ShapeUp Methodology
Table of Contents
- What is Shape Up
- The Shape Up Workflow
- Key Principles and Practices
- When to Use Shape Up
- Alignment with AAA Cycle
- Common Pitfalls and How to Avoid Them
What is Shape Up
Developed by Basecamp (Ryan Singer, 2019) as an alternative to Scrum. Documented in βShape Up: Stop Running in Circles and Ship Work that Mattersβ
Shape Up is a product development methodology that emerged from Basecampβs experience building software products over 15+ years. It addresses common frustrations with Scrum and traditional project management:
- Endless backlogs that create guilt and false urgency
- Sprint interruptions that prevent meaningful work
- Unrealistic estimates that set teams up for failure
- Too much process and not enough autonomy
- Work that drags on indefinitely without shipping
Core Philosophy:
- Work in fixed six-week cycles with two-week cooldowns
- Senior people βshapeβ work before itβs assigned (not designers working alone or product managers writing specs)
- Give teams entire projects with clear boundaries, not individual tasks
- Teams figure out implementation details autonomously
- Fixed time, variable scope - fit the best solution within time constraints
Key Difference from Scrum:
Shape Up is not an iterative approach to a final design. Instead, the shaping process defines boundaries and constraints, and teams work within those boundaries to discover the best solution during the cycle. Youβre not incrementally building toward a known end state; youβre exploring within defined constraints.
The Three Tracks:
Shape Up runs three parallel tracks:
- Shaping: Senior staff shape future work (1-2 cycles ahead)
- Betting: Leadership decides what to build next (every 6 weeks)
- Building: Teams implement shaped projects (6-week cycles)
The Shape Up Workflow
Shape Up has three main phases that repeat: Shaping, Betting, and Building.
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β SHAPE UP WORKFLOW CYCLE β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
TRACK 1: SHAPING (Ongoing, 1-2 Cycles Ahead)
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β
β Step 1: Set Boundaries (Define appetite, problem, scope)
β β
β βΌ
β Step 2: Rough Out Elements (Breadboards, fat marker sketches)
β β
β βΌ
β Step 3: Address Risks & Rabbit Holes (Technical spikes, de-scope)
β β
β βΌ
β Step 4: Write the Pitch (Problem, Appetite, Solution, No-Gos)
β β
β ββββββββββββββββββββββββββββββββ
β β
β βΌ
TRACK 2: BETTING (Every 6 Weeks)
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
Betting Table Meeting (2-4 hours)
β
ββββββββββββββββββΌβββββββββββββββββ
β β β
Bet Bet Defer
(Team A) (Team B) (Try again)
β β β
ββββββββββββββββββΌβββββββββββββββββ
β
βΌ
TRACK 3: BUILDING (6 Weeks)
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
Week 1-2: Get Oriented
(Understand pitch, plan approach)
β
βΌ
Week 3-4: Build Core
(Vertical slices, start in the middle)
β
βΌ
Week 5-6: Finish & Ship
(Scope hammering, deploy to production)
β
βββββββββββββββββββ΄ββββββββββββββββββ
β β
Shipped β Not Finished
β β
βΌ βΌ
Circuit Breaker Trips
(Re-evaluate, reshape,
or abandon)
β
βββββββββββββββββββ΄ββββββββββββββββββ
β β
βΌ βΌ
COOL-DOWN (2 Weeks)
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β’ Bug fixes, refactoring, exploration
β’ No scheduled work or commitments
β’ Teams shape ideas for next cycle
β’ Prevents burnout
β
βΌ
Cycle Repeats
(Back to Betting Table)
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β TIMELINE: 8-Week Cycle = 6 Weeks Building + 2 Weeks Cool-Down β
β THREE PARALLEL TRACKS: Shaping future work | Betting on next cycle | β
β Building current cycle β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Phase 1: Shaping (Senior Staff)
What is Shaping:
Shaping is pre-project work done by senior staff (experienced designers, product managers, or programmers) to define what will be built before itβs assigned to teams.
Shaping is the right level of abstraction:
- Too abstract: βWe need better notificationsβ (leaves too many questions)
- Too concrete: Detailed wireframes and specs (removes team autonomy)
- Just right: Defined problem + rough solution concept + clear boundaries
The Four Steps of Shaping:
1. Set Boundaries
Define the appetite (time budget), not an estimate:
- βThis is worth two weeksβ
- βThis is worth six weeksβ
- βThis is worth one full cycleβ
Appetite vs. Estimate:
- Estimate: βHow long will this take?β (opens scope)
- Appetite: βHow much time is this worth?β (constrains scope)
Appetite is a design constraint that forces trade-offs. If an idea canβt be done within the appetite, it must be reshaped or abandoned.
Also set scope boundaries:
- Clearly articulate the problem being solved, not the solution
- Identify whatβs in scope and whatβs explicitly out of scope
- Define who this is for (what user segments)
- Define the core use case vs. edge cases
2. Rough Out the Elements
Sketch solution concepts at the right level of abstraction using two techniques:
Breadboarding (for interactions):
Borrowed from electrical engineering. Show components, connections, and flow without visual design.
Example: Notifications
[Notification Center] β Shows list of notifications
[Mark as Read button] β Marks item read, removes from list
[Archive button] β Archives notification, removes from list
Elements: Places (things you navigate to), Affordances (things users can do), Connections (how affordances take users between places)
Fat Marker Sketches (for interfaces):
Rough sketches where you literally canβt add too much detail (use a thick marker or small whiteboard). This prevents getting stuck in details too early.
Example: Draw rough boxes for major UI regions, arrows for navigation, labels for key components. No pixel-perfect layouts or final copy.
What to include:
- Key components and their relationships
- Flow between screens or states
- Major technical considerations or architectural changes
- Whatβs visible, whatβs behind the scenes
Goal: Concrete enough to evaluate technical feasibility and value, abstract enough to leave room for team creativity during implementation.
3. Address Risks and Rabbit Holes
Identify parts that could take too long or spiral out of control:
- Technical unknowns: βCan we integrate with this API?β β Spike it during shaping
- Design unknowns: βHow will filtering work?β β Sketch a few options or declare a constraint
- Performance concerns: βWill this scale?β β Do quick proof-of-concept
- Scope creep risks: βThis could expand to include X, Y, Zβ β Explicitly de-scope
Call out rabbit holes explicitly:
- βWeβre not doing real-time sync - batch updates are fineβ
- βIf the search algorithm takes more than 2 days, weβll use a libraryβ
- βDonβt worry about mobile version in this cycleβ
Technical exploration happens during shaping, not during building. If youβre not sure whether something is feasible, figure it out before betting on it.
4. Write the Pitch
A formal write-up that makes the case for the project. This goes to the betting table.
Pitch Structure:
Problem:
- Whatβs the user pain point?
- Why does this matter now?
- Whatβs the cost of not doing this?
Appetite:
- How much time is this worth? (2 weeks, 6 weeks, etc.)
Solution:
- The shaped concept with breadboards or fat marker sketches
- Key components and how they fit together
- Flow through the solution
Rabbit Holes:
- Known risks and how to avoid them
- What could go wrong
- De-scoping decisions already made
No-Gos:
- What weβre explicitly not doing
- Scope boundaries
- Features left for future cycles
Optional: Alternatives considered: briefly explain why other approaches werenβt chosen.
Who Does Shaping:
- Senior designers, programmers, or product managers
- Small groups (1-2 people) working collaboratively
- People with both technical knowledge and product sense
- Not the teams who will build it (they receive shaped pitches)
Shaping is Iterative:
You might:
- Shape something, discover itβs too big, and re-shape with reduced scope
- Shape it, and decide itβs not valuable enough to pursue
- Shape multiple approaches to the same problem and pick the best
- Shape something, let it sit for a cycle, then reshape it with fresh perspective
Good shaping takes time: 1-2 weeks of thinking, sketching, exploring for a 6-week project. But this time investment prevents wasting 6 weeks of team time on poorly-defined work.
Phase 2: Betting (Leadership/Stakeholders)
What is Betting:
At the start of each six-week cycle, stakeholders hold a betting table meeting (2-4 hours) to decide which shaped pitches to commit to for the next cycle.
The Betting Table Meeting:
Who attends: CEO/leadership, product leads, and technical leads (whoever has authority to allocate team time)
What happens:
- Review shaped pitches from the shaping track
- Discuss each pitch: Is this the right time? Is the appetite appropriate? Do we have capacity?
- Decide which pitches to bet on for the next cycle
- Assign projects to available teams
- Teams are notified what theyβll be working on
Rules:
- Only bet on work thatβs been properly shaped - no betting on vague ideas
- Betting is a commitment - once assigned, teams get the full cycle
- Unbet pitches donβt accumulate - they donβt go into a backlog
No Backlogs:
Shape Up rejects maintaining backlogs of shaped pitches. Ideas that donβt get bet on disappear rather than accumulate. If an idea is truly valuable, it will resurface naturally. Old ideas become stale and no longer represent current priorities. Backlogs create false urgency and guilt about being βbehind.β
Teams maintain their own notes on improvements and bugs, which inform cool-down work and future shaping, but thereβs no central official backlog.
Cool-Down Period (2 weeks after each 6-week cycle):
After every six-week cycle, teams get a two-week cool-down:
What happens during cool-down:
- Teams work on whatever they want: bug fixes, refactoring, exploration, side projects
- Programmers and designers shape new ideas for upcoming cycles
- Clear out technical debt
- Experiment with new technologies
- Work on small improvements that donβt require shaping
- No scheduled work, no commitments, no tracking
Why cool-down matters:
- Gives teams breathing room and prevents burnout
- Allows time for reactive work (bugs, urgent fixes) without interrupting cycles
- Provides space for learning and exploration
- Gives shapers time to prepare pitches for next betting cycle
- Breaks up the intensity of focused cycle work
Cool-down is not βcleanupβ: Itβs legitimate productive time, not a second-class sprint.
Commitment and Flexibility:
During the cycle:
- Teams own their project for the full six weeks
- No interruptions (no pulling people off projects mid-cycle)
- No new requirements added during the cycle
- No mid-cycle pivots unless project is completely blocked
After the cycle:
- If work doesnβt finish in six weeks, itβs not automatically rolled over
- The circuit breaker trips - project dies
- If itβs still valuable, it requires re-shaping and re-betting
- Forces honest evaluation: Was the shaping good? Is this still a priority?
What about emergencies?
- True emergencies are rare
- Most βurgentβ things can wait until cool-down
- If truly critical, leadership makes explicit decision to interrupt (rarely happens in practice)
Phase 3: Building (Development Teams)
What is Building:
Development teams take shaped, scoped projects and implement them within a six-week cycle.
Team Composition:
- Typically 1 designer + 1-2 programmers
- Sometimes just programmers (depending on project needs)
- Small enough to avoid coordination overhead
- Senior enough to make decisions autonomously
Assign Projects, Not Tasks:
Traditional approach:
- PM or Scrum Master breaks down project into tasks
- Tasks assigned to individuals
- Team assembles the pieces
Shape Up approach:
- Team gets entire project with clear boundaries
- Team decides how to break down the work
- Team self-organizes around implementation
- No daily standups, story points, or task assignments required
Why this works:
- People closest to the work make the best decisions
- Avoids βimagined tasksβ that turn out wrong
- Teams take ownership and accountability
- Faster decision-making
Getting Oriented (First Few Days):
When a cycle starts, teams donβt immediately start coding:
Days 1-3:
- Study the pitch and shaped concept carefully
- Discuss the problem and proposed solution as a team
- Identify obvious tasks and components
- Begin exploratory work to understand the terrain
- Sketch out technical approach
- Identify unknowns and risks
Itβs okay to move slowly at first. This is figuring-out time, not wasted time.
Imagined vs. Discovered Tasks:
Imagined tasks (before work starts):
- Often wrong or missing details
- Based on assumptions that turn out false
- Create false sense of precision
- Get stale as work progresses
Discovered tasks (during work):
- Emerge from actual implementation
- Based on reality, not assumptions
- More accurate and relevant
- Stay fresh and actionable
Shape Up approach:
- Donβt create exhaustive task lists upfront
- Discover tasks as you build and learn
- Continuously adjust scope based on what you learn
- Make scope trade-offs to stay within six weeks
Work in Vertical Slices:
Build complete features end-to-end (one slice at a time) rather than horizontal layers (all backend, then all frontend). This ensures integration happens continuously, visible progress from day one, and the ability to cut scope cleanly if needed. See Build One Piece at a Time for detailed examples.
The Hill Chart:
Shape Up tracks progress with a βHill Chartβ metaphor. Uphill (left): figuring out unknowns, high uncertainty. Top: clarity achieved, approach figured out. Downhill (right): clear execution of known solution, predictable progress.
Teams place work items on the hill and move them right as understanding increases. Unlike β50% completeβ (which doesnβt indicate if the hard part is done), βuphillβ clearly signals ongoing discovery while βdownhillβ signals predictable execution. Leaders can identify work stuck uphill and offer help.
Scope Hammering:
As teams build, they continuously refine scope to stay within six weeks:
Finding the core:
- What must be included for this to solve the problem?
- What are nice-to-haves that can be cut if time runs short?
- What trade-offs preserve the core user value?
Making cuts:
- Simplify complex features
- Cut edge cases (handle the 90% case, not every edge)
- Reduce polish (good enough > perfect)
- Defer nice-to-haves to future cycles
Itβs okay to cut scope to ship within the cycle. The circuit breaker (see below) creates pressure to make these trade-offs actively rather than letting work drag on.
Examples of scope hammering:
- βLetβs show notifications in a simple list, not group by typeβ
- βWeβll handle just the main notification types, not every possible typeβ
- βBasic settings page is fine, fancy organization can waitβ
The Circuit Breaker:
If work doesnβt ship in six weeks, the project automatically dies. Thereβs no automatic rollover.
Why the circuit breaker exists:
- Forces aggressive scope management throughout the cycle
- Prevents endless projects that never ship
- Forces honest evaluation: Was the shaping good? Is this still a priority?
- Creates urgency to make scope trade-offs
What happens if work doesnβt finish:
Project is not automatically scheduled for next cycle. Team and leadership re-evaluate whether to reshape with reduced scope, split into multiple projects, or abandon. This prevents sunk cost fallacy and forces honest assessment of whether shaping was poor, scope was underestimated, or priorities have changed.
Done Means Deployed:
A cycle is complete when work is deployed to production and available to users, not when code is βdoneβ in a branch. Teams think about deployment from day one, with testing and QA happening throughout the cycle. No separate QA phase or hardening sprints; teams own quality.
Key Principles and Practices
Fixed Time, Variable Scope
Six weeks is non-negotiable, and scope adjusts to fit time. Appetite drives design constraints, forcing prioritization upfront and throughout. This prevents scope creep, delivers value predictably every six weeks, and builds a culture of shipping over perfection.
Traditional approach asks βHow long will this take?β Shape Up asks βWhatβs the best version we can ship in six weeks?β
No Estimates
Shape Up uses appetite (βHow much time is this worth?β) instead of story points, hour estimates, or velocity. Appetite is decided by business value and becomes a design constraint. Shapers work within appetite when designing; teams make scope trade-offs to fit. If something canβt be done within appetite, reshape or abandon it.
Traditional: βFeature X is 40 story points, velocity is 30, so 1.3 sprints.β Shape Up: βFeature X is worth 2 weeks. If we canβt do it in 2 weeks, reshape it.β
Autonomy and Trust
Teams figure out implementation details, make technical decisions, organize their own work, and adjust scope within boundaries. No required ceremonies, meaning no mandatory standups, sprint planning, retrospectives, or story point poker. Teams choose their own coordination practices, meeting schedules, and tools. This autonomy attracts talented people, enables faster decisions, produces better solutions from those close to the work, and increases engagement.
Start in the Middle
Start with the core, novel part that solves the main problem and carries the risk, not peripheral features like authentication, settings, or permissions. Core problems are where uncertainty lies, so starting early reveals if the shaped solution works. Peripheral features are well-understood and can be cut if time runs short.
Example: When building a calendar feature, start with calendar views and event creation (weeks 1-4), then add settings and polish (weeks 5-6). Donβt spend weeks 1-4 on auth/permissions and run out of time for the actual calendar.
Build One Piece at a Time
Donβt: Separate frontend and backend work
Sprint 1-2: Backend team builds entire API
Sprint 3-4: Frontend team builds entire UI
Sprint 5: Integration (surprises!)
Do: Build complete slices (one feature end-to-end)
Week 1-2: "View notifications" - backend + frontend + tests
Week 3-4: "Mark as read" - backend + frontend + tests
Week 5-6: "Settings" - backend + frontend + tests
Example - Building a Calendar Feature:
- β Bad: Build entire backend API for calendar, then build entire frontend UI
- No integration until week 5
- Surprises late in the cycle
- Hard to see progress
- Canβt cut scope cleanly
- β
Good: Build βview single dayβ end-to-end, then βnavigate between daysβ, then βcreate eventβ
- Integration happens immediately
- Working software from week 1
- Can stop at any slice and ship something
- Easy to cut scope (just drop last slice)
Why:
- Integration problems surface immediately (not week 5)
- Visible progress from day one (builds team confidence)
- Can stop at any point and have something working (flexibility)
- Reduces risk by validating the approach early
- Makes scope trade-offs obvious (cut last slice if needed)
When to Use Shape Up
Shape Up Works Well For:
Product development teams building or enhancing features, organizations that value shipping over process, teams of 2-3+ experienced developers who can handle ambiguity, projects with uncertainty requiring exploration, and organizations comfortable making explicit priority decisions and saying no to low-value work.
Shape Up May Not Fit:
Brand new teams still learning to work together, strict fixed-scope contracts or highly regulated environments requiring detailed upfront documentation, command-and-control cultures uncomfortable with team autonomy, junior or distributed teams needing detailed task breakdowns, or very short projects (< 2 weeks) better handled during cool-down.
Adaptations for Your Context:
Shape Up is adaptable. Adjust cycle length (4-8 weeks, 6 is standard), cool-down duration (1-2 weeks or flexible), betting table formality (formal meetings, informal discussions, or async), shaping approach (formal pitches or lightweight sketches), team size (1-2 for small projects, 3-4 for larger), and hill charts usage (optional). Mix with other methods; use Shape Up for features, Kanban for maintenance, or hybrid approaches as needed.
Alignment with AAA Cycle
Shape Upβs three-phase structure can align with AAA Cycle principles: Shaping = Align, Betting Table = Agree, Building = Apply.
Natural Compatibility
Shape Up was designed around similar values as AAA:
- Alignment before commitment: Donβt bet on unshaped work; defer commitment until sufficient understanding
- Explicit agreements: Betting table makes yes/no decisions with clear boundaries (appetite, must-haves, out of scope)
- Disciplined application: Circuit breaker enforces time agreement; scope hammering respects appetite without cutting corners
- Outcomes over specifications: Pitch defines problem and solution direction; teams have autonomy on implementation details
Friction Points and Resolution
Potential friction: Betting table can feel top-down
Teams may receive assignments without participating in shaping, which can feel like βtold what to buildβ rather than collaborative alignment.
Resolution:
- Include team leads in betting table (at least as observers)
- Shapers consult with teams during shaping for technical feasibility
- Teams can push back if pitch doesnβt make sense
- Cool-down period allows team input on shaping for next cycle
Potential friction: Fixed 6-week cycle may not match discovery rhythm
Some problems need exploration during building, and the circuit breaker can feel arbitrary when shaping assumptions prove wrong.
Resolution:
- Use first week of cycle for team-level validation of the pitch
- Hill charts surface when teams are stuck βuphillβ (signal to pause and realign)
- Unfinished work doesnβt auto-rollover; re-evaluate if still worth doing
- Explicit permission to stop and realign if fundamental assumptions wrong
Potential friction: Hand-off between shaping and building can lose context
Shapers understand the problem deeply, but teams receive a pitch document. Context and reasoning might not transfer completely.
Resolution:
- Shapers present pitches to teams directly (not just written pitch)
- Include βwhy this mattersβ and research findings in every pitch
- Shapers available during building to clarify intent
- Teams have autonomy to adjust approach if better solution found
How Shape Up Structures AAA Phases
Shape Up makes AAAβs three phases explicit and structured. Teams know exactly when theyβre aligning vs. agreeing vs. applying. The methodology provides clear boundaries between these phases by design.
Common Pitfalls and How to Avoid Them
Pitfall 1: Shaping Too Detailed or Too Vague
Too detailed:
- Creates wireframes and detailed specs
- Removes team autonomy during building
- Wastes shaping time on specifics that will change
- Team feels like theyβre just implementing someone elseβs design
Too vague:
- βMake notifications betterβ (what does βbetterβ mean?)
- Team thrashes trying to figure out what to build
- Lots of back-and-forth, scope uncertainty
- Risk of building wrong thing
Sweet spot:
- Defined problem with clear value
- Rough solution concept (breadboards, fat marker sketches)
- Clear boundaries (appetite, in/out of scope)
- Identified risks and rabbit holes
- Room for team creativity in implementation
How to find the sweet spot:
- Use breadboards and fat marker sketches (forces right abstraction)
- Ask: βCan a team build this in 6 weeks with this information?β
- Ask: βDoes this leave room for team decisions?β
- Review with someone who wasnβt part of shaping for clarity check
Pitfall 2: Not Addressing Rabbit Holes During Shaping
Problem: Teams get stuck on problems that shouldβve been de-scoped or explored during shaping:
- βWe didnβt realize weβd need real-time updatesβ
- βTurns out the API we wanted to use doesnβt support thisβ
- βThe performance requirements are way higher than we thoughtβ
Solution:
- Technical spikes during shaping - figure out unknowns before betting
- Explicit de-scoping - call out what youβre not doing
- Risk identification - what could go wrong? How to mitigate?
- Proof of concepts - validate technical feasibility during shaping
Example: Bad shaping: βWeβll integrate with the payment APIβ Good shaping: βWeβll integrate with Stripe (validated we can do this during spike). Weβre only doing credit card payments, not ACH or crypto. If webhooks are flaky, weβll poll instead.β
Pitfall 3: Interrupting Teams Mid-Cycle
Problem:
- Leadership pulls people off projects for βurgentβ work
- Teams canβt focus and make progress
- Six-week cycles become meaningless
- Destroys morale and trust
Solution:
- Protect cycle time fiercely - six weeks means six weeks
- Use cool-down for urgent work - most βurgentβ things can wait 1-2 weeks
- Plan capacity realistically - donβt bet on more work than you have team capacity
- Make interruptions explicit exceptions - if you interrupt, acknowledge itβs breaking the process
True emergencies are rare: Most βurgentβ things are just unplanned work that can wait.
Pitfall 4: Rolling Over Unfinished Work Automatically
Problem:
- Work doesnβt finish in six weeks
- Leadership automatically schedules it for next cycle
- Circuit breaker never trips
- Defeats the purpose of fixed time
Solution:
- Let the circuit breaker trip - if it didnβt ship, it dies
- Re-evaluate priority - is this still the most valuable thing?
- Reshape with reduced scope - if still valuable, make it smaller
- Learn from the failure - was the shaping poor? Unexpected complexity?
Questions to ask when work doesnβt finish:
- Was the shaping poor? (didnβt understand the problem)
- Was the scope too ambitious? (shouldβve been two projects)
- Did unexpected issues arise? (new information)
- Is this still a priority? (context may have changed)
Pitfall 5: Using Shape Up But Keeping Scrum Ceremonies
Problem:
- Try to use Shape Up for project structure
- Keep Scrum daily standups, sprint planning, retrospectives
- Mixing methodologies creates overhead without benefits
- Team spends more time in meetings, not building
Solution:
- Choose one approach - Shape Up or Scrum, not both
- Or clearly separate contexts - Shape Up for new features, Scrum for maintenance
- Trust the methodology - Shape Upβs autonomy requires fewer ceremonies
- Let teams decide - if they want standups, fine, but donβt mandate
Itβs okay to:
- Use Shape Up for project structure and XP for engineering practices (TDD, pair programming)
- Use Shape Up for product development and Kanban for operations
- Use Shape Up for one team and Scrum for another
Itβs problematic to:
- Use Shape Up but mandate daily standups
- Use Shape Up but require story point estimates
- Use Shape Up but have sprint reviews every two weeks
- (These contradict Shape Upβs autonomy and fixed 6-week rhythm)
Pitfall 6: Not Shaping Far Enough Ahead
Problem:
- Betting table arrives, no shaped pitches ready
- Leadership bets on unshapped work (vague ideas)
- Teams get work without clear boundaries
- Defeats the whole purpose of shaping
Solution:
- Shape 1-2 cycles ahead - always have shaped options ready
- Use cool-down for shaping - designers and programmers shape during their cool-down
- Maintain a shaping schedule - shaping is ongoing, not last-minute
- Have more shaped pitches than team capacity - gives betting table options
Shaping pipeline:
- Cycle N: Team A building, Team B building
- Cycle N shaping: Preparing pitches for Cycle N+1
- Always stay ahead
Pitfall 7: Treating Cool-Down as Second-Class Time
Problem: Cool-down is viewed as βcleanupβ or gets skipped when βbehind.β
Solution: Protect cool-down time. Itβs legitimate work (bug fixes, refactoring, exploration) that prevents burnout, creates space for reactive work, allows experimentation, and gives shaping time for the next cycle. See Cool-Down Period for full details.
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