Short answer. To run a Lean simulation workshop, put four to eight people on a simulated production line, let them run it the wasteful way first, then improve it one Lean idea at a time and debrief each round against the numbers. In Lean Simulator a full six-shift journey fits a half day, and Evan, the built-in facilitator, runs the briefings and debriefs.

A Lean simulation workshop lets people feel the waste in a badly designed process, then feel the relief as Lean removes it. Explaining push and pull on a slide rarely changes how anyone works. Standing at a station with six half-built bikes in front of you, while the customer waits for the first one, does.
Lean Simulator puts the team on a bicycle assembly line at The Fictitious Bike Co., a plant that is not shipping enough bikes to make a profit. Across six shifts the team works through six Lean levers:
The order matters. Shift 1 is deliberately painful, and it should stay that way. The lessons in shifts 2 to 6 land because people remember how Shift 1 felt.
Start with the induction, then run the six shifts in order. Each shift changes one thing about how the line works, so the team can see exactly what that change did.
Everyone is a new starter at the Bike Co. The induction is a practice floor with no clock and no score: one short drill per role and a ready board that shows who is set. It takes the learning curve out of the Shift 1 numbers, so the comparison between shifts is fair.
| Shift | What changes on the line | Lean idea | What to watch for |
|---|---|---|---|
| 1. Push and Batch | Stations spread out, stores far away, batches of six. Assemblers cannot move parts or check their own work. | The starting point | Stock piling up between stations, a late first delivery, a loss on the shift |
| 2. Layout and Flow | Stations placed in process order, stores brought close, work passed directly | Layout design and flow | Less walking and handling; less floor space used |
| 3. Pull with Kanban of 3 | Kanban squares cap what each station can hold downstream | Pull versus push | People stopping when their customer needs nothing, even with parts in front of them |
| 4. One-Piece Flow and Quality at Source | Batch of one, kanban of one, and the Inspector role disappears | One-piece flow; building quality in | The tagged frame reaching Goods Out much sooner |
| 5. Balance the Line | The team rebalances work at the bottleneck station | Line balancing | Waiting time evening out across stations |
| 6. Takt and Levelled Scheduling | Demand falls by 40%; the team rebalances to three operators | Takt time, redeployment, levelled scheduling | Output per person holding up with fewer people |

Debrief straight after each shift, while the experience is fresh. Lead with the numbers that do not depend on how fast people happened to work:
Bikes made is worth showing, but treat it with care: a quick team can build more bikes in a bad system, which hides the lesson. Then ask three questions:
At the end of shifts 1 to 5 the team chooses its next change from three cards: the intended Lean lever, a neutral card that sounds sensible but changes nothing, and a trap. If the team picks the trap, the line runs a three-minute detour so they can see the result, and Evan debriefs it against the shift it came from. Stocking up every station, for example, almost triples the work in progress for the same output. There is one detour per session, so the journey stays on time.

As host you have a console on the game and debrief screens. You do not need it to run a good session, but it lets you steer:
Moments meant for the whole room pause the shift clock automatically, so nobody misses them. During a shift Evan’s coaching is deliberately sparse: at most one prompt every 45 seconds.
These are suggested plans, not fixed timings. Allow more time for debriefs with groups who want to connect the game to their own work.
| Half day, full journey (about 3.5 hours) | Short session, one idea (about 75 minutes) |
|---|---|
| Welcome, aims and joining the game: 15 min | Welcome and joining the game: 10 min |
| Shift 0 induction: 15 min | Shift 0 induction: 10 min |
| Shifts 1 to 3 with briefings and debriefs: 75 min | Round 1 and debrief: 20 min |
| Break: 15 min | Round 2 and debrief: 20 min |
| Shifts 4 to 6 with briefings and debriefs: 75 min | Wrap-up: what we will change at work: 15 min |
| Journey summary and action planning: 15 min |
Lean Simulator runs in the browser, so remote and hybrid groups play exactly as a room would. Every screen shows the whole factory floor, so there is no shared screen to fight over. Keep your video call open for the debriefs, ask people to keep cameras on during discussion, and use the host banner to direct attention when the group is spread out.
Four to eight people per game is ideal, so every role on the line has a person. With fewer, the simulation works the empty roles, so even one learner can complete the journey.
A full six-shift journey usually takes a half day. Each shift is about ten minutes on the clock plus a briefing and a debrief. Two-shift journeys take around 75 minutes.
No. Evan, the built-in facilitator, briefs each shift, coaches during it and leads the debriefs. Experienced facilitators can add their own examples or take over at any point.
Yes. Each participant plays in their own browser and sees the whole factory floor, so it works the same over a video call as in a room.
Yes. You can work one free shift on the line with Evan guiding you. It needs only an email address, with no card and no contract.
Work one shift on the line with Evan guiding you. It takes about fifteen minutes, needs only your email address, and shows you exactly what your group will experience.