Operations management simulation

Doughnut Truck

The newsvendor-model simulation

A fast, focused simulation where each participant runs their own doughnut truck and decides, day after day, how many to make against uncertain demand. Perishable inventory, decisions under risk, profit that compounds.

Operations and supply chain Newsvendor model MBA · Exec Ed · Undergrad 30 days · under 1h
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01Overview

One simple decision. A lesson that sticks.

Doughnut Truck strips perishable-inventory management down to its essence: a single, repeated decision under uncertainty. No clutter, no manuals, just the core trade-off every operations manager faces, made vivid.

Newsvendor model

The classic perishable-inventory problem in its purest form: how much to stock when demand is unknown and leftovers are lost.

Uncertain demand

Demand changes every day, with a weekday and weekend rhythm, and is never known in advance. You forecast, then live with it.

Perishable goods

What you do not sell today is wasted tomorrow. There is no second chance and no carry-over: every unit is a bet.

Minimal interface

A sleek, single-screen design keeps the focus on the decision, not on learning the platform. Productive in minutes.

1
Decision / day
≤20
Max demand / day
30
Trading days
<1h
Per session
02The case study

Welcome to your doughnut truck

No spreadsheets, no backstory to memorize. A clean, relatable premise that any participant grasps in thirty seconds, and that hides a genuinely hard optimization problem.

The setup

Monday is the first day of your new doughnut shop. You have no prior information about demand, but you know that, given the size of the market, it will never exceed 20 doughnuts a day.

Each day you decide how many doughnuts to make for the next day, knowing that any unsold doughnut is wasted. Each one costs $1 to produce and its selling price is fixed by the authorities at $2. How much profit can you generate over 30 days?

Perishable inventory One decision a day No prior information

Starting parameters

Production cost$1 / unit
Selling price (fixed)$2 / unit
Margin per sale (Cu)$1
Overstock cost (Co)$1
Daily demanduncertain · ≤20
Horizon30 days

The question the whole simulation turns on: how many doughnuts should you make today to maximize tomorrow profit?

03The newsvendor model

Two ways to be wrong. One sweet spot.

Every single day you are caught between two opposite risks. Make too many and you eat the cost of waste; make too few and you leave margin on the table. The art is finding the point that balances them.

Make too few

Demand shows up and you have nothing to sell. Each missing doughnut is $1 of margin walking out the door, and a customer who may not return.

Underage cost · Cu = $1

The sweet spot

Produce up to the point where the chance of selling the next doughnut just covers its risk of being wasted. That balance is the critical fractile.

Critical fractile

Make too many

Whatever does not sell goes in the bin. Each unsold doughnut is $1 you already spent and will never recover. Caution has a price too.

Overage cost · Co = $1
The critical fractile
Cu Cu + Co = $1 $1 + $1 = 0.50
Stock to cover 50% of demand scenarios, the median. With demand up to 20, the optimum sits around 10 doughnuts a day.
Cu

Underage cost

The margin lost on each unmet sale: price minus cost, $2 − $1 = $1.

Co

Overage cost

The money sunk into each unsold, perishable unit: the $1 production cost.

Q*

Optimal quantity

The order quantity at the critical ratio. Here the costs are symmetric, so the answer is the median of demand.

Because Cu and Co are equal in the base case, the model is beautifully symmetric: the perfect first encounter with the formula before introducing asymmetric costs.

04Try the model

Move the dial, watch the profit move

Set how many doughnuts you make each day and what the authorities let you charge. The calculator runs the same newsvendor arithmetic the participants meet in the simulation.

Your daily decision

Demand is uniform between 0 and 20 doughnuts a day, and each one costs $1 to make.

Doughnuts made per day10
Selling price$2.00

Illustrative model: uniform demand between 0 and 20 and a fixed $1 production cost. In the simulation demand follows a weekday and weekend rhythm, and the instructor sets the economics.

$5.00
Expected profit per day
Over 30 days$150.00
Optimal quantity Q*10.0
Wasted per day2.5
Unmet demand per day2.5
05Simulated dynamics

The loop of every day

The same short cycle repeats thirty times. Each pass takes seconds, but the feedback accumulates into a clear, personal learning curve.

Step 1

Decide and produce

Choose how many doughnuts to make for tomorrow.

Step 2

Demand is revealed

The day closes and real demand appears.

Step 3

Sold, wasted, lost

Sales, waste and missed demand are tallied.

Step 4

Profit banked

The day profit is added to your running total.

×30

Next day

Repeat for 30 days, learning as you go.

Daily order decision

Each day, participants decide how many doughnuts to produce for the next day, without knowing exact demand.

Demand uncertainty

Demand varies day to day, with weekday and weekend patterns. Overstock means waste; understock means lost sales.

Profit maximization

Players hunt for the order quantity that maximizes cumulative profit across the whole run.

Instant visualization

Each day shows the doughnuts sold, wasted and unmet as clear icons: feedback you feel, not just read.

06Learning objectives

What participants take away

A focused experience built on the Kolb experiential cycle: do, reflect, conceptualize, try again. Concepts land because participants feel the consequences first-hand.

Demand forecasting

Grasp the essentials of forecasting demand for perishable goods and the underlying principles of the newsvendor model.

Decide with stock costs

Build decision-making skills to manage inventory optimally, weighing the costs of stockouts against overstocks.

Probabilistic thinking

Move from a single guess to thinking in distributions, and confront the pull-to-the-mean bias head-on.

From data to decision

Read each day outcome and turn it into the next day choice, closing the analysis-to-action loop.

Collaboration and communication

When run in teams, strengthen the ability to align on a strategy and defend it with evidence.

Fast, comparable debrief

Benefit from quick review sessions that solidify understanding and pinpoint operational improvements.

Pedagogical anchor: the critical fractile Cu / (Cu + Co), introduced through experience and then formalized at the debrief.

07Results and metrics

What gets measured gets discussed

Throughout the run, three live views give participants and the instructor an honest mirror of each decision and its consequences.

Orders

Produced, sold and actual demand, day by day: the full decision trail.

Cumulative profit

The headline score: how the running total climbs, or stalls, across 30 days.

Customer satisfaction

The fill rate: how often demand was met, the human cost of stocking out.

Average profit per day
by strategy · uniform demand 0–20 · illustrative
$3.75
Understock (5/day)
$5.00
Optimal (10/day)
$3.75
Overstock (15/day)
$0.00
Excess (20/day)
Optimal Sub-optimal Worst case

Comparable across cohorts

With a consistent demand profile, results line up across participants and sessions, turning the debrief into a benchmarking exercise and enabling clean cross-cohort analysis.

08Instructor role

Full control, zero friction

A real-time instructor panel runs the whole room: launch and pace the game, tune the economics, and toggle the features that fit your group.

Live monitoring

See who is connected, who has played and overall progress, round by round.

Pause and resume

Freeze the room for a discussion, then resume automatically on the next round.

Tune the economics

Set price, cost, number of days and the per-day demand profile, which can be uploaded by CSV.

Send access by email

One click delivers each participant their personal link and credentials.

AI assistant

Optionally give participants an in-game AI chat assistant for guidance.

Optional

Round timer

Show a countdown each round to add time pressure and keep the room in sync.

Optional

Tips and news

Surface start-of-round tips and an optional, AI-driven news feed for context.

Optional

Rooms and alerts

Assign physical or virtual rooms and push real-time alerts to participants.

Optional
09Instructor debrief

Where the learning happens

The game ends and the conversation begins. The simulation is the experience; the debrief is where it turns into transferable knowledge.

~10 min
Block 1

Introduction

Frame the doughnut truck, the rules and the goal. Participants are playing within minutes.

~5 min
Block 2

Define a strategy

Before playing, each participant or team commits to an approach: how many to make, and why.

~15 min
Block 3

Play the 30 days

Run the simulation. Pause mid-way to let teams re-plan as the demand pattern reveals itself.

~20 min
Block 4

Debrief and present results

Project the comparative results, surface the patterns and formalize the critical fractile.

Discussion questions that drive it home

1

What was your average daily production? Was it closer to the mean of demand, or did you systematically play it safe?

2

Did you over-react to a single bad day, swinging your order up or down? That is the bullwhip instinct in miniature.

3

Did you spot the weekday and weekend rhythm in demand, and adjust production accordingly?

4

How does your profit compare with the theoretical optimum of about $5 a day? Where did the gap come from?

5

Most people under-order to avoid visible waste. Did you? What does that say about loss aversion in operations?

6

What would change if the price were $4 instead of $2, pushing the critical ratio toward stocking more?

The insight to land

Most participants systematically under-produce: the waste of an unsold doughnut feels worse than the invisible loss of an unmet sale. Naming that bias, then deriving the critical fractile, is the moment the model clicks.

10Fact sheet

Doughnut Truck at a glance

Everything you need to position, schedule and run the simulation.

Model
NewsvendorPerishable inventory
Case
Doughnut truckSingle, relatable premise
Duration
Under 1 hour30–45 min + debrief
Format
IndividualCross-comparison at debrief
Participants
UnlimitedEach runs their own truck
Periods
30 daysConfigurable
Economics
Price $2 · Cost $1Configurable · demand by CSV
Audience
Postgrad · Exec EdUndergrad · corporate
Fields
OperationsSupply chain · microeconomics
Languages
ES · ENInterface and materials
Platform
Archimedes LMSEureka Simulations
Access
eurekasimulations.com/doughnuttruck

An ideal first simulation for students new to operations management: quick to run, easy to debrief, and reproducible across cohorts.

FAQ

Common questions answered

It is the classic perishable-inventory question: how many units should you make when demand is uncertain and whatever you do not sell is lost? Make too few and you forgo margin; make too many and you pay for waste. The balance point is the critical fractile, Cu / (Cu + Co).

Under an hour. The 30 trading days take 30 to 45 minutes; a typical run is 10 minutes of introduction, 5 to define a strategy, 15 of play and 20 of debrief.

There is no participant limit: everyone runs their own truck. It can also be played in teams, with the group agreeing a single production strategy, and results are compared across the room at the debrief.

Yes. From the instructor panel you set the selling price, the production cost, the number of days and the day-by-day demand profile, which can be uploaded as a CSV. Raising the price moves the critical ratio and rewards producing more.

None. The premise takes thirty seconds to explain and the interface is a single screen, so the room is playing within minutes. It is an ideal first simulation for anyone new to operations management.

Contact

Let us talk about your implementation

Write to us about how we can help you achieve your learning objectives.

General inquiries

info@eurekasimulations.com

Technical support

tech@eurekasimulations.com
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Doughnut Truck

Doughnut Truck, the newsvendor simulation by Eureka Simulations: one decision a day, thirty days, and a lasting lesson in deciding under uncertainty.

Developed by Eureka Simulations
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