Release Late, Release Rarely (2006)
aaronsw.com
aaronsw.com
1) Take famous other blog post title, book title, or meme
2) Negate
3) Apply DeMorgan's law
To quote the article: You only get one chance to make a first impression; why have it be “junk”? Once that’s associated with your name or project, it’s tough to scrape off.
Why I (don't|switched)+ (use|to)+ X
* Why I don't switched use to X
* Why I don't don't don't to to to to X
etc...I think we need:
Why I (don't use|switched to){1} X
Why I (did|will) (not)? (use|switch to) .+
It does if you're Apple, but it doesn't if you're me. You tell me how I can get the entire world to check out my little startup (http://shoptalkapp.com ;) ) and then I'll take your advice and polish the heck out of it before I release it.
This article applies very well to large companies who get lots of publicity. They need to be careful not to release junk, because everyone is watching them. For startups like mine, releasing means trying to show it to the world, but actually only showing it to a small group of people.
Example: Blizzard Entertainment. They are well known for releasing "When it's Done." or fixing things "Soon". It would be hard to argue taht the strategy hasn't paid off for them. I'm not sure if a large MMO or RTS is really the kind of software that can best benefit from having a minimal feature set.
I think it's important to know your audience when writing something,and this article seems somewhat out of context without knowing who the intended audience was.
Release early when you can release often, but not earlier. Often this requires some meta-thinking about the space your app is in, the alternatives you may need to switch to, and how easily you can turn on a dime. Good design, in other words.
Another thing you can benefit from is good infrastructure and processes for listening to users. As an extreme but perhaps strawman example, in some consumer-web spaces there's little point in releasing an app without being able to A/B test. Build that capability in before you launch.
"Release early, release often" helps evoke the right mindset around launching: save your A game for the time after launch, not the weeks before. Don't build up the launch. Don't set a deadline, round up the press, create an embargo, and work unsustainably late hours to meet the deadline. That way you'll be tired when launch happens. You'll have a celebration, folks will ease up for a day or week, some will even take vacation, until eventually someone notices that nothing happened. Instead, focus on the process. Be blase early on: "This ol' thang, yeah we develop in public, and release all the time." You aren't done when you launch, you're just getting started. Ramp up the velocity after you start getting noticed, because now you have less room for manoeuvre.
Whatever you do, don't focus on the first half of "Release early, release often," and ignore the second.
They ended up with releases backed up two or three cycles at some customer sites, customers who could not cope and only wanted every other (or every third release), which created a support nightmare and customers who felt the software was in a never ending state of flux.
So, if your releases involve a "download this zip file and extract it here" kind of process, it's a lot more feasible to do the early/often thing. If your releases require dispatching an engineer on a site visit, maybe not such a good idea.
Music and writing. Do not let people in on your work, unless they're privy and trusted.
It is hard for average people get excited about your intentions, if it isn't presented properly.
In fact, it is all about presentation. Look at the average response to the awesome explosions in Transformers. It would take more words to describe the functions of Notepad than to describe what is going on in the too long eye-candy scenes of that movie.
Hell, look at the bible. Why do we need long parables to describe simple ideas?
From This is the Dreamtime blog post by Robin Hanson (http://www.overcomingbias.com/2009/09/this-is-the-dream-time...):
We were built to be influenced by the rhetoric, eloquence, difficulty, drama, and repetition of arguments, not just their logic. Perhaps this once helped us to ally us with high status folks. And we were built to show our ideals via the stories we like, and also to like well-crafted stories. But today we are exposed to arguments and stories by folks far more expert than found in ancestral tribes. Since we are built to be quite awed and persuaded by such displays, our beliefs and ideals are highly influenced by our writers and story-tellers. And these folks in turn tell us what we want to hear, or what their patrons want us to hear, neither of which need have much to do with reality.
His point is not to 'release early, release often' to the unwashed masses, but to 'release late, release rarely' to the public so they get a polished, finished product.
"You don't get a second chance to make a first impression", goes the conventional wisdom. Actually you do. You get second and third and fourth and more chances because there are a lot of people on this planet of ours.
The title, however, implies you should miss deadlines regardless of your readiness and you should never update. Wtf?!
However if you're building a product for a well established industry e.g. if you were building new shopping cart software you would be entering a saturated market full of knowledgable potential clients and full featured alternatives. In this case you need to release when your feature set matches or hopefully exceed that of your competitors.