Question: Create a Push - Pull Game / Simulation that can be demonstrated in 3 0 - 4 0 min. This homework can be created individually

Create a Push-Pull Game/Simulation that can be demonstrated in 30-40 min. This homework can be created individually or in groups (no more than 8 members). Thi isdue Thursday, March 21st at 11:49 pm. If you did it as a group, you still need to submit the instructions of this game individually on canvas but you have to mention the group members. I will select the top 1 or 2 games and we will do it in class on March 25th. This game will have 3 phases:
Phase 1(Push): Come up with a set of 4-6 tasks where one task is intentionally harder/longer than the others. This will show how the inventory will build up quickly. Set a production goal. At some point once the simulation is going, measure how long it takes to get a part through the whole system, from beginning to end (Make sure that the part you are measuring follows through the queue of inventory properly. No jumping the line!)
Phase2(Pull): Introduce limits to WIP to reduce inventory in the system. No change to the steps each operator does. Introduced by only allowing a certain number of spots for inventory. If the spots are full, then upstream operator must not produce. The main focus in Phase 2 is to show that Kanban helps reduce inventory but the line is still unbalanced and everyone will be waiting for the bottleneck operator. Establish at least 5 KPIs (key performance indicator) to compare both push and pull runs. An example of KPI would be time efficiency, quality, accepted pieces, amount of WIP, throughput, average cycle time, etc.
Phase 3: From phase 2, reorganize the tasks to achieve a balanced workflow. Incorporate work balancing strategies to enhance the overall cycle speed or reduce the number of operators.

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