Dash AI Digital Studio
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04 Process

In ten days,
possible becomes real.

One senior person owns it, and the room is small enough to decide. Here's what happens each day, what you hold on day ten, and how it keeps getting better after that.

01 02 03 04 05 06 07 08 09 10
That's three questions in two days.
01Days 1 to 2Access and decisions

This is the boring part, and we don't skip it.

We answer three questions in writing with the people who can say yes: who uses it, what data we can touch and what good looks like. Projects that skip this take six months.

One workflow, all the way through.
02Days 3 to 5One thing, end to end

One thing works all the way through.

We build one workflow, end to end, on your real systems, and leave the rest of the product for later. It can look rough, but it has to be real.

Your people break it, we fix it, and then we do it again.
03Days 6 to 8Real users, real data

Your people use it and break it, which is what we want.

Real users bring real data and real bugs, and every bug teaches us something a workshop never would. This is where the product actually gets designed.

We show it working, then decide together.
04Days 9 to 10Show it, harden it, decide

We show it, harden it and decide.

We demo it working, polish what people loved and decide the next move together. You can go, change course or stop, and any of the three is a fine answer, because you decide with something real in your hands.

Day ten What you hold

You leave with five things in your hands.

  1. 01A working build.

    It runs on your systems, touches real data and your people use it.

  2. 02A scope.

    It fits on one page: what's in, what's out and what we learned.

  3. 03A price.

    It's fixed for the road to production.

  4. 04A date.

    It's the day it goes live, and we plan backwards from it.

  5. 05A decision.

    Go, change course or stop. It's yours to make, with something real in your hands.

After day ten The rules

Then we make it stick.

The scope and the date are fixed.

We write them down before hardening starts. If the scope moves, we talk first, so there are no surprise invoices.

There's one owner on each side.

Someone senior at Dash and someone senior at yours are on every call.

Everything is tested before it ships.

Every release runs the full test set. If the numbers drop, the feature waits.

It's yours to keep.

The code, the prompts and the data sit in a repo you own, from day one.

After day ten Built to get better, not older

Most technology starts aging the day it launches. What we build starts learning.

The ten days get you something real. After launch, what we build keeps learning from how people use it, so it adapts and improves. Six months from now, it's better than the day you got it.

  1. Build
  2. Launch
  3. Learn
  4. Adapt
  5. Improve
  6. Repeat
A small game Want to feel the ten days in thirty seconds? Ship It is a game about getting a build to production. Dodge scope creep and another deck. Beat 20 and we'll take the meeting. Play Ship It
Next Our DNAOur manifesto, the seven lines we work by, and the people behind them.