How product teams operate, and why it doesn't work - John Cutler
In this episode of The Product Experience, host Randy Silver sits down with product veteran John Cutler to explore why creating great products remains one of the hardest things organisations do.
They dive into why so many companies adopt off‑the‑shelf models ("Spotify", "SAFe", etc) and still struggle, and how the secret often lies not in what you build but how you build it—specifically the game you design for how you work.
John shares his game metaphor for organisational design: how to see your team and company as playing two games — the political organisational game and the design‑game you craft for how you work.
You'll hear why behaviours matter more than titles and tools, why checkpoints and rituals matter more than frameworks, and how you can start tomorrow to define the behaviours you want, identify what's blocking them, and change the rules of the game.
Chapters
Key Takeaways
Intentionally design how you work. Process, rituals, and environment are as important as designing what you build. John argues that the latter often gets all the attention while the former is treated as a dirty word.
Use the metaphor of a game. Good games have clear goals, balanced difficulty, feedback loops, social interaction, and story elements. When companies design their internal work like this, teams perform better.
Focus on behaviours not just tools or frameworks. What exactly does "empowered team" or "data-driven" look like? Define the behaviours, identify blockers (competence, access, social reinforcement).
Don't assume that "no complaints = all good". Organisations often get worse by stealth through people adapting or checking out. The absence of noise isn't proof of health.
Your personal radar counts. Look around at who is thriving in your company, and ask if you respect them. That may tell you if the "game" being played is one you want to join.
Behaviour design requires constraint and ritual. Without checkpoints, closed loops, or feedback cycles, the system decays. Replayability is essential.
Macro headwinds create pressure on continuous improvement. Economics, AI, and speed mean small improvements are under pressure; yet the fundamentals of "how we work" still matter.
Co-design with support functions. The relationship with support functions like finance can be changed by treating it as co-designing the game, not battling a monolith.
About the author
The Product Experience
Join our podcast hosts Lily Smith and Randy Silver for in-depth conversations with some of the best product people around the world! Every week they chat with people in the know, covering the topics that matter to you - solving real problems, developing awesome products, building successful teams and developing careers. Find out more, subscribe, and access all episodes on The Product Experience homepage.