Product Managers sometimes have a bad reputation when it comes to Development teams — and we often unintentionally earn these reputations, by the way that we work with them. There are, however some things that Product Managers can do to build a strong relationship with their development teams — something that is, in fact, essential to the success of the product and your company as a whole. Here are five tips that you can use to ensure that you have the best relationship possible with your development teams:
In an earlier post, I talked about five things that a PM can learn from role-playing games. Since I’m a pretty avid gamer, I realized that there are lots of things that PMs can learn from all genres of games, so I’m considering making this a recurring theme. Today’s discussion focuses on real-time strategy (RTS) games — the Starcrafts or Age of Empires of the world. These games typically simulate some form of wargame scenario, in which the player takes on the “commander” of a variety of units, starting with low-level units and few resources, and working their way up to a vast army of units with which to crush their opposition. In many ways, this is similar to how a PM works with what they have to deliver high-value product to their customers. To wit, my top five list for today:
In a time of recognition for the good things in life, and for the opportunities that life has presented us with, I thought it would be a good time to take a few moments and reflect on some of the things that all Product Managers should be thankful for. So, on this Thanksgiving week, enjoy the Clever PM’s inaugural top five list of things that a Product Manager should be thankful for!
I’ve been a gamer for far longer than I’ve been anything else in my life. From the early days of playing Combat on my Atari 2600, to Fastball! on my Commodore 64, all the way through to Skyrim on my PC or Destiny on my XBox One, I’ve always been interested in the cutting edge of gaming technology as well as the games that are played on it.
And, as both a gamer and a Product Manager, I can promise you that there are many things that we can learn from any given genre of gaming. In this installment of the series, I’m going to focus on role-playing games — the Ultimas of the world, the Skyrims of the world, and the Dragon Ages of the world. So here’s a list of the top 5 things that a Product Manager can stand to learn from the common tropes of role-playing games over time:
In a prior post, I talked about five things that clever PMs should never do — traps that we often fall into as a result of our focus on getting things done and delivering value, while perhaps not being as mindful as we should about leading through influence. Today, I’m going to flip that post on its head and talk about five things that every clever Product Manager should do.
One big problem with Product Managers is that we tend to be somewhat alpha when it comes to our products, and we can be very passionate — not only about our products, but also about our own ideas and beliefs about our users, our market, and ourselves.
There are a lot of things that Product Managers can be accused of “doing wrong” when it comes to our daily jobs. As a wise mentor once told me, if there’s not at least one stakeholder upset with you, you’re not doing your job right. However, that doesn’t mean that we’re without fault.
If we’re honest with ourselves, Product Managers can often wind up doing things that unintentionally set us apart from the teams with whom we work. Often, this results in an increase in randomization and a decrease in the trust that we’ve worked so hard to build and maintain with those from whom we need things on a constant basis. One of the requirements of leading through influence is that we are mindful of how we are approaching our daily duties and what impact our decisions are having on others around us.