Interactive Games • Quick Launch

Pick a game, hit play, and learn by doing. I’ll nudge you with prompts along the way.

1) Priority Rule Race (Ch.22)

SchedulingSequencingDue dates

Pick a rule—FCFS, SPT/SOT, EDD, STR, or CR—and watch the Gantt chart, total/avg flow time, and avg lateness react. Then switch to Manual and see if you can beat the algorithms.

2) Johnson’s 2‑Machine Sprint

Flow shopMakespanIdle time

You’ll drag jobs into an order for M1→M2 and watch M2’s idle time and total makespan change. Hit the Coach to see Johnson’s rule logic step‑by‑step.

3) Drum‑Buffer‑Rope Tuner

TOCRelease controlBuffers

Set the bottleneck drumbeat, size the buffer, and pace release with the rope. You’ll see WIP, throughput, and missed demand shift in real time.

4) Bottleneck or Mirage?

TOCInvestmentROI

Make a big local improvement—then check the Mirage Index. If throughput barely moves, it’s not the bottleneck.

5) Slack vs. Due Date Showdown

SchedulingSTRCR

Two scenarios appear: minimize flow time or hit due dates. You’ll choose STR or CR and get instant feedback—when does each rule win?

5a) Two‑Stage SMED (Batch & Transfer)

FlowTransfer batchEconomics

Bonus lab: keep product batch the same, shrink the transfer batch. Watch M2 start sooner and lead time drop. Includes a cost model and profit/hr.

6) Input/Output Valve — WIP Bathtub

WIPLead timeI/O control

You’ll set the input valve against a fixed output drain. If input > output, the WIP “bathtub” and lead time rise fast—great intuition for release control.