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Learning Curve Is A Graphical Representation of The Changing Rate of Learning (In The Average Person) For A
Learning Curve Is A Graphical Representation of The Changing Rate of Learning (In The Average Person) For A
Learning Curve Is A Graphical Representation of The Changing Rate of Learning (In The Average Person) For A
The learning curve can also represent at a glimpse the initial difficulty of learning something
and, to an extent, how much there is to learn after initial experience. For example, the Windows
program Notepad is extremely simple to learn, but offers little after this. It is possible for
something to be simple to learn, but hard to master or hard to learn with little beyond this.
Every activity or undertaking has a learning curve. The concept of a learning curve was
introduced by T.P. Wright to the aircraft industry in 1936. As originally set up by Wright, the
learning curve is a measure of the so-called doubling effect, that is, as the quantum of production
is doubled, the cost of resources consumed in the process is reduced.
The premise of the learning curve theory is quite simple, practice makes perfect or the repetition
of the same procedures should result in fewer units of time or efforts devoted to a particular
activity or undertaking. It is for this reason that the learning curve is sometimes referred to as the
experience curve or progress function.
The first person to describe the learning curve was Hermann Ebbinghaus in 1885. He found that
the time required memorizing a nonsense syllable increased sharply as the number of syllables
increased. Psychologist, Arthur Bills gave a more detailed description of learning curves in 1934.
He also discussed the properties of different types of learning curves, such as negative
acceleration, positive acceleration, plateaus, and ogive curves. In 1936, Theodore Paul Wright
described the effect of learning on labor productivity in the aircraft industry and proposed a
mathematical model of the learning curve.
The economic learning of productivity and efficiency generally follows the same kinds of
experience curves and have interesting less important effects. Efficiency and productivity
improvement can be considered as whole association or industry or economy learning processes,
as well as for individuals. The general pattern is of first speeding up and then slowing down, as
the practically achievable level of methodology improvement is reached.
In Wright's Model, the learning curve function is defined as follows:
Y = aXb
The decrease in time will follow a certain pattern, such as negative exponential
distribution shape.
The learning curve may vary one product to another and from one organization to another.
The rate of learning depends on factors such as the quality of management and the
potential of the process and products
Moreover, it may be said that any change in personnel, process, or product disrupts the
learning curve. Consequently, there is a need for the utmost care in assuming that a
learning curve is continual and permanent.
As individuals and/or organizations get more qualified at a task, they usually become more
efficient at it, following a progression of the learning first getting easier and then harder as one
approaches a limit. A "steep" learning curve, in colloquial usage, usually means experiencing a
large and increasing amount of effort for a constant amount of learning, i.e. approaching a
natural limit. Much the reverse is the meaning of a steep slope in a learning progress curve. A
learning progress curve is steep when very little effort is required, as further discussed in the
main article.
The rule used for representing the learning curve effect states that the more times a task has
been performed, the less time will be required on each consequent iteration. It did not vary at
different scales of operation. Learning curve theory states that as the quantity of items produced
doubles, costs decrease at an expected rate. This expected rate is described by Equations 1 and 2.
The two equations differ only in the definition of the Y term, but this difference can be
significant.
1. This equation describes the basis for what is called the unit curve. In this equation, Y
represents the cost of a specified unit in a production run. For example, If a production run has
generated 200 units, the total cost can be derived by taking the equation below and applying it
200 times (for units 1 to 200) and then summing the 200 values. This is cumbersome and
requires the use of a computer or published tables of predetermined values.
[2]
where
2. This equation describes the basis for the cumulative average or cum average curve. In this
equation, Y represents the average cost of different quantities (X) of units. The significance of
the "cum" in cum average is that the average costs are computed for X cumulative units.
Therefore, the total cost for X units is the product of X times the cum average cost. For example,
to compute the total costs of units 1 to 200, an analyst could compute the cumulative average
cost of unit 200 and multiply this value by 200. This is a much easier calculation than in the case
of the unit curve.
where
The Table presents data on learning curve effects in the U.S. industrial sector. An 80%
learning rate is descriptive of certain operations in such areas as ship construction,
electronic data processing equipment, automatic machine production, and aircraft
instruments and frame assemblies.
The learning curves are found to be quite useful in a variety of applications, including
strategic evaluation of company and industry performance, internal labor forecasting,
establishing costs and budgets, production planning, external purchasing, and
subcontracting of items.
The learning curve theory is based on a doubling of productivity. More specifically, when
output or production doubles, the reduction in time per unit affects the learning curve
rate. For example, an 80% learning rate means the second unit takes 80% of the time of
the first unit, the fourth unit takes 80% of the second unit, eighth unit takes 80% of the
fourth unit, and so on.
Result:
LHm = LH1m C
Where:
LH1 is the labor hours to produce unit one or the first unit.
Learning curves, also called experience curves, relate to the much broader subject of natural
limits for resources and technologies in general. Such limits generally present themselves as
increasing complications that slow the learning of how to do things more efficiently, like the
well-known limits of perfecting any process or product or to perfecting measurements
The experience curve effect is broader in scope than the learning curve effect encompassing far
more than just labor time. It states that the more often a task is performed the lower will be the
cost of doing it. The task can be the production of any good or service. Each time cumulative
volume doubles, value added costs (including administration, marketing, distribution, and
manufacturing) fall by a constant and expected percentage. In the late 1960s Bruce Henderson of
the Boston Consulting Group (BCG) began to highlight the implications of the experience curve
for strategy. Research by BCG in the 1970s observed experience curve effects for various
industries that ranged from 10 to 25 percent.
Experience curve
These effects are often expressed graphically. The curve is plotted with cumulative units
produced on the horizontal axis and unit cost on the vertical axis. A curve that depicts a 15% cost
reduction for every doubling of output is called an “85% experience curve”, indicating that unit
costs drop to 85% of their original level.