TY - CONF TI - Sync or Sink: a simulation to expose variation, mitigate impacts, and improve flow C1 - Singapore, Singapore C3 - Proceedings of the 34th Annual Conference of the International Group for Lean Construction (IGLC 34) SP - 680 EP - 691 PY - 2026 DO - 10.24928/2026/0138 AU - Sobh, Dana AU - Desmarais, Dominic AU - Budiab, Ryan AU - Russell, Jason AU - Hamzeh, Farook AD - PhD Student, Civil and Environmental Engineering, University of Alberta, Edmonton, Canada, dsobh@ualberta.ca, orcid.org/0009-0004-2609-054X AD - PhD Student, Civil and Environmental Engineering, University of Alberta, Edmonton, Canada, ddesmar1@ualberta.ca, orcid.org/0009-0002-0506-5041 AD - MEng Student, Civil and Environmental Engineering, University of Alberta, Edmonton, Canada, budiab@ualberta.ca AD - MSc Student, Civil and Environmental Engineering, University of Alberta, Edmonton, Canada, jcrussel@ualberta.ca, orcid.org/0009-0007-7030-8384 AD - Professor, Civil and Environmental Engineering, University of Alberta, Edmonton, Canada, hamzeh@ualberta.ca, orcid.org/0000-0002-3986-9534 ED - Hamzeh, Farook ED - Poshdar, Mani ED - Garcia-Lopez,, Nelly P. AB - Games and simulations, with their immersive learning and tactical dimensions, have long been used across many industries to help people shake their biases and make connections between traditional practices and novel ideas. The lean construction community has been active in creating new games and simulations to explain its paradigm to students and practitioners. This paper presents a new game called “Sync or Sink™,” created to support participants' experience when learning the impacts of variation on workflow and project production systems. The game highlights potential sources of variation on projects through narratives and anecdotes and supports meaningful engagement with their peers while respecting their humanity. A preliminary pilot study (n = 7) of the game was conducted with participants followed by a post-game survey. The survey supported the claim that the game was engaging and resonated with real-life experiences. The participants reported that the game helped illustrate the source and impact of variability in workflows and the benefits of collaboration to attenuate its impact. The paper presents the initial version of Sync or Sink™ and establishes the foundation for a new lean simulation game that supports experiential learning. KW - Simulation KW - serious game KW - flow KW - variation KW - collaboration. PB - T2 - Proceedings of the 34th Annual Conference of the International Group for Lean Construction (IGLC 34) DA - 2026/06/22 CY - Singapore, Singapore L1 - http://iglc.net/Papers/Details/2460/pdf L2 - http://iglc.net/Papers/Details/2460 N1 - Export Date: 19 June 2026 DB - IGLC.net DP - IGLC LA - English ER -