Mike Hudack
👤 PersonAppearances Over Time
Podcast Appearances
And so the simpler machine you can give them to do that, the better. And I think that that has been the path that Facebook ads has taken over the years.
Yeah, well, I think every product team should be probably between six to eight people. Most of those people should be engineers. If possible, one of those people should be a data scientist. One should be a designer. And then I think a PM is optional.
Yeah, well, I think every product team should be probably between six to eight people. Most of those people should be engineers. If possible, one of those people should be a data scientist. One should be a designer. And then I think a PM is optional.
Yeah, well, I think every product team should be probably between six to eight people. Most of those people should be engineers. If possible, one of those people should be a data scientist. One should be a designer. And then I think a PM is optional.
That team should work together against clear, coherent, outcome-based goals, which are not ship goals, but are like, we are going to increase the revenue that we generate for this thing by 10% is a decent goal. But a better goal is we're going to increase...
That team should work together against clear, coherent, outcome-based goals, which are not ship goals, but are like, we are going to increase the revenue that we generate for this thing by 10% is a decent goal. But a better goal is we're going to increase...
That team should work together against clear, coherent, outcome-based goals, which are not ship goals, but are like, we are going to increase the revenue that we generate for this thing by 10% is a decent goal. But a better goal is we're going to increase...
people's satisfaction with the product by 10%, or we're going to increase people's sales by 10%, which we believe is going to lead to a 10% increase in revenue, you'll find that that often leads to a 20% increase in revenue. And so that attitude is unbelievably important, that they are building a thing to serve a person or a group of people on the other side. And I think that they have to feel
people's satisfaction with the product by 10%, or we're going to increase people's sales by 10%, which we believe is going to lead to a 10% increase in revenue, you'll find that that often leads to a 20% increase in revenue. And so that attitude is unbelievably important, that they are building a thing to serve a person or a group of people on the other side. And I think that they have to feel
people's satisfaction with the product by 10%, or we're going to increase people's sales by 10%, which we believe is going to lead to a 10% increase in revenue, you'll find that that often leads to a 20% increase in revenue. And so that attitude is unbelievably important, that they are building a thing to serve a person or a group of people on the other side. And I think that they have to feel
truly empowered to reach that goal and feel supported by somebody who checks in and says, oh, do you have everything that you need? How are you doing? Are you on time? Are you on schedule?
truly empowered to reach that goal and feel supported by somebody who checks in and says, oh, do you have everything that you need? How are you doing? Are you on time? Are you on schedule?
truly empowered to reach that goal and feel supported by somebody who checks in and says, oh, do you have everything that you need? How are you doing? Are you on time? Are you on schedule?
MARK BLYTH Well, implicit, I guess, in some of what I was talking about earlier is this idea that I really believe that before you build something, you should have a theory of the world. You should understand who your user is, what they want to accomplish.
MARK BLYTH Well, implicit, I guess, in some of what I was talking about earlier is this idea that I really believe that before you build something, you should have a theory of the world. You should understand who your user is, what they want to accomplish.
MARK BLYTH Well, implicit, I guess, in some of what I was talking about earlier is this idea that I really believe that before you build something, you should have a theory of the world. You should understand who your user is, what they want to accomplish.
You should understand your strengths and weaknesses in doing that and have a theory of the thing that you're going to build and how it is going to accomplish your goals and the user's goals. And that might take you anywhere from 10 minutes to develop to a year to develop. You know, it's very that's very variable. It really depends on what you're doing.
You should understand your strengths and weaknesses in doing that and have a theory of the thing that you're going to build and how it is going to accomplish your goals and the user's goals. And that might take you anywhere from 10 minutes to develop to a year to develop. You know, it's very that's very variable. It really depends on what you're doing.
You should understand your strengths and weaknesses in doing that and have a theory of the thing that you're going to build and how it is going to accomplish your goals and the user's goals. And that might take you anywhere from 10 minutes to develop to a year to develop. You know, it's very that's very variable. It really depends on what you're doing.
I don't really think you should start writing code until you have that. Now, the problem is that most people's theory of the world prior to shipping a thing and having contact with real live human customers is wrong. And it might be 5% wrong or it might be 50% wrong, and you don't really know until you ship.