Mini-project, suitable for a 1-2 week and can be
done on a spreadsheet. You will find data from a 3rd-party, full-pallet, transshipment
warehouse for which you must design both floor and rack storage.
Design of a forward-pick area for small parts
Mini-projects, suitable for 1-2 week
assignments. You will find data sets from real warehouses. Design a fast-pick area
for a small-parts warehouse and for a pick-from-pallet tire distributor. You can write
your own spreadsheet model to do these projects or use some of the
software tools provided.
Order-picking by bucket brigades (flow)
Read about the ideas from a practitioner’s point of view here.
This includes explanations of how it works, a graphical simulation, case studies,
frequently-asked questions, and pointers to other resources.
Recommended: A class exercise that allows you to illustrate
and compare alternative ways of organizing order-pickers.
A software tool to visualize and optimize
pick-paths. Also supports experimentation with evaluation of batching strategies.
The Mumbai (Bombay) dabbawalla delivery system (also known as “tiffinwallah”), in which 5000 semi-literate workers transport almost 2 million lunches in a 3-hour period every day, through 25-km of public transportation with multiple transfer points, all at six-sigma level of quality. Apparently there is no centralized control and no IT support. This has been described by Forbes, the New York Times, and the BBC.
Video of a small error in driving a forklift that has large and immediate effects. Amazingly, the driver survived (2.1M, wmv format). In a similar accident the driver was buried under $150 000 worth of cognac and vodka. Fortunately, he was not seriously injured. Here is another view (8.3MB, wmv format).
A satire from The Onion on a(n imagined) warehousing video game that is so boring it is safe for children:
“Electronic-entertainment giant Take-Two Interactive, parent company of Grand Theft Auto series creator Rockstar Games, released Stacker Tuesday, a first-person vertical-crate-arranger guaranteed not to influence young people's behavior in any way.”
‘With Stacker, the player interacts with an environment full of boxes—lightweight, uniformly brown boxes with rounded corners—and uses diligence and repetitive hard work to complete his mission,’ said Doug Benzies, Stacker's chief developer. ‘We're confident that the new “reluctantly interactive” content engine we designed will prevent any excitement or emotional involvement, inappropriate or otherwise, on the part of the player.’