標題: 應用骰子遊戲證明平衡流量優於平衡產能
Validating balance flow is better than balance capacity by dice game
作者: 林芳妤
Lin, Fang-Yu
李榮貴
彭文理
Li, Rong-Kwei
Peng, Wen-Li
管理學院工業工程與管理學程
關鍵字: TOC限制理論;平衡產能;平衡流量;Theory of Constraints (TOC);Balance Flow;Balance Capacity
公開日期: 2015
摘要: 傳統的工廠在規劃生產線時喜歡運用”平衡產能”的概念來設計生產線,以達到最大的生產產出,然而因為生產變異與相依性的存在,卻往往難以得到期望的生產產出數量。高德拉特博士提出平衡流量的觀念來設計規劃生產線。然而,此觀念在業界很難被接受。 高德拉特的學生Alex. Knight為了說明此觀念,設計了六種不同的遊戲情境的骰子遊戲。使用平衡產能的概念設計出第一~三種骰子遊戲;使用平衡流量的概念設計第四~六種骰子遊戲。循序漸進讓讀者了解平衡產能的生產線因為有生產變異與資源相互依存關係下,不管在如何努力,系統就是無法達成我們所期望的產出目標。而平衡流量的生產線是用TOC平衡流量的觀念,從找出瓶頸工作站開始,讓非瓶頸工作站有額外的保護性產能,並依瓶頸工作站的產能控管投料,則可輕易的達到期望的產出目標,來證明高德拉特博士提出平衡流量的觀念來設計規劃生產線才是正確的。
In order to achieve the maximum throughputs, traditional factory would like to use the design concept of balance capacity. However, it’s very difficult to achieve the expected throughputs because the variation of production and dependence. Dr. Goldratt proposed to use the design concept of balance flow to set up production line. However, it’s hard to accept in normal. Alex Knight who was mentored by Dr. Goldratt develop six dice games to provide the concept of balance flow is correct. First to third dice games use the design concept of balance capacity. Fourth to sixth dice games use the design concept of balance flow. In order to let readers know better, these dice games step by step to teach reader that how hard we try to improve, control and manage production line, it’s still hard to achieve the expected throughputs because the variation of production and dependence. However, it’s easy to achieve the expected throughputs in the production line which use the design concept of balance flow. Start from finding bottleneck, non-bottleneck work stations have extra protected capacity and use bottleneck output quantity as input quantity. To provide the concept of balance flow is correct method to set up production line.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT070263314
http://hdl.handle.net/11536/126892
顯示於類別:畢業論文