MVB Field Guide  ›  Reference

Appendices, Glossary & Sources

Appendix A: Three Key Organisational Topologies

The following is ©2025 Org Topologies™, incorporated here under a CC-BY-NC-SA license. Download the Org Topologies Primer to learn more.

Topology

Key Characteristics

Strengths

Limitations

Best Fit For

Resource

Functional silos, specialists grouped by skills, heavy coordination required

Maximises resource utilisation, clear specialisation, illusion of predictable execution

High handoffs, slow value delivery, rigid structure, poor adaptability

Traditional industries, stable environments with well-defined tasks

Delivery (this handbook)

Cross-functional teams, structured to minimise dependencies, flow efficiency

Faster delivery, improved effectiveness, reduced coordination overhead

May prioritise outputs over actual outcomes, still constrained by fixed roles

Organisations focused on rapid, predictable feature delivery

Adaptive (the target)

End-to-end ownership, self-organising teams-of-teams, continuous multi-learning

Maximises adaptability, innovation, and customer-centricity, enables rapid pivots

Requires high trust, cultural shift, and decentralised decision-making

Fast-moving markets, startups, and organisations aiming to force massive market disruptions

Aspect

1: Resource Topology

2: Delivery Topology

3: Adaptive Topology

Common Use Case

PMO resource management of specialists.

Fast delivery of proven worth with minimal change or learning.

Fast delivery of uncertain results, to seek, change, discover, and adapt.

Goal/Focus

Maximising resource use, specialisation.

Maximising output, predictability.

Maximising outcome, innovation.

Value Creation

Fragmented and reliant on multiple handoffs and coordination.

Narrowly focused on specific capabilities.

Flexible, holistic, and novel.

Dependencies

High; units depend on coordination across functional silos.

Moderate; units coordinate across boundaries but less frequently.

Low; units work autonomously with minimal dependency on external groups.

Group Structure

Siloed functional groups with specialised roles.

Cross-functional and aligned with narrow product or service features.

Multi-skilled and organised for exploratory outcomes and flexibility.

Empowerment

Low; constrained to predefined tasks with little autonomy.

Moderate; empowered within a team but depends on inter-unit coordination managed by other archetypes.

High; takes ownership of entire processes, including inter-unit coordination.

Function of Contributors

Completes isolated tasks using specific skills, with minimal ownership.

Coordinates to deliver features and components within the team’s scope.

Collaborates across boundaries to deliver complete customer solutions and manage end-to-end ownership.

Strategic AI Application

AI automates repetitive tasks, optimises workflows, and enhances resource efficiency.

AI integrates data, improves collaboration, and aligns team outputs through real-time insights.

AI drives innovation, predicts customer needs, and supports strategic decision-making.

Appendix B: Manager vs Coach

Area

Traditional Manager

Manager as Coach

View on Motivation

Employees motivated by external rewards (salary, bonuses).

Employees driven by personal growth, autonomy, and purpose.

Problem-solving

Provides solutions directly, expects execution.

Encourages employees to find their own solutions.

Feedback Style

Focuses on what went wrong; criticism over praise.

Balanced feedback; highlights strengths, supports development.

Handling Mistakes

Views mistakes as failures; focus on accountability.

Sees mistakes as learning opportunities.

Decision-making

Centralises decisions, maintains control.

Empowers employees to make decisions.

Communication

Top-down; disseminates information and instructions.

Open, two-way; values input from all levels.

Employee Development

Secondary priority; focus on immediate productivity.

Prioritises ongoing development aligned with organisational goals.

Delegation

Delegates to manage workload.

Delegates to develop skills, matching tasks to development needs.

Performance Management

Formal appraisals driven by managerial judgement.

Continuous coaching-based discussions focused on development.

Work Environment

May create a competitive, high-pressure results focus.

Creates a supportive atmosphere valuing well-being and collaboration.

Innovation

Prioritises established procedures, risk aversion.

Encourages experimentation and out-of-the-box thinking.

Handling Change

Implements changes with minimal employee input.

Involves employees in the change process, seeking input and buy-in.

Appendix D: Glossary

Every capitalised term in this handbook, one line each. The section named in brackets carries the full rule.

Term

Meaning

AAR (After-Action Review)

The structured learning review held within a week of every P0 Incident. [Part 3: Bugs and Incidents]

Acceptance Criteria

The conditions a Story must meet to be Accepted; Gherkin preferred. [Part 3: Stories]

Accepted

The final workflow state: validated done, “stick a fork in it.” [Part 3: Story Workflow States]

Backflow

Work moving backwards from In Process or Waiting for UAT to Backlog or Ready; tracked as a quality signal. [Part 3: Story Workflow States]

Backlog

A ranked queue of Stories with a single accountable owner. Levels: Department, Value Stream, Capability, Team. [Part 3: Backlogs]

BAU & Hygiene

The delivery lane for maintenance, bugs, and operational improvements; throttled to protect strategic capacity. [Part 3: Two Delivery Lanes]

Bug Priority

The severity field on a Bug: P0 (incident), P2 (exec top-10), or P3 (acknowledged). [Part 3: Bugs and Incidents]

Builder

The only role on a team. Front-end, testing, and the like are skills, not titles. [Part 2: Teams]

Capability

A group of related teams within a Value Stream that share one Backlog. [Part 2: Capabilities]

Checklist Item

The smallest unit of work, a day or less, written by Builders at Team Planning. [Part 3: Checklist Items]

Chore

Work that isn’t a Feature or a Bug (patching, infrastructure). OpEx, and should be rare. [Part 3: Story Types]

CV%

Coefficient of variation of velocity: how much a team’s delivery pace swings. Lower is more predictable. [Part 3: Team-Level Health Indicators]

Definition of Done (DoD)

The global floor a Story or Release must meet before it ships. Teams extend it. [Part 3]

Definition of Ready (DoR)

The INVEST-plus gates a Story passes before a team may start it. [Part 3]

Delivery Intelligence

The author’s reporting tool, built against Shortcut, surfacing queue length, WIP, velocity, backflow, and cycle time. [Part 3]

Displacement rule

Pulling Unplanned work in means moving Planned work out when the total would exceed Raw Velocity. [Part 3]

Due Date

A hard external date on a Story; set only with CTO or CMO approval. [Part 3: Due Dates]

Enterprise Epic

The lane for our largest strategic initiatives, with formal governance, Epic Planning Events, and Epic Retrospectives. [Part 3: Two Delivery Lanes]

Epic

Shortcut’s project container; used only for Enterprise Epics, with administrator approval. [Part 3: Epics]

Expedited

A Story the CTO or CMO has marked to be picked up as the next piece of work. [Part 3: Expedited Stories]

Feature

A Story that creates new end-user value. CapEx. [Part 3: Story Types]

Flow Efficiency

The share of a Story’s life spent being worked on rather than waiting. [Part 3: Team-Level Health Indicators]

Gherkin

The Given/When/Then language for writing testable acceptance criteria. [Part 3: Stories]

Huge Story

8+ points: a forecastable placeholder that must be broken down before work begins. [Part 3: Huge Stories]

In Process

The workflow state for a Story actively in development, within the team’s WIP limit. [Part 3: Story Workflow States]

Iteration

Our fortnightly planning-and-delivery cadence. [Part 3: Events]

Epic Planning Event / Epic Retrospective

The opening and closing events of an Enterprise Epic. [Part 3: Events]

Lane

One of the two demand channels: Enterprise Epics or BAU & Hygiene. [Part 3: Two Delivery Lanes]

Optimising Goal

The single thing the organisation optimises for: adaptiveness, not efficiency or utilisation. [Part 1]

Org Topologies archetypes

The grid in Part 1 mapping scope of work against scope of skills; codes like TASKS-2 or WHOLE-4 name its cells. [Appendix A]

P0 / P2 / P3

The three live bug priorities: incident (act now), exec top-10 (≤1 week once started), acknowledged (when prioritised). P1 and P4 are retired. [Part 3: Bugs and Incidents]

Plannable Velocity

Points of Planned work a team completes per Iteration; the number forecasts are built on. [Part 3: Planned vs Unplanned]

Planned %

Planned completions as a share of all completions. 80+ is the target; ≤60 is critical. [Part 3: Planned vs Unplanned]

Planned / Unplanned

Labels separating work selected at Planning from work pulled in later. [Part 3: Labels]

Quality Report

The report reviewed at every daily huddle that flags Stories breaking the quality rules, by severity. [Part 3: Story Quality]

Queue Length

Weeks of estimated Backlog at Plannable Velocity, variability included. Team limit: 8 weeks. [Part 3: Backlog Health]

Raw Velocity

Total points (Planned + Unplanned) a team completes per Iteration; the displacement-rule ceiling. [Part 3: The Displacement Rule]

Ready

The workflow state for a Story that meets the Definition of Ready and may be pulled into an Iteration. [Part 3: Story Workflow States]

Reference Story

A placeholder Story tracking another department’s initiative so small requests inherit its priority. [Part 3: Reference Stories]

Release

The custom field naming the release a Story shipped in (a specific release or NA); set at Accepted. [Part 3]

Retro Action

The Story a retrospective produces; every retrospective must produce at least one. [Part 3: Team Retrospectives]

Story

The unit of work (Feature, Bug, or Chore): a change to the product’s specification. [Part 3: Stories]

Sub-task

A well-formed child Story parked on a Backlog Huge Story; never enters an Iteration directly. [Part 3: Sub-tasks]

Traveler

A Builder who joins another team for one full Iteration. [Part 3: Daily Huddles]

Value Stream

A team-of-teams that delivers value to end users, with its own Owner and Backlog. [Part 2]

VSO / PM

Value Stream Owner (owns the Value Stream Backlog) / Product Manager (drives refinement, supports UAT). [Part 2]

Waiting for UAT

The state for Stories that already meet the DoD and await final acceptance. We intend to eliminate it. [Part 3: Story Workflow States]

WIP

Work in process, limited per Builder and per team so finishing beats starting. [Part 3: WIP Limits]

Sources and Further Reading

The load-bearing claims in this handbook trace to the following sources, cited in place throughout:

Book titles link to Amazon; as an Amazon Associate I earn from qualifying purchases.