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A short history of software projects. Why the big ones run late

Fifty years of evidence on why software projects run late and over budget: Fred Brooks and The Mythical Man-Month, Barry Boehm's cost research and spiral model, Takeuchi and Nonaka's rugby team, the 1994 CHAOS report, the Agile Manifesto, Covey's speed of trust, and how waterfall, iterative, Scrum and Kanban differ. What each found, with sources, and what it means for an office project today.

By Miguel GutierrezCo-founder, Peekgentic · Dallas
· 15 min read
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Fifty years of research on why software projects run late, and what works better.Peekgentic

In brief

Big software projects have run late for as long as there has been software, and the research says why. Adding people to a late project makes it later (Fred Brooks, 1975). Cost grows faster than size (Barry Boehm, 1981). Teams that work together from start to finish beat teams that hand work down a line (Takeuchi and Nonaka, 1986). And in 1994, a survey of 8,380 projects found only 16.2% finished on time and on budget. The fix the field settled on is the same one in every case: small teams, small steps, working software early.

  • Brooks, 1975: adding people to a late software project makes it later.
  • Boehm, 1981: software effort grows faster than size; bigger projects cost more per unit.
  • Takeuchi and Nonaka, 1986: one team working together beats a relay of hand-offs; the source of the name Scrum.
  • CHAOS, 1994: 16.2% of 8,380 projects succeeded; 9% at large companies. Treat the exact numbers with care.
  • Agile Manifesto, 2001: people, working software, collaboration and change over process, documents, contracts and plans.
  • Covey, 2006: when trust goes up, speed goes up and cost goes down.
  • For an office project: start with one process, show working software early, grow in steps.

Why this history matters

If you run a company and someone pitches you a software project, you are betting on something with a famously bad record. That's not a sales line. It's what fifty years of research on software projects found, again and again. The good news is that the same research explains why, and what works better. This is a short tour of the six ideas that shaped how software gets built today, in the order they arrived.

Six ideas, in the order they arrived

Each one answered a problem the one before it found.

  1. 1975BrooksMore people make a late project later
  2. 1981BoehmCost grows faster than size
  3. 1986Takeuchi and NonakaOne team, not a relay of hand-offs
  4. 1994CHAOS report16.2% of projects succeed
  5. 2001Agile ManifestoPeople, working software, change
  6. 2006CoveyTrust up, speed up, cost down

1975: Fred Brooks and the mythical man-month

At IBM, Fred Brooks managed the development of OS/360, the operating system for the company's System/360 computers. In 1975 he wrote up what he learned in a book of essays, The Mythical Man-Month (Addison-Wesley). Its best-known line is now called Brooks's law:

"Adding manpower to a late software project makes it later." (Fred Brooks, 1975)

The title names the mistake. A "man-month" treats people and months as if they can be swapped: if one person needs ten months, ten people should need one. Brooks argued that this only works for tasks that can be split up with no talking between the people doing them. Software isn't like that. Three reasons are usually given:

  1. Ramp-up. New people aren't productive on day one, and the people who train them stop doing their own work to do it.
  2. Communication. Every new person adds new conversations. The number of pairs in a group grows much faster than the group: 5 people have 10 possible pairs, 10 people have 45, and 15 people have 105. (Brooks's formula is n(n − 1)/2. At 50 people it's 1,225.)
  3. Some work can't be split. Brooks's own example: nine women can't make a baby in one month.

Every person you add talks to everyone already there

Each line is a pair of people who may need to coordinate. Brooks's formula: n(n − 1)/2.

10 lines5 people
45 lines10 people
  1. 3 people3
  2. 5 people10
  3. 10 people45
  4. 15 peopleThree times the team of 5, ten times the pairs105

Source: Fred Brooks, The Mythical Man-Month (1975), group intercommunication formula. Peekgentic chart.

Brooks himself called the law an "outrageous oversimplification," and later writers have pointed out the limits. It applies to projects that are already late. Adding people early, or adding someone who already knows the system, can help. But the core point has held up: past a certain size, more people mostly means more coordination, not more progress.

1981: Barry Boehm and the cost of size

Brooks wrote from experience. Barry Boehm went after the same problem with data. His 1981 book Software Engineering Economics (Prentice-Hall) introduced COCOMO, a model that estimates the effort a project will take from its size, fitted to records of real projects.

The important detail is one number in the formula: the exponent on size. In COCOMO, effort grows with size raised to a power above 1, from 1.05 for small, familiar projects up to 1.20 for large, tightly constrained ones. A power above 1 means a project twice as big takes more than twice the effort. Economists call this a diseconomy of scale. Building in a factory gets cheaper per unit as volume grows. In Boehm's data, building software got more expensive per unit as projects grew, for the same reasons Brooks gave: more people, more coordination, more chances for pieces not to fit.

Make the project 10 times bigger, and effort grows more than 10 times

Effort multiplier for a project 10 times the size, using the size exponents in Boehm's COCOMO model (10 raised to 1.05, 1.12 and 1.20).

  1. If effort grew evenlyExponent 1.0010.0×
  2. Small, familiar projectCOCOMO "organic," exponent 1.0511.2×
  3. In-between projectCOCOMO "semi-detached," exponent 1.1213.2×
  4. Large, tightly constrainedCOCOMO "embedded," exponent 1.2015.8×

Source: Barry Boehm, Software Engineering Economics (1981), basic COCOMO exponents as listed on Wikipedia. Multipliers calculated by Peekgentic.

Boehm's second big contribution came in 1986 and 1988 with the spiral model. It was a reply to the "waterfall" way of working, where a project moves once through requirements, design, building and testing, and nobody sees working software until the end. Boehm proposed going around in loops instead. Each loop starts by asking what is most likely to go wrong, builds just enough (often a prototype) to find out, and lets the customer review it before the next loop. Risk gets handled early, while it's still cheap to change course.

One pass vs many loops

Waterfall moves through each step once. Boehm's spiral repeats a short loop, and each loop ends with something the customer can see.

RequirementsDesignBuildTestLaunchWorking software only at the very endWaterfallone pass
1 Biggest risk2 Build a little3 Customer reviews4 Plan next loopSpiralBoehm, 1986 and 1988

Simplified from Barry Boehm, A Spiral Model of Software Development and Enhancement. Peekgentic diagram.

1986: Takeuchi and Nonaka's rugby team

The same year Boehm first published the spiral model, two professors at Hitotsubashi University in Japan, Hirotaka Takeuchi and Ikujiro Nonaka, published "The New New Product Development Game" in the January–February 1986 Harvard Business Review. They weren't writing about software. They studied how companies including Fuji-Xerox, Canon, Honda, NEC, Epson, Brother, 3M, Xerox and Hewlett-Packard developed new products quickly.

They described two ways of working. In the old way, the project "moved like a relay race," with one group of specialists "passing the baton to the next group": marketing, then research, then engineering, then production. In the new way, "as in rugby, the ball gets passed within the team as it moves as a unit up the field." One team, made of people from every function, works together from start to finish, and the phases overlap instead of waiting on each other.

Relay race vs rugby

The six phases Takeuchi and Nonaka name, run one after another, overlapped at the edges, or overlapped across several phases by one team. Overlap moves the finish line in.

Relay race: one phase after anotherConceptFeasibilityDesignDevelopmentPilotProductiondoneOverlap at the bordersConceptFeasibilityDesignDevelopmentPilotProductiondoneRugby: one team, phases overlapConceptFeasibilityDesignDevelopmentPilotProductiondone

Redrawn from Takeuchi and Nonaka, The New New Product Development Game, Harvard Business Review, January 1986 ("Sequential (A) vs. overlapping (B and C) phases of development"). Peekgentic diagram.

They listed six traits of these teams: built-in instability (a hard goal with freedom on how to reach it), self-organizing project teams, overlapping development phases, "multilearning," subtle control, and organizational transfer of learning. Their example from Fuji-Xerox: the FX-3500 copier team cut development time from 38 months for an earlier model to 29 months.

Fuji-Xerox: development time, in months

The FX-3500 copier team overlapped its phases and brought suppliers in from the start.

  1. Earlier model38
  2. FX-35009 months sooner29

Source: Takeuchi and Nonaka, Harvard Business Review, January 1986.

One section of the article is titled "Moving the Scrum Downfield." In the early 1990s, Ken Schwaber and Jeff Sutherland developed a way of running software teams in short cycles and named it Scrum. They first presented it together at the OOPSLA conference in 1995, according to The Scrum Guide, and Takeuchi and Nonaka's article is widely credited as its starting point. Scrum work happens in sprints, fixed cycles of one month or less, each meant to end with something usable.

1994: the CHAOS report puts numbers on it

By the 1990s, companies were spending heavily on software and many projects were failing. In 1994 the Standish Group, a research firm, published the first CHAOS report. It surveyed 365 IT executives about 8,380 software projects at U.S. companies of every size. It estimated that U.S. companies and government agencies were spending about $250 billion a year on software development. The headline numbers:

What happened to 8,380 software projects

Standish Group CHAOS survey of 365 IT executives at U.S. companies, 1994.

16.2%52.7%31.1%
Successful: on time, on budget, all featuresChallenged: late, over budget or missing featuresCancelled

Source: The Standish Group, The CHAOS Report (1994).

According to the report, the challenged and cancelled projects cost on average 189% of their original estimates and took 222% of their original time estimates. On average they delivered only 61% of the features first specified.

The challenged and cancelled projects, on average

Compared with their own original estimates and specifications.

189%of the original cost estimate
222%of the original time estimate
61%of the features first specified

Source: The Standish Group, The CHAOS Report (1994).

Size mattered, just as Brooks and Boehm predicted. At large companies (over $500 million in revenue a year), only 9% of projects succeeded, and finished projects delivered about 42% of the features first planned. Medium companies succeeded 16.2% of the time and small companies 28%. For 1995, the report estimated $81 billion would be spent on software projects that were cancelled and another $59 billion on overruns. It pointed to the new Denver airport, where the failure to deliver working software to handle baggage was costing the city $1.1 million a day.

The bigger the company, the worse the odds

Share of projects finished on time and on budget, by company size (annual revenue).

  1. Small$100 million to $200 million28%
  2. Medium$200 million to $500 million16.2%
  3. LargeOver $500 million9%

Source: The Standish Group, The CHAOS Report (1994).

The report also asked what successful projects had in common. The top factors were user involvement (15.9% of answers) and executive management support (13.9%). Further down the list was "smaller project milestones": breaking the work into smaller pieces.

2001: the Agile Manifesto

In February 2001, seventeen software developers met at the Snowbird ski resort in Utah, among them Ken Schwaber and Jeff Sutherland. They signed a short statement called the Manifesto for Agile Software Development. It pulled the lessons of the previous 25 years into four lines:

The four values of the Agile Manifesto

"While there is value in the items on the right, we value the items on the left more."

Individuals and interactionsoverprocesses and tools
Working softwareovercomprehensive documentation
Customer collaborationovercontract negotiation
Responding to changeoverfollowing a plan

Source: Manifesto for Agile Software Development, agilemanifesto.org (2001).

It ends: "That is, while there is value in the items on the right, we value the items on the left more." Each line answers something earlier in this story. Small teams that talk to each other, not bigger teams with more process (Brooks). Software you can use early, so you find problems while they're cheap (Boehm's spiral). The customer working with the team throughout (Takeuchi and Nonaka, and the CHAOS report's top success factor). And a plan that changes when you learn something, instead of a fixed plan that delivers 61% of what was promised.

2006: Stephen M.R. Covey and the speed of trust

The last idea comes from outside software. In 2006, Stephen M.R. Covey, with Rebecca R. Merrill, published The Speed of Trust: The One Thing That Changes Everything (Simon & Schuster). His argument is that trust is not a soft extra. It is an economic factor you can see in time and money. As the publisher-authorized summary puts it, "when trust goes down, speed goes down and cost goes up," and when trust goes up, speed goes up and cost goes down. Covey calls the extra cost of low trust a "trust tax" and the payoff of high trust a "trust dividend."

One of his examples: Warren Buffett bought McLane Distribution from Wal-Mart on the basis of a two-hour meeting. Because of the high trust between the two sides, the deal took less than a month and avoided the usual months of due diligence and millions in fees for attorneys.

Covey's trust math

"Trust always affects two outcomes: speed and cost."

Trust ↓Speed goes down, cost goes up. His examples: airport security after 9/11, Sarbanes-Oxley compliance.
Trust ↑Speed goes up, cost goes down. His example: Warren Buffett's purchase of McLane Distribution from Wal-Mart, agreed in a two-hour meeting and done in less than a month.

Source: Stephen M.R. Covey with Rebecca R. Merrill, The Speed of Trust (Simon & Schuster, 2006), via the publisher-authorized Soundview Executive Book Summary, November 2006.

Covey's point explains why the Agile Manifesto's third line, customer collaboration over contract negotiation, works. A project where every change needs a renegotiated contract pays the trust tax on every step. A project where the customer and the team trust each other can change course in a conversation. It's also why the small first step matters: it's the fastest way for a customer and a builder to earn each other's trust before the bigger bets.

A fair warning about the numbers

The CHAOS report is the most quoted statistic in this story, and it has real critics. In 2006, Magne Jørgensen and Kjetil Moløkken-Østvold of Simula Research Laboratory reviewed the 1994 report. Every other survey of the same period they could find put the average cost overrun at about 30%, not 189%, and those surveys had been through scientific review. When they asked the Standish Group how projects were selected, the answer, in their words, was that sharing it "would be like giving away their business for free." They also found the number quoted two different ways, as a "189% cost overrun" and as "189% of original estimate," which is an overrun of 89%.

How big were the cost overruns, really?

The CHAOS figure as it is usually quoted, against the average from the other surveys of the same period that Jørgensen and Moløkken reviewed.

  1. CHAOS 1994, as usually quoted"189% cost overrun," challenged projects only189%
  2. Other surveys of the periodPeer-reviewed, average~30%

Source: Jørgensen and Moløkken, How Large Are Software Cost Overruns? A Review of the 1994 CHAOS Report, Simula Research Laboratory (2006).

So treat the exact percentages with care. The direction, though, is backed by every other source here: big, long, all-at-once projects fail more often than small ones. The researchers disagree about how bad it was, not about which way it points.

Waterfall, iterative, Scrum and Kanban: what's the difference?

These four names come up whenever someone pitches a software project, and they're often used loosely. Here's what each one means.

Waterfall is the one-pass approach: write all the requirements, then design, then build, then test, then deliver. It's usually traced to Winston Royce's 1970 paper "Managing the Development of Large Software Systems." But as Craig Larman and Victor Basili point out in their 2003 history in IEEE Computer, many people incorrectly read Royce's paper as a model for single-pass waterfall. Royce actually recommended doing it twice, so that the version delivered to the customer is really the second one, and suggested a 30-month project might start with a 10-month pilot.

Iterative and incremental development builds the system in repeated cycles, each one adding a working piece the customer can review. It's older than most people think. Larman and Basili trace it to the 1950s X-15 hypersonic jet program and to NASA's early-1960s Project Mercury, which ran its software in very short, time-boxed iterations of half a day. Boehm's spiral model, above, is one form of it.

Scrum is a specific way of running iterative work. The Scrum Guide calls it "a lightweight framework." Work happens in sprints of one month or less, a team of one Product Owner, one Scrum Master and Developers runs it, and each sprint has four set meetings: Sprint Planning, the Daily Scrum, the Sprint Review and the Sprint Retrospective.

Kanban skips sprints altogether. Kanban University's Official Kanban Guide describes it as a management method, "not a methodology nor a process framework," that you apply on top of the way you already work. Its roots are in lean manufacturing, and the method was set out by David J. Anderson in his 2010 book Kanban: Successful Evolutionary Change for Your Technology Business. The core practices are to make the work visible (usually on a board), limit how much is in progress at once, manage the flow, make the rules explicit, and improve through small experiments. It prescribes no roles and no fixed cycles.

Four ways to run a project, side by side

Simplified. Most real teams mix them.

WaterfallIterative and incrementalScrumKanban
How work movesOne pass: requirements, design, build, test, deliverRepeated cycles, each adding a working pieceFixed sprints of one month or lessA continuous flow of items, pulled one at a time
Working softwareAt the endAfter every cycleAt the end of every sprintWhenever an item is done
PlanningAll up frontEach cycleEach sprint, from a ranked listContinuously, as slots free up
Changing courseHard and expensive once building startsAt the next cycleAt the next sprintAny time, for work not yet started
RolesSpecialists hand off by phaseNone requiredProduct Owner, Scrum Master, DevelopersNone required; keeps your current roles
The key ruleFinish each phase before the nextBuild, get feedback, repeatFixed-length sprints and four set meetingsLimit work in progress
Best fitWell-understood work that won't changeNew systems with unknownsA dedicated team building one productA steady stream of requests, like support or operations

Sources: Larman and Basili, IEEE Computer (2003); The Scrum Guide (2020); Kanban University, The Official Kanban Guide. Peekgentic summary.

When do you see working software?

Each diamond is a point where the customer can use something real. Simplified; real projects vary.

starttime →WaterfallIterativeScrumKanban

Peekgentic diagram, based on the sources in this section.

A Kanban board, the simplest version

Work is visible, and the "Doing" column has a limit. When something finishes, the next item is pulled in.

To doInvoice matchQuote formWeekly reportInbox sortDoing (limit 2)PO readerShip noticeDoneOrder exportPrice listnew work is pulled in only when a slot frees up

Peekgentic diagram. Practices from Kanban University, The Official Kanban Guide.

None of these is right for everything. Waterfall still fits work that is well understood and won't change. Scrum suits a dedicated team building one product. Kanban suits a steady stream of requests, which describes a lot of office work. What the history in this article argues against is the big single pass, where nobody sees working software until the end. Our own approach is iterative and incremental: one desk at a time, delivered in phases, each one in use before the next begins.

What this means for an office project today

Most of this research was done on very large projects at very large companies. A mid-size manufacturer or distributor automating its order desk is a much smaller job. But the same forces show up at any size: a big plan written before anyone sees working software, a long wait for one big launch, and the people who do the work kept out of it until the end.

What the history suggests, in plain terms:

  1. Start with one process, not the whole office. A small first step keeps the team small and the coordination simple, and you find out quickly whether the approach works.
  2. Get working software in front of the people who do the job, early. Real orders and real exceptions teach more than a requirements document.
  3. Keep the people doing the work involved throughout. In the CHAOS survey, user involvement was the top success factor.
  4. Grow in steps. Once the first piece works, add the next one on the same foundation. Each one goes faster than the last.
  5. Be suspicious of a fix that adds people to a late project. Brooks's point still holds. Cut the scope instead.

This is how we work at Peekgentic: one desk first, built on a foundation the next desks reuse, with the person who does the work shaping it. See how we deliver.

Common questions

What is Brooks's law?

Brooks's law is Fred Brooks's observation, from his 1975 book The Mythical Man-Month, that adding manpower to a late software project makes it later. New people need time to get up to speed, every new person adds communication with everyone else, and some work can't be split up. Brooks called it an oversimplification, and it applies to projects that are already late.

What does 'the mythical man-month' mean?

A man-month is a unit that treats people and time as interchangeable: ten people for one month should equal one person for ten months. Brooks argued this is a myth for software, because the people have to coordinate and many tasks can't be divided.

What did the 1994 CHAOS report find?

The Standish Group surveyed 365 IT executives about 8,380 projects. Only 16.2% were completed on time and on budget, 52.7% were finished late, over budget or with fewer features, and 31.1% were cancelled. At large companies only 9% succeeded. Critics, including a 2006 review by Jørgensen and Moløkken-Østvold, argue its overrun figures are too high to be typical.

What is the spiral model?

The spiral model, published by Barry Boehm in 1986 and 1988, is a way of building software in loops instead of one pass. Each loop identifies the biggest risk, builds enough to resolve it, often a prototype, and gets a review before the next loop.

Where does the name Scrum come from?

From rugby, by way of Hirotaka Takeuchi and Ikujiro Nonaka's 1986 Harvard Business Review article The New New Product Development Game. It compared slow relay-race product development to a rugby team moving the ball up the field together, and one of its sections is titled Moving the Scrum Downfield. Ken Schwaber and Jeff Sutherland developed Scrum in the early 1990s and first presented it in 1995.

What are the four values of the Agile Manifesto?

Individuals and interactions over processes and tools; working software over comprehensive documentation; customer collaboration over contract negotiation; and responding to change over following a plan. The 2001 manifesto adds that there is value in the items on the right, but the items on the left are valued more.

What is The Speed of Trust about?

The Speed of Trust, by Stephen M.R. Covey with Rebecca R. Merrill (Simon & Schuster, 2006), argues that trust always affects two outcomes, speed and cost. When trust goes down, speed goes down and cost goes up; when trust goes up, speed goes up and cost goes down. Covey calls these the trust tax and the trust dividend.

What is the difference between waterfall, iterative, Scrum and Kanban?

Waterfall goes through requirements, design, build and test once, with working software only at the end. Iterative and incremental development repeats short cycles, each adding a working piece. Scrum is a framework for iterative work with sprints of one month or less, a Product Owner, a Scrum Master and Developers. Kanban has no sprints or set roles: work flows continuously across a visible board with a limit on how much is in progress at once.

Did Winston Royce invent the waterfall model?

His 1970 paper Managing the Development of Large Software Systems is usually cited as its source, but Larman and Basili (IEEE Computer, 2003) note that many people incorrectly read it as advocating single-pass waterfall. Royce recommended doing it twice, so the version delivered to the customer is really the second one.

Why do large software projects fail more often?

Effort grows faster than size, as Barry Boehm's COCOMO data showed, because bigger projects need more people and more coordination. Long projects also delay the moment anyone sees working software, so mistakes are found late, when they are most expensive to fix.

Sources

  1. Fred Brooks, The Mythical Man-Month: Essays on Software Engineering, Addison-Wesley, 1975 (summary: Wikipedia)
  2. Wikipedia, Brooks's law (reasons and criticism)
  3. Barry Boehm, Software Engineering Economics, Prentice-Hall, 1981 (COCOMO coefficients: Wikipedia, COCOMO)
  4. Barry Boehm, A Spiral Model of Software Development and Enhancement, ACM SIGSOFT Software Engineering Notes 11(4), 1986; IEEE Computer 21(5), 1988
  5. Hirotaka Takeuchi and Ikujiro Nonaka, The New New Product Development Game, Harvard Business Review, January 1986
  6. Ken Schwaber and Jeff Sutherland, The Scrum Guide, 2020
  7. The Standish Group, The CHAOS Report, 1994 (university-hosted copy)
  8. Manifesto for Agile Software Development, 2001
  9. History: The Agile Manifesto (Snowbird, Utah, February 2001)
  10. Stephen M.R. Covey with Rebecca R. Merrill, The Speed of Trust: The One Thing That Changes Everything, Simon & Schuster, 2006 (FranklinCovey book page)
  11. Soundview Executive Book Summaries, The Speed of Trust, November 2006 (summarized by permission of the publisher)
  12. Craig Larman and Victor R. Basili, Iterative and Incremental Development: A Brief History, IEEE Computer, June 2003
  13. Kanban University, The Official Kanban Guide
  14. Magne Jørgensen and Kjetil Moløkken-Østvold, How Large Are Software Cost Overruns? A Review of the 1994 CHAOS Report, Information and Software Technology, 2006

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Published October 20, 2026 · Written by Miguel Gutierrez, Co-Founder, Peekgentic (Dallas, TX). Every statistic links its source.