Kanban Pizza Game
Kanban Pizza Game
Kanban Pizza Game
The Kanban Pizza Game from agile42 you can find out what Kanban feels like
It’s difficult to teach the principles of Lean and Agile simply by lecturing. People have to experience the
principles by themselves to get a feeling for how it all works. By playing a game, you can gain experience
without messing up your daily work or getting engrossed in the technical details. This is why we use games
and simulations extensively in our trainings. If we can find no suitable game we’ll create one... like the
Kanban Pizza Game!
While other Kanban games are usually focusing only on the mechanics of the board and on the flow in a pre-
defined Kanban system, our Kanban Pizza Game teaches you how to get from an existing process to a
Kanban system, how to visualize it and start modifying it.
The game has been designed for a half-day workshop. It takes at least one hour at the bare minimum, if you
rush through the principles and practices and don't wrap up much at the end. Two hours is enough to cover
the theory adequately and allow for reflecting and summarizing.
Learning Objectives
What are the goals of the game from a training perspective? We want participants to:
Experience how a Kanban system emerges from an existing process, as it does in the real world
Experience a whole Kanban system, as opposed to focusing only on the Kanban board and related
mechanics
Understand that boards are context-dependent: for any given process there are many different board
designs that are adequate and useful, but the perfect board doesn't necessarily exist
Understand the effects of limiting your Work in Progress
Experience self-organization and adaptation
Have fun!
Each team gets paper of different colors, scissors and other materials (the full list of materials is at the bottom
of this page). They will cut, shape and tape these together to form pizza slices according to the given recipe.
Preparations
The slideset follows the game from the beginning to the end
Make sure you have adequate materials! See the list at the end of this page
There should be at least four persons per team
The game can be played with one team, but is more fun with more teams and a little healthy
competition
(OPTIONAL) If there's an uneven number of people, consider asking somebody to act as an observer,
perform quality assurance and measure lead time
Kanban always starts where you are, from an existing process. At the start of the game we let the teams to get
to grips with the paper pieces and constraints by building as many pizza slices (Hawaiian) as possible.
Present a ready-made slice of Hawaiian pizza to the teams and explain what goes into the pizza: a slice of pizza
base (paper triangle), tomato sauce (red marker), three slices of ham (pink Post-Its) and three slices of
pineapple (yellow Post-Its). The tomato sauce covers the pizza bottom nicely and the toppings are carefully cut
and distributed evenly across the pizza. Yum!
Show the oven plate and explain how it works. There can be a maximum of three pizza slices in the oven at
one time. Cooking time is at least 30 seconds. No adding or removing of slices while baking!
Then ask the teams to produce as many pizzas as they can while trying to avoid waste i.e. raw materials
prepared but not used. When you decide that time’s up (after 5-7 minutes or so) clap your hands and tell
them to stop.
2. Introduce Kanban
At the end of the initial round, introduce Kanban and the core practices of Kanban:
Ask the teams to visualize the workflow and make the process explicit by introducing storage for production
materials (pizza bottoms, slices of ham etc.) directly on the table. Don't try to optimize the workflow now, just
document it as it emerged during the first round. The teams can use the materials at hand, e.g. painter's tape
(masking tape), post-its, paper and so on.
Ask the teams to limit their work in progress. Did they have materials piling up and becoming waste at the end
of the round? What would be a sensible WIP limit for that step and for the other steps?
How about the pizza quality? Did the teams cut corners (perhaps literally)? Pizza bottoms should be the same
size and well covered with tomato sauce, and the toppings should be nicely cut and distributed evenly. Ask
each team to bring forward their best pizza(s). Then ask the room to choose the most beautiful specimen. This
will become the Reference Pizza and should be put in a prominent and visible place.
Before the next round, ask the teams to throw away the half-baked and delivered pizzas, but keep the unused
raw materials for the next round.
Now run a new one round with your newly established Kanban system. Again, don’t give any indications of
when the round will end, just end it when you feel like it's a good moment in time (after 5-7 minutes). At the
end of the round run a debrief and count the points.
Make the game a bit more complex by introducing the new Pizza Rucola recipe and the concept of customer
orders.
Pizza Rucola contains only tomato sauce and seven pieces of rocket salad (green Post-Its). There's no
ham and no pineapple. Unfortunately rocket salad burns easily and must therefore be added after the
pizza has been taken out from the oven.
Orders can contain several pizzas of two different kinds, and the team gets points only when the whole
order is fulfilled and delivered. Establish a central place where teams can pick up new orders and
deliver fulfilled orders. Teams can pull several orders at once, but not so many that it affects other
teams.
When you have presented the extensions to the game and answered any questions the teams may have, allow
the teams five minutes to discuss and extend their system to account for Pizza Rucola and the orders.
Allow the teams some minutes to discuss and improve their system. Tell them to play around with the
workflow and try different WIP limits.
The final step in the game is to visualize the process that is currently drawn on the tables with painter’s tape,
and create something that is closer to a real Kanban board.
Ask the teams to look back on the game, draw the flow on a flipchart or whiteboard (including WIP limits) and
make it look nice using paper materials and pizzas produced during the game.
7. Debriefing
Having the experience of the Pizza Game in fresh memory and some nice Kanban boards on display, it’s now
really easy to anchor the Kanban practices.
Note that the workflow can be represented in multiple ways. The fact that some pizzas go into the oven with
toppings and some without can be described using tags, swimlanes, non-linear workflows, directed networks,
cadences (alternating between hawaii and rucola in the oven) or a number of other methods.
Over the course of the game, each team created a workflow that made sense in their own context of people,
resources and bottlenecks. While it is likely that other teams could pick up a board and make it their own, it
doesn't mean that any one of the boards is necessarily "more right" than the others.
Limit WIP
Throughout the game, the built-in bottlenecks caused queues to pile up. This is intentional. During the game
the teams introduced limits on the work in progress (WiP) to make sure that they produce the right things and
to avoid losing points for unused materials. The participants experienced that WiP limits are more than simple
limitations: they drive and change the behavior of people. People tend to interact more on the overall
production, communicate more and help each other when needed.
Manage flow
Kanban works best when work is flowing nicely through the system. Normally you would increase the flow by
measuring and minimizing the lead time. Unfortunately this takes too much time away from the facilitator,
and so in the Pizza Game we use a scoring system that is set up to penalize inventory and trigger similar flow-
optimizing behavior.
In the first rounds of the game there is a tendency to prepare small stockpiles of materials in advance. In later
rounds the team learns to keep inventory down and maintain flow by tightening the WIP limits.
Measuring the flow in the Pizza Game can be very instructive, but you will need a co-facilitator to do this.
The physical environment: Did the original table arrangement affect the initial workflow? The way the
workflow evolved?
Group dynamics: How did the different team members participate in design of the workflow?
Can we take unused raw materials and use them in the next round?
Yes, you are supposed to do exactly that. The unused slices of ham, pineapple, rocket salad and pizza bottoms
on the table will of course give you negative points at the end of each round.
Why can't we have a big stopwatch and rounds of exactly six minutes?
If the team knows how much time is left, they will start ramping down the process ahead of time, in order to
minimize waste. While minimizing waste is good, we want the teams to do it while work is still going on. In
practice, something between five and seven minutes seems to be fine.
No. If you magically "fix" a bottleneck for the team by handing them extra resources, they don't learn to
actually identify and cope with bottlenecks by themselves. Instead they learn that they can complain about
the bottleneck and have it magically removed. Oops.
Also remember that whenever you remove the worst bottleneck, another bottleneck will pop up (see
the Theory of Constraints for an explanation). It takes a bit of time before the system resettles and the new
bottleneck emerges. In the four rounds of the game, we don't really have time for more than one, perhaps
two changes of this kind.
The game is too slow, the teams need more pressure to get things done.
All teams are different and lack of visible pressure is not necessarily bad. Let the game emerge and don’t push
the teams into a fixed script. Observe what is happening and gently strengthen good behavior and suppress
unwanted behavior. That said, if you feel that the teams are not doing their best, try to create a bit more
competition between teams. You could also ask the teams to measure and improve the lead time.
Some teams are working too fast and making ugly pizzas. How should I approach that?
Make it visible, make it explicit. Point out the quality difference to all teams and ask them to agree on the
quality level. They could for example nominate a joint QA person to examine and accept pizza deliveries, or
draft a Definition of Done, or make a Standard Reference Pizza.
This team is ripping pieces of ham by hand and calling it "pizza artisane", what should I do?
Teams quickly figure out that scissors are a bottleneck, and some proceed to rip toppings by hand. When
challenged, they say that it's handmade pizza ham and thereby more desirable than factory-cut ham.
Tell them that it's made from normal ham raw materials (i.e. pink post-its) and they might get feedback from
angry customers who thought they were get artisanal ham but didn't. If all else fails, refer to the Reference
Pizza and say that you can't accept ugly pizzas.
The keyword here is Kanban, so please consider spending the time on reviewing the Kanban practices instead.
The game already contains two simple but slightly different workflows, introduced one at a time, and this is
fully sufficient to bring out all the Kanban practices. Adding more recipes doesn't improve the learning
experience; in fact some teams already struggle with the two overlapping workflows and would not cope well
with the complexity of additional pizza recipes.
Yes, measuring and plotting the lead time can be very interesting and constructive. If you want to do this, keep
a visible timer running throughout the whole game. This is your "wall clock" or "Pizzeria Mean Time (PMT)".
You can pause it between rounds, but don't reset it! Ask each team to note the PMT time stamps for accepting
and delivering orders on their order cards. They will then have to calculate the number of seconds needed for
each delivery, and calculate the average either for (a) all delivered orders or for (b) all delivered pizzas. (Hint:
it's best to convert timestamps to seconds first e.g. 2m33s is 153s. Then sum up the numbers, calculate the
average, and convert back to minutes and seconds.)
If you develop a great extension that in works well and enhances the game, we’d be delighted to hear about it
and possibly also include it in a future version. However, we’ve seen and heard of facilitators introducing
things that don't work particularly well, including:
Please remember that the Kanban Pizza Game is first and foremost a learning experience and a teaching tool.
Actually it's not even about (real) pizza, it's about (real) Kanban. Don't let the game degenerate into mindless
entertainment, a cut-throat competition or total chaos. Keep the game tight and focused on the learning
objectives in your intended way.
List of Materials
Post-Its in three colors: yellow (pineapple), pink (ham*) and green (rucola i.e. rocket salad)
Printer paper to cut pizza bottoms from (A4/Letter works fine but you can also use other sizes)
Red markers as tomato sauce
Glue or transparent tape (to make the Post-Its stick better)
Masking tape (aka. painter's tape)
Scissors (one small + one large per team)
Stopwatch
Order cards - one set per team
Oven plate - one per team
The Kanban Pizza Game slides
Rule Sheets
Kanban Overview Sheets
* In case the team doesn’t like ham on pizzas, the pink post-its can represent e.g. shrimp. :-)