Notes
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Cycle time is how fast a team finishes some work, for example, a product or a feature.
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It is the amount of time a task spends in the system through all steps.
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The shorter the cycle time, the shorter the time-to-market.
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If a company takes ten days to deliver a feature to its customer on average, its cycle time is ten days.
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One goal of business agility is to reduce cycle time.
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The product manager must consider the working and waiting times to measure the cycle time. For instance, if the team has worked on a feature for one day (active working time) and it has taken nine days to wait for some approval, its cycle time was ten days.
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You can use the Little's Law to find the average cycle time given the average WIP and the average throughput .
References
Backlinks
- The Principles of Product Development Flow
- Control WIP by Relaxing the Targets for a Unit Cost at Production
- Control WIP by Shedding Requirements
- Economic Waste that Queues Create
- Effects of Set a Limit on WIP (Work in Process)
- Flow Efficiency
- Kanban Uses WIP Constraints to Control the Cycle Time
- Most of the Damage Done by a Queue Is Caused by High-Queues States
- Theory of Constraints (TOC)
- Work in Process (WIP)