Product direction
Plan the decisions before the development
A useful plan resolves the expensive questions first. It does not pretend the future is certain.
Insights
Practical essays about the decisions around a build: defining the product, designing systems for change, and keeping disciplines in one useful conversation.
All notes
Product direction
A useful plan resolves the expensive questions first. It does not pretend the future is certain.
Games and live systems
A live game needs change to be safe, observable, and reversible. Those qualities are designed in, not added later.
Ways of working
Cross-functional work is strongest when trade-offs happen together, while the cost of changing direction is still low.