- Last post
- 11 Responses
So this thing that I'm involved with...starting to take shape. It's a website/app but the tech isn't the major issue that we've needed to finalise before we start building the thing. Let's just say, the business model and industry signings are the thing that have given us value etc.
We've received some seed funding to do this first exercise...but will need some more to build out the tech. I know it sounds vague...but the business case is settled.
So let's say you wanted to build an MVP of something like cars.com or autotrader.com. I know these companies have hundreds of employees...but if you wanted to build something lean and quickly, that does bare bones what these sites do (classified listings) what type of talent and how many people estimated to be needed?
This won't be outsourced...apart from perhaps some of the design work...even that may be in-house.
So I guess I need to know what skills we need and the number of hires required...obviously needing to keep as low as possible.
None of this probably makes any sense...but fark it. I'm too old and this is my last shot!
I'm sure others can help with skills requirements etc, but this sort of approach can help with the number of hires required:
How Many Employees Does a Project Need?
Now that you can accurately calculate FTE, you can determine how many employees are needed to deliver projects on time. To determine the number of employees a project will need for completion, you’ll start by calculating the total FTE required for the project. To do this, divide the number of Man Days (MDs) or the number of days it would take one individual to complete the project by the length of the project (also expressed in days):
Next, you’ll take the FTE needed for project completion and divide by the FTE of employees. If you assume full-time employees have an FTE of 0.8 like we do, you would divide the FTE needed for project completion by 0.8.
To use the two calculations above, let’s imagine you have a new project that will require 10 MDs and has a project duration of 5 days. Your project FTE is 2 (10 divided by 5). You then divide 2 by 0.8 to get 2.5. This means you’ll need two full-time employees and one part-time employee for the project. Of course, the number of employees needed for any project can be divided however you like. You could use one full-time employee and three part-time employees or two-full time employees and a third full-time employee for half of the project.
- Switch employees to freelancers. People don't want risky gigs. They want long term employment + pension + ability to buy a home and start a family.shapesalad
- As a startup you can't offer that. So you need freelancers.shapesalad
- Freelancers would love to be committed for 6 months on a project like this, with the option to extend, get equlity, full time role *if* if it works.shapesalad
I think the full time equivalent thing doesn’t really get you a very accurate picture. In small groups, say 5 people, all senior, all working on their own portion of the project, you can get away without a management layer, or excessive meetings. As you add people, and especially junior staff that need direction, guidance, training, you need also to add managers that do not contribute productive hours but keep the producers producing. You also need more meetings. More documentation, more rigidity. Doing a project in half the time doesn’t require a doubling of bodies. It’s more like exponentially more people.
There’s an interesting book called “the mythical man month” that talks about this dynamic in software development.
That said, I think you likely need to hire just one person to begin with (maybe only as a consultant): you need a very senior dev lead that has done this sort of thing previously, and knows the roles, the technologies, and the resources required to accomplish the task. They can (hopefully) tell you how long and at what cost, and let you know the trade-offs between features, scalability, and timelines. Be prepared to also find that this person is full of shit. Everyone pads their resume. Some more than others. Hopefully you can find a good resource and get to the next level without too much reworking.
Wishing you tons of success Buster!
Just throwing this out there...given the rough and very broad description of what we're doing above...I made some estimates as to what resources we'd need to get a MVP.
If we had 2 senior software devs, a UI and a UX...on a full time basis (either permanent or contract) with a flat team PM type approach, and given 6-9 months...do you think this could be achieved?
I thought it could...to at least get this to market. And then build out the team further to really flwsh it out.
A couple of blokes on our Board think I am underestimating...and I get that it would be difficult...but the last thing I want to do is to have to give away a bucketload more equity to double a team that may not be required in the first instance.
Since it's an MVP, have you considered any `no code` options? e.g.
- Probably not...but not for any particular reason other than could something like that make us seem amateurish...BusterBoy
- MVP is usually about proof of concept and getting to market sooner so you can learn what the issues are and adapt.mort_
- Many businesses rely on frameworks and templates, and not just for MPVs.mort_
- Unless the software intellectual property IS your value - then that's a different story.mort_
- But if the software is just a vehicle for the idea, then nothing amateurish about using some out-of-the-box solutions to get going.mort_
Thanks for the responses. And monNom...you're probably right. At this stage we probably need much more on the Dev side and less on the design side...let's face it, at the end of the day it's just a listings platform.
Crowdsource the logo design to QBN.
I work with a friend that he got big funding presenting an MVP created on powerpoint. :)
You need at least someone that can build a functional mockup using something like https://marvelapp.com/, figma of invision.
This is required to test your app with your target users before any code is written. If not, your seed money can go really fast with multiple try and errors with a dev team.
@BusterBoy do not be afraid to been seen amateurish, even to fail, you need to test as soon as possible your idea in a real world environment.
And do not expect that your product will work on the first try...
Where you need to exceed expectations is in the knowledge of the basic solution, your app is providing, to understand the real struggles in that industry or business sector. You might find out more urgent problems or more profitable angles to solve them.
What we're building is nothing special really...there are thousands of sites that do EXACTLY the same as what we're proposing.
It's our underlying business model that is completely different...the actual nuts and bolts of what our platform will do - absolutely nothing special. There are a bunch that we'd be quite happy to replicate 100%.
That's why I'm not completely sold on the idea of mockups etc. One of our Board thinks it's necessary. But my point is...if you want to see exactly how this will function, take a look over there. That's exactly what we will do. But I also get that I may be wrong...