Aggregate Planning
Aggregate Planning
Aggregate Planning
UMSL 2
10/2/2024
Aggregate Planning Timeframe: 3-19 months out
UMSL 3
10/2/2024
The Aggregate Planning Problem
UMSL 4
10/2/2024
The Aggregate Planning Problem - Inputs
UMSL 5
10/2/2024
The Aggregate Planning Problem – Decision Variables
UMSL 6
10/2/2024
Identifying Aggregate Units
UMSL 7
10/2/2024
Identifying Aggregate Units
UMSL 8
10/2/2024
Aggregate Planning Strategies
UMSL 9
10/2/2024
Chase Strategy
UMSL 10
10/2/2024
Flexible Strategy - Skeleton Force or Cadre Strategy
UMSL 11
10/2/2024
Flexible Strategy - Skeleton Force or Cadre Strategy
UMSL 12
10/2/2024
Flexible Strategy - Skeleton Force or Cadre Strategy
UMSL 13
10/2/2024
Level Strategy - Use Inventory as a Cushion
UMSL 14
10/2/2024
Level Strategy - Use Inventory as a Cushion
UMSL 15
10/2/2024
Hybrid Strategy
The
ALMOST ALWAYS,
“ 4th “
IT IS A MIXED or
Strategy
Hybrid STRATEGY
CHARACTERIZED
BY
UMSL 16
10/2/2024
Aggregate Planning
Possible Plan
Costs
UMSL 17
10/2/2024
Aggregate Planning
Possible Data
Inputs
UMSL 18
10/2/2024
Aggregate Planning
Possible Decision
Variables
USEFUL FOR
DEVELOPING
ALTERNATIVE
PLANS
UNDER VARIOUS
STRATEGIES
UMSL 19
10/2/2024
Variability is
the Villain
UMSL 25
10/2/2024
What are some sources of
Variability in Supply Chains?
• Customer Request Arrivals
• Customer no shows, last-minute changes to scheduling
• Employees Unavailability
• Downtimes we control (setups, preventive maintenance)
• Machine failures
• Materials shortages
• Quality Problems
• Request Variety
• Technological Change
• Employee Skill Level Differential
• Task Requests Vary
• Flow Variability (variability from a upstream process impacts
downstream).
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Variability is the Villain!
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Capacity planning decisions
• Rule of Thumb: 80% utilization when making
equipment/labor capacity planning decisions
Why?
• The nonlinear relationship between utilization and expected waiting times/WIP
• At 80% utilization, this typically balances need for high resource utilization with
reasonable WIP.
• This is a rule of thumb, and influenced by level of variability in the system (lower
variability – can have higher resource utilizations, higher variability in the system,
requires lower than 80% utilization).
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Cycle Time vs. Utilization
24
22
20
18
16
12
High
10
Variability
8
6
Low
4 Variability
Capacity
2
0
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 1.1 1.2
Release Rate (entities/hr)
Utilization Law: If a station increases utilization without making any other change,
average number waiting and cycle time will increase in a highly nonlinear fashion
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The Curse of Utilization & Variability
• 100% utilization may sound good from the
standpoint of resources being used to the maximum
potential, but this leads to poor service quality or
performance.
• Average cycle time [time in the system] will
skyrocket as resource utilization gets close to 100%.
– This is due to variability in the system.
– Only constant process times (no variability) can operate at
100% utilization.
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We have to buffer with variability using
inventory, capacity, time or money.
•Reduced variability leads to reduced buffers.
•Goal should be to reduce variability.
•If you do not pay to reduce variability, you will pay in one or
more of the following ways:
–Lost throughput
–Wasted capacity
–Inflated Cycle Times
–Larger Waiting Line levels
–Long Lead times and/or poor customer service
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As Variability in Service Times Increases,
Waiting Times Increase
Figure 3. The expected waiting time in the queue increases with variability (data are
for an independent system with one server, and numbers on the curves denote the
variability factor).
http://archive.ite.journal.informs.org/Vol5No2/CattaniSchmidt/
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The Curse of Variability
• As variability increases, then buffers increase as well
– E.g., line congestion and wait times increase
– E.g., extra capacity is needed.
• When you remove variance from service times, then
buffers decrease as well .
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Which is more disruptive?
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Relevant Costs
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Budgets
• Operations managers are generally required to submit annual
budget requests.
– Sometimes quarterly.
• Aggregate plan is key to the success of the budgeting process.
– Provides justification for the requested budget amount.
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Aggregate Planning Techniques
• Cut-and-try charting and graphic methods
– Involves costing out various production planning alternatives
and selecting the one that is best.
– Elaborate spreadsheets developed to facilitate the decision
process.
• Linear programming
– Use of mathematical analysis to determine an optimal plan.
• Simulation
– What-if analysis using simulated demand to evaluate
effectiveness of alternative plans.
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A Cut-and-Try Example: The JC Company
Costs
Materials $120/unit
Inventory holding cost $1.50/unit/month
Marginal cost of backordering $5.00/unit/month
Marginal cost of subcontracting $120/unit ($240 subcontracting cost
less $120 material savings)
Hiring and training cost $200.00/worker
Layoff cost $250.00/worker
Labor hours required 5/unit
Straight-time cost (first eight hours each day) $20.00/hour
Overtime cost (time and a half) $30.00/hour
Inventory
Beginning inventory 400 units
Safety stock 25% of month demand
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A Cut-and-Try Example—More Data
• In solving this problem, we can exclude the material costs.
• Inventory at the beginning of the first period is 400 units.
• Assume the safety stock should be one-quarter of the demand forecast.
– It is often useful to convert demand forecasts into production requirements.
– Should take into account the safety stock estimates.
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Aggregate Production Planning Requirements
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A Cut-and-Try Example—Evaluate Alternative
Plans
1. Produce to exact monthly production requirements by varying workforce size.
2. Produce to meet expected average demand by maintaining a constant workforce.
3. Produce to meet the minimum expected demand using a constant workforce and
subcontract to meet additional requirements.
4. Produce to meet expected demand for all but the first two months using a constant
workforce and use overtime to meet additional output requirements.
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Plan 1: Exact Production; Vary Workforce
• Production Plan 1: Exact Production; Vary Workforce
January February March April May June Total
Production requirement (from Exhibit 19.3) 1,850 1,425 1,000 850 1,150 1,725
Production hours required (Production 9,250 7,125 5,000 4,250 5,750 8,625
requirement × 5 hr/unit)
Working days per month 22 19 21 21 22 20
Hours per month per worker (Working days × 8 176 152 168 168 176 160
hr/day)
Workers required (Production hours 53 47 30 26 33 54
required/Hours per month per worker)
New workers hired (assuming opening workforce 0 0 0 0 7 21
equal to first month's requirement of 53
workers)
Hiring cost (New workers hired × $2,000) $ 0 $ 0 $ 0 $ 0 $ 14,000 $ 42,000 $ 56,000
Workers laid off 0 6 17 4 0 0
Layoff cost (Workers laid off × $2,500) $ 0 $ 15,000 $ 42,500 $10,000 $ 0 $0 $ 67,500
Straight-time cost (Production hours required × $185,000 $142,500 $100,000 $85,000 $115,000 $172,500 $800,000
$20)
Total cost $923,500
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Plan 2: Constant Workforce; Vary Inventory and Stockout
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Plan 3: Constant Low Workforce; Subcontract
'Minimum production requirement. In this example, April is minimum of 850 units. Number of workers required for April is (850 ×
5)/(21 × 8) = 25.
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Plan 4: Constant Workforce; Overtime
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A Cut-and-Try Example—Comparison of Four
Plans
Plan 2: Constant
Plan 1: Exact Workforce; Vary Plan 3: Constant Plan 4: Constant
Production; Vary Inventory and; Low Workforce; Workforce;
Costs Workforce Backorder : Subcontract Overtime
Hiring $56.000 $0 $0 $0
Layoff 67,500 0 0 0
Excess inventory 0 948 0 1.281
Backorder 0 1,540 0 0
Subcontract 0 0 3,60,000 0
Overtime 0 0 0 61,050
Straight time 8,00,000 8,00,000 170.400 7,60,000
$9,23,500 $8,02,488 $5,30,400 $8,22,331
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