Product Mgmt 2.0

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This presentation was held at Ericsson PM&T conference May 2012 Linköping. It is about scaling agile and lean system development.

Transcript of Product Mgmt 2.0

Know IT Technology Management

Product Management 2.0 – A Process of Learning

Pär Hammarström Senior Mgmt Consultant

Know IT Technology Management

par.hammarstrom@knowit.se

072 202 62 77

• Strategy and Funding

• Requirements Mgmt

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Lean Product Mgmt

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Product Development is Learning

Real World

Information Decision

Decision making rules

Mental Model

Feedback

Reflection

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Observable data

I make Assumptions based on the

meanings I added

I draw Conclusions

I adopt Beliefs about the world

I take Actions based on my beliefs

The Reflexive Loop

(our beliefs affect what

data we select next time)

Ladder of Inference

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The Nature of Innovation

Creative Destruction In capitalist reality as distinguished from its

textbook picture, it is not [price] competition

which counts but the competition from the new

commodity, the new technology, the new

source of supply, the new type of

organization…– competition which commands

a decisive cost or quality advantage and which

strikes not at the margins of the profits and the

outputs of the existing firms but at their

foundations and their very lives

Joseph Schumpeter

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Agility?

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Product Manager

Regulations

Customers

Innovation

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The Product Management Dilemma

Product Managers are assumed to be

omniscient and telepathic

Always present for the team Always out in the field

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Reality: Strategy by Laundry Lists

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Innovation

Reality: Wishful Thinking

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Product Mgmt 2.0

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Support

Interest to Technical Debt

Innovation

Waste Eats Value

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The Biggest Waste– Unused Features

64% of features are typically never used Standish Group CHAOS report 2006

You have 64% of

your development

capacity available to

understand what

you really should

do!

Most Requirements are just Design done by Amateurs

“The worst scenario I can imagine is when we allow real

customers, users, and our own salespeople to dictate ‘functions

and features’ to the developers, carefully disguised as ‘customer

requirements’. Maybe conveyed by our product owners. If you

go slightly below the surface of these false ‘requirements’

(‘means’, not ‘ends’), you will immediately find that they are not

really requirements. They are really bad amateur design for the

‘real’ requirements….” - Tom Gilb

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Support

Interest to Technical Debt

Regulations/Standards

Promises to Customers

Innovation

Waste Eats Value

Customer Insight Driven – Not Customer Driven F

igu

re o

ut

the

sto

ry

Tell a

new

sto

ry

Concretete

Abstract

Analysis Synthesis

Context Artifacts

Observe how a job is done Prototype and evolve a minimum

desirable, viable and feasible product

Insight

Ask why 5 times

Ideas

Describe the benefits

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Entrepreneurial Product Leader

Behind every brilliant

product is a leader with:

- Great empathy for the

customer

- Insight into what is

technically possible

- The ability to see what

is essential and what is

incidential

“Innovation is saying ‘no’ to 1,000

things.”

- Steve Jobs

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Think Products, Not Projects

Projects have an end – successfull software does not

- Up-front funding

- Scope fixed

- Success = cost, schedule, scope

Successfull Products don’t end – Team stays with the Product

- Incremental funding

- Scope evolves

- Success = profit/marketshare

• Continuous Innovation

• Customer Value

• Design Thinking

• Product Leaders

• Whole Team

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Summary – Product Mgmt 2.0