INTRODUCTION TO MODAPTS THE LANGUAGE OF WORK Not For Sale
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WHAT IS PMTS?
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PMTS Predetermined Motion Time Time Systems (PMTS) are work measurement systems used to set basic labor rates. The concept behind the system is to break down an activity or a job into its basic human movements. Classifying each movement according to the nature of the movement and the conditions under which it was done.
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Type of PMTS The following are some common general PMTS’: 1. Modular Arrangement of Predetermined Time Standards (MODAPTS) 2. Methods Time Measurement (MTM) 3. Maynard Operation Sequence Technique (MOST) 4. Master Standard Data (MS)
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MODAPTS was founded by Mr. C.G (Chris) Heyde in 1954.
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Learning MODAPTS MODAPTS is an acronym for Modular Arrangement of Predetermined Time Standards. MODAPTS is based on analyzing the body motions required in a work task or work process, and the time it takes to make those movements. MODAPTS is used in manufacturing plants, offices, distribution centers and rehabilitation centers. The system is deemed practical and to the point. It has been tested and thoroughly proven in over 40 countries worldwide. Not For Sale
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Learning MODAPTS There are two distinguished features of MODAPTS: 1. Time Values - expressed in units called MODS. 2. Element Data Codes – expressed in alpha numeric form.
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Learning MODAPTS MODAPTS system translates movements of the human body when work is performed into standard time values. Standard times are not the same as “real” time. They are units of work which in appropriate circumstances, can be performed in an amount of time which may be more or less than the clock time.
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MODAPTS Element Classes MODAPTS breaks down activities into element classes. There are 3 main element classes: 1. Movement 2. Terminal 3. Auxiliary
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MODAPTS Element Classes 1.) Movement Class: refers to motions or movements that are done by utilizing the finger‐ hand‐ arm‐shoulder trunk system.
Denotation: M 2.) Terminal Class: refers to motions that are done at the end of an activity and are close to the thing being worked on.
There are two classes of activities: •
•
Get: Involves gaining control of an object Put: Involves putting an object away in a specified destination. Denotation: G & P Not For Sale
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MODAPTS Element Classes 3.) Auxiliary Class: refers to motions or movements that are not performed with the finger‐ hand‐ arm‐ shoulder‐ trunk system.
Some examples are walking, sitting, standing, deciding, inspecting etc.
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Learning MODAPTS Using MODAPTS activities are determined by a combination of its two distinguished features resulting in a two part code. •
•
The first part is an alphabetic component which indicates the type of activity. The second part is a number which when multiplied by the value of 1 MOD, denotes the time required to complete the activity.
The numeric numbers for the majority of MODAPTS elements are whole numbers. The term MOD was derived from the name MODAPTS. Not For Sale
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Learning MODAPTS
One MOD is equivalent of .129 seconds or .00215 minutes The MOD value of .129 seconds represents normal time that required to complete an activity by a qualified/ experienced person approximately 5’7”, 145 pounds.
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MOVEMENT Classification When an activity is carried out by the finger‐hand‐arm‐ shoulder‐ trunk system, there are two of the three element classes involved: Movement Class Terminal Class •
•
A Movement can be determined by either of these two methods or both: 1. By the distance moved 2. By the body part required to perform the move Not For Sale
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MOVEMENT Example of MODAPTS Movement Coding:
M3P0 Movement Class
Terminal Class
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MOVEMENT Number of MODS associated with the movements of each body part: Body Part
Number of MODS
Avg .Distance
Finger
1
1” (25mm)
Hand
2
2” (50mm)
Forearm
3
6” (150mm)
Whole arm
4
12” (300mm)
Extended arm
5
18” (450mm)
Trunk
7
30” (750mm)
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Movement Figure 1: M1‐M7
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MOVEMENT Classifications M1 MOVEMENT An M1 movement can be classified as movement involving one or more fingers hinged at the knuckle. EXAMPLES OF M1 MOVEMENTS •
Depressing Keys on a computer keyboard
•
Squeezing an orange with your fingers
•
Turning a bottle cover clockwise or anticlockwise
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MOVEMENT Classifications Figure 2: M1
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MOVEMENT Classifications M2 MOVEMENT An M2 movement can be classified as movement involving the hand and fingers hinged to the wrist. M2 can be awarded in the following two unique situations: •
•
In a movement such as bend and rise or walk when small or light objects are handled. In a preceding second terminal activity when two high conscious control activities are completed simultaneously. (See chart on Table 1 on page 21 for examples of high conscious control activities)
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MOVEMENT Classifications Figure 3: M2
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MOVEMENT Classifications M3 MOVEMENT An M3 movement can be classified as movement involving the fingers, hand and forearm hinged at the elbow. The wrist must travel when awarding M3. EXAMPLES OF M3 MOVEMENTS •
Flipping a booklet
•
Moving a pen when writing
•
Reaching for an object 6” away from you
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MOVEMENT Classifications Figure 4: M3
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MOVEMENT Classifications M4 MOVEMENT An M4 movement can be classified as whole arm move performed with full arm forward. To award an M4, the elbow must be displaced. EXAMPLES OF M4 MOVEMENTS •
Moving an object while seated without bodily assistance
•
Moving an object while seated with bodily assistance
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MOVEMENT Classifications M5 MOVEMENT An M5 movement can be classified as movement involving the full arm outward at an average distance of 18” (45cm). To award M5, the move has to be performed outside an imaginary 45 degree cone.
•
•
•
EXAMPLES OF M5 MOVEMENTS Moving an object to a destination across the body Reaching to obtain an object located outside the 45 degree cone Reaching for an object from a high shelf Not For Sale
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MOVEMENT Classifications M7 MOVEMENT An M7 movement can be classified as a trunk movement performed with the arms and trunk of the body. An M7 is not common in repetitive work. It is very expensive to pay for so it should be minimised or avoided if possible. EXAMPLES OF M7 MOVEMENTS •
Picking an object from the floor while seated
•
Picking an object from the floor while standing
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Terminal Activities Terminal Class activities are classified by Get and Put functions. These functions are influenced by the following: Mental Control: The mental decisions made consciously, when danger is involved in the Get or Put activity Sensory Control: Eye actions required to successfully complete certain high control put activities Muscular Control: The precision necessary for the muscular action involved in the Get or Put activities •
•
•
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Terminal Activities Low and High Conscious Control The Get and Put functions can be either Low Conscious Control or High Conscious Control activities. A Low Conscious Control activity is an automatic response requiring little muscular control, no visual control and no mental control. A High Conscious Control activity requires a degree of muscular control to satisfactorily complete, often with visual or sensual assistance.
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Terminal Activities Categories of Low and High Conscious Control •
•
Low Conscious Control: G0, G1, P0 High Conscious Control: P2, P5, G3
NOTE: Conscious activities cannot be completed simultaneously. A worker has to be paid more when two conscious activities are performed at the same time. Not For Sale
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MOVEMENT Classifications
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Terminal Activities The Get Element The Get element is an action of obtaining control of an object. The fingers have to be used to touch an object or to wrap around it.
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Terminal Activities G0 Contact: This terminal activity entails the action of the fingers or palm in applying a simple touch to an object.
Figure 5: G0
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Terminal Activities G1 Contact: This type of terminal activity involves a simple closing of the fingers around an object, requiring little use of the senses.
Figure 6: G1
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Terminal Activities G3 Contact: This terminal activity involves more than a simple closing of the fingers. This activity requires feedback to the brain so as to trigger a conscious control activity. activity.
Figure 7: G3
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Terminal Activities Warehouse Supplement (Get with Large/Heavy Objects) G2 Contact: This terminal actions requires bracing and one hand engagement.
Example of a G2 Contact: Picking up a briefcase from the floor. floor. (M7G2, M7P0)
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Terminal Activities G4 Contact: This terminal action requires two hand engagements, where an unobstructed object is obtained.
Example of a G4 Contact: Picking up a box sitting on the floor by itself. (M7G4 M7P0)
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Terminal Activities G8 Contact: This terminal action involves the control of an object which is slightly impeded by others.
Example of a G8 Contact: A box is pulled out of a line of boxes using one hand, and then the box is grasped using two hands. (M4G8 M7P0)
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Terminal Activities G12 Contact: This terminal activity involves obtaining an object that is very much impeded by an outside force.
Example of a G12 Contact : A box is first pulled in one direction, and then towards another direction in order to pick it up. Two hands are used to reduce the obstruction, then two hands are used to pick it up. Thus totals four hand engagement. (M4G12 M7P0) Not For Sale
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Terminal Activities G16 Contact: This terminal activity involves two hands to gain control over a severely obstructed object, bracing is required. Similar objects may be the cause of the obstruction, but other obstructions may also be present such as interference with a cover.
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Terminal Activities The PUT Element The PUT element is the action of placing an object in a destination. There are three types of controlled Puts. (P0,P2,P5) Puts, like Gets are terminal activities, meaning they occur following a Move.
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Terminal Activities P0 Simple Put: When an object is put in a general location without positioning the object, a P0 is awarded. A P0 is a low conscious control activity so a worker can complete a P0 with one hand and any other activity, high or low conscious control with the other hand.
Examples: •
Tossing object into a box
•
Placing an object on a table
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Terminal Activities P2 Put With Feedback: When an object is put in a defined location. The specification of the destination requires that only one feedback is required. It is a high control motion requiring feedback from one or more of the senses, usually the eyes.
Example: •
Locate screwdriver in slot
•
Locate pencil to begin writing
•
Put a washer in a bolt Not For Sale
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Terminal Activities P5 With Feedbacks: This terminal motion implies placing an object at an exact location. It is a high control motion requiring feedback from one or more of the senses, usually the eyes and hands.
Example: •
Putting a screwdriver blade into a slotted screw head
•
Place nut on bolt
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Terminal Activities Guide to Follow 1.
A P0,P2,P5 is not in itself a description of an activity, each must be joined to a move such as M3P2
2. A P2 or P5 Put activity includes an insertion of up to 1” (2.5 cm). If an insertion is greater than 1” (2.5 cm), an additional Move or Put is required, such as M1P0 or M2P0. 3. When binding occurs during a put, award an X4. An example is returning a cork to a bottle, M4P5 X4 Not For Sale
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Terminal Activities SIMULTANEOUS MOTIONS This motions occur when two activities are performed at the same time by different body parts. Simultaneous motion involves using both hands to pick up a nut or one hand to pick up a nut and the other to pick up a wrench. A normal operator can be expected to complete two low conscious control activities simultaneously or one high conscious control and one low conscious control activity simultaneously. Not For Sale
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Terminal Activities How To Code Simultaneous Activities The general rule is to always use an M2 to precede the second high conscious control activity. The second high conscious control activity is always the activity with the greater value movement classification. Example: Consider a situation where one hand must pick up a pin and the other hand must pick up a pencil.
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Terminal Activities Since picking up the pencil is considered a low conscious control activity all that needs to be done is code the pick up of the pin M4G3. The code to pick up the pencil is M4G1. The rule is to allow the highest total value of the combined Move, Get activity. If both hands must pick up the pencil mentioned above from two different location that are equal in distance then your code to pick up the pencil will be M4G1. You pay a total of 5 MODS for both operation.
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Summary of Terminal Activities To Summarize: •
•
•
If both activities are low conscious control activities, use the highest total MOD value of the two. If one activity is low conscious control and the other activity is high conscious control allow the highest total MOD value. If both activities are high conscious control activities, add the total MOD value of both activities
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Auxiliary Activities Auxiliary Class refers to activities that are not performed with the finger-hand-arm-shoulder-trunk system. They include walking, bending, inspection, making decisions, thinking etc.
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Auxiliary Activities Elements The following are examples of auxiliary activity elements: a) Read Element b) Eye Control Element c) Juggle Element d) Extra Force Element e) Walk Element f) Bend and Arise Element g) Sit and Stand Element h) Crank Element i) Vocalize Element j) USE Element
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Auxiliary Activities Read Element (R2 or R3): defines the time it takes for the eye to move from the end of one line to the beginning of the following line. R2: Read one word in a group of words where the purpose is to get the overall message. R3: Read one word in a group of words where each word has to be registered as in proof reading or verifying.
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Auxiliary Activities Eye Control Element: This is an important activity, yet it is seldom awarded. To be awarded, all activity must stop until the eyes finish their work.
3 Categories of Eye Fixation 1. E2 Eye Fixation: A mental recognition of a noncomplex condition. An example is glancing towards a gauge to determine if the needle has reached a prescribed level, a readily distinguishable characteristic. Several fixations can occur without the eyes traveling if confined to a cone approximately 4” (10cm) across, 15” (38cm) from the eyes. Not For Sale
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Auxiliary Activities 2. E2 Eye Travel: Movement of the eye up, down, left or right. One eye travel (E2) is awarded per 30 degree maximum eye move. This is approximately 8” (20cm) across, 15” (38cm) from the eyes. 3. E4 Eye Focus: One eye focus E4 is awarded when the distance of the next object examined is substantially different from the last. Every eye focus must be followed by either an eye fixation or a Read element.
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Auxiliary Activities Figure 8
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Auxiliary Activities Juggle Element (J2): This is a change in the position of a grasp which is accomplished without giving up control of an object. Juggling happens frequently but is seldom awarded because most juggles are performed internal to other activities, such as MOVE.
Example: •
Picking up a pencil, a juggle is completed during the Move to the paper. (M3G1 J2)
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Auxiliary Activities Extra Force Element (X4): This element is provided for a person to achieve control over an object, to restrain an object, or to overcome resistance in an activity. It is recognized by a noticeable hesitation while pressure is being applied. It is awarded only when all other activity stops.
Example: •
Apply Extra force to seat a pin after it is inserted (M3P2 X4) Not For Sale
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Auxiliary Activities Walk Element (W5): Walk is defined as lifting the foot entirely off the floor and placing it down in another location.
A M2 move is usually paid after walk if the task does not require lifting heavy object. W5: Per pace W2.36: Per linear foot W7.75: Per meter. Example: •
Walk 5 pace to pick up the screw (5W5 M2G1) Not For Sale
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Auxiliary Activities Bend and Arise Element (B17): This is a vertical change in the upper part of the body. It includes both the down movement and the up movement. The test for a Bend and Arise is whether or not the hand goes below the knee. If the hand does go below the knee then a Bend and Arise is awarded.
Example: An operator bend to pick up a pen (M2G1 B17)
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Auxiliary Activities Note: If the frequency is more than 10 per hour the pattern of the work usually seen to change so the proper coding should be M7G3 M7P0.
An M7 is awarded for the bend, a G3 to grasp the box an M7 for the rise and P0 to place the box at the waist .
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Auxiliary Activities Sit and Stand Element (S30): This is included in both the down movement and the up movement. It is recorded as one although other activities may occur between.
This element for example totals 30 MODs which includes time for pulling the chair up to the back of the knees during Sit and pushing the chair back during Stand.
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Auxiliary Activities Crank (C4): Performed with the forearm. Four MODS are awarded for one complete revolution. Crank (C3): Performed with the wrist on small diameter handles up to 3.5”. Note: When using crank the number of revolutions should be rounded off to the nearest whole number.
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Auxiliary Activities Vocalize Element (V3): This is used to estimate, within reason, standard telephone conversations such as bookings airline tickets, providing directions, etc. V3: One V3 is awarded for each word spoken. When numbers are spoken, each digit is awarded V3. Listening to another person speak is also considered vocalising.
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Auxiliary Activities USE Element (U): These elements are movements that do not terminate in either a Get or a Put. The motions are to an indeterminate location. They are usually associated with the use of tools such as saws, files, polishing cloths, erasers, etc. Note: USE is a back and forth motion without a direct relationship to a specific tool. U.5: Finger Motions U1: Hand Motions U2: Forearm Motions U3: Whole Arm Motions U4: Not Applicable Not For Sale
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Auxiliary Activities Examples of USE Elements: •
Hammering an object
•
Polishing a shoe
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Auxiliary Activities The Element “Handwrite” (H4): Handwriting falls within two categories, writing and printing.
H4: Write one letter, or one punctuation mark H5: Print one letter, or one digit, or one symbol H6: Write one upper case letter H7: Print one upper case letter H21: Write one word H26: Print one word H35: Print one word in all upper case letters Not For Sale
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Auxiliary Activities Figure 9
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Auxiliary Activities Load Factor (L1): Load factor is an allowance for the greater inertia which must be overcome when handling heavy objects. When moving heavy objects, the acceleration and deceleration of an operator’s movements are slowed. To account for the slower movements, a Load Factor value is used. Load Factor (Effective Net Weight) L0 < 4.4 lbs (2kg) L1> 4.4 lbs < 13.3 Ibs or > 2kg< 6kg L2> 13.3 Ibs < 17.6 Ibs or 6kg < 8kg Note: Special case applies for heavier weights. Not For Sale
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Auxiliary Activities Decide Element (D3): This activity is only concerned with binary decisions.
Binary decisions are YES/NO, ON/OFF, IN/OUT, etc. Complex decisions are not awarded D3. A D3 is awarded only if all activity stops for the decision to be reached. Not For Sale
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Auxiliary Activities The Element Number (N3): This activity deals with counting articles or objects such as during inventory processing. N3: Awarded per item, when the items are arranged. N6: Awarded per item, when the items are disarranged.
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Element‐Process Time/Machine Cycle Time. This is when an operator must stop all movements, terminal and auxiliary activities, during a cycle, and wait for a certain amount of time for the machine to complete an action. Conversion of the Process Time / Machine Time Seconds: Time in seconds * 7.75 MODS (Example: 2 Seconds * 7.75 MODS = 15.5 MODs) Minutes: Time in minutes * 465 MODS (Example: .05 minutes* 465 MODS = 23.25 MODS) Not For Sale
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MODAPTS SYMBOL Figure 10
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MODAPTS SYMBOL Figure 11
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MODAPTS SYMBOL Figure 12
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