It is the translation into practice of the expression “just in time” (producing the required product in the required quantity and at the required time).
The very ambitious goals are:
The main areas where action will be taken to increase performance are:
During the game, the differences between the traditional vs. Just In Time systems will be discussed, waste will be identified and improvement activities planned. Finally, it will be an opportunity to discuss and compare the Jit model and its advantages.
The aim is to provide participants with a clear view of the elements that characterise an IoT platform and the steps needed to implement one.
In a world where “technological progress is redistributing the Earth's matter from physical atoms to digital information (bits)” (Melvin M. Vopson, University of Portsmouth, England), this simulation game for experiential education makes it possible to see all the environments of an IoT architecture applied to logistics.
During the simulation, participants will have to define in detail all the elements that make up the model from:
During the three game rounds, the goal will be to deliver all products on time and in collaboration with the entire tea
The Lean Office Game - LOG - is an experiential training that offers participants the opportunity to understand, through direct practice, the power of a transactional (non-production related) process mapping tool to identify opportunities for improvement in terms of efficiency and effectiveness of process activities.
The aim of the Game is to explore one of the most widely used mapping tools in the transactional field: the Swim Lane Chart.
The Swim Lane Chart is a mapping tool that is used for large and complex processes when:
Starting from a traditional context, during the Lean Office Game the process is reviewed and reorganised, thanks to the direct contribution of the participants, leading to improved efficiency as well as greater stability and flexibility of the process itself.
The kanban is a typical tool in Lean Manufacturing that enables the Pull Flow production of materials.
The kanban is an information system for controlling the quantities to be produced at each work step. It is based on physical tags that manage the production, purchase or handling of materials.
The aim of kanban is to avoid overproduction, which is the greatest source of waste in the performance of a production system.
The aim of the game is to understand and acquire the necessary skills for the application of one of the basic tools of Lean Production. Theory, case studies and practical simulations are used to embrace the PULL logic and be able to manage “on sight” as in the “supermarket” purchasing components, raw materials, semi-finished and finished products.
In the simulation, a simple production line and a supply context are used to demonstrate how to design and size a kanban system and its proper functioning. The concept of the Supermarket will be introduced and participants will learn how to classify items using Cross Analyses.
The objective of the simulation is to learn the measurement method par excellence of industrial plant performance: Overall Equipment Effectiveness (OEE) used to combat the causes of plant downtime, inefficiency and non-conformity and, therefore, the production process.
Using electronic equipment that simulates all the typical functions and characteristics of a real production plant, participants will be able to develop the correct operating procedures and maintenance programmes in order to achieve the best working conditions.
The operating conditions of the device will have an impact on product quality: poor maintenance management will have a negative effect on production, increasing the level of defective products. The number of good and bad products is shown on a display so that at the end of the session participants can calculate the OEE value using the other data stored in the device. In this way, potential areas for improvement can be highlighted and changes implemented.
The objective of the simulation is to learn the most effective methodology for reducing and managing set-up time: SMED (Single Minute Exchange of Die). Participants will be able to acquire and implement the methodology to measure and reduce tooling time and thus improve plant efficiency as well as productivity.
The simulation consists of a self-learning exercise designed to give the opportunity to experience through practice a time-reduction activity using the tools and techniques learnt during the theory session.
The initial round simulates a typical plant layout where there are no operating procedures and the tooling activity is solely based on the operators' experience. Participants will then apply the techniques and tools presented to simplify activities and thus reduce set-up time.
In recent years, procurement has had an increasing impact on company turnover.
As a direct consequence, relationships with suppliers, once limited and based solely on fierce economic bargaining, have now become critical and extremely complex to manage.
The experiential training aims to provide a comprehensive knowledge of the logics, models and tools of the logistics production chain management and design process. In particular, the underlying strategic choices affecting supply chain management are analysed, with specific reference to network design and the development of collaborative relationships with the various supply chain actors.
The use of the famous Beer Game will allow participants to experience the issues first hand and understand them in depth.
A company is simulated that is active in peanut production and sells its product to different market segments, from high-end peanuts (used for peanut butter production) to low-end peanuts (used for animal feed production)
The company receives complaints from the market about the quality of the product.
Activities concern questioning the accuracy of the quality measurement system by initiating the “GAGE R&R” study project.
Participants will have to address the issues of repeatability and reproducibility by attributes up to the validation of the new measurement system.
Named after the Japanese strategy game, the aim of the simulation is to demonstrate the functioning of a “flow system” by simulating a light and typical production process of what can also be office activities.
Using simple tools such as pen and paper, participants will be able to experience and understand the logic of lean systems in practice. They learn how to measure some process indicators and map the As Is state through the Value Stream Map tool. Finally, they will be able to reason about how certain phenomena, such as an increase in WIP, have different effects on measured indicators such as Process Lead Time (PLT)
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