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FOUR LAWS
OF TECH PRODUCTECONOMICS
Rich Mironov
ProductCamp Portland
31 January 2017
@richmironov
4 Laws of Tech Product
Economics
Fact #1
Your development team will never
be big enough
Development can
never build as fast
as we can dream
Magical Thinking
“CEO says it’s really important.”
“We already promised it to a big prospect.”
“How hard could it be? Probably only 10 lines of code.”
“We’ve been talking about this for months.”
“We’ve gone agile, which gives us infinite capacity...”
“My neighbor’s kid could do this in an hour.”
85% Loading Beats 100% Loading
6
• At 120% loading, even less
gets done
• Stretch goals usually counter-
productive for Engineering
• Stable whole teams twice as
productive as pooled resources
• “Busy” vs. “effective”
#1
Law of Ruthless Prioritization
• AND requests but EXCLUSIVE-OR decisions
• We succeed by finishing a few critical things
Executive’s Job
• Make hard trade-offs
• Battle magical thinking and one-offs
4 Laws of Tech Product Economics
1. Your development team will never be big enough
Law of Ruthless Prioritization
2. All of the profits are in the nth copy/unit/user
For Software (and Hardware)
Fact #2: All of the
profits are in the
nth copy, unit or
subscriber
Revenue Implications
Goal is not to minimize costs
but to maximize revenue
• Your development team of 6 costs…
• Implied revenue commitment…
• Incremental cost per user…
$1M/year
$6M/year
< 3% (SW)
< 20% (HW)
Software Tiers/Bundles
There’s nothing more
wasteful than brilliantly
engineering a product that
doesn’t sell.
• Professional Services rewarded for more hours, more
customization. Priced for effort.
• Product rewarded for large numbers of frictionless, self-
onboarding subscribers. Priced for value.
Conflicting Metrics & Models
13
GrossProfit
Custom	Development Repeatable	Revenue	Products
Key	Metric Staff	Utilization	(busy	developers) Users	(subscribers,	licenses,	units)
Business	Model Mark-up	on	staff	hours Re-use	of	identical	tech bits
We	track... Projects/programs Products/releases
Essential	skills Sales,	business	development Segmentation,	validation
Innovation	
ownership	&	risk
Client	owns	IP:	we	hope	they	pay	and	
send	more	projects	our	way
We	own	IP:	we	hope	target	segment	
pays	handsomely	for	perceived	value
Graded	first	on... On	time,	on	budget,	on	spec Market	winner	vs.	competition
Customer	wants	a	
one-off?
"Great!	Here's	a	change	order" "Let	me	put	that	(deep)	into	the	
backlog."
Plan	to	productize	
platforms?
Always	sacrificed	when	paid	projects	
run	late
Essential	part	of	product	line	planning
Opposing Management Models
Custom	Development
Key	Metric Staff	Utilization	(busy	developers)
Business	Model Mark-up	on	staff	hours
We	track... Projects/programs
Essential	skills Sales,	business	development
Innovation	
ownership	&	risk
Client	owns	IP:	we	hope	they	pay	and	
send	more	projects	our	way
Graded	first	on... On	time,	on	budget,	on	spec
Customer	wants	a	
one-off?
"Great!	Here's	a	change	order"
Plan	to	productize	
platforms?
Always	sacrificed	when	paid	projects	
run	late
Art courtesy of Arne Olav Gurvin Fredriksen
#2
Law of Build Once, Sell Many
• Segmentation: strategic art of choosing customers who
want the same solution
Executive’s Job
• Focus on segments, not deals
(or become a professional services firm)
4 Laws of Tech Product Economics
1. Your development team will never be big enough
Law of Ruthless Prioritization
2. All of the profits are in the nth copy/unit/user
Law of Build Once, Sell Many
3. Technology bits are not the product
Naked without
• Deep customer understanding
• Positioning, messaging, awareness
• Sales & channels
• Support, evangelism
Tech Bits < Whole Product
Jobs To Be Done
Commercial Product Failure Modes*
Undifferentiated
or poorly
positioned
Marketing/sales/
channel failures
Late delivery
Poor quality
Wrong problem,
wrong solution
*In my personal experience, mostly SW
Most of the success / failure
of a product is determined
before we pick our first
developer or fill out our first
story card
#3
Law of Whole Products
• Customers buy solutions (which may include software/hardware)
• Mean-Time-To-Joy
Executive’s Job
• Focus on end customer satisfaction
• Watch for organizational silos
4 Laws of Tech Product Economics
1. Your development team will never be big enough
Law of Ruthless Prioritization
2. All of the profits are in the nth copy/unit/user
Law of Build Once, Sell Many
3. Technology bits are not the product
Law of Whole Products
4. You can’t outsource strategy or discovery
Decisions > Input
• Voice of Customer/CAB
• Showcase customers
• Surveys
• Crowdsourced feature
ranking
• Industry analysts
• Competitor data sheets
• Smartest customers
• Smartest developers
• Executive Survey-of-One
• Investment banker
• Your mother-in-law
• Inflight magazine
• Business value error bars >>
engineering error bars
• Bottom-up prioritization à
ugly products
• “We’re one feature away from
competitive parity”
Strategy > Analytics
• Markets are complex, surprising
• Your best ideas are half wrong
• Need 16 (or 22 or 35) in-depth
interviews to see patterns, outliers
• Be there yourself to spot details,
emotions, connections, subtlety
Discovery (Validation)
Kano Model
Baseline
“I skate to where the puck is going to
be”
Strategy Requires Strategy
Strategy requires judgment
4 Laws of Tech Product Economics
1. Your development team will never be big enough
Law of Ruthless Prioritization
2. All of the profits are in the nth copy/unit/user
Law of Build Once, Sell Many
3. Technology bits are not the product
Law of Whole Products
4. You can’t outsource strategy or discovery
Law of Judgment
Rich Mironov
Mironov Consulting
San Francisco, CA, USA
www.mironov.com
+1-650-315-7394
rich@mironov.com
@richmironov

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Four Laws of Tech Product Economics - Rich Mironov

  • 1. FOUR LAWS OF TECH PRODUCTECONOMICS Rich Mironov ProductCamp Portland 31 January 2017
  • 2.
  • 3. @richmironov 4 Laws of Tech Product Economics Fact #1 Your development team will never be big enough
  • 4. Development can never build as fast as we can dream
  • 5. Magical Thinking “CEO says it’s really important.” “We already promised it to a big prospect.” “How hard could it be? Probably only 10 lines of code.” “We’ve been talking about this for months.” “We’ve gone agile, which gives us infinite capacity...” “My neighbor’s kid could do this in an hour.”
  • 6. 85% Loading Beats 100% Loading 6 • At 120% loading, even less gets done • Stretch goals usually counter- productive for Engineering • Stable whole teams twice as productive as pooled resources • “Busy” vs. “effective”
  • 7. #1 Law of Ruthless Prioritization • AND requests but EXCLUSIVE-OR decisions • We succeed by finishing a few critical things Executive’s Job • Make hard trade-offs • Battle magical thinking and one-offs
  • 8. 4 Laws of Tech Product Economics 1. Your development team will never be big enough Law of Ruthless Prioritization 2. All of the profits are in the nth copy/unit/user
  • 9. For Software (and Hardware) Fact #2: All of the profits are in the nth copy, unit or subscriber
  • 10. Revenue Implications Goal is not to minimize costs but to maximize revenue • Your development team of 6 costs… • Implied revenue commitment… • Incremental cost per user… $1M/year $6M/year < 3% (SW) < 20% (HW)
  • 12. There’s nothing more wasteful than brilliantly engineering a product that doesn’t sell.
  • 13. • Professional Services rewarded for more hours, more customization. Priced for effort. • Product rewarded for large numbers of frictionless, self- onboarding subscribers. Priced for value. Conflicting Metrics & Models 13 GrossProfit
  • 14. Custom Development Repeatable Revenue Products Key Metric Staff Utilization (busy developers) Users (subscribers, licenses, units) Business Model Mark-up on staff hours Re-use of identical tech bits We track... Projects/programs Products/releases Essential skills Sales, business development Segmentation, validation Innovation ownership & risk Client owns IP: we hope they pay and send more projects our way We own IP: we hope target segment pays handsomely for perceived value Graded first on... On time, on budget, on spec Market winner vs. competition Customer wants a one-off? "Great! Here's a change order" "Let me put that (deep) into the backlog." Plan to productize platforms? Always sacrificed when paid projects run late Essential part of product line planning Opposing Management Models Custom Development Key Metric Staff Utilization (busy developers) Business Model Mark-up on staff hours We track... Projects/programs Essential skills Sales, business development Innovation ownership & risk Client owns IP: we hope they pay and send more projects our way Graded first on... On time, on budget, on spec Customer wants a one-off? "Great! Here's a change order" Plan to productize platforms? Always sacrificed when paid projects run late
  • 15. Art courtesy of Arne Olav Gurvin Fredriksen
  • 16. #2 Law of Build Once, Sell Many • Segmentation: strategic art of choosing customers who want the same solution Executive’s Job • Focus on segments, not deals (or become a professional services firm)
  • 17. 4 Laws of Tech Product Economics 1. Your development team will never be big enough Law of Ruthless Prioritization 2. All of the profits are in the nth copy/unit/user Law of Build Once, Sell Many 3. Technology bits are not the product
  • 18. Naked without • Deep customer understanding • Positioning, messaging, awareness • Sales & channels • Support, evangelism Tech Bits < Whole Product
  • 19. Jobs To Be Done
  • 20. Commercial Product Failure Modes* Undifferentiated or poorly positioned Marketing/sales/ channel failures Late delivery Poor quality Wrong problem, wrong solution *In my personal experience, mostly SW
  • 21. Most of the success / failure of a product is determined before we pick our first developer or fill out our first story card
  • 22. #3 Law of Whole Products • Customers buy solutions (which may include software/hardware) • Mean-Time-To-Joy Executive’s Job • Focus on end customer satisfaction • Watch for organizational silos
  • 23. 4 Laws of Tech Product Economics 1. Your development team will never be big enough Law of Ruthless Prioritization 2. All of the profits are in the nth copy/unit/user Law of Build Once, Sell Many 3. Technology bits are not the product Law of Whole Products 4. You can’t outsource strategy or discovery
  • 24. Decisions > Input • Voice of Customer/CAB • Showcase customers • Surveys • Crowdsourced feature ranking • Industry analysts • Competitor data sheets • Smartest customers • Smartest developers • Executive Survey-of-One • Investment banker • Your mother-in-law • Inflight magazine
  • 25. • Business value error bars >> engineering error bars • Bottom-up prioritization à ugly products • “We’re one feature away from competitive parity” Strategy > Analytics
  • 26. • Markets are complex, surprising • Your best ideas are half wrong • Need 16 (or 22 or 35) in-depth interviews to see patterns, outliers • Be there yourself to spot details, emotions, connections, subtlety Discovery (Validation)
  • 28. “I skate to where the puck is going to be” Strategy Requires Strategy Strategy requires judgment
  • 29. 4 Laws of Tech Product Economics 1. Your development team will never be big enough Law of Ruthless Prioritization 2. All of the profits are in the nth copy/unit/user Law of Build Once, Sell Many 3. Technology bits are not the product Law of Whole Products 4. You can’t outsource strategy or discovery Law of Judgment
  • 30. Rich Mironov Mironov Consulting San Francisco, CA, USA www.mironov.com +1-650-315-7394 rich@mironov.com @richmironov