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INTRODUCTION
This application project report uses all methodologies suggested by Agnus [1]. According to Schriber [2] customers waiting for a service are common in banks, hospitals and food outlets which are targets of ineffective systems that can be improved by simulation. Whenever customers arrive to the bank faster than they could be served, some will have to wait in line before being served. Waiting for a service is undesirable. As such management is faced with the problem of reducing waiting time. The project is aimed at using some of the techniques that can be used to study the waiting line problem.
Interviewing the managers Interviewing the customers Determining customer arrival patterns Determining service times Determining the number of identical servers Determining the way customers are served from the queue
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Associate Professor, Northern Kentucky University, Highland Heights, KY 41099 Graduate Student, Master of Technology, Northern Kentucky University, Highland Heights, KY 41099 January 28 thru 31, 2003, Tucson, Arizona ETD441-15
Brainstorming the method Basically the aim is to find the average time a car spends waiting in a line when it enters the system. Three distinct methods can be used: e.g. Actual Experimentation, Analysis and Simulation. Actual Experimentation: the stopwatch is used to determine the cars inter-arrival time, time it takes to place an order, and the time it takes to wait for the food to be served before departing with the food. Method is too expensive and time consuming. Mathematical Analysis: Using mathematical models to compute average time spent in the system. This method relies on too many assumptions, hence could be inaccurate. Simulation: Using a model that generates random arrival of cars and the duration of service. Models are simple to use and many software packages are available. After the brainstorming session the method chosen was simulation due to the availability of modern software packages like GPSS/H and its capability to answer many What if business questions by simulated responses. What if questions are the hall marks of creativity suggested by Csikszentmihalyi [3].
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Risks involved in simulated solutions: 1. 2. The results may be close approximation of the real situation hence care must be taken to use the results as a basis for making informed decisions. More time must be spent in gathering actual data sample for averages.
Alternative solutions: 1. The data could be gathered over a longer period of time. 2. Applying a very stable safety factor to the results is a must. 5. Tasks schedules and budget constraints: The project stipulates that all the tasks should be completed in sixty days. The tasks will be carried out during daytime. There are no real budget constraints in this project as the scope of the project is investigative application of simulation. 6. Documents to be prepared during the Conception Phase: 1. 2. 3. Project purpose to get management support List of tasks to get approvals Schedule of tasks to manage time.
Series Servers Customer Inter-Arrivals W waiting line place order food-prep customer leaves system
Figure 1 Single-Channel waiting line at McDonalds Figure 1 above illustrates the single-channel waiting line at McDonalds restaurant. The customer arrives at the order placement point, places the order and then move to the food service point were the food is served. The customer leaves the system after getting the food and simulation clock is decremented by one. A customer who arrives when there is someone on the service point has to wait. When more customers arrive than the servers could handle, customers wait in the line too. This is an undesirable phenomenon in fast food business in which McDonalds is operating. The following tables show the record of time that was taken at various points of the system. These points are (1) order placement point, (2) food service point and (3) total time a customer spends in the system.
Hence from above, average time to place an order = 1457/50 = about 30 seconds Since Inter-Arrival time is a poisson distribution, for simulation calculations the system advance time in ordering may be 60 10 seconds.
Customer Service point data Customer Time since last arrival (Sec) 26 267 212 Time service begins 10:55:37 10:56:03 12:11:26 12:14:58 Time service ends 10:57:07 10:57:24 12:15:10 12:17:50 Customer Service Time (Sec) 90 81 104 112 3830
1 2 49 50 Total
Average time to pick up an order = Average service time = 3830/50= 76.6 seconds Since service time is a poisson distribution, for simulation calculations the system advance time in ordering is 80+25 seconds. 1. Rules for the Study and Design Phases The study is based on 50 customers in the system. Customers are served on a first come first served order. The customer arrival rate is determined at the point the customers arrive at the ordering point. There is only a single channel-waiting line. The customers arrivals occur randomly and independently of other arrivals. Potential Solutions to envision
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Add more servers at more cost Add another order taking point Have automatic ordering language assemblers 4. Gathering and Evaluation of Information Interviewed managers about their proposals Interviewed the customers about how they feel about the waiting times (whether short or long)
5. Selection of the Best Solution Based on costs involved, there is a trade-off in the additional cost of a rapid service against waiting cost. The rapid service cost may include adding another server into the system. On the other hand cost of waiting means lost business as potential customers leave without being served. Management has a role to determine this optimum cost. Depends on whether the customers feel that they are really taking time to be served. Availability of resources.
6. Documentation Provided Project description Design Specification Design description with sketches
EXPLANATION OF THE BLOCK EXECUTIONS GENERATE Block This block creates transactions (customers) and introduces them into the model. Its operands 60,10 represent timing in which customers arrive to the system. This means that customers arrive at a rate of 60 10 seconds. SNACKTIME QUEUE This queue is the overall queue of the system. It is represented by the number of cars waiting to place and order up to the last customer just before leaving the system with the order. It is formed when the car arrives at the INTERCOM and finds it busy. SEIZE Block This block is associated with the facility. It main purpose is to request control of the facility and initiate the waiting process. When transactions arrive, they immediately try to capture the facility, when it is busy then it waits. This is all done at the SEIZE block. ADVANCE Block This is the service point. In the model there are two advance blocks represented by INTERCOM (order taking point) and the WINDOW (order pickup point). The operands in the blocks represent the time it takes to perform a service. RELEASE Block This is associated with the facility too. It ensures that transactions give up control of the facility once they have been served. TERMINATE block It is used to destroy Transactions (remove them from the model). This block represents a point were the customer has been served with the food and is now removed from the system. The operand here is 1. This means that customers leave the system one by one after being served.
ENTITY DICTIONARY (IN ASCENDING ORDER BY ENTITY NUMBER; "*" => VALUE CONFLICT.) Facilities: 1=INTERCOM Queues: 1=SNAKTIME 2=WINDOW 2=WINDOW
*** WARNING: THE FOLLOWING ENTITIES HAVE BEEN DEFINED BUT NOT EXPLICITLY REFERENCED: Blocks: NEWBLOK1 NEWBLOK2
STORAGE REQUIREMENTS (BYTES) COMPILED CODE: 348 COMPILED DATA: 40 MISCELLANEOUS: 0 ENTITIES: 428 COMMON: 10000 ----------------------TOTAL: 10816 Simulation begins. RELATIVE CLOCK: 4072.7948 ABSOLUTE CLOCK: 4072.7948 BLOCK CURRENT TOTAL 1 69 11 2 69 12 3 69 13 4 1 69 5 68 6 68 NEWBLOK1 18 68 8 50 NEWBLOK2 50 10 50 BLOCK CURRENT 50 50 50 TOTAL
Studying and Understanding the Simulation Results --AVG-UTIL-DURING-FACILITY TOTAL AVAIL UNAVL TIME TIME TIME INTERCOM 0.862 WINDOW 0.970 QUEUE ENTRIES AVERAGE CURRENT PERCENT SEIZING PREEMPTING TIME/ XACT STATUS AVAIL XACT XACT 69 50.872 AVAIL 69 50 78.987 AVAIL AVERAGE TIME/UNIT 642.492 526.107 $AVERAGE 642.492 533.959 QTABLE CURRENT NUMBER CONTENTS 19 18
MAXIMUM AVERAGE TOTAL ZERO PERCENT CONTENTS ENTRIES ENTRIES ZEROS TIME/UNIT SNAKTIME 20 10.885 69 0 WINDOW 18 8.784 68 1 1.5 RANDOM ANTITHETIC INITIAL CURRENT STREAM VARIATES POSITION POSITION 1 OFF 100000 100257
SAMPLE CHI-SQUARE COUNT UNIFORMITY 257 0.91 2976 IN USE 3104 USED (MAX)
Simulation terminated. Absolute Clock: 4072.7948 Total Block Executions: 780 Blocks / second: 780000 Microseconds / Block: 1.28
--AGV-UTIL-DURING--TOTAL TIME 2003 CIEC Conference ETD441-20 January 28 thru 31, 2003, Tucson, Arizona
AVERAGE TIME/UNIT This number represents the time taken by a car in the queue. For the SNAKETIME queue it is 10 minutes and for the WINDOW Queue it was 8 minutes $AVERAGE TIME/UNIT It represents the average duration of Queue membership, excluding cases in which cars passed through the queue in zero simulated time. For the WINDOW queue it was 9 minutes.
CONCLUSION
2003 CIEC Conference ETD441-21 January 28 thru 31, 2003, Tucson, Arizona
Simulation has presented the necessary information for management to act on. The results showed an average of 10 cars waiting to be served at any given time during lunchtime. The results also showed that each car had to wait for an average of 10 minutes. This is an undesirable feature for a fast food restaurant. An opportunity to solve the waiting time could be derived through using the facilities to full capacity. The percentage utilizations of the facilities showed that they were not utilized to full capacity. The WINDOW facility was utilized 97%. This value is unjustifiable given that there were an average of 10 cars waiting to be served. This meant 13% of the time the facility was idle while at the same time it had customers wanting to be served. The explanation to this could be that the food was not prepared when the customer arrived at the window, hence the need to wait. As such management need to make decisions to reduce waiting time based on these simulation results. Such decisions would involve increasing the number of servers. Again this has a cost element and management need to determine the optimum cost that should be incurred to deal with the waiting line problem. The other option would be to make waiting bearable. This could involve notifying the customers how much they should expect to wait in the queue. The other option also could be to train all the employees to work fast or to always give an impression that they are working fast. Simulation has managed to present the information to the management. Discussion with the management showed clear concern and they promised to act to improve the situation. Since the franchise serves the university clientele in the rush hour, the situation was taken seriously and it was promised that they will act within their resources to reduce waiting time and queue length.
ACKNOWLEDGMENT
The author is obliged to John Wiley and sons who provided him with a copy of an Introduction to Simulation by Thomas Schriber. The book contained a copy of GPSS/H rel.2.software by Wolverine Software corporation, which was used for this simulation..
REFERENCE
1. Angus Robert B. (2000), Norman A. Gundersen, Thomas P. Cullinane. Second Edition, Planning Performing, and Controlling Projects . Principles and Applications. Prentice-Hall, Inc. New Jersey. 2. Schriber, Thomas J.. (1991). An Introduction to Simulation Using GPSS/H. john Wiley, New York. 3. Csikszentmihalyi Mihaly, (1997). Creativity. Flow and the Psychology of Discovery and Invention. Harper Perennial. New York.