Economics: one currency for every trade-off
1 · Baseline life-cycle profit model
| 1 month of delay | −$1.1M | 38× expense |
| 1% higher unit cost | −$324k | 11× expense |
| 1% less product value | −$540k | 18× expense |
| 1 pp lower P(success) | −$240k | 8× expense |
| 1% more dev expense | −$30k | 1× expense |
So one month of delay is worth 3.5% of unit cost, or $1.1M of extra development spend. These ratios are the trade-off rules the whole team can use.
2 · Price a proposed change
Customers will pay ~4% more, but it adds 6 weeks, $250k of engineering and a little risk.
Try: on “Add a feature”, drop the schedule impact to +2 weeks — the same feature flips from a loss to a gain. Every option moves several variables at once; only money lets you add them.
Sales over the life cycle
Red area = sales you never get back. With a fixed window, delay chops off peak-volume months, not the tail. Try: switch to “curve just shifts” and set share loss to 0 — delay becomes nearly free. Which market you are in is exactly what you must estimate.
Lost profit vs. length of delay
You can't rank by emotion
Six jobs compete for one team. Every week a job waits, its cost of delay accrues. Compare sequencing by urgency-as-felt with sequencing by quantified CD3 (cost of delay divided by duration). Then try CD3 fed with unquantified gut guesses — the right formula cannot rescue wrong inputs.
Sequencing six jobs through one team
Ranked by how urgent the stakeholder sounds.
Each job accrues its cost of delay until it ships (pale red = waiting, amber = in work; darker = higher CoD). Bars labeled with the delay cost each job accumulates.
Watch the work product, not the worker
E5One work item's life, seen from the work product
Try: push utilization from 85% to 95%. Workers look 10 points busier; the item waits 67 weeks longer. (Each stage modeled as an M/M/1 queue: wait = ρ/(1−ρ) × service time.)
Total cost = falling cost + rising cost
Big batches amortize release overhead but make finished work wait; small batches do the opposite.
You misjudge the falling-cost curve by 2.00×, so you pick 28.3 instead of 20.0.
| choice vs optimum | cost penalty |
|---|---|
| 1.25× or 1/1.25× | +2.5% |
| 1.5× or 1/1.5× | +8.3% |
| 2× or 1/2× | +25.0% |
| 3× or 1/3× | +66.7% |
Try: set the error to 2× — a 100% error in your estimate costs only 6.1%. The bottom is flat, so a rough number is nearly as good as a perfect one.
Polishing a feature: when should you stop?
Try: drag “weeks already spent” back and forth. The stop point never moves — it depends only on the marginal curves. Whether the project looks “under water” on the right chart is irrelevant (E17). Raise the cost of delay and the optimum moves earlier: delay cost is part of every marginal cost.
“Reporting module”: a bad choice with good choices inside
As a whole it costs more than it's worth (cost includes cost of delay). Click sub-features to drop them.
Buying information (E18)
Building costs $1M and pays $3.0M if the market is real. A cheap prototype test first predicts the outcome with some accuracy. What is the test worth?
Information is worth most where it can flip the decision — near the break-even prior. At 95% certainty the test changes nothing, so it is worth almost nothing.
Insurance: parallel backup paths (E19)
A risky subsystem fails 30% of the time, costing $2.0M of delay. Each independent backup design costs $150k. How many paths should you fund?
Add a path only while its cost is below the expected loss it removes.
Newsboy: long odds, good bets (E20)
Each experiment fails 90% of the time. When it succeeds it returns 20× its cost. Fund a portfolio of 20.
Try: 1 bet vs 40 bets at the same odds. Same expected value; the portfolio tames the variance.
150 small trade-off decisions in one project
Anyone may trade: accept when weeks saved × $CoD exceeds the extra cost. Decided on the spot (E13).
Try: set the rule's CoD to half or double the true value. The rule still captures most of the value (E7) — usually more than perfect decisions made after a 2-week approval wait. The average good decision is worth only $82k, but 78 of them add up (E8).
- takeawayConvert schedule, unit cost, value, expense and risk into life-cycle profit. The exchange rates (“1 week = $X”) turn arguments into arithmetic.
- takeawayQuantify cost of delay first. Most teams don't know it, and rough numbers are enough: U-curves are flat at the bottom and decision rules tolerate 2× errors.
- takeawayDecide at the margin, ignore sunk cost, price information and risk by expected value — and push these rules down to the people making the many small decisions.
All 21 principles of economics
book chapter 2- E1The Principle of Quantified Overall Economics
Choose between actions by their quantified effect on overall economics, not by their effect on a single proxy goal.
Proxies like 'hit the date', 'cut unit cost' or 'stay on budget' conflict with each other, and only money lets you add them up. Build a simple life-cycle profit model and ask how much each option moves it.
↑ see it in the visualization - E2The Principle of Interconnected Variables
You cannot change one variable in isolation; every action shifts several economic variables at once.
Adding a feature raises value but also adds schedule, expense and risk. Express all the side effects in the same unit so the trade-off is visible instead of argued.
↑ see it in the visualization - E3The Principle of Quantified Cost of Delay
If you quantify only one thing, quantify the cost of delay.
Cost of delay drives queue sizes, batch sizes, priorities and how much you should pay to go faster, yet Reinertsen found about 85% of product developers do not know it, and gut estimates for the same project varied 50:1. A rough number beats a confident feeling.
↑ see it in the visualization - E4The Principle of Economic Value-Added
An activity adds value only to the extent that it raises the economic value of the work product.
Value-added is measured by what a buyer would pay for the design after the activity versus before it. A test that removes a large risk can add more value than weeks of coding, and work that changes nothing about expected profit adds none.
↑ see it in the visualization - E5The Inactivity Principle
Watch the work product, not the worker: queued work, not idle people, is where most waste hides.
In development, inventory is invisible design-in-process. When every engineer is busy, the work product spends most of its life waiting in queues, and that waiting is pure cost of delay.
↑ see it in the visualization - E6The U-Curve Principle
Important trade-offs usually have U-shaped total-cost curves with an interior optimum.
When one cost rises and another falls with the same choice (batch size, test effort, decision timing), the total has a minimum in the middle. Extremes are rarely optimal.
↑ see it in the visualization - E7The Imperfection Principle
Even imperfect answers improve decisions; the flat bottom of a U-curve forgives estimation error.
Being 50% off the optimum on a U-curve typically costs only a few percent. So a rough cost-of-delay estimate is enough to move decisions in the right direction — waiting for precision is the expensive option.
↑ see it in the visualization - E8The Principle of Small Decisions
Most economic value is decided by the many small decisions, so influence those rather than only the few big ones.
Hundreds of daily trade-offs by engineers outweigh a handful of executive gate decisions. Equip the people making them with economic decision rules.
↑ see it in the visualization - E9The Principle of Continuous Economic Trade-offs
Economic choices must be made continuously as new information arrives, not once at the start of a project.
The right trade-off shifts as markets, costs and risks change. A plan fixed at kickoff locks in yesterday's economics; a decision rule lets the team re-decide every day.
↑ see it in the visualization - E10The First Perishability Principle
Many economic choices are more valuable when made quickly; their value decays while they wait.
An opportunity to save two weeks of schedule is worth nothing if approving it takes two weeks. Fast, local decisions capture value that escalation lets rot.
↑ see it in the visualization - E11The Subdivision Principle
Inside every bad choice lies a good choice: decompose an option and keep its good parts.
A feature that loses money as a whole often contains sub-features with high value per cost. Splitting it and keeping only those turns a rejection into a profitable decision.
↑ see it in the visualization - E12The Principle of Early Harvesting
Build a system that captures the cheap economic opportunities early, before they disappear.
Early in a project, schedule and cost can be traded cheaply; later the same trade is expensive. Pre-authorize small trades (e.g. 'spend up to $X to save a week') so engineers can harvest them the moment they see them.
↑ see it in the visualization - E13The First Decision Rule Principle
Use economic decision rules to decentralize control without losing economic alignment.
A rule like 'a week of delay costs $150k' lets anyone make a correct trade-off without a meeting. Boeing's 777 program let engineers trade up to about $300 of unit cost per pound of weight saved.
↑ see it in the visualization - E14The First Market Principle
Make sure decision makers feel both the cost and the benefit of their choices.
A team charged for expense but never for delay will always save budget and lose schedule. Pricing scarce resources and delay makes local choices match global economics.
↑ see it in the visualization - E15The Principle of Optimum Decision Timing
Every decision has an economically optimal moment; neither as early nor as late as possible is right by default.
Deciding early is cheap to execute but uses poor information; deciding late uses better information but costs more to change course. The total forms a U-curve with an optimum you can reason about.
↑ see it in the visualization - E16The Principle of Marginal Economics
Always compare marginal value with marginal cost, not totals or averages.
Keep improving a feature only while the next increment of value exceeds the next increment of cost (including cost of delay). The optimum is where the two marginal curves cross, usually well before 'complete'.
↑ see it in the visualization - E17The Sunk Cost Principle
Ignore money already spent; only future costs and benefits matter to a decision.
Whether a project has burned $1M or $10M, the question is the same: does the remaining spend buy more value than it costs? Past spend explains history but cannot change the comparison.
↑ see it in the visualization - E18The Principle of Buying Information
Information is worth what it changes in expected economic outcome; buy it when it costs less than that.
A prototype or test is valuable only if its result could change a decision. Information is worth most when uncertainty is highest and the stakes are large, and cheap early information is the best buy.
↑ see it in the visualization - E19The Insurance Principle
Don't pay more for insurance than the expected loss it prevents.
Parallel backup solutions are insurance against a technical failure. Add another path only while its cost is less than the reduction in expected loss it buys.
↑ see it in the visualization - E20The Newsboy Principle
A high probability of failure does not imply bad economics when the payoff is asymmetric.
Like a newsboy stocking papers, judge an option by expected value, not by its odds. A bet that fails 90% of the time but returns 20× on success is a good bet, especially in a portfolio.
↑ see it in the visualization - E21The Show Me the Money Principle
To influence financial decisions, speak the language of money.
Executives who control resources respond to dollars, not to cycle-time charts. Translate 'we'll be three weeks late' into '$450k of lost life-cycle profit' and the conversation changes.
↑ see it in the visualization