Vmware Tanzu Labs Product Manager Playbook PDF
Vmware Tanzu Labs Product Manager Playbook PDF
Table of contents
Welcome, product manager!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Tanzu Labs’ approach to modern product development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Balanced team roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Balanced team in practice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Team rhythm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Your role as product manager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Understand the product vision 11
Craft a compelling product vision 12
Understand the product strategy 13
Plan around outcomes, not features 14
Create an outcome-oriented product roadmap 15
Example: HomeWiFi’s outcome-oriented product roadmap 16
Establish and track against measurable objectives 17
Continually de-risk product direction 18
Create a lean canvas 19
The product development cycle 20
Test your leap-of-faith assumptions 21
Example: A lean experiment for HomeWiFi 22
Experiment techniques 23
Define your minimum viable product 24
Examples: Minimum viable products 25
Prioritize features 26
Example: HomeWiFi feature prioritization 27
Manage the backlog 28
Balance value, quality, and constraints 29
Managing backlogs with Pivotal Tracker 30
Story workflow 31
Plan with stories 31
Write user stories 32
Example user stories: good vs. bad 34
Other story types in Tracker 35
Run the iteration planning meeting 36
Decide when to ship software 37
Help establish a sustainable pace 38
Communicate effectively 39
Glossary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Reading List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
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VMware Tanzu Labs Product Manager Playbook
Whether you’re a seasoned veteran, a first-time product manager, working in an enterprise, or working
in a start-up, this playbook will help you get a sense of the roles, tools, patterns, and methods that lay
the foundation for a healthy, sustainable, lean, and agile product development practice. Tanzu Labs
has over 20 years of experience enabling clients in these practices.
When partnering with Tanzu Labs, our clients are committing to work with collaborators rather than
contractors. Together, we build software based on continuous input. Clients maintain full control of
product direction, feature prioritization, and release timing. Tanzu Labs practitioners do the following:
• Show clients how to continuously keep product and business risk low by identifying risky assumptions,
while gathering and analyzing qualitative and quantitative data to help inform product decisions.
• Help clients balance business goals against both user needs and desires, as well as technical feasibility,
so that the team regularly ships features that have an impact.
• Show clients how to set goals and structure regular meetings to ensure fluid communication among
developers, designers, stakeholders, and sponsors.
• Help clients break down big ideas into manageable pieces, establish a reliable way to estimate
features, and ensure a predictable cadence of small and frequent releases.
• Encourage the entire project team to provide regular feedback and self-reflection on process
and performance, which will drive continuous improvements in efficiency and increase happiness.
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VMware Tanzu Labs Product Manager Playbook
What clients should expect during a project with VMware Tanzu Labs
Learn by doing
We teach by showing, rather than by telling. In the beginning, we’ll lead, but will coach you so that you can take over in short order.
Sit with your team (or, remotely sit with your team)
Co-location or having shared virtual space is crucial to faster feedback loops. By being together with your team physically or remotely,
you’ll be able to continuously answer questions your team encounters along the way.
Collaborate constantly
We believe that the best products are informed by diverse perspectives. You’ll be partnering with developers, designers, and business
stakeholders to inform your product decisions.
Go at a sustainable pace
Healthy product development is a marathon, not a sprint. By maintaining a 40-hour workweek, we keep a sustainable and predictable
pace that helps us continually ship value quickly.
Lean startup
Lean startup is an approach to developing businesses and products in environments with high uncertainty and change.It was created by
entrepreneurs Eric Ries and Steve Blank. The two based their ideas on lean manufacturing, which was popularized by Toyota as a
means of minimizing waste and maximizing productivity.
Most products fail because they’re based on flawed assumptions about user needs. Lean startup emphasizes investigating and
validating assumptions around what customers really need and meeting those needs with as little time, effort, and money as possible.
Customer feedback is vital during product development. It ensures that we don’t build products that customers don’t want. The lean
startup approach also borrows from the scientific method; it assumes we don’t know something to be true unless we gather the
evidence to validate our belief. (Source: Eric Ries, The Lean Startup, Crown Publishing, 2011.)
Common practices
Minimum viable product (MVP), assumptions, continuous deployment, actionable metrics, pivot or persevere, build-measure-learn
cycles, lean canvas, CI/CD
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VMware Tanzu Labs Product Manager Playbook
User-centered design
User-centered design (UCD) is a product design philosophy that emphasizes designing the product around how the user can, wants,
or needs to use it, rather than seeking to change the user’s behaviors to fit the product.
We consider a user’s needs from the very beginning of the product cycle and continuously validate our assumptions about their
behaviors and problems. Using investigative methods like ethnographic study, contextual inquiry, and prototype testing, we validate
and refine our understanding. The whole user experience is considered; we seek to understand the user’s full context rather than just
the task(s) they would complete by using the product.
We conduct the design work iteratively, testing and evaluating design options early and often. Users are directly involved in the design
process. Through observation and interviews, we seek to gain empathy for our users’ goals, and use what we learn to ideate and
evaluate design options and to inform design and development decisions.
Perhaps the most influential writing done on UCD is Don Norman’s The Design of Everyday Things (Basic Books, 2013) and Jeff Gothelf’s
Lean UX (O’Reilly Media, 2016).
Common practices
User interviews, personas, scenarios, think-make-check cycles, rapid prototyping, assumptions, validation, MVP
Agile/XP
Agile is a set of values and principles that enable teams to develop software with agility. Agile teams are quick, flexible, and responsive
to change, without sacrificing quality. Although there are many implementations of this methodology, most use collaborative,
cross‑functional, and self-organizing teams to deliver software in an incremental and iterative way.
Extreme programming (XP) is a specific set of practices that implement agile values and principles. It was created by Kent Beck, author
of Extreme Programming Explained: Embrace Change (Addison Wesley, 1999).
XP enables teams to write high-quality software, ship it often and predictably, and be responsive to change. It’s a strategy to help teams
go fast, forever. XP is also a system—we only get to experience its full benefits when we implement all of its practices. That’s why it’s
called extreme programming!
Common practices
Pair programming, test-driven development (TDD), refactoring, collective code ownership, delaying decisions until the last responsible
moment, expecting changes in requirements, frequent communication, small and frequent releases
Note: If there’s a term here that is new to you, there’s a good chance you’ll find a definition for it in the glossary at the end of this guide.
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VMware Tanzu Labs Product Manager Playbook
Balanced team
Our product teams are small, co-located or remote, and multidisciplinary. They are organized around goals established by the product
sponsor(s) and are empowered to define and iterate on solutions that deliver against those goals. They’re also empowered to talk to
customers, make product decisions, and push code to production. By virtue of sitting next to each other or sharing virtual space, team
members constantly communicate and collaborate with one another. Teams are focused on delivering customer value through working
software in small, iterative releases, and are self-organizing in that they can adapt common tools and practices to what works best for
all members. Communication among team members tends to be informal, favoring spontaneous conversation over lengthy meetings.
The concept behind this approach is what’s known as a “balanced team.” It was created by a group of passionate agile practitioners
who sought to better blend together agile, UX, and other product disciplines. Early proponents of the balanced team concept include
Jeff Patton, David Hussman, Desiree Sy, Jared Spool, and Lane Halley. Former Pivotal employees Janice Fraser and Tim McCoy were
early participants, and Tanzu Labs hosted one of the first balanced team retreats.
Though each project varies, the typical balanced team mix includes a Tanzu Labs product manager, product designer, and engineer
matched with full-time client counterparts. When we work within the construct of a balanced team, we ensure that all of these
perspectives blend into and inform each other so that we build products that are desirable, usable, feasible, and viable.
Common practices
Shared vision, physical co-location, pairing across functions, scaling the team up/down based on what the product needs
Engineers
Engineers implement stories from the backlog. They also assist with story estimation in the iteration planning meeting. Engineers guide
the implementation and help you understand the technical implications of product decisions. You’ll help them gain an understanding of
what product success looks like, and work together to validate your backlog’s prioritization.
Anchor
One engineer is designated as the anchor. The anchor ensures that the team makes sound technical decisions, that engineering
practices are healthy and appropriate, that new and junior engineers get up to speed quickly, and that the engineering team
collaborates well with product management and design. The anchor also ensures that the team collectively owns the codebase and
understands the engineering decisions that are made. You’ll collaborate more closely with your anchor than with the other engineers
on your team.
Designer
Designers deliver value in the form of design decisions. Their job is to deeply understand the users in order to define solutions that
are desirable, useful, and usable. You’ll work closely with your designers, pairing on user research to validate critical user and solution
assumptions before adding development work to the backlog.
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VMware Tanzu Labs Product Manager Playbook
Delivery lead
Each team has a Tanzu Labs delivery lead. The delivery lead is responsible for the client relationship and the overall success of the
project from the perspective of both the client and Tanzu Labs. If needed, the delivery lead also helps to unblock the team and
provide day-to-day support.
Lean startup, user-centered design, and agile/XP help us identify the best answers to these questions. When we work within the
construct of a balanced team, we ensure that all of these perspectives blend and inform each other.
User-centered design R- C
ENTERED DE
SIG
E
A C T IVI T I E S : US N
User interviews
Ethnography Desirable
Define personas
Will this solve for
Usability testing
users’ problems?
Service Design
UI / UX
Visual design
Successful
product
Feasible Viable
Can we Will this help
build this? the business?
Lean Startup
T
EN
AC TIV ITIES:
EM
Agile / XP
EN
A C T IVI T I E S : EE N
A
RI M Define business model
Test-driven development NG CT
U
Pair programming PROD Define minumum viable product
Evolutionary design Identify and test assumptions
Collective code ownership Release real product often
Retros Understand customers
Short interations Adjust direction based on data
CI / CD Constrain resources and time
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VMware Tanzu Labs Product Manager Playbook
Team rhythm
A healthy lean and agile team has a strong and consistent rhythm. Each week is punctuated by a small set of standing meetings.
Office standup Kick off the day with “new faces,” “helps,” • Announce new teammates or guests.
“interestings,” and “events.”
• Ask for help if you need it.
• Share things you’ve learned that could help other teams.
Project standup Check in on everyone’s progress, plan, • Understand blockers and their implications on the current priorities.
and blockers.
• Remind everyone of action items and upcoming milestones.
• Make sure team members take turns facilitating standup.
Optional: Pre-IPM Ensure the week’s backlog includes • Ensure stories are well written.
stories that are ready to be estimated
• Confirm the splitting of stories with input from the developers.
and discussed in the IPM.
Iteration planning Estimate the complexity of the • Communicate the user value and business value of each story.
meeting (IPM) iteration’s backlog of prioritized user
• Clarify any confusion and update stories.
stories that the engineers can pick up
for implementation (product manager • Confirm the priority of stories with input from the developers.
leads).
Sponsor and Share the team’s progress in terms of • Prepare the agenda with your anchor and designer.
stakeholder update validated learning and working
• Use your product roadmap to explain what the team is working
software, demo the working product,
on and why.
raise blockers, give an update against
KPIs, and share what the team plans • Frame your demo in the context of the outcomes defined in your
next. product roadmap.
• Speak to the empirical data guiding the team’s decisions.
• Speak to your assumptions, both those you have tested and those
you plan to test soon.
• If blocked, explain what the team needs, why, and by when.
Retro (short for Create a safe space for the team to • Openly and honestly share your experiences from the week.
“Retrospective”) celebrate the past week’s successes,
• Dig deeper on items raised by others to understand root causes
discuss points of confusion, and reflect
on challenges
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VMware Tanzu Labs Product Manager Playbook
Prioritize features
So that we’re always working on the most valuable thing.
Pages 28–29
Communicate effectively
So that the product team, stakeholders, and sponsors are all aligned and we maintain momentum.
Page 41
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VMware Tanzu Labs Product Manager Playbook
Vision
The product vision describes the WHAT and the WHY. It’s highly aspirational and long term, and as such, realizing it may take several
years (approximately five or more).
Examples
• Amazon: Our vision is to be earth’s most customer-centric company; to build a place where people can come to find and discover
anything they might want to buy online.
• LinkedIn: To connect the world’s professionals to make them more productive and successful.
• Spotify: To enable people to have music moments everywhere.
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VMware Tanzu Labs Product Manager Playbook
Be inspirational
The product vision should be something that people care about and can connect with. If it clearly states the benefits you’re looking to
create for others, you’re already halfway there. A vision that matters will motivate the team when things get tough, make people excited
to work on the product, help attract new team members, and connect your product with the right customers.
Be unique
Explain what sets your product apart from other alternatives, and why it matters. This will help you connect with the right customers and
attract new team members who want to contribute to making the product vision real.
Iterate
Make sure that even existing products, not just new ones, have a clear vision statement. If your vision stops being aspirational or
motivational, or if it doesn’t ring true for customers, articulate a new and better vision statement.
Get validation
It may feel challenging to come up with a good product vision. The more time you spend talking to your customers and users, as well as
the people running your group or company, the clearer your vision will become. Use their feedback to understand whether your vision
resonates, and iterate until you get to something that feels right.
Action: Work together with your team to capture your product vision statement. Make sure it’s shared with your team and accessible
so they can see and refer to it regularly.
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VMware Tanzu Labs Product Manager Playbook
Strategy
The product strategy explains HOW we’ll realize our product vision. It might span several years.
Strategy is the practice of figuring out how to get from here to there
Product strategy is about figuring out what product to make such that we achieve one or more goals under conditions of high
uncertainty. Consequently, strategy is also about knowing what not to build, what to say no to, and why.
Whether you’re part of a large enterprise or a start-up, your
product strategy should always be in the service of your
product vision, which provides the context for why you’re Our chosen approach
building the product in the first place. The vision is what
inspires us and the strategy is what gets us to the vision.
The product strategy covers a set of answers to questions
about the path forward:
• Who are your key customers and users?
• Which problems do you intend to solve for your key
customers and users to realize your business objectives?
• How is your solution different from others?
• Which market(s) will you focus on (vertical Where we What stands Where we
and geographical)?
are now in between want to end up
• How will you price and market your product? (vision)
• How will you measure success?
“The
product strategy is our sequence of products we plan to deliver on the path to realizing the vision.”
MARTY CAGAN
Action: Work to articulate and define your product strategy to realize your product vision. Make sure product strategy is shared with
your team and accessible so they can see and refer to it regularly.
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VMware Tanzu Labs Product Manager Playbook
It’s most important to have clarity on your first few goals. Your roadmap will
evolve and change over time, wand the further out a goal
is, the more it’s likely to change before you get to it.
Roadmap design principles
1. Communicate the direction you plan to go in to realize your vision.
2. Assume uncertainty and change; optimize for learning and responding.
3. Frame the work around desired outcomes, not outputs.
4. Make sure your roadmap is easy to update and share.
Action: Create an outcome-oriented product roadmap and make sure you include input from design and engineering. The roadmap
should also be shared with the team so they can refer to it as they would the vision and strategy.
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VMware Tanzu Labs Product Manager Playbook
Company vision
HomeWiFi’s vision is to provide a superior in-home Wi-Fi service that just works.
Current state
HomeWiFi targets affluent homeowners who own one or several large properties. Through customer research, HomeWiFi has learned
that these homeowners want home connectivity with a high level of convenience, reliability, and speed as they use their networks
primarily for home security and secondarily for communication and entertainment.
HomeWiFi gets a sizable share of its new customers through the third-party installer market. These installers help customers get their
Wi-Fi network up and running. They also monitor the network post-installation on behalf of the customer to ensure that everything is
running smoothly. Homeowners often have a long-standing relationship with their installers. They expect a responsive, high-touch
customer service experience provided directly by their installer, either in person or remotely.
Opportunity
HomeWiFi doesn’t currently offer third-party installers any tools for working with its systems, which makes its systems more challenging
to install and support, and compromises upper-end installers’ promises to their affluent homeowner customer segment to provide
superior customer service.
To be more competitive in the upper-end installer market, HomeWiFi has decided to develop an application to help installers
troubleshoot networking issues.
Product vision
Become the tool that enables HomeWiFi installers to be the smartest and most efficient installers in the industry.
Product strategy
Create a dashboard that enables installers to detect, troubleshoot, and resolve networking issues remotely before the customer notices.
Desired outcomes Installers can solve customer Installers do not need to call Installers can resolve customer
issues without making customer HomeWiFi tech support issues in under 60 minutes
visits
Key challenges • Installers cannot reboot • Installers don’t have a way to • Installers don’t have visibility into
customer networks remotely push firmware upgrades to historical information about the
nodes network
• Installers forget to complete
their registration process • Installers forget to complete
their registration process
Success metrics 80% of issues are resolved 80% decrease in tech support calls 90% of issues are solved in 60
remotely from installers minutes or less
Features (To be defined, designed and (To be defined, designed and (To be defined, designed and
validated) validated) validated)
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VMware Tanzu Labs Product Manager Playbook
Clear goals and objectives help minimize waste and maximize value
It’s important that we have complete clarity on why we invest time in various activities, such as talking to customers, exploring
technology X, or building feature Y. Everything we spend time, money, and effort on tries to help us realize an important objective.
Vanity metrics are numbers that tell us about the current state and often make us feel great because they are big, but offer no insight
into how we got to where we are or what to do next. Examples include total number of visitors and total number of downloads.
Action: Define and add Goals, SMART objectives, and KPI at each time horizon of your outcome-oriented roadmap. This will help the
team focus their efforts appropriately.
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VMware Tanzu Labs Product Manager Playbook
Customer risks
• Are there enough people who experience this pain point?
• Can we effectively reach these people?
• Can we effectively reach these people at scale?
Business risks
• Will a sufficient number of people pay enough for the product?
• Can we define cost and revenue structures that enable us to have a sustainable business?
Technology risks
• Can we implement the solution well?
• Can we maintain and continue evolving the product over time?
Team risks
• Can we take action and move forward effectively? Do we have access to users? Do we have access to the business context we need?
Can we ship to production? Can we maintain a sustainable pace as a team?
• Do we have a clear shared focus, so that we can move quickly and do the right thing?
• Do we have the right skills and perspectives available and access to all the inputs we need to make good decisions?
Our initial attempts to answer these questions are assumptions until proven valid through empirical data. It’s when we make product
decisions based on assumptions—rather than on careful analysis of data—that we accumulate risk.
To achieve these goals, we have to continuously prioritize our riskiest assumptions, design and run experiments, analyze the experiment
data, and determine whether our assumptions were validated or invalidated.
Action: Articulate and prioritize the riskiest assumptions that could derail your efforts, adding them in alignment with your roadmap time
horizons. Track whether these assumptions are tested and validated (or invalidated) and use these learnings to adjust your plans
whenever necessary.
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VMware Tanzu Labs Product Manager Playbook
Validate or invalidate the riskiest assumptions about personas, choose the top problems
to solve review existing soltions, test the desirability of a solution, determine the feasability
of a solution, assess the viability of the product, review the sustainability of the business
model, optimize that business model
The
feedback Build small and simple tests to collect metrics
loop
il d
A C T I V I T I ES:
Interview scripts, value propositions, prototypes, minumum viable products, usability tests
Bu
Me
e A C T I V I T I ES:
Customer observations and interviews, split tests, real-time monitoring, funnel analysis,
cohort analysis, search engine marketing
Why?
We work within this cycle to reduce the risk of spending time, money, and effort building software that delivers no meaningful or
impactful value to the business or the user.
Measuring progress
We look at two things to determine if we’re making progress:
• Validated learning, which removes the risk in our product and business.
• Working software, which delivers value to our customers, and thus to our business.
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VMware Tanzu Labs Product Manager Playbook
Hypothesis-driven management
Hypothesis-driven product management is the practice of treating the development of new products as a series of experiments. Instead
of formulating requirements, we formulate hypotheses along with some validation criteria that state how strong of a signal we need to
consider the hypothesis to be true. We use what we learn from each experiment to iterate on our ideas until we get where we want to
go, or until we determine that the product isn’t viable and cancel the effort.
Experiment template
Hypothesis
We believe that <this capability> will result in <this outcome>.
Test
We’ll do/make <this test>.
Validation criteria
We’ll know that our hypothesis is valid if we observe/measure <this outcome>.
Validation criteria
You need to determine how much evidence is enough for you to consider an assumption validated. Here are some general rules to
consider:
• During discovery, talk to as many people as possible.
• During usability testing, five people will help you identify 80 percent of the issues.
• If your organization is new to hypothesis-driven product development, define your validation criteria based on what you need to feel
confident to justify the product decision.
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VMware Tanzu Labs Product Manager Playbook
Leap-of-faith assumption: Customers feel comfortable sharing ownership of their networks with their
installers
Installers currently use a customer-facing app to install new Wi-Fi networks. The installers will typically make themselves the owner of a
customer’s network and maintain that ownership post-installation, which ensures them continued access so that they can monitor and
troubleshoot the network on an ongoing basis.
Because the installer accesses private network data without receiving explicit permission from the customer, however, a big privacy
issue is created.
In order to give installers what they need to provide the best possible service—reliable access to the customer’s network—while also
giving the customer what they need to feel safe regarding who has access to their data—the ability to grant and revoke network
access—HomeWiFi must validate its assumption that customers are willing to share network ownership with their installer.
HomeWiFi plans to test this assumption twice before building the new installer dashboard app. It will first test it without building any
software at all (Lean experiment 1). Assuming the first experiment passes its validation criteria, HomeWiFi will run a second
experiment in which it builds a new feature in the consumer app (Lean experiment 2). These experiments will enable HomeWiFi to
test a core assumption relatively quickly and cheaply.
Lean experiment 1 Lean experiment 2
Hypothesis Hypothesis
We believe that giving homeowners the ability to share network We believe that giving homeowners the ability to share and
access will result in an increase of network ownership transfers revoke network access will result in an increase of network
from homeowner to installer. ownership transfers from homeowner to installer.
Test Test
We’ll continue to use the consumer app to install new customers’ We’ll enable customers to receive and approve/reject ownership
networks, and while doing so, ask the customer if they agree to transfer requests from their installer via the customer app.
transfer network ownership to the installer (without building any
new features for this in the app). Validation criteria
We’ll know that our hypothesis is valid if 90 percent of customers
Validation criteria transfer their network ownership to their installer during network
We’ll know that our hypothesis is valid if 90 percent of customers installation and 75 percent of customers maintain shared network
agree to transfer network ownership to the installer during ownership with their installer one month post-installation.
network installation.
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VMware Tanzu Labs Product Manager Playbook
Experiment techniques
There are many types of experiments we can conduct to test our hypotheses. Which experiment type is right depends on what we’re
looking to learn.
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VMware Tanzu Labs Product Manager Playbook
MVP
The MVP is the most misunderstood concept in lean
product development. Its purpose is to help us learn
Not like this
whether we should continue to build the product or not.
Therefore, an MVP is not a delivery milestone; it’s a
learning milestone.
• A proof of concept
• A minimum set of features without an accompanying set of business goals and KPI
• A complete product for internal demonstration purposes
• Always software
The MVP is often not more than a few features that together help the user do something valuable. We learn and iterate on the
product not by building one component of the value proposition at a time, but by delivering thin slices of the full value proposition.
From that starting point, we then build out the product experience with increasing increments of value.
Delightful Delightful
Useful Useful
Usable
THIS Usable
NOT THIS
Reliable Reliable
Functional Functional
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VMware Tanzu Labs Product Manager Playbook
Zappos
Wizard of Oz
Zappos is an online retailer with $2 billion in annual revenue. It was acquired by Amazon in 2009.
When Zappos was founded in 1999, people weren’t yet accustomed to buying shoes and clothes online. Founder Nick Swinmurn’s leap-
of-faith assumption was that selling shoes online was a viable business idea. Instead of buying inventory and creating an online store, he
headed to his local mall, photographed pairs of shoes, and posted them for sale on a simple website.
Whenever a customer placed an order, Nick would go back to the mall, purchase the shoes, and ship them to the customer. This
enabled the Zappos team to quickly learn that people were willing to buy shoes online. They also learned about customer demand and
which styles sold best.
Airbnb
Concierge test
Airbnb is a global accommodation rental service with annual revenue of $900 million.
In 2007, Airbnb’s founders wanted to start a business. As they could barely afford their rent, they decided to offer their apartment (they
were also roommates) as cheap accommodation for design conference participants coming to San Francisco. They photographed their
loft, posted the photos online, and shared the link with some friends they knew were planning to attend the conference; those friends, in
turn, shared the link even more widely. Soon, they had three paying guests. This enabled them to test (and validate) that people were
willing to stay in a stranger’s home rather than a hotel.
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VMware Tanzu Labs Product Manager Playbook
Prioritize features
One of your most important responsibilities as a product manager is to prioritize features. That means deciding what to build (or not),
and when.
Feature ideas can come from a variety of places:
• Anyone on the product team
• Your product sponsors and stakeholders
• Your founders and your board of advisors
• Your customers
• Your competitors
As product managers, we must filter these ideas. It’s not possible to do everything, and it’s even less possible to do everything at the
same time. We need to make sure the team is only working on features that should be built, and always in a prioritized order: from
highest value to next-highest value and so forth. That means we must learn when (and how) to say “no” in addition to when to say “yes.”
Unless you know when to say “no,” you’ll end up with a lot of tangentially related features, a complex product that no one is really
happy with, and an overworked product team.
“People
think focus means saying yes to the thing you’ve got to focus on. But that’s not what it means at all. It
means saying no to the hundred other good ideas that there are. You have to pick carefully. I’m actually as proud
of the things we haven’t done as the things I have done. Innovation is saying no to 1,000 things.”
STEVE JOBS
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FOCUS HERE
HIGH
2. Organize the ideas based on impact against top user needs IMPACT
HomeWiFi has learned that installers have two primary needs when it comes
to diagnosing network issues:
• They need to get reliable access to the customer’s network via shared
Shared network
ownership
ownership.
• They need to know if it’s a device connectivity problem or a HomeWiFi
network node connectivity problem.
FOCUS HERE
HIGH
3. Take ideas that have a high impact relative to user needs and organize IMPACT
them based on impact relative to business goals
To strengthen its position in the homeowner market, HomeWiFi needs to
expand its footprint and popularity in the installer market. Therefore, its two
New installer
HIGH
IMPACT
4. Take ideas that have a high impact relative to business goals and organize 1. Start here
them based on effort
Start by building features above the horizontal line.
Shared network
These are features that help you address your top user needs and either one
ownership
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Horizontal
slices
Web UI
Security layer
Vendor database
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VMware Tanzu Labs Product Manager Playbook
Why?
Tracker is a simple, story-based, agile project planning tool that enables teams to collaborate and react instantly to real-world changes.
It’s based on agile software development methods, but it can be used on a variety of projects.
Tracker frees you up to focus on getting things done, without getting bogged down trying to keep your plans in sync with reality.
Because of its simplicity, Tracker is helpful for illustrating the basics of how stories are used as the key unit for planning and executing an
agile development team’s work, and many of these same principles can be adapted in other tools.
How?
Tracker acts as the central repository of project activity and also serves as an historical record of development progress. Tracker does
this with a simple set of organizational constructs, as enumerated in the image to the right:
4 7
Accept Reject
2 6
1. User story outlined in the story should be accepted. Functionality that does
A story in Tracker is a description of the deliverable unit of value not meet the acceptance criteria should be rejected, along with a
to the user or delivery team. A feature user story is something comment explaining what is incorrect or missing. This enables the
that a user wants to do, like “See activity feed” or “Filter product developers to get immediate feedback on a story-by-story basis
catalogue.” Stories can be grouped together by labels. Tracker as they deliver functionality.
also defines chores and bugs as different story types.
5. Backlog
2. Done Stories in the backlog are ready to be estimated (assigned point
Stories in this section have been implemented by the values) or worked on, with clear descriptions and acceptance
development team and accepted by the product manager. criteria. The story at the top of the list is the next story that will be
implemented. Stories are prioritized based on what will add the
3. Current most user value.
These are stories in the backlog that have been picked up by the
developers on the team and are in various states of 6. Icebox
implementation. The developers update the story status as they Stories in the icebox need more thought and detail before they
start, finish, and deliver the functionality described in the story. can go into the backlog. The content of the icebox does not need
Tracker calculates the points of all current stories to come up with to be prioritized.
the team velocity metric.
7. Epics
4. Accept and Reject These are larger user stories or themes that are too big to be
Stories that have been delivered await acceptance by the product described in a single user story, like “User can register” or
manager. Functionality that matches the acceptance criteria “Administrator should see user analytics.”
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VMware Tanzu Labs Product Manager Playbook
Story workflow
Agile development consists of a continuous feedback loop. Each story has a workflow, from conception to release.
Why?
Agility is the result of frequent feedback. The ability to accept, reject,
and release stories enables you to give and get feedback from your
customers, your team, and your stakeholders with every increment of
START
functionality as you flow through these steps:
T
ES
S
1. Prioritize. After writing stories, the product manager prioritizes them
TE
TI
M
in the backlog.
AT
PR ISH
E
IO FIN
2. Estimate. The team discusses and collectively estimates the level of RIT
IZE
complexity of each story. If the story cannot be estimated, that may FINE
DE
be the first indication that the work it describes needs to be broken
DELIVER
down into smaller stories.
DE
PLO
DE N
3. Start. Developers pick up and begin work on the story when it’s the SIG
EP
J
RE
T
deployed to the team’s acceptance environment, and the story is
delivered.
AC
ST
EP
C
6. Accept. The product manager reviews delivered stories in the T TE
acceptance environment, checking against their acceptance criteria.
If the acceptance criteria are completely met, they accept it; if
incomplete, they reject it.
7. Release. The code for the accepted stories is pushed to the team’s production environment, as often as appropriate, where users can
interact with the new features.
8. …and Repeat. Based on user feedback, input from the business, and what we learned from our previous product release, the product
manager determines what to prioritize next.
Knowing how to prioritize, estimate, and organize stories and track team velocity is fundamental to good project planning.
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Respond to change
When building software, it’s impossible to gather all the requirements up front. Responding to change requires knowing how to
reprioritize, reestimate and reorganize stories.
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How?
Although user stories serve as placeholders for conversations with agile development teams, they should nevertheless be written in a
detailed and consistent manner to help provide the team with the context they need to inform that conversation. These are the key
components of a user story:
1. Title 2. Description
Should be short and descriptive enough to understand, at a Should explain WHO wants the functionality, WHY they want
glance, the functionality to be enabled with delivery of this it, and to WHAT end. The clearer this context is for the team,
story. the better equipped they are to make decisions and evaluate
tradeoffs during implementation of this functionality.
The commonly used Connextra format can be used as a
starting point to provide this information.
[ TYPE OF USER ]
AS A ____________________________
[ SOME GOAL ]
I WANT __________________________
[ BENEFIT ]
SO THAT_________________________
Post Comment
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VMware Tanzu Labs Product Manager Playbook
Example: Good user story What makes this a good user story?
• The title is clear and descriptive
Sales Rep should be able to download a proposal as a PDF
• The user is clearly identified
DESCRIPTION • There’s a clear beginning and end
As a Sales Rep
• The acceptance criteria satisfy the user’s goals
I want to be able to download a PDF for a proposal
So that I can email it to a prospect • There are resources attached that describe all the
nonobvious details that are important to the user
and the business
ACCEPTANCE CRITERIA
Given I visit the proposal summary page • It represents the smallest amount of verifiable
When I click the “PDF Download” button functionality that provides incremental value.
Then a PDF file is downloaded to my computer
Mock_of_pdf_button_on_proposal_page.png (120kb)
Example: Bad user story What makes this a bad user story?
• The title is vague
Proposal as PDF
• The type of user is not clearly identified
DESCRIPTION • There’s no clear beginning or end
As a user I want to be able to save PDFs for a proposal, see
• The user’s goal isn’t identified; we don’t know why they
all PDFs generated for that proposal, and download them want this feature
ACCEPTANCE CRITERIA • The acceptance criteria are written like a set of stories,
• Proposal page includes a list of PDFs generated which indicates the story is too big
• User can generate additional PDFs • There are no resources attached to explain the nonobvious
• Use can download the PDFs from the list details
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VMware Tanzu Labs Product Manager Playbook
Release marker
Releases are milestone markers that allow your team to track progress towards concrete goals, such as stakeholder or
investor demos, software launches, and more. Using these markers, it’s possible to specify target dates for releases. The
product manager decides how to organize the backlog into releases.
Chore
A chore is a story that provides no direct, obvious value to the user, but is needed for product development. Here are
some example chores:
• Set up new domain and wildcard SSL certificate for test environments
• Evaluate tools for system troubleshooting
• Conduct exploratory testing (this is often referred to as a “charter”)
Chores can represent “technical debt” and/or points of dependency on other teams. Chores are not estimated, as they
don’t directly contribute business value. Developers, often in partnership with the product manager, create chores for the
backlog.
Bug
A bug is a defect in a feature that’s already been accepted, regardless of when it was accepted. You shouldn’t use bugs
to detail new features and functionality. Here are some examples of bugs:
• Price should be non-negative
• Login button doesn’t work
Bugs don’t have points because they’re directly related to features that have already been delivered. A bug description
should include steps to recreate the bug such that anyone, with minimum context, can see the bug themselves.
Anyone on the team can create a bug. It’s up to the product manager to prioritize it.
Chore: Tasks that are necessary but don’t add direct or obvious user value
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VMware Tanzu Labs Product Manager Playbook
Can we ship?
Because our ability to ship depends on our delivery infrastructure and the quality of our code, whether or not we can ship is a technical
decision. Our ideal state is to always be able to ship so that we can release new features whenever it makes sense to do so from a
business perspective.
Our ability to ship is impacted by a number of factors:
• Code quality
• Test coverage
• Our knowledge of what’s needed to deploy code to production
• Story size and quality
Should we ship?
The decision to release should come from the business. We need to weigh the user value we can deliver right now against the cost and
risk of shipping. We do this by gathering input around the following:
User needs: How urgently do users need a new feature or refined feature design?
Stakeholders: Are marketing, sales, customer service, and other teams ready to support the features we want to ship?
Other product teams: If we depend on other teams’ services being in production before we can release, we need to make sure those
services are ready for us to use.
Release size: The bigger the release, the riskier it is.
How manual our process is: The more manual the process, the more expensive it is.
Delivery infrastructure: How easy is it to push code to production?
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Communicate effectively
To launch successful products, you need to build a shared understanding with your team, your stakeholders, and your sponsors of the
what, when, who, why, and how of the product and each iteration of it.
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Glossary
Agile A collection of software development methods based on iterative and incremental
development in which requirements and solutions evolve through collaboration between self-
organizing, cross-functional teams. It’s a conceptual framework that promotes well-planned,
small iterations throughout the development cycle.
Anchor role An experienced developer who, in addition to coding full time, leads the technical aspects of
the project from start to end. The anchor acts as a resource for the rest of the development
team for technical and nontechnical issues.
Backlog A list of prioritized stories that show the planned work for the current iteration. Stories can be
added and removed from the backlog during an iteration and reprioritized as needed.
Balanced team An autonomous team composed of people with a variety of skills and perspectives who
support each other toward a shared goal. The team values cross-disciplinary collaboration and
iterative delivery.
Blocker A situation or issue raised during daily standup that’s delaying or preventing project progress.
The team self‑organizes to resolve the blocker; when it cannot be unblocked by the team, it
can be escalated to the client liaison and/or stakeholders.
Build, measure, learn A core component of lean startup methodology. Build-measure-learn is a feedback loop in
which a team first figures out what problem needs to be solved, then builds and tests the
smallest possible solution.
CI Continuous integration. A dedicated server that periodically runs a project‑specific set of tests.
CD Continuous delivery. The ability to make changes safely and quickly into production and
available for the user in a sustainable way.
Design crit A session designers run to get feedback from fellow designers and product managers.
Design review A weekly team meeting that yields the designer a clear list of updates to the designs and
workflows they’ve presented based on feedback from developers, product managers, and
client stakeholders around feasibility, business value, brand, priority, and scope.
Design studio A solution brainstorming activity a designer leads to gather ideas in the form of sketches.
Empathy The ability to understand what other people are thinking and feeling, to take their perspective.
We hire for empathy and compassion because it enables us to be kind and effective
collaborators, and good collaborators build happier teams.
Epic A collection of stories that make up a larger product release, feature set, or development focus.
Epics are useful for prioritizing groups of stories against other groups of stories.
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VMware Tanzu Labs Product Manager Playbook
Iteration A planning cycle, typically lasting one week. Planning and development is iterative; because
we’re constantly coding and testing, the products we build are always ready to go live, which
allows us to make changes in response to evolving business requirements. Daily and weekly
software builds provide constant validation that the software meets the business requirements,
so we always have complete control of the product and the timeline.
Iteration planning meeting (IPM) A weekly meeting at the start of an iteration during which the team reviews the upcoming
stories in the backlog, ensures the backlog is full for the next two or three iterations, confirms
the prioritization of stories, and estimates any unestimated stories using a point system.
Lean The practice of building products that deliver the most value to customers and minimizing
waste by systematically identifying assumptions and validating them with actual users.
Minimum viable product (MVP) The cheapest, fastest, simplest thing that can help validate or invalidate a hypothesis about
customer behavior.
Pair programming The practice of having two developers work together at the same computer to complete each
task. At Tanzu Labs, we pair all the time. This practice of focusing two minds on a single
challenge leads to better decisions the first time around, fewer knowledge gaps, and continual
implicit training and knowledge transfer. Pairing results in fewer defects, better code, and
ultimately much more sustainably efficient development. As pairs rotate, knowledge spreads
rapidly throughout the team, eliminating knowledge silos and enabling team growth.
Persona A prototypical model of a user based on research that collects the needs, goals, context, and
tasks of multiple actual users. Personas help us gain and retain empathy for the users we serve.
Pivot or persevere Related to a change in strategy, not vision. To pivot means to change your business model,
product, or target market based on feedback from the market that your current plan isn’t
working. To persevere means to continue to follow your plan based on feedback that it’s
working. You should regularly revisit your strategy in a “pivot or persevere” meeting.
Pointing In order to measure a story’s complexity, Tanzu Labs uses a point system of 0, 1, 2, 3, 5, and 8
points. During an IPM, developers will discuss and agree on a point estimate that—to the best
of their understanding—reflects the story’s complexity and risk. Points do not reflect a measure
of how much time a story will take to complete since time is especially difficult to estimate and
can vary based on external factors. Measuring relative complexity or risk is easier and yields
more consistent assessments of team progress.
Rapid prototyping The quick and early development of a small-scale prototype used to test out certain key
features of the product design. Useful for learning quickly and cheaply.
Retro A meeting that provides a team the opportunity to give positive and negative feedback to each
other, in a structured way, to yield action items. Team members identify aspects of the previous
week that went well and aspects that went poorly. We typically reflect on issues ranging from
technical choices, to inter-role communication, to the working environment. We then group our
reflections into themes, brainstorm around those themes, and assign action items to remedy
any issues. To improve accountability, sometimes each retro begins with a review of the prior
week’s action items.
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VMware Tanzu Labs Product Manager Playbook
Risk (product) The probability of wasting time and resources on features that don’t provide business or user
value.
Service blueprint A diagram of a user’s path through an experience, including physical, in-person,and onscreen
touchpoints. The diagrams are key to communicating a complex flow, especially if there are
multiple interactions spread over several days, weeks, or even months.
Standup A short, daily meeting—usually held first thing in the morning—to discuss what was
accomplished the previous day, share any info that is valuable to the entire team, ask for help,
and determine pairs for the day. The meeting is meant to be as short as possible; any
discussions that only involve a subset of the team are moved into separate meetings.
Stakeholder An individual who stands to gain or lose from the success or failure of a product, feature, or
solution. They understand and represent business interests or functional teams. They may also
possess valuable knowledge about customers and end users.
Style guide A document that serves as a guide for visual design elements. More specifically, a living style
guide is a living document of code, which details all the various elements and coded modules
of the application.
Test-driven development (TDD) A software development process that relies on the repetition of a very short development
cycle. The developer writes an (initially failing) automated test case that defines a desired
improvement or new function, produces the minimum amount of code to pass that test and
refactors the new code to acceptable standards.
User-centered design (UCD) An approach to product design where the user is put at the front and center of every design
activity, so as to de-risk the product early and often. The team involves representative end
users throughout the process of discovering, defining, designing, developing, delivering and
optimizing the product in order to determine whether the features and user experience are
useful and usable.
Velocity A measure of how many points a team can be expected to deliver in a given iteration that is
calculated by averaging the points delivered in previous iterations.
Extreme programming (XP) A flavor of agile software development. Elements of XP include programming in pairs,
automated testing of all code, avoiding the programming of features until they are actually
needed, ensuring simplicity and clarity in code, expecting changes in customers requirements
as time passes and the problem is better understood, and frequent communication—both with
the customer and among programmers.
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Reading List
Check out these books, videos and articles to dive deeper into concepts and tools.
Practical Empathy
by Indi Young
Talking to Humans
by Giff Constable
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