Agile Product Development:

65+ Tools & Best Practices That Wow Your Customers

Every time your team creates a digital product, best practice is to:

  1. ๐Ÿ’ก Think if the product is worth building
  2. ๐Ÿ›  Build the smallest possible version
  3. ๐Ÿ“Š Ship it to 5 - 10% of your customers
  4. ๐Ÿ“ˆ Make it available for everyone and tweak

But creating a great experience for your customer is not so straight forward. For every starting point multiple approaches can work.

Below is a list of agile tools & best practices, grouped into Spotify's four stages of product development.

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PS: Donโ€™t have time to read the whole list? Just get the cheat sheet.

๐Ÿ’ก
Think it

Is your product worth building?

Lean Canvas

A one-page business plan
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Lightning Demos

Inspire your team with examples that you think can be used as inspiration for their concepts
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Build, Measure, Learn

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Cost of delay

Measure the impact of delayed projects
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Customer Journey

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Design Sprint

Solve big problems and test new ideas in 5 days
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Design Thinking

A 5-step process for creative problem solving
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Four-Step Sketch

An exercise that helps people to create well-formed concepts through a structured process
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Job to be done

Describe what your customer wants as outcomes
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Leading indicators

Metrics are used as a heads-up for a team to anticipate trends
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Lean Startup

Silicon Valley's popular way of starting viable new businesses
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North Star Metric

The one measurement that's most predictive of a company's long-term success
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Opportunity Cost

The loss of other alternatives when one alternative is chosen
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Personas

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Product Vision Board

Canvas for defining the product's vision
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Prototype

An early sample, model, or release of a product built to test a concept or process
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Root Cause Analysis

Method to solve the cause of a problem (instead of the symptions)
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Value Stream Map

Lean technique to identify bottlenecks in processes
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๐Ÿ› 
Build it

What's the smallest valuable version you can build?

Continuous Deployment

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Continuous Integration

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Continuous delivery

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Continuous flow

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Example Mapping

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Extreme Programming

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Impact Mapping

A lightweight, collaborative planning technique for teams
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Kanban

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Limit Work in Progress (WIP)

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Low Code

Create applications with writing (or copy/paste) only simple code
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MVP

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Magic estimation

Estimate your complete project in 15 minutes
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Mob Programming

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Monotasking

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No Code

Create applications without writing any code
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Optimize flow

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Optimize resources

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Pair Programming

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Planning poker

Gamified technique for estimating relative effort
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Release Burnup chart

A chart that forecast when product features can be expected and tracks team progess
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Scrum

An agile framework for developing, delivering, and sustaining complex products
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Shorten cycle time

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Sprint Burndown chart

A chart that shows the rate at which a team's work is completed and how much work remains to be done.
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Test Driven Development (TDD)

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User Stories

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User Story Map

A visual exercise that helps teams define the work that will create the most delightful user experience
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Visualise progress

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๐Ÿ“Š
Ship it

What does your data say?

A/B test

Comparing two versions of the same page, to see which one works best
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Beta Testing

An opportunity for real users to find problems with a product, so they can be fixed before a general release
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Key Performance Indicator (KPI)

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Lagging indicators

Metrics that tell you about what has already happened
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Outcome vs Output

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๐Ÿ“ˆ
Tweak it

How can you make your product better?

Behaviour Driven Development (BDD)

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Eliminate waste

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Exploration Days

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Feature toggles

Ability to switch features on or off for customers
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Refactoring

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Spike

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๐Ÿ’ช
Overall

What was hard to put in one of the four categories?

Icebreakers

An exercise, game, or event that helps to welcome and warm up the conversation among people in a workshop.
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Objectives and Key Results (OKR)

A collaborative goal-setting tool used by teams and individuals to set challenging, ambitious goals with measurable results.
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Product Strategy

Make products your customers love by connecting your mission with your daily decisions
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Retrospectives

A look back at what worked well and what can be improved for events and results in the past.
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5 dysfunctions of a team

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A3 Problem Statement

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Delegation Board

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Groan Zone

A difficult stage in workshops needed to get the best possible outcomes
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Management 3.0

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Moving motivators

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Playbook

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Timebox

A fixed time period within which an activity takes place
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Tuckman's stages

Forming, Storming, Norming, (Dorming), Performing, (Adjourning)
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Working together alone

Principle that combines deep thinking with group brainstorm
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X-functional teams

Winning teams are diverse and are great teamplayers
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