Impact-Effort Matrix

Rate options by value and effort, then start with the quick wins.

Use it whenyou have more ideas than time and need an order of work.

Origin
Lean and quality improvement practice
Time
15 to 30 min
Works
Solo or group
Loading the workspace
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Abstract

When the list of ideas is long, whatever is loudest or most recent tends to get done first. This matrix asks two plainer questions about each option: how much would it help, and how much work would it take?

Those two answers split the list into four groups. Quick wins give a lot for little effort. Major projects give a lot but need planning. Fill-ins are small and cheap. Thankless tasks cost a lot and return little, so they're usually worth dropping.

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Method

  1. 01

    Name the goal

    Impact only means something against a goal, so write down what you're trying to improve before you score anything.

  2. 02

    List the options

    Collect the tasks or ideas competing for your time. Make each one concrete enough to estimate.

  3. 03

    Estimate impact

    For each option, judge how much it would move the goal. Comparing options with each other is easier than using an absolute scale.

  4. 04

    Estimate effort

    Judge how much time and money each option would take. Ask the people who'd do the work.

  5. 05

    Pick an order

    Do the quick wins first and plan the major projects properly. Keep fill-ins for spare moments and question every thankless task.

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When to use it

  • Your backlog is too long to do everything on it.
  • A team needs a visible way to agree on what comes next.
  • You want to find cheap improvements before committing to a big project.
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Common pitfalls

  • Scoring without a goal. Impact drifts toward whatever sounds exciting.
  • Underestimating effort. Most work takes longer than it looks, so some quick wins turn out to be major projects.
  • Doing only quick wins. They feel productive, but the big projects often hold most of the value.
  • Treating the positions as precise. They're rough judgements meant to start a discussion.
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Origin and references

Attributed to Lean and quality improvement practice.

  1. Gray, D., Brown, S., & Macanufo, J. (2010). Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers. O'Reilly Media.
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