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Developing E-Learning The Six Sigma Way
Case Study Background -- The Business Case Like many other training organizations, the Customer Training Department spent significant money and resources researching and purchasing a learning management system (LMS), procuring a variety of authoring software packages, and training personnel to use the new software. Monies were allocated to teach training professionals how to develop and deliver E-Learning. A benchmarking study was undertaken in order to ensure that the E-Learning was "done right," a goal to convert all of the core instructor led courses into self paced electronic courses was set, a budget was established, a vendor was commissioned to assist with the project, and the E-Learning journey began. Two years into the program concerns arose. Only two (of the six core) instructor-led courses had been converted for self-paced delivery. Two still uncompleted courses had been in development for close to a year. The consulting budget that was set aside to convert the core courses was totally spent. The staff of the customer training department openly expressed frustration about 1) the amount of time and rework associated with developing E-Learning programs, 2) the cost of E-Learning development and 3) the quality of the E-Learning that was being developed. In order to address these issues, additional funds were invested to implement project management methodologies, certify staff as project management professionals, and to improve the skills of the department's instructional designers. After some initial optimism with these measures, the frustration returned. The leadership of Customer Training, which was still committed to fixing the E-Learning "problems," volunteered to participate in the company's second round of Six Sigma projects. An initial project charter was developed. A cross-functional team was assembled and the Six Sigma DMAIC project began. The Organizational Structure
The Customer Training Department itself was comprised of four groups: an Information Product Group responsible for all customer documentation, a Training Group responsible for delivery of all instructor led programs, a Project Management Group that was responsible for delivering all Customer Training projects on time and within budget, and an Instructional Technologies Group responsible for E-Learning development, instructional design, and Learning Management System administration. A typical E-Learning deliverable would require review, approval and sign off by each of these groups, as well as approval by Product Management. What's Important -- The Define Phase As the team worked to perfect the charter, discussions arose around what the industry standard for E-Learning consisted of, and which benchmark to use. It was finally agreed that the ASTD would be the benchmark. The next point of discussion centered on the project's scope. After much debate the team finally agreed that the scope of the project would be from the time a training need was identified until the E-Learning deliverable was approved by product management. The team then agreed on a preliminary project plan with an activity schedule and some initial milestones. Process Mapping
The next graphical depiction that the team developed was a top down chart. This map created a simple picture of the E-Learning development process identifying two levels of detail. The first level showed the major steps in the process, with the second level showing the sub processes under each step. This chart gave a little more detail about the existing process even though it did not show delays, decision points and feedback loops.
The most difficult and time consuming graphical depiction of the E-Learning process was the functional deployment process map. The team began developing this map with the expectation that it would be a fairly easy process since the team had access to project plans, historical data, and subject matter experts to document what was believed to be occurring in the E-Learning development process. As the work to develop the map began, it became quite obvious that what was written on paper and in project plans was not what was actually taking place. This exercise made it clear that not only was there tremendous variation in the E-Learning development process, but the people who were involved in E-Learning development were not quite sure of what tasks should be completed, who was responsible for completing them, and when they should take place. The functional deployment map took almost four meetings (eight hours) to complete. It required nineteen, two-and-one-half by two-foot easel pads and encompassed all the walls of a medium sized conference room. This detailed map displayed all of the steps in the E-Learning development process in sequential order. It illustrated where each step was performed, and who was involved. The map clearly displayed that the process contained a series of checks and rechecks that virtually guaranteed rework. Qualitative Analysis The team found that there were a significant number of non-value added activities (NVA) in the E-Learning development process. Many of these NVAs were the reviews and approvals required by the various groups within the Customer Training Department and Product Management. Some of these reviews and approvals were required regardless of whether the reviewer or approving authority was a stakeholder in the deliverable. Removing these activities could potentially reduce the time and cost associated with E-Learning development. Many of the steps that are currently accepted as "best practices" in the training industry were also identified as non-value added activities when Six Sigma methodology was applied. Quick Wins
The team then did a failure mode and effects analysis (FMEA) on each of the activities. A FMEA is a process that is used to determine what failures are occurring and what their impact and frequencies are. The FMEA validated that removing a step would ultimately do the process more good then harm, and also ensured that the proper controls were in place so that removing the step would not cause the process to fail. With the FMEA complete, the team agreed to implement ten quick wins. These quick wins basically removed redundant meetings and multiple levels of reviews and approvals from the process. Voice of the Customer
Using this approach to gather customer requirements was key to the success of the project. This disciplined process prevented individual prejudices from skewing the data. The Customer Training Team found that many of the factors that team members thought were important to end users, were not major contributors to customer satisfaction or dissatisfaction. This finding was important since the process map uncovered that much of the E-Learning development time was being spent on issues that the team now knew were not important to the end user. (Critical customer requirements are overall requirements for the E-Learning programs, not a specific needs analysis, or task analysis to identify what the content of a specific E-Learning course program should be). Critical To The Process Issues Critical To Quality
With the CTQs now identified the next step for the team was to move into the next phase of the DMAIC model and measure how the customer training department was doing against those requirements. How Are We Doing? -- The Measure Phase
Once the data collection was complete, the results were put into pareto charts, run charts, and histograms which gave the team a visual representation of the state of E-Learning. This representation had both good and bad news. The graphical depiction of how end users felt about the E-Learning deliverables was the good news. The data showed that customers were fairly pleased with what they were receiving. This picture was quite different than what was expected by many team members who initially felt that there were quality issues with E-Learning deliverables.
The data also showed however that there was tremendous opportunity for improvement around business requirements or critical to process issues. The build time of half of the E-Learning developed was more than 10% above the industry standard.
Seventy four percent of the E-Learning developed -- which represents more than 25% of the total development time -- was rework.
The team now had a baseline measure of how the process was performing against both customer as well as business requirements. It had also identified improvement opportunities. With this information now validated, the team then updated the project goals to: "reduce the annual costs of rework in developing E-Learning by 75% of the opportunity, and to reduce the remaining development time (above the industry standard) by 50% of opportunity." The team then moved into the analyze phase which would allow to pinpoint, and verify exactly what was wrong with the process. What's Wrong? -- The Analyze Phase
The process capability analysis for total development time showed that the current process did not have the ability to meet the critical requirement of being within ten percent of the industry standard or about 220 hours of development time per hour of E-Learning. Even increasing the upper specification limit to 250 hours would have the process failing to meet the requirements fifty six percent of the time. Although the mean or average development time was two hundred and seventy two hours, the standard deviation was one hundred and thirty six hours which verified the amount of variability in the process.
The process capability analysis for rework showed similar results. The current development process did not have the ability to meet the critical requirement of limiting rework to ten percent of overall development time. Increasing the upper specification limit to twenty five percent would have the process failing to meet the requirements seventy four percent of the time. Although the mean or average amount of rework was thirty seven percent, the standard deviation was eighteen percent, which again verified the amount of variability in the process.
A more concerning discovery that was uncovered during the analyze phase was that while the Customer Training Department was spending upwards of 360 hours to design and develop E-Learning programs in house, it was spending the area of 400 hours reviewing and approving E-Learning programs that were being developed by vendors. Translated into dollars, a one hour E-Learning course was costing the product manager $14,000 more than if it were developed in the 200 hour ASTD standard (about $31,000) in-house. Paying a vendor to develop a one hour E-Learning course was costing product management $71,000. ($71,000 was the cost of the vendor plus the cost of 400 hours spent by customer training personnel to review and approve material.) With all of this baseline data now available the team became extremely energized and anxious to move into the improve phase and generate solutions for the problems. There was still more analysis to be done in the analyze phase, however. Root Cause Analysis
Once all potential root causes of both rework and additional development time were identified, the team then used multi-voting to derive a prioritized list of the root causes and their impact on E-Learning development. The results of this prioritization were displayed in a Pareto chart.
The team then validated its root cause findings by sending out surveys to the designers who worked on the E-Learning programs. The results of the survey verified the root cause analysis. Next a regression analysis was done on the historical data that was available. This analysis showed a correlation between the number of resources involved in the design of E-Learning and the amount of rework. As the number of people doing E-Learning design increased so did the amount of rework and the percentage of rework. This was quite eye opening since much of the current thinking about E-Learning development (SAAVY for example) recommends getting many people involved with the design of E-Learning. The data that the team collected clearly indicated the financial ramifications of that type of model.
The regression analysis also showed that the more resources there were on a project, the more overall hours, the more rework, and the higher the cost. The strongest correlation however was the amount of resources in the design phase with the rework occurring during E-Learning development. Putting the data through Multi-Vari charts and Pareto charts verified the results of the regression analysis.
At this point in the process many team members were concerned about the amount of analysis that was being performed. The team was confident, however, that as a result of the data any changes that would be made could be validated and justified. With the root causes identified and verified and the data validated, the team was ready to move into the improve phase where it would generate solutions for the validated causes of rework and additional development time. What Do We Need To Do? -- The Improve Phase The team generated solutions using a variety of tools including traditional brainstorming, affinity diagrams, and a tool called random word that allows teams to approach problems from different perspectives as opposed to patterned ways of thinking. The team also employed Edward De Bono's six thinking hats technique. Once the ideas were generated the team then evaluated the solutions and selected the ones that would have the greatest impact on the goals of the project. To accomplish this, the team developed a cause and effect matrix. This tool allowed the team to:
With the solutions selected, the team then did a FMEA on the solutions. The FMEA validated that controls to make the solutions successful were in place. These controls also became indicators that would allow the team to identify problems and make adjustments long before the rework or additional development time occurred. Updating the Process The analysis of the solutions projected that there would be an 81% decrease in rework, as well as an 81% decrease in the development time that was above the ASTD benchmark. Overall development time was also projected to be reduced by 30%. These improvements would translate into an annual savings of $282,000. The Results
As the table above clearly shows, using the process developed with Six Sigma Methodology allowed the Customer Training Department to develop E-Learning programs in significantly less time than the industry average -- while meeting all of the CTQs of the business and customers. A comparison of critical to process issues before and after the Six Sigma improvements were implemented shows the dramatic improvements even more clearly.
Finally, a process capability analysis on the new process shows that it now had the ability to meet the development time requirements 84% of the time. And that the standard deviation was now 18 hours as opposed to the 145 hours prior to applying Six Sigma methodology.
How Do We Guarantee Performance -- The Control Phase The root cause analysis that was performed during the project identified for the team which key outputs needed to be measured. The failure mode and effects analysis uncovered the action to be taken in the event that a measured output was outside of its control limit. A tracking log was set up to measure these outputs, and the results of this log are reported to executive management every six months. A Final Thought About The Author Reproduction Without Permission Is Strictly Prohibited Copyright Requests Publish an Article: Do you have a Six Sigma tip, learning or case study? Share it with the largest community of Six Sigma professionals, and be recognized by your peers. It's a great way to promote your expertise and/or build your resume. Read more about submitting an article. Download the iSixSigma Toolbar for 1-Click access. Search Your Way. Everyday. Without Delay.
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