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SIMULATION
The
Organizational Transformation Simulation
In the real world of organizational change, it
is fair to say that every business in every industry has changed
in the past 10 years. Even McDonald's is trying to provide hamburgers
"your way." Yet many change initiatives have failed to
produce intended results.
As industrial engineers, we are challenged every
day to provide solutions to accelerating demands for competitive
advantage. Faster, cheaper, smaller, bigger, and more are the goals
that drive a continuous search for differentiation. The re-engineering
revolution of recent years has brought new meaning and purpose to
our profession.
Now, the emphasis has shifted from re-engineering
to transformation. "Transformation" implies a change in
form, not function. Transformation is therefor not a problem-solving
experience, it is a process of creating a new context of existence.
Context and Content
Transformational change demands change in both
context and content. What's the difference between the two? The
content of any business includes the legacy systems, structures,
practices, and physical configurations that dictate how processes
function. Content is the focus of re-engineering. Context, on the
other hand, comprises the deeply imbedded business models and mind sets
that drive organizations. Mass-production thinking with the regimen
of "plan, organize, and control" has been the model of
American businesses for nearly 70 years. The transformation of any
business comes face-to-face with the enormous barrier of contextual
change.
As Jane Gaboury pointed out in her October 1999
editorial "Context is Everything," workers seldom create
the context within which their work is performed. Likewise the context
in which industrial engineering takes place seldom is influenced
by industrial engineers.
As a result, engineers and workers around the
world are being challenged to change content within the old context
of mass production, trying to find combinations of systems, resources,
and people that can win the war of market share and linear economic
improvements. Simulation technology has become an unprecedented
tool in pursuit of content innovation.
Simulate contextual change
In any organizational transformation, the context
must be changed before new content can be created. Think about it
in these terms: The engineers at Aztec Boats in 1492 could not install
a 3,000-gallon water tank on a "flat-world boat." Neither
can a modern call center drive customer retention by reducing minutes
per call.
Content manipulation within the old context will
not lead to a transformation in form.
In the early 1990's, I recognized the magnitude of the mass production
context barrier. Employee empowerment became the buzzword, but there
was very little substance behind the desire. Then came teamwork,
re-engineering, partnering, and eventually innovation. All these
issues appear to be content-relation, but the real issue is context.
My trusty old industrial engineering handbook does not contain references
to "interdependent human interaction." The mass-production
business model divides jobs into discrete functions to speed up
the flow of things.
Interdependent human interaction is new content
within a new context.
Total quality management programs, rope courses,
white water rafting, and wilderness experiences can't break the contextual
strangle hold of mass-production thinking. It has become clear that
change in content can't and won't change the context. Therefore,
the only way to impact the contextual barrier is to simulate context
change.
Organizational transformation simulation
The organizational transformation simulation I
refer to is a human experience; it is not computer-based. This simulation
experience is about the transformation of both the context and the
content of the business environment. Participants are randomly assigned
jobs in two factories that manufacture a paper origami "flier."
Some participants are cutters, folder, or painters. Others are customers,
sales-people, or plant managers. The dynamics are driven by customer
demand rather than business strategy.
The simulation takes place in an eight-hour day
and contains three 30-minute manufacturing iterations. Participants
are told there are no rules, yet they willfully conform to the demands
of the manager. Cutters cut, folders fold, painters paint and salespeople
sell. In the first 30-minute iteration, the awareness of the participants
is limited by the mass production system design. No one is aware
of the strangle hold on this contextual issue.
In
the beginning, some of the factory workers express concern for the
needs of the customer, but they are reminded that the customer is
the domain of sales-people. Some participants may suggest cross
training, but they are limited by their job descriptions. People
quickly accept their condition and begin to blame others for their
own inability to perform. The customer is over-promised and significantly
under-delivered as the simulation unfolds.
The key to any simulated experience is learning.
People must learn from the experience; thus, the simulation contains
time-outs in which the entire group can understand the agony of
the painter and the plight of customers. Since everything is based
on random job assignments, people are reminded constantly that the
actual experience is not about them personally. Anyone could have
been the painter; the cutter might just have likely been the plant
manager.
The learning experience from the first iteration
is profound. Most groups conclude that sophisticated plan must
be prepared, more organization is required, and more control over
the manufacturing process is needed. This is mass-production thinking
personified!
The second iteration is an industrial engineer's
paradise. Driven by selected customer input, the two factories now
experience dramatic improvement in two-dimensional effectiveness.
Factory A is committed to serve one customer and Factory B serves
another. The other customers are ignored. Differentiation in product
- heavyweight fliers and lightweight fliers - is possible, and
paint can be eliminated in favor of colored paper or stickers.
The performance challenge now shifts from the
factories to the salespeople. Can they sell all the product that
the factories can make? The salespeople are bombarded with customer
requests that "don't fit the factory." Their challenge
is to find the customers who want what the factory can make. (If
you don't want two all-beef patties, please step aside.)
The human dynamics are almost oppressive. Folders
complain that their hands hurt. Cutters, aided by a paper cutter,
easily swamp the folders. Painting is identified as the bottleneck,
and the inevitable question is asked, "Why paint?" External
distraction of any kind leads to a sign on the door: "Employees
only beyond this point." Output of standardized fliers improves,
but customer neglect increases. "You can't be all things to
all people" justifies the lack of customer focus.
The second time-out reveals the oppressed state
of many workers. While efficiency and effectiveness have increased,
employee morale has suffered. Customer neglect is accepted as a
condition of the environment, and the economic reality is not a
cause for concern.
At this point most people are very frustrated.
The planning process didn't work, the organization process is autocratic,
and the control mechanism led to low morale. It's lunchtime and
the challenge for the third iteration is to produce 100 percent
quantity, 100 percent quality and 100 percent responsiveness while
serving all customers. This assignment appears unrealistic. The
context of mass production is still alive and well.
After lunch, the participants are told that changing
the content without changing the context will not product results.
The simulation facilitators suggest to them that the answers are
mass customization and wholeness. But at this point, these words
have no meaning to anyone.
As preparation for the third iteration begins,
something dramatic and dynamic happens. In 20 minutes, the facilitators
simultaneously change the context and the content. They suggest
that it is the business of the business - not the organization of
the organization - that must change. They facilitate a different
form of practice and suggest that the fliers don't have to fly.
The contextual shift in thinking is profound. The chaos that results
is amazing to watch. It appears that all control is lost. Customers
ignore the "Employees only" signs and invade the factories
seeking innovation. The heroic plant manager and sales roles dissolve
in the wake of high commitment and self-directed activity. The mass
production assembly lines vanish in favor of work cells. The creative
potential of the people is released, and innovative ideas flow effortlessly
to meet customer demands.
The third iteration is almost beyond comprehension.
In my 10 years of conducting the simulation, it has never failed.
All customers are served. The emotional experience is exhilarating.
With no increase in the number of people, the factories easily meet
all the demands for 100 percent quantity, quality, and responsiveness.
The key learning point is that people love to apply their creative
potential. Once the mass production context is removed, human potential
is released to serve customers.
Of
most significance, mass customization becomes the new business model
for the factories. The context change was not carefully planned
by senior leaders and forced on the people. A sense of purpose replaces
the plan, and alignment around achieving that purpose causes the
people to invent the new content required for success.
Further, and equally significant, the entire transformation
from mass production to mass customization has nothing to do with
technology.
A key point to note is that human potential must be released by
the context shift before innovative changes in content can be created.
While communication, collaboration, and customer partnerships all
improve during the third iteration, none are aided by technology.
The keys are to transform jobs to roles, blame to principle-centered
action, and the control mechanisms of the mass production business
context into aligned behavior.
Extracting experience is a critical step and must
wait until the second day of the training exercise. By the end
of the simulation, everyone is physically and emotionally exhausted.
The next morning people have the answers. Everything they have been
told about teamwork, empowerment, partnerships, and innovation now
makes sense. They can now see the contextual shift from mass production
to mass customization.
The absolute keys to the overall experience are:
- Mass
customization is a context change, not a new strategy within mass
production.
- Human
potential and creativity must be released before new content will
work.
- People
already know about this level of change. They can't do it because
the mass production business model is deeply embedded in every
organization.
- You
must transform the business of the business, not reorganize the
organization of the old business.
- The
either/or tyranny must be resolved. Mass and customization are
not mutually exclusive.
- Speculation,
polarization, and blame prevent transformation of context.
- New
content within the old context leads to incremental change.
- When
the going gets tough, the tough are helpless. The key is effortless
effectiveness of aligned behavior.
- You
cannot "solve" a new context into existence. The new
context is not a problem to solve; it is a new universe to create
within.
- A
vision for change must precede strategies for resource deployment.
What
are the interdependent desires of teamwork, empowerment, and partnerships?
What is innovation? All are natural processes when people are creating
within a new context of reality. Once people are free to see the
factory from the customer's point of view, they will choose to make
the path to the door effortless.
Simulations of new content are useful and interesting,
but the old context of mass-production thinking will prevent transformational
change from occurring.
For a free video illustrating the simulation,
please contact Tom Wentz at 614-890-2799.
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