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Agile Groupies Ann Arbor MI 2015mar25
The Lean Dot Game Agile Groupies Ann Arbor MI 2015mar25
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game This game's purpose is to give us a "live-feeling" for the following concepts: As Work-In-Process (WIP) increases, so does: The effort needed to detect and fix problems with the work.*1 The time it takes for new unique-work to get done.*1 WIP increases when people upstream of a process's bottleneck work faster than the bottleneck can process their work. *1 If the bottleneck cannot be readily-widened, then the upstream-people must redirect their excess effort elsewhere in order to alleviate the increasing WIP.*1
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The Lean Dot Game We need the following materials for one, three-round game: Post-its, pop-up style, yellow, 3"x3", (at least 300)*1 At least two pop-up post-it dispensers (they can be homemade) Enough 3/4 inch round assorted color dot labels to populate 300 post-its*1 (3 packs of Avery 5472) Enough sheets of pre-punched, 3-hole, letter-size paper to hold 300 post-its at 6 post-its, per sheet (at least 50) 6 additional sheets of paper with enough additional post-its and dot labels to make examples for each of the six stations, as shown in the adjacent figure. At least four pencils or pens One clipboard A six-person table with elbow-room
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The Lean Dot Game We need the following materials for one, three-round game: Post-its, pop-up style, yellow, 3"x3", (at least 300)*1 At least two pop-up post-it dispensers (they can be homemade) Enough 3/4 inch round assorted color dot labels to populate 300 post-its*1 (3 packs of Avery 5472) Enough sheets of pre-punched, 3-hole, letter-size paper to hold 300 post-its at 6 post-its, per sheet (at least 50) 6 additional sheets of paper with enough additional post-its and dot labels to make examples for each of the six stations, as shown in the adjacent figure. At least four pencils or pens One clipboard A six-person table with elbow-room
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game To play, we need people who know what it must be like to: Work with horse-blinders (6) Not quite know what they want (1) Be an obsessive clock watcher (1) Be a slightly self-centered assistant-manager (the more, the merrier)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind: They are developing a software application A fully-dotted post-it represents a feature of the software. Note that since the arrangement of the dots on each post-it is the same, The participant at Station #1 writes a timestamp at the top of the post-it to both make each one unique and to track the WIP time of each. The six stations represent the major functions of software development: Business Analyst Technical Analyst (Architect) Designer User-Interface Developer Logic Developer Tester (Quality Assurance)
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game The participants play the game with the following in mind (continued): Given the below-mentioned assumptions, the following formula (a variant of what's called "Little's Law") can estimate the average WIP time for a post-it (a.k.a. Cycle Time (CT))*2*3 CT = WIP/TH Where TH means Throughput And WIP means Work In Process Assumptions: Conservation of WIP flow, where the average output rate equals the average input rate.*2 All WIP is eventually completed.*2 The size and average-age of the WIP is reasonably stable during the given time-interval.*2 Note that if the WIP never drops to zero, it is possible for its average-age to fluctuate, in which case, the above formula does not hold true.*2
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The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
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The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
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The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
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The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
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The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
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The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
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The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
59
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
60
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
61
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
62
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
63
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
64
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
65
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
66
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
67
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
68
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
69
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
70
The Lean Dot Game Instructions for all 3 Rounds:
Each station has "in" and "out" areas, where The "out" area of an upstream-station is shared with the "in" area of the neighboring downstream-station. For stations 2 through 6, Please do FIFO (First In First Out) As shown, Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format Station-2 applies a yellow-dot Station-3 applies a red-dot Station-4 applies two green dots Station-5 applies two blue dots Station-6 writes an appropriate pass or fail mark next to each dot, then writes a timestamp at the bottom of the post-it 20 minutes are allotted for each round. 4 minutes for prep 6 minutes for play 10 minutes for discussion, via a four-chair and three-squatter activity
71
The Lean Dot Game Instructions for all 3 Rounds (continued):
In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a.. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
72
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
73
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
74
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
75
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
76
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
77
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
78
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
79
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
80
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
81
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
82
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
83
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
84
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
85
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
86
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
87
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
88
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
89
The Lean Dot Game Instructions for all 3 Rounds (continued):
Date: Round # 1 2 3 1st post-it's bottom timestamp 1st post-it's top timestamp 1st post-it's timestamp difference Last post-it's bottom timestamp Last post-it's top timestamp Last post-it's timestamp difference # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH CT Instructions for all 3 Rounds (continued): In a table like the adjacent one, the Obsessive Clock-Watcher (a.k.a. Project Manager) records the following for each round: The difference between the first post-it's top and bottom timestamps The difference between the last post-it's top and bottom timestamps # of completed post-its # of accepted post-its # of WIP post-its (WIP) TH (# of completed post-its/ 6 minutes) CT (WIP/TH) The Project Manager will also: Ensure that FIFO is being followed Give a one-minute warning End play after 6 minutes
90
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
91
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
92
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
93
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
94
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
95
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
96
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
97
The Lean Dot Game Instructions for all 3 Rounds (continued):
For the participant who is responsible for "Not quite knowing what they want" (a.k.a. Customer), They will receive the post-its from station-6, then For any dot that they do not like, write an "X" next to it and adjacent to any existing mark
98
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
99
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
100
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
101
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
102
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
103
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
104
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
105
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
106
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
107
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
108
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
109
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
110
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
111
The Lean Dot Game Instructions for Round 1 of 3:
Software features are to be produced in batches of six As shown, Station-1 pulls a sheet of pre-punched paper and places six post-its on it, then writes a timestamp "hh:mm:ss" at the top of each one. For the participants who will be acting like slightly self-centered assistant managers, Pick a single station to "ride", then Once game-play begins, "ride them" to work "faster than they can", like your next luxury car payment depends on it! Multiple assistant managers per station is encouraged!
112
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
113
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
114
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
115
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
116
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
117
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
118
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
119
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
120
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
121
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
122
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
123
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
124
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
125
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
126
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
127
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
128
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
129
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
130
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
131
The Lean Dot Game Instructions for Round 2 of 3:
Software features are to be produced one-by-one (one post-it at a time) Every station makes a conscious effort to minimize WIP, while still only doing their own work The "Customer" has the sheets of pre-punched paper, During game-play, They place the post-its, that they receive from station-6, onto the sheets (6 per sheet) For the participants who were acting like slightly self-centered assistant managers in the previous round, "Knock it off" and just observe
132
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
133
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
134
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
135
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
136
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
137
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
138
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
139
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
140
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
141
The Lean Dot Game Instructions for Round 3 of 3:
As in the previous round, Software features are to be produced one-by-one The "Customer" has the sheets of pre-punched paper Stations 2 through 5 may change who places what dots Stations 1 through 5 may help station 6 with testing without actually marking the post-its For the remaining participants, Try to be as helpful as you can without actually doing any "station-work"
142
The Lean Dot Game References:
"The Dot Game"; Net Objectives; "Chapter 5 Little's Law"; "Evolution of Little's Law in Operations Management"; pages 92-96; John D.C. Little & Stephen C. Graves; MIT; "Lean Dot Game"; Peter Antman; Agile Management Coach at Crisp;
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