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Assembly planning and process optimization: increasing capacity with VR

Written by
Jana Steinmetzger
|
Feb 7, 2025

Summary

Assembly planning and process optimization determine delivery reliability and margin. When work in process (WIP) grows, the bottleneck shifts, and overall equipment effectiveness (OEE) stays below target, you need an approach that brings data, layout, and standard work together.

Assembly planning and process optimization determine delivery reliability and margin. When work in process (WIP) grows, the bottleneck shifts, and overall equipment effectiveness (OEE) stays below target, you need an approach that brings data, layout, and standard work together. In VR, you spot congestion, grasping paths, and postures at 1:1 scale, check measures before rebuilding, and increase throughput, often without new equipment.

Metrics such as takt time, cycle time, throughput, WIP, and OEE only have their full effect together with the shopfloor layout. You steer by customer takt, redistribute work content, shorten routes, reduce changeover times, and stabilize the bottleneck. Halocline, the planning platform for production layouts and workstations, supports you pragmatically: with 3D factory layouts with no training required and without CAD data, ergonomic checks, process analysis, and joint reviews at the walkable model.

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How do you put assembly planning and process optimization into practice?

Start with the metrics in the context of the physical layout:

  • Capacity: available time per period divided by cycle time.
  • Takt time: derived from customer demand. Example: 450 minutes of available time divided by a demand of 600 units gives 45 seconds. The goal is for every station's cycle time to meet the takt.
  • Little's Law: links WIP, throughput, and lead time: WIP = throughput × lead time. Without relief at the bottleneck, more WIP only lengthens lead time without increasing throughput.
  • OEE: shows at the bottleneck station whether availability, performance, or quality is holding things back. Values below 70 percent are a clear warning sign.

In VR, you see the causes behind the numbers: actual route lengths, buffer areas, grip heights, fields of view, and crossings in the material flow. You measure routes, check grasping areas, and spot ergonomic risks that lengthen cycle times. This lets you combine bottleneck analysis, line balancing, and layout work into a consistent approach.

  1. As-is analysis and data collection: Record demand, shift times, standard times, OEE per station, WIP, walking times, and the current shopfloor layout. Compare the measurements with the 3D layout.
  2. Formulate a bottleneck hypothesis: Example: station 3 has a cycle time of 52 seconds at a 45-second takt, there are more than 120 units of WIP in front of it, and OEE there is 66 percent.
  3. Create variants: Change work content, grab racks, tool positions, milk run timing, and buffer logic in two to three realistic alternatives.
  4. Check in VR: Run through the workflows in VR and record them. Check routes, changeover sequences, freedom from collisions, and ergonomics at 1:1 scale.
  5. Compare metrics: Check whether cycle time meets the takt, throughput rises, WIP falls according to Little's Law, and OEE at the bottleneck increases.
  6. Implement and review: Roll out the chosen variant, monitor the metrics during start-up, and readjust if there are deviations.

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How do you calculate takt time and balance the line?

Takt time follows customer demand. Cycle time reflects actual processing, including grasping, walking, searching, changeover, and quality inspection. Example: 22 seconds of value-adding work, 8 seconds of grasping, 15 seconds of walking, and 5 seconds of documentation add up to a cycle time of 50 seconds. If the takt is 45 seconds, you need to move work, parallelize it, or improve routes and postures.

In line balancing, you break the process down into clearly defined steps with verified standard times and distribute them across stations so that cycle times are close to the takt. In VR, you check whether work steps fit together spatially, handovers work smoothly, and grasping areas and heights are ergonomic. Grasping area avatars show you the optimal and maximum grasping area for the body height you set, according to DIN 33402-2 and DIN EN ISO 14738. A stably managed bottleneck at an easily accessible station makes control, material supply, and staff planning easier.

  1. Determine customer takt and calculate takt time: for example, 450 minutes divided by 600 units equals 45 seconds.
  2. Confirm standard times: and measure the times for walking, grasping, and changeover separately.
  3. Rework work content: size WIP buffers and eliminate critical movements.
  4. Run through the workflow in VR: record it, analyze routes and times, check the stability of the bottleneck, and cross-check the metrics.

A scenario: 15 percent more throughput through shorter routes

Starting point: The takt is 48 seconds. Station 2 needs a cycle time of 55 seconds, 14 of which are spent walking. Throughput is 450 units per shift.

Measure: A grab rack goes directly at the line, tools are within reach, and the milk run route has no crossings.

Result: The walking share drops to 6 seconds, cycle time to 47 seconds, and throughput rises to 520 units per shift. You check reaches and access beforehand in the walkable model.

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How do you increase capacity without new equipment?

Focus on the levers that improve availability, performance, and quality at the bottleneck station.

Changeover with SMED: With SMED (single-minute exchange of die), you separate internal from external setup, prepare externally, and use quick-release clamping systems. This often reduces changeover time significantly.

Stable material flow: A supermarket, a milk run on a fixed schedule, and first-in-first-out (FIFO) at handovers reduce walking and waiting times. In VR, you spot bottlenecks and buffer sizes in the 3D factory layout right away and adjust floor space before you invest.

Ergonomics: It has a direct effect on cycle time. Guide values such as grasping areas of 40 to 60 cm, a grip height between hip and shoulder, and turns of less than 30 degrees reduce micro-stops and quality risks. If you run through the workflow in VR, the ergonomics analysis based on the key indicator method marks problematic object movements.

An ergonomics scenario: Working height and reaches are adjusted in the model. Cycle time drops from 58 to 53 seconds, and quality yield rises from 96.5 to 98 percent.

Witzenmann shows that capacity can also be gained through the layout: for the new building at its Pforzheim headquarters, a 23,700 m² factory with 745 machines was planned in Halocline, with a more compact production footprint at the same capacity. Together with item, Sanner tested and optimized assembly workstations in VR before they were built, achieving up to 20% shorter process time.

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Which pitfalls should you avoid?

  • Wrong data assumptions: They lead to false solutions. Update time studies regularly and check them against the real layout.
  • Optimizing individual stations: It often worsens the value stream. Always check the entire flow from the supermarket to shipping.
  • Too little iteration: It slows learning. Short plan-do-check-act cycles with feedback from the shopfloor ensure lasting results.

If you want to go deeper, it's worth looking at ergonomics, layout planning, and process analysis, which systematically complement your assembly planning and process optimization.

Want to check your capacity in the model before you rebuild? Get started for free with Halocline Free and build your first workstation in 3D. For process analysis and the ergonomics check, get in touch and we'll show you the right scope.

Jana Steinmetzger

With her extensive sales experience, Jana Steinmetzger, Sales Engineer at Halocline, shows the value that VR-based factory planning creates for modern production environments.

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