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The Product Roadmap as Adventure Map

February 1, 2024


Roadmaps look clean on a slide. A straight line from idea to launch, with milestones neatly spaced along the way. Anyone who has shipped a product knows the line is never straight.

A better mental model: the roadmap is more like an adventure map. You know where you want to end up. You have a rough path drawn out. And you will absolutely encounter things along the way that your map did not account for.

That framing sounds casual, but it has practical value. It changes how you think about setbacks, scope, and what "done" actually means.


The first level is messier than it looks

Before any planning happens, a team has to agree on what problem it's actually solving. This sounds obvious. It rarely is.

You gather user research, look at market trends, talk to stakeholders. Everyone comes in with a different pet theory about what matters most. The trap here is trying to act on all of it. Every insight feels worth pursuing. The ideation phase can stretch indefinitely if you let it, because there will always be another user interview to schedule or another competitor to analyze.

The real work of this phase is narrowing. You're not looking for every possible direction. You're looking for the one direction that is most defensible given what you know now. Everything else gets noted and parked.


Side quests are the biggest threat to your timeline

The planning phase is where roadmaps get built, resources allocated, and milestones set. It's also where scope creep begins.

Scope creep rarely shows up as someone saying "let's build a completely different thing." It shows up as reasonable additions. A feature that would be really nice to have. A market shift that seems worth responding to. A stakeholder who has a genuinely good idea, just three months after the kickoff meeting.

These are side quests. Each one feels low cost when you're considering it in isolation. The problem is they compound. A week added here, two weeks added there, and suddenly the launch date has moved and nobody can explain exactly why.

The hard part is that some of these detours are worth taking. Not all scope creep is bad. But every addition needs to be weighed against the cost of delay, because delay is always real even when it feels abstract in the moment.

A team that can say "that's a good idea and it goes on the backlog" is a team that ships on time.


Plans erode on contact with execution

Design and development will surface assumptions that planning made without realizing it. The prototype that looked right in Figma behaves differently when engineers start building it. An integration that seemed straightforward turns out to have undocumented constraints. A technical decision made early in the project creates drag later.

None of this means the planning was bad. It means planning is always incomplete, because you cannot know everything in advance. The team that handles this well is not the one with the best initial plan. It's the one that can absorb new information without losing the thread of what they're building.

The practical answer is building in margin. Not padding estimates to cover laziness, but genuinely accounting for the fact that complex systems rarely assemble themselves without friction.


Testing is where you find out what you missed

Testing is where assumptions get stress-tested against real use. Bugs are expected. What's more revealing are the things that work exactly as designed but don't work the way users actually need them to.

A feature that passed QA can still fail in the hands of a real user who approaches it differently than the team imagined. This is not a failure of testing. It's a sign that the team got close enough to launch to discover something they couldn't have known earlier.

Some of these findings can be fixed before launch. Some have to ship as known issues with a plan to address them. The judgment call is which is which.


Launch is a beginning, not an ending

Launch is where the product meets the world for the first time. It's also where the roadmap gets its first real feedback.

Users tell you things in aggregate that no amount of research fully predicted. They use features in unexpected ways. They ignore things you thought were essential. They complain about problems that weren't on anyone's radar. All of that is signal.

The iteration mindset treats launch as a starting point. The shipped product is version one of an ongoing conversation with users, not the conclusion of a project. Post-launch feedback feeds back into prioritization, which reshapes the next version of the roadmap, which starts the cycle again.

This is uncomfortable for teams that have been heads-down executing for months and want to call it done. But a product that stops updating stops being useful. The adventure map doesn't end at the destination. It just shows you what the next map needs to include.