Diese Präsentation wurde erfolgreich gemeldet.
Die SlideShare-Präsentation wird heruntergeladen. ×

What everyone should know about time to market

Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige

Hier ansehen

1 von 42 Anzeige
Anzeige

Weitere Verwandte Inhalte

Ähnlich wie What everyone should know about time to market (20)

Anzeige

Aktuellste (20)

What everyone should know about time to market

  1. 1. What everyone should know about time to market Stephan Schmidt, Vice CTO, brands4friends
  2. 2. Me Stephan Schmidt Vice CTO brands4friends @codemonkeyism www.codemonkeyism.com stephan.schmidt@brands4friends.de
  3. 3. 3
  4. 4. brands4friends No.1 Shopping Club in Germany > 360k daily visitors > 4.5M Users eBay company 5 20.04.12 WJAX 2011
  5. 5. 6
  6. 6. 7
  7. 7. Development at brands4friends Team Java and web developers, data warehouse developers Process Scrum since 2009 Kanban for DWH since 2012
  8. 8. Time to Market
  9. 9. Why? 10
  10. 10. If a feature is worth developing, it‘s worth getting to market sooner.
  11. 11. Longer sales Larger market share Revenue Early market Late Time entry market entry Reinertsen 1998
  12. 12. What is time to market? From idea to making money. Not from start of project!
  13. 13. Why does time to market get worse?
  14. 14. Time Unmaintainable to Code Market Processes More people Founders no longer focus on product Startup Time
  15. 15. Time to market is a huge lever.
  16. 16. Technology is not a huge driver.
  17. 17. Buffers are the biggest driver. 18
  18. 18. Development Start Idea Front-up Development Problems are here Everyone focuses here
  19. 19. Start Need Ship 42% 58% Need Ship 40% 60% Need Ship 51% 49% Need Ship 56% 44% -3 Years 0 3 Years Reinertsen 1998
  20. 20. Market Opportunity Feeling of urgency Time relative to competitor Reinertsen 1998
  21. 21. Top Management Attention of top possible impact management for a project Reinertsen 1998
  22. 22. >50%  of  time  is  spent  before  development.       Time  to  market  in  development  is  a  solved   problem.  
  23. 23. Development is a solved problem 24
  24. 24. Concrete Steps?
  25. 25. Measure
  26. 26. Low quality and rework is one of the biggest wastes in software development.
  27. 27. Bug tracking is an anti- pattern. Don't do bugs.
  28. 28. 1. Feature 2. Feature 1. Feature 2. Feature 3. Feature 4. Feature 5. Feature 3. Feature 4. Feature 5. Feature Time Time Parallel Serial
  29. 29. 1. Feature 2. Feature 1. Feature 2. Feature 3. Feature 4. Feature 5. Feature 3. Feature 4. Feature 5. Feature Time Time 5 15
  30. 30. Time Developed Released 36
  31. 31. Time Developed Released 54 Time Developed Released 36
  32. 32. Time Developed Released 66 Time Developed Released 36
  33. 33. Time Developed Released 54 Time Developed Released 30
  34. 34. Time Developed Released 54 6 Months Time Developed Released 9 Months 30
  35. 35. 36
  36. 36. 1.  Measure, measure, measure 2.  Increase quality 3.  Reduce rework 4.  Frequent releases 5.  Stop working in parallel 6.  Shorter stories 7.  Visualize and manage flow 8.  Rigorously cancel meetings 9.  Continuous deployment 10. Shorten product management 11. No single point of failure or bottleneck 12. Leveling work
  37. 37. Time to Market Cheat Sheet 5 Working in Parallel vs. Serialized work Release cycles and earned money 3 1. Feature !"#$%&'()*+*"&,"-+.)"'&"/012)' Developed Developed Developed 2. Feature 1. Feature 2. Feature 3. Feature 4. Feature 5. Feature 3. Feature 1. Measure 4. Feature Time Time Time 5. Feature !"#$%#&#%'&()*'#+,#-.*(/#0'1'2.3+456#+(7,# Time Time -.*(/#5'845#(.#9&*:'(#,..4'*" Released Released Released ;"#<+9'#(.#9&*:'(#+,#&#(34)#2'1'*" !"# !"# 1 ="#>)?'*,#&*'#(/'#@+55',(#0*+1'*" A"#<'B/4.2.5C#+,#,&'#&#/)5'#0*+1'*" Working in parallel reduces your time to market and your income. When If you release twice a year, developing one feature a This gets even better. When you reduce your release 5 developers work on 5 features in parallel, each feature taking 5 month then after 6 months you have released 6 cycle to 1 month, releasing 12 times a year, you will months, it will take 5 months for the first one to reach the market. If features. They earn you money for 6 months, the make $66,000 with the same features and mostly the 6. >50% of time is spent before you work feature after feature, assuming the developers can work on second half of the year. Suppose every released feature same costs. The optimum you can achieve are one feature in parallel, it takes one month for the first feature to reach makes you $1000 per month, that's $36,000 a year. continuous releases. But as you can see from the development. market Released features earn you money. While when working in When you reduce your release cycle to 3 months, numbers: 36,54,66 doe converge. You cannot optimize parallel you do not earn money for 5 months, whereas you have earned releasing 4 times a year, this will result in more money, forever and need to find the sweet spot for your 10 units of money otherwise. $54,000 per year. Just changing realeases made you environment. 7. Time to market in development is a nearly twice the money. solved problem. How low-value features block high value features Time to market over time Time Developed Developed Unmaintainable to Code Market Processes Time Time More people Released Released Founders no longer focus on product 6 Months Startup 4 9 Months $%# !"# Time Developing features that don't earn you money, will really cost you. If In the beginning of a company, as a startup, time to market is short. 50% of your features do not earn money, then depending on release Founders are either developing themselves or are sitting right next to cycles and order you can lose 50% of new earnings. Developing developers. Founders are product managers themselves. Over time this features that do not earn money, will not only cost you money for changes. Time to market grows larger when founders no longer focus on development, but will also block features that earn you money. In this product, when processes are introduced, more people are hired and code example a feature is pushed 3 months later, from 6 months to 9 gets unmaintainable. It's easy to not not see the challenge, because in the months. 2 beginning everthing looks fine.
  38. 38. We‘re hiring :-) 40
  39. 39. Thanks! @codemonkeyism stephan.schmidt@brands4friends.de
  40. 40. Images CC from Flickr: nimboo, imjustcreative, gremionis, justonlysteve, John_Scone, Matthias Wicke, irisgodd3ss, TunnelBug, alandd, seasonal wanderer, raulbarraltamayo, Gilmoth, Dunechaser, graftedno1 42

×