Cycle time is how fast a team finishes some work, for example, a product or a feature.
It is the amount of time a task spends in the system through all steps.
The shorter the cycle time, the shorter the time-to-market.
If a company takes ten days to deliver a feature to its customer on average, its cycle time is ten days.
One goal of business agility is to reduce cycle time.
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.
You can use the Little's Law to find the average cycle time given the average WIP and the average throughput .
- 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)