The Lean Dot Game Agile Groupies Ann Arbor
The Lean Dot Game Agile Groupies Ann Arbor MI 2015 mar 25
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"x 3", (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, 3 hole, 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"x 3", (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, 3 hole, 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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 1 st post-it's bottom timestamp 1 st post-it's top timestamp 1 st 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%20 Law. Published. pdf 3. "Lean Dot Game"; Peter Antman; Agile Management Coach at Crisp; http: //www. slideshare. net/peterantman/lean-dotgamespotify
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