Re:How Pandora Nabbed More Than 70M Monthly Users with Just ...
by birken on Tuesday February 04, 2014 @01:16PM
(#7179215)
40 engineers is a "skeleton crew"? 40 engineers? There are tons of websites/products out there doing a lot more with a lot less.
And I love pandora, but this product management technique isn't exactly revolutionary. It is just a pretty standard top down system, albeit only planning one quarter at a time. This isn't pushing the boundaries like Valve or Yammer.
Re:How Pandora Nabbed More Than 70M Monthly Users with Just ...
by Aloisius on Tuesday February 04, 2014 @01:50PM
(#7179460)
The number of users isn't actually what makes it impressive. At Napster, we had 80 million users at a time where we had 1 backend engineer, 3 web developers, 3 windows developers and 3 mac developers.
But 40 engineers to build apps for web, iOS, android, blackberry, windows phone, a thousand consumer devices, 100 types of cars, etc. is impressive assuming they roll out new features regularly. Even if some of it was done third-party, just the managing new integrations, ensuring feature releases are backwards compatible and testing new releases is still a feat.
I agree the project management style isn't anything special though. Plenty of people use something like scrum with dollar values attached to features.
Re:How Pandora Nabbed More Than 70M Monthly Users with Just ...
by owyn on Wednesday February 05, 2014 @12:05AM
(#7181980)
Don't know about Yammer, but Valve has a very flat structure where engineers work directly on projects that they are interested in (and presumably that they think will bring in revenue). Quote from their (definitely must-read) employee handbook:
"We’ve heard that other companies have people allocate a percentage of their time to self-directed projects. At Valve, that percentage is 100."
Re:How Pandora Nabbed More Than 70M Monthly Users with Just ...
by dilap on Tuesday February 04, 2014 @01:51PM
(#7179471)
It's hard to compare across different types of products, but IIRC, Instagram had only 3 engineers well into the millions of users (which I always thought was pretty impressive).
Re:How Pandora Nabbed More Than 70M Monthly Users with Just ...
by matt__rose on Tuesday February 04, 2014 @09:34PM
(#7181563)
Interestingly, I worked there when there were 4 engineers. They had most of the product worked out back then. The Pandora website the last time I checked is not terribly functionally different from the internal Savage Beast website from 2001. Pick a song, and it generates a playlist based on that song. The barriers were legal and monetary, more than technical.
Re:How Pandora Nabbed More Than 70M Monthly Users with Just ...
by philod on Tuesday February 04, 2014 @03:04PM
(#7179911)
Were the ideas for new features and improvements all internally generated? Did they not have some method for actual users to suggest and vote on features?
And I love pandora, but this product management technique isn't exactly revolutionary. It is just a pretty standard top down system, albeit only planning one quarter at a time. This isn't pushing the boundaries like Valve or Yammer.
But 40 engineers to build apps for web, iOS, android, blackberry, windows phone, a thousand consumer devices, 100 types of cars, etc. is impressive assuming they roll out new features regularly. Even if some of it was done third-party, just the managing new integrations, ensuring feature releases are backwards compatible and testing new releases is still a feat.
I agree the project management style isn't anything special though. Plenty of people use something like scrum with dollar values attached to features.
"We’ve heard that other companies have people allocate a percentage of their time to self-directed projects. At Valve, that percentage is 100."
http://www.valvesoftware.com/company/Valve_Handbook_LowRes.p...