The Lean Dot Game

The Lean Dot Game
Agile Groupies
Ann Arbor MI
2015mar25
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
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
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
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
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
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
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
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
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
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, 3hole, 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
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, 3hole, 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
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)
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)
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)
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)
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)
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)
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)
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)
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)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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.
2.
3.
4.
5.
6.
Business Analyst
Technical Analyst (Architect)
Designer
User-Interface Developer
Logic Developer
Tester (Quality Assurance)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
The Lean Dot Game
Date:
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
Round #
1
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
2
3
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
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
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
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
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
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
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
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
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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 prepunched 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!
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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"
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"
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"
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"
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"
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"
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"
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"
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"
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"
The Lean Dot Game
References:
1. "The Dot Game"; Net Objectives;
http://www.netobjectives.com/resources/articles/the-dot-game
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; http://web.mit.edu/sgraves/www/papers/Little's%20LawPublished.pdf
3. "Lean Dot Game"; Peter Antman; Agile Management Coach at Crisp;
http://www.slideshare.net/peterantman/lean-dotgamespotify