37signals-way

Build lean, opinionated products using the 37signals philosophy from Getting Real, Rework, and Shape Up. Use when the user mentions "Getting Real", "Rework",…

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SKILL.md

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Core Principle

Build less. The best products are not the ones with the most features but the ones that do fewer things exceptionally well. Simplicity is not a starting point — it is the destination.

The foundation: Traditional product development adds. The 37signals way subtracts. Getting Real says: build half a product, not a half-assed product. Rework says: say no to almost everything by default. Shape Up says: fix the time, flex the scope. All three converge on the same truth — constraints are not obstacles to great work, they are what make great work possible. When you have six weeks, three people, and a shaped pitch, you cannot afford to build the wrong thing. You are forced to find the essential version. That is the advantage.

Scoring

Goal: 10/10. When reviewing or creating product development plans, feature scopes, team processes, or product strategies, rate them 0-10 based on adherence to 37signals principles. A 10/10 means fixed-time cycles, shaped work, small autonomous teams, ruthless scope cutting, opinionated defaults, and clear honest communication. Lower scores indicate feature bloat, process overhead, or decision-deferring. Always provide the current score and specific improvements needed to reach 10/10.

  • 9-10: Fixed-time cycles, shaped pitches, small teams, no backlog, opinionated defaults, clear copy
  • 7-8: Mostly shaped work and small teams, but some scope creep or unnecessary process overhead
  • 5-6: Mixed — some shaping happens but backlogs persist, teams are too large, or preferences replace decisions
  • 3-4: Heavy process (standups, sprints, story points) with occasional simplicity efforts
  • 0-2: Feature factory with long-term roadmaps, large teams, estimation rituals, and no shaping

1. Build Less, Underdo the Competition

Core concept: Competitive advantage through deliberate omission. Fewer features, fewer preferences, fewer moving parts. Instead of matching competitors feature-for-feature, do less — but do it better. Build software you need yourself, and solve problems you understand deeply.

Why it works: Every feature you add has a maintenance cost, a cognitive cost to users, and an opportunity cost. Most features are used by a fraction of users but maintained by the entire team forever. By building less, you keep the product focused, the codebase manageable, and the team small. You also force yourself to identify what truly matters — the 20% of functionality that delivers 80% of the value.

Key insights:

  • Solve your own problem first — the surest way to build something valuable is to build something you need
  • Half a product is better than a half-assed product — do a few things well rather than many things poorly
  • Embrace constraints — limited time, money, and people force creative solutions
  • Be a curator, not a hoarder — your job is to say no to good ideas so the great ones can breathe
  • Make tiny decisions — big decisions are hard to make and hard to reverse; small ones build momentum
  • Underdo the competition — let them build the Swiss Army knife while you build the steak knife
  • Less software means less to maintain, less to test, less to explain, and less to go wrong
  • Focus on what will not change — speed, simplicity, reliability, and ease of use never go out of style

Product applications:

Context

Application

Example

Feature prioritization

Default answer is no

A customer requests a reporting dashboard; instead, ship a CSV export that covers 90% of use cases

MVP scoping

Cut until it hurts, then cut more

Remove user accounts entirely for v1; use email-based magic links instead

Competitive strategy

Underdo, do not outdo

Competitor has 50 integrations; you ship 3 that work flawlessly

Preference elimination

Pick sensible defaults

Instead of 12 notification settings, ship one thoughtful default with an off switch

Constraint adoption

Use limits as creative fuel

Three-person team and six weeks forces you to find the simplest version that works

Ethical boundary: Building less must serve users, not just save development time. Cut complexity, not accessibility or safety. "Less" means focused, not neglectful.

See: references/build-less.md

2. Shaping the Work

Core concept: Before work is given to a team, it must be shaped. Shaping means making the work rough (room to maneuver), solved (main elements figured out), and bounded (clear scope limits defined by appetite). Shaping is the critical step between a raw idea and a team project. It is done by a senior person who understands both the product and the technical landscape.

Why it works: Raw ideas are too vague — teams waste time figuring out what to build. Detailed specs are too rigid — teams become ticket-takers with no room for creative problem-solving. Shaping finds the sweet spot: enough definition to remove the biggest unknowns, enough freedom for the team to design the implementation. The appetite (how much time is this worth?) replaces traditional estimation (how long will this take?), flipping the dynamic from open-ended commitment to bounded investment.

Key insights:

  • Appetite vs. estimates — start with how much time a problem is worth, not how long a solution will take
  • Breadboarding maps the flow using places, affordances, and connection lines — no visual design, just structure
  • Fat marker sketches are drawn at a level of abstraction that prevents bikeshedding on visual details
  • Wireframes are too concrete too early — they invite pixel-level feedback before the concept is validated
  • A shaped pitch has five elements: problem, appetite, solution, rabbit holes, and no-gos
  • Rabbit holes are the known risks that could blow up the scope — address them in the pitch, not during the build
  • No-gos explicitly define what the solution will not include — preventing scope creep by making boundaries visible
  • The shaper is neither the building team nor management — it is a senior person who bridges both worlds

Product applications:

Context

Application

Example

Feature design

Breadboard before mockup

Map "user invites teammate" as: Settings → Invite form → Email sent → Accept link → Dashboard

Scope definition

Set appetite first

"This is a 2-week appetite problem, not a 6-week one" — shapes what solution is appropriate

Team briefing

Hand off shaped pitches, not specs

Pitch includes problem, appetite, rough solution, rabbit holes, no-gos

Design fidelity

Fat marker, not pixel-perfect

Sketch on a tablet with a thick brush to keep abstraction high

Risk management

Call out rabbit holes in advance

"The permissions model could get complex — limit to owner/member for v1"

Ethical boundary: Shaping must honestly bound the work. Do not define an appetite that is unrealistically small to pressure teams. The appetite should reflect the genuine value of the problem, not a desired deadline.

See: references/shaping-work.md

3. Betting and Cycles

Core concept: Replace backlogs and long-term roadmaps with a betting table. Senior stakeholders review shaped pitches and bet on the ones worth building in the next six-week cycle. If work is not done in six weeks, it does not automatically continue — the circuit breaker kills it. Two-week cool-down periods between cycles give teams breathing room.

Why it works: Backlogs grow forever, create a false sense of progress, and dilute focus. The betting table forces real prioritization: with limited slots in a six-week cycle, you can only pick a handful of shaped pitches. The circuit breaker prevents zombie projects that drain morale and block fresh bets. Cool-down periods let teams fix bugs, explore ideas, and recharge — preventing the burnout that continuous sprinting creates.

Key insights:

  • Backlogs are a graveyard of good intentions — abolish them; if an idea is important, it will come back
  • The betting table meets at the end of each cool-down to choose work for the next cycle
  • Six-week cycles are long enough for meaningful work and short enough to maintain urgency
  • The circuit breaker is non-negotiable: if it is not done in six weeks, it does not ship and gets re-evaluated
  • Cool-down (two weeks) is unstructured time for bugs, exploration, and small improvements
  • Plan one cycle at a time — long-term roadmaps create false commitments and reduce responsiveness
  • Saying no is the default — most pitches do not get bet on, and that is healthy
  • Variable scope means teams cut non-essential scope to hit the fixed deadline, not the other way around

Product applications:

Context

Application

Example

Roadmap replacement

Betting table each cycle

Instead of a 12-month roadmap, pick 3-4 shaped pitches every 6 weeks

Project scoping

Six-week maximum

Break a large initiative into independent 6-week bets rather than a multi-month project

Risk management

Circuit breaker kills zombies

Feature at 70% after 6 weeks? It does not ship. Re-shape and re-bet next cycle if it still matters

Capacity planning

Cool-down periods

Two weeks between cycles for technical debt, bug fixes, and team recovery

Stakeholder management

Betting creates accountability

Senior people bet their credibility on pitches — no more invisible backlog shuffling

Ethical boundary: The circuit breaker must be applied honestly. Do not use it to kill projects that are on track but politically inconvenient. Do not use six-week limits to create unsustainable pressure. The point is focus, not speed.

See: references/betting-cycles.md

4. Small Teams and Execution

Core concept: Three-person teams (one designer, one or two programmers) work autonomously on shaped work. No daily standups, no project managers hovering, no status meetings. The team receives a shaped pitch with boundaries and figures out the tasks themselves. Progress is tracked with hill charts, not burndown charts or percentage-complete metrics.

Why it works: Small teams move faster because communication overhead is near zero. Three people can have a conversation; ten people need a meeting. When teams discover their own tasks from the shaped pitch, they develop real understanding of the problem rather than executing a list someone else wrote. Hill charts show the truth about where work stands — the uphill phase (figuring things out) is honest about uncertainty, and the downhill phase (executing known work) shows real progress.

Key insights:

  • Three-person teams are the unit of work — one designer and one or two programmers
  • The team figures out tasks by exploring the shaped pitch, not by reading a ticket list
  • Hill charts have two phases: uphill (uncertainty, figuring out) and downhill (certainty, executing)
  • Scopes replace tasks — group related work into named scopes that can move independently on the hill
  • Meetings are toxic — use asynchronous communication by default; write it up instead of calling a meeting
  • Get real: build with real HTML and real data as early as possible, not wireframes and lorem ipsum
  • Launch now, iterate later — working software in users' hands beats theoretical plans in a slide deck
  • Integrate design and programming from day one — no handoffs, no "design phase" followed by "dev phase"

Product applications:

Context

Application

Example

Team structure

Three-person maximum

One designer + two programmers for a 6-week bet; no PM role needed

Progress tracking

Hill charts, not burndowns

"User Invitations" is uphill (still figuring out permissions); "Email Templates" is downhill (executing)

Communication

Async-first, write it up

Post a 5-minute Loom or a written update instead of scheduling a 30-minute meeting

Design process

Get real with HTML early

Build a working prototype in the browser on day 2, not a Figma mockup on day 5

Task discovery

Team explores, not follows

Give the team the shaped pitch; they break it into scopes themselves

Ethical boundary: Small teams must not mean overworked teams. Autonomy requires that scope is genuinely manageable. If a three-person team consistently works overtime to hit six-week deadlines, the problem is in the shaping, not the team.

See: references/small-teams-execution.md

5. Opinionated Software and Clear Communication

Core concept: Great software makes choices for the user instead of burying them in preferences. Every preference is a decision the team could not make — or would not make. Clear, honest copywriting reflects the same philosophy: say what you mean, skip the buzzwords, and respect the user's time. Teach everything you know openly.

Why it works: Software with too many preferences is software with no opinion. Users do not want 47 settings; they want software that works well out of the box. When you make decisions for users (pick the sensible default), you reduce cognitive load and create a more cohesive experience. The same applies to communication: clear copy builds trust, marketing-speak erodes it. And teaching your methods openly (like 37signals does with their books and blog) attracts customers who share your values.

Key insights:

  • Every preference is a decision you are pushing to the user — pick the best default and ship it
  • If it sounds like marketing, rewrite it — clear, honest language outperforms buzzwords
  • Epicycles (adding feature on feature to fix problems created by earlier features) compound complexity
  • Say no to most feature requests, even good ones — "not now" is a valid and healthy answer
  • Focus on what will not change: speed, simplicity, reliability, and ease of use
  • Out-teach the competition — share your philosophy, process, and knowledge openly
  • Sell your by-products — the things you learn while building are valuable to others (books, blog posts, tools)
  • Your app's interface copy is your best marketing — every label, error message, and confirmation is a chance to build trust

Product applications:

Context

Application

Example

Feature requests

Default answer is no

"Thanks for the suggestion. We're not planning this right now." — no apology, no promise

UI copy

Plain language, no buzzwords

"Your file is saved" instead of "Your asset has been successfully persisted to the cloud"

Preferences

Eliminate, choose defaults

Remove the timezone selector; detect it from the browser. Remove the theme picker; ship one good theme

Error messages

Honest and helpful

"We couldn't send that email. Check the address and try again." — not "An unexpected error occurred"

Documentation

Teach openly

Blog about how you build, what you decided, and why — even if competitors read it

Marketing

Be honest, share your philosophy

"Basecamp is not for everyone. Here's who it's for and who it's not for."

Ethical boundary: Being opinionated must not mean being dismissive of user needs. Listen carefully to what users struggle with, then curate thoughtfully. Opinionated means you have a point of view — not that you ignore feedback.

See: references/opinionated-software.md, references/ux-ui-copy.md

Common Mistakes

Mistake

Why It Fails

Fix

Maintaining a backlog

Backlogs grow forever, create false sense of progress, and dilute focus

Abolish the backlog; bet on shaped pitches each cycle

Estimating instead of setting appetite

Estimates grow to fill available time and invite negotiation over hours

Start with appetite: "How much time is this problem worth?"

Pixel-perfect mockups before shaping

Too concrete too early; invites bikeshedding and kills creative exploration

Use breadboards and fat marker sketches at the right level of abstraction

Extending a six-week cycle

Zombie projects drain morale, block new bets, and teach teams that deadlines are fake

Apply the circuit breaker: if it is not done in six weeks, it does not ship

Adding preferences instead of deciding

Every preference adds complexity for all users to serve a few; compounds over time

Pick the best default and ship it; revisit only if data shows the default fails most users

Daily standups and status meetings

Interrupt maker flow, create reporting overhead, and slow teams down

Use hill charts for visibility and async updates for communication

Saying yes to good feature requests

Good features still add complexity; most are not essential for the core job

Default to no; only bet on what matters most this cycle

Planning more than one cycle ahead

Long-term plans become stale commitments that reduce responsiveness to what you learn

Plan one cycle at a time; stay responsive to new information

Quick Diagnostic

Question

If No

Action

Is there a fixed time constraint on this work?

Scope will expand indefinitely

Set a six-week appetite before starting

Has the work been shaped (rough, solved, bounded)?

Team will discover scope problems mid-build

Shape the pitch: define problem, appetite, solution, rabbit holes, no-gos

Can a team of 2-3 people do this?

Too big; needs decomposing

Break into independent scoped pieces that each fit a small team

Have you said no to at least 5 things this cycle?

Probably building too much

Review the betting table and cut ruthlessly

Is the team figuring out their own tasks?

Micromanaging; team is not empowered

Hand off shaped pitches, not task lists

Are you tracking progress with hill charts?

False precision masking real uncertainty

Switch to hill charts: uphill (figuring out) vs. downhill (executing)

Is there a cool-down after this cycle?

Teams will burn out; no time for cleanup

Schedule two weeks of unstructured time between cycles

Does your software have a clear opinion on this feature?

Deferring decisions to users via preferences

Pick the best default and remove the setting

Reference Files

  • references/build-less.md — The philosophy of less: underdoing the competition, embracing constraints, curation over accumulation, and the art of cutting scope
  • references/shaping-work.md — The shaping process: breadboarding, fat marker sketches, appetite setting, the pitch format, and identifying rabbit holes
  • references/ux-ui-copy.md — The 37signals approach to UX, UI design, and interface copywriting: browser-first design, visual hierarchy, clear copy rules, empty states, error messages, and anti-patterns
  • references/case-studies.md — Three scenarios applying 37signals principles: adopting Shape Up, resisting feature creep, and replacing status meetings with hill charts

Further Reading

About the Authors

Jason Fried is the co-founder and CEO of 37signals, the company behind Basecamp and HEY. He has been building web-based software since the mid-1990s and is a prominent advocate for calm companies, remote work, and product simplicity. Fried co-authored Getting Real, Rework, Remote, and It Doesn't Have to Be Crazy at Work. He is known for his contrarian stance against venture capital, growth-at-all-costs culture, and unnecessary complexity in both software and business.

David Heinemeier Hansson (DHH) is the co-founder and CTO of 37signals and the creator of Ruby on Rails, one of the most influential web application frameworks ever built. Rails was extracted directly from Basecamp's codebase — a textbook example of the 37signals philosophy of building real software first and extracting reusable tools second. DHH co-authored Getting Real, Rework, Remote, and It Doesn't Have to Be Crazy at Work. He is known for challenging industry orthodoxies around microservices, TypeScript, cloud computing, and startup culture.

Ryan Singer is the former Head of Strategy at 37signals, where he spent over fifteen years shaping products and refining the development process that became Shape Up. His experience leading product work at Basecamp gave him unique insight into what makes small teams effective and how to structure work for maximum autonomy. Singer wrote Shape Up as a free online book (basecamp.com/shapeup), later published in print, codifying the methodology that 37signals had practiced for years.

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