A delivery model for the AI era

Don't run sprints.
Deliver Drops.

Move as fast as you can learn and make decisions.

01Why

Code is no longer the bottleneck

Code is now delivered at a speed and quality that were unthinkable a year ago. The process around it was built for an era when writing the code was the slow, expensive part. It is not anymore. The process needs to change.

What lost its reason to exist

Sprints
They gave us time to discover what written requirements really meant. A working prototype now answers that before work starts.
Story splitting
We made work small enough for the team to finish inside a sprint. Agents removed that limit, so now we make it small enough to tell whether it worked.
Estimation and velocity
We sized work by team effort and tracked how much of what we predicted we produced. With agents building, effort no longer predicts much: work that looks big can take an hour, and work that looks small can need a day of guidance. A scale built around people no longer fits the work.

Everything now waits on decisions. The rest of this page follows from that one fact.

Agile answered constraints that no longer exist

Planning was expensive

Specs took weeks to write, so we planned lightly and adjusted as we went.

Now: With human guidance, AI drafts a full spec in minutes, in several variants.

Building was slow

It took months to turn an idea into software, so we cut work into thin slices to limit risk of wasting time and money.

Now: Agents turn a spec into working software in hours or days.

Ambiguity could only be resolved by building

Requirements were words, and everyone reads words differently. The only sure way to learn what someone meant was to build something and show them.

Now: A working prototype can now be prepared during a meeting.

The prototype kills the sprint. Once the meaning is clear, the work takes hours or days, not a series of sprints.

So what is scarce now?

Build the way we work around what is in short supply now, not what was scarce before AI.

EvidenceUsers and the market still answer at their own speed.
Decision quality and speedSomeone still has to decide. Everything else now waits on this.
ContextDeep knowledge of the business, the customer and the systems.
Trust in the outputReviews were organized for what people produce. When agents produce far more, we have to adapt and put human attention where it is really needed.

All four draw on the same resource: human attention, which is the one thing that did not grow. More drops mean more gates, and each one needs someone's attention.

02

The Drops model

Each drop is a small, complete piece of work, done start to finish: one problem, requirement or feature solved by one person or a small crew, from understanding what is needed to a decision on whether the solution is ready to be deployed.

Once the problem or need is well defined, it is fixed. Everything else is fluidThe crew may change the solution as often as it needs to, including starting over with a completely different idea.
Between drops, changing direction costs almost nothingReplan, change direction or drop the idea, at almost no cost.

Two decisions around every drop

Before · "are we doing this and when?"

The dam

We take the next idea or problem from the lake and start it. One drop at a time, with a clearly defined outcome in front of us. Today we usually make this decision months in advance.

After · "does this reach users?"

The gate

The decider looks at a working solution and chooses: ship, refine or stop.

ship · refine · stop

shipit goes to production (or to a first group of users).
refinekeep working towards the same goal: small fixes or a different solution. The drop continues.
stopthe drop ends without shipping. If the drop aimed at the wrong thing, a better-framed idea or need goes back to the lake.

What comes after shipping is new work for the lake. Real usage tells us whether the solution actually helped. Those insights return to the lake as new ideas or problems and pass the dam like any other request.

A drop is not a feature. A feature can take one or several drops. One drop can deliver several features. It is one complete step towards a goal: small enough to judge, big enough to teach us something.

Drops are where the work happens. Gates are where we decide what reaches users. The dam is where we decide what gets worked on.

From request to production

1 · REQUEST

Someone describes an idea, a need or a problem in their own words. It lands in the lake with a minimum of information: what is wanted, its source, why it matters, what the value/risk is, and who decides.

2 · DAM

Prioritisation. The dam keeper orders the lake and releases the next work. Only the minimum needed to prioritise is done here; the real work of understanding it belongs to the crew.

3 · DROP

A person or a crew of one to three takes the work. With AI, they sharpen it and plan the work in full. Agents build one or more versions to the spec, as close to production code as possible. Anything a person sees has already passed AI checks and reviews.

4 · CHECK

A user test when the thing needs one; otherwise the decider looks at the working version and decides. Sometimes a day with users, sometimes a two-minute conversation.

5 · GATE

The decider chooses ship, refine or stop. When the evidence was a sign-off, this is the same conversation and takes minutes. Work that depends on systems with fixed release dates is built against an agreed interface and waits for the next release.

Three points where someone decides: what we work on, how we solve it, and whether it ships. Only those three need human attention.

The steps are always there, but they shrink to fit. Little to decide means a five-minute gate. Checking and deciding sets the pace of work.

What size is a drop?

A drop is the biggest piece of work about which the decider, after seeing the working version, can say ship, refine or stop. It should take no more than a week from the decision to start to a solution ready for review.

Stories and tasksDrops
Why we splitSo the team could finish it inside a sprintSo we can tell whether it worked
What decides the sizeHow much the team could buildHow much we can check at once
ResultPieces that only make sense togetherWhole steps, whatever size that takes
Typical sizeFixed: what fits a sprintVaries

We used to make work small enough for the team to build. Now we make it small enough to decide about.

Examples
Change a label in three languagesWAS: A TASK
Nothing to decide, nothing to learn. It goes to routine maintenance: an agent likely does it autonomously.Now: not a drop at all.
Add a filter to the partner listWAS: 3 STORIES
One person plus agents, end to end in a day. Merge approval is the gate.Now: one solo drop.
Guided onboarding processWAS: AN EPIC, 8 STORIES
Two people plus agents, four days, released to one region first. One gate at the end decides whether it ships, needs refining, or stops.Now: one crew drop.
Usage insights in the appWAS: A QUARTER OF ROADMAP
Too big to judge in one go: nobody knows yet what customers want from it. It becomes a few drops, and each result shapes the next. It may end after two if the goal is met.Now: several drops likely.
Too big
Cannot tell whether it worked?

Too big. Split it until the end of it is something you could look at and say yes or no.

Too small
Nothing to look at afterwards?

Too small to be a drop. It is maintenance, or it belongs inside a bigger piece of work.

Not everything needs a crew

MAINTENANCE
Button colors, copy, small fixes. Agents do them; one human reviews the merges once a day. No gate. This group grows every quarter as agents earn trust.
SOLO DROP
One person plus agents, end to end — up to a pull request, or to production when the terrain allows it. The merge approval is the gate. Also open to people outside IT, within safe limits: easy to switch off, easy to undo, no changes to shared rules.
CREW DROP
2–3 people plus agents, full gate. The standard unit. A feature is simply a series of these.

The model is close to a forward-deployed engineer: one person, close to the business, delivering end to end. With a good terrain, that person does not have to be a developer.

03

People, Crews, Roles

The team most likely stays as it is today, owning its domain and its context: its knowledge and its applications in production. Small crews of one to three form for a drop and dissolve at the gate. Work that spans domains gets a crew mixed from several teams.

Role boundaries blur. AI gives everyone a broad skill set, including technical ones. A person or a crew is chosen by two things: knowledge of the subject, and decision authority. When either is missing, the drop waits.

ROLE 1

Dam keeper

Usually a Product Owner or Product Manager. Orders the lake, names a decider for each drop, and makes sure decisions do not stall. One person can look after several crews.

ROLE 2

Decider

One per drop. Best inside the crew, or doing the solo drop themselves. At minimum available on the spot while the drop runs.

ROLE 3

Crew / solo

The people who do the drop, chosen by applicable knowledge and decision authority, not job title.

ROLE 4

Platform team

Builds and maintains the terrain: the AI tools and tech stack every crew works on.

Roles are becoming more like hats. A PO can keep the dam, decide, and work solo on a drop of their own. A product engineer can do the same.

Who takes on more is left open. In one organization the PO takes over much of the work that used to sit with other roles. In another, the developer moves towards a forward-deployed engineer. Both fit the model. It depends on the organization and on how it adapts.

Every drop has a named decider. Not a committee, and not something to sort out once the evidence is in.

Architecture: freedom inside a stronger frame

Weak architecture used to create mess slowly. With agents it creates mess at machine speed. The faster we build, the stronger the frame has to be.

Explicit, not tacit

Agile held things together through conversation: people talked, and that kept the work consistent. Agents are not in those conversations, so the rules have to be written down in a form machines can read.

Executable, not documented

Rules become automated checks that run on every drop. If a rule only lives in a document, neither agents nor people follow it.

Evolving, not frozen

Changes to the architecture are drops too: planned, built, checked, decided. A review board that turns into a queue brings back the waiting we just removed.

More freedom inside the frame, less freedom to redefine the frame. Teams still decide how to solve things. What they no longer change on their own are the shared rules everything else depends on.

Three layers, weakest to strongest. Context files tell agents how we work here. Written rules apply our policies while the work is produced. Automated checks block what must never happen, every time, for everyone. These layers make us fast and our plans trustworthy.

Terrain and riverbeds
TERRAIN

Terrain is shared by every team: the AI tools, the preview environment, the central architecture decisions, the automated checks, the security rules. The platform team builds and maintains it.

A RIVERBED

A riverbed belongs to one team: the context of its domain — the instructions agents read in the team's repository, the business rules, the context files. The domain team owns it and builds it on the standards of the terrain.

Who can ship what

A person may ship their own work — solo, or as the decider inside the crew — within the limits set by the terrain: the automated checks pass, and the change belongs to a type that can ship without extra review (for example, it does not touch security). Outside those limits, a second review checks that the solution fits the architecture, done by a person or by an agent against the written architecture decisions.

Agents propose, people decide. No agent ever approves its own work.

04Planning and measuring

The roadmap revisited

NEXT MONTH

The front of the lake

The ideas and needs that pass the dam next, each with its expected outcome, in priority order. Forecast from position in the lake and the drop rate. Nothing here is a promise until a crew pulls it, but confidence in delivery is high.

NEXT 2–3 MONTHS

Named outcomes

Results with a measure, not features with a date: onboarding under 30 minutes, orders placed without calling support. They set the priorities at the dam.

BEYOND

Themes

The direction of the river. No feature commitments: real evidence will likely rewrite them anyway.

Quarterly sessions no longer freeze full feature lists.

At scale

Coordination does not go away, it gets lighter. The word gate is used only for the decision that ends a drop; everything above that is prioritisation (a dam).

DROP GATE

Days

The decider chooses ship, refine or stop.

TEAM DAM

Continuously

The dam keeper orders the team's lake.

AREA DAM

Weeks

Leadership sets direction across teams and keeps the lake in order.

PORTFOLIO DAM

Quarterly

Leadership reviews outcomes and adjusts strategic and tactical direction.

Bigger lakes sit upstream and feed smaller ones.

A programme becomes a chain of drops and gates. The risk is never bigger than one drop. Gate decisions, recorded with their evidence, replace status reports.

The old metrics are out the window

Classic cycle time mostly measured waiting. Drops moves interruptions to the gates, so we measure different things.

METRIC 1

Drop rate

How many drops reach a decision per team in a given period. It depends on how fast we check and decide.

METRIC 2

Gate latency

Time between the evidence arriving and the decision. A slow gate is the new interruption.

METRIC 3

Drop lead time

Time from leaving the lake to reaching the gate.

METRIC 4

Idea-to-live time

Time from the written idea to its first release to users, even a small group.

METRIC 5

Gate outcome mix

The share of gates ending in ship, refine and stop. Only ship means we are not taking risks. Many refines mean work is poorly framed before it reaches the dam.

METRIC 6

Drop integrity

Share of drops where the goal did not change along the way and the crew was not pulled away to other work.

A drop is not done until there is a decision. Work nobody decides on does not count. Only maintenance and very small changes ship without an explicit decision.

The old metrics measured the team. These measure the decision-makers, because that is where the bottleneck moved.

05Reference

Vocabulary, principles, traps

Vocabulary

drop
One idea, need or problem, taken by a person or a crew from sharpening it to the gate decision. Not finished until that choice is made.
drop plan
The full spec of one drop, written by the crew at the start of the drop. Drafted in a few versions. Easy to throw away: writing a new one is cheaper than fixing an old one.
drop gate
The decision that ends a round of work: ship, refine or stop.
drop rate
Our pace: how many drops reach a decision in a given period. Work that nobody decides on does not count. Replaces velocity.
dropped
Shipped, or stopped. Both are successful outcomes. Killing a plan is not failure, it is the mechanism.
lake
Ideas, needs and problems waiting to be worked on, in priority order.
dam
Prioritisation. It holds the lake and releases one drop at a time. There are dams at team, area and portfolio level.
river
A team's flow of drops. The current is the drop rate.
riverbed
One team's domain context, which agents work within.
terrain
The shared platform every riverbed is built on.
ocean
The market. You cannot control it, only read it. Every piece of real evidence is ocean weather.

The cycle closes: what we learn from the market comes back to the lake as new ideas, needs and problems.

Principles

PRINCIPLE 1

Plans are disposable, decisions are not

Draft several full plans cheaply and commit to one per drop. Never patch a broken plan; write a new one.

PRINCIPLE 2

Fixed goal, fluid everything else

Once what the drop is for is well defined, it stays fixed. The crew may change the solution freely.

PRINCIPLE 3

Validation sets the tempo

A drop lasts until there is enough evidence to decide, usually days. Not a calendar convention like two weeks.

PRINCIPLE 4

Humans own gates, agents own flow

People decide at drop boundaries. In between, AI drafts, builds and checks, guided by the crew.

PRINCIPLE 5

Decisions sit with the work

The decider is in the crew, or available on the spot. A decision that has to be fetched is a wait.

Drops vs what we know

Drops is not a return to waterfall. The whole system adapts faster than Scrum because plans are easy to replace.

WaterfallScrumDrops
Unit of workThe whole project or phaseSprint of storiesOne drop
PlanOne big plan, expensive to changeLight plan, adapted mid-flightFull plan, easy to replace
What is fixedScopeThe sprintWhat the drop is for
Where agility livesNowhereInside the iterationInside the drop, and at the gates
Tempo set byThe planThe calendarHow fast we check and decide
Killing a plan isA crisisA failed sprintThe mechanism working

How Drops goes wrong

TRAP 1

The old process pulls back

"Give us the requirements and the design" is a handover in disguise. A person or crew goes as far as it can, up to a working solution; handing over to the delivery pipeline happens smoothly, not desk to desk.

TRAP 2

The decider is out of reach

The crew is done, the decision is not. If the decider is neither in the crew nor available, the drop waits — and everything we gained by building faster is lost.

TRAP 3

Ready-made before the dam

Someone works the topic out in detail before the crew gets it. With AI, working it out is cheap, and it belongs to the crew.

TRAP 4

Silence as consent

Treating a silent decider as a ship decision ships work nobody looked at.

TRAP 5

Decisions stay in the meeting

A choice made in a call and not written down has to be reconstructed later. Record it when it is made, with the reason.

Moving your teams to Drops

Coming soon

Team assessment

A short check you take right here: how your teams plan, decide and ship today, and where the waiting sits.

Coming soon

Plan builder

Turns the assessment into a step by step plan for your first drops, gates and roles.

Open

Let's talk

Tell me where your teams get stuck. We will look at whether Drops fits, and what a first small step could be.

Start a conversation →
Questions

Asked and answered

The questions every team asks in the first hour.

How do we keep control when agents write most of the code?
Review capacity was planned for what people produce, so reading every line stops working once agents write most of the code. Three things replace it: agents check their own work before a person sees it, automated reviews run on everything and list what they find, most important first, and people focus on whether the change does what was intended and whether the risk is acceptable. People may ship their own work only within the limits the platform sets. The rule underneath: agents propose, people decide, and no agent ever approves its own work.
Why does learning set the tempo? We can just produce faster.
You can, but a drop is not finished until someone decides, so work nobody decides on does not count; it just piles up and the gates slow down. AI speeds up planning and building, but users and the market answer at their own pace. The slowest step sets the pace for everything.
What if there is nothing to measure, just "it works"?
Then the decider looks at the working version and decides. A user test is used when the question needs one, not by default. What is not valid is discovering at the gate that there is nothing to look at. If most drops end in "it works", that is a finding about the lake, not the model.
Our stakeholders review things quarterly. Will drops just pile up?
Without countermeasures, yes. That is why gate latency is a key metric: the waiting becomes a visible number with an owner instead of being hidden inside cycle time. Two mechanisms fix it: every drop names a decider before it starts, and the decider sits in the crew or is available on the spot.
How is a crew of 2–3 different from three people on a story today?
Same people, different setup. Ask four questions about your last shared story: did you own the problem rather than receive a specification, were you uninterrupted until done, did someone with authority decide on what you built, and did anyone record that decision? Four honest no's is the difference.
What gets thrown away at a refine or a stop? The roadmap?
Never the roadmap. The gate decides about the work in front of it. What gets thrown away is a plan or a solution nobody needs, and replacing it costs little because the goal stays.
What happens to our roadmap?
The direction stays, the commitments move. Next month: the ideas and needs at the front of the lake. Next 2–3 months: named outcomes with a measure. Beyond: themes. Promises are made shortly before the work, on well-framed ideas and needs, which is why they are kept.
Is estimation still needed?
It shrinks to two questions: is it drop-sized, and where is it in the lake? Forecasts come from position in the lake, drop rate and release dates. We stop estimating effort and start reading the queue.
Who drafts the plans, the PO or the architect?
The crew, at the start of the drop: whoever is closest to the work. Deciding the value is product work, checking feasibility is architecture work. One rule always applies: anything outside the terrain's limits is checked against the architecture before it ships, by a person or by an agent, because the drafts are only as good as the context files behind them.
Where do tiny changes like a button color go?
Routine maintenance: agents do it, a person reviews the day's changes. No gate, just a record. What counts as maintenance grows every quarter as agents earn trust.
Do we still need developers?
Yes, in two places: in crews, where their knowledge is needed, and in the platform team, building the terrain that lets everyone else ship safely.

Ready to run your first drop?

One drop is all it takes to see the difference. See the playbook for how to start.

Drops · a delivery model for the AI era — Andrzej Maciejczyk