Zen of Program Managment
April 22, 2009
Microsoft’s Jobsblog features a very interesting overview of the role of a program manager at Microsoft together with some hints on how to be successful. The role of a program manager at Microsoft seems to be similiar to the product manager role at other companies. So this will also be an interesting read for product managers there.
The ‘zen’ of program management lies in connecting the customer and value proposition with an actual product or service. The program manager brings the team together to make this connection between aspirations and ends.
The goal of this paper is to provide deeper insight into the program management role and clearly identify what makes program managers unique and uniquely valuable. While this document focuses on the value of program management, this value is only realized within the context of the broader team. Teamwork is paramount, and no one role carries the team.
This paper covers the three major steps of the software product cycle, and the value that program managers bring to each step:
- Planning: Framing the Landscape
- Design: Defining the Solution
- Execution: Delivering on the Value Proposition
Read the whole article at Zen of PM : Microsoft JobsBlog.
Agile Product Management
April 21, 2009
Pragmatic Marketing published an interesting article about the role of product managers in agile teams:
When you adopt agile development methods, you encounter new concepts, new artifacts, new planning methods, and new roles and relationships. It seems that agile teams do everything in a new way. And, as you attempt to integrate agile into your existing systems, you’ll also attempt to map these new concepts to your old, familiar concepts. Requirements are now stories; iterations are now sprints. And a product manager is now called a Product Owner… right?
Wrong!
Meeting Player’s Expectations
April 8, 2009
Owen Goss, the developer of Dapple, an iPhone puzzle game, analyzes the feedback he got from his users, and discusses some possible solutions on how to improve:
As the designer of the game, it’s hard when people don’t like the game. I realise that not everyone likes every game; that’s obvious. However, Dapple seems to be lacking traction in the two demographics that I thought it would have the best chance in: hardcore puzzle gamers, and casual gamers. So, I want to look at where Dapple isn’t succeeding as well as I thought it would, in the hopes that I can learn from this for my next game.
…
Dapple is a game that plays like a hardcore puzzle game, but that looks like a light casual game. I think one of the problems I’m having with the game is one of perception. Hardcore puzzle game players dismiss it immediately because it looks like a casual game. Casual gamers download the Lite version and when they don’t “get it” immediately, they stop playing out of frustration.
…
I think the problem is that the average person who downloads a game for their iPhone is looking for something they can grok instantly. Dapple is a game that, once you “get” it, can be played in very short bursts and is ideally suited for the iPhone in that regard. However, it can’t be grokked instantly, and I think that’s the biggest design flaw with the game.
Read the full post at Streaming Colour Studios » Blog Archive » Dapple’s Identity Crisis.
If you want to be a bad product manager, start developing a product and release it as soon as possible. If you’ve got a good idea for a product, why wait? You need to get it defined, get it developed as quickly as you can, and then release it right away, without any delay. Everyone knows that the first product to market usually wins, and the sooner it’s released, the quicker you’ll be profitable.
If you want to be a good product manager, consider your market window as part of your product strategy.