Professional Documents
Culture Documents
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System Boundary
Definition
A system boundary defined by those relationships which relate to membership of the system
The setting of a boundary and hence the identification of a system is ultimately the choice of the
observer .…
any particular identification of a system is a human construct used to help make better sense of a
set of things and to share that understanding with others if needed (SEBOK Part 2)
Closed Systems encloses all aspects of the system exist within this boundary
o no interactions with its environment
o useful for work with abstract systems and for some theoretical system descriptions
Open Systems comprises systems elements and relationships which can be considered part of the
system, and those which describe the interactions across the boundary between system
elements and elements in the environment
o system exchanges inputs and outputs with its environment
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(Ref: 1968, von Bertalanfly (1968) General System theory: Foundations, Development, Applications, New York: George Braziller) © LGChan
Lecture 1.1
System Environment
Definition
Anything affecting a subject system or affected by a subject system through interactions with it, or
anything sharing an interpretation of interactions with a subject system (IEEE 1175.1-2002
(R2007), 3.6)
The surroundings (natural or man‐made) in which the system‐of-interest is utilized and supported;
or in which the system is being developed, produced or retired (INCOSE 2010)
System Environment is the space, beyond the system boundary, which interacts with the system
of interest
o Immediate Environment: intended effect of the planned system
o Potential Environment: o likely impact of the planned system
Unknown Environment: unintended side effects of the system
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© LGChan
Lecture 1.1
System Elements Interactions
Interaction of various elements (materials, energy, data, signals, procedures) will produce new
behavior of a system (emergent behavior)
When certain elements are missing in the system, these elements can be inputted from outside
Example:
o Energy is required to operate a system
o Input data information to software systems
Definition
Process is work performed on, or in response to, incoming information or changing conditions
o Process is a system interaction
o “Work Done”
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© LGChan
Lecture 1.1
System of Systems (SoS)
Definition
A SoS is an integration of a number of constituent systems which are
independent and operatable, and which are networked together for a period
of time to achieve a certain higher goal (SEBoK)
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© LGChan
Lecture 1.1
Engineering Systems
Definition
An open complex system of technical or socio-technical elements that exhibit emergent
properties not exhibited by the individual system elements (SEBoK)
A class of systems characterized by a high degree of technical complexity, social intricacy, and
elaborate processes, aimed at fulfilling important functions in society (de Weck)
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Ref: de Weck 2011 Engineering Systems-Meeting Human Needs in a Complex Technological World Cambridge MA MIT Press © LGChan
Lecture 1.2
Systems Architecture vs System Engineering
Difference between Systems Architecting and System Engineering
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Optional Video: Systems Engineer vs System Architect https://www.youtube.com/watch?v=wWnESjf4ajQ © LGChan
Lecture 1.3
Heuristics
What are the qualities of Heuristics?
o It is informal or pragmatic approach based on experience and learned knowledge
o It must make sense in the original context and beyond (example: wise sayings)
o It is be easily understood and rationalized in a few minutes (think proverbs)
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© LGChan
Lecture 1.4
What is Systems Dynamics?
Mental models are constructed to represent the causal effect mechanics of the system
behavior in the real world
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Lecture 1.4
Feedback in Systems Dynamics
Dynamic equilibrium
The condition in which the state of a stock (its level or its size) is steady and
unchanging, despite inflows and outflows
This is possible only when all inflows equal all outflows
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© LGChan
Lecture 1.4
Feedback in Systems Thinking
Systems Thinking employ feedback loops at multiple stages
Feedback is used to ensure that the actual direction corresponds to the desired
direction
Feedback is the starting point of learning process because it provides for the
detection of mistakes
o Without learning, similar mistakes are repeated leading to wasted resources
o With learning, individuals and organizations become more efficient and productive
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© LGChan
Lecture 1.4
System Archetypes
System Archetypes are system structures that produce common patterns of
problematic behaviour across many different types of systems
Archetypes are often called “traps” because they’re extremely common, and yet
policymakers struggle to identify them early and deal with them effectively
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© LGChan
Lecture 2.1
What is System Architecture?
A system architecture is analogous to an architectural style in buildings
It consists of a few key features and rules for combining them so that architectural integrity/concept is
preserved
In most system designs, typical architecture patterns are used to produce system architecture
An innovative system will require a new system architecture to be created
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© LGChan
Lecture 2.1
Function
Where does Function come from?
Function is the result of “process interacting with operand”
What is an Operand?
An operand is the object of a process or operation:
“something” on which an operation is performed
An operand is also “one of the inputs (quantities) for an operation”
An operand is a “thing” that is being “acted upon”
What is a Process?
A process is a pattern of activity or transformation that is undergone by operands
This process is allowed when there is an interaction between the elements
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© LGChan
Lecture 2.1
Functional Architecture
Functional Architecture
a set of logical activities or functions that are arranged in a specific order and,
when activated, achieves a set of activity (functional) requirements
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© LGChan
Lecture 2.1
Form Function
o Physical or Informational o An activity, operation, or
representation of a system transformation of a system
o Stable and Independent existence o Contributes to performance of system
o Form is made up of elements of a o Function is made up of processes
system and there is relationship
o Function is executed by Form
between the elements of the system
o Function emerges from interaction of
o Example: structure, module,
elements in the system
component
o Example: behavior, response, output
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© LGChan
Lecture 2.1
Mapping Functions to Physical Components
Many to One One to One
Many to Many
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© LGChan
Lecture 2.1
Systems Interactions and Interfaces
Internal Interactions within the System of Interest These
are Processes performed among system elements
External Interactions with the System Environment
These are Inputs or Outputs at the system interfaces located at the system boundary
Bread Machine Trading Firm (Amazon)
Internal Interactions Ingredients Mixture Sales and Warehouse
Motor and Kneader Warehouse and Account
Pan and Heater Account and Purchase
Controller and Motor and Heater Logistics and Warehouse
External Interactions (Input) Ingredients into Pan Customer to Sales
User input Controller Supplier to Logistics
External Interactions (Output) Bread out from Pan Purchase to Supplier
Warehouse to Customer
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© LGChan
Lecture 2.2
Dependency Structure Matrix
Two Types of DSM
Dependency Structure Matrix (DSM) Component Based
Shows interactions with interfaces between elements in the system
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© LGChan
Lecture 2.2
Interactions 3a – Dependency of Components (Bread Machine)
Scale
1 Very High Dependency with diagonal cells
2 High Dependency with diagonal cells Upper Triangular Matrix is a Inverse of
3 Moderate Dependency with diagonal cells Lower Triangular Matrix
4 Low Dependency with diagonal cells
5 Very Low Dependency with diagonal cells (not shown)
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© LGChan
Lecture 2.2
Physical Architecture
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© LGChan
Lecture 2.2
Interactions 4 – Clustering and Partition (Bread Machine)
Clustering is the grouping of components in tightly knitted groups
Partitioning is re-arranging components into clusters or modules
Ingredients Pan Kneader Controller Motor Heater Housing
Ingredients X X X
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© LGChan
Lecture 2.3
Views and Viewpoints
A View is a description of the entire system from the perspective of a set of related concerns (IEEE 1471-
2000)
A view
o a representative model which share the attributes, properties that are relevant to the same concerns of
the client
o technical (engineering), functional (capability), operational (process), strategic (business), etc.
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© LGChan
Lecture 2.3
Partitioning
Decomposition Layering
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Lecture 2.3
Partitioning - Decomposition
Decomposition is a process to separate into component parts or elements
into simpler compounds (usually called modules).
Decomposition break down the complexity of the subsystem in the module
Each level of abstraction reveals more details (more abstract) or less details
(less abstract) about the overall systems
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© LGChan
Lecture 2.3
Systems Architecting – Modeling
System Architecting is the process of defining the Systems Architecture
It converts abstract ideas, visions, and concepts into physical, functional, or behavioral realization
Definition
A model is an approximation, representation, or idealization of selected aspects of the structure,
behavior, operation, or other characteristics of a real-world process, concept, or system (IEEE
610.12-1990)
Modeling is the creation of abstractions or representations of the system to predict and analyze
performances, costs, schedules, and risks and to provide guidelines for systems research,
development, design, manufacture, and management
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© LGChan
Lecture 3.1
Needs and Requirements
Needs and Requirement
Requirements provide an overall view of the purpose and mission of the system
Viewpoints
o Use appropriate architecture views for various stakeholders in creating systems
architecture because their requirements and needs may be different
Should Have o
Could Have
o Would Not Have
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© LGChan
Lecture 3.1
Establishing Goals with Problem Statement
Problem Statement
Problem statement defines the boundary and clarifies the requirements of the systems
The problem statement is revised several times to make requirements and goals clearer
Problem
Statement
Elicitation
Requirements
Identify
Requirements and
Goals
Requirements
Analysis Systems
Architecture 36
© LGChan
Lecture 3.1
Functional Analysis
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© LGChan
Lecture 3.1
Functional Allocation
Functional Allocation
o Assignment or matching of functions in functional architecture to components (physical or
process) in physical architecture to enable the transformation of input to output
o Mapping of functional architecture with physical architecture is made possible with technical
architecture (based on technical specifications)
Function 2 Subsystem 2
Functional A Physical Ar
Architecture rchitecture
Component 3
Function 3
Component 4 22
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Lecture 3.1
Operational Feasibility
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(Ref: de Weck 2011 Engineering Systems-Meeting Human Needs in a Complex Technological World Cambridge MA MIT Press) © LGChan
Lecture 3.1
Good Operational Architecture 1
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Lecture 3.1
Good Operational Architecture 2
Modularity of components
o Systems boundaries are aligned to generic functionality, commercial standards and market-
leading component systems wherever possible
o Makes individual systems easier to build and maintain, encourages interoperability and eases
the difficulty of modifying parts
Example: using a common Technical Reference Model for design
Partitioning (Decomposition)
o Separate architecture between more volatile fast-moving system elements (uncertain) and
more stable and long-lasting ones (typically infrastructure)
Example of IT: procuring communications and common support as a service, while allowing
more agile and hands-on approaches at the applications levels
Example of Physical Systems such as aircraft and cars: design physical platform in such a way
as to allow incorporation of multiple generations of electronic and computing subsystems
over system or product lifetime. This allows adaption to later changes in context of use.
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© LGChan
Lecture 3.1
Good Operational Architecture 3
Composability Design
o Allowing systems to be put together in the most number of operational configurations, largely
as a response to future uncertainty
Example: planning for flexibility in performance of systems in a number of possible missions
and technical configurations at design stage
Interfaces
o These must be identified and agreed – technically and contractually – and rigorously tested
Documentation
o Record systems architecture and re-use successful design patterns for future designs
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© LGChan
Lecture 3.2
Hatley-Pirbhai (H/P) Method
H/P integrated modelling method is a tool for creating systems architecture
It can link both hardware and software systems in the systems architecting
It is used in a real time, reactive system which senses and reacts to events in the physical world
Applications: automobile, military avionics, manufacturing robots, vending machines
Ref: Hatley D, Pirbhai, I (1988) Strategies for Real Time System Specification. Dorset House, New York 7
Ref: Hatley D, Hruschka, Pirbhai (2000) Process for System Architecture and Requirements Engineering. Dorset House, New York © LGChan
Lecture 3.2
Architectural Framework
Architecture Framework
o set of standards that prescribes a structured approach, products, and principles for developing a
system architecture
o reference model to organize the various elements of the architecture of a system into
complementary and consistent predefined views allowing to cover all the scope of Systems
Architecture (SEBOK Part 3)
o established common practice for creating, interpreting, analyzing and using architecture
descriptions within a particular domain of application or stakeholder community (ISO/IEC/IEEE
42010 Conceptual Model of Architecture Description)
o skeletal structure that defines suggested architectural artifacts, describes how those artefacts are
related to each other, and provides generic definitions for what those artefacts might look like
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© LGChan
Lecture 3.2
Architectural Description
Definition
Architecture Description refers to artifacts (things) used to express and
document the reasoning, procurement, development, construction, and
operation of architectures
An architectural description can be a physical model, written report, data flow
block diagram, or set of procedures
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(Source: HP -Sections of an architecture document) © LGChan
Lecture 6.1
Three Types of Complexity
Structural Complexity
Structural complexity looks at how many different ways system elements can be combined and their relationships
It is related to the potential for the system to adapt to external needs
Dynamic Complexity
Dynamic Complexity has a time element in the system which can be observed when system is used to perform
particular tasks in an environment
The ways in which systems interact in the short term is directly related to system behaviour,
the longer term effects of using systems in an environment is related to system evolution.
Socio-Political Complexity
Socio-political Complexity considers the effect of individuals or groups of people on complexity
People-related complexity has two aspects:
o perception of a situation as complex or not, due to multiple stakeholder viewpoints within a system context
and social or cultural biases which increases complexity
o “irrational” behavior of an individual or the swarm behavior of many people behaving individually in ways
that make sense
Emergent behaviour is unpredicted and counterproductive
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Source: SEBOK
© LGChan
Emergence
Emergence is the phenomenon where a non predetermined outcome, such as a structure or a state, is
reached progressively following multiple self-organisation acts of the system
https://www.youtube.com/watch?v=16W7c0mb-rE 13
© LGChan
Lecture 6.2
What is Self Organized Criticality?
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Lecture 6.3
Properties of Complex Adaptive Systems
1. Decentralization
2. Non-Linearities
3. Emergent phenomena
4. Competition and Co-Operation
5. Adaptation
6. Specialization and Modularity
7. Many Interacting Parts
8. Dynamic Change
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© LGChan
Lecture 6.3
Complexity Issues
Complex behaviour originates from the operation of simple underlying rules (Simon’s conjecture)
Sometimes, deducing behaviour from rules is not possible
There is no practical way to study the network of causality in detail
Therefore, we need ways to synthesize understanding from large state spaces and multidimensional
meshes
Common Approach
Simplify, or reduce, the subjective complexity so that the problem and the system are understandable
1. Identify the kinds of complexity of the system and its environment
2. Create appropriate new ways to think about complexity that are appropriate for the solution methods
Evolve and publicize solution methods to deal with different types of complexity in different situations
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© LGChan
Lecture 6.4
Approaches to Managing Engineering Complexity
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© LGChan
Lecture 7.1
Three Types of Modularity 1
1 Modularity in Use
o User can combine several functions or physical objects and use them,
choose them when buying, or upgrade them together
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Ref: Baldwin, Carliss ; Clark, K (2000) Design Rules Cambridge Mass. MIT Press © LGChan
Lecture 7.1
Three Types of Modularity 2
2 Modularity in Design
o Designer can design each function separately and place in one physical object, or
several functions and their objects are combined and designed together
Example: a system is decomposed into subsystems or modules using design rules
created by the designer
o Standardization is the result of designs come into common use, and there is no further
change in the design
Example: camera lens and flash mount are designed to specifications
3 Modularity in Production
o Manufacturer can assemble a group of functions or physical objects or buy these as a package
o Example in manufacturing:
Complex products are divided into production process using separate process modules
(example: assembly line for mass production, Intel chip fabrication plant)
Modules can be outsourced to other suppliers for production when they can be specified
precisely
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Ref: Baldwin, Carliss ; Clark, K (2000) Design Rules Cambridge Mass. MIT Press © LGChan
Lecture 7.1
Two Types of Product Architectures
Modular Product Architecture
o Functional partitioning into discrete, scalable, reusable modules consisting of isolated, self-
contained functional elements
o Rigorous use of well-defined modular interfaces, including descriptions of module
functionality
o Ease of change to achieve technology transparency and, to the extent possible, make use of
industry standards for key interfaces
o Modular architecture sub optimize performance and increases costs because of redundancy
o Capability to assemble modules
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© LGChan
Lecture 7.1
Advantages and Disadvantages of Modular Architecture
Advantages Disadvantages
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Lecture 7.1
Advantages and Disadvantages of Integral Architecture
Advantages Disadvantages
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Lecture 7.1
Principles of Good Modular Architecture Design 1
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Lecture 7.1
Principles of Good Modular Architecture Design 2
Explicit Interfaces
o Make all dependencies between modules explicit (no hidden coupling)
Small interfaces
o Keep the interfaces minimal
• Combine many functions into single modules
• Divide large interfaces into several interfaces
Isolate Volatility
o Identify areas of the design subject to uncertain changes and isolate them
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© LGChan
Lecture 7.2
Two Types of Platform Strategy
Platform Strategy is a planning approach to maximize product development
and market leverage from common technology
Example: Example:
power tools (drills), aircraft design, prefabricated houses, semiconductors,
consumer appliances (vacuum cleaners, electronic components
toothbrush), consumer electronics (Ref Works: D. Rosen, S. Kota, K. Ishii, Z. Siddique)
(walkman, cameras)
(Ref Works: K. Otto, K. Ulrich, K. Wood, K. Ishii, M. Tseng)
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Lecture 7.2
Platform Planning Process 2
Product Plan
o roadmap: establish which products to offer
over a period of time
o comes from the company’s overall plan
o addresses customer profile and needs
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Lecture 7.2
Late Point Differentiation Application
How to use Late Point Differentiation?
too early
o Differentiating elements of the product
must be concentrated in one or a few
modules (starting module)
o Product and production process must
be designed so that the differentiating Early Differentiation
modules can be added to the product near
the end of the supply chain
Differentiated Product Feature Option Common Product
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Lecture 8.1
Implementation Implementation
Product Manufacturing
Development Process
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Lecture 8.1
System Engineering “Vee” Process
Model
Feedback
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Lecture 8.1
System Engineering Spiral Process
Model
o Incremental Development Model
o Adaptation of waterfall model
o Risk Driven Approach
o Iterative feedback
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© LGChan
Lecture 8.2
Principle 1 Kaizen
The term Kaizen is derived from two Japanese characters:
改善 kai, meaning “change” and zen meaning “continuous improvement”
Literal translation Kaizen means “good change”
A “zero investment cost” improvement requires participation of all affected departments in the
activities to find the most creative solutions for the best improvement for all
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© LGChan
Lecture 8.2
PDCA (plan-do-check-act) – Continuous Improvement
PDCA (plan-do-check-act) is an iterative four-step management method used for control and continual
improvement of processes and products
It is also known as the Deming circle/cycle/wheel, the Shewhart cycle, PDSA (plan–do–study–act)
PDCA process is similar to Kaizen process
Plan Create a plan for change, identifying specifically what you want to change
Analyze the situation: Try to understand what the current situation is:
Talk to people. Visit shop floor and observe (Genchi Genbutsu). Collect data.
Define the steps you need to make the change, and predict the results of the change
Do Carry out the plan in a trial or test environment, on a small scale, under controlled conditions
Create a standard, train the workers
Check Examine the results of your trial. Verify that you’ve improved the process
(Study) If you have, consider implementing it on a broader scale
If you haven’t improved the process, go back and try again
LEVELLING
Smoothing of
Heijunka goals Volume Production
o Stabilizes production volume and variety in an even in order to reduce
Variation
manner during the period
o Ensures high order fulfilment rate of orders
o Reduces the non-value added portion of the process
cycle time (production lead time) Heijunka
o Removes the waste of items in queue and inventory
STANDARDIZING
Reduce the SEQUENCING
Variation in the Mixing types of
way the work is work processes
carried out
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© LGChan
Lecture 8.2
Example : Heijunka (平準化) – Production
Smoothing
Example
A factory has a monthly demand of 1400 units Product A and 200 units Product B. Establish a production
schedule for the factory
Calculate the Build Ratio and production frequency for each type of product
Based on the lowest unit demand of product to be manufactured (this is 10 units of Product B)
Product A 70/10 = 7
Product B 10/10 = 1
Total production frequency = 8
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© LGChan
Lecture 8.2
Principle 3 Standardized Work
Standard work is…
o Foundation of Lean
o Safest, highest quality, and most efficient way known to perform a particular task and process
o The only acceptable way to do the task and process
o Continually improved
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Lecture 8.3
What are Causes of Waste
Mura (inconsistency) o Uneven customer demand
Mura uneven, irregular, erratic, o Uneven distribution of work load
斑 Inconsistency, variation, inconsistent o
o
Inconsistent quality of supplies and tools
Irregular schedule of work
unevenness
Muda (waste)
無駄 Muda futile, useless, pointless o Any activity that does not produce value in the
system
Waste of 7 forms
3
Adapted from TUM
Lecture 8.3
Key Concepts of Lean Manufacturing
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Lecture 8.6
Comparison of Toyota Production System and Lean
Method Toyota Production System Lean (1988)1 Lean (1996)2
Designer Industrial Engineers Mechanical Engineers Social Scientists
Goal Cost Reduction Quality Productivity Maximum Customer Value
Productivity Improvement
Principles Continuous Improvement Continuous Specify Value
Respect for People Improvement Identify Value Stream
Flow, Pull, Perfection
1. Lean 1988 Taiichi Ohno. The Toyota Production System. Productivity Press. 1988
2. Lean 1996 Womack, Jones. Lean Thinking. Simon and Schuster. 1996
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Source: https://bobemiliani.com/comparing-tps-and-lean/ © LGChan
Lecture 8.6
Push vs Pull Systems
Push System Pull System
Based on forecasted demand that is completed Based on requirements of subsequent work station:
and sent to the next work station or in the case o Each succeeding workstation pulls (demands) output
of the final work station is pushed to finished from previous workstation as needed
goods inventory o Next work station determines when and how much
output is requested
o Output from final workstation is pulled by customer
demand or the master production schedule
TPS House
Goal : Highest Quality, Lowest Cost, Shortest Lead Time , Highest Morale
Jikoda
Just-In-Time People and (Autonomation)
Teamwork
Just-In- Continuous Flow
Stop Notify Defects
Self Inspection
Time
Takt Time
Rapid Changeover
Pull System
Continuous
Solving Root Causes
Empowerment Jidoka
Improvement
Production Waste Reduction
Heijunka Standardized Work Kaizan
Stability
Applications
R or TH = throughput (arrival rate)
TH is the velocity or speed of production and is calculated by determining how many items are produced and dividing it by the
length of time it took to produce them
Throughput TH = WIP/CT
Cycle Time CT = WIP/TH
WIP WIP = CT x TH 77
© LGChan
Lecture 9.1
Example 2: Little’s Law and Bottleneck
Work in Progress in the System using Little Law, WIP or I = R x T = 10 x 0.25 = 2.5 shirts/hr
This Production Process is uneven because the cycle time of the 3 processes are not synchronize
o Dye Fabric and Cutting machines are not fully utilized in the production
o Work in Progress accumulate at Sewing, when Dye Fabric and Cutting are fully utilized
The bottleneck is Sewing process
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Lecture 9.1
Application of Kingman Equation in Lean Production
Kingman Equation, from mathematical queuing theory, provides an
approximation of the waiting time of the parts for a single process based on its
utilization and variance
John Kingman, 1961
=
p average processing time for a resource
=
u Resource Utilization
= Flow Rate/ Resource Capacity
(ie 100%>resource capacity > demand rate)
v = Variability Factor
variation in arrival of units
= variation in processing times
Variation in arrival units = 1 + [change in arrive/average arrival]
Variation in processing time = 1 + [change in processing time/average processing time]
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Lecture 9.1
Utilization with New Demand
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Lecture 9.2
Constraints
A constraint can be a thing, process, person, structure, object that prevents the flow of value to the customer
Any system can produce only as much as its critically constrained resource
Maximum speed of the process is the speed of the slowest operation
Any improvements will be wasted unless the bottleneck is relieved
Constraint
A Pull System
Only Money generated by the system and into the organization are included
Throughput = Sales Revenue – Cost of Goods Sold
Not Throughput:
Investment in Machinery, Finished Goods in Warehouse not sold, Work in Process, Raw Materials
3 Operating Expenses
All the money the system spends in order to turn inventory into throughput
All employee time is “OE” (through salaries and wages: direct, indirect, operating, etc.)
Depreciation of a machine is “Operating Expenses”
Operating supplies are “Operating Expenses” 14
© LGChan
Lecture 9.2
Financial Implications of Improvements from Theory of Constraints
Improvements Changes and Impacts
Throughput Inventory Op Expense Net Profit Return on Inventory Cash Flow
Increase No change No change Increase Increase Increase
No change No change Decrease Increase Increase Increase
No change Decrease* No change No change Increase Increase
* Note : if the carrying cost of inventory decreases, then net profit will increase
Video (5:22) https://www.youtube.com/watch?v=07EgECNPd8k
This enables businesses to take short-term decisions when a resource is in scarce supply
Factory hours are measured in terms of use of the bottleneck resource.
4 Values in Agile:
1. Individuals
2. Product
3. Customer
4. Change
while there is value in the items on the right, we value the items on the left more
Lecture 10.3
Scrum Framework (3 – 3 – 5)
3 Roles : 5 Ceremonies (Events) :
Product Owner, Scrum Master, Team Sprint, Sprint Planning, Sprint Review, Sprint Retrospective, Daily Scrum Meeting
Examples
intelligent transport system, telecommunications system, public health systems,
education systems, electrical power distribution system, Toyota production systems
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© LGChan
Lecture 11.1
Five Key Characteristics of Open Socio-Technical Systems
1. Systems should have inter-dependent sub-systems which allow various users to
interact and design solutions to satisfy their different requirements
5. System performance relies on the joint optimisation of the technical and social
subsystems
Focusing on one of these systems to the exclusion of the other is likely to lead to
degraded system performance and utility
Source : Baxter Sommerville 2011 Socio-technical systems-From design methods to systems engineering. Interacting with Computers 10
© LGChan
Lecture 11.3
Leveraging Architectures in Innovative Builder Systems
1 Incremental Development for Existing Customer
o Using existing architectures to produce variations and extensions of existing customers
o Low risk because of proven architecture
o Adopt Platform Design
(Example: coffee makers, electric shavers, vacuum cleaners)
(Iridium Example: use technology for high-speed data satellites, M-Star)
New
Penetration/
Disruptive
Substitution
Markets
Existing
Platform/
NA
Substitution
Existing New
Products