The release planning is broken. Releases are planned too far in advance. That means the plan is based on assumptions. Assumptions mean the plan is wrong. A wrong plan means the team builds features that clients do not want. Unhappy clients leave. Lost clients mean lost revenue. The company lost two hundred and eighteen thousand dollars last quarter. That was thirty five percent of the quarterly revenue from the content rights management system.
The release planning must be effective. (4/46)
Blakely's frugal prototyping method says: build the simplest version, test it fast, then decide what to do next. That creates effective release planning. Effective release planning saves the company.
The Core Principle (11/46)
. The team only builds features that clients actually need.
Blakely did not build Spanx by spending months planning products and hoping they would work. She built the simplest version, tested it fast, then decided what to do next. The simplest version meant little time and money. Fast testing meant real feedback. Deciding what to do next meant building products that worked. Products that worked built Spanx. (13/46)
For an entertainment B2B multinational, the release planning problem is the same. Too much planning before testing costs two hundred and eighteen thousand dollars. Blakely's method says: build the simplest version, test it fast, then decide what to do next. That creates effective release planning. Effective release planning saves the company.
Four Steps to Apply the Frugal Prototyping Method to Creating Effective Release Planning (14/46)
1. Build the Simplest Version by Creating a Release Prototype for Each Planned Release Feature
Blakely built the simplest version at Spanx. That meant little time and money spent. Little time and money meant fast testing. Fast testing built Spanx.
You should build the simplest version by creating a release prototype for each planned release feature. Make it a minimal working version that can be shown to clients in one week instead of a fully built feature that takes one month. (15/46)
For an entertainment B2B multinational, the release prototype might look like this. The Kanban coach creates a release prototype for a planned feature like the content rights dashboard. The minimal working version has three elements.
Element one is a static mockup. It is a screen that shows the dashboard layout so clients can see what it looks like. It is built in two days. (16/46)
Element two is a clickable prototype. It lets clients click through the dashboard so they can see how it works. It is built in three days.
Element three is a data sample. It is fake data that shows what the dashboard would look like with real data so clients can see the value. It is built in two days.
The total time is one week. The release prototype costs two thousand dollars. That means the team spends little time and money. The team can afford to test. (17/46)
For a Kanban team of fifty plus, the release prototype should have at least three elements: a static mockup, a clickable prototype, and a data sample. The total time should be one week. The total cost should be less than five thousand dollars. For Kanban, the release prototype should be part of the team's release planning. The prototype is a planning artifact.
2. Test It Fast by Showing the Release Prototype to Three Real Clients Within Three Days (19/46)
Blakely tested it fast at Spanx. Fast testing meant real feedback. Real feedback meant knowing what worked. Knowing what worked built Spanx.
You should test it fast by showing the release prototype to three real clients within three days of completing the prototype. Collect their feedback using a structured feedback form. That way the team knows within three days whether the feature is worth building. (20/46)