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The Lean Dot Game Agile Groupies Ann Arbor MI 2015mar25.

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1 The Lean Dot Game Agile Groupies Ann Arbor MI 2015mar25

2 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

3 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

4 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

5 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

6 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

7 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

8 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

9 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

10 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

11 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

12 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

13 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)

14 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)

15 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)

16 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)

17 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)

18 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)

19 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)

20 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)

21 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)

22 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

23 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

24 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

25 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

26 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

27 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

28 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

29 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

30 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

31 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

32 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

33 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

34 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

35 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: 1.Business Analyst 2.Technical Analyst (Architect) 3.Designer 4.User-Interface Developer 5.Logic Developer 6.Tester (Quality Assurance)

36 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

37 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

38 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

39 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

40 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

41 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

42 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

43 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

44 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

45 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

46 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

47 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

48 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

49 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

50 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

51 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

52 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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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

53 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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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

54 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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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

55 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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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

56 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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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

57 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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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

58 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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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, 1.Station-1 writes a timestamp (hh:mm:ss) at the top of the post-it in 24-hour format 2.Station-2 applies a yellow-dot 3.Station-3 applies a red-dot 4.Station-4 applies two green dots 5.Station-5 applies two blue dots 6.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): 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 Date: Round # 123 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

73 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 Date: Round # 123 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

74 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 Date: Round # 123 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

75 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 Date: Round # 123 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

76 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 Date: Round # 123 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

77 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 Date: Round # 123 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

78 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 Date: Round # 123 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

79 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 Date: Round # 123 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

80 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 Date: Round # 123 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

81 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 Date: Round # 123 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

82 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 Date: Round # 123 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

83 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 Date: Round # 123 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

84 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 Date: Round # 123 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

85 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 Date: Round # 123 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

86 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 Date: Round # 123 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

87 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 Date: Round # 123 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

88 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 Date: Round # 123 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

89 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 Date: Round # 123 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

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 References: 1."The Dot Game"; Net Objectives; 2."Chapter 5 Little's Law"; "Evolution of Little's Law in Operations Management"; pages 92-96; John D.C. Little & Stephen C. Graves; MIT; Published.pdfhttp://web.mit.edu/sgraves/www/papers/Little's%20Law- Published.pdf 3."Lean Dot Game"; Peter Antman; Agile Management Coach at Crisp; The Lean Dot Game


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