Explaining Herbie…

I have been asked by a friend to write an article explaining the concepts of Herbie from the book “The Goal” in a more accessible way. The book itself is amazing but in my opinion the language used in the 5-focusing steps has tried too hard to be scientific and precise that it makes it harder to understand. My annotations simplify the terms but likely lose some of the precision of the wording, I offer this as an introduction to the topic but encourage reading the book to get the full impact, I cannot do it justice here.

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Herbie is a character from the book “The Goal” he was used in the story as a metaphor for a system constraint and the impact it has on your delivery. I’d highly encourage you to read the book but hopefully it is not essential to be able to follow the explanation, the purpose of the metaphor was to make the thought processes relate-able, hopefully this helps.

TOC 5 Steps

The 5 focusing steps

  1. Identify the system constraint
  2. Exploit the constraint
    (Make the best use of what you currently have)
  3. Subordinate everything to the constraint
    (Make decisions based on the constraint, the system should run at the pace of the constraint)
  4. Elevate the constraint
    (Make improvements to the constraint)
  5. Repeat the steps

Step 1: Identify the constraint

We need to figure out which part of the system is holding us back the most – limiting our ability.  We should know that only an improvement at the constraint makes a difference.

Herbie: In the example of Herbie, he was observed as holding everyone back he was slow and the rest of the group had to regularly stop to wait for him to catch up or were racing ahead.  In the case of Herbie the constraint was evident through observation.

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Reality:  There are different ways to identify a system constraint sometimes observation and experience is sufficient, or metrics can help.  The simplest way is to look at your work is it piling up somewhere? Do you have a lot of stories in Dev Done, or waiting on PO approval or needing wire-frames? Piles of work are a sign of a constraint.

Another common constraint are blockers, if you are consistently waiting on another team, another person or another resource this is a sign of a constraint, we may use blocker clustering or other root-cause technique to see if there is a common theme to delays.

The third most common technique is to review cycle-time for stories, look for stories that are taking longer than others see if there is a pattern, common aspects, this could be a constraint that may be improved.

Step 2: Exploit the constraint (Optimize)

Before we consider adding capacity, we should make the best use of the capacity we already have. We ‘Exploit’ in this sense means doing everything possible to use the constraint to its fullest capacity. This is also the easiest and generally cheapest improvement you can make to your system.

Herbie: In order to maximise the performance of Herbie, the contents of his backpack were shared out so he could concentrate on the most important task of walking.  Making the others slower (less efficient) by carrying his stuff was unimportant as Herbie sets the pace for the entire group.

We could also have ensured that he got his lunch first so could start sooner, and others could have covered his chores so he was more rested – our goal is to get the best out of Herbie on his most important task – walking.

Reality: In our systems we need to identify what the most important task is, typically this is getting a story to done and the software in the hands of the user.  So when you identify your constraint look for anything they are doing that is not helping to move stories or for anything they are doing that someone else could do. Are they filling in paperwork that someone else could do? does this task really require their expertise? Could you make them a coffee so they could focus. (This is not encouragement to over-work, breaks socialising and generally a healthy working environment always takes priority).

 

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Step 3: Subordinate the non-constraints

The job of all non-constraints is to subordinate their decisions to the constraint’s needs.

That sounds extreme wording but essentially it means that no mater how fast you go, if you are dependent on someone slower you are wasting your efforts, so work at the pace of the constraint, you have reserves so you can catch-up if necessary.  Use the time saved to help optimize the rest of the system.

We do this as step 3 because it is more disruptive and more costly than step 2.

Herbie: In the story Herbie was put at the front and the rest of the group were told not to overtake him. When Herbie was able to go faster there was no one in front to delay him so we got the best from him and as the others were able to go faster overall they were able to make up any delays. The goal was only achieved when everyone was done so there is no benefit in getting ahead.

Reality: Don’t let work pile up, if we limit Work in progress we focus on flow rather than utilization, put effort where it has most impact on the whole system.  In the case of dependencies on 3rd parties, could you give them advance notice so they are better prepared and can respond sooner. If you are dependent on a 3rd party could you see if there is a time/day they can respond more quickly, could you tailor your process to be more convenient for them? Tailor your process to maximise the effectiveness of the constraint, and this is the tough bit – even if that means making the process worse for others.

Tailor your process to maximise the effectiveness of the constraint,  even if that means making the process worse for others.

Step 4: Elevate the constraint

Only once we’ve completed the previous steps does it make sense to add more constraint capacity, and thereby increase system performance. Because adding capacity is tremendously expensive in terms of time and money, we do it as a last resort, not a first step.

Herbie: In the case of Herbie, we could get him doing fitness training so he is quicker, or buy him a bicycle.

Reality:  This is typically where you spend money, hire more people, get better/more equipment. Invest in training or education. Remember improvements here improve your entire system so the investment must be calculated based on system income not local costs. Maybe you ship parts by air, maybe you fly in an expensive expert, maybe you lose money on this aspect of a project so that the project as a whole makes more money. Keep the focus on the gain to the entire system and not get distracted by the cost at one stage.

Step 5: Return to step 1

The inevitable result of the first four steps, and the reason this is a “continuous” improvement method, is that the constraint will inevitably move somewhere else.

This step insists that you start back at the beginning, and don’t let inertia become the constraint.

 

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A second example of the steps being applied…

 

Identify

Access to overworked Doctors in an emergency – constraint is a shortage of Doctors:

Exploit: Make the best use of what you currently have

  • Ensure Doctor is not doing any activity that someone else could do. All admin work is removed, prep work done by nurses or other staff.
  • Vacations/time off is deferred,
  • Doctors may work overtime so long as it doesn’t risk the patient or cause the Doctor to quit

Subordinate: Make decisions based on the constraint, the system should run at the pace of the constraint

  • Any non-urgent treatment is stopped until emergency is over.
  • Cases are prioritized so Doctors are only working on the most urgent cases.
  • Patients are only ‘prepped’ according to the capacity of the Doctors.
  • Patients are prepped in advance so that the Doctor is never waiting.
  • It may be quicker for a Doctor to move between patients rather than them coming to the Doctor.

Elevate: Make improvements to the constraint

Now we look to increase the number of Doctors or their effectiveness

  • transferring Doctors from other areas withing the organisation
  • recruiting more Doctors even at inflated rates or short term contracts,
  • any increase is an increase so we can hire someone that is semi-retired or part-time.
  • We may automate activities or buy tools to improve the efficiency and effectiveness of the doctor.
  • We could train Nurse to perform some of the Doctor’s activities

Repeat

We look and see whether the Doctors are still the constraint or whether there is a new constraint.

 

Summary:

There may be a little ambiguity with some of these improvements, e.g. A Doctor moving between patients may be considered elevating or subordinating, but it doesn’t matter it is an improvement, it is a thinking process and some changes don’t neatly fit into one category, don’t let that distract you from the thinking process itself.

 

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The Goal by Eli Goldratt

This book uses a production plant as a metaphor for delivering value to your customers. The emphasis is on the manufacturing equivalent of delivering working software, doing it regularly, and that delivery is not about development, OR production OR deployment it is about everything – essentially encouraging Dev Ops.  It also has a lot to say about how the only Done that matters is to have it in your customers’ hands.

Read it!  This is hands down the best book on Agility I have ever read.  There are many others by this author all of which are great but this is my favourite.

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What does agility mean to you?

It seems like there is a very personal level to what Agile Software Development means, as far as I can tell there is no consistent common understanding of what agility means. Some see it as a framework, others as a mindset.

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For me it means two things.

We have agility in our planning. We expect and encourage our plan to change as we better understand what we are delivering.

And

We have agility in our operations. We expect and encourage our tools processes and methods to change as we discover better ways of doing things.

Planning

Agility in planning means making a plan: ‘failure to plan’ as they say is ‘planning to fail’, and that failure is probably more certain than than it was when we had an inflexible plan.  There is a great deal of value in planning, we learn a lot and by setting a sense of direction we create focus.

The trick is that if we understand what we are planning and why we are planning, we can do it in the most efficient and effective way. We don’t need a lot of planning or a lot of detail, planning doesn’t need to be a massive overhead.

If we limit the granularity of our plan in relation to how far ahead we are planning then we allow for that plan to adapt as we get more information.  We can get all the benefit of having a plan without the overhead and without being restricted if and when the plan needs to change.

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Process

I believe process is vital to success in business, whether we are building software or hiring or in a factory, even sales has a process.  But a process must be flexible, we must be able to adapt when things change and we must be able to react to exceptions.

We mustn’t ever get to a point where we declare this is the ‘best’ way of doing something or ‘if it ain’t broke don’t fix it’   As soon as we stop looking we prove ourselves right, if we only know one way to do something it is definitely the best that we know of. Our ignorance ensures that we are right.  But if getting better is more important than being blissfully ignorant then we must look for ways to improve, we need to observe and we need to experiment. We should never let entropy set in, we should always be seeking to improve.

The very best processes build in opportunities for reflection and improvement, ensuring a mindset that there is always a better way, is far healthier than one of complacency.

One of my favourite ‘processes’ comes from the Theory of Constraints, it starts with the assumption that something can be improved and the first step is to identify the one area that would most benefit from improvement, it ends with a refusal to accept inertia.

TOC 5 Steps

 

Summary

For many Agile is about the framework, or the tools, for others it is the people and their ability to self-organise.  I don’t want to devalue those aspects but I see those as a means to achieve the agility in planning and process.

I’d love to hear your thoughts, what does Agile mean to you?

 

 

 

How do I know I am delivering Value?

Many of us are relatively familiar with the notion that stories should be expressed in terms of value delivered (Why) and how important the “Why” is for being able to maximize the outcome for the customer–

 

Who: As a …

What: I want to :

Why: So that …

 

When we talk of good stories we refer to INVEST as a means of helping validate that our stories are well written, I think this is a great tool for helping write user stories, we may even include Acceptance Criteria to help the team identify that the story has been completed in such a way that the value is best able to be realized, but I’d like to propose going a step further.

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Expected Vs Actual

Whichever way the story is written the assumption is that the PO has determined the value of the story and prioritized it accordingly, but value is a very nebulous term and encapsulates all sorts of things many of which are assumptions or just plain guesses or personal preferences. We are also making the assumption that the story will successfully deliver the value we intend.  Rather than accepting that it is a hypothesis that it will achieve our goal.

Up to this point we are assuming that the Product Owner is always making the right decisions, and their assumptions of the value delivered by a story are infallible. Speaking as a Product Owner, that is a rather hopeful assumption, often value judgements are little more than educated guesses, certainly they are very subjective opinions on value. Even market research is guesswork to some extent and particularly with new products or internal systems there is little opportunity for effective predictions of value.  I don’t want to take anything away from the PO and their authority on making these judgements that is after all their role.  But as a PO I would very much value a feedback loop which would enable me to validate that my decisions were right or wrong and give me the opportunity to course correct accordingly.

In other words it is necessary for us to make judgement calls but getting feedback on the accuracy or otherwise of those decisions would be hugely beneficial.

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So what can we do?

We could add to the Acceptance Criteria to include some additional validation. Our Acceptance Criteria helps us validate that a story is implemented the way we intend it to be implemented, it does not however always enable us to measure whether the value is fully realized.

For example:

Assumption: We believe that adding a picture to listings on a product website will increase sales by 10% (our market research says so).

As an online customer,

I want like to see pictures of products

So that I can make more informed buying decisions (and thus buy more products) –

(Business Value: Marketing estimates sales increase of 10%)

 

Our Acceptance Criteria may stipulate positioning of the picture, the size and what to display if a picture is not available. We may even add some performance Acceptance Criteria such as average page load time. But that is not enough to validate that the value was achieved.

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How do we validate that a story delivers Value

But how do we validate that this story does actually deliver the value we expect – whilst we can be confident that having a picture fulfils some aspects of the value – the better informed decisions, it might be that we are missing out by not having the ability to zoom on the picture, or it may be that our users are not bothered by the picture at all and would prefer another feature such as the “lead time” or “quantity in stock”

Validation Criteria

What if as part of this story we not only implement the feature to show the picture but we also include analytic measurements on the page load times, and even a measurement for the number of sales of a product or products per day and then evaluate 50% of users with the new feature and 50% without the pictures and compared the results. Or we could conduct focus groups on this feature or usability studies to get more subjective but detailed feedback.

As part of the story we could add an additional layer of Validation Criteria, this would be similar to Acceptance Criteria but would be a way to measure the value actually realized by the user

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What do we gain?

Would including functionality or activities that enable us to measure that we have delivered the value we are expecting make the stories better? Would that information help shape our product and build a better product? Would it help us prioritize our backlog as we get a better understanding of value actually delivered vs value expected to be delivered?

We could either add stories for these measurements or consider these to be encapsulated in the delivery of this story.

Essentially we are asking whether feedback is valuable and if it is – how valuable is it to us.

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Return on Investment:

When discussing this with a colleague the first response was that this is putting more upfront work and that is a challenge for the ‘lazy’. In Agile ‘Lazy’ is a virtue so this is important feedback.

Naturally there is an overhead in this but as with all feedback loops the information is valuable, knowledge is power and we just need to tune our efforts – our feedback volume to the right level to get valuable information with the minimum necessary effort. Another example of an Andon Cord where if the effort is too much and producing either too much information or nothing of value then we need to retune our feedback loops to give us enough valuable feedback to act.

Also many of these measurements will be applicable to multiple stories so the investment may end up being very limited but the feedback may be far reaching, and once automated the ongoing feedback can be tweaked to add extra sensors to give us more and more valuable information.

Some examples of value assessing measurements:

  • Website analytics: hit rates, click through rates, hot spots etc.  The cost of these is minimal and is often something that can be applied even after development.
  • We could write stories to build into our application measurement for how our product is used, or the performance of our product,
  • We could add usability testing or focus groups, surveys of users
  • By using feature flags we could set up effective A-B testing to get feedback on structured hypothesis validation.

Please note that not all measurements need to be software driven – increased subscribers say may be measured entirely independently of your application.

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Vision

But ultimately the biggest change would be in your initial vision creation, do you know your product goals and do you have a way to measure success.

Is your goal increased sales, or time saved, or efficiency improvements, or increased users or cost saving and regardless of your goals do you have a plan for measuring whether your product is achieving your goals.

This may seem like stating the obvious but I cannot count the number of projects I have been on where the stated aims were cost-saving or revenue generating and numbers were stated and yet after the project was authorized no one ever went back and assessed whether the project was a success or achieved any of it’s aims. Having an aim was enough to get the project started.  Claiming a 10% increase in sales or reduction in costs should be something you can measure so measure it.

Ironically being able to map a story to one of your stated goals for the product could be another way to filter unnecessary stories if the expected impact is not one of your product goals.

Summary

This is a very simple change to your story writing process – an extra little consideration that could have significant implications to the success of your product, the addition of a very valuable feedback loop on value delivered (rather than value expected)

As a …

I want to …

So that …

And I can verify this by …

 

Post Script:

I presented this notion to a Product Ownership Meetup and the response was amazing the conversation was full of so many great ideas, and examples of how some of the product owners are already putting this in to practice – not explicitly but have made usability and measuring usage a key part of their Product Ownership methodology. I love the conversations this group has each month, but this month I came away with so many new things to think about.

The highlight of which was Goldratt Users stories – which will be the subject of my next blog.

Tell me how you measure me and I’ll tell you how I will behave – Eli Goldratt

Practically Agile

As a coach it is very easy to get wrapped up in theory rather than practice, the topic itself is challenging because it is so simple to understand but so difficult to execute. We see so many Agile Transformations fail, so many poor implementations of Kanban or Scrum and at times it feels great other time so futile, the concepts are neither complex, nor new, but they are very difficult to implement effectively and in a lasting manner.

Successful Agile Software Development is in my opinion based on three similar but intertwining thought processes and if any one is absent the strength of the whole is significantly diminished.

  • Systems Thinking
  • Community Context
  • Reflective Practice and Application

Sometimes we get focused too heavily on the principles and the values but the Manifesto begins with what I think is a statement more important than the rest.

Manifesto for Agile Software Development
We are uncovering better ways of developing
software by doing it and helping others do it.

At the very heart the manifesto is about getting better at delivering software.

We are uncovering better ways” – it is a journey of discovery, we do not have all the answers.  “by doing it and by helping others do it” – It is not just theory, and we share our successes with others so they can benefit from our past successes and failures.

Systems Thinking

It sounds grand and perhaps I would be better served coming up with a less grandiose title but essentially the issue here is that YOU are not the center of the universe. You could mean you personally, or your team.

Systems Thinking = YOU are not the center of the universe

The goal is effective Agile Software Development, solving a problem for a user, with software.  Our system is the whole process from identifying a need, through to the delivery of a solution, and that solution being used to satisfy a need.

Our system is not coding; it is not moving a card from one column to the next.

Having great code on a branch that will not get to the user for months or years (if ever) is not satisfying customers, however proud you are of it. The same is true for designs or perfect architecture for features not needed .

Transformation failures

In my experience I would attribute a significant majority of unsuccessful transformations (and many business failures) as a result of a failure by members of the team to grasp that they are contributors to a larger system, it sounds insensitive, but you are just a link in a chain, a cog in the machine. Focusing too much on one small part is not helping the organisation or the system as a whole.

And yet we expend a lot of effort on improving local efficiency, and at the same time failing to grasp that your efficiency is irrelevant without context.  By focusing on your own local efficiency is at best doing nothing for the larger system and at worst making the larger system less efficient – by not focusing on what is needed.  The obsession with coding efficiency in particular kills a great many software products. I see teams actually proud of a growing pile of stories in need of testing, or a team dedicated to front end UI proud of having endless features complete against mocks and how the back end teams can’t keep up. Sadly these teams seem oblivious to the fact that they are not adding value to the system.

Community Context

Systems thinking refers to the context and the domain but within that is a team – often many teams. The teams are a collection of individuals – all distinct and all different, and your ability to work together (or not) can determine how well you are able to produce software. Teams that bond and grow together achieve amazing things, teams that fail to establish trust can and do churn without making much progress.

An understanding that software development is about people first and foremost, may sound an odd statement when media presents it as a lonely and socially awkward enterprise. But all aspects are about interactions, within the team, with users, with stakeholders, with other teams, the list goes on, but effective communication drives software development.

Those that master the understanding that product creation is a people centered activity and overwhelmingly a team activity will thrive, we build cross functional teams in the belief that self-organisation and motivated groups produce great software – and they do.

It can be tough adjusting from thinking about you as an individual to you as a member of a larger community, but when we can act in a way that best serves our community rather than ourselves we start to become a high performing team, it is worth noting that you do not create a high performing team by simply grouping a number of high performing individuals, often that is a disaster.  High performing teams arise when we learn that we are more that the sum of our parts.

The second part of this is that part of being in a community is sharing knowledge and offering support. The manifesto calls out that part of being agile is not just doing it but helping others do it.  We find ways to grow as individuals and together.

Reflective Practice and Application

Finally and this is the pillar that binds it together and makes it so strong.  We take time to reflect often, so much so that we become skilled in self-reflection and in giving feedback to others to aid their self-reflection.

I believe every team – not just technical teams should take a break and reflect regularly, no matter what you do, you can improve, but you need an environment conducive for that thought process. An hour away from your normal environment may end up being the most productive hour of your week if you can learn to reflect effectively.

Facilitating Retrospectives

Facilitating retrospectives is a difficult skill, getting past the noise to get at the real issues can be difficult and takes skill and practice, but both the facilitator and teams get better at this over time, especially if they reflect on how to improve this skill.

As a group and individually we should take time to identify learning opportunities, we continually observe ourselves and our teams looking for ways to improve. We learn to give and receive feedback in a way that helps us grow – not to diminish us.

We challenge our thinking, we question our beliefs and we look for ways to grow.

We learn how to experiment in structured ways trying new things and observing, we learn the value of metrics and measurements, both in our team and our products.

But the learning and reflection is for nothing if we do not apply what we learn, the application becomes yet another skill we can develop, may of us can become analytical and observant but continue to do the same things despite what we see.

If you always do what you’ve always done, you’ll always get what you always got

Learning to apply our observations and reflections in a structured an effective way is another challenge, and bringing this back full circle to systems thinking we should focus on the area that is holding us back the most and deal with that alone, and then repeat the process.

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Trying to fix too many things or focus on too much at once can lead to confusion and particularly if you are measuring impact of changes if you change more than one thing it can be very difficult to know which one had impact.

Summary

All three of these thought processes overlap, intertwine and often depend on each other, but when bound together are extremely strong, and we can and will get better at delivering software and helping others to do it.

 

WiP Limits and Velocity

I recently presented at a conference on the topic of Work in Progress (WiP) limits, and in particular Little’s law.  As part of I gave a demonstration and from it drew the conclusion that WiP limits have no direct bearing on velocity.

This caused some controversy so I’ll try to explain again here.

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Applying Little’s Law

Mathematically speaking we can increase the speed with which we get served in two ways:

  1. We reduce the number of people in the queue (We limit WiP)  or
  2. We increase the speed each person is served (We increase Throughput – in this case by adding more people, or installing faster equipment)

Note:  When mathematically applying Little’s law the pre-condition is that the variables are independent, the assumption is that number of people in the queue does not impact on how quickly the server works.  This works in mathematics, but maybe not so much with people in reality.

The principle is that WiP and Throughput are two independent variables and changing one does not change the other, only cycle time is impacted.

The wider impact of WiP limits

Of course the goal of my talk was to illustrate that whilst you may feel you are getting more done by not limiting your WiP, and having a whole bunch of work in progress this has no bearing on your actual throughput which is governed by your bottle neck.

When using Little’s Law in a controlled environment we can show that limiting WiP doesn’t impact throughput (unless we limit it to less then our bottleneck and starve it – say two servers and limiting the queue to 1 person). What limiting WiP does do is reduce cycle-time enabling you to be more flexible and more responsive and to have more reliable forecasts.

Work in Progress Limits will directly impact Cycle-time

Contradictory Claims

Unfortunately this contradicted one of my other claims in the presentation where I said that Limiting WiP helps increase throughput of the team.

The confusion of course is understandable, when using a mathematical example there is no cost for context switching and the example was to show the impact of WiP on a stable system isolating variables to demonstrate what happens.  The real world is far more complex and there are many more variables.

In the real world

Generally speaking the ability to focus on less things means less multi-tasking, reduced cycle time means you have less things on the go at once, and for less time. These help you be more productive and thus indirectly the throughput will go up, but this is a result of you being able to focus not as a direct impact of the WiP limits.

There are many indirect benefits of using WiP limits,  but Cycle-time is the prime beneficiary, the rest is a bonus or an indirect consequence.

 

 

 

Motor City – A Kanban Game : Overview

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Game Overview

The game is designed to reflect a simplified operating of a delivery pipeline for a car manufacturing plant.

The player accepts orders from customers, chooses which products to make and allocates resources and manages the plant to deliver cars to customers in the most effective way possible.

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Kanban

Each player manages a separate board representing a factory, the board is laid out as a Kanban board and the production is tracked as it moves across the board.

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Wip Limits

In the core game WiP limits are optional. Players may choose to apply WiP limits to manage flow, or just use their instincts.

If played for fun the WiP limits are not explicit, but if using this in a training environment I’d encourage explicit limits and for them to be strictly enforced to enable the class to evaluate the impact of WiP limits on the game.
I’d also suggest that each player experiment with different WiP limits to compare the impact with each other and discuss the results.

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Accepting Orders

At the start of a shift a player may choose to review and accept an order, once accepted an order must be delivered and if the player fails to complete an order they will be penalized.

Sourcing Materials

Each shift all players may choose to source materials for their production, this is done by selecting vehicle cards from the available selection, only 4 cards are visible and players may only choose from those available – this adds some competitiveness over resources, and an element of understanding your constraints and dependencies.

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Production

At the start of each hour within a shift one player rolls dice to determine the available production points for all players (all players get the same to make this game about the allocation of resources rather than the luck of the dice.

Each player is allocated a quantity of Manufacturing, Assembly and Quality production points which they can allocate over the course of the hour. Unused production points are discarded. The player also has the option to trade production points of one type for another but at a 4:1 ratio to indicate the impact of repurposing machines.

The vehicle cards are pulled through the system and production points are allocated as they progress through the system.

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Bottlenecks

There are a number of potential bottlenecks in the system and how you manage these will heavily impact the result of the game.

Game Success

Ultimately the winner will be the one that manages the production most effectively to meet their customers’ needs. It is hoped that applying Kanban and Theory of Constraints Practices will be rewarded, although there is an element of game mechanics and chance.


Purchasing the Game

The game is for sale at $120 + postage and is available now.  Game contains 4 game boards so is suitable for 4 players (or 4 pairs).

Please email me at john.yorke@yorkesoftware.com to arrange to buy the game.

Thank you for your support and encouragement.

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New Kanban Game Available

Around two years ago I was introduced to a Kanban board game which we used as part of a training program and I really enjoyed it, it was a great learning tool but it had three major drawbacks.

  1. First it was heavily scripted and so it was only suitable for a single play through, you couldn’t replay it and get more out of it.  It was not a game in that sense, it was much more of a training tool/prop.
  2. The second issue was that the exercise was taking 3 or more hours to run and whilst Kanban is a critical aspect of the training the return on investment was not sufficient.
  3. Finally it didn’t effectively address Little’s Law or the Theory of Constraints, there were aspects of that in the game but the heavy scripting meant that the learning was masked or even lost.

motorcity_Board-1

A New Kanban Game

It got me thinking and so I created a couple of workshop games that addressed this in more detail.   One of those workshop games was such good fun that I expanded it and combined it with training. For the last year or so I have been running workshops using it and continually looking to find improvements and modifications to make it more fun or to emphasize the learning aspects.

I have now presented this at a number of Lean/Agile conferences and have had a lot of great feedback, including a lot of encouragement to publish it as a board game.

Rulebook_cover

And so Herbie* – the affectionate name for the workshop game, became Motor City a Kanban based board game.  That is first and foremost fun to play and re-play, but the game is under-pinned with an understanding of Kanban, Little’s Law and the Theory of Constraints.  You can play the game without any knowledge of those and it will still be fun, but people that instinctively apply those practices or use them as a result of understanding will fare better playing the game.

*Herbie was named after the character from the book The Goal, by Eli Goldratt.

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Game Prototype (Early Access)

The game is now in prototype, with a small number published for evaluation and for use in training and conferences, with the intent to publish the game more widely after getting feedback from the prototype.

motorcity_logo

To purchase the game…

The game is provisionally priced at $150 but for early access to the prototype it will be charged at $120
I’d love to hear of anyone that uses this as part of a training program or just as a fun game for your team to play.

If you would like a copy of the prototype board game for evaluation and feedback, please contact me.

Similarly if you are interested in training on the Theory of Constraints or Kanban and would like to use this game as part of that training, I would be happy to offer guidance on how to incorporate the training into a workshop.

Thank you

Thank you to those that have supported and encouraged me, I can assure you that board game design is far more complicated, costly and time-consuming than I ever imagined. In particular thank you to Toby Gerber who has helped with the graphic design and turning my ideas into reality, I could not have done it without him.

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