70-20-10-rule

70-20-10 Rule

The 70-20-10 Rule is a learning principle suggesting that 70% of learning comes from on-the-job experiences, 20% from interactions with others, and 10% from formal education. It emphasizes practical learning, social interactions, and continuous development for effective skill enhancement.

Understanding the 70-20-10 Rule:

What is the 70-20-10 Rule?

The 70-20-10 Rule, also known as the 70-20-10 Model or Principle, is a widely recognized framework for structuring learning and development programs. It suggests that successful learning and skill development involve a combination of three components:

  1. 70% Experience: Learning primarily occurs through practical, hands-on experiences, on-the-job tasks, and challenges. This component emphasizes learning by doing and applying knowledge in real-world situations.
  2. 20% Exposure: Exposure refers to learning from others, including mentors, peers, and networking. It includes observational learning, feedback, and interactions that occur in a social context.
  3. 10% Education: The remaining 10% involves formal education and structured training, such as classroom courses, workshops, or e-learning. This component provides foundational knowledge and concepts.

Why the 70-20-10 Rule Matters:

Understanding the 70-20-10 Rule is essential for recognizing its impact on training, education, and skill development. It offers a framework for optimizing learning and development efforts, whether in corporate training, academic settings, or personal growth.

The Impact of the 70-20-10 Rule:

  • Training and Development: Organizations use the 70-20-10 Rule to design more effective training programs and enhance employee skill development.
  • Education: Educational institutions leverage the model to create holistic learning experiences that go beyond traditional classroom teaching.
  • Personal Growth: Individuals apply the rule to structure their self-directed learning journeys for career advancement and personal development.

Benefits of Understanding the 70-20-10 Rule:

  • Optimized Learning: The model ensures a balanced approach to learning, resulting in more effective skill acquisition and development.
  • Cost-Efficiency: By emphasizing experiential and social learning, organizations can reduce the costs associated with formal training.

Challenges of Understanding the 70-20-10 Rule:

  • Implementation Barriers: Incorporating the 70-20-10 model into organizational culture can be challenging and may require a shift in mindset and practices.
  • Measurement and Assessment: Measuring the effectiveness of the 70-20-10 approach can be complex, as it involves multiple learning modalities.

Components of the 70-20-10 Rule:

  • 70% On-the-Job Experience: This component emphasizes learning through practical tasks, hands-on experiences, and real-world projects. It recognizes that individuals acquire significant knowledge and skills by actively participating in their job roles and tackling challenges as they arise.
  • 20% Interactions with Others: The 20% component highlights the importance of learning from colleagues, mentors, and collaborative activities. Interactions with others provide opportunities for knowledge sharing, feedback, and mentorship, fostering a culture of peer learning and growth.
  • 10% Formal Education: The remaining 10% involves structured learning experiences, such as formal courses, workshops, and training programs. While formal education is essential, the 10% allocation underscores that classroom-based learning should complement and support on-the-job experiences and interactions with others.

Characteristics of the 70-20-10 Rule:

  • Practical Emphasis: The 70-20-10 rule places a strong emphasis on practical learning that aligns with real-world challenges and job responsibilities. It recognizes that individuals learn best when they can immediately apply new knowledge and skills in their work.
  • Social Learning: This framework values interactions, collaboration, and knowledge sharing among individuals. It acknowledges that learning often occurs in social contexts, where individuals can exchange ideas, seek guidance, and learn from one another.
  • Continuous Learning: The 70-20-10 rule encourages a culture of continuous learning, where development is integrated into daily activities. It promotes the idea that learning is not limited to formal events but should be an ongoing part of the work environment.

Benefits of the 70-20-10 Rule:

  • Effective Learning: By combining diverse learning methods, including on-the-job experiences, interactions with others, and formal education, organizations can provide a comprehensive and effective learning experience for their employees.
  • Real-World Relevance: The practical emphasis of this rule ensures that individuals acquire skills and knowledge directly applicable to their job roles. This relevance leads to better job performance and problem-solving abilities.
  • Collaborative Culture: Emphasizing interactions with others fosters a culture of knowledge sharing, mentorship, and peer learning within organizations. This collaborative environment contributes to employee engagement and professional growth.

Challenges in Implementing the 70-20-10 Rule:

  • Measurement: Evaluating the effectiveness of informal learning experiences, such as on-the-job learning and interactions with others, can be challenging. Organizations may need to develop methods for assessing the impact of these components.
  • Resource Allocation: Balancing efforts among the three components of the 70-20-10 rule can be complex. Organizations must allocate resources effectively to ensure that on-the-job experiences, interactions, and formal education are adequately supported.

The 70-20-10 Rule in Action:

To understand the 70-20-10 Rule better, let’s explore how it operates in real-world scenarios and what it reveals about its impact on training, education, and skill development.

Corporate Training:

  • Scenario: A global technology company aims to enhance the leadership skills of its mid-level managers.
  • 70-20-10 Rule in Action:
    • 70% Experience: Managers are assigned challenging leadership projects and tasked with leading cross-functional teams. They learn by managing real-world situations and navigating complex dynamics.
    • 20% Exposure: Managers participate in peer coaching groups, where they share experiences, receive feedback, and learn from each other’s leadership approaches.
    • 10% Education: The company provides formal leadership development workshops and courses that cover leadership theories and best practices.
    • Result: Managers develop practical leadership skills, benefit from peer insights, and acquire foundational knowledge, leading to improved leadership effectiveness.

Academic Settings:

  • Scenario: A university is redesigning its undergraduate engineering program to better prepare students for industry roles.
  • 70-20-10 Rule in Action:
    • 70% Experience: The curriculum includes project-based learning, internships, and co-op programs where students work on real engineering projects and gain hands-on experience.
    • 20% Exposure: Engineering students are encouraged to participate in industry events, networking opportunities, and mentorship programs that connect them with professionals in the field.
    • 10% Education: Traditional classroom courses provide students with the fundamental theories and principles of engineering.
    • Result: Graduates are well-rounded engineers who not only possess theoretical knowledge but also have practical experience and industry connections.

Personal Development:

  • Scenario: An individual aspires to become a successful public speaker.
  • 70-20-10 Rule in Action:
    • 70% Experience: The individual actively seeks speaking opportunities at local events, workshops, and online platforms, honing their public speaking skills through practical exposure.
    • 20% Exposure: They join a public speaking club where they receive feedback from experienced speakers and learn from observing others’ presentations.
    • 10% Education: The individual enrolls in a public speaking course to acquire foundational knowledge and techniques.
    • Result: Over time, the individual becomes a confident and skilled public speaker with a strong network in the field.

Key Highlights

  • 70-20-10 Rule: A learning principle suggesting that 70% of learning comes from on-the-job experiences, 20% from interactions with others, and 10% from formal education.
  • Practical Emphasis: Emphasizes practical, hands-on learning aligned with real-world tasks.
  • Social Learning: Values collaborative interactions and knowledge sharing among peers.
  • Effective Learning: Balances diverse learning methods for comprehensive skill development.
  • Real-World Relevance: Focuses on building skills directly applicable to job roles.
  • Continuous Development: Encourages ongoing learning integrated into daily activities.
  • Challenges and Benefits: Faces challenges in measurement and resource allocation but offers effective skill enhancement through a holistic learning approach.

Related FrameworksDescriptionWhen to Apply
Experiential Learning– Experiential learning emphasizes learning through direct experience, action, and reflection. According to the 70-20-10 Rule, 70% of learning occurs through hands-on experiences, such as challenging assignments, projects, and real-world tasks. Experiential learning allows individuals to apply knowledge, develop skills, and gain insights from their experiences.– When seeking to develop practical skills, expertise, or competencies in a particular domain. – Emphasizing experiential learning opportunities to enhance learning effectiveness, foster skill development, and accelerate personal and professional growth.
Social Learning– Social learning involves learning from others through observation, collaboration, and feedback. According to the 70-20-10 Rule, 20% of learning occurs through social interactions, such as mentoring, coaching, peer collaboration, and networking. Social learning enables individuals to share knowledge, exchange ideas, and leverage collective expertise to enhance learning outcomes.– When seeking to leverage social networks, communities of practice, or mentorship programs for learning and development. – Promoting social learning opportunities to facilitate knowledge sharing, foster collaboration, and build a supportive learning culture within organizations.
Formal Learning– Formal learning refers to structured learning activities, such as training programs, courses, workshops, and seminars. According to the 70-20-10 Rule, 10% of learning occurs through formal learning interventions, such as classroom instruction, e-learning modules, and self-study materials. Formal learning provides foundational knowledge, frameworks, and concepts that complement experiential and social learning experiences.– When designing learning and development initiatives, programs, or curricula for individuals or teams. – Incorporating formal learning components to provide foundational knowledge, theoretical frameworks, and structured learning experiences that support skill development and competency building.
On-the-Job Training (OJT)– On-the-job training involves learning and skill development that occurs while performing work-related tasks and responsibilities. On-the-job training aligns closely with the experiential learning aspect of the 70-20-10 Rule, as it emphasizes learning through practical experience, hands-on practice, and real-world application of knowledge and skills.– When providing learning and development opportunities for employees in the workplace. – Leveraging on-the-job training to accelerate skill development, improve job performance, and promote continuous learning and growth within organizations.
Peer Coaching– Peer coaching is a collaborative learning approach in which individuals support and learn from each other through coaching, feedback, and mutual accountability. Peer coaching aligns with the social learning aspect of the 70-20-10 Rule, as it facilitates knowledge sharing, skill development, and peer support within organizations.– When fostering a culture of continuous learning, feedback, and development among peers or teams. – Implementing peer coaching programs to empower employees, enhance performance, and promote a culture of collaboration and continuous improvement within organizations.
Action Learning– Action learning is a problem-solving and learning methodology that involves tackling real-world challenges or projects in a collaborative, reflective, and iterative manner. Action learning combines elements of experiential learning and social learning, as participants learn through action, reflection, and interaction with peers and facilitators.– When addressing complex problems, driving organizational change, or fostering innovation within teams or organizations. – Implementing action learning initiatives to develop leadership capabilities, build problem-solving skills, and drive organizational learning and performance improvement.
Job Rotation– Job rotation involves temporarily assigning employees to different roles, departments, or projects to broaden their skills, knowledge, and perspectives. Job rotation aligns with the experiential learning aspect of the 70-20-10 Rule, as it exposes individuals to diverse experiences, challenges, and learning opportunities within the organization.– When developing talent, enhancing career mobility, or cross-training employees for future roles or responsibilities. – Implementing job rotation programs to provide employees with varied experiences, accelerate skill development, and foster organizational agility and talent retention.
Communities of Practice (CoPs)– Communities of practice are informal networks or groups of individuals who share common interests, expertise, and goals within an organization. CoPs facilitate social learning and knowledge sharing through peer interactions, discussions, and collaboration on shared topics or domains of interest.– When promoting knowledge sharing, collaboration, and learning within organizations or professional communities. – Establishing and nurturing communities of practice to facilitate peer learning, knowledge exchange, and professional development among employees or stakeholders.
360-Degree Feedback– 360-degree feedback is a multisource feedback process that involves gathering feedback from multiple sources, including peers, managers, subordinates, and other stakeholders, to provide a comprehensive view of an individual’s strengths, weaknesses, and development areas. 360-degree feedback supports social learning by providing individuals with insights, perspectives, and opportunities for self-awareness and growth.– When seeking to enhance self-awareness, identify development areas, or support leadership development efforts. – Implementing 360-degree feedback processes to gather diverse perspectives, foster reflection, and drive personal and professional development for individuals or teams.
Learning by Doing– Learning by doing emphasizes the importance of hands-on experience, experimentation, and practice in the learning process. According to the 70-20-10 Rule, the majority of learning occurs through direct experience and application of knowledge and skills in real-world contexts. Learning by doing enables individuals to learn from successes, failures, and feedback, leading to deeper understanding and mastery of concepts and competencies.– When promoting active learning, skill development, or knowledge acquisition in educational or professional settings. – Encouraging learning by doing through experiential activities, projects, simulations, or problem-based learning approaches that engage learners and foster skill acquisition and mastery.

Connected Agile & Lean Frameworks

AIOps

aiops
AIOps is the application of artificial intelligence to IT operations. It has become particularly useful for modern IT management in hybridized, distributed, and dynamic environments. AIOps has become a key operational component of modern digital-based organizations, built around software and algorithms.

AgileSHIFT

AgileSHIFT
AgileSHIFT is a framework that prepares individuals for transformational change by creating a culture of agility.

Agile Methodology

agile-methodology
Agile started as a lightweight development method compared to heavyweight software development, which is the core paradigm of the previous decades of software development. By 2001 the Manifesto for Agile Software Development was born as a set of principles that defined the new paradigm for software development as a continuous iteration. This would also influence the way of doing business.

Agile Program Management

agile-program-management
Agile Program Management is a means of managing, planning, and coordinating interrelated work in such a way that value delivery is emphasized for all key stakeholders. Agile Program Management (AgilePgM) is a disciplined yet flexible agile approach to managing transformational change within an organization.

Agile Project Management

agile-project-management
Agile project management (APM) is a strategy that breaks large projects into smaller, more manageable tasks. In the APM methodology, each project is completed in small sections – often referred to as iterations. Each iteration is completed according to its project life cycle, beginning with the initial design and progressing to testing and then quality assurance.

Agile Modeling

agile-modeling
Agile Modeling (AM) is a methodology for modeling and documenting software-based systems. Agile Modeling is critical to the rapid and continuous delivery of software. It is a collection of values, principles, and practices that guide effective, lightweight software modeling.

Agile Business Analysis

agile-business-analysis
Agile Business Analysis (AgileBA) is certification in the form of guidance and training for business analysts seeking to work in agile environments. To support this shift, AgileBA also helps the business analyst relate Agile projects to a wider organizational mission or strategy. To ensure that analysts have the necessary skills and expertise, AgileBA certification was developed.

Agile Leadership

agile-leadership
Agile leadership is the embodiment of agile manifesto principles by a manager or management team. Agile leadership impacts two important levels of a business. The structural level defines the roles, responsibilities, and key performance indicators. The behavioral level describes the actions leaders exhibit to others based on agile principles. 

Andon System

andon-system
The andon system alerts managerial, maintenance, or other staff of a production process problem. The alert itself can be activated manually with a button or pull cord, but it can also be activated automatically by production equipment. Most Andon boards utilize three colored lights similar to a traffic signal: green (no errors), yellow or amber (problem identified, or quality check needed), and red (production stopped due to unidentified issue).

Bimodal Portfolio Management

bimodal-portfolio-management
Bimodal Portfolio Management (BimodalPfM) helps an organization manage both agile and traditional portfolios concurrently. Bimodal Portfolio Management – sometimes referred to as bimodal development – was coined by research and advisory company Gartner. The firm argued that many agile organizations still needed to run some aspects of their operations using traditional delivery models.

Business Innovation Matrix

business-innovation
Business innovation is about creating new opportunities for an organization to reinvent its core offerings, revenue streams, and enhance the value proposition for existing or new customers, thus renewing its whole business model. Business innovation springs by understanding the structure of the market, thus adapting or anticipating those changes.

Business Model Innovation

business-model-innovation
Business model innovation is about increasing the success of an organization with existing products and technologies by crafting a compelling value proposition able to propel a new business model to scale up customers and create a lasting competitive advantage. And it all starts by mastering the key customers.

Constructive Disruption

constructive-disruption
A consumer brand company like Procter & Gamble (P&G) defines “Constructive Disruption” as: a willingness to change, adapt, and create new trends and technologies that will shape our industry for the future. According to P&G, it moves around four pillars: lean innovation, brand building, supply chain, and digitalization & data analytics.

Continuous Innovation

continuous-innovation
That is a process that requires a continuous feedback loop to develop a valuable product and build a viable business model. Continuous innovation is a mindset where products and services are designed and delivered to tune them around the customers’ problem and not the technical solution of its founders.

Design Sprint

design-sprint
A design sprint is a proven five-day process where critical business questions are answered through speedy design and prototyping, focusing on the end-user. A design sprint starts with a weekly challenge that should finish with a prototype, test at the end, and therefore a lesson learned to be iterated.

Design Thinking

design-thinking
Tim Brown, Executive Chair of IDEO, defined design thinking as “a human-centered approach to innovation that draws from the designer’s toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” Therefore, desirability, feasibility, and viability are balanced to solve critical problems.

DevOps

devops-engineering
DevOps refers to a series of practices performed to perform automated software development processes. It is a conjugation of the term “development” and “operations” to emphasize how functions integrate across IT teams. DevOps strategies promote seamless building, testing, and deployment of products. It aims to bridge a gap between development and operations teams to streamline the development altogether.

Dual Track Agile

dual-track-agile
Product discovery is a critical part of agile methodologies, as its aim is to ensure that products customers love are built. Product discovery involves learning through a raft of methods, including design thinking, lean start-up, and A/B testing to name a few. Dual Track Agile is an agile methodology containing two separate tracks: the “discovery” track and the “delivery” track.

eXtreme Programming

extreme-programming
eXtreme Programming was developed in the late 1990s by Ken Beck, Ron Jeffries, and Ward Cunningham. During this time, the trio was working on the Chrysler Comprehensive Compensation System (C3) to help manage the company payroll system. eXtreme Programming (XP) is a software development methodology. It is designed to improve software quality and the ability of software to adapt to changing customer needs.

Feature-Driven Development

feature-driven-development
Feature-Driven Development is a pragmatic software process that is client and architecture-centric. Feature-Driven Development (FDD) is an agile software development model that organizes workflow according to which features need to be developed next.

Gemba Walk

gemba-walk
A Gemba Walk is a fundamental component of lean management. It describes the personal observation of work to learn more about it. Gemba is a Japanese word that loosely translates as “the real place”, or in business, “the place where value is created”. The Gemba Walk as a concept was created by Taiichi Ohno, the father of the Toyota Production System of lean manufacturing. Ohno wanted to encourage management executives to leave their offices and see where the real work happened. This, he hoped, would build relationships between employees with vastly different skillsets and build trust.

GIST Planning

gist-planning
GIST Planning is a relatively easy and lightweight agile approach to product planning that favors autonomous working. GIST Planning is a lean and agile methodology that was created by former Google product manager Itamar Gilad. GIST Planning seeks to address this situation by creating lightweight plans that are responsive and adaptable to change. GIST Planning also improves team velocity, autonomy, and alignment by reducing the pervasive influence of management. It consists of four blocks: goals, ideas, step-projects, and tasks.

ICE Scoring

ice-scoring-model
The ICE Scoring Model is an agile methodology that prioritizes features using data according to three components: impact, confidence, and ease of implementation. The ICE Scoring Model was initially created by author and growth expert Sean Ellis to help companies expand. Today, the model is broadly used to prioritize projects, features, initiatives, and rollouts. It is ideally suited for early-stage product development where there is a continuous flow of ideas and momentum must be maintained.

Innovation Funnel

innovation-funnel
An innovation funnel is a tool or process ensuring only the best ideas are executed. In a metaphorical sense, the funnel screens innovative ideas for viability so that only the best products, processes, or business models are launched to the market. An innovation funnel provides a framework for the screening and testing of innovative ideas for viability.

Innovation Matrix

types-of-innovation
According to how well defined is the problem and how well defined the domain, we have four main types of innovations: basic research (problem and domain or not well defined); breakthrough innovation (domain is not well defined, the problem is well defined); sustaining innovation (both problem and domain are well defined); and disruptive innovation (domain is well defined, the problem is not well defined).

Innovation Theory

innovation-theory
The innovation loop is a methodology/framework derived from the Bell Labs, which produced innovation at scale throughout the 20th century. They learned how to leverage a hybrid innovation management model based on science, invention, engineering, and manufacturing at scale. By leveraging individual genius, creativity, and small/large groups.

Lean vs. Agile

lean-methodology-vs-agile
The Agile methodology has been primarily thought of for software development (and other business disciplines have also adopted it). Lean thinking is a process improvement technique where teams prioritize the value streams to improve it continuously. Both methodologies look at the customer as the key driver to improvement and waste reduction. Both methodologies look at improvement as something continuous.

Lean Startup

startup-company
A startup company is a high-tech business that tries to build a scalable business model in tech-driven industries. A startup company usually follows a lean methodology, where continuous innovation, driven by built-in viral loops is the rule. Thus, driving growth and building network effects as a consequence of this strategy.

Minimum Viable Product

minimum-viable-product
As pointed out by Eric Ries, a minimum viable product is that version of a new product which allows a team to collect the maximum amount of validated learning about customers with the least effort through a cycle of build, measure, learn; that is the foundation of the lean startup methodology.

Leaner MVP

leaner-mvp
A leaner MVP is the evolution of the MPV approach. Where the market risk is validated before anything else

Kanban

kanban
Kanban is a lean manufacturing framework first developed by Toyota in the late 1940s. The Kanban framework is a means of visualizing work as it moves through identifying potential bottlenecks. It does that through a process called just-in-time (JIT) manufacturing to optimize engineering processes, speed up manufacturing products, and improve the go-to-market strategy.

Jidoka

jidoka
Jidoka was first used in 1896 by Sakichi Toyoda, who invented a textile loom that would stop automatically when it encountered a defective thread. Jidoka is a Japanese term used in lean manufacturing. The term describes a scenario where machines cease operating without human intervention when a problem or defect is discovered.

PDCA Cycle

pdca-cycle
The PDCA (Plan-Do-Check-Act) cycle was first proposed by American physicist and engineer Walter A. Shewhart in the 1920s. The PDCA cycle is a continuous process and product improvement method and an essential component of the lean manufacturing philosophy.

Rational Unified Process

rational-unified-process
Rational unified process (RUP) is an agile software development methodology that breaks the project life cycle down into four distinct phases.

Rapid Application Development

rapid-application-development
RAD was first introduced by author and consultant James Martin in 1991. Martin recognized and then took advantage of the endless malleability of software in designing development models. Rapid Application Development (RAD) is a methodology focusing on delivering rapidly through continuous feedback and frequent iterations.

Retrospective Analysis

retrospective-analysis
Retrospective analyses are held after a project to determine what worked well and what did not. They are also conducted at the end of an iteration in Agile project management. Agile practitioners call these meetings retrospectives or retros. They are an effective way to check the pulse of a project team, reflect on the work performed to date, and reach a consensus on how to tackle the next sprint cycle. These are the five stages of a retrospective analysis for effective Agile project management: set the stage, gather the data, generate insights, decide on the next steps, and close the retrospective.

Scaled Agile

scaled-agile-lean-development
Scaled Agile Lean Development (ScALeD) helps businesses discover a balanced approach to agile transition and scaling questions. The ScALed approach helps businesses successfully respond to change. Inspired by a combination of lean and agile values, ScALed is practitioner-based and can be completed through various agile frameworks and practices.

SMED

smed
The SMED (single minute exchange of die) method is a lean production framework to reduce waste and increase production efficiency. The SMED method is a framework for reducing the time associated with completing an equipment changeover.

Spotify Model

spotify-model
The Spotify Model is an autonomous approach to scaling agile, focusing on culture communication, accountability, and quality. The Spotify model was first recognized in 2012 after Henrik Kniberg, and Anders Ivarsson released a white paper detailing how streaming company Spotify approached agility. Therefore, the Spotify model represents an evolution of agile.

Test-Driven Development

test-driven-development
As the name suggests, TDD is a test-driven technique for delivering high-quality software rapidly and sustainably. It is an iterative approach based on the idea that a failing test should be written before any code for a feature or function is written. Test-Driven Development (TDD) is an approach to software development that relies on very short development cycles.

Timeboxing

timeboxing
Timeboxing is a simple yet powerful time-management technique for improving productivity. Timeboxing describes the process of proactively scheduling a block of time to spend on a task in the future. It was first described by author James Martin in a book about agile software development.

Scrum

what-is-scrum
Scrum is a methodology co-created by Ken Schwaber and Jeff Sutherland for effective team collaboration on complex products. Scrum was primarily thought for software development projects to deliver new software capability every 2-4 weeks. It is a sub-group of agile also used in project management to improve startups’ productivity.

Scrumban

scrumban
Scrumban is a project management framework that is a hybrid of two popular agile methodologies: Scrum and Kanban. Scrumban is a popular approach to helping businesses focus on the right strategic tasks while simultaneously strengthening their processes.

Scrum Anti-Patterns

scrum-anti-patterns
Scrum anti-patterns describe any attractive, easy-to-implement solution that ultimately makes a problem worse. Therefore, these are the practice not to follow to prevent issues from emerging. Some classic examples of scrum anti-patterns comprise absent product owners, pre-assigned tickets (making individuals work in isolation), and discounting retrospectives (where review meetings are not useful to really make improvements).

Scrum At Scale

scrum-at-scale
Scrum at Scale (Scrum@Scale) is a framework that Scrum teams use to address complex problems and deliver high-value products. Scrum at Scale was created through a joint venture between the Scrum Alliance and Scrum Inc. The joint venture was overseen by Jeff Sutherland, a co-creator of Scrum and one of the principal authors of the Agile Manifesto.

Six Sigma

six-sigma
Six Sigma is a data-driven approach and methodology for eliminating errors or defects in a product, service, or process. Six Sigma was developed by Motorola as a management approach based on quality fundamentals in the early 1980s. A decade later, it was popularized by General Electric who estimated that the methodology saved them $12 billion in the first five years of operation.

Stretch Objectives

stretch-objectives
Stretch objectives describe any task an agile team plans to complete without expressly committing to do so. Teams incorporate stretch objectives during a Sprint or Program Increment (PI) as part of Scaled Agile. They are used when the agile team is unsure of its capacity to attain an objective. Therefore, stretch objectives are instead outcomes that, while extremely desirable, are not the difference between the success or failure of each sprint.

Toyota Production System

toyota-production-system
The Toyota Production System (TPS) is an early form of lean manufacturing created by auto-manufacturer Toyota. Created by the Toyota Motor Corporation in the 1940s and 50s, the Toyota Production System seeks to manufacture vehicles ordered by customers most quickly and efficiently possible.

Total Quality Management

total-quality-management
The Total Quality Management (TQM) framework is a technique based on the premise that employees continuously work on their ability to provide value to customers. Importantly, the word “total” means that all employees are involved in the process – regardless of whether they work in development, production, or fulfillment.

Waterfall

waterfall-model
The waterfall model was first described by Herbert D. Benington in 1956 during a presentation about the software used in radar imaging during the Cold War. Since there were no knowledge-based, creative software development strategies at the time, the waterfall method became standard practice. The waterfall model is a linear and sequential project management framework. 

Read Also: Continuous InnovationAgile MethodologyLean StartupBusiness Model InnovationProject Management.

Read Next: Agile Methodology, Lean Methodology, Agile Project Management, Scrum, Kanban, Six Sigma.

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