Section VII — Improve Phase ~14%
Improve carries 21 of the 150 scored questions. The 2022 BoK groups it into design of experiments, lean methods, and implementation. Questions test the BB’s ability to find the settings that improve the process, remove waste, and select, pilot and implement solutions. The Improve tollgate is where the Champion decides whether to scale.
Improve subtopics
| Subtopic | Key exam content |
|---|---|
| A. Design of experiments (DOE) | Terminology (factors, levels, response, treatment, replication, randomization, blocking); planning; one-factor experiments; two-level full and fractional factorial designs; main effects, interactions; resolution (III, IV, V) |
| Solution selection | Solution selection matrix (weighted criteria), Pugh matrix, PICK chart (payoff vs. difficulty), piloting logic |
| B. Lean methods | Waste elimination (pull, kanban, 5S, standard work, mistake-proofing); cycle-time reduction (continuous flow, single-piece flow, setup reduction/SMED); kaizen and kaizen blitz; future-state value stream maps |
| Waste analysis | Eight wastes (DOWNTIME: Defects, Overproduction, Waiting, Non-utilized talent, Transportation, Inventory, Motion, Extra-processing) |
| Mistake-proofing (poka-yoke) | Prevention vs. detection poka-yoke; levels (shutdown, control, warning); examples by mistake type |
| C. Implementation: piloting and scaling | Pilot plan, success criteria, risk assessment (FMEA revisited), stakeholder communication, change management |
| C. Implementation: planning and evaluation | Pilot tests and simulations, implementation plan, communication and training plan, evaluating results against the goal |
DOE resolution guide
| Resolution | What’s confounded | When to use |
|---|---|---|
| III | Main effects with 2-factor interactions | Screening (many factors, few runs) — not for optimization |
| IV | 2-factor interactions with each other (main effects only with 3-factor interactions) | Characterization; main effects are clear |
| V | 2-factor interactions with 3-factor interactions | Reliable estimates of main effects and 2-factor interactions |
| Full factorial | Nothing confounded | When all interactions must be estimated |
A 2k full factorial needs 2k runs per replicate (e.g., 4 factors = 16 runs); a half fraction 2k−1 needs half as many (8 runs).
Eight lean wastes (DOWNTIME)
- Defects — rework, scrap, warranty claims
- Overproduction — making more than the customer needs now
- Waiting — idle time for people or machines
- Non-utilized talent — skills, ideas, and improvement suggestions that go unused
- Transportation — unnecessary movement of materials between steps
- Inventory — excess work-in-process or finished goods
- Motion — unnecessary movement of people (reaching, walking, searching)
- Extra-processing — doing more work than the customer requires or the spec demands
Exam trap: In the Toyota Production System view, overproduction is the worst waste because it creates or hides the others (inventory, waiting, transport, defects).
Takt time
Takt time sets the pace of production to match customer demand:
Example: 480 min/day available ÷ 120 units/day demand = 4 min/unit takt time
If cycle time > takt time → process can’t meet demand → bottleneck
If cycle time < takt time → step has spare capacity; running it flat out without pull risks overproduction
Mistake-proofing hierarchy
| Level | Type | Example |
|---|---|---|
| Best | Elimination — redesign so error is impossible | Asymmetric connector that can only go in one way |
| Prevention — physical/process feature stops the error | Jig that won’t close unless part is correctly oriented | |
| Detection — alerts when error occurs or is about to | Vision system that rejects a misassembled unit | |
| Weakest | Warning — notifies operator; relies on human action | Light or alarm that operator must respond to |
PICK chart (solution prioritization)
The PICK chart plots candidate solutions on a 2×2 grid of Payoff (benefit, y-axis) vs. Difficulty (effort/cost, x-axis):
- Possible — low payoff, low difficulty — implement if easy
- Implement — high payoff, low difficulty — do these first
- Challenge — high payoff, high difficulty — evaluate carefully; may be worth it
- Kill — low payoff, high difficulty — eliminate from consideration
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