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I believe it's impossible to succeed without failing. Not anymore. OP overlooks the key to avoiding failure: release early and often. Customer feedback durin
by edw519 17y ago
I believe it's impossible to succeed without failing.
Not anymore.
OP overlooks the key to avoiding failure: release early and often. Customer feedback during development, not afterwards, is the rudder that keeps your project from going down the abyss. Unless you're an ocean liner. Like Microsoft.
- access_denied 17y agoSome projects don't have that possibility.
- edw519 17y agoExamples? (I've run many projects and have always been able to get some consumer feedback during development.)
- gloob 17y ago"Release early, release often," would, for instance, likely be a poor philosophy for a team working on the computer vision systems used by armed autonomous military vehicles.
- encoderer 17y agoGames. Complex games take a non-trivial amount of work to get them to where they're even remotely playable.
- wglb 17y agoWell, isn't it the things wrong in the release (e.g. failures) that drive the next release, that is to say learning from them?