Factory Physics: An Interactive Field Guide

The laws of manufacturing from Hopp & Spearman's Factory Physics, one tab per principle. Every number on this page is computed live from the formulas. Move a slider and watch the law hold. Examples use synthetic but realistic data.

What Factory Physics is

Most production meetings argue opinions. Factory Physics ends the argument. In 1996, Wallace Hopp and Mark Spearman wrote down what physicists had long done for nature: a set of laws that every production system obeys, whether its managers believe in them or not. No fads, no acronyms of the month. Just relationships between throughput, inventory, cycle time, and variability that you can compute on the back of an envelope.

The laws are few, and they're not complicated. WIP, throughput, and cycle time are locked together (Little's Law). Adding WIP past a critical level buys you nothing but lead time. Variability always degrades performance, and it always gets paid for: with inventory, with spare capacity, or with your customers' time. Once you've internalized these, half of the usual factory-floor debates dissolve.

This dashboard walks through the six core principles. Each tab explains one, gives it a formula, attaches a worked example, and lets you push the sliders until the behavior clicks.

The six principles

Principle 1
Little's Law
WIP = Throughput × Cycle Time. The conservation law of operations. It holds for any stable system, from a lathe to a whole supply chain.
Principle 2
WIP & Throughput Curves
Throughput rises with WIP only up to the critical WIP level W₀. After that, every extra job in the line just waits. Best case, worst case, and the "practical worst case" in between.
Principle 3
Variability & Utilization
Queue time = V × U × T. Variability and utilization multiply. Push utilization toward 100% and cycle time heads toward infinity. Not a metaphor: it's in the equation.
Principle 4
Batching
Cycle time vs batch size is a U-curve. Batches too small overload the machine with setups; batches too big bury it in wait-time. The sweet spot is computable.
Principle 5
Push vs Pull (CONWIP)
A pull system caps WIP and releases work only when work leaves. Same throughput, less inventory, predictable cycle times. Watch a simulation prove it.
Principle 6
The Buffering Law
Variability will be buffered. You pick the currency: inventory, capacity, or time. Refuse to pick, and the system picks for you (it usually picks your customers' time).

Notation cheat sheet

SymbolMeaningTypical unit
THThroughput: output rate of the linejobs/hour
CTCycle time: how long one job spends in the systemhours, days
WIPWork in process: jobs inside the system right nowjobs
rbBottleneck rate: capacity of the slowest stationjobs/hour
T0Raw process time: pure touch time with zero waitinghours
W0Critical WIP: rb × T0, where a perfect line saturatesjobs
uUtilization: workload divided by capacity0 to 1
ca, ceCoefficient of variation of arrivals / of process timesdimensionless

How to use this dashboard

  • Go in order the first time. Little's Law is the grammar; everything after is sentences.
  • Move one slider at a time and predict the direction before you look. That's where the learning happens.
  • Try to break the laws. Set utilization to 98%, push the batch size to 1, release work faster than the bottleneck. The formulas will show you the bill.
  • Steal the defaults. Each tab opens on a realistic mid-size manufacturing scenario, so the numbers you see first are numbers you could meet on a real shop floor.

One warning before you start: none of this requires simulation software or a consulting engagement. Every result on these tabs comes from formulas short enough to memorize. That's the point of the book.