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THE SOCIETY OF NAVAL ARCHITECTS AND MARINE ENGINEERS
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601 Pavonia Avenue, Jersey City, NJ 07306
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Tel. (201) 798-4800 Fax. (201) 798-4975
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Paper presented at the 1997 Ship Production Symposium, April 21-23, 1997
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New Orleans Hilton Hotel, New Orleans, Louisiana
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The Virtual Shipyard: A Simulation Model of the Shipbuilding Process
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Louis Edward Alfeld, ScD., (V), Decision Dynamics, Inc., James R. Wilkins, Jr. PE, DEng.,(M), Designers & Planners, Inc., Colleen S. Pilliod, (V), Decision Dynamics, Inc.
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ABSTRACT
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This paper describes a unique software
program that simulates the dynamic complexities of the ship construction
process. The program, called WorkFlow,
was developed by Decision Dynamics, Inc. (DDI) under a Small Business
Innovation Research (SBIR) contract sponsored by NAVSEA. The program greatly simplifies the planning
and replanning process, making it easy to create a good production plan and
keep it current. This simulation model
of the shipyard production process captures both the essential physical
shipbuilding activities and the essential management decision-making activities
that support the physical production processes. The application consists of two independent submodels, a
simulation capability and a results viewer component. The first submodel identifies the overall shipyard facility and
manpower resources and the second identifies the construction tasks required to
build a ship. The submodels interact to
calculate the specific allocation of resources over time necessary to produce
the ship.
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The output generated from the program
provides the durations and manhour loadings of elements of the ship
construction process based upon dynamic resource availability. The output (unlike other scheduling programs
for which durations are typically input and resource allocations an output)
provides both schedule and resource use. Task durations are calculated based upon the manhour requirements, the
number of people assigned and their productivity. Output generated by the application can assist Program Managers
and Design Engineers in analyzing the manhour cost and schedule impacts of
alternative designs and construction sequences. The program can also help to quantify the cost and schedule
impact of delay and disruption as well as assist in identifying the most
effective management actions to overcome such problems.
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INTRODUCTION
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Problem
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Planning is the most critical and
vexing problem in the shipbuilding process. To be successful, a strategic plan must integrate and manage the
multitude of functions that are key to the construction process. Planners must learn how to minimize the
impact that changes and delays have on plans and quantify their contribution to
the total cost of a ship. What, for
example, is the best construction sequence for a ship? How can engineers design a ship for the most
affordable construction? How can a
shipyard best utilize its resources during the construction process? How can the negative impacts of design
changes and delays be minimized?
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Designers and builders are continually
challenged to find solutions to these complex questions. Yet answers to even the most difficult
problems are eventually identified, plans are produced and the ship production
process is begun. Unfortunately, the
plans formulated to direct the project at the start are frequently upset by
unexpected delays, unanticipated changes and unforeseen difficulties. Managers must decide how to reallocate
resources to resolve each problem as it emerges. Revised plans are then needed to accommodate the myriad
deviations from the original strategy. In severe cases of delay and disruption, managers must create new plans
to replace versions no longer effective. However, creating and changing plans requires a tremendous amount of
time and resources. Therefore, managers
are often very reluctant to redo their plans unless things go terribly awry.
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Solution
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New management tools are being
developed to help unravel complicated relationships and bring new understanding
to the control of complex dynamic processes such as shipbuilding. This paper describes a unique, new software
program that was developed to simplify the planning and replanning
process. This application assists managers
in creating a good plan and, more importantly, makes it easy for them to replan
and to evaluate the effect of the revised plan.
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This dynamic simulation of the ship
construction process, captures the essential physical shipbuilding and
management decision-making activities that support the production process. This is the first application of
shipbuilding management theory embodied in a dynamic interactive simulation
model. By capturing the complex set of
feedback interrelationships that drive dynamic behavior, the program is capable
of quantifying manhour cost and schedule tradeoffs, tracking changes in
productivity due to internal and external conditions, and replicating the
disruption caused by delays and changes. The software consists of two independent submodels. The first identifies the overall shipyard
facility and manpower resources and the second identifies the construction
tasks required to build a ship. The
submodels interact to calculate the specific allocation of resources over time
necessary to produce the ship (Figure 1).
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Figure 1: Model Operation
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Key Features
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Shipyard planners and managers can use the application to assist in analyzing the
dynamic behavior of a sequence of related shipbuilding activities. The fabrication of components and the
building, joining and outfitting of subassemblies, assemblies, blocks and zones
are all types of activities that can be modeled in the program. Shipyard managers can simulate shipyard
schedule changes and labor transfers in response to construction delays. These functions allow managers to accurately
and quickly quantify the impact of construction delays on manhour cost and
schedule. The program tracks how the
delays may trigger shifts in construction activity sequences, changes in
schedule, and reassignment of the workforce among different tasks.
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Feedback Structures
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The simulation model offers three
special advantages over conventional planning tools and traditional estimating
models derived from statistical analysis of historical cost data. The first advantage is that real-world
causal linkages between system elements are explicitly recognized and those
links within the feedback structures that control system behavior are
captured. Anyone examining the model
can immediately understand both the logic of its organization and the meaning
of its parameters. This transparency is
essential to model validation. The more
intelligible the model, the easier it is for the user to verify its logic and
to rely on it for decision support analysis.
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Second, because the application
replicates system interactions, it provides far deeper insights into dynamic
behavior than those derived from traditional static or econometric models. This insight gives shipyard planners and
managers an intuitive feel for why tradeoffs arise over time, when they
threaten substantial risks, and how they can best be resolved. A better understanding of the dynamic
behavior of the ship construction process leads to improved performance and
reduced costs.
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Third, planners and managers are able
to develop sophisticated what-if? scenarios for testing and analysis. Alternative schedules, design changes, or
assembly sequences can all be easily defined and tested. Such what-if? testing provides a much
broader analysis of construction delays and manhour cost and schedule impacts
than can ever be obtained from simple manipulation of databases. The program provides a quantifiable basis
for measuring the outcome of alternative management actions and creates a
framework for controlled experimentation. Simulation lays a scientific foundation for accelerated advances in
shipbuilding management.
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Ship Hierarchy
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The task
submodel functions are organized into four activity types: ship, block, work package, and task. The activities are structured in a hierarchy
sequence from ship down to task; the ship being the highest level in the
hierarchy. To define the ship
construction, the user must layout the activities required to build the ship
and select various elements associated with the activities.
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The ship layout is composed of
individual tasks that come together to create interim products, called work
packages. Work packages, in turn, are
assembled into blocks and blocks are erected to produce the ship (Figure
2). Work packages may also be
identified by unit and/or zone. The
elements in this hierarchy are further defined by sequence dependencies in
which the fabrication or assembly of any element may depend upon the prior
completion of one or more other elements. In practice, the ship task sequence follows normal PERT (Program
Evaluation and Review Technique) diagramming conventions.
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Figure 2: Ship Blocks Layout
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Work Packages
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Each work package is composed of one
or more tasks which identify the work needed to create an interim product or to
complete work at one construction site or stage. Interim products are defined not only by the tasks necessary to
create them , but also by the following three additional variables:
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- location (where the work is to be done),
- space (footprint size), and
- weight.
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All three variables can be separately identified in the program.
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Tasks
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Each work package may include as many
individual tasks (usually trade-related) as required to create the interim
product. WorkFlow is
capable of simulating the effect of all of the many thousands of individual
tasks that are involved in building a ship. These tasks describe the efforts necessary to create the many interim
products which are developed during different stages of construction. Subassemblies (tasks) are joined to create
assemblies (work packages), which are developed into blocks. Blocks are then erected and outfitted to
produce the ship. These activities may
be further defined by identifying sequence dependencies between one or more other
elements in the hierarchy.
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At the lowest level, only four variables define each task:
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- work backlog (scheduled manhours to complete),
- labor resources (trade skills) needed to accomplish the work,
- equipment needed to accomplish the work, and
- dependencies (relationships to other tasks).
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Shipyard Resources
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The data from the shipyard submodel is
used during simulation to dynamically assign resources to the work tasks to
complete ship construction. The yard
contains a labor force (identified by skill and trade) plus any number of work
stations (identified by work type).
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To define the shipyard layout, the
user must identify the work stations in the yard by work type and the labor
force by skill and trade. The shipyard
submodel contains a facilities area where the main yard work stations and
associated data are located (Figure 3). After defining the work stations in the shipyard, the user can specify
elements associated with the work stations including:
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- work type;
- equipment requirements and baseline productivity;
- days work stations are scheduled for activity; and
- lift, space and productivity associated with work stations.
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At the yard level the user can also
select policies that determine management responses to schedule pressure. The user may also define productivity losses
due to such conditions as overmanning, overtime or lack of skills.
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Figure 3: Shipyard Work Stations
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The shipyard submodel also defines the
labor resources of the yard (Figure 4), including:
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- number of personnel (by trade and skill),
- number of shifts,
- baseline productivity of various shifts,
- time to hire, and
- baseline productivity of various trades.
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The user can
also define the labor items for each trade, and the separate skill levels for
any trade.
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Figure 4: Shipyard Labor Resources
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Once defined, the shipyard facility
and manpower resources can be altered to create new simulation results. Shipyard resources do not need to remain
constant. Different yard configurations
and facilities can be set up to test how changes during work will affect
schedule and manning. For example, aged
equipment or facilities may be phased out and replaced by modern, more
efficient equipment or facilities during a simulation in order to assess how
disruptions in process may affect production.
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Default Data
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The program supplies a default list of
labor trades and work stations. The
user can enter the total number of individuals assigned to each trade and each
skill level within a trade at any time during the shipbuilding process. These numbers are applied to various tasks
as appropriate during simulation runs. Unless
the user has entered new data, the model is always ready to run using the
default data. Default data values aid
model development because the user can always check the impact of any data
entries during model development.
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Productivity
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Unlike many other planning tools, the
program incorporates a variable productivity function. Productivity is a function of an expected
baseline productivity that is modified by such factors as learning,
overmanning, skill mix, overtime and work sequence. The application generates these factors internally during
simulation in response to changing shipyard conditions. For example, if a delay
results in a period of overtime work, productivity for the overtime hours may
be less than productivity depicted in the normal baseline.
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Alternatively, if a task is late,
overmanning may be necessary in order to regain schedule. The result of manning a task beyond the most
efficient level is a reduction of productivity. It will take more actual manhours than planned to accomplish the
work.
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The software, uniquely, provides
managers with the ability to assign the actual number of people to a job in
order to accomplish it within the scheduled period of time as productivity per
person decreases. Lower productivity
values can also be assigned to work accomplished on second and third shifts,
weekends or overtime.
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Schedule Pressure
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Another unique feature of this
application is the ability to automatically calculate the need to assign more
than the desired number of people to a task if, during a 'what-if?' simulation,
a task falls behind the baseline schedule date for that task. 'Schedule pressure' is a non-dimensional
multiplier applied to the desired number of people for a task (as established
for the task in the ship construction submodel) to increase the number of
people, or the amount of overtime needed to accomplish the task on
schedule. If the number of people
assigned exceeds the maximum number of people that can be efficiently applied
to a task, then the productivity loss function will come into play. The program will then calculate how many
budgeted manhours of work will be accomplished each day for the actual manhours
expended.
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Task Matching
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During simulation, the
computer regularly recalculates task needs and priorities. Task needs and resource availability are
updated for every hour of every day until the construction process is
completed. Task priority, a function of
sequence, critical path and schedule pressure, determines access to
resources. Tasks may only be
accomplished at open work stations that specialize in the type of work
requested. A blasting and painting
task, for example, could only be accomplished at a blast and paint station. Some welding, assembly and equipment
installation tasks, however, may be accomplished at a number of different work
stations.
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When a resource match is
made, the task begins. While the task
work is being performed, the resources utilized by the task are not available
to any other task. In some cases,
however, tasks with very high priorities may interrupt work in progress on
non-critical tasks to gain quicker access to resources.
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The multiple
calculations for task matching and work accomplishment happen very
quickly. In a matter of minutes, all of
the thousands of tasks required to build a ship can be simulated.
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Operation
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During simulation, the
model continually updates its internal schedules, computing new critical paths
and tracking progress on all tasks and work packages. Output views of both Gantt charts and manning curves, are always
available to the user.
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Once a preferred baseline plan has
been determined, the model may then be used to quantify the impact of design
changes and delays on schedule and manning. By altering task definitions and work package sequences, changes can be
simulated and compared to the baseline plan. Similarly, introducing delays by holding up various tasks will cause the
model to seek "work around" solutions, causing out-of-sequence activities
and even creating future rework requirements. Comparison of results to a baseline will show the difference in time and
labor between two alternative scenarios.
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When unexpected changes do occur
during ship construction, planners often find it difficult to quickly replan
activities and alter work sequences. The program offers a rapid method for replanning the entire production
process or only a selected portion of the process. Replanning can be performed as often as desired and only requires
that the change be identified in the model by appropriate changes to tasks and
work packages.
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Whenever
a change or a delay causes the simulation to deviate from the planned baseline,
tasks that are delayed begin to generate schedule pressure. As schedule pressure rises, it can trigger a
variety of management actions. (These
actions are dependent upon user-controlled settings.) For example, schedule pressure may translate into overmanning due
to shifting labor among work stations. Alternatively, schedule pressure can be ignored in order to forecast
what would happen without management intervention.
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Outlook
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The software provides program managers with the ability to successfully develop a
strategic plan by integrating and managing the multitude of functions that are
key to the construction process. The
results achieved and the output available from simulation runs include:
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- schedules for all tasks and for all interim products;
- overall ship schedule;
- labor manning (by shift and by trade);
- labor hours for all tasks, work packages, blocks; and
- total labor hours for the ship.
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Thus the program will automatically
transform a list of task manhour budgets and a list of yard resources into a
schedule and manning forecast. Furthermore, the program will do it over and over again, in just minutes,
helping planners discover the optimal task layout and the most efficient
allocation of shipyard resources.
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APPLICATIONS
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To demonstrate the application of
WorkFlow to a realistic shipbuilding
situation, the construction of eight blocks in one zone of a ship was
modeled. All stages of construction and
manning estimates for each of the eight blocks were developed from historical
data. Several different scenarios of
the construction process were then evaluated, to demonstrate how the type of
information generated by the program can assist design engineers and managers
in the shipyard.
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The eight blocks and their
dependencies make up the center hull section of a cargo vessel. Blocks 1 and 5 are adjoining Starboard Side
Blocks; 2 and 6 are Port Side Blocks. Blocks
3 and 4 are starboard and port deck blocks, respectively, inboard of 1 and 2,
and 7 and 8 are inboard of 5 and 6.
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Using the capabilities within the
program, the blocks and the connecting arrows depicting sequence dependencies,
were quickly developed (Figure 2). Similarly, the dependencies of the various
work packages that create each interim product were identified and drawn
(Figure 5) as were the tasks within each work package. After creating the logic diagrams, the details
of each task were added, including total manhours budgeted for the task as well
as labor resource requirements.
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Figure 5: Work Package Layout
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Next, the dependencies among tasks
were defined (Figure 6). The prior
tasks can be those within the same work package or any task in another prior
work package. This is another important
area in which this software differs from most conventional scheduling
programs. Instead of using lag as a
specific duration in days or weeks, lag is entered as a percentage of the
preceding task's duration (since the preceding task duration is yet to be
determined by the simulation run). The
default relationship is 'finish to start' with no predefined lag.
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Two model applications are presented:
one with manpower constraints and one with an alternative construction
sequence.
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Scenario One - Manning Constraints
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In the first scenario, several
different manning constraint policies were simulated to define the impact that
the constraints would have upon the overall time and manhour expenditures for
completing the work.
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Figure 6: Defining Task Precedence
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Figure 7 is a graphical display of
three alternative situations. The
baseline plot shows the planned cumulative manning curve for the project. The second curve shows the effect of a lack
of personnel available at the start of the program. The total manhours remain the same, but the schedule is
delayed. The third curve shows the
effect of applying additional manhours, but at a lower productivity (due to
overmanning) to complete the job on time.
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Figure 7: Manning Constraints
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The baseline plot (depicted by the
blue line) displays the total number of planned manhours over the length of the
project; approximately 340 days. The
green line displays an increase in the number of planned project days resulting
from a decrease in available labor. The
red line curve describes an even greater increase in planned project days
caused by overmanning with an associated lower productivity level.
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The scenario in Figure 7, demonstrates
the schedule and manning impacts of delay and disruption resulting from any
interruption of the work process. The
unique capability of the program is best demonstrated by this type of scenario
because the loss of productivity due to overmanning work packages or work tasks
is taken into account in the simulation. The resultant additional cost in total manhours and/or the resultant
additional time delay due to manpower limitations can be described in tabular
format, graphical format and Gantt charts.
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Scenario Two - Construction Sequence Alterations
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In the second scenario, a different
block erection sequence simulation was compared to the baseline block erection
sequence. The two simulations were
compared to determine whether there were advantages from a manning or schedule
duration standpoint for different construction approaches.
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Figure 8: Comparison of Construction Sequences
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In Figure 8 the blue line again
displays the baseline plot simulated in the first scenario. The curve depicted by the red line in this
scenario, describes a change in the block construction sequence. In the baseline simulation the blocks were
constructed simultaneously. For
example, blocks one, three, five and seven were simulated as one construction
process and blocks two, four, six and eight as one process (Figure 2). In the second simulation, the blocks were
developed sequentially with one followed by two, two by three, until all eight
blocks were constructed. The red line
curve indicates an increase in the number of project days required to complete
the alternative construction erection sequence.
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Results
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The result of applying the simulation
model to quantify real and potential delays and to identify alternative
management actions to ameliorate those delays has the potential to save shipbuilders
millions of dollars. Use of the
software can produce a measurable reduction in both schedule and design change
costs.
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It should be clear from the model
description, that this application can be used to explore not only real changes
and events but also 'what-if?' assumptions. By defining a series of 'what-if?' scenarios, a model
user can compare the relative impact of many different variables on system
behavior. For example, alternative ship
designs, task sequences, shipyard resources, problem areas and management
responses can all be tested in a search for the best solution. Quantifying alternative 'what-if?'
scenarios also provides a very effective risk analysis tool. The model structure captures the complex set
of feedback interrelationships that drive dynamic behavior. Thus the model can quantify manhour cost and
schedule tradeoffs, track changes in productivity due to internal and external
conditions, and replicate the disruption caused by delays and changes to the
work.
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Benefits
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The WorkFlow model introduces a new
generation of management and planning tools that can be used to complement or
supplant current CPM (Critical Path Method) and PERT methods. The model runs on a PC (Personal computer)
and has the power to track an extensive number of variables. This power translates directly into a more
realistic representation of the shipbuilding process and therefore a more
useful management tool. The software
offers shipyards throughout the country the potential to gain a competitive edge
in managing complex projects.
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Use of the program will assist design engineers and shipyard planners in three important ways by increasing planning flexibility, control over work sequence, and confidence in the plan.
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- Greater flexibility allows planners and managers to plan early, often and more effectively. Users can evolve plans that best address anticipated ship and yard conditions and quickly and efficiently replan whenever necessary.
- Providing planners with greater control over work sequence, task activities and resource allocation, ensures that the most important work gets done first and that manhour cost and schedule tradeoffs are clearly assessed.
- Use of the software provides planners with greater assurance that the plans are correct, that manhour cost and schedule can be safely predicted and that risks are reduced to a minimum.
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