- π Hi, Iβm Josh Burgess
- βοΈ Iβm interested in building experiences!
- π± Iβm always learning new tech, but some of my favorites are Flutter, React, all things Golang, AWS, Argo, and of course Kubernetes.
- π₯οΈ Find me helping with CNCF Projects, especially Argo and OpenFeature!
- π« You can reach me at [email protected]
Click to see my Site
According and inspired by PostHog
Good product engineers:
- Ship quickly so they have a fast feedback loop
- Understand the company strategy, and prioritize based on this and what they believe users want
- Can easily propose ideas for what to build
- Make sure the things they've built are being used
- Follow up after they've built something to improve it if needed
- Are good at descoping things and getting products or features into people's hands quickly
- Have users that they're friendly with
- Manage to build things without lots of internal meetings
- Dive deep when they need to, because shipping D might also require solving A, B, and C
Bad product engineers
- Consider research something that takes two weeks rather than two hours
- Can't explain our company strategy
- Can't explain who their product is built for
- Don't know their product's competitors
- Only work on things they've been told to work on
- Don't know the names of any of their users
- Never challenge why they're being told to work on something
- Don't talk to users about what they're going to build, or what they've built
- Don't track if the things they've built are being used
- Spend 6 months on a huge feature before a user can try it
- Never remove features or complexity, often by shipping features that aren't used and leaving them
- Focus on internal alignment over company strategy and what users need
- Wait for someone else to fix an adjacent problem
So, when you ship something:
- Consider what you are trying to learn (if anything, importantly β many things are so obvious like fixing a well-defined bug, you aren't trying to learn anything) product-wise.
- Descope it as much as possible to reduce the cost you incur upfront of building it.
- Judge for yourself if and how to limit brand damage (your options are one or more things like - internal use first, a feature flag rollout, messaging a couple of friendly users, not marketing it or limiting the marketing, or shooting for Minimum Lovable Product instead of Minimum Viable Product).
- Follow up... figure out if / why it is or is not being used and iterate. If you've shipped early, it'll be crappy so will need more work as you figure out what users want.