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KEYWORDS Abstract. Design process, due to its information- and innovation-intensive nature,
Gamication; is highly susceptible to change and thus, waste. This attracted the attention of lean
Last Planner® design/construction professionals in the past few years. However, limited, if any, researches
System; have addressed this issue from the human behavior perspective. This research proposes
Design value stream; a method that exploits the potential of the Last Planner® System (LPS) in design
Design management; management. The main contribution of this paper is improving the applicability of the LPS
Pay for performance; to design processes by incorporating a gamied pay-for-performance system into the normal
Variability practice of the LPS. It encourages motivating design engineers by granting them single-
management. point, autonomous responsibility to perform their tasks. To this end, the proposed method
shifts the focus of design managers away from predicting the work
ow and chronologies
of design tasks to motivate design engineers to eliminate non-value-adding works/time.
To bolster the concept and examine the method, it was put into practice by construction
design teams. Findings corroborate the eciency of the method in eliminating the non-
value-adding works from design processes. The ndings are of practical value to consulting
rms, especially design team managers who seek to maximize innovation, competency, and
quality outcome.
© 2019 Sharif University of Technology. All rights reserved.
gests organizing complex schedules as matrix rows LPS, applied it to a design case study, and reported
and columns, then oers signals to easily identify the positive ndings. Rosas [18] integrated the DSM and
deciencies of schedule. For instance, if there is a LPS into building design in order to reduce the rate of
mark over the diagonal of the matrix, it indicates uncertainties.
that a task gives input to an earlier task. This may Despite the increasing commentary on its merits
be due to poor ordering of tasks, or it re
ects an and shortcomings, little work has surveyed the LPS
iteration (circuit) in the logic of the process. Some from human behavior perspective. A barrier to an
researchers suggested using time buers to increase the acceptable eectiveness of implementing lean methods
exibility of schedule [7]. A time buer is the dierence lies in the fact that behaviorism is deeply ingrained
between estimated/planned duration and the minimum in such practices [19]. In fact, to achieve success,
duration the task should take based on optimum or the participative approaches in construction (e.g., LPS,
baseline productivity. Goldratt [8] developed critical Collaborative Design Management, and Integrated De-
chain method based on buering concept. He suggested sign Management) are inevitable to consider the eects
removing all buers within activities and placing them of human behavior [20,21].
at the end and allowing activity delays to be absorbed
by the pooled buer. 1.3. Common behavioral issues
The second strategy aims at minimizing the waste Among the roots of behavioral issues causing waste
of work
ow. In this context, the Last Planner® addressed in the literature, this research focuses on
System (LPS) [9] has signicantly contributed to the two major ones: over-estimation and under-estimation
lean construction literature [10]. The LPS improves (Figure 1).
work
ow by creating pull
ow of resources and eases
bottlenecks by ltering out work packages that are 1.3.1. Overestimation: Waste of time
not ready for execution [9]. In the short-term plan, When a more-than-needed time is assigned to a task,
commitments are made in weekly meetings, from which the extra time will not show up as \free time" on
weekly work plans emerge. the individual's activity reports, but the designer will
consume all the allotted time, resulting in loss of
1.2. Current challenges in lean design productivity. This is due to the fact that individuals
management are inclined to save their vital energy rather than
Despite the reportedly successful application of the putting their best eort on work, unless they are
LPS in construction [11,12], there is a great deal of exposed to a certain amount of stress from the loss
debate on the applicability of this method to design of prot for a performed activity [22]. Parkinson's
processes. There is a fairly common agreement in Law [23] and Student Syndrome [24] explain this as:
the literature that certain characteristics of the design \work expands to ll the time available for completion"
process make it fundamentally dierent from the con- and \individuals tend to waste time and wait until
struction process, thus the same management approach activities get really urgent before they work on them."
may not work for both [13,14]. This attracted the A simple approach to allotting less time may not
attention of design management academics and practi- work as there are often small reasons relating to
tioners to modify the LPS, making it more adaptable to clarications/coordination that provide the \reason" to
design processes [11,15,16]. Fundli and Drevland [17] a design engineer for taking more time for completing
incorporated collaborative design management into a task [25].
Figure 1. Obstacles to the
ow of tasks: (a) Propositions of the Last Planner® System to eliminate the obstacles and (b)
behavioral barriers in highly variable conditions.
M. Khanzadi et al./Scientia Iranica, Special Issue on: Socio-Cognitive Engineering 26 (2019) 15{25 17
1.3.2. Underestimation: Cutting corners, erroneous work plans. The master plan produces the initial
outcome, and rework project budget and schedule, and provides a coordi-
On the other hand, at the task level, the studies by nating map that \pushes" completions and deliveries
Buehler et al. [26] and Roy et al. [27] support the fact onto the project. The phase schedule produces more
that when individuals underestimate the time needed detailed and manageable plans with higher complexity
to do a job, soon they run out of time, the project level. The look-ahead planning focuses on controlling
runs late, and management makes their team work the
ow of work through the production system by
faster [28]. In this situation, what we SHOULD do is detailing and adjusting budgets and schedules to \pull"
much greater than what we CAN do, and managers resources into play. Weekly work plan determines the
tend to cut corners, which is by not checking one's activities and scheduled work that will be done on-site
work to the degree of details necessary to nd most according to the status of resources and prerequisites.
of the error. This approach increases the probability Despite the reportedly success of the LPS in
of errors occurring, decreases the chance of detecting reducing the waste in construction work
ow [31], lit-
errors, increases the number of work defects through tle research, if any, has addressed the subject from
the selective use of information, and does not easily the socio-cognitive perspective, i.e., the connection
discover the associated quality problems until late in between the operational elements (planning/managing
a project, resulting in reworks, quality deviations, and tasks/resources and utilizing control functions) and the
productivity losses [29,30]. behavioral/social elements. The socio-cognitive issue
comes to the fore in design work
ow due to the higher
2. Proposed method: Gamied Last Planner complexity and unique characteristics of design process
Pay-for-Performance (GL3P) that make it fundamentally dierent from the building
process [15]. Hamzeh et al. [16] highlight the following
Elaborating on the behavioral barriers and drivers, factors that make design more complex and distinct
this research argues that in uncertain environments from building:
(e.g., design processes), activities would be vulnerable
to over-/under-estimation, leading to behavioral issues Greater uncertainty, thus lower predictability of
such as Parkinson's law, student syndrome, erroneous future tasks;
outcome under schedule pressure, and role ambiguities, The impact of increasing execution speed of design
especially in the case of complex, time-bound deliver- tasks on removing constraints and making tasks
ables. To address these issues, this paper proposes a ready for execution;
gamied pay-for-performance system with three main Interdependencies between design tasks, which in-
propositions: crease the level of complexity;
1. Incorporated LPS to manage work
ow variabilities; In design, more work is done by individual special-
ists than in construction. Therefore, the ability to
2. Applied game mechanics in order to encourage assess capacity when responding to requests requires
design engineers to keep away from Parkinson's Law individual work plans at the commitment level.
and Student Syndrome; and They conclude that (1) the level of interdependence
3. Integrated pay-for-performance concept with game in design is much higher than that in construc-
mechanics to bring more reality into the game. tion; (2) design tasks are subject to higher level
of complexity than building tasks are, due to the
A piece of software was developed based on these higher interdependencies; and (3) the consequences
propositions to automate and better manage the im- of human behavior are more signicant in design
plementation process. than in construction.
This research is a part of a larger study conducted
by the same research team on behavioral issues in This paper takes advantages of game mechanics
participative construction processes. The aim is to applied to the LPS in order to facilitate design man-
develop a comprehensive framework to manage the agement from the behavioral perspective.
human behavior embodying lean principles.
2.2. Gamication and game mechanics
2.1. Last Planner® basics Gamication is commonly dened as the use of game
The major contribution of the LPS to the lean con- elements in non-game contexts [32]. Game, in classic
struction is to minimize the waste in work
ow by trans- context, is \a rule-based formal system with a variable
forming what SHOULD be done into what CAN be and quantiable outcome, where dierent outcomes are
done, forming an inventory of ready works [9]. It acts assigned dierent values, the player exerts eort in or-
on the following four project planning levels: master der to in
uence the outcome, the player feels attached
plan, phase schedule, look-ahead planning, and weekly to the outcome, and the consequences of the activity
18 M. Khanzadi et al./Scientia Iranica, Special Issue on: Socio-Cognitive Engineering 26 (2019) 15{25
are optional and negotiable" [33]. The conceptual aim on which a scoreboard is created (Figure 2). Team
of gamication is to make activities enjoyable by adding members are able to monitor their position in the
inherently enjoyable game elements. For this, game board. This motivates them to adjust their position by
mechanics can be layered on top of serious works and working harder and taking corrective actions for the
drive engagement, proactivity, and loyalty [34]. next week. This is in accordance with the reinforce-
Gamication has been increasingly used as a pro- ment immediacy concept, that is, the shorter the delay
cess of enhancing services with motivational aordance between the action and the reinforcement, the more ef-
in order to invoke gameful experiences and further fective the reinforcement will be, because the contiguity
outcomes [35]. Industry professionals have taken notice or connection between the two is strengthened:
of this trend and have attempted to apply motivational n
X
potential of games to various non-gaming contexts to T Pk = Pi : (3)
foster user engagement by rewarding and directing i=1
employee attention to particular focal conducts [36,37].
The proposed method takes advantage of game The scoreboard will be taken as the basis for calculating
elements (i.e., points, levels, scoreboard), encour- variable pay, V Pk , using Eq. (4):
aging designers to avoid engaging in non-value- l
X
1
adding works/times. The point allotted to a task V P k = V P B T Pk T Pk ; k = 1; 2; :::; l;
represents the value the task contributes to the k=1 (4)
project/organization. At the end of each month, the
total points gained by a player are taken as the basis where V P B is the Variable Pay Budget (e.g., for a
for payments. This is in congruence with pay-for- division) and l is the number of employees.
performance (P4P) concept, which involves provid-
ing rewards through carefully designed compensation 3. Design and implementation
systems that base payment on the measured perfor-
mance [38]. A client-server desktop application was implemented
to examine the applicability of the proposed method in
2.3. Pay-for-performance design management.
Pay-for-performance is payments to individuals accord-
ingto their performance. In this payment system, an 3.1. Task life-cycle
individual risks not receiving (either the whole or a Each task can end with one of the three states: DONE,
part of) the payment unless the same or a higher APPROVED, or CANCELED; otherwise, it would be
level of performance is achieved by reaching the targets IN-PROGRESS. These states can be updated by the
assigned [39]. To develop a fair payment system, an assignee or by the manager in weekly meetings. As-
elaborate performance metric is needed. signees do not receive points unless they shift the status
to DONE and then APPROVED. The unaccomplished
2.3.1. Performance metric tasks (i.e., IN-PROGRESS) are questioned for reasons
The main driver in ruling performance is the rate the and the possible obstacles are discussed in the meetings
task exceeds its due date. To put emphasis on this, the like a brain-storming session. To address the obstacles,
delayed tasks are penalized as shown in Eq. (1): new tasks may emerge from the brain-storming; the
tasks are then rened, prioritized, and fed into the life-
DOi DUi cycle. If a task is determined as not doable, it will be
P Fi = min 1; max 0; P P Fj ;
DUi DAi CANCELED. Figure 3 shows the task life-cycle during
a meeting.
i = 1; 2; ; n; j = 1; 2; ; m; (1)
3.2. Notication system
where P Fi is the penalty factor for task i; P P Fj is the Notifying parties in a timely, sustainable manner was
penalty factor for project j ; DOi , DUi , and DAi are a focus in designing and implementing the program.
the dates when the task i has been assigned, has been In this sense, an elaborate notication service was
done, and should have been done, respectively; n is deemed crucial. PostgreSQL [40], for its asynchronous
the number of tasks; and m is the number of projects. LISTEN/NOTIFY feature, was favored for this pur-
The point assigned to task i, Pi , is then modied using pose. The messaging mechanism is used along with
Eq. (2): triggers to issue notications to other clients. In this
mechanism (Figure 4), all clients listen for updates
Pi = Pi (1 P Fi ): (2) from the projects they are a member of. Once a
task is updated, a message is broadcasted to the other
At the end of each month, the total point gained by parties of the same project, displaying a popup window
employee k, T Pk , is calculated using Eq. (3), based (Figure 5).
M. Khanzadi et al./Scientia Iranica, Special Issue on: Socio-Cognitive Engineering 26 (2019) 15{25 19
roles in dierent projects (Figure 7). The common - Supervisor: They inherit all the authorities from
roles and permissions that are supported by the soft- the coordinators, plus they can approve the tasks
ware are listed in (but not limited to) Table 1 and accomplished by the assignees;
Figure 7. - Leader: Project leaders have all the authorities they
need to manage the project. They can add/remove
- Doer: Doers are those who perform the tasks. They members to/from the project, and grant them the
can create tasks for themselves, but are not allowed necessary permissions. They can also edit/remove
to assign tasks to the other parties. They can also the others' tasks.
comment and attach les to the assignments;
It should be noted that these roles are not rigid and
- Coordinator: Coordinators have doers' authorities, unchangeable. For instance, the project leader can
plus they can assign tasks to the other members; delegate some roles to the supervisor. On the other
M. Khanzadi et al./Scientia Iranica, Special Issue on: Socio-Cognitive Engineering 26 (2019) 15{25 21
Table 1. Original role authorities in GL3P. had Bachelor's degree. 17% of the participants had
Leader Supervisor Coordinator Doer more than 10, 67% between 5 and 10, and the rest less
Add than 5 years of experience. The process entailed the
following two stages:
Assign
Attach Stage 1: Before gamication
Comment At the rst stage, the authors studied and gathered
Approve data from the current task accomplishment process.
To do so, the team members were given task sheets
Rate to document what they did on a daily basis. The
Lead manager was then asked to assign points to the tasks he
recognized as accomplished properly. The points were
hand, the project members are not limited to only judged based on the reasonable time needed for doing
one organization. It is possible to have participants the task.
from the other organizations and individuals (e.g., Stage 2: After gamication
contractors, owner, shareholders, stakeholders, etc.). The objective of this stage was to examine the impact
of the proposed method on increasing the rate of VA. At
4. Case study this stage, meetings were conducted on a weekly basis.
In the meetings, the tasks were evaluated, passing the
The proposed method was examined and validated by evaluation process, and weekly work plans emerged for
design teams in 17 civil engineering projects, espe- the upcoming week.
cially marine structures and oshore engineering, for
a period of approximately four months. Among the 4.1. Results and discussion
participants, 33% were older than 35 years old, 50% The value-added time (i.e., the sum of points as-
were between 30 and 35, and the rest were younger signed to the approved activities) was measured and
than 30. In terms of academic qualications, 33% of compared with the total presence time as shown in
the participants had Master's degree or above and 67% Figure 8.
22 M. Khanzadi et al./Scientia Iranica, Special Issue on: Socio-Cognitive Engineering 26 (2019) 15{25
Figure 8. Comparing the Value-Adding (VA) times and total presence times between Stage 1 and Stage 2.
It should be emphasized that contrary to task Hypothesis: Utilizing GL3P in design management
durations, a point, once assigned to a task, cannot makes no signicant dierence between the rate of VA
be mutated by elongating/shortening the time spent. in Stage 1 and that in Stage 2.
This minimizes the negative impacts of under-/over-
estimations. The GL3P encourages the assignees The results of statistical analysis (p- and t-value)
to accomplish the tasks at the minimum duration, are given in Table 2, from which a signicant decrease
then proceed to the next in the list. This provides (46%) in the rate of non-value-adding time can be
team members with the opportunity to shift up their concluded. The p < 0:05 is the evidence for rejecting
position on the board, achieving more satisfying pay- the null hypothesis.
ments.
Using Figure 8, the rate of VA time can be drawn 5. Conclusions
as shown in Figure 9.
To ensure a statistically rigorous comparison be- Focusing on behavioral barriers bring about waste in
tween Stage 1 and Stage 2, paired two-sample t-tests design processes. This research aimed at contributing
were conducted at the condence level of 95% ( = a step forward in eliminating waste from the design
0:05). Doing so, the following null hypothesis was processes using a gamied system, GL3P, oering the
tested: following propositions:
M. Khanzadi et al./Scientia Iranica, Special Issue on: Socio-Cognitive Engineering 26 (2019) 15{25 23
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