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DDMRP Simula,on Game Free Version Notes Kevin Kohls Kohls Consul,ng 248.931.1959 1

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Page 1: DDMRP%Simulaon%Game% %Free%Version%Notes%kohls-consulting.weebly.com/uploads/8/7/9/9/87997966/ddmrp_free_version_notes.pdf · DDMRP%Simulaon%Game% %Free%Version%Notes% Kevin%Kohls%

DDMRP  Simula,on  Game    Free  Version  Notes  

Kevin  Kohls  Kohls  Consul,ng  248.931.1959  

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Free  Version  Notes  

•  This  free  version  is  for  demonstra,on  and  teaching  use  only.    Please  do  not  use  it  in  any  sales  material  or  for  any  sales  presenta,ons  without  wriKen  permission  for  Kohls  Consul,ng.  

•  Much  of  this  documenta,on  is  from  the  Advanced  Demand  Driven  class  material  and  is  not  a  User’s  Guide,  per  se.    

•  Contact  kkohls@kohls-­‐consul,ng.com  for  the  Pro  Version  that  allows  up  to  5  DDMRP  buffers.      

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Assump,ons  

•  You  have  been  exposed  to  DDMRP  concepts  or  you  are  a  CDDP.  

•  You  know  where  to  buy  Chad  and  Carol’s  books  (referred  to  as  “The  Book”  henceforth)  –  In  other  words,  I  will  not  spend  

much  ,me  on  the  basics  of  MRP  or  go  in-­‐depth  on  the  concepts  and  calcula,ons  of  the  process.  

•  Please  contact  the  Demand  Driven  Ins,tute  for  detailed  ques,ons  or  to  take  a  class:  

•  www.demanddrivenins,tute.com  

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A  Simple  Bill  of  Material  (BOM)  •  Part  “P”  

–  Made  by  taking  raw  material  RM1  and  performing  a  process,  which  results  in  a  Part  P.    •  The  BOM  just  consists  of  P  <-­‐  RM1  

–  RM1  comes  from  a  supplier,  and  must  be  purchased  using  a  Purchase  Order  (PO)  

–  It  takes  26  days  from  the  ,me  a  PO  is  issued  un,l  delivery.  –  It  takes  one  day  to  delivery  the  P  part  to  the  customer.  –  Note  that  the  resources  used  to  make  P  have  not  been  specified.  

P  RM1  

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The  First  Buffer  Placement    •  If  we  wish  to  reduce  the  lead  ,me  to  the  customer,  we  can  add  a  buffer  (in  our  case,  a  DDMRP  buffer)  to  the  layout.      

•  We’ll  reduce  the  lead  ,me  in  this  case  to  1  ,me  unit  (days,  in  this  case)  –  the  ,me  it  takes  to  deliver  the  part  from  the  buffer  to  the  customer.  

•  Thus,  we  have  had  a  drama,c  improvement  in  Lead  ,me  –  from  25  days  to  one  day,  just  by  adding  buffer  in  the  right  place.  

P  RM1  

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DDMRP  Terms  •  “On-­‐Hand”  refers  to  the  amount  of  product  in  the  DDMRP  Buffer.  

•  “Available  Stock”  –  A  planning  calcula,on  to  determine  the  planning  status  of  a  stocked  item.  –  The  equa,on  is  on-­‐hand  +  on-­‐order  stock  –  unfulfilled  qualified  actual  demand.  

–  Available  Stock  levels  trigger  a  Purchase  Order  •  Average  Daily  Usage  (ADU)  is  the  amount,  on  average,  that  is  removed  from  the  P  On-­‐Hand  Buffer.  

P  RM1  PO  RM1  

On-­‐Hand  Available  Stock  

ADU  

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Resources  •  Nothing  is  free  –  in  order  to  turn  RM1  into  a  P,  it  will  have  

to  use  one  or  more  Resources.  –  Resources  can  be  machine,  people,  processes,  etc.  

•  Using  a  resource  will  cost  money  –  it  is  part  of  our  Opera,ng  Expense.  

•  Resources  Costs  do  not  vary  with  the  number  of  P’s  produced.  

•  Our  generic  resource  of  our  case  is  referred  to  as  “A”  •  A  is  directed  to  work  on  the  crea,on  of  P  by  a  Work  Order.    

P  RM1  PO  RM1  

On-­‐Hand  Available  Stock  

A  

WO  

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Buffer  Profiles  

•  Buffer  Profiles  are  one  of  the  most  important  features  of  DDMRP.      

•  Understanding  how  they  work,  how  they  are  calculated,  and  the  factors  that  drive  those  calcula,ons  will  lead  to  greater  understanding  of  the  func,onally  of  DDMRP.  

•  This  Guide  will  not  go  into  the  details  of  Buffer  Profiles  –  the  user  should  refer  to  Orlicky’s  3rd  Edi,on  for  more  informa,on.  

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Buffer  Zones  

•  The  Green  Zone  is  used  for  Order  Quan,ty  –  It  determines  average  order  frequency  and  typical  order  size.  

–  It  is  sized  either  by  the  part’s  minimum  order  quan,ty  (MOQ)  or  a  %  of  the  calculated  average  daily  usage  (ADU)  mul,plied  by  the  lead  ,me.  (Use  whichever  is  larger.)  

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Buffer  Zones  

•  The  Yellow  zone  is  the  Reorder  Zone  – The  heart  of  the  coverage  and  shock  absorp,on.  

–  It  is  set  to  100%  of  ADU  over  lead  ,me.  

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Buffer  Zones  

•  Red  Zone  is  for  Risk  Protec,on  and  is  made  up  of  two  parts  – The  Red  Base  level  that  uses  a  percentage  of  the  Yellow  zone.  •  It  provides  protec,on  for  Lead  Time  Varia,on  •  Usually  matches  Green  Zone  

– The  Red  Safety  establishes  a  safety  factor  which  is  determined  by  the  amount  of  demand  varia,on.    

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Basics  of  the  Buffer  Profile  

1.  Our  ASRLT  for  T  is  25,  and  our  ADU  is  25.    Yellow  is  the  usage  over  lead-­‐,me.    Thus,  25x  25=  625  

2.  Red  Base  is  Yellow  (625)  x  LT  Adjust(.5).    LT  Adjust  is  the  “Usage  over  LT”    in  the  DDI  slides.    LT  Adjust  is  larger  in  Short  LT  situa,ons,  and  smaller  in  Long  LT  situa,ons.  

3.  Green  is  the  same  as  Red  Base  (313),  and  represents  the  size  of  the  order  once  Available  Stock  levels  fall  below  Top  of  Yellow  (TOY  is  1408).  If  the  MOQ  is  larger  than  Red  Base,  then  Green  becomes  the  MOQ.  

4.  Red  Safety  is  Red  Base  (313)  x  Var.  Adjust.  (.5)  and  provides  for  varia,on  in  demand.  Larger  allows  for  higher  varia,on,  smaller  reduces  inventory.  The  Red  Zone  is  Red  Safety  +  Red  Base.  

The  Average  Buffer  Posi,on  (627)  represents  the  Average  Amount  of  On  Hand  Stock  in  the  system.  

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Geqng  Started  

•  Double  Click  the  DDMRP  simula,on  Excel  file  from  the  Desktop.  –  The  password  is  “Orlicky”  – Open  the  file  as  “Read  Only”  –  Be  sure  to  “Enable  Macros”  

•  This  is  just  a  very  complicated  Excel  spreadsheet  that  has  been  programmed  using  Visual  Basic.    The  controls  are  Excel  controls.  

•  Its  easy  to  break,  so  don’t  get  too  adventurous.  

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The  Main  Screen  

•  A  Blue  Screen  the  looks  like  the  one  on  the  ler  should  appear.  

•  Note  the  many  tabs  on  the  boKom  

•  Since  this  is  Excel,  we  can  click  on  on  them  to  look  at  different  input  screens.  

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The  Basic  Sheet  

You  should  note  that  the  number  of  resources  that  are  available  are  currently  0,  so  if  you  aKempt  to  run  the  game  now,  you  will  run  out  of  material.    

The  Basic  Sheet  is  where  you  will  be  spending  the  most  of  your  ,me.    It  is  the  farthest  tab  to  the  ler,  so  hit  that  tab  if  you  get  “lost”  on  another  sheet.  

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Seqngs  Screen  •  Let’s  go  to  the  Seqngs  Screen.  

•  Note  that  P  is  selected  as  a  Buffer  to  use  and  that  it  is  an  Output  –  where  end  products  are  stored  as  Finished  Goods.  

•  Note  all  the  other  buffers  are  not  checked  –  they  are  not  needed  for  our  first  example.  

•  Make  sure  the  No  Varia,on  box  is  checked  as  well.  

Later  we’ll  use  Update  Seqngs  if  we  choose  to  change  ADU  or  ASRLT.  

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“BOM”  

•  Go  to  the  “OrderCreateP”  tab  and  make  sure  the  informa,on  above  is  looks  like  what  is  shown  above.    This  matches  BOM  with  a  bit  of  VSM  tossed  in.  

•  This  is  where  Chad  or  Carol  will  say  this  is  not  really  a  BOM.    Yep,  but  it  works  for  the  simula,on.  

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Do  We  Have  Enough  Resources?  

•  We  also  have  to  determine  the  right  number  of  resources  to  ensure  we  can  meet  produc,on  demand  with  minimal  Opera,ng  Expense.  – Too  few  resources  can  cause  Shortages  

•  A  late  order  to  a  customer  is  very  expensive.  •  Per  the  contract,  we  sell  the  Product  at  the  Raw  Material  Cost  (Throughput  Dollars  =  $0)  

– Too  many  resources  increases  Opera,ng  Expense  and  increases  inventory.  

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Demand  From  Seqngs  Sheet  

•  We  must  be  able  to  minimally  meet  the  Average  Daily  Usage  every  day  with  our  A  Resource.  

•  The  A  Resource  can  work  only  8  hours  per  day  –  480  minutes.  

•  How  many  A  Resources  do  we  need  to  make  demand?  

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Resource  Calcula,ons  

•  Going  Back  to  OrderCreateP,  our  BOM,  we  see  that  it  takes  40  minutes  to  make  a  P.      

•  We  can  make  12  parts  in  a  480  minute  shir.  •  With  our  ADU  at  60  parts,  we’ll  need  5  resources,  minimally.  

•  We  may  need  to  periodically  add  a  resource  if  varia,on  becomes  a  problem,  or  just  use  6.  

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Running  the  Game  Go  back  to  the  Basic  Sheet.    Find  the  Clear/Run  buKons  on  the  top  right.    The  Run  Box  is  where  the  number  of  days  to  run  (7  in  this  case)  for  the  next  period.    Hit  Clear  every  ,me  you  want  to  start  over  with  the  same  seqngs.  Do  that  now.  

Then  let’s  hit  the  Run  buKon  –  let’s  see  what  happens.  

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•  The  Available  Stock  and  On-­‐Hand  lines  are  updated  every  day  un,l  the  ,me  period  you  specified  ends.  

•  When  complete,  Your  P  Buffer  should  look  something  like  this.  

•  Available  Stock  has  fallen  into  the  Yellow  Zone,  triggering  an  order  and  causing  Available  Stock  to  go  back  to  the  TOG.  

 Go  ahead  an  Run  for  five  more  weeks.  

Note  the  lines  are  drawn  all  the  way  to  the  right  –  that’s  just  to  make  it  a  liKle  easier  to  read.    

0"

100"

200"

300"

400"

500"

600"

700"

800"

1" 5" 9" 13"

17"

21"

25"

29"

33"

37"

41"

45"

49"

53"

57"

P"Buffer"DDMRP"Levels"

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Other  Info  

•  You  have  5  of  the  A  resources,  which  make  these  parts.  •  The  actual  Lead  Time  to  make  these  parts  was  5.0  days  and  the  

actual  ADU  was  60.  •  Without  going  through  all  the  accoun,ng,  you  brought  in  $86k,  but  

had  $15k  in  expenses  (mostly  Resource  A).  •  Thus,  you  made  $71k.    Not  a  bad  start.  •  You  sold  480  units,  making  Demand  without  losing  any  parts.  

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Purchase  Orders  &  Work  Orders  

The  tab  under  WorkOrders  shows  the  status  of  Purchase  Orders  and  Work  Orders.        It’s  important  to  understand  that  PO’s  and  WO’s  will  be  executed  in  this  simula,on,  but  it’s  a  bit  too  detailed  for  this  session.    We’ll  come  back  to  it  if  we  have  ,me.  

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Overall Internal Input Input Input Pred.

Product Type WC Part5# Part51 Part52 Part53 CT

P WO A P RM1 40

P WO A P RM1 40

P PO S RM1 RMS

P PO S RM1 RMS

Work Product Number Total Day Time Day

Order Priority to5Make Time In Left Out

WO001HP 36% 193 5809

WO005HP 36% 232 9225

PO001HRM1 36% 193 1 0 1

PO005HRM1 36% 232 5 0 5

Material

Available

TRUETRUEFALSE

FALSE

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Buffer  Status  

•  The  Buffer  Status  sheet  shows  details  about  each  buffer.    Since  we  only  are  worried  about  one  buffer,  we  will  not  use  it  much.  

•  The  buffer  priority  .68,  is  useful  for  doing  a  rela%ve  comparison  of  the  priori,es  of  each  buffer.    

•  The  value  of  the  inventory  (Raw  Material  Cost)  is  also  included,  as  well  as  the  Throughput  Margin  of  each  part.  –  Important  for  financial  analysis  of  performance.  

Buffer AmountBuffer+Priority Sheet

Time+to+Make+(d)

On+Hand+Before SP:RM+$ Inventory

P 287 0.68 P+Buffer 4.00++++++++ 300 200$+++++++++++ 117,400$+++++++Q :++++++++++ 0 300$+++++++++++ :$+++++++++++++++R :++++++++++ 0 500$+++++++++++ :$+++++++++++++++

RM1 0 1.00++++++++ 20$+++++++++++++ :$+++++++++++++++RM10 :++++++++++ 30$+++++++++++++ :$+++++++++++++++RM2 :++++++++++ 50$+++++++++++++ :$+++++++++++++++RM3 :++++++++++ 70$+++++++++++++ :$+++++++++++++++RM4 :++++++++++ 110$+++++++++++ :$+++++++++++++++RM5 :++++++++++ 130$+++++++++++ :$+++++++++++++++RM6 :++++++++++ 170$+++++++++++ :$+++++++++++++++RM7 :++++++++++ 190$+++++++++++ :$+++++++++++++++RM8 :++++++++++ 230$+++++++++++ :$+++++++++++++++RM9 :++++++++++ 290$+++++++++++ :$+++++++++++++++RMS 999999566 :++++++++++ :$++++++++++++ :$+++++++++++++++

Buffer AmountBuffer+Priority Sheet

Time+to+Make+(d)

On+Hand+Before SP:RM+$ Inventory

P 287 0.68 P+Buffer 4.00++++++++ 300 200$+++++++++++ 117,400$+++++++Q :++++++++++ 0 300$+++++++++++ :$+++++++++++++++R :++++++++++ 0 500$+++++++++++ :$+++++++++++++++

RM1 0 1.00++++++++ 20$+++++++++++++ :$+++++++++++++++RM10 :++++++++++ 30$+++++++++++++ :$+++++++++++++++RM2 :++++++++++ 50$+++++++++++++ :$+++++++++++++++RM3 :++++++++++ 70$+++++++++++++ :$+++++++++++++++RM4 :++++++++++ 110$+++++++++++ :$+++++++++++++++RM5 :++++++++++ 130$+++++++++++ :$+++++++++++++++RM6 :++++++++++ 170$+++++++++++ :$+++++++++++++++RM7 :++++++++++ 190$+++++++++++ :$+++++++++++++++RM8 :++++++++++ 230$+++++++++++ :$+++++++++++++++RM9 :++++++++++ 290$+++++++++++ :$+++++++++++++++RMS 999999566 :++++++++++ :$++++++++++++ :$+++++++++++++++

26  

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Your  results  should  look  something  like  this.  

0"

100"

200"

300"

400"

500"

600"

700"

800"1" 5" 9" 13"

17"

21"

25"

29"

33"

37"

41"

45"

49"

53"

57"

P"Buffer"DDMRP"Levels"

27  

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Basic  Throughput  Accoun,ng  

•  Because  there  was  no  varia,on,  the  Act  Lead    +  1  (1  day  shipping  to  Customer)  Time  matched  the  ASRLT,  and  the  Actual  Demand  matched  the  ADU.  

Act$LT

Act$A

DU

T$#(0

00)

Demand

Lost SoldP 5.0 60.0 464$#### 2580 0 2580Q ;$##### 0 0 0R ;$##### 0 0 0T ;$##### 0 0 0V ;$##### 0 0 0

464$#### 0$92 Operating#Expense372$$$$$ Net$Profit

28  

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Using  Warnings  

•  Demand  Driven  MRP  is  a  very  resilient  tool  for  absorbing  varia,on,  but  it  will  fail  if  you  ignore  the  warning  the  system  generates.  

•  We’ll  use  high  level  warnings  in  the  game  to  help  you  understand  the  problem  and  how  to  correct  it.    

LOW  INVENTORY  

29  

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Basic  Screen  Break  Down  Understanding  Warnings  

•  A  High  Inventory  Warning  happens  when  more  product  is  made  than    

•  Expedite  Warnings  occurs  when  On  Hand  drops  below  the  Top  of  Red  x  Expedite  Factor  (found  on  the  Seqngs  sheet).  •  See  next  slide  

•  Lost  Parts  occur  when  you  fail  to  meet  demand.  

Today 43

High,Inv,Warning

Low,Inv,Warning

Expedite,Warning

Stock,Out

Parts,Lost

Average,OnHand

Average,Available,Stock ADU ASRLT

P 0 10 0 0 0 342 632 OK OKQ 0 0 0 0 0 0 0 N/A N/AR 0 0 0 0 0 0 0 N/A N/AT 0 0 0 0 0 0 0 N/A N/AV 0 0 0 0 0 0 0 N/A N/A

Normal,Flat

30  

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Expedite  Level  

•  For  our  game,  the  darker  red  zone  is  the  Expedite  Level,  not  the  Red  Base  level.  

•  Switch  back  to  the  Seqngs  Screen.  

0"

100"

200"

300"

400"

500"

600"

700"

800"

1" 5" 9" 13"

17"

21"

25"

29"

33"

37"

41"

45"

49"

53"

57"

P"Buffer"DDMRP"Levels"

31  

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Expedite  Warnings  on  the  P  Buffer  

•  You  can  have  the  game  stop  if  a  par,cular  warning  occurs.  •  You  can  select  “No  Warnings”;  “Low  Warning”  (TOR);  or  

“Expedite  Warning”  (Set  as  %  of  TOR).  •  Should  use  “No  Warnings”  for  now  

–  Low  Inventory  Warning  –  the  Top  of  Red  –  occurs  very  oren,  and  should  not  be  used  in  this  game.  

Stop%on%Warnings Expedite%Level 50% TOR

Warnings%only%occur%on%the%P%Buffer

Expedite

32  

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Summary  Screen  Break  Down  

•  Average  On  Hand  is  average  Finished  Goods  parts  stored  and  ready  to  be  shipped  over  the  dura?on  of  the  game  –  42  days  in  this  case  (The  number  shown  is  always  “today’s”  date  –  before  the  Run  buKon  is  pressed.  

•  Average  Available  Stock  is  all  the  inventory  in  the  system,  WIP,  and  any  unprocessed  orders.    This  is  the  average  over  36  days.    •  See  Orlickly  for  a  more  detailed  explana,on.    

•  The  ADU  and  ASRLT  can  be  High,  Low,  or  OK.  •  ADU  High,  for  example,  means  more  demand  is  higher  than  what  was  

entered.  •  How  would  this  impact  your  Seqngs?  

Today 43

High,Inv,Warning

Low,Inv,Warning

Expedite,Warning

Stock,Out

Parts,Lost

Average,OnHand

Average,Available,Stock ADU ASRLT

P 0 10 0 0 0 342 632 OK OKQ 0 0 0 0 0 0 0 N/A N/AR 0 0 0 0 0 0 0 N/A N/AT 0 0 0 0 0 0 0 N/A N/AV 0 0 0 0 0 0 0 N/A N/A

Normal,Flat

33  

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Varia,on  

•  OK,  ,me  to  leave  Oz  and  get  closer  to  the  real  world.    We  are  going  to  add  varia,on  by  going  to  the  Seqngs  screen  and  unchecking  the  box  that  removes  varia,on.  

•  Go  back  to  the  Summary  screen  and  hit  “Clear”  to  reset  the  simula,on.  

•  Then  type  in  42  in  the  Run  Box  box  and  hit  “Run”.  

34  

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Varia,on  Note  the  variability  in  the  Available  Stock  and  the  On-­‐Hand.    If  we  had  set  the  Warning  Level  to  “Expedite”  vs.  “No  Warnings”  the  run  would  have  stopped  at  Day  38.    

35  

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Reducing  Inventory  •  If  you  have  higher  throughput,  lead  ,me  will  drop  and  

inventory  may  increase.      –  LiKle’s  Law  

•  In  our  game,  adding  resources  will  increase  throughput.  •  Clear  the  game,  and  then  enter  10  in  the  number  of  

resources.  •  Run  14  days  

–  What  does  the  sheet  tell  you?  •  Reduce  the  ASRLT  to  3,  and  the  LT  Adjust  to  .5  •  Hit  “Update  Seqngs.”  •  Return  to  Basic  and  Run  14  more  days.  •  Can  you  reduce  the  ASRLT  again?  

36  

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!100$

0$

100$

200$

300$

400$

500$

600$

700$

800$

1$ 5$ 9$ 13$

17$

21$

25$

29$

33$

37$

41$

45$

49$

53$

57$

P"Buffer"DDMRP"Levels"

Reducing  Inventory  

•  Note  all  of  your  color  bands  have  dropped.  •  What  was  the  overall  reduc,on  for  the  Averages?  

•  Hold  the  cursor  over  one  of  the  lines  that  look  like  the  average  –  how  much  did  you  save?  

37  

ASRLT  =  4  

3  2  

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Capacity  Issues  

•  Close  the  Free  Version  without  saving  and  then  reopen  the  game  to  restore  the  original  version.    

•  Go  to  the  Basic  screen  and  enter  3  resources  into  the  appropriate  box.  

•  Hit  Run  and  watch  what  happens  to  the  two  lines.  

38  

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!200$!100$

0$100$200$300$400$500$600$700$800$

1$ 5$ 9$ 13$

17$

21$

25$

29$

33$

37$

41$

45$

49$

53$

57$

P"Buffer"DDMRP"Levels"

A  BoKleneck  •  One  of  the  things  we’ll  have  

to  be  aware  of  is  the  boEleneck.  

•  When  there  is  a  lack  of  capacity,  a  downward  trend  will  become  obvious.    

•  We  should  realize  this  when  inventory  hit  a  Expedite  level,  but  it  depends  on  how  unstable  the  system  is  to  start.    

•  How  many  days  did  it  take  for  us  to  run  out  of  parts?  

•  When  would  you  have  taken  ac,on  to  avoid  this  situa,on?  

•  The  trend  will  vary  with  the  difference  in  Resource  Capacity  to  Demand.  

•  We  also  could  reduce  our  ADU  so  that  our  resources  could  keep  up,  but  that  would  have  reduced  our  profits.  

39  

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Work Overall Internal Input Input Input Pred.Order Product Type WC Part6# Part61 Part62 Part63 CT

22 P WO A P RM1 4026 P WO A P RM1 4031 P WO A P RM1 4035 P WO A P RM1 40

Work Product Number Total Day Time DayOrder Priority to6Make Time In Left OutWO022IP I25% 233 11110 33 8104WO026IP I25% 209 12475WO031IP I25% 206 9170WO035IP I25% 203 5883

MaterialAvailableTRUETRUETRUETRUE

Work  Orders  

•  Go  back  to  the  Main  Sheet  and  Reload  the  Simple  Scenario,  then  run  the  model  for  35  days  with  3  resources.  

•  We  can  switch  to  the  Work  Order  sheet  to  get  a  sense  of  what  is  happening.  

•  If  you  are  willing  to  do  the  math,  you’ll  see  that  there  are  4  orders  consis,ng  of  594  hours  (74  days)  wai,ng  in  front  of  WC  A.    –  That’s  worse  than  the  Department  of  Motor  Vehicles.    

40  

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Scenario  •  Your  are  making  Part  P,  and  you  can  any  number  of  A  resources.      

•  Your  P  product  has  priority,  so  you  can  get  the  resources  if  you  need  them.    If  not,  you  can  give  them  to  other  departments.  

•  Your  boss  has  asked  you  to  maximize  the  profit  on  P’s  in  70  days  without  any  lost  parts!  –  Day  71  will  be  on  the  Screen  arer  70  days  have  passed.  

•  You  only  get  10m  to  do  this  –  and  no  star,ng  over!  •  See  if  you  can  beat  my  score  -­‐-­‐  $616k  profit  with  no  losses.  

41  

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Seasonality  

0"

100"

200"

300"

400"

500"

600"

700"

800"

900"

1000"

1"

P"Buffer"DDMRP"Levels"/"One"Year"

42  

Shown  here  is  one  of  the  Planned  Adjustments  you  can  make  –  one  based  on  Seasonality.  

We  can  also  use  Ramp  Up,  Ramp  Down  and  Transi,on.  

•  Close  without  Saving  and  then  Reopen  the  Free  version  of  the  game.  

•  Go  the  Main  sheet  and  selected  Seasonal,  keeping  the  Demand  Medium.      

•  Go  to  the  SeKng  Screen  and  hit  Update  Seqngs.    

•  Then  go  to  Basic  Sheet  and  hit  Clear  

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Planned  Adjustments  

0"

50"

100"

150"

200"

250"

300"

350"

400"

450"

1" 5" 9" 13"

17"

21"

25"

29"

33"

37"

41"

45"

49"

53"

57"

P"Buffer"DDMRP"Levels"In  our  simple  case,  we  actually  look  an  ASRLT  forward  (4  days,  in  our  case)  to  look  at  Top  of  Green,  and  Order  to  that  level  if  Available  Stock  fails  into  the  Yellow  area.  

43  

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Puqng  It  All  Together  

•  Play  with  game  with  the  Seasonal  Planned  Adjustment  with  Variability,  and  add  and  delete  resources  based  upon  the  status  of  the  P  DDMRP  buffer.  

•  Run  the  game  at  increments  of  7  days.    We’ll  either  Stop  at  350  or  when  ,me  expiries.  

•  Be  a  liKle  paranoid,  but  not  crazy  paranoid  –  try  not  to  lose  any  Sales.  

44  

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Results  

0"

100"

200"

300"

400"

500"

600"

700"

800"

900"

1000"

1" 5" 9" 13"

17"

21"

25"

29"

33"

37"

41"

45"

49"

53"

57"

61"

65"

69"

73"

77"

81"

85"

89"

93"

97"

101"

105"

109"

113"

117"

121"

125"

129"

133"

137"

141"

145"

149"

153"

157"

161"

165"

169"

173"

177"

181"

185"

189"

193"

197"

201"

205"

209"

213"

217"

221"

225"

229"

233"

237"

241"

245"

249"

253"

257"

261"

265"

269"

273"

277"

281"

285"

289"

293"

297"

301"

305"

309"

313"

317"

321"

325"

329"

333"

337"

341"

345"

349"

P"Buffer"DDMRP"Levels"/"One"Year"

$0.00$$

$5,000.00$$

$10,000.00$$

$15,000.00$$

$20,000.00$$

$25,000.00$$

1$ 9$ 17$

25$

33$

41$

49$

57$

65$

73$

81$

89$

97$

105$

113$

121$

129$

137$

145$

153$

161$

169$

177$

185$

193$

201$

209$

217$

225$

233$

241$

249$

257$

265$

273$

281$

289$

297$

305$

313$

321$

329$

337$

345$

Net$Profit$by$Day$-$Seaonal$Adjustment$

$0.00$$

$500.00$$

$1,000.00$$

$1,500.00$$

$2,000.00$$

$2,500.00$$

1$ 8$ 15$

22$

29$

36$

43$

50$

57$

64$

71$

78$

85$

92$

99$

106$

113$

120$

127$

134$

141$

148$

155$

162$

169$

176$

183$

190$

197$

204$

211$

218$

225$

232$

239$

246$

253$

260$

267$

274$

281$

288$

295$

302$

309$

316$

323$

330$

337$

344$

Opera&ng)Expense)-)Seasonality)

I  was  cau,ous  at  the  beginning  with  resources,  but  cut  more  out  at  the  end,  based  on  buffer  status.    

Act$LT Act$ADU T$#(000) Dem Lost SoldP 3.1 64.1 4,048$#### 22491 0 22491Q <$######## 0 0 0R <$######## 0 0 0T <$######## 0 0 0V <$######## 0 0 0

4,048$#### 0

$620 Operating#Expense3,429$$$$ Net$Profit7.33% Return#on#Inventory

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Summary  

•  The  purpose  of  this  Free  Version  was  to  improve  your  knowledge  of  DDMRP.  

•  Simula,ons  allow  you  to  make  mistakes  and  learn  while  minimizing  the  poten,al  nega,ve  impact  on  future  decisions.    

•  If  you  have  any  ques,ons  or  feedback,  please  send  your  thoughts  to  kkohls@kohls-­‐consul,ng.com  

•  We  may  not  be  able  to  respond  to  all  ques,ons  about  the  simula,on  if  you  email  us.  

•  Again,  DDMRP  ques,ons  should  be  directed  towards  the  Demand  Driven  Ins,tute.    

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