •  Sta$on  6:  Scissors  •  Sta$on  7:  Glue  S$ck  and  Scissors  •  Sta$on  8:  nil  •  All  sta$ons  need  a  copy  of  the  Player  Card.  •  Note:  Select  fairly  thick  felt  pens;  thin  pens  slow  down  the  rate  of  work.  

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Page 53: Lean Games Book - Slides

Cut  and  Fill  Squares  (instructor  to  cut  into  fours)  

53  From  Bicheno  :  Lean  Games  Book.  Please  

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Page 54: Lean Games Book - Slides

Cut  and  Fill  Game:  Customer  Order  Sequence  

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Order  No   Product  no   Quan$ty   Order  No   Product  No   Quan$ty  

1   4   4   13   5   2  

2   3   2   14   4   5  

3   7   3   15   6   3  

4   5   1   16   7   1  

5   6   4   17   3   2  

6   4   3   18   4   3  

7   7   2   19   7   3  

8   8   1   20   6   2  

9   3   4   21   5   1  

10   8   3   22   3   3  

11   5   2   23   7   2  

12   4   3   24   4   2  

Page 55: Lean Games Book - Slides

Cut  and  Fill:  Balance  Table  

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Opera$on   Ac$vity  Time   Adjusted  Time   Grouping  

1  

2  

3  

4  

5  

6  

7  

8  

Page 56: Lean Games Book - Slides

Operator  Balance  Board  

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Page 57: Lean Games Book - Slides

Kanban  Square  

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The  Square  may  contain  only  one  Product.  When  the  square  is  occupied  the  previous  opera$on  must  stop  work.  When  the  square  is  empty  the  previous  opera$on  is  authorised  to  begin  work  to  fill  the  square.  

One  of  these  is  required  between  each  pair  of  Operators  

Page 58: Lean Games Book - Slides

FIFO  Lane  

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The  FIFO  lane  may  contain  only  three  Products.  Products  must  move  up  the  line  from  leY  to  right  When  the  leYmost  square  is  occupied  the  previous  opera$on  must  stop  work.  When  the  leYmost  square  is  empty  the  previous  opera$on  is  authorised  to  begin  work  to  fill  the  square.  

One  of  these  is  required  between    Complex  Stages  and  where  there  is  Changeover  

Page 59: Lean Games Book - Slides

Cut  and  Fill  Game:  Measures  

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Round   Completed   WIP   Rejects   Lead  $me   Players   Produc$vity  

Basic  

Balanced  Line  

Kanban  

CONWIP  

Bucket  Brigade  

Page 60: Lean Games Book - Slides

Cut  and  Fill:  Balanced  (?)  

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Notes:    2  and  3  done  by  1  operator;  6  and  7  each  done  by  2  operators  Can  operators  7  also  do  inspec$on?    

2   3   4   5   6  8  

7  

square  1  Cut  out  batch  

6   7  

square  

Page 61: Lean Games Book - Slides

5S  Numbers  Game  

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Page 62: Lean Games Book - Slides

1  

14  6  

5  

4  

11  

2  

7  

13  9  

10  

3  

12  8   16  

15  

17

24

21

18 26

29

31

33  

41  

43  

36  

35  

38  

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37  

45  

46  

47  

48  

34  

42  

44  

40  

56  

55  

52  

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51  

53  

57  

54   62  

63  

60  

59  

61  

58  

65

75

74

73

72

71

70

69

68

67

66

80

79

78

77

76

49  81

88

92

91

89 93

94

95

84

83

85

86

Sheet  1   62  From  Bicheno  :  Lean  Games  Book.  Please  

do  not  distribute.  

Page 63: Lean Games Book - Slides

1  

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60  

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64  

Sheet  2  

19

6  

63  From  Bicheno  :  Lean  Games  Book.  Please  

do  not  distribute.  

Page 64: Lean Games Book - Slides

1  

14  

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2  

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Sheet  3  

19

6  

64  From  Bicheno  :  Lean  Games  Book.  Please  

do  not  distribute.  

Page 65: Lean Games Book - Slides

1   8  7  5  4  

3  

2  

9   10  

11  

12   13   14   15   16  

17 25

23 30 22 21 20

27 28 29 26 18

32 24

31 33  

35  34  

41  

36   38   40  39  

42   47  46  

45  44  43   48  

49   56  55  54  52   53  51  

57  

50  

63  62  61  60  59  58   64  

Sheet  4  

19

6  

65  From  Bicheno  :  Lean  Games  Book.  Please  

do  not  distribute.  

Page 66: Lean Games Book - Slides

1  

14  

5  

4  

11  

2  

7  

13  9  

10  

3  

12  8   16  

15  

17

24

21

18 26

29

31

33  

41  

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Sheet  1:  Instructor  only  

6  

66  From  Bicheno  :  Lean  Games  Book.  Please  

do  not  distribute.  

Page 67: Lean Games Book - Slides

1  

14  

5  

4  

11  

2  

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13  9  

10  

3  

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15  

17 25

24

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18

27

26

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Sheet  2:  Instructor  only  

19

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67  From  Bicheno  :  Lean  Games  Book.  Please  

do  not  distribute.  

Page 68: Lean Games Book - Slides

Notes  on  5S  Numbers  Sheets  

•  No  missing  numbers,  except  in  final  slide  •  50  and  51  interchanged  •  3  and  11  interchanged  •  Font  of  19  smaller  

•  Font  of  6  bigger.  

68  From  Bicheno  :  Lean  Games  Book.  Please  

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Page 69: Lean Games Book - Slides

Advantages  of  5S  

•  Produc$vity  (Speed)  •  Reduced  varia$on  •  Problem  iden$fica$on  

69  From  Bicheno  :  Lean  Games  Book.  Please  

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Page 70: Lean Games Book - Slides

The  Manufacturing  Cell  

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Page 71: Lean Games Book - Slides

Manufacturing  Cell:  Ini$al  Layout  

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Raw  Material  S$llage  

(situated  30m  away)  

Inbound  material  

Assembly  De-­‐burr  

Welder  

Finished  Goods  

(FGI)  area  

Scale:      1m  

Bush  Contr.  

Outbound  material  

Page 72: Lean Games Book - Slides

Manufacturing  Cell  Ac$vi$es  

From  Bicheno  :  Lean  Games  Book.  Please  do  not  distribute.   72  

The  demand  from  a  process  is  800  products  per  day.  The  area  works  an  8  hour  day,  with  a  lunch  break  of  30  minutes,  two  20  minute  refreshment  breaks,  and  an  addi$onal  10  minutes  allowed  for  comfort.  

Activity Description Time

A Fetch  inbound  material  from  raw  material  stillage  (every  30th  cycle)   120

B Walk  to  inbound  raw  material  container   5

C Pick  up  raw  material   2

D Walk  to  left  side  of  weld  machine   3

E Place  raw  material  on  left  of  weld  machine   2

F Walk  to  centre  of  weld  machine   2

G Remove  welded  part  from  jig  on  weld  machine   5

H Place  welded  part  in  outbound  area   2

I Walk  to  left  side  of  weld  machine   3

J Pick  up  raw  material  from  left  side  of  weld  machine   3

K Move  raw  material  to  centre  of  weld  machine   2

L Secure  raw  material  into  jig   6

M Start  welder   2

N Welder runs through cycle 18

P Wait  for  part  to  cool   15

Q Pick  up  welded  part  and  jig  from  weld  machine   2

R Visual  inspection  of  part   6

S Carry  part  to  bush  area  (3  out  of  4  parts  on  average)   3

T Carry  part  to  de-­‐burr  area  (every  4th  part  on  average)   4

U De-burr (every 4th part on average) 12

V Carry de-burred part to bush area (every 4th part) 2

W Fetch  bushes  container  (every  200  cycles  approx)   200

X Pick  up  bush   2

Y Walk  to  assembly  table   3

Z Assemble product 10

A1 Place  assembled  product  in  Iinished  goods  (FGI)  area   3

Page 73: Lean Games Book - Slides

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Page 74: Lean Games Book - Slides

The  Paperwork  (Office)  Cell  

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Page 75: Lean Games Book - Slides

Filing  

cabine

t  

Dispatch  

(out)

In

Picklist  tray.

Completed

 pape

rwork

Printers  

For stamp.

Computer

The    Office  

1  metre  

file  

Counter  

Note:  The  Warehouse  is  ‘North’  of  this  area  75  

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Page 76: Lean Games Book - Slides

Basic  Cell  Analysis  Tools  

•  Takt  $me  

•  One  piece  flow  •  ‘Value  Add’  and  Non  Value  Add  ac$vi$es  •  Work  Balance  Board  

•  Spaghey  Diagram.  •  Standard  Work  Combina$on  table.  •  Standard  Opera$ng  Procedure.  

76  From  Bicheno  :  Lean  Games  Book.  Please  

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Page 77: Lean Games Book - Slides

The  Paperwork  Cell  •  The  Paperwork  Cell  is  the  last  stage  before  final  dispatch  in  a  sta$onery  company  that  takes  

orders  over  the  phone  and  internet,  picks  the  orders,  and  ships  overnight.  Orders  are  received  throughout  the  day.  Average  demand  is  around  760  orders  per  day,  but  is  expected  to  rise  by  around  100  per  day.  The  office  works  an  8  hour  day  with  one  30  minute  break  and  two  10-­‐minute  breaks.  The  following  is  a  process  ac$vity  map  collected  from  video  sequences.  The  $mes  are  median  $mes  in  seconds  for  processing  a  single  order.  Assume  that  the  workload  is  evenly  distributed  throughout  the  day.  (This  is  unrealis$c,  so  you  should  build  in  an  allowance  for  varia$on).  

•  What  you  need  to  do:  –  Calculate  takt  $me  (based  on  an$cipated  figures)  –  Calculate  the  required  number  of  office  workers  for  one  piece  flow  –  Go  through  the  list  of  ac$vi$es  and  iden$fy  the  ‘value  adding’  steps  –  Decide  on  an  appropriate  target  number  of  office  workers  –  Examine  the  ac$vi$es  and  layout  cri$cally,  and  make  improvements.  Show  the  new  layout  

on  a  Layout  Diagram  –  Show  the  revised  way  of  working  on  a  Work  Balance  Board  

•  What  is  allowed  and  what  is  not  –  Anything  can  be  changed  or  rearranged,  but  –  No  equipment  can  be  placed  on  the  counter  for  security  and  safety  reasons  –  A  paper  invoice  is  s$ll  required  

77  From  Bicheno  :  Lean  Games  Book.  Please  

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Page 78: Lean Games Book - Slides

Ac$vity  List  Activity No

Unit Time (secs)

Activity

A 3 Walk to picklist box on counter

B 2 Pick up picklist

C 3 Reorient and sort picklist

D 3 Walk to desk

E 1 Place picklist in in-basket

F 3 Walk to computer chair and sit down

G 2 Pick up picklist from in-basket

H 8 Scan picklist bar code and wait for order to be retrieved on computer screen

I 15 Check picklist against original order. All items picked ? (Y/N : if Y (80%) go to activity L

J 24 N: Enter changes to invoice on computer (20%).

K 8 Enter reason code for shortage into computer

L 3 Check paper, insert envelope and start printer

M 15 Print out 2 copies of the invoice, and an envelope

N 3 Separate office and customer copies of the invoice

O 6 Stamp ‘checked’ , date and clerk number on customer copy

P 4 Place customer copy of invoice into envelope

Q 2 Place envelope into customer invoice tray

R 2 Place office copy into file tray

S 8 (Every approx 10 envelopes) Walk from customer tray to dispatch box, walk back

T 15 (Every approx 10 copies) Take office copy to filing cabinet and file, walk back

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Page 79: Lean Games Book - Slides

Takt  Time  

•  The  average  rate  that  work  should  come  out  of  a  cell  or  line  

•  Available  $me  /  demand  

•  In  an  office  this  gives  an  idea  of  the  rate  of  work  

•  Useful  for  work  alloca$on  and  for  calcula$ng  the  number  of  workers  •  In  an  office,  takt  is  a  guideline.  No-­‐one  expects  that  workers  to  complete  

an  order  every  takt  cycle,  but  over  a  few  hours  the  takt  will  approximate  the  rate  

•  In  an  office,  you  should  make  allowance  for  demand  varia$on  and  work  varia$on  -­‐  perhaps  balance  to  80%  of  takt  (90%+  in  a  factory).  

79  From  Bicheno  :  Lean  Games  Book.  Please  

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Page 80: Lean Games Book - Slides

‘Value  adding’  and  ‘waste’  

•  Strictly,  a  value  adding  ac$vity  is  something  that  a  customer  is  prepared  to  pay  for.  If  it  does  not  add  value  it  is  ‘waste’  

•  In  an  office,  ‘value  add’  is  something  that  managers  or  customers  would  be  prepared  to  pay  a  third-­‐party  provider  to  do,  were  this  service  available.  

•  In  some  offices  and  service  situa$ons  it  may  be  good  enough  to  define  waste  as  anything    that  prevents  a  job  being  done  immediately  and  right  first  $me.  

•  All  ‘waste’  ac$vi$es  should  be  eliminated  or  reduced  •  Put  all  waste  ac$vi$es  under  the    

 microscope.  Ques$on  them!  

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One-­‐Piece  Flow  

•  Moving  pieces  between  stages  one  at  a  $me  rather  than  in  batches  

•  Batches  may  appear  to  be  efficient,  but  penal$es  are  paid  in  –  Comple$on  Time  (Lead  $me)  –  Space  – Quality  (where  a  defect  is  no$ced,  and  rework  is  required)  

•  One  piece  flow  has  more  walk  and  setup  $me,  so  these  must  be  a]acked.  

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Work  Balance  Board  

•  A  board,  displayed  at  the  workplace  that  helps  allocate  work  elements  between  operators  

•  Mark  in  the  takt  $me  

•  Mark  in  the  target  balance  cycle  

•  Accumulate  $mes  for  each  operator  

•  Colour  waste  ac$vi$es  differently  

Op1  Op2  

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Filing  

cabine

t  

Dispatch  

(out)

In

Picklist  tray.

Completed

 pape

rwork

Printers  

For sign.

Computer

     Spaghey  

1  metre  

file  

Counter  

Note:  The  Movements  above  are  for  illustra$on  only  84  

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TV  News  Game  

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Cross  Func$onal  Team  Exercise:  The  Daily  News  

•  You  are  a  TV  news  produc$on  company.  •  You  have  1  hour  to  make  a  5  minute  news  report  to  cover  two  key  stories  from  last  week  

•  There  are  5  departments  –  Editorial  –  Research  – Wri$ng  –  Produc$on  –  News  Readers  

•  No  internet,  printers,  copiers.  Laptop  computers  are  allowed.  

The  Original  game  was  

developed  by  Kate  Mackle  of  Thinkflow  

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The  News  Game  (2)  

•  The  stories  must  be  – Real  – Topical  – Balance  not  biased  – Factual  – Contain  at  least  3  quan$ta$ve  facts  –  interes$ng  

•  There  are  two  news  readers  

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The  News  Game  (3)  Editorial  

•  You  choose  the  stories  •  You  tell  Research  what  to  research  •  You  do  not  have  any  input  with  any  other  department  •  Once  you  have  decided  on  the  stories  you  will  then  and  only  then  communicate  with  the  Research  team  –  once  only!  

•  Editors  may  discuss  Produc$on  requirements  with  the  Produc$on  sec$on.  

•  Editors  may  monitor  progress  but  may  not  discuss  progress  with  individual  sec$ons  or  staff.  

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The  News  Game  (4)  Research  

•  You  work  with  the  Editors  •  The  Editors  tell  you  what  they  want  to  cover  in  the  news  reports  

•  You  research  the  stories  and  pass  on  the  research  and  the  editorial  instruc$ons  to  the  Wri$ng  team  

•  You  only  communicate  with  the  Editors  once  -­‐  when  you  receive  instruc$ons  

•  You  only  communicate  with  the  writers  once  -­‐  when  you  are  ready  to  hand  over  your  research  

•  You  do  not  communicate  with  any  other  team.  

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The  News  Game  (5)  Wri$ng  

•  You  have  to  write  up  the  stories  from  the  informa$on  you  receive  from  the  Research  team.  The  stories  will  be  read  by  the  News  Readers.  

•  You  only  communicate  with  the  Research  team  once  -­‐  when  you  receive  your  informa$on  

•  When  you  have  wri]en  up  the  stories  you  pass  then  onto  the  Produc$on  team  

•  You  only  communicate  with  the  Produc$on  team  once  

•  You  do  not  communicate  with  any  other  team.  

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The  News  Game  (6)  Produc$on  

•  Your  task  is  to  set  up  the  room  so  that  that  everyone  can  watch  the  news  reports  being  presented.  

•  You  must  explain  to  the  Reading  team  how  and  when  and  where  the  stories  are  to  be  presented.  

•  You  receive  the  stories  from  the  Wri$ng  Team  and  pass  them  on  to  the  Reading  Team.  

•  Some  text  edi$ng  is  allowed.  •  You  only  communicate  with  each  of  these  teams  once  

•  You  do  not  communicate  with  any  other  team.  •  The  newscast  will  begin  in  EXACTLY  one  hour.  

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The  News  Game  (7)  News  Reading  Team  

•  You  must  read  out  the  news  stories  you  receive  from  the  Produc$on  Team  

•  You  only  communicate  with  the  Produc$on  Team  once  

•  You  do  not  communicate  with  any  other  team.  •  When  you  are  ready  to  present  you  must  sit  at  the  news  desks  and  announce  that  you  are  ready  

•  You  will  then  present  your  news  reports  to  the  group.  •  Your  newscast  will  take  exactly  5  minutes.  

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The  News  Game  (8)  

•  Was  this  Lean?  •  What  about  Cost,  Quality,  Delivery,  Time?  •  What  about  value  adding?  •  What  about  communica$on?  •  Who  was  the  customer  •  Who  was  the  final  customer  •  What  about  specifica$on?  

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The  News  Game  (9):  Second  Round  

•  The  Team  (Crew)  will  now  have  15  minutes  to  decide  on  how  to  reorganise  for  a  second  5  minute  newscast.  

•  The  Editors  and  News  readers  remain.  Other  func$ons  remain,  but  may  be  reorganised.  

•  The  Team  will  then  be  given  20  minutes  to  prepare  for    a  second  5-­‐minute  news  cast.  

•  New  stories  must  be  chosen.  •  No  communica$on  restric$ons.  •  Once  again,  no  internet,  printers,  copiers.  Laptop  computers  are  allowed.  

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Features  of  Toyota  Design  Prac$ce  

•  Role  of  Chief  Engineer  •  Authority  of  Func$onal  Managers  

•  Check  Sheets  •  Leveling  the  work  •  Bookshelving  •  ‘Set  Based’  Design  •  The  ‘Obeya’  (Big)  Room  

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Features  of  Goldra]’s  Cri$cal  Chai  Chain  Project  Management  

•  The  Cri$cal  Chain  rather  than  the  Cri$cal  Path  •  Time  slack  at  the  end,  for  the  whole  project,  but  not  for  individual  ac$vi$es  

•  Time  buffers  at  convergent  paths,  to  prevent  non-­‐cri$cal  holding  up  cri$cal  ac$vi$es  

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Features  of  ‘Lean  Construc$on’  Project  Management  

•  Develop  and  grow  check  lists  covering  every  requirement  for  every  ac$vity.  Check  these  off  in  advance.    

•  Not  just  monitor  the  cri$cal  path.  

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Job  Breakdown  Sheet  Template  

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Important  Steps   Key  Points   Reasons  

(Something  that  advances  the  work.)  

Anything  that  may  1.  Make  or  break  the  job  2.  Injure  the  worker  3.  Make  the  work  easier.  

‘Knacks’  or  ‘Tricks’.  

Reasons  for  the  Key  points  

1.  

2.  

3.  

4.  

AYer  Patrick  Graup  and  Robert  Wrona  The  TWI  Workbook,  Produc$vity  

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The  Happy  Pig  

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Happy  Pig  

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Standards  

“To  standardise  a  method  is  to  choose  out  of  many  methods  the  best  one,  and  use  it.  What  is  the  best  way  to  do  a  thing?  It  is  the  sum  of  all  the  good  ways  we  have  discovered  up  to  the  present.  It,  therefore  becomes  the  standard.  

 Today’s  standardisa$on  is  the  necessary  founda$on  on  which  tomorrow’s  improvement  will  be  based.  If  you  think  of  ‘standardisa$on  as  the  best  we  know  today,  but  which  is  to  be  improved  tomorrow  -­‐  you  get  somewhere.  But  if  you  think  of  standards  as  confining,  then  progress  stops.”  

         Henry  Ford,  Today  and  Tomorrow,  1926  

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Be]er  Happy  Pig?  

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Even  Be]er  Happy  Pig?  

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 Drawing  A  Be]er  Happy  Pig?  

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Oval  Oval  

Oval  

Note  Straight  

Curve  Note  

Alignment  Of  Ovals  

Note  3-­‐D  tail  

Note  Eyes  

Note  Construc$on  

Lines