A guide to the Product Complexity Model
The model draws a make-and-ship operation as a flow chart and lets you grow it. It exists to show people outside operations what a new product actually asks of the plant.
The chart reads left to right, and it is the life of a product: order the parts, receive them, store them, make the product, package it, inspect it, store it again, pick it, pack it, ship it. The steps never change. What changes is how many different things have to pass through them.
Every thin line is one item that somebody has to buy, make, count, find or ship. Every triangle is one item sitting in stock.
The numbers under the chart count what the picture shows.
| What has to be managed | Day one | Early | Mature | Sprawling |
|---|---|---|---|---|
| Offerings | 1 | 8 | 12 | 20 |
| Finished items | 1 | 48 | 120 | 420 |
| Things to buy | 6 | 93 | 177 | 525 |
| Vendors | 3 | 8 | 15 | 38 |
| Purchase orders a month | 2 | 4 | 8 | 19 |
| Items to keep in inventory | 7 | 141 | 297 | 945 |
| Pick faces in the warehouse | 1 | 96 | 360 | 1,260 |
| Ways out the door | 1 | 4 | 6 | 12 |
| People to run it (estimate) | 4 | 13 | 26 | 62 |
| OTIF, on time and in full (estimate) | 98% | 96% | 94% | 77% |
Drag the slider. It runs through four saved states: Day one, Early, Mature and Sprawling. Between them the model fills in the steps, so you watch machines, package types and channels arrive one at a time.
Add or take away one. Under the slider are minus and plus buttons for an offering, a size, a package type and a channel. Press one and the chart redraws, and the numbers under it show what came with it.
See what each click changed. After a plus or minus, a line beside the buttons lists the change: people, OTIF points, cost index, finished items, ways out and rework loops. Red is worse, green is better.
Rework and scrap. Tick it to see what complexity costs in things done twice or thrown away. Red curls with broad arrows are items that went round a step again. At Receive they are returns toward the vendor. Scrap runs along one red line to a rolling bin, then to dumpsters, up to six, as it grows. Both boxes are ticked on load. Untick Rework and scrap to see the plant without it. Animate flow makes the lines crawl in the direction items move.
The team. The small figures at the lower left are the people estimate, one per person. Hard hats are leads and maintenance, caps are operators and pickers, a figure carrying a box ships, a tie is purchasing and a bun is planning. The mix is an approximation from the staffing model.
Change the assumptions. The rollups at the bottom hold every setting: how many ingredients, how many machines, which channels ship which way. Change them and save your own states.
What one more offering brings at Mature: 10 new finished items, 12 new things to buy, 30 new pick faces and 13 more changeovers in every production cycle. That is the conversation the model is for.
It does not know volume. The model counts how many different things there are, not how much of each gets made or sold. A plant with half the items and the same sales is a different business from a plant with half the sales.
It counts high on purpose. It assumes every offering comes in every size on every machine that can run it. A real plant skips some of those combinations. The shape is right. The totals are a ceiling.
Its rework rates are assumptions. The starting rates, how fast they grow and the OTIF effects are set so the picture looks plausible. They are editable under Rework and scrap rates, and none of them comes from a real plant.
It is generic. There is no company, product or customer in it. The states are built to look like a mid-size plant, and anyone who runs one should recognize their own.
It is not an argument against new products. It is a way to see what a new product costs the operation before saying yes to it.
Guide to the Product Complexity Model v1.3 · built 2026-10-04