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Institut for produktion Civilingeniøruddannelsen i Byggeledelse

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SUMMARY<br />

Following the second phase, the game is played once more. This time the two<br />

teams change roles, which means that the team that first played the LPS method<br />

now is playing the traditional way of planning and vice versa.<br />

In the third phase the players by now should have gained a deeper understanding<br />

<strong>for</strong> the methods simulated in the game. This perception by the players may be<br />

used to further explore the methods of LPS and the lean way of thinking applied<br />

to the construction industry.<br />

FURTHER DEVELOPMENT OF THE PROTOTYPE<br />

Basically there can be found three ways <strong>for</strong> further developing the game. The<br />

three ways address both the concept of the game and the way to play it. The three<br />

ways are:<br />

1. To develop a light version that can be played faster.<br />

2. To develop a software version prepared as an Internet application.<br />

3. To include the players in making the rules of the game.<br />

The light version leads unavoidably to a reduction in the gaming variables. The<br />

development of a light version is also likely to cause a change in some of the “not<br />

controllable” variables into controllable variables. For instance can be mentioned<br />

removing the workable backlog and writing the constraints directly on the Master<br />

plan instead of drawing the cards from a pile. These kinds of actions lead to a<br />

faster and less complex game, but the game might then appear more like a simulation<br />

than as a game.<br />

Developing an Internet application adds the opportunity to include more strategic<br />

aspects in the concept. For instance the percentages on the constraint cards could<br />

be changed or restrictions in the sequence <strong>for</strong> adding Lego bricks on the house<br />

could be added. In the latter case it would be possible to illustrate the critical path<br />

and outline some actions on how to monitor the activities on the critical path. Perhaps<br />

some inspiration could be found in [Goldratt, 1997].<br />

The third way outlined to further develop the game is to involve the players in<br />

making the rules. This step doesn’t require a radical change in the concept. For<br />

instance, the players could be asked to put in their own assumptions <strong>for</strong> the percentages<br />

of the constraint cards be<strong>for</strong>e playing the second game. This may afterwards<br />

stimulate the discussion on how to use the look ahead window and how to<br />

clarify the constraints analysis.<br />

SIDE 21

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