Extracts from Essays "Three Ways to Improve the Manufacturing Operations Game"

September 23, 1996
Gameplay occurred over two consecutive lab sessions Sept. 5-13, 1996
Course: ORIE 416/515 Design of Effective Manufacturing Systems
Edited by P. Jackson (highlighting added)

Although the experience on the whole was educational, and enjoyable as well, a few things could have been done differently that I feel would have further enhanced the experience. Although the class was provided with an introduction to what the game was all about as well as handout materials describing the situation and some possible problems, I feel that a more extensive demo highlighting game issues, concepts, and strategies would have led to a faster learning for some of the students. Although our team scored well, the participation levels was high for some, and lower for others. This may have been a lingual issue, but rather, I tend to feel that it was an issue of conceptual understanding. Even though I believe that learning of new software, concepts, etc., is best done by doing, at bit more theory and background should have been introduced to bring all team members up to speed. It took me a few cycles of the factory operations during week 1 to clearly understand the dynamics of the game. I understand that if you have a background in OR&IE, these concepts may have already covered extensively. As an MAE, I found myself struggling to understand some of the concepts that were being developed in the game situation at first. This discomfort might have been eliminated if more formal theory had been developed beforehand in a more relaxed environment.

Another way I feel the experience could have been enhanced if the students in the individual organizational groups were given descriptions of their responsibilities before that game situation began. That way, each group, and the team as a whole, could have had a better prepared structure in terms of defining roles, procedures, and a culture in terms of completing particular tasks. A final way I think the experience could have been improved is by possibly rotating groups through the positions. This would not be possible with this game, but possibly in another simulation, such that all members of the group could try their hand at trying to manage, make operational,engineering, or manufacturing suggestions. Another way is to have eachindividual in charge of the simulation, to better understand WIP and starts concepts. Overall, the experience is well refined, and provided excellent value.

Although the lessons that I learned were very valuable, there aresome things that I feel could be changed to improve the experience in the future. The following few lines outline and discuss those ideas.

REVEALING SCORE/GRADE POLICY:

At one point during the game, a TA revealed that the score we were working toward didn't really matter, and that a grade was not going to be given for the experience. Students such as myself are driven by the fact that we are working hard for both the experience and the subsequent grade. Any sense that the game isn't going to have a real lasting effect leads many to take is less seriously. Our team went through this sort of a period but was able to regain composure and take things seriously at the end. Adding a competitive edge among different groups based on score may add some incentive.

TIME CONCERN:

Although we had been forewarned that the second session may take longer than planned to finish the entire simulation, I would recommend cutting down the number of days simulated or adding a time constraint. Students grow frustrated when classes last longer than planned and when the additional time may be cutting into other commitments outside of class. Adding a time constraint would further the idea of planning ahead, and would likely add another realistic aspect. Time constraints are certainly present in the real-world.

PRE-GAME INFORMATION:

I believe that having more information provided before the game is actually played would be good for everyone. Identifying the roles of each player and the responsibilities associated with each role before actually sitting down to play would have people more prepared. Our team seemed rather clueless for the first 3 or 4 days, and I believe that a better understanding up-front would remove the uncertainty.

Overall, I enjoyed the Operations Game, and I think it is a great tool to use for OR 416. Too bad that other classes haven't caught on to or developed such games.

Although I thought that the game was run very well, I think that there are some ways that the game could be improved. I think that it should be really emphasized to the students to study the information from the operations game. Secondly, I think that the situations in which the groups are asked to make decisions should be made more clear. Finally, I think that some explanation should be given to how the computer will react to certain situations. Again, these are just suggestions, because I really do think the game ws organized and run in a very effective manner.

I would like to expand on my first idea. I think that the students would do better, and learn more if they understood the scope of the whole game better. This could be accomplished by emphasizing that reading the operations game is essential. I did do the reading before the first lab, like I was instructed, but I didn't think that it would be important for me to know exactly what was going on. It may be my fault, but I think the extra reminder may help. For knowing more about the operations will definitely help make better decisions in the game.

The second way in which I would improve the game is to make the handouts more understandable. These "situations" were often difficult to understand. There was not enough information on them to make a totally accurate decision. We never really knew how the decision would affect the results. I believe that this caused us to lose faith in the program. That is, we never really knew if our results were due to our decision making or maybe some other variable. The information was oftentimes incomplete. I do not know if thus was done on purpose or not. Perhaps the handouts should have been explained a little more by the facilitator. Finally, I think that the students should be taught or shown how the program works. That is, how does the computer react to certain situations. I do not know if that is the whole point of the game is; ie.

let the students find out how the program works and this is the best way

for them to learn. I think that I would have felt more comfortable with

the game and I would have learned more if I knew how my decisions were

being evaluated and processed by the computer. I then could confirm that

what I was doing was either right or wrong. This could have been

accomplished by tell us how our decisions were being evaluated. I would

have actually had confidence and learned how to make decisions in the

manufacturing business.

Three ways to improve

One the ways to improve the project is to assign groups with more

diversity. In our group, we had all ME and only one ORIE student, while

others might have all ORIE students. I think we can improve the result of

this game if we distribute the students more evenly. The MEs have less

experience in seeing problems like these, while the ORIE have these problems

constantly. I think that next time we should assign students with different

background more evenly.

A problem I saw in this was the "PROJECTION" option of the game. I

think that this option should be disabled. One reason is that if people

know about the projection feature, they will tend to rely too much on it.

After our group found the feature, we started to test all the possiblities

and trying to find the one that gives us the best score. I think this

defeats the purpose of the game and people stops thinking about the problem.

They just start testing for best solutions by clicking all the buttons.

Finally, I think that the handout should give more background to the

problems. Sometimes the handouts were so vague that we can't understand

what it is trying to say. Many times, I feel like I am just playing a

guessing game because I don't have all the informations.

II. Three Ways to Improve the Experience

First, each sub-team should have a chance to understand its role before the

game. Although we eventually figured out what had to be done, the process

can be only be described as chaotic at best.

Second, although helps from TAs and Professors are generally appreciated,

they generally disrupt the flow of group discussion. I would like to

suggest that TAs and Professors take a more passive role in the game.

Instead of giving advice during the game, it would be more beneficial to

draw down notes on our performance and give suggestions on how to improve at

the end of the game. This way, we will have more chance to absorb the

suggestions.

Finally, members within the group should evaluate each other at the end of

the game. This will provide invaluable feedback on our own performance that

we wouldn't get otherwise.

Improvements

The first improvement should be, as previously mentioned, increased group

involvement in order to maximize the group decision environment. One method

would be for the group members themselves to "prod" their companions, but

unfortunately, this did not seem to help as they would just agree with what

was already said. Therefore, a more appropriate alternative would be to

have the teaching assistant actually monitor the group dynamics and

encourage the shy to participate more. An additional method to increase

overall group involvement would be to put the group at a huge oval table.

As a result, individuals could not hide quite as well as they do in the

present U-shape.

I would also want to improve the individual knowledge that one could gain

from the technical decisions. This could be done by printing out the

"production page" after each day and also give the students the best

possible choices for the individual problems encountered. This would give

the student a chance to reflect on the technical aspects after the game is

completed and could also be used a useful addendum to go along with course

material.

The last improvement that I suggest is to let each student be a member of

all four groups: management, operations, engineering, and manufacturing.

Yes, this should probably happen naturally as the game is played since all

decisions are group decisions. But, this is what hampered members of our

group. One person, in particular, felt constrained in operations since

information on decisions were usually passed out to engineering and

manufacturing. As a result the team member felt isolated. Thus, rotating

students through the different departments would give them more exposure to

the different departments involved in the decision making.

Three Way to Improve the Experience

Basically, this game tries to simulate a manufacturing activities for a

month in real world. Manufacturers have not all day to figure out what is

the right decision. Sometimes, even the decisions are relatively wrong,

people still follow it. Setting time limit for making daily decision,

providing more background information about the "situations" before the

experience, and reducing the size of group are three ways to improve this

experience.

First, a group need to setup a goal which indicates how many simulation

days should be finish per meeting. After the goal setting, the group can

figure out how many minutes is needed to make a daily production decision.

The same ideology can apply to the "situation" decision. For example, when

the oven is overheated, manufacturers maybe have to make decisions in 5

minutes. Because the production lines are running and the material is

keeping fed into the oven, huge loss and damage could be caused by

overheated oven after 10 minutes. Time limit for decisions will make the

game more real.

Second, some background information about what kind of "situation" will

happen in the experience can help everyone get into the game more quickly.

It is hard to image what the real factory like. People are so easily

getting lost when they face a full screen of figures and a never heard

"situation". Therefore, students will learn nothing since they have lost in

the middle of the game. If more detail information has been provided,

students can learn much more than expected.

Reducing the size of group is the third way to improve the game. Everyone

should fully participate in the game. Truly, there is no enough time for

every member to fully express their opinions. Half of the group members

will just seat there. In a real factory, people always have opinions based

on their positions. Six to eight is the best size of a group.

I honestly do not think the game could be improved much more. I was

impressed at how smoothly the software worked, as well as how well the

assistants were informed. During the game, I thought I would have liked

more information regarding costs, and the plant and machine workings. In

hindsight, however, I think the extra information might have confused the

issues at hand. I might make a suggestion to run a follow-up game at the

end of the semester. Throughout the game, I was faced with several issues

I had not come in contact with before. As some of these issues will be

dealt with in class, it would be interesting to be able to "measure" the

learning through the use of a similar tool.

Although I found the Manufacturing Operations Game a very valuable

and well run experience, there are several aspects of the game which if

changed could improve the overall experience. I will discuss the three

improvements which I think are most important.

The first improvement that I think should be made would be to give

the students more time to play the Manufacturing Operations Game. The

first section that we had was very interesting and a lot of fun because we

did not feel rushed for time. However, the second section that we had,

contained a very different atmosphere. This change in atmosphere occurred

because we knew that we did not have very much time left to complete the

game. This lack of time resulted in poor decisions because we did not have

enough time to adequately think the decisions through.

The second aspect of the game that I think could be improved would

be the presentation of the data on the computer screen. I think it would

be invaluable to the students to have graphs for many of the variables

which were calculated by the computer. These graphs would be invaluable

because they would allow us to analyze the data more rapidly. They would

in turn lead to better decision making on the students' part. Graphs would

also be valuable because they would test student understanding of what was

going on beyond the point that a bunch of data on the screen does.

The third aspect of the game that I believe could be improved would

be decision making processes. I think that it would be valuable to make

the various groups each get up and give a presentation about a section of

the game. Presentations are a very large part of the real business world

and it would not hurt us to get more practice giving them before we head on

out into the real world. If we had more time to play the game, or if there

were fewer days in the simulation, these presentations would also be a good

tool to test that students really understand what is going on in the

process.

The ways I see to improve the game depend on the objective. I believe

that the game would be quicker and smoother if you had less people

working as a group. But, if you are tyring to teach about working in

large groups and real world people problems, then this isn't desirable.

Maybe to be more efficient you could have the group do an activity before

starting the game to initially become more comfortable working together

and make the beginning easier. You could also set time limits on things

to make things runs more efficiently or score on a time constraint.

Lastly the necessay formulas could be known beforehand to make the game

smoother and in our group it would have alleviated some of the conflict.

In the real world the groups would most likely have the correct equations

before trying to meet and solve problems.

First, I think the students will get more out of the experience if

a full lecture was spent discussing the details of the game before the

actual playing. I found the game rather complicated and foreign when I

first encountered it. And it took me almost half of the lab period to

totally grasp what was going on in the game. Some explanation on how to

estimate WIP and Production beforehand could be very helpful in making some

of the decision that encountered.

Second, a predetermined evaluation on every decision we make during

the game will actually help students learn and remember the experience.

During the game, there was only one evalution given ( on the first decision

we made about machine over-heating problem). From that experience, we

learned what is the right thing to do in real life if we were faced with

the same problem (to have a meeting first). Obviously not every problem we

encountered during the game had an absolute correct answer. However, if

the professor can predetermine an evaluation for every scenario that

students will encounter, the students then can have a better idea on

whether or not they have made the right decision.

The third way to improve the game is to required the team to turn

in some sort of written calculation on WIP, Production and Yield

estimation. By doing so, the team can actually learn how to attack the

game scientifically rather then just play it with common sense.

In order to improve the experience of the Manufacturing Operations game I

would suggest the following ideas:

First, I would limit the interruption of the group's discussion at critical

moments in the game. I felt that as important discussion was about to take

place and the group was going to address an issue the faculty supervisor would interrupt and send the discussion in another direction. This may have

been done on purpose so as to keep us from taking too long overall, but it

still seemed to possibly limit our group from discovering some of the same

ideas ourselves and therefore gaining more from the process.

Second, I would like to see a more defined explanation of how overtime

effects the WIP score in a sector. For example, Our team noticed a large

WIP in a sector that we planned to reduce by implementing overtime but when

we did the WIP was still present and the capacity was well under the

estimated capacity of the shift with overtime. There are a few

possibilities for this discrepancy, I understand. However, none of them

seem to be outlined by the instruction about how the game works.

Thirdly, I would like to see the implementation of cost factors associated

with worker overtime and 2nd shift as this is often a main reason given

against implementing overtime and premium shifts. I think it may be

appropriate to include in the game a system that would penalize or reward

accordingly. Even if it is determined to be an unimportant cost in the

overall production plan, it would still be a good learning experience to be

forced to weight this cost verses the many other factors involved in each

decision.

The game is a fairly comprehensive learning tool, but there are a

few ways that it may be improved.

First of all, the TA or professor residing next to the team should

enforce each department to perform their duties within the department

instead of a large discussion between the whole team upon every issue.

This would teach the students the functions of each department.

Furthermore, after a decision has been made upon an issue, the

effects of the particular choice along with the consequences of not

selecting the other choices should be displayed or explained. In this

manner, the students can learn from their mistakes what could have been a

better choice and why or why the choice they selected is the best option.

Finally, there should be a brief game demonstration in class or in

section. By demonstrating some possible types of manufacturing problems

along with the decision process to solve the problems, students will have a

better understanding of the procedures before they begin the game. The

methods used to calculate the relationships between production, WIP, and

yield should be given before the teams begin the game. If the students can

be familiarized with the game before they begin to play, the teams would be

more efficient during the games since they knew what to expect.

Improvements to the Experience

One improvement our team could make to improve similar experiences

would be to create a timeline. People would have worked more effectively

if they knew exactly how much time they had to work on a particular

problem. Often we would spend more than 30 minutes to make one decision.

This was unreasonable considering our time constraints.

Second, our team could have improved the experience by maintaining

the roles that we were assigned. By the end of the game, we were making

most of our decisions as a group of 12 which is not very efficient. By

allowing each group to make a knowledgeable decision on it's own and then

making only the final decision as a group, we would have been more

effective. Most likely, more issues would have been addressed more

carefully and a greater number of viewpoints would have been considered.

Lastly, trust within the group would have improved our experience

with the Operations Game. Unfortunately, in real plant, everybody can't be

involved in every decision. It is important for different functions to

trust one another and the decisions that they make. For example, it is

important that engineering trust the decision that manufacturing makes

about overtime without seeing every detail of the calculations that led

them to their decision.

Three Ways to Improve the Experience:

Three ways to improve the experience are 1) to define the roles and

responsibilities of the different departments more clearly, 2) to review

the decisions the team made and how it affected the results, and 3) to

discontinue the use of the projection function on the computer.

In our project team, it seemed as if everyone was thrown together

in one room. Even though everyone was given a title, no one exactly knew

what their actual functions and contributions to the group actually was

suppose to be. This caused everyone to try to make their own individual

decision wasting a lot of time debating on the same problem. It was not

until the TA told us to try to work together in our departments when we

increased our pace in making our decisions.

Another way to improve the experience is by actually reviewing the

decisions the team made and how it affected the results. What would happen

if we chose an alternative solution? Is there any "right" way to make the

decisions? What would real project team specialists do in those

situations? If we had an extra lab section or even 15 minutes to explain

the consequence of our decision and the other decisions we could have made

would have been a better learning experience.

I feel the use of projections in our project also lessened our

learning experience. I would be lying if I said it wasn't helpful, but by

the end we didn't bother with calculations any more. Everytime we wanted

to decide whether to do anything, we did a projection. When we found out

that our score was located on the Production Summary Report, we did

projections and looked at the projected score.

IMPROVEMENT

The Manufacturing Operations Game offers a variety of learning

experiences to students in a unique way. However, the experience can be

improved in some ways. First of all, the amount of time to complete the

game should be longer than what's scheduled or maybe there could be more

sections time provided for the game. Therefore, everybody can focus more

on the qualitative part of the game's objective without worrying about

the time constraint. Secondly, a guideline for a decision procedure

should be enforced to every team. This will serve the purpose of

consistency in making every decision or otherwise a misunderstanding may

occur. The third way to improve the experience is to form smaller teams.

Two people in each department of every team should be ideal. They can get

to know each other better and moreover there is a balance participation

within a team. By making the number of people in a group smaller,

everybody will have more opportunity to apply their ideas more equally.

That is to say that every individual will get a chance to be an active

participant of the game.

Ways to Improve the Experience:

1. We appreciated all of the guidance that the professors gave us in

getting started, in performing calculations, and in understanding our

objectives. But having the TAs lingering around the classroom tended to

inhibit some people from participating or from being themselves and

voicing their real opinion. Also, we had a slight disagreement with one

TA about the extra shift issue. We feel he didn't adequately explain our

options and requirements and was trying to make it harder for us. I can

understand making us follow rules, but it seemed like he made them up as

he went along and did everything he could to keep us from our plan.

2. I was glad at the time that there were not many decisions to be made

at the end of the exercise and that the projection button was available,

but I almost feel like it was too easy to simply fiddle with numbers and

see how they project until the last day. I suppose this is somewhat

realistic in that forecasting is usually rather precise, but it seems

like it may have been teaching us a dangerous lesson.

3. One way to improve the experience may be to suggest a time limit on

decisions. This is something that we learned to do as we went along, and

maybe that was the point, but for those who tend to discuss things at

length when the rest of the group is ready to move on it may be a way of

politely letting them know that it's time to move on.

Three Ways to Improve

1) Include a better description of what each division can do in order to

run smoothly. Suggest using the blackboard to the management so that

everyone can have avisual of what's going on. Also each person has a

better understanding of their role, rather than 12 managers and 12

engineers and so on.\

2) I felt that our TA (helper person) on the first day was interceding way

too much. His ideas were good, but I had the same ideas in my head. He

was just beating us to it. The group may go slow at first, but the ideas

will flow. He was good at making sure we kept focus at the beginning.

It is key to help focu the group, but not sway it with too many personal

ideas. (Ex: "Remember what's important...Production and Yield")

3) I suggest a more informal meeting of the group prior to the beginning

of the game. An ice breaker if you will. Get to know the group before

you are put in the crisis situation. (Free Pizza from the OR

department???) Much of the time wasted at the onset was due to feelling

each other out. Eliminate this by an earlier meeting.

Three ways to improve the experience:

The simulation was spread over a duration of twenty fictitious days. Our

group was just starting to understand all of the variables which we had

control over by the very end of these twenty days. I think that we would

have gotten more out of the simulation if this duration had been at least a

few days longer (maybe five). I am of this opinion because the first five

days we had very few variables to alter, the last five days we were

restricted in the parameters we were allowed to change, and the ten days in

between were spent trying to learn the effects of changing the variables.

A valuable addition to the simulation software would be a means of looking

at the main screen of data from previous days. (We looked around a bit for

this option and did not find it, however there may well have been a way to

do this that was unnoticed.) Our group tried to maintain important data

from each day, but this procedure of manually taking down series of numbers

for each day became too time-consuming to be considered worthwhile. These

numbers were valuable in terms of making correlations between changing a

particular variable and deciphering its outcome on the data. Whether there

would be a way of looking at previous logs or simply printing out important

screens, I think this would be a means of improving the game.

I think that reducing the group size by one person per division would

significantly increase both the productivity of the group and the amount

learned by each member. I understand that one of the important lessons to

be learned from this project had to do with how difficult it is to maintain

a large company, however I feel that a more important aspect was for every

member to learn exactly what was going on in the entire simulation. I think

that some members could have gotten more from the project if they were

forced to do every calculation associated with their division, instead of

helping one of the other two members preform the calculations.

I think that this experience would be improved if the teams were smaller.

The teams were probably the size they were because of limited resources, but

they were definitely too large. There was too much arguing within the

groups and within the teams. It was difficult for everyone to have input,

and some people ideas were completely ignored. Perhaps if the groups had

only two or three people in them more people would have an opportunity to

participate.

I think another way to improve the game is to give more instruction at the

beginning. It seems that some general directions were given and then the

team was left on its own. My team spent the first twenty-five minutes

trying to figure out what we were supposed to be doing. Maybe more

directions aren't necessary, but instead a hand-out explaining the goal and

variables that could be manipulated to reach the goal. This ditto would be

a good reference and should be put in the course packet.

The final way to improve this game would be to allow more time. I think

that if there wasn't such a time rush, the groups would be able to make

better decisions, instead of saying "let's just pick something, the class is

almost over". If one more section was allowed, the teams would: get a

higher score, be given another week to think about it , and not be so cranky

because they had to stay late on a Friday afternoon.

In the beginning of the exercise most of the people in my

group did not know what to expect. Because of this, we did not have a plan

on how to best attack this exercise. Once we realized exactly what we

needed to do, we were better off. Retrospectively, I think we should have

spent more time planning, divided up the tasks more effectively, and figure

out a way to communicate in an organized fashion.

In order to operate more efficiently, we should have planned

out what the "ideal situation" would be. We could have figured out where

the bottlenecks in the process were. Basically, we should have had more of

an idea of what we were doing before we started the game. Once we know

what we wanted to happen we could have made the appropriate adjustments as

the problems arose.

We jumped into our roles without realizing what exactly it

meant to be in the positions we were in. It is important to realize

precisely what your role is and work within your groups to establish

criteria and solutions. In the future, we should put an emphasis on

working effectively within the smaller groups.

In order to figure out what exactly we wanted to do, people

just contributed their ideas randomly. We did not have an organized method

of communication. Although this allowed us to realize what issues were at

hand, our conversations often went in circles. Instead, we should have had

our discussions more organized by first discussing in the smaller group and

then meeting as a whole group while writing down the ideas so they are not

repeated. This more organized structure would also allow for those who

are not as loud spoken to give their input as well.

The game was a good learning experience. It is easy to

mention things that you would have done differently now because we have

learned so much from the experience. However at the point in time that we

were making those decisions, we worked pretty well together to complete the

job.

Time restrictions should be instituted on making a decision on any day. Too

often minor issues are brought up and the problem is not focused upon. If

there was more pressure to make a decision, than people would remain more

focused and work more efficiently. At the very least, a schedule should be

somewhat enforced so that not too much time is spent analyzing one small

factor of any problem.

There should be a clear format or agenda on daily meetings. If an agenda is

used, specific goals can be focused on in a clear and orderly manner. When

a problem is discussed, one topic should be concentrated on individually and

huge overlapping debates can be avoided. One single problem should be

brought up, analyzed, and a decision instituted before focusing on the next

problem or item. Only issues of one particular problem should be decided

upon. This will avoid jumping from problem to problem and a lot of

confusion and disorder.

Only the division that the problem applies to should be allowed to debate on

a problem that occurs and make a proposal to management. Otherwise, the

divisions are almost meaningless. When problem topics are not divided,

there are simply too many people debating and progress becomes very slow.

Only the expert group should deal with a problem and then propose a solution

to the management. If the management finds a conflict with different

divisions, they can choose to focus on priorities or resolve differences.

First, I think a marketing group should be added to the teams, as well as

related scenarios whereby cost becomes an important factor. In this way,

the game would become considerably more realistic than it is, as cost

never comes into play in the current setting. Yet, we all know that cost

is usually the bottom line in the 'real world'

Second, I think that even though the game stresses a high level of

communication between the groups, as well as team work, still more

interaction should be encouraged. For example, it is clear that the

operations group was responsible for most of the logistic work during the

game. However, I think that the manufacturing and engineering department

should take a more active part in the calculation process, as they both

have a vested interest in accurate results.

Finally, I think another dimension could be added to the game in the form

of product/design engineering. In this way, even more of the concurrent

engineering philosophy would come across throughout the course of the

game. For example, one of the engineering roles could be that of a

product development engineer, with associated scenarios whereby design for

manufacturability becomes a factor in some of the process decisions that

the manufacturing department must make.

Overall, the operations game was a useful, productive exercise that helped

familiarize us with manufacturing terminology and the dynamics of

successful team interaction.

There were many ways that the experience could have been

improved. The members of each team with the best leadership skills and

"take-charge" personalities should have been assigned to the management

positions. I felt that members of departments were leading the meetings

because two of our managers were not talking at all. When certain

departments were running the meetings, their interests were what was

predominantly discussed. A more effective way to assign management roles

might be for each team to choose its leaders at the beginning of the

session. Most of us have been in classes together for the past three

years and know the personalities of our class (at least undergraduates

do).

I also feel that the help of professor and TA facilitators was

not needed. During the first afternoon meeting, our faculty leader acted

as management instead of letting us lead ourselves. Occasional helpful

suggestions are ok, but I felt like our professor didn't have confidence

in us as a group when he stood in front of us and told us what to do for

most of the day. Each time we got close to a decision he would try to

sway us in another direction.

I understand that one of the points of the game is to keep us on

a time schedule, but I think that one more lab period would have made the

experience more "real-world". We stayed an hour beyond the end of

section on the last day to complete the project, and our last few

decisions were made hastily, without thought or calculations. Some

groups may have worked faster from the start, but in our effort to cover

every angle and make wise decisions we could have used another day.

One way in which the experience could be improved would be to

provide some type of graphical view of the actual manufacturing setup on

the screen, perhaps as something that the team could refer to as the game

progressed. Something in the form of a layout or floorplan would be nice,

showing each stage of the process in block form with arrows denoting flow.

At times I felt a bit dizzy just staring at the production summary report

for long periods of time. The pictoral view would reinforce what was

actually behind the nubmers, and I think it would be helpful in that it

would provide a logical map for the team members to follow, helping to

reinforce their decisions.

Another thing that I think would improve the experience is to

delete the projection function. Although we discovered this function late

in the game, and we were upset that we had not discovered it earlier, I am

now glad that we did not. It would have simply provided us with a crutch

of sorts for guiding our decisions. I think that playing without any idea

of what would actually happen at the next step is more beneficial to the

learning process.

The third thing that I think would help to enhance the experience

would be to spend just a bit more time up-front explaning the game and its

nuances. While I realize that more explanation was not given probably to

incite the chaos and confusion that typically occurs in real life

situations, I would have felt a bit more comfortable with the game if I had

some of the concepts explained in greater detail before we actually began

playing. But then again, perhaps people working in a manufacturing

environment are not supposed to feel any comfort...

There can be some ways to improve the manufacturing operations

game. First, the number of members in each team can be minimized to 8

people and two people are assigned for each position. This can encourage

the members to get involved into the group discussion while they have

greater opportunities to speak up. Since time-controlling is a very

important element for being successful in the real world, we can input a

time limit on completing the tasks or there is a penalty for running

overtime. In this way, the game will be more challenging, Finally, each

team member can rotate in the job positions every five days so that

everyone can know better the responsibilities of each position and gain

some experience in different tasks.

First, as engineers assigned to keep our production activities

smooth, we must understand production line itself well; for example, the

nature of equipment used in the process and the operators' operation

procedure. Sitting in the office and managing production by relying only on

the output data of control system would easier for engineers. However, this

attitude would lead wrong or inefficient solutions because in some cases we

cannot find why the problem occurred if we only stay in the office and do

not see the site. In the process, there are many situations which we could

not predict to occur. By walking through the production floor, examining

process from various aspects, and talking with floor workers, we could see

many potential problems hidden in the process. Through settlement of those

problems the production system would be strengthened against various

unpredictable situations.

Second, we need to have the capability of viewing a thing from many

point of view. People tend to focus on their own concerning; for instance,

in the Game, people in the manufacturing section tended to see the raised

problem only through in terms of yield rate, Indeed, this is an important

attitude but this looks like seeing not a wood but a tree. by observing a

raised problem from other person's stand point, we can see the problem from

other aspects and would find out that our potential solution for the problem

would not work. We could also see the heart of the problems and figure out

how to persuade colleagues in other sections in order to be accepted our

proposal. Furthermore, by doing so, we can avoid unnecessary conflicts with

our colleagues, which would be occurred by very different perspectives.

For the last, we should learn various management methods and the

nature of human in terms of behavior. Having only good technical knowledge

might not lead successful work implementation. Some degree of human

interaction is necessary to execute assigned job. We need to interact with

floor operators as a manager or with technician in other sections as a

colleague. Thus, having broad aspects of managerial and psychological

knowledge will be helpful for us to implement our work successfully.

One way to improve the experience would be to allow 3 section

periods to play the game. I believe this is necessary to allow full

participation of all members, especially those who are slower with English.

(see lesson learned #3)

I also believe it would help to have more instruction on the

organization and responsibilities of each sub-group. In our group we ended

up having most subgroups work together on all problems except when

instructions specifically stated two subgroups must have a differing opinion

on a problem. This was beneficial in some ways, (see lessons learned #1)

but it also greatly slowed down the game because at times people in all

subgroups performed all calculations on throughput, starts, labor levels

etc., rather than dividing up the tasks.

A third suggestion would be to somehow provide more detailed records

of the data on all the days already played. There were times when this

information could have been quite useful. One of those times was when we

were trying to straighten out a calculation disagreement (see lessons

learned #2). We had no good way of showing how the differing

recommendations from the different calculations had affected the wip and

throughput over the course of days. This information may have cleared up

the disagreement sooner.

Overall I was very impressed with the game though. It was very

educational and fun!

Even though this game was a very creative activity to put school

learning to practical use, there is always room for improvement.

To make the Operations game a better experience for students, more

defined roles may have aided us in the allocation of tasks. Since, many of

us haven't worked in a manufacturing plant it would have been helpful to

have a job description of each function to help us understand our role in

the production process. I was able to catch a glimpse of what each role

does, however, I'm still not clear to what the differences are between

engineering, manufacturing and operations. This information would

definitely be helpful, since many times people working in manufacturing or

other divisions in a company have difficulty understanding the roles of the

other functions.

Another improvement to the game would be to implement some type of

time mechanism on the decision making process. For example during the time

spent on making a particular decision, so and so would occurred, to reward

groups that make quick intelligent decisions and to penalize groups that

deliberate for too long of a time. This would make things a little more

exciting.

My last suggestion for the game would be to create some type of

graphing tool on the simulation, because it is easy to get lost in all the

deliberation when every one is throwing out ideas when all you can see are

numbers on the screen. I know for me I understand things better visually,

therefore if some type of capacity/throughput vs. cycle time graph could be

viewed during our decision making process, it would be very helpful and

would give students a better understanding of what's going on because

towards the end many groups were just taking guesses at what to input and

change.

I hope that you find these suggestions helpful. The fire at the

end of the simulation was quite entertaining.

Three ways the experience could be improved are:

1) Review decisions made and not made.

2) Continue the unexpected problems even toward the end.

3) Go through decision guidelines before the start of the exercise.

One thing that I think is really valuable that needs to be improved is the

interpretation of decisions made. After the group makes a decision, a score

flashes on the screen but what does it mean. It would be valuable if the

professor or the TA could comment on the decisions. Whether the process to

which the decision arrived from was incorrect or certain things were left

out, etc. The biggest thing I think is what would happen if an alternative

option was chosen. What would happen if we picked A instead of B? I don't

think we got that enough from this exercise. Toward the end, most of the

decisions made were from trial and error by using the projection button.

The unexpected problem scenarios should also continue into the simulation.

It seems like most of the problems happened in the first 5 days of

production. Toward the end of the 20 day production period, nothing broke

down, all employees were working, and the factory was running smoothly. All

we had to decide on was how much to produce and how to keep up with the

demand and WIP. As mentioned above, the decisions made toward the end were

mostly by trial and error with the projection button. I'm sure that there

are decisions, big or small, constantly in a manufacturing facility. The

continuity of this part of the lab would keep students on its toes for

problems and have second plans in case something goes wrong.

Its also good to go through the decision making guidelines before the lab

started. I remember the first decision we made was incorrect because we

decided before we got all the information to the problem. It wasn't until

after the decision was made that a set of guidelines were provided for

decision making. I wonder if we had gotten that first decision right, if

anything would of been said at all. I guess in a way I'm glad that we got

that decision wrong.

First of all, smaller groups are a necessity, for reasons mentioned above.

Second of all, some people are on a real ego trip - they are loud, they give

their comments all the time, it does not seem like they know what they are

talking about, and yet, because they are so omnipresent, they get undue

attention. This is not good. There should be a thinking period of three

minutes where people formulate their arguments and then they procceed -one

by one - to explain themselves. A lot of nonsense would be gutted and more

rational arguments could be heard (an additional benefit would be that the

shy types would have to speak up). Lastly, the theory should be explained

more in depth before one starts the game. I was in operations and I had a

hard time figuring out the first time we played what exactly WIP was and how

the WIP figures were related to the other figures on the PSR. The second

time, after more theory was explained, I had much fewer problems.

3 ways to improve the experience

1) Define the roles of the groups better.

We all ended up sharing all of the work. In the real world, different

divisions are resposible for certain decisions. We were not too sure what

the difference between the groups was. For example, maybe manufacturing

alone should have been given the information on releasing material.

2) Define the rules better.

We were confused by the second shift rule. We thought that we just had to

say that we planned a second shift, we didn't realize that we would be

forced to use it when the time came. The rules such as these should be

written down clearly to avoid misunderstandings.

3) More information about decision making on paper.

We were given a brief description of the way to figure out how much WIP

would actually make it through the system, and therefore how much we were

ahead or behind in production. It would have been a lot easier if

manufacturing was given that information on a sheet of paper. It saves

time, reduces mistakes, and is more realistic that that information would

be on paper.

How to Improve the Experience

I think the best way to improve overall game play would be to enforce the

roles assigned to each team member. Perhaps even in real life, the

meetings would become a bedlam, but at least the groups would work toward

separate agendas. Several times during the game, groups would receive

information sheets detailing a portion of a problem and some possible

answers. It seemed to me that the point was for each group to decide on a

solution and propose it to management, who would then have to choose

between the recommended answers. Since we were all concerned with our

overall score, though, we all got involved in each other's decisions.

Perhaps "breaking down the walls" is an ideal situation for corporations,

but we need some sort of structure for decisions to be made.

Another useful improvement would be to better prepare us for the opening

day of production. The sample exercise in our packet was too simple on its

own to fully illustrate the intricacies of the game. I know I was slower

than some to catch on to the subtle points, and that did hurt my overall

effectiveness during the bedlam. I hate making excuses, but as a ME I have

very little experience with balancing acts like that. Those of us who

caught on most quickly took charge of the game (if for no other reason than

to go home), and left the rest behind.

A third, perhaps impossible suggestion to implement would be to avoid

critical staff meetings on Friday afternoons. From my experience in the

"real world," I have learned that no one out there is very productive

beyond lunch time at the end of the week, and it appeared that we students

are not much different. It is one thing to have the motivation of a Friday

evening to get our work done, but it is something else entirely to think

clearly when the clock signals the start of the weekend at 5 PM. A good

deal of our frustration came not from our indecisiveness but from the

delays to the week's conclusion. Had we met on Tuesday mornings, I believe

we would have been a much more cohesive team.

Three ways to Improve the Experience

The Manufacturing Operations Game was a very good way of picturing

what a manufacturing plant is all about in the real life, and a great way

to show students how a product is run. One of the things that I feel could

be improved about this game is the accessibility of the data. If each of

the four departments had its own computer, each group could work with the

data needed for their specific decision, and it would have been a lot

easier for each department, plus it would have resulted in less time

consumed in the decision-making process. There was evidently a problem in

that each department needed different data off the computer at the same

time, and sometimes one group had to wait for another department to finish

getting their data before this group could get the one they needed.

Another way to improve the operations game would be by giving the

students previous guidelines as to what is each of the department's

responsibilities. This way, each group can start, since the beginning of

the game, to focus on what their team is supposed to do. This would cut

the group's decision-making time and it would also result in more precise

solutions as to why something should be done this or that way. Some of the

students (the majority in my case), didn't have any background in a

manufacturing environment, so it was a little more difficult for them to

get the idea (quickly!) of how things worked. This is a minor detail, but

in my own experience, when I started my job this summer, in a manufacturing

plant, I didn't understand who did what, or who should I go for questions

on different things that had to do with my product line. In the same way,

students who didn't have this background were a little less receptive of

why things were happening and at the pace they were happening.

Lastly, when the groups were asked by the computer to decide about

a problem that had aroused, sometimes the choices the game offered were

kind of vague. This caused discomfort on different groups and discussions

were geared towards understanding the question or choices given, and not to

the problem in question. This problem could be fixed easily by looking

over the questions and "fail-safing" it. In other words, ensuring that any

person who didn't have a thorough background on the game, or even in

manufacturing, could understand the basics of the game, of what was being

requested from them

There are ways that the experience of playing the Operations Game can be

improved. Firstly, the management team should control the time better to

prevent over-time. If it was in the real industry, over-time would mean

extra cost to the company, and was not desirable. Each team could have a

representative who speak out the opinions of the team. This would minimise

the chance of getting into the situation that more than one person spoke.

If more than one opinion was voiced out at the same time, not all people

could hear and understand the message, which in turn would lead to going

back and forth on the same issues and hindering the efficiency.

Also, each team could have a short meeting of about 1 to 2 minutes each day

if a problem came up. Then, the 4 representatives could speak in turn and

there would be at most 4 opinions being discussed. This would also make

sure that everyone was involved in the process of making decisions.

Finally, we should consult the Operations Team more frequently as they knew

when we would have problems coming up. So, participants of the game would

not be discussing on what should be done on the work in progress, yield, and

production for each sector and came to a consensus but only found out later

that special incidents happened on that day. This would enable the whole

team to step right into the problem and solved it quickly without wasting

any time and effort on discussing things that would not apply.

In my opinion, these are the three things that are important for improving

the experience of all the participants in the Operations Game.

There are numerous ways to improve our experience with this manufacturing

game. One of them is to set clear rules for the decision process to run

more smoothly. Time limits should be set, responsibilities be divided and

rules for communication are some rules that pertain to efficient operation.

Decision making was time consuming in my group because management failed to

create rules in the beginning. This lead to hostility among departments

which in turn lead to poor communication, poor teamwork and poor decisions.

Perhaps to encourage better performance and adherence to set rules a

penalty system should be developed. A penalty might be charged for exceeded

the time limit or even for poor decision making. This more correctly models

the real world where poor performance leads to terminations or poor reviews

. Of course each department should not be judge simply by its own

performance but by the company as a whole because the goals of individual

departments might not match the goal of the company.

"Practice make perfect." Improvement will result if a similar exercise is

to be repeated. Solution to problems will definitely arise as members

realize that they must work together to run the manufacturing line

effectively and efficiently. Members will be better acquainted thus

relieving any doubts about voicing out opinions concerning decisions. With

practice I believe the manufacturing line will not only operate better but

faster.

Although the Operations Game was a successful learning experience, there

are some ways in which the game could be further improved. By improving the

game, the lessons learned will be more obvious to more of the participants.

Three things which could be improved are: the selection of room, the

preparation for the game, and the setup of the divisions.

The first thing in the game which can be improved is the room in which it

was played. A computer lab is no place to have a meeting. There are a

variety of problems with playing the game in the computer lab. Since it is

a computer lab, there are computers at every desk. This cuts in on each

member's participation because he/she may have a terminal in front of them.

The lighting in the room was also poor leaving many people in the room

detached and fatigued. Lastly the arrangement of seats in the room was not

conducive to a team environment. Everyone was detached from the rest of the

group, leaving no feeling of togetherness. These problems can be solved

very simply. By putting the meetings in rooms better fitted for such an

exercise, even more could be accomplished. I would recommend a room with

one large table such as those in Rockefeller or Goldwin Smith Hall.

The Second problem with the game was the preparation. The members were

totally unprepared for the game. If each member was supposed to play a

role, they should have been given more time to prepare for their role.

There should also have been more background information provided to each

member so that decisions could be more easily established.

The third item concerning the game which could be improved is the setup of

the actual divisions. There should have been a time where each division

could meet to discuss the issues that affect them. This would allow each

division to discuss and debate their own issues. After they come up with a

unified standpoint, it should be presented to the rest of the group. This

would have avoided a lot of the excess chatter that was experienced during

the last game.

First, I think there should be more time allowed to do this simulation. As

a result of the time constraint, we were given the pressure of making

decision fast. An extreme example was that we were still in day 18, and we

passed the 4:30 time. Because many of my team members wanted to go home, we

projected our actions until day 21, and when we thought it was pretty good,

we just went to day 21 without considering other alternative. I was

disappointed with this action, but I do not know who to blame.

Second, I think that the rights among the various department in the team

should be clarified. For example: does the management division has the right

to over ruled other division's decision. Another example: does a decision

have to be a consensus from all members or can it be just a majority vote.

These kinds of ambiguity can create confusion among team members and it can

result in confrontation. One member might think that the management division

is taking dictator control over other divisions and as a result she/he might

rebel against the team. However, if from the beginning the management team

has been given the authority to make decisions without having a consensus

then other team members might concede with the action.

Third, I think we should be told the alternatives affect the overall

performance, and not only from the ones we chose from. In the beginning,

when we faced the oven problem, we were told how our decision as well as

other alternatives affected the overall performance. However, after that

there was none. I thought that was a very good idea to know how each

decision affects the manufacturing performance. It will enhance students'

understanding about the cause and effect relationships between variables in

a manufacturing environment.

If I had to do this Operations Manufacturing Game all over again,

there are a few things that I would change. First of all, I would make

sure that things became more organized right off the bat. We spent a long

time making the first few decisions and then our productivity increased

tremendously. Perhaps setting a time limit or having a set agenda would

improve the flow of conversation. Secondly, I would try to get everyone

involved. There were several people that had some very good ideas but

would not share them unless prompted. Maybe occasionally stopping to have

everyone give there opinion would help. Although it may take a little bit

more time it may result in some great ideas. Lastly, I might make cost a

factor in the performance measurement. It seemed unrealistic that money

was never a consideration in our model. Sometimes we chose the most

expensive option when a less expensive one may have done just as well. In

real life money is always a constraint. However, for the most part I

believe that this game was a good experience as well as a great way to

learn about may facets of the business world.

The Manufacturing Operations Game can be improved by allowing

members of the group to determine their own roles, thereby using their

skills most effectively, rather than being randomly assigned a role in the

group. This will especially help in identifying and placing leaders in the

appropriate roles to facilitate the best group dynamic possible.

Building a function into the game which better allows you to see

the effect of your group's previous decisions, such as graphs of WIP and

yield per day, would also be welcome. This would enable us to better

understand the effects of the various decisions available to us and

therefore help us learn quicker.

The game can also be made more realistic if all functions, such as

changing overtime and starts, were allowed from the first day. This would

make the game more realistic and offer more insight into actual

manufaturing operations.

II.Three Ways To Improve The Experience

II.1. Dealing with uncertainty

In order to avoid the unpredictable consequences of accidents that can

occur on the line and slacken or disturb the planning of production; it can

be interesting to take some advance on the theoretic planning of production

at the beginning of the game; because it is far easier to decrease the

throughput at the end of the game, to avoid overproduction, than to

increase it to make up for the missing production.

II.2.Operational Decisions

With some experience of the game, in order to make decision taking easier

and quicker, it could be possible to define, for each stage of production,

a threshold for the difference between planned and actual production, above

which the situation is considered as "anomalous", that is to say, needs a

corrective action (give priority to a product over the other, increase

overtime or set up second shift).

II.3.Definition of everyone's task

To improve the experience, it would be necessary to define precisely the

role of each member of the team and the "subteams" (manufacturing,

operations, engineering and management) to have the work really shared by

everyone instead of having 4 or 5 persons who discuss and take most of the

decisions ( even though they were not member of the management board ) and

the others who hardly participate to the game.

Perhaps the team could be more efficient if everyone had the posssibility

to choose the post that correspond best to his character.

For example, in the management team, there seemed to be only one person who

liked and actually took the decisions; as a result all the team lost a lot

of time discussing strategies (take some advance over the planning or, on

the opposite. not change too many parameters in order to not disorganize

the whole system) instead of analyzing the data and take concrete

decisions. However, the strategies choice must, normally, be only

determined by the management team.

Three Ways to Improve the Experience

1.The biggest problem with this Manufacturing Operations Game and how it

was organized was the time constraint. There simply was not enough time to

get done, properly, what we had to do. The only way to fix this would be

to allow more class time. A reasonable assignment would be either double

the class time allowed and still work through 20 business days or keep the

same amount of class time and cut the working days down to 10. Because the

single biggest problem we had was as it got closer and closer to 4:25 P.M.

we started putting less and less thought into our decisions. We ended up

going through the last 5 days in about 30 seconds simply because noone

wanted to be there on their own time plus a majority of the people had

other commitments.

2. The next item on my improvement list is the general preparation, or

lack thereof, of the sub-divisional teams. First of all, we should have

had class time allotted to meet in our divisions before we even met as an

entire team. That way we would not only have been more organized in a

group setting but we wouldn't have had to "talk amongst ourselves" in front

of the entire team. Each group would have been more organized internally,

which would have lead to a stronger group meshing of ideas. In the case of

my division, we didn't even have time to meet each other let alone get a

game plan and team objective in mind before we had to participate with the

rest of the team, really, especially at first, not even knowing what we

were doing. Also, there should of been a preset order for each team to

present their ideas in. This should have been Management's job, however at

first they were just as clueless as everyone else and chaos ruled.

Everyone was talking, giving their ideas and suggestions at once, it really

was very unorganized and impossible to be productive. You literally had to

shout to be heard or get everyone's attention, which even then was

difficult to hold. Anyway, all of this random chaos could have been

prevented, or at the very least controlled, had there been better

preparation and organization on a team level.

3. Finally, a better room would have made the whole experience a lot more

productive and easier to work through. The problem was we needed one

computer =, yet we had ten of them just sitting around in the way. Had we

been in a conference room with one large table in the middle which we could

all sit around on three sides and have Operations with the computer and

overhead screen on the fourth side we would have physically been layed-out

more effectively and efficiently. It just would have facilitated a group,

working environment in a far more positive manner.

Although the game was very helpful, there are a few things that

could be done differently. First of all, I think it is relatively

important to assign separate tasks for each individual in the group. This

makes everyone get involved, as everyone is responsible for something.

To discourage the trial and error guessing we resorted to, the

exercise should span less than the twenty days. Pressed for time, we

resorted to guessing.

The final suggestion, if the exercise isn't shortened, should

definitely be considered. Historical data from the very beginning should

be readily available. Data in the form of a graph would be the most

helpful in not only historical data but projections as well.

In terms of getting a feel for a company and its everyday

decisions, this project was very helpful. The overall value of this

exercise was very high.

Suggestions:

To create a situation that more closely parallels the real world, we could

have limited the amount of time that a group spends on each turn. Applying

a maximum time allowance for each day would force groups to make decisions

quickly. Of course, we should still allow a group to skip easy days.

I don't think the allocation of team members was optimal. I assume the

professors made it a random selection. If we could have picked our own

leaders and groups based on their skills we may have had a more productive

outcome.

I don't know if the projection option should have unlimited use. Since we

had a really small number of options each round, we could have enumerated

all the possible decisions and checked the outcome of each. I don't think

this should be allowed.

Also, at times, it seemed that the instructor guided our decisions more

than he should have. I don't know if this was part of the game. If so, I

suggest they use a little more discretion.

One of the things that I would have changed about the game is to

possibly give more data in the decision making process. Although I think

there was a good deal of data for most of the decisions we made, there were

times when we had questions about certain aspects of production, but the

data was not provided for us, therefore we were unable to use those in our

decision making process.

Another change I would make is to either reduce the length of the

game, or to give us more time to play the game. By the time we finished, it

was almost six o'clock, and by that time, we didn't want to make decisions

any more, we just wanted to get it over with so that we could go home and

work on our other problem sets that we had to do. For example, the first

day we only got five days done, which meant we had fifteen days left to do

for the second day.

The third way I would improve the experience, and I don't know if

this is possible, is to provide a computer for everyone or every group,

disallowing altering decisions. If this could shomehow be implemented, then

each group could look at a different group of data (e.g., overtime, starts,

WIP deficit, etc.) and be able to present it, thus cutting down some of the

time in which we are all telling the one computer controller to do ten

different things at once.

The Manufacturing Operation Game could be improved in several ways. First,

I feel that the scoring of the project could have been done better. There

should have been a category for total cost. It would have been possible to

waste much money through the use of overtime and extra shifts to make up for

bad decisions in the beginning. It was possible to, as we did, catch up in

the end of the simulation through large increases in inputs and overtime and

still end up with a good score, 98.7. Though our group worked well together

once some problems with group dynamics were worked out. The fact remains

that we, in real life, spent much more money accomplishing our goal than

what was necessary.

Second, the simulation was difficult to begin, because we were not really

sure about all the extra possible operation, such as overtime, second

shifts, priorities, etc. If these, and their implications had been better

explained it would been easier for us as a group to make more informed

decisions. Though this may seem trivial, because of the brevity of the

simulation a few days of miscalculation really effected our factory. A

better briefing of the project and what was expected of us would have aided

our learning and ability to succeed at the simulation.

Finally, it would have been beneficial for all the groups, if the types of

group that we were in was varied. For instance, the people in the

operations group probably would have appreciated spending some time in the

role of management. This would probably require the simulation to have

lasted several more days, but it would have added much to the learning

experience of the people that did not have to coordinate the ideas and

opinions of the other groups.

2.) Three Ways to Improve the Experience :

Three suggestions to improve the game are as follows. The first is

to allow more time. More time should be given to teams to prepare and gain

a better understanding of the game and information given. It is perhaps

most important to be able to gain a correct understanding of what some of

the numbers on the production summary report were telling us. Our team

took a lot of time to do analysis of the numbers, but I can see that at

times of confusion there is a tendency to just press go and see what

happens.

The second suggestion is to give the teams a better understanding

of how the programs worked and how certain things were calculated. For

example, we had long discussions as to whether there was any effect on

adding overtime to machines operating below capacity. Our team also did

not find out about such functions of the program like "projection" until

very late in the game.

The third suggestion is to correct some of the program bugs that

were discovered. Small things such as a reversing display of scores and

delays in the update of machine capabilities after the addition of overtime

that caused some group confusion.

All in all though, the experience was very positive and I believe

it gave all the members of the team the opportunity to learn a few valuable

lessons.

On the whole, the exercise was a success in terms of learning

experience. However, certain improvements could be made. I felt that

the time constraint made forced many decisions not to be clearly

thought out as not everybody could stay back after class to complete

the exercise. Hence, decisions tend to be rushed. Besides, with

more time, there perhaps could be a experimental run for 5 days where

we could also make the decisions before starting the game proper.

2. Three ways to improve the experience are as follows.

In the first place, we concentrated our attention on the subject to take

good score ,especially for the production score, on the final stage. That

is, we did not consider each data in detail, so we could not analyze other

factors except the number of production. We understood that score was

important for this game and we did not have much time to analyze much data,

but if we had analyzed data of each day in detail, we might have taken good

score not only in product but also other sections.

In the second place, we should have taken action for decreasing yield. Since

we kept producing in spite of decreasing yield, our production became

inefficient. I do not have any ideas why the yield decreased at this time,

but I think we had to pay attention to this matter.

Furthermore, from the first stage, the number of actual production was not

enough for the number of planed production. This caused lack of the number

of production till the end of this game. Of course, we tried to increase

working time and increase raw materials for a period of some days, so we

could recover the number. As it turned out, I think it was late to consider

how to cope with this matter. Anyhow, in order to avoid spreading this

problem over whole period, we had to consider this problem as soon as

possible when it happened.

The manufacturing operations game was a valuable learning experience. It

effectively demonstrated the complexity of manufacturing problem solving.

However, the game could be improved in a few areas. These areas include

better initial explanation, the ability for each individual to assume

multiple roles , and more complete scoring.

The need for better initial explanation about the available management

options and program capabilities was apparent during the beginning of the

simulation. Tools such as projecting, capacity assessment, and other tools

did not become evident to our group until we accidentally stumbled upon

them while playing with the program. Better explanation would help to

facilitate the speed of the game in the first few days because there would

be no need to search haphazardly through the program for options or miss

options that could speed decisions.

The ability of group members to play the game from more than one division

would be useful in analyzing the different concerns and issues associated

with each department. This would help people understand the need to

recognize the different concerns and interests that are involved in the

manufacturing decision process.

The need for better scoring results from the fact that the economic

implications of instituting new technologies and scheduling overtime and

second-shifts were not taken into account in the simulation scoring. This

element of the manufacturing decision process has a large influence on

decision making and should not be ignored. I do not suggest a specific way

for it to be scored , however I feel that it should be included somewhere in

the final scoring and analysis.

Three Ways To Improve the Experience.

The first way I feel to improve the experience is to make sure the team

divisions are followed. By this I mean that the Engineers work on the

engineering problems and not manufacturing problems. In our team, at the

end each problem was looked at by the whole team and not just the divisions

that were effected. Managers in our team had no real power to make final

decisions which meant they were serving no real function. I think it is

important that the TA's explain that each division should handle their

problem only and that management has final decision making power. I feel

this is needed to better simulate what would be happening in the real world.

The second improvement I believe that should be made to the experience is to

give the team a grade based on their score. Towards the end of the second

day, the entire team was tired and just wanted to leave. We started to rush

our decisions and did not really evaluate all our options with the Predict

button. We didn't care much because we were not being graded. That means a

score of 50 would not really have any adverse effect (except of course being

ridiculed by friends). If we were assigned a grade based on our score our

motivation would have increased dramatically. This would simulate the

motivation that workers have to beat the competition and succeed. Finally,

I would put the game on more than one computer. The team found it very hard

to work with just the one active computer. Sometimes the computer operator

would change screens when someone else on the team needed information from

the previous screen. If the game had been on more than one computer, then

it would have been much easier for people to get information and calculate

predictions. When a decision is reached everyone can input it into the

decision and move onto the next day. I feel that these three improvements

would greatly improve the manufacturing game.

I believe that the game was a good experience for me because I was able to

practice a leadership type role. I think the game could be improved by

making the room more conducive to project work. We were in UPSON 360 and it

was very hard to communicate with all the different teams. I was constantly

standing up to try and see and hear everyone. I thought that it also

would've been nice if we'd each had our own computers and access to the

information. I also thought it would've been helpful if there'd been

someone to guide us along more. Professor Jackson helped a little but I

still felt as if I was "flying blind." Lastly, I guess I wish there was

some way that I could have better prepared myself because I found it very

frustrating that I knew there was a way to solve the problems analytically,

but I didn't know what it was. I didn't feel like I knew enough to play the

game as best as I could.

All in all, I learned from the experience. I'm still a little uncertain as

to how realistic it was but at least I walked away from it feeling like I'd

benefitted.

[ Three Ways to Improve the Experience]

1. Each member's role should be more clear

since the Operations Game only defines the job to each department of a

team but not the role of each member in one department, sometimes

communication occurs only among a few people but not among the whole team.

If each member's role could be more clear, the participation of each member

would be more balance.

2. Use diagram instead of numbers

as the game going, every problem occurring during the manufacturing

process needs sufficient quantitative information to make decision. In the

process of decision making, the only available source of information od the

production summary report. If there is diagram, which can interpret the

whole bunch of numbers into some relative diagrams, in this program, that

would effectively save time for achieve decision.

3. Add some hints to each question

There are different types of questions about the manufacturing in this

game. Every question its critical to the final outcome. Sometimes what the

team did in the process of decision making was guessing. If some hints

could be added to each question, it would surely help each team realize the

purpose behind each question and learn more from this game.

Three Ways to Improve the game

I can't really think of three things to improve. I think the game

is pretty well structured in trying to create a simulation of the real

situation. Perhaps on some parts, it would be better if we were provided

with more informaiton. For example, one of the problems we were to solve

the instablity problem with the oven temperature. We do not know enough

about the process to give any wise suggestion, where in the real world

someone in the department should know more about the production process and

mechanics to the machines on the floor.

The game has four groups of people representing four main

departments to a manufacturing system. I think we should be given more

information on the roles of the particular department we were assigned

into. We could have been more 'in character' if we had more information

about the particular department and their general area of supervision in

the company.

I basically had a lot of fun with the project, and learned a lot

from it. It is a very good way to get a better idea about the process

behind a good manufacturing system.

Three Ways to Improve the Experience:

=09Three possible ways to improve the operations game experience are=20

to increase the number of recitation periods used, allow more supervision=

=20

/ interaction with professors, and to reduce the number of problems faced=

=20

in one day.

=09I feel that it would be very beneficial if the game was spread=20

out over three recitation periods, or the number of days in a cycle=20

reduced from twenty. During the second recitation, we felt pressured to=20

finish the game, and ran through some of the decisions too fast. If the=20

game was prolonged, I think there wouldn=D5t be that rush to finish, and it=

=20

would also help in that at the end of the second day, everyone is in such=

=20

a hurry, that we stop caring about the quality of the decisions we are=20

making.

=09Although one of the greatest things about this game is running=20

the entire factory by yourselves, and being accountable, I think that at=20

times more interaction would have been helpful. This would have been=20

useful if a team shows that it is really going off of the true path. I=20

think allowing a team to stray and make bad judgments is OK - a very=20

useful learning lesson, - but after a while it would help if by the end=20

of the day, they knew the proper way of going about some of the=20

decisions. For example, after the entire game is over , give out a sheet=

=20

explaining how to go about making start number and overtime decisions.

=09Finally, it seemed that some days we were bombarded with=20

problems. It felt as if you were never going to make it to the next day=20

because every time you went to run - a new problem would show up. I=20

think that maybe spreading out these problems might help in that you=20

could spend more time weighing each decision instead of just hoping to=20

get through the day - which is how you felt by the last decision.

I think the experience could be improved,though. First, I don't

think that the students should be told how the final score is calculated.

We should have to decide and figure out which of the three performance

measures was most important or if they were all equally important. Since we

knew, we focused more on the areas that were scored higher and tended to

forget about the other areas sometimes. Further, I think that there should

have been more production problems with the GD components. A lot of the

time we didn't even look at the GD parts especially since everything was

going much better than with the GA parts. Finally, I think that the project

button should not be available for smaller increments of time. Once we

realized that we could project everything, it took us longer since people

would project every decision. It took the focus off the hard analysis that

we had been doing up to that point. Maybe the project button should only

allow you to look at a minimum of five days from the present.

In conclusion, I had a really good experience with the operations

game. I worked with a good group of people, and I had fun. It allowed me to

really learn about what was going on without having to worry about getting a

bad grade or getting fired.

As for the game itself, the administration could have been better, when

questions arose it seemed that the TA wasnt ever in the room. The

actual program ran smoothly. I think one improvement would have been

making the amount of labor count in the final score (overtime, double

shifts). This would give more incentive to try to run the line within

some bounds.

Three ways of improving the game

First, as I just said, a graphical result would have helped to fill the gap

between each one of us. But maybe one goal was to find out ourselves how to

build one.

Second, we should have been aware of how the game works before. The exercise

we were given was much too easy compared to the real game. No way this

training could have helped us understand the important links between the

numbers. If the objective was to create a gap in the group among the ones

who quickly understand and the others, it worked! Maybe the objective was to

learn how to cope with such a gap, but then we should not have had a 99.1%

score but 0%, because we failed!

Last, I do think we should have had a time at the beginning to organize our

group and not wait the end of the first lab to do so because we were all

tired, I personaly was extremely upset about how things went, and we all

wanted to leave as quick as possible - last course before week-end!

The four first days of the game should be a small training, each step would

highlight one important relationship and explain the basic calculations.

Maybe handouts with the same exercises for each one would be helpful to make

sure everyone follows.

Overall, I enjoyed this simulation exercise. I think that most of

the problems was in our group as a team. Everyone were intelligent and they

were doing their own jobs. Our performance level was good, yet I felt that

our team did not run too smoothly. It was very tiring because we went too

slow. Also, the dominant people in our team just tried to convince the

others without trying to listen to everyone's opinions. Thus, in a way

management failed. He excelled as in making decisions but did not do too

well in managing the team. I also felt that some team members did not fully

respect other team members. Maybe I felt this because I did not know anyone

in my team but since everyone else were Mechanical Engineers, they knew each

other well. For me, it took a me awhile to get into the game due to the

lack of manufacturing background, so I wished that my team members were more

supportive when I got lost. I don't think that I was the only one who felt

this. To improve our team, I think that we should have respected each and

every member on the team and listened to others, not just shouting out one's

own opinions.

Another improvement might be to define the roles of the players

before section such as in lecture. I understood the general factory

process, but I didn't know what I was supposed to do first. It is really

difficult to play role you were assigned 5 min. before the game begins. I

knew that I was in Management (first) but I didn't know what I was supposed

to do or how I should have prepared myself. If everyone knew their role,

this might have made the team dynamics and the game run more smoothly.

Else than these factors, I cannot find a fault in this exercise. I

enjoyed the idea of running a factory through simulations. It was

educational as well as beneficial experience.

As for the suggestions, I would say get rid of the first problem at the=20

beginning of the game. It worried us all right, but after thinking about=

=20

it, it=D5s obvious that this problem is a trick. As we were not yet=20

familiar with the program, it would be unrealistic of you to expect us to=

=20

fall behind in production at the beginning of the game, and then discover=

=20

the game plus catch up with the production. =20

At the end of the simulation, a cumulative flow plot would be very useful=

=20

for review. Maybe at this point the instructors could make some comments=

=20

about our performance. I felt as if the end of the simulation was just=20

left hanging in the air. A good opportunity for us to learn from our=20

mistakes was missed. Our competitive thirst was also left unquenched. =20

We made all the effort to keep our score high, but how we performed=20

comparatively, we never found out. For example, in lecture, a ranking of=

=20

the teams and their individual scores would have been appreciated.

The physical layout of the room could have been better. The amount of=20

light in the room was too much to see the projection clearly but too=20

little to read our own notes. In terms of working space, the setup was a=

=20

little constrained. The working style changed considerably during the=20

course of the simulation. Initially everybody set down with their=20

respective groups and discussed the issues within the group. As we=20

became more familiar with the game and discovered the general trends,=20

people gathered around the projection screen and discussed the issues as=20

one big group. The individual roles disappeared and everybody in the=20

group became equals. Towards the very end, the decision making became=20

quite chaotic due to the time pressure. Without falling to the two=20

extremes, a working environment that encourages more participation from=20

each member and one that makes all the information easily available to=20

all would have been useful. For example a second overhead projector=20

where we could display the problem at hand or copies of important=20

information that was distributed would have been very useful. =20

We spent a good deal of time trying to get around in the program and=20

waiting for the computer to finish its calculation. A faster computer=20

and a more user-friendly program would be big improvements.

The experience can be improved in various ways depending on your point of

view. From a professor's point of view, the experience could be improved

through the following:

1) More work periods, not cramped into two sessions

2) Better working spaces and meeting areas

(important for group dynamics)

3) Give more guidance or direction in estimating overtime,

double shifts, and priorities.

I have assumed that this is what is meant by "Three Ways to Improve the

Experience", not how the group could interact different to improve our 20

day simulation experience.

The simulation shouldn't be grouped into two 10-day periods. This puts

time constraints and a mental drain on the members involved. I believe

that our group would have been more focused and more enthusiastic if there

were four 5-day periods. This can be accomplished by having the group meet

at night or during specified office hours. Like I stated before, as the

time neared 4:30, our decisions became more "art than science". There is a

loss of morale seeing problem after problem crop up and then realizing that

we spent 30 minutes on one day and we still have eight left to finish.

The working conditions were terrible. The room was set up so that it

became engineering vs. manufacturing and operations vs. management.

Ideally, there should be one large meeting table (like Rhodes 253) were all

members can sit around and slide papers back and forth. Instead, we were

left to contend with a mess of wires, cords, computers, etc. I understand

that room availability is the major problem. Regardless, the environment

was not suited to a teamwork environment.

The final way the experience can be improved is through additional

instructor feedback. Members of my group felt that we were essentially

given a problem that we were unsure how to deal with and told to go ahead.

By the scores indicated from the other rooms, I believe that those

instructors provided some insight or additional help. It is extremely

frustrating to work without truly understanding the processes underlying

the system. Although this doesn't seem important, it could have made the

entire experience more enjoyable and helped us understand our work better.

Three Ways to Improve the Experience:

1. First of all we have to sit down for a while and clarify the goal of a

team. (Also keep in mind the goal for each group) We then have to define

team responsibilities. Each team have to point out if the decision that

have made effect any of your group's goal. And then let the team together

make the concensus decision with someything in mind what is gonna be the

effects.

2. To shorten the process, we have to establish a groundrule and a

decision procedure. That might have allowed time for ecah group

discussion and then come up with thier recommendation with advantages and

disadvantages of each alternative. Then the team together discuss and

make a concensus decision.

3. We should apply more theory into it. But to do that may be the chart

or some computer aid might be useful. We should write all important facts

on the board so everyone can see it. One more feature which is useful is

to test some of our theory by using the projection feature. That might

help us in chossing between some alternatives.

Three Ways of Improving

1) Smaller Working groups. The groups were to large. The discusions

took too long and attention from several members of the group was lost.

All the work towards the end of the simulation was done by half the

group. Because the group was too large it was hard to achieve consensus

and people got lost.

2) More time was needed to complete the simulation. the time assigned

for the simulation was too short. Since we had very little time for

discussion (8 min. per day, due to religous holiday) we could not achieve

consensus in the decisions and people lost interest. We also lost

interest from the begining of the people who had to leave at 5:00 pm.

3)Have training for each of the subgroups. The responsibilities of each

subgroup were not clear. At the start the people of each subgroup had no

idea of what they had to watch out for. Management was also lost and did

not know how far they could go into the decisin process. Towards the end

of the simulation there was a restructuring in the decision process,

memebers of different groups took upon others responsibilities.

Decisions were taken by a small group and the rest of the members were

ignored.

Operations Game Improvements: As well as taking away a few lessons from the

project, I was also able to see a few areas where the game lacked. The

first area in which the game lagged was the lack of the financial effects of

decisions. One decision that our team decided to implement was the use of a

double shift. The only facet of our operations that was decremented due to

the use of the double shift was yield. This was not substantial enough a

decrement for our team to feel the ill effects of having used the second

shift. If there was an added financial penalty for having used the second

shift, there may have been a more realistic simulation of the manufacturing

system. Such a factor was involved in all the decisions that our team made.

When we were faced with decisions, the lack of financial tracking led us to

take the best solution to benefit production while ignoring the effects of

finances. This seemed to be a little unrealistic.

The second area that the operations game lacked was in the inability to

view past performance. Just as our team learned the benefits of projecting

the effects of our present decisions on the future it would have been very

helpful to have had the ability to look at past days performance in order to

better understand the system on a whole. Due to our time constraints it was

unrealistic to ask operations to copy down the entire screen for us to use

on the following day. The ability to look back at past days performance

would nicely complement the addition of the projection tool.

The final problem that I saw with the entire exercise was the lack of

preparation. I feel that there were many important techniques that I

learned during and after the game that would have been very helpful during

the project. I think it would be a more beneficial project if students are

taught the techniques of monitoring and changing starts, WIP, and yield

before the exercise. Having the knowledge of the techniques involved would

give us the opportunity to put what we learned to work. Now that I have a

much better understanding of some of the techniques used to monitor the

manufacturing process I would like to go through the game again to see if I

would perform better.

Three ways I think would improve this experience are

=85 Not setting a time limitation

=85 Have some way to look back at previous days (without the ability t=

o

change any data) for comparison

=85 Should not empower the Management group to the extent that they

could make decisions without reason or consent from the team.

Between the first week and the second week of the Manufacturing Operations

Game, many people (especially our Management group leader) got the

impression that the Game will run well into the afternoon and night.

Under this condition, our Management group announced that our goal was to

"get out of here" by 4:30PM at the beginning of our conference in the

second week. He then proceeded to making quick but not necessarily good

decisions based on the goal he set. I think that if there wasn't a time

limitation of the Game or if the students did not find out about the

possibilities of running over time before we even began the second

conference, we would have achieved much better results as well as more

satisfaction.

During the Game, we could not go back to previous days to look at our data.

I believe we should have been able to do this but without the ability to

change any of the previous decisions and data. This way we could have

compared our current results with the previous days to see if we improved

our production systems with the decisions we made. It's also an indication

of whether we are making the best decisions or if we delineated from our

goal.

Lastly, I think our Management team did a poor job in making the final

decisions. When time pressure were put on us, they just didn't care about

whether our solutions were optimal or not. If the problem indicated that

the Manufacturing division should advise the decision, then Management will

accept their choice without even asking for the justification. And when

the Operations or Engineering division dispute the decisions or ask for a

reason, all Management will say is "because the Manufacturing division has

made their choice and I'm going with that." Also when the Engineering

division was working on a problem, the Management and the Manufacturing

division demanded to know what they were doing and why it was taking so

long. When the Engineering division replied that they are making some

calculations and would need 10 minutes, Management just went on making the

decision without their input because he can't want that long. Such cases

discourage the team spirit as well as split it up and without a whole team

working together, we did not get good results and I did not enjoy the

experience during the second conference.

Although there are always ways to improve, I honestly can't think of any

meaningful change. The group size was great, the professors and TA

informative but not too interfering, the program was graphically

appealing and easy to use, and the whole game wasn't too timestaking nor

trivially easy. I learned alot and recommend that the game be done in

following years in the same way.

To improve the game I would probably deal largely with group dynamics issues.

First, everyone in a group should get a paper copy of situation

instructions. That way, no one has a control advantage by just having

the paper in their hands.

Second, if possible, each member of a group should be forced to present

their teams ideas at least once. That way, everyone keeps their head in

the game.

Finally, teams should switch areas, time permitting after every several

rounds, so as to get a feeling what its like to be in other positions.

This especially affect the management position, because they should learn

to understand the other people's points of view.

Granted, these changes might take away from some of the issues learned in

the game, and if they are an integral part of the experience ignore them,

but otherwise, the group dynamics stuff is part of the required

Organizational Behavior class all ORIE students take.

Overall, I enjoyed the Operations game a lot, but I think either

the number of days should be shorter, or some accidents or happenings

should happen a few times in the last 7 or 8 days. When we found out that

there were no more happenings, we started playing with the start numbers

and projected after every change. People were tired of thinking and wanted

to just get it over with. I think there needs to be some sort of

fluctuation in the facility to make the game interesting. It doesn't have

to be a disaster or something bad happening. It could be a positive thing

or a happening that doesn't do anything to the facility, but a comment that

gives the players a little bit of a chuckle.

Also, since we were all given certain departments, maybe those

departments could be stressed more to bring out real situations in a

manufacturing firm. In other words, we didn't really think of him or her

as part of "Operations" or "Manufacturing." We just played the game as a

group. Although one of the reasons that happened was because of the

management style, I think different departments from each group should be

given some sort of idea what they should be doing prior to the simulation

game. That way, the Management group sort of have an "edge" over other

people in other departments to become management. That goes along with

other departments. Maybe the "Manufacturing" department can be given a

lecture of how to actually calculate to optimize throughput, WIP, and yield

so that they could present it to the whole team at the managers'

digression. That way, the departments would actually play a stronger role

in the game and may motivate people to become more active because they hold

a certain responsibility.

I thought the game was great, but the follow-up to the game was

insufficient. I understand that the results of other teams were put up on

the blackboard, but I think there should be a discussion on how or why some

teams did better than others. Or if a team got lucky, they should discuss

why or how that that was luck. I understand that by writing this paper,

I'm reflecting on what I learned from the game, but as I give my own

opinion, I would like to hear other people's opinion about the game as well

as the manufacturing process and ideas of team play. I wished that we

could get into small groups of 10 to plainly discuss and reflect what we

had done.

Three ways to improve the experience:

1. ROTATE: Although it was easy to see how the other groups performed, I=20

think it would have been interesting perhaps if we had gotten the=20

opportunity to rotate through all the 4 different groups and experience=20

the different attitudes ourselves.

2. TIME CONSTRAINTS: I noticed that some members of the team were very=20

eager and impatient to get out at the assigned hour, especially the=20

second time around. This caused some friction I think because one group=20

wanted to get things done fast, and coincidentally happened to be more=20

powerful, and the other group wanted to get things right, but was not so=20

influential in the decision making process.

3. THE PHYSICAL SURROUNDINGS: This might seem like a trivial and minor=20

issue, but I think it is important because the way a person is sitting=20

and the direction s/he looks at you is very crucial sometimes, and there=20

are instances where this is governed by the way the physical surroundings=

=20

are setup. So, I think a roundtable kind of a setup would be much more=20

efficient and would, atleast superficially, put everybody at par. Also,=20

nice comfortable chairs to sit on would be amenable to a good 2 hour=20

discussion!

<Three Ways to Improve the Experiences>

First, the important thing is to change the process of

decision-making. We practiced the traditional style of management which is

that management must do the final decision for itself after hearing the

opinions from all divisions such as manufacturing, engineering and

operations. However, the style is strongly influenced by the ability or

knowledge of management. The preferable method is to pursuit the flat

organization structure. That is to communicate between each division for

holding information in common, and then to lead to optimize the

decision-making. In this case, manager must be a good moderator during the

decision making process.

Secondly, its is to rank the priority of our target, which is the

score of production, WIP and yield. It is too difficult for us to optimize

all three scores at the same time, so that we must decide the first

priority. If we do not understand the whole process, we cannot understand

the dependence of each object function. Therefore at first we should assume

that each function is independent. Upon understanding the process, we can

optimize all object functions simultaneously.

Finally, the way to improve the experiences is to record the

history of simulation or decision-making processes. We had some problems in

the game, but they are included the similar problems. However, I am not

sure whether we would have done decision-making by the same criteria

continuously. Individual memory is not reliable. Therefore I would like to

propose new data base system, which is called history base so for want a

better name. The point is to record the process of decision-making in the

simulation or discussion. I think this concept would be very useful in real

engineering design. General data base system is concerned with the data of

products or materials. However, the most important thing is how to make

decisions and what to manage in design and production, so that the history

base is a process oriented system. These kind of information is generally

accumulated as individual knowledge. In manufacturing, the importance of

team based activities has been recognized. Therefore simulation software

must be improved from individual to team oriented tools.

It would have been easier to jump right into the game if there had been

an in-lecture demo of the game itself, possibly running through a couple

of days' production. As it was, the groups had to become familiar with

the screen displays that they were seeing for the first time, and time in

the beginning was wasted trying the software out. Also, a set of

exercises that are more similar to the way the game actually works would

have been helpful. The problems assigned did not really promote more

understanding of the exercise - they were too simple.

Despite any number of suggestions, the biggest obstacle to productive

group time can't be fixed easily. Especially with undergrads, lack of

experience with these kinds of activities can only be cured by time.

However, one feasible improvement to the sharing of information would be

to have a printer along with the computers, so the day's stats can be

printed out and distributed to each department at the beginning of each

"day". There were usually several decison-making processes going on

simultaneously, requiring viewing of a decision screen and the planning

screen. Time was wasted switching back and forth between screens and

waiting for people to write things down. It would have also been easier

to backtrack and see mistakes that were made if a record of past

decisions had been available.

A third improvement to the experience would have been to ensure that

there was an even mix of people in each group, i.e. not too many quiet

people in one group. However, this is difficult since the course staff

doesn't know each person. Also, no group in the real world is perfectly

balanced either. It is not a realistic suggestion, but in our case it

would have moved things along at a much more efficient pace.

There are some recommendations for improvements in this game there

was no cost performance measurement over time and second shifts are normally

cost premiums. Implementing capital improvements also entails financial

analysis. Future versions of the game could include a way of keeping track

of manufacturing costs.

The way this game was organized gave most of the decision making to

manufacturing and engineering, but not much responsibility to operations and

management. The team shall be structured as to assign all of the members to

engineering and manufacturing. Team members shall decide on a general

manager to lead the discussion and two computer operators representing

engineering and management.

The last improvement lesson is to give more analytical problems to keep more

people involved. I feel that by adding a cost factor and a better team

structure will improve the learning experience.

The major drawback with the operations game was the time requirement. Our group spent at least 3 hours over normal section time working. While the time was well-spent and instructive, there were problems. The first week, people had to leave before we were done, and so we were working with a short group. Towards the end of the second week's section, some people in the group didn't care about the game anymore - they just wanted to go home. I would suggest either devoting three weeks of section to the game or giving the students a better idea of what to expect as far as time and commitment go. Another problem we had was either too much or too little involvement from the instructor. The first week, people who had not been in the room would come in and

basically stop the group activities to lecture on something we were already doing. It would have been better to present these ideas to the groups before we got started and were deeply involved with the game. Some things we were told were valuable and would have been helpful throughout the game, and yet we were not told until about halfway through the second week. The second week, our problem was that nobody was around when we had questions. The TA who was in charge of our room did not make some important points clear, especially with regard to adding second shifts to the factory. A general overview or perhaps a handout detailing the "rules of the game" would be helpful. Even if the group doesn't need all the information or guidelines right away, it is better to have the information too early than too late.

II) Three Ways To Improve the Experience:

Although the exercise we went through for the last two weeks was a very

positive and enriching experience, I believe that there is room for some

improvements that could render it even more educational and enriching for

future students.

First, I was a bit surprised that all the data that was given was only

represented in tabular form. We did not even once see any graph that

could have otherwise made apprehension more easily achievable. This was a

problem for students like me who have a hard time visualizing the data

and its significance without visual aids. I do not believe that the

addition of such aids take anything from the seriousness of the game, on

the contrary. I believe that if the data, say for wip, was presented in

bar charts, the participation in the discussion would have been greater.

It might be costly to effect such a transformation to the already

existing software, but for 20,000+ a year, it is fair to say that we

probably deserve such an expense.

Another area of improvement would be allowing students to store the

information of previous production days in order to more clearly monitor

the development of the changes they are implementing. It would be great

for example if all departments, not just operations, had access to all

the data from all the previous dates.

Finally, and in order to make the lessons learned in this game more

lasting, having some sort of solid copies of the complete game, including

the decisions taken, the impediments and the daily results, and

distributing individual copies of this print out to the entire team would

be great. Because frankly, and speaking for myself there were several

things that I was not able to understand and was also unable to inquire

about due to time limitations. If I had the entire process in my

possession I could back and review all the decisions made and the manner

in which they affected the development of the game. I could the n have a

better grasp of the intended purpose of this game.

1) The size of the team should be cut down and each team member

should have a specific task assigned to him over and above the tasks

assigned to the team. I noticed that in each team there were only 1 or 2

member driving the team, rest of the people were "twiddling their

thumbs" and not participating in the overall discussion. Hence there

wasn't true team interaction rather a few key people dragging the rest of

the team.

2) The moderator (or professor) should monitor the interaction

and involvement of each team member and assign points to it.

This will prompt the less active students to participate in the game.

Also the grading system should include the quality of team interaction

by the members. Because according to me how you are going to interact

with your co-workers and how you approach a problem are going to be more

important criteria for success rather than what result you achieved.

At least this was my experience from working for a year in a professional

fast-pace environment.

3) Each team should be asked to justify their reasoning in making

a decision. I noticed that a lot of decisions were "shots in the dark".

They were more like guessing an answer (between options A,B and C) on a

paper. Unfortunately, real-world decisions are not that simple and

straight forward to make. Hence students should be forced to justify

their decisions and wherever possible even asked to justify not selecting

the remaining selections.

Though, I have more suggestions to make to the Manufacturing Operations

Simulation, I will limit them to three because of the requirements of the

essay. However, overall I think that this was definitely a very good

exercise for all students. It was fun and a good learning experience.

Such simulations/games should be encouraged in other courses also. These

definitely add flavor and dimension to the 1-dimensional reading from the

book or listening (or pretending to listen!) to professors in lecture.

>>In order to improve the Manufacturing Operations Game, first of all, the

>>number of team members should be decreased. This would eliminate the

>>possibility of disregarding or ignoring some member's ideas. Also, it would

>>enable better communication, and therefore, better desicions.

>>

>>Second, the problems which occur during the process of the game shoiuld be

>>projected to the rest of the team members via better information systems.

>>Only the concerned group had the details on the problem, whereas the whole

>>team should have been fully informed. The details should be communicated

>>throughly for best understanding of the situation before making any desicions.

>>

>>Lastly, The simulation screen should be redesigned. The current data screen

>>is full of listed numbers, which is very hard to read and follow. Also, when

>>a problem screen pops up, it was a pain to go forward and backward inorder

>>to keep track of the data.

Three Ways to Improve the Experience:

1.) If there existed a way of looking back at the past problems and

situations which had come up throughout the game and how we had responded

to and answered these problems. This would be helpful because several

times later on in the game we could recall a situation which had come up

in the past which was similar to the current problem but could not

remember how we had responded. Thus, some type of reverse button through

the scenarios and responses list would be helpful.

2.) The game could be enhanced by placing a financial analysis on the

program, such that, when our production goal is achieved at the

completion of the month, we could see where our major costs lied. This

would help us analyze our costs and determine whether they primarily

lied in inventory holding cost, production cost, or scrap cost. In

addition, this would help us realize the need for optimizing both

production and total costs. For it is not enough to meet your

production goals if your costs are soaring through the roof. We would

need to optimize production in terms of meeting demand for the month as

well as optimize costs, in terms of keeping them minimal.

3.) Another enhancement which could be made is the creation of a

production chart, which would display production level on the y axis

and days on the x axis. This chart would be helpful in that it would

allow us to see how our production fluctuated over the course of the

month. Also, another feature which would be helpful would be a feature

which calculated the number of "Good" units in the system. This

calculation was quite time consuming and wasted much time in having to

calculate it each or every other day. Thus, if halfway through the

program (say day 10), after students learned how to calculate the value

themselves, this enhancement could be used. This would help to speed up the

overall time of the game, and allow more time for discussion and analysis of

the specific situation being encountered.