Professional Documents
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A Demonstration of Push/Pull
Assembly Line
Salwa Ammar and Ronald Wright
Le Moyne College
Syracuse, NY 13214
ammar@mail.lemoyne.edu
wright@mail.lemoyne.edu
Introduction
In the introduction to operations management course,
both at the MBA and undergraduate level, we use a
variety of demonstrations and games to illustrate key
concepts of production and operation (Ammar and
Wright, 1999). One particular topic, which is the
subject of this demonstration, is the difference
between push and pull production. Although it is
easy to describe the two systems of production, the
benefits of the pull system are hard to motivate
especially to undergraduate students with limited
exposure to assembly line manufacturing. In our
experience, an in-class demonstration of the two
systems allows for a better discussion and ultimately
a better understanding of the benefits. One very
effective demonstration is the cups game designed
by Peter Jackson (2). It illustrates clearly the
difference between push and pull production and
serves as a very stimulating vehicle for discussion
of the relevant concepts.
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Assembly Line
Each line requires four computers set up in a row.
Multiple lines can be run simultaneously in a
computer lab. Each computer represents a
workstation position on the line (one to four). The
space before the first computer contains raw
material. The spaces between first and second,
second and third, third and fourth, contain WIPS of
the second, third and fourth WS's. The space after
the fourth computer contains finished goods. A
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Push System
We run the push (Assembly-Push.exe) demonstration for five minutes. This usually requires about a
100 pennies in raw material and is ample time to
demonstrate the effect of the push system. Students
are asked to select their position and wait for instructions to start. We first describe their function
through out the demonstration. The individual WS
screens are controlled with timers. The timers track
the duration of the production process in the WS
and flash the word 'GO' along with the picture of
the processed penny, upon the elapse of the processing time. Students are asked to observe their screen
carefully. When the word 'GO' appears they are to
pass a penny from their WIP or raw material to the
WIP of the next WS or the finished goods inventory. The timers control the work rate at every WS.
For example the processed penny will appear every
five seconds in the first WS and every 20 seconds in
the fourth WS. All students will start (press the start
button and enable the respective timers) at the same
time when given the instruction to do so. At the end
of five minutes students are asked to stop (press the
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The inputs (in yellow) include the task time, the initial WIP, and the Run Time. The Run Time can be
controlled with a scroll bar and can be varied in small
or large increments. In return, the ending WIP, the
turnover time, the utilization are calculated (in aqua).
Also the spreadsheet indicates whether the allotted
WIP space is sufficient or not. This assumes that
the available space can hold a predefined number of
pennies (say 30). The task times can be varied but
are restricted in a way that prevents the starving of
any WS in order to exaggerate the affect of the push
system. Hence the times are required to be in ascending order in the WS sequence.
Pull System
We repeat the demonstration using the pull
application (Assembly-Pull.exe), which now
includes a KANBAN between the WS's. The pull
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References:
Conclusion
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