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Printing Sheets for Manual CCPM Buffer Management Game Print pages 13-16 on card stock (one set per team).-- One slide is the initial project (before CCPM leveling)-- One slide is the Tasks sized at 1” per week with some too-long buffers they can cut to size.-- One slide is a Percent Calculator sheet (so you don’t need calculators)-- One slide is the Fever Chart for tracking the Buffer Status of projects over time. Give each team a pair of scissors so they can cut out their own pieces from slide 14.Use 1” square grid Easel Paper to arrange the projects.You will need some tape to stick down the buffers (there rest of the tasks will move during simulation).
Note: There is a second, small project at the end (slides 18-19) if you want another example (though more difficult to schedule) to schedule before or after your larger project. There are Extra Buffer strips at slide 20.
• Cut out and Lay out your plan using the colored strips provided on a large sheet of graph paper (Scale 1” Square is 5 days).
• Remove conflicts between resources.
• Select the Critical Chain.
• Add a Project Buffer.
• Insert needed Feeder Buffers.
• Adjust the schedule if needed.
• Determine your Promised Delivery Date (the Number the weeks of your project from 1 to the end of the Project Buffer).
• Tape down the Buffers (they don’t move).
• Assign individuals to Resource Colors (one person per Color)
4
A315
C410
D45
A15
B210
A510
C75
C315
B310
D320
A410
A615
B45
C615
Project Buffer
Feeder Buffer
A210
To play!
5
Each week, Resources which have work will work on their own active tasks.
(A week is 5 days or one square on the paper)
Each Resource can only work on one task at a time. Select the active task for that resources (a task that has all preceding work completed) before starting to roll.
The Resource rolls one fair die once each day (for a maximum of five days per week) to determine if the Task is complete or not during that week (it’s binary, the resource either completes the tasks that week or not). If the Resource rolls a Six during the five day week, one weeks worth of work is completed for the active task. If no Six is rolled after five rolls (by the end of the week) that task slides (moves) to the right one square and pushes any follow-on work ahead – to the right (usually into the Project Buffer).(Note: If the Resource rolls a Six early in the week AND there is currently additional active work for that same Resource immediately available, then that Resource can spend the rest of the week working on a second, or even third task during the same week up to the maximum five rolls per week.)
Management Decisions
6
The goal is to complete your project by the delivery date you promised. Use Buffer Management to determine the best place and time to use your resources.
NOTE:•Your Project Manager has ONE extra Die that can be used to assist any Resource for one week at a time. This is like “Over-Time” for that resource for a week. The extra die can be assigned at the beginning of the week and rolls five times during the week along with the color Resource working overtime that week. The number of sixes rolled by the resource and the extra die are both counted towards completion of that Resource’s Task for that week.•The Project Manager keeps track of the Number of Weeks the Extra Die was used.
Example: If the Critical Chain time is 80 days and you have completed 50 of the Critical Chain days, then you have completed 63% of the Critical Chain.
Use this row for 80 days.
Example: If the Project Buffer is 40 days, and you have consumed 15 days of Buffer, then you have consumed 38% of your Buffer.
Use this row for 40 days.
Fever Chart
Go!
17
Week 1
Week 2
Week 3
Week 4
Week 5
Week 6
Week 7
Week 8
Week 9
Week 10
Week 11
Week 12
Week 13
Week 14
Week 15
Week 16
Week 17
Week 18
Week 19
Week 20
Week 21
Week 22
Week 23
Week 24
Week 25
Week 26
Week 27
Week 28
Week 29
Week 30
Week 31
Week 32
Week 33
Week 34
Week 35
Week 36
Week 37
Week 38
Week 39
Week 40 (Use this animated slide to keep teams all on the same week).