Name
Say what the thing really is, and what it is really for. Most bottlenecks hide behind the wrong name.
Tools: Value stream map, current reality tree

The method
The bottleneck is rarely where everyone is looking. Five moves find it, one law at a time, through one made thing a week.

Where it comes from
Every system has one part that decides how much it can do. Eliyahu Goldratt called it the constraint; Levitt, Coase and others named its cousins. Low Tide teaches that thinking through made things, one a week, so that you can find your product's bottleneck before you spend another quarter on the wrong problem.
See it in a sample issueSay what the thing really is, and what it is really for. Most bottlenecks hide behind the wrong name.
Tools: Value stream map, current reality tree
Take away what you inherited until only what holds it up is left. Some of what you build is a habit from a team that no longer exists.
Tools: Evaporating cloud, Kingman's utilisation curve
Find the one step everything else waits for. Improving anything else is an illusion.
Tools: Five focusing steps with Little's law, fault-tree AND/OR gates
Check which business you are really in, and which part you only rent. The part you can buy, your rivals can buy too.
Tools: Wardley map, Levitt's what business are we in
Price the fix before you buy it. Exploit the bottleneck before you expand it.
Tools: Exploit before elevate, Meadows' leverage points, pre-mortem
Every issue names one. After twenty issues you own twenty names for why things get stuck, and you can say in a meeting: this is Amdahl's law, speeding up that part can't help.
Why a measure that becomes a target stops measuring.
Why systems copy the org chart that builds them.
Why the last 10% takes the other 90% of the time.
Why you learn why a rule exists before you remove it.
Why complex systems that work grew from simple ones that worked.
Why yesterday's choice limits today's options.
Why the scarcest ingredient sets the limit, however much of the rest you add.
Why the slowest step sets the speed of the whole.
Why improving anything but the constraint is an illusion.
Why speeding up one part can only help as much as that part's share.
Why more work in progress means everything takes longer.
Why one weak link drags down the value of every strong one.
Why some delays cost nothing and others cost the launch.
Why the easy-looking things are the hard ones for machines.
Why companies misread which business they are in.
Why people hire a product for a job, not for its features.
Why the part you can buy, your rivals can buy too.
Why each doubling of output cuts cost by a steady share.
Why handwork gets dearer while machines get cheaper.
Why efficiency can raise total use.
Why adding people to a late project makes it later.
Why it always takes longer, even when you expect that.