COSIGA - A Simulation Game for Concurrent Engineering/ NPD Training Dr Johann Riedel & Prof Kulwant S Pawar Centre for Concurrent Enterprising School of Mechanical, Materials, Manufacturing Engineering & Management University of Nottingham, UK Johann.Riedel@Nottingham.ac.uk www.cosiga.com (C) University of Nottingham 2002 The COSIGA Project Helsinki University of Technology Universität Bremen University of Nottingham (C) University of Nottingham 2002 Concurrent Engineering -What is Needed Support for the practice of CE Knowledge about how to do CE: – How to really work in parallel – How to co-operate – How to work in a distributed, multinational, multi-cultural environment Communication and social skills Continuous Professional Development (C) University of Nottingham 2002 Educational Simulation Games - Advantages Exploit the potential of gaming Experience instead of just to perceive Games motivate, make curious, are attractive, entertain Productive diversion from daily routine work Immediate feedback about actions Real life allows no errors, but simulation does Yield good learning results (C) University of Nottingham 2002 Target users Universities who apply COSIGA to teach – – – – product design team work management CE Industrial companies who apply it for training all disciplines of their: – – – – – – – – – engineers designers design engineers industrial engineers managers product / project managers marketing purchasing finance (C) University of Nottingham 2002 The COSIGA game Preconditions CE is widely accepted as good engineering practice Many companies practice CE Many methods, tools, systems are used Focus: management perspective What is missing? No engineers and practitioners’ viewpoint (C) University of Nottingham 2002 The COSIGA Game COSIGA - A Concurrent Engineering Simulation Game an internet based multimedia simulation game using internet & telecommunications to interact as a team in a product development scenario in a Concurrent Engineering environment. (C) University of Nottingham 2002 Game Set-Up Project Manager (e.g.France) INTERNET (e.g. United Kingdom) Production Manager (e.g. Finland) Purchase Manager Marketing Manager Designer (e.g. Germany) (C) University of Nottingham 2002 Simulation & Communication simulation game communication module (C) University of Nottingham 2002 The Players Team role-play game – Project Manager – Marketing Manager – Designer – Production Manager – Purchasing Manager 5 players per game One player per computer Communication Means (email, video conferencing, IRC Text chat & telephone) (C) University of Nottingham 2002 COSIGA - The Game Product Design scenario (a truck) – well-known, catchy and universal Simulates product design process - from market specification to production Specify the product, design product, configure factory & produce BUT: Match Market demands & Production constraints – product specification & design versus: – production processes, production constraints – purchased components (specification, quantity, quality, supplier), stock levels (C) University of Nottingham 2002 Designer Project Manager The Factory Analysing the Benefits Three Pronged Approach: Situational Awareness: Physical & Virtual Collocation Cognitive Analysis of Impact on Players’ Thinking/ Learning Analysis of Communication Pattern (C) University of Nottingham 2002 Physical-Virtual Collocation Experimental Setup E N T R A N C E E N T R A N C E SERVER DESIGNER - ID 18 SERVER DESIGNER - ID 12 RINALDO'S OFFICE PURCHASING - ID 20 MARKETING ID 19 PRODUCTION ID 21 PROJECT ID 17 Collocated – all in one room MARKETING - ID 14 PURCHASING - ID13 PROJECT - ID 11 PRODUCTION - ID15 Virtual – all but 2 in separate offices (C) University of Nottingham 2002 Situational Awareness Context specific questions relating to: Confidence level in information, Completeness of information Ease or difficulty in understanding /decision making Ease or difficulty because of concurrent tasks Ease or difficulty because of the capacity to complete (C) University of Nottingham 2002 Virtual – Collocated Gap Cars Q1 3 Less Virtual 2.5 Mean 2 Colocated 1.5 Virtual Collocated 1 0.5 More 0 1 2 3 4 Junction Point (time) hours Ease of Understanding Virtual team’s understanding becoming worse with time and collocated team’s understanding improving with time. (C) University of Nottingham 2002 Prioritise Work Activities Develop an Effective Work Relation Establish a Common Language Focus on Quality Develop Interpersonal Trust Reduce Product Cost Undersrand Market/Customer Needs Work Cooperatively Avoid Duplicating Work Activities Develop New Ideas/Solutions Understand the Task/Problem Depth Understand Each Other's Objectives Understand Ease/Difficulty of Manuf. Share Information Continuously Work with Experts Diff. Backgrounds Work in Parallel Modify Existing Design(s) CE Concepts Questionnaire Develop New Products Cognitive Analysis: Reduce Time to Market Please rate these on how similar or close they are to each other on the point scale, where 0 = "not related at all" to 10 = "totally related" Reduce Time to Market Develop New Products Modify Existing Design(s) Work in Parallel Work with Experts from Different Backgrounds Share Information Continuously Understand Ease/Difficulty of Manufacture Understand Each Other's Objectives Understand the Task/Problem in Depth Develop New Ideas/Solutions Avoid Duplicating Work Activities Work Cooperatively Undersrand Market/Customer Needs Reduce Product Cost Develop Interpersonal Trust Focus on Quality Establish a Common Language Develop an Effective Working Relationship Prioritise Work Activities (C) University of Nottingham 2002 Pre-Gaming CE Cognitive Map 6 = share information continuously 7 links 18 5 15 10 8 7 12 9 4 6 2 13 3 17 16 14 19 11 1 (C) University of Nottingham 2002 Post Gaming CE Cognitive Map 6 = share information continuously 15 9 links 11 12 4 1 3 5 14 10 6 9 13 19 16 17 8 2 18 7 (C) University of Nottingham 2002 Preliminary Results (1 Individual) CE Conce pts List prioritise work activities share information continuously understand market/customer needs establish a common language develop new ideas/solutions work with experts from different backgrounds work in parallel modify existing design(s) reduce time-to-market develop an effective working relationship reduce product cost work cooperatively avoid duplicating work activities understand each other's objectives focus on quality understand ease/difficulty of manufacture understand the task/problem in depth develop new products Blue = CE improvement Importance Massive Increase: 4->1 Increased Importance Increased Importance No change Increased Importance No change Massive Increase: 6->3 Increased Importance Massive Increase: 7->3 Massive Increase: 6->4 Reduced Importance Stayed Same Massive Reduction: 2->4 Increased Importance Increased Importance Massive Reduction: 3->5 Massive Reduction: 1->6 Massive Reduction: 3->7 Game CE *** *** * *** *** *** *** ** ** *** *** *** Orange = Game effect (C) University of Nottingham 2002 G1P2 Individual CE Profile Marketing Manager 1 18 19 5 17 2 3 4 0 5 16 -5 15 6 7 14 13 8 12 11 10 9 Relatively Positive Experience (C) University of Nottingham 2002 Individual CE Role Profiles 1 18 19 5 17 2 3 4 0 16 5 -5 15 G1P3 14 13 7 8 12 1 18 19 5 17 -5 14 13 7 8 9 Designer 5 19 17 6 10 9 18 4 5 11 10 3 16 12 11 1 2 0 15 Marketing G1P5 Manager 6 2 3 4 0 16 5 -5 15 6 14 7 13 8 12 11 10 9 Production Manager (C) University of Nottingham 2002 Preliminary Cognitive Results Improvement in players’ CE understanding occurred Difference by role played – Marketing: Relatively Positive – Designer: Very Positive – Production: Weaker Response Individual CE Profile -> Scientific approach to – improving the game – improving its learning outcomes (C) University of Nottingham 2002 Communication - Role Analysis Summary 1 Asking Info (37%) – Purchaser, Production, Designer Giving Info (12%) – Purchaser, Manager, Marketing, Designer, Production Requesting Action (time) (17%) – Purchaser, Marketing, Production, Designer Cajoling Action (9%) – Manager, Purchaser & Production (C) University of Nottingham 2002 Communication - Role Analysis Summary 2 Compliment/Acknowledgement (2%) – Manager, Designer, Production Frustration (5%) – Purchaser, Production, Designer, Marketing Non-Task (9%) – Purchaser, Manager, Production (C) University of Nottingham 2002 Analysis of Benefits - Conclusion COSIGA Simulation Game Successfully Simulates the Process of Designing Products – Both Analyses of Benefits Confirmed this Information was asked and given by those expected to do so Frustration experienced by Purchaser & Production, but not Designer & Marketing Very good team building tool (C) University of Nottingham 2002 Conclusion CE needs new education & training approaches – How to do CE, co-operate, parallelism Simulation games can meet this need – Group gaming, Experiential COSIGA is a new approach for education of personnel involved in NPD – learning goals focus on how-to do CE not on tools – CE simulation – co-operation (C) University of Nottingham 2002 (C) University of Nottingham 2002