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)
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
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
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
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