OPMT Chapt. 6 & 18

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Author:
only1ssbrown
ID:
131579
Filename:
OPMT Chapt. 6 & 18
Updated:
2012-04-30 01:46:55
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OPMT
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OPMT Chapt. 6 & 18
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  1. job shop
    operates on a relatively small scale (low volume); high variety & flexibility; uses general purpose equipment; high skills needed; able to handle a wide variety of work; high cost per unit; complex planning and scheduling; customized goods or services; ex. emergency rooms, repair shops, veterinarian's offices
  2. batch (chunks)
    moderate volume of semi-standardized goods or services and can handle moderate variety & flexibility (easy to add or change); general purpose equipment used; moderate skill levels required; moderate cost per unit & moderate scheduling complexity ex. bakeries, movie theaters, and airplanes
  3. repetitve/assembly
    high volume of standardized goods or services; slight or low flexibility; special purpose equipment used; low skill levels required; low unit cost; high cost of downtime; mass customization is an option; ex. systems to make automobiles, tv sets, pencils, and computers; automatic carwashes & cafeteria lines
  4. continuous
    very high volume of highly standardized goods or services; no need for flexibility because no variety; low to high skill levels required; special purpose equipment used; very efficient; costly to change; very high cost of downtime or to shutdown ex. systems to make petroleum products, steel, sugar; supplying electricity to homes & businesses
  5. project
    a nonrepetitive set of activities directed toward a unique goal within a limited time frame; varied equipment used; low to high flexibility & skill levels required; very high cost per unit; complex scheduling (subject to change) ex. putting on a play, making a movie, publishing a book
  6. product layouts
    uses highly standardized, repetitive processing operations to achieve smooth, rapid, high-volume flow; for large volumes; standardized tasks, based on product's characteristics, has to be shutdown to switch/make changes= inflexible, unhappy workers= little opportunity for advancement, morale problems, repetitive stress injuries
  7. production or assembly lines
    standardized layouts arranged according to a fixed sequence of tasks; used in product layouts; ex. cafeteria line, fast food restaurants, and car washes
  8. process layout
    designed to process items or provide services that involve a variety of processing requirements; frequent adjustment to equipment; depeartments or groupings based on similar activities performed; low volume & high unit costs
  9. fixed-position layouts
    the product or project being worked on remains stationary and the workers, materials, and equipment are moved as needed; use for shipbuilding, space mission rockets, & drilling for oil; timing of material & equipment deliveries are a focus to not clog up the work site; diverse activities carried out & wide range of skills required
  10. cellular production
    layout in which workstations are grouped into a cell that can process items that have similar processing requirements (part families); cells= miniature versions of product layouts; parts follow same route, but may skip operations if not needed; there are multiple paths for parts
  11. line balancing
    the process of assigning tasks to workstations so that the workstations have equal time requirements; minimizes idle time & results in high utilization of labor & equipment; to avoid fairness issues that arise when 1 workstation must work harder than another
  12. cycle time
    the maximum time allowed at each workstation to complete its set of tasks on a unit before the work moves on

    • operating time per day
    • desired output rate
  13. output rate
    • operating time per day
    • cycle time (use min.)
  14. finite source
    the number of potential customers is limited; ex. an operator may be responsible for loading and unloading a bank of 4 machines, the potential number of machines that might need loading and unloading at any one time can't exceed 4
  15. channel
    a server in a service system; it's generally assumed that each server can handle one customer at a time

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