Planned 72-84 hour dev weeks? I don't want to throw stones here because everyone has ended up in an impossible situation at some point, but I'd still prefer to hear some owning up to it being a management failure. If for no other reason than to not give the impression to up and coming CEO/CTO/Dev Managers that crunching to that degree is a normal part of software development.
You are right; the timeline we were up against was extremely tight because of external deadlines. Crunching to this degree runs an extremely high risk of burn out and is not normal, and I don't believe it is something that should be done unless you are in a do or die situation. I do think it was a management failure that we didn't plan / project manage better, but we're still relatively new to mobile app development.
If we'd had perfect knowledge of what we were going to build in the beginning, we could have cut a lot of time off customer development / exploratory phase of the product development, but I've never realistically heard of that before for a new product.
What made launching at SXSW a "do or die" situation? Sure, it's free publicity, but is that worth burnout and product that was rushed out the door?
I wish you guys all the best, but I wonder if you'll look back at this in a year and think that maybe you should have just taken another month or two to build 1.0.
Understood, I appreciate the fact that you were up against sxsw and that scheduling is hard, especially when you're not that familiar with the platform. Thank you for sharing your thoughts.
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>
"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
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.
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.
I dunno, i've always found in any launch i've participated in, crunch time is crunch time.
There's also something to be said about working on awesome teams. If you've ever been fortunate enough to experience it, awesome teams make you want to be there in the trenches and not at home sleeping. I'm sure this changes as life's priorities change, but to anyone that's ever been there you'll understand what I mean.
I agree to some extent, if you're not aggressively trying to capture an emerging market. But the SocialCam team is, and I think they have exactly the right sense of urgency.
I assure you that people capture competitive emerging markets without crunching that much. It almost sounds like you're baking in 12x30 finishes into your planning process. Even EA et al. have the decency to pretend their crunch abuse is unintentional.
For a drop-dead simple consumer experience, you're overly positioned for the tech market. Your average consumer doesn't care that it's social- they care that their 3GS can actually record video and put it on their facebook wall. You should be communicating that better on your site, in your name, and in your PR....
There are going to be a million social applications launching at SXSW. You have a head start, so I hope you're buying downloads to get ranked in the store and capitalize on your momentum. What premium features do you guys have in the works?
Two really good (and popular) blog posts on HN by Justin.tv coders in one day. Pretty interesting PR strategy to humanize SocialCam from the bottom up as they ignite the engines for SXSW.
Congrats. You guys deserve some good sleep! Just went through the same iPhone app submission process as SocialCam did. And we were not that lucky, 1 rejection and 19 anxious days before approval for our 1.0.
Great question; obviously we've thought a lot about it:
1) First, it shows you videos of your friends. When we looked at how we used videos we realized we didn't go to Youtube to find videos our real life friends had taken.
2) Second, we let you easily post video to Facebook or Twitter. You can do this from your Youtube client on the phone (if you have Android) but it is hardly a streamlined process.
3) We optimize the process of getting video off your phone. Youtube is a fairly terrible experience in my opinion.
Not a dis, just an observation.