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Re:Launch by Zev on Wednesday March 09, 2011 @08:47PM (#2307579)
It wasn't planned. When we initially sat down to plan the schedule out two months ago, I thought there was enough time to get the iPhone app done. Without that intense of a workload. And then some bugs more serious than I (or any of us) had predicted happened.

FWIW, pretty much the entire time we were in the office working, so was Justin -- asking what he could do to help, if there was anything to test, that needed doing to free up some time, etc. Working that much kind of sucks. But, there are much worse ways to work that hard than with a bunch of smart people who are working just as hard as you are.

</one of the people who built the iPhone version of Socialcam>

Re:Launch by edge17 on Wednesday March 09, 2011 @09:43PM (#2307757)
http://en.wikipedia.org/wiki/Ninety-ninety_rule

"The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time."[1] —Tom Cargill, Bell Labs

Re:Launch by khafra on Thursday March 10, 2011 @08:27AM (#2309037)
For future reference, don't plan your schedule by looking at the tasks you need to complete and thinking about how long each will take you. Plan your schedule by looking at how long similar projects have taken similar teams.

http://en.wikipedia.org/wiki/Reference_class_forecasting

Re:Launch by emmett on Thursday March 10, 2011 @12:46PM (#2309977)
But we've never done a similar project before. We're pretty good at estimating how long it takes to build websites now, because we've done it so many times before. We're not good at estimating ground-up builds of entirely new mobile products, because we've never done that before.

We were guilty of being overly optimistic for sure. When you're doing something new, you just have to be really really pessimistic.