Pi-Sims, the lean management training software that will train and support trainers and trainees around the entire world to improve their performance and working methods, in a fun and interactive way.
“Eaglescience is a reliable partner that works in a good structure.” (Michel Rooyen)
Lean training simulator
Pi-Sims is an interactive Lean training simulator. The program simulates a transport company that moves packages from A to B, including all intermediate steps in the business process. It offers Lean trainees a ‘game’ with which the practice is imitated as truthfully as possible while at the same time the logistical processes can be adjusted and optimized quickly and easily. The aim of Pi-Sims, the game, is that the user in a team in several ‘game rounds’ refines the logistics of a company (by applying the learned lean principles) until all unnecessary steps are removed from the process. The first version mainly focuses on the package shipping service industry, but this can be expanded and adapted to the product and the industry in the future.
The idea and first design documentation was developed by Maxim Korenyugin in collaboration with Michel Rooyen who saw a gap in the market for lean training software. The first version of the tool was developed with BRTHRS. They involved Eaglescience for further development into a software product.
The software is aimed at companies of products and services that have been made through various production steps. This includes various industries, such as: delivery of packages, chemical industry, aircraft logistics, etc. The developed software product can easily be adapted for every type of industry and company.
Note from the team
There are a number of major challenges in this project: multiple players can collaborate real-time, where it is important that every player sees up-to-date information on the screen. Another challenge is the large amount of options for configuring the games. We opted for the Angular framework for the frontend to divide the interface into reusable components. Every screen that a player sees is built dynamically and can be configured with an extensive CMS. The frontend communicates with the backend through a web socket, allowing updates to arrive as quickly as possible.
The backend is implemented with Scala and describes an extensive transition system: each action of a user leads to a new state of play. These are defined by a composition of transition functions. At the same time real-time KPIs and other statistics are kept. All user actions and their effects are stored and can later be exported as an Excel sheet, so that all actions can be analyzed afterwards.
MySQL (Backend database), MongoDB (Backend database), Angular (Frontend framework), Scala (Backend language), Jenkins (Deployment runtime).