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Littlefield Game

Littlefield Game. Prof. Mellie Pullman Online Registration & Game Overview. Why are we doing this?. Instead of a “textbook” problems, you will apply analysis techniques in a simulated service process environment. More “real” and more “fun” A team effort.

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Littlefield Game

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  1. Littlefield Game Prof. Mellie Pullman Online Registration & Game Overview

  2. Why are we doing this? • Instead of a “textbook” problems, you will apply analysis techniques in a simulated service process environment. • More “real” and more “fun” • A team effort

  3. Getting on to the game, come prepared with a credit card, your team name and password (details on their format in next slides) http://lab.responsive.net/lt/pullman/start.html

  4. Click here

  5. Create A New Account Click here

  6. Follow step–by–step instructions to purchase your access code

  7. Enter course code: cash

  8. Registering Your Team Enter team password * All lower case letters or numbers * No punctuation or spaces example 

  9. Enter student’s names * Caps and spaces are OK * Please NO apostrophes! Hannah Lisker Charlie Wong Shane O’Brien 

  10. Enter student access codes Hannah Lisker Charlie Wong Shane OBrien akjndk8l slhfg7wk hkjft96l

  11. AFTER THAT:Your team is officially registered (register prior to break; at 7:30 PM the first 50 days will run and suspend. Resumes on January 13 at 6 PMFinishes on January 20 at 6 PM.

  12. A Brief Overview

  13. Your Game:Four steps at three stations • Sample Preparing • Step 1 boardstuffing • Testing • Steps 2 & 4 products are tested and information is recorded • Tuning • Step 3

  14. Capacity Costs • Station #1 SAMPLE PREPARING MACHINES • $90,000 each • Station #2 TESTING MACHINES • $80,000 each • Station #3 TUNING MACHINES • $100,000 each • Resale value for any machine • $10,000 each

  15. Factory Process • Every step has its own process time • Littlefield measures average daily utilization rates at each station • Queues hold waiting jobs lead time = process time + wait time

  16. Orders and Kits • Every arriving customer order is matched with a new test kit • test kits cost $600 each • shipments have a fixed ordering cost = $1,000 • supplier’s lead time is always 4 days • Three criteria to place an order: • Inventory on-hand is lower than the reorder point • There are no shipments of materials in transit • Cash on hand is sufficient for the order quantity

  17. Reorder Point • Stocks are replenished when they reach some pre-determined “low point”. • A system commonly used by squirrels • Well, also by you, your checkbook vendor, and many other systems. • In this game, you can not change the reorder point or inventory order quantity.

  18. Logging Into Your Game after the simulator has been initializedduring the break http://lab.responsive.net/lt/pullman/entry.html

  19. Logging Into Your Game Enter team name example

  20. Logging Into Your Game Enter team’s password example 

  21. Explore Your factory

  22. Click Box: Customer Order Queue

  23. Click “Plot Job Arrivals” and Download Data • Click download button • Save to desktop • Open with MS Excel or another spreadsheet application • Copy > Paste data columns to a master worksheet • Index by Day

  24. Opening the data in Excel • You will have 50 days worth of data until it starts running dynamically • The demand will increase until around day 150 and then level off • Figure out the demand point where it levels off

  25. Forecasting Demand (arrival rate of jobs) • Overall Linear trend • = SLOPE(known_y's,known_x's) • = INTERCEPT(known_y's,known_x's) • Forecast for the demand at the point where you think it will level out.

  26. Look at Capacity Problems(station 1 Queue Box)

  27. Click on Station 1 to see Utilization Might want to see what happened

  28. Completed Job data

  29. Current Job Lead Time through system & contract information

  30. Key Hints Expected Utilization = • Forecasts estimate future outcomes • They are not known for precision • A prediction interval should be considered Arrival Rate * Process Time # of Machines

  31. Key Hints Balance your work stations, reduce bottleneck Proactive are better than reactive strategies

  32. Deliverable No more than 2 written pages which cover your teams experience What did you do (in sequence)? Why did you make that decision? How did it work out? What did you learn during the process? Include an Appendix with a “journal” and any relevant calculations.

  33. Good Luck!

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