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Getting Real

Getting Real

A talk version of the book "Getting Real" by 37signals, delivered to Game Dev Society on 16th November 2016.

Elliot Blackburn

November 16, 2016
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  1. Increase your mass Long term contacts Excess staff Permanent decisions

    Meetings about meetings Thick process Inventory Tech “lock-ins” Proprietary data formats Past ruling the future Long-term roadmaps {
  2. Reduces your mass Just-in-time thinking Multi-discipline team members Embracing constraints

    Less software, and less code Less features Smaller team size Simplicity Pared-down interfaces Open data formats Open culture, admitting mistakes {
  3. 1. Say no. 2. Force the feature to prove its

    value. 3. If “no” again, end here. If “yes,” continue... 4. Sketch the screen(s)/ui. 5. Design the screen(s)/ui. 6. Code it. 7-15. Test, tweak, test, tweak, test, tweak, test, tweak... 16. Check to see if help text needs to be modified. 17. Update the product tour (if necessary). 18. Update the marketing copy (if necessary). 19. Update the terms of service (if necessary). 20. Check to see if any promises were broken. 21. Check to see if pricing structure is affected. 22. Launch. 23. Hold breath. Hidden costs suck
  4. Awful idea = -1 Weak idea = 1 So-so idea

    = 5 Good idea = 10 Great idea = 15 Brilliant idea = 20 No exec = $1 Weak exec = $1000 So-so exec = $10,000 Good exec = $100,000 Great exec = $1,000,000 Brilliant exec = $10,000,000 To make business, multiple two of these - Derek Sivers