LAYER 1: EXECUTIVE CONTEXT (Cody\ s Notes)
Cody's Notes
This is pretty academic, more so than any other article. but what i took away from this is to be hyper aware of processes and things you install that may be getting in the way. I would read this once and reflect on, but that is the extent of it. I may actually remove this article at some point.
LAYER 2: CORE PHILOSOPHY (The Narrative Summary)
Core Philosophy
Product leaders should treat their internal processes with the same curiosity and design-thinking they apply to their products, using "game design" principles to create engaging, high-leverage ways of working.
Tactical Sections
- Process as a Game: Good games have clear goals, balanced difficulty, timely feedback, and meaningful choices. Internal processes should be designed with these elements to avoid feeling like "red tape."
- Minimally Viable Consistency: Avoid over-engineering process. Focus on a few core "rules" that allow for emergent, creative behavior across teams.
- Enabling Constraints: Use well-designed constraints (e.g., "no meetings on Thursdays" or "only one roadmap") to focus attention and connect the team.
- Behavior Design: Focus on the specific behaviors you want to see (e.g., "regularly review data") and design the environment to support them rather than just teaching skills.
Video summary
Bottom Line Up Front
In this keynote, John Cutler argues that product leaders should stop obsessing over "copy-pasting" frameworks (like Spotify or SAFe) and instead treat their internal way of working as a product. By applying product management principles to internal processes—treating them as "games" with specific rituals, constraints, and feedback loops—companies can move past the "Feature Factory" and create more resilient, high-performing teams.
Key Concepts & Insights
- The "Game" of Work: * Leaders are essentially game designers. They design the environment, norms, and constraints that dictate how teams interact.
- A "good game" in a company requires clear goals, autonomy, environmental support, and rapid feedback loops.
- Minimally Viable Consistency: * Instead of dozens of complex rules, focus on a handful of global core principles (similar to the physics rules in The Legend of Zelda: Breath of the Wild).
- Establish 5–10 "rituals" or ideas that everyone can latch onto rather than enforcing a rigid, massive framework.
- Enabling Constraints: * Process should act as a "checkpoint" to focus attention and close feedback loops.
- Examples include "No-meeting Thursdays" or maintaining only "one source of truth" for the roadmap. These constraints help reduce friction and decision fatigue.
- The "Official Now" vs. "Real Now": * There is often a gap between how a company says it works (the idealized process) and how things actually happen (the messy reality).
- Product management involves closing this gap by acknowledging the "socio-technical" nature of organizations.
Actionable Tactics for Product Leaders
- Audit Your "Product": Ask yourself, "Would I release our internal process to our customers?" If the answer is no, the process is likely bloated and inefficient.
- Focus on Interactions: Shift focus from "skills" to "behaviors." If a team isn't data-driven, it’s often due to a lack of environmental support or misaligned incentives rather than a lack of talent.
- The "Tree of Impact": Frame work not as a list of features, but as a chain of impact. Every current activity should be traceable to a long-term business outcome.
- Avoid the Alignment Trap: High alignment is often "fragile" if it’s based on surface-level consensus. Aim for deep situational awareness and shared understanding of the "why" behind the business strategy.
Quick Reference Checklist
- Have we identified the 5-10 core "rules" or rituals that drive our company forward?
- Is there a clear, timely feedback loop for how our internal process is working?
- Are we co-designing the process with the team rather than imposing it?
- Does our process feel like a "good game" (attainable goals, variety, social interaction)?
Generated for the Product Leadership Growth Program.
LAYER 3: FULL REFERENCE (Raw Article Content)
Source: A Better Approach to the Product Management Process - John Cutler at Industry 2025
In this Industry keynote, author John Cutler, now Head of Product at Dotwork, takes an in-depth look at the way product managers and leaders work and how they generally don’t design and use internal processes to the best effect. Some companies, however, can treat how they work as a product and reap huge benefits. It means thinking about internal company processes as a game, he says, so he starts by asking the audience to think about the best game they’ve ever played.
In Product, John observes, we bring so much intention, creativity and curiosity to the customer experience and the customer environment but the reality is that this perspective isn’t reflected internally. “We’re systems thinkers and complexity thinkers when it comes to our customers but if you’re a systems thinker internally you’re an over-thinker,” he says.
He says that, to product managers, most process feels reactive, low-leverage and gets in the way - in fact process is what you do when things are going wrong in the company. It’s even worse for leaders. Many of them have been burned by worrying about frameworks and ways of working, so are happy to accept what John calls “a mediocre approach”. In addition, these are challenging times to be intentional. And yet, some teams work out how to design and play a better game internally. “Some companies figure out how to treat how they work as a product and it’s a force multiplier in the company,” he says.
What makes a good game?
John says that the list below shows the elements of a good game and also describes a place where he would like to work.
- Clear attainable goals
- Balanced difficulty
- Timely feedback and rewards
- Engaging mechanics
- Signs of progress
- Meaningful choices
- Compelling environment or story
- Progression and mastery
- Variety
- Social interaction
- Accessibility
- Playability
What gets in the way of behaviour change that is unrelated to skill?
John highly recommends Julie Dirkson’s book on behaviour design, Talk to the Elephant. The list below shows what gets in the way of behaviour change. Leaders, then, are game designers, because they’re designing games that their teams play and designing - with other company functions - the game the company plays.
- Lack of feedback
- Unclear goals
- Unlearning
- Lack of big-picture understanding
- No environmental/process support
- Fear or discomfort
- Low confidence
- Mistrust
- Social proof missing
- Lack of autonomy
- Misaligned incentives
- No identity alignment
He points out that very often we think of playing the game in a company as understanding the political dynamics in an organisation - but this is different. It’s shaping the environment, the systems, norms and constraints that you have, and thinking intentionally about tactics and rituals.
John then suggests a few tactics to help you to think about internal processes as a game.
Focus on behaviours/interactions
John gives an example of a team that wanted to be more data-driven.This is how they broke down their focus.
- Behaviour: Regularly review and analyse key performance metrics.
- Who: Product teams
- Will do what: Conduct regular in-depth reviews and analyses of key performance metrics.
- To what extent: Dedicate time in weekly meeting to discuss trend patterns and metric shifts, identifying both routine and special variation.
- In what context: Use a shared data dashboard with Process Behaviour Charts (PBC) and SPC methods, accessible to all team members.
- For what outcome: Drive continuous improvement, inform product decisions with real signals, and align actions with business goals.
Minimally viable consistency
Most companies at a global level have only a handful of rules and mechanisms, says John. There aren’t countless frameworks at a global level, but maybe five to 10 ideas. He gives The Legend of Zelda: Breath of the Wild as an example. There are essentially three rules in this game - fire burns grass, metal conducts electricity, and cold slows you down - and you can use these core rules in many different and interesting ways. “Most games that you enjoy are the function of a core set of rituals and ideas at a global level that most people can latch onto,” says John. There’s an opportunity to decide on a few core ideas that really carry weight and drive the company forward, says John, so don’t phone that in.
Enabling constraints
Most games have a checkpoint to focus attention on the game, look at the score, connect with others and so on. It’s a powerful tool, says John, but many companies have no constraints, they have nothing that everyone agrees to that also closes the loop. He gives an example of constraints in one of his clients - for example, there’s only one roadmap, and there are no pre-booked meetings on Thursdays. “These are well-designed interventions," says John.
Community co-design
The real game emerges through co-design, says John, and the best games are co-designed: “We are playful creatures,” he adds.
He gives an example of a company that treats any process proposal as a product - looking at them as a job, an anti-job, and an FAQ.
For milestones:
- The job: to encourage frequent integration of ideas, risks, code and parallel efforts.
- The anti-job: not to split big projects into arbitrary phases that do not actually reduce risk.
- The FAQ: Isn’t this just OKRs with a different hat on?
John concludes: “Look at something like mega projects in Minecraft. Hundreds if not thousands of people get together. There’s no winner, no scoreboard. They contribute their time, resources, design, creativity… It's shared but they bring their own flair, they bring the constraints. They bring curiosity because the game emerges over time. It’s incredible. Imagine if you could harness that within your company through basic game design mechanisms.”
Generated for the Product Leadership Growth Program.