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)
Each client answers the five questions. That gives the team structured feedback. Structured feedback means the team can compare answers. Comparing answers means seeing patterns. Seeing patterns means knowing what to change.
The testing is completed within three days. That means the team knows quickly. Knowing quickly means deciding quickly. (25/46)
For a Kanban team of fifty plus, fast testing should involve at least three clients. It should be completed within three days. The structured feedback form should have at least five questions. For Kanban, fast testing should be part of the team's release planning. The testing is a planning activity.
3. Decide What to Do Next by Holding a Release Decision Meeting Within Two Days of Collecting Feedback (27/46)
Blakely decided what to do next at Spanx. Deciding what to do next meant building products that worked. Products that worked built Spanx.
You should decide what to do next by holding a release decision meeting within two days of collecting feedback. The team reviews the feedback and decides whether to build the feature, pivot, or drop it. That way the release plan is based on real feedback instead of assumptions. (28/46)
For an entertainment B2B multinational, the release decision meeting might look like this. The Kanban coach holds a thirty minute release decision meeting within two days. Two days means the feedback is fresh. Fresh feedback means an informed decision.
The meeting has three parts. Part one is ten minutes to review feedback. The team reads the structured feedback forms and sees what clients said. That means the team knows what clients want. (29/46)
For a Kanban team of fifty plus, the release decision meeting should happen within two days. It should have at least three parts. The team should choose one of three options. For Kanban, the release decision meeting should be part of the team's release planning. The meeting is a planning activity.
4. Iterate by Running a Feedback Loop After Every Release
Blakely iterated at Spanx. Iterating meant Spanx got better. Getting better built Spanx. (33/46)
You should iterate by running a feedback loop after every release. Review the release planning process, the prototype quality, the feedback collection, and the decision making. Base it on what is working and what is not. That way the release planning gets better after every release.
For an entertainment B2B multinational, the feedback loop might look like this. The Kanban coach runs a forty five minute meeting after every release. The meeting has four parts. (34/46)
Part one is fifteen minutes to review the release planning process. The team checks the process and sees if it works. That means the team can adjust it.
Part two is ten minutes to review the prototype quality. The team checks the prototypes and sees if they are good enough. That means the team can improve them.
Part three is ten minutes to review the feedback collection. The team checks the feedback forms and sees if they are useful. That means the team can improve them. (35/46)
For a Kanban team of fifty plus, the feedback loop should happen after every release. It should have at least four parts. It should update at least one artifact per release. For Kanban, the feedback loop should be part of the team's release planning. The feedback loop is a planning activity.
Closing on Building the Simplest Version Over Spending Weeks Planning (39/46)
Sara 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.
For an entertainment B2B multinational running Kanban with multiple teams of fifty plus people, creating effective release planning requires the same frugal prototyping method. (40/46)