Toy Car Production Line Wood
Toy Car Production Line Wood
INTRODUCTION
   1. JUSTIFICATION
GENERAL OBJECTIVE
3. SPECIFIC OBJECTIVES
5. THEORETICAL FRAMEWORK
   6. APPLIED METHODOLOGY
     6.1 ASSEMBLY DIAGRAM
     6.2 FLOW CHART
     6.3 PROCESS DIAGRAM
     6.4 GANTT CHART
     6.5 PROCESS MAPPING
   7. RESEARCH INSTRUMENTS
     7.1 PARETO DIAGRAM
     7.2 BRAINSTORMING
                          INTRODUCTION
This work is based on a finishing and assembly line for a toy.
made of wood, in this case opting for a 'Crane Truck' model. Once identified
this initiative seeks to explore the applicability of
different approaches to industrial organization and production systems, highlighting
the importance of method engineering to plan, organize and control effort
human through operation process diagrams; seeking to specify from a
simplely the steps for its execution such as: the Gantt chart, which
allows evaluating the execution times, the flowcharts, the line balancing, the
learning curve, the ergonomics of work, and standardization of times among others.
The representation of process diagrams for the different operations seeks to structure
the processes to facilitate and carry out studies of movements and times of each one of
the operations to achieve improvements in the process.
In this same line of thought, a production run will also be carried out for a
amount of products determined under all levels of quality and safety
required in any company such as the OHSAS 18001 standard and others which
They will ensure good organization within the presentation of the finished product.
                                  JUSTIFICATION
The production of any product is a process that requires specific steps that
they allow measuring the quality in the search for its optimization.
                                 2. GENERAL OBJECTIVE
Open the doors to children's knowledge and leave a space to develop the
imagination and creativity, without limits.
                              3.SPECIFIC OBJECTIVES
Assemble toys that provide entertainment and education.
Develop the cause-and-effect relationship in the child.
Exercising children's reactions to daily life worries.
Create toys that allow and accompany the integration of parents and children, and of
both in society.
Raise the fun
Human beings throughout all times and spaces of their lives have played and continue to do so,
innovating from the simplest forms to the most complex depending on the
interests
Matheos J. (1989) comments: '... for the child, who lives in a world that is magical in itself, the
A toy is an instrument that allows for a symbolic appropriation of reality. When saying
we refer to the adult society, which the child needs to understand and engage with.
to the extent possible, like reality understood in a broader sense,
whose direct perception man loses under normal conditions upon reaching puberty
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The human being who plays is free, adventurous, and nourishes himself from a series of experiences that
They distance themselves from their immediate environment, developing their senses; Jerome Bruner states:
Playing for the child and for the adult... is a way of using the mind and, even better,
an attitude about how to use the mind. It is a framework in which to test things,
a greenhouse in which thought, language, and fantasy can be combined. "The game
that is controlled by the player, provides them with the most important opportunity to
to think, to speak and even to be himself
The impact of the industry, the market, and advertising in everyday life turns into
the creative childhood in childhood as an object of consumption. The marvel of globalization invades
exotic traditions for the child soul and the adult and family world also fall into
the consumption network, immediately replacing boredom, stress, sedentary lifestyle,
physical and emotional loneliness.
With the toy industry, one gains access to resources that provide incredible skills at the level
intellectual, it is optimized         the time since there is a meeting between: fun,
entertainment, imagination and fantasy developing intelligence without the presence of
harmful effects.
For the above reason, the toy industry must be concerned about transforming, modernizing,
optimize, renew resources diligently, innovate its high production techniques
technology to establish and deploy in each new offering because they will never pass from
fashion, dolls, trucks, balls, the well-known universal toys: means
transport, machines, spinning tops, animals, etc..
Which have only changed in their aesthetics to make them appealing for consumption,
These are characterized by quickly capturing the attention of all adult or children's audiences.
for the functions it has and its design.
Also due to the amazement of being able to dominate, manipulate, and handle a toy with it.
Within this framework, there are very positive aspects; the admirable thing is that these objects of
games promote not only joy, but new skills in thinking and development
of intellectual capacities.
The value of play and toys changes, permeating the world of culture of
consumption, play, and toy become a resource of domination; thus appears what today
we commonly know it as fever, for example the spinning top fever. It refers to
Espinoza A. 1983 "Advertising and market urge to create desire for
consumption of fashion products.
This ability to currently impose toys constitutes a royal way through dominance
cultural, starting from these ideas it can be inferred that toys are the interlocutors of
childhood, thus the toy becomes both a vehicle and a destination in the hands of the child.