• A Simple Code Review Workflow in Unfuddle TEN

    Did you know that you can improve your coding and work better as a team by implementing a very simple workflow in your projects? Read more to see how doing code review and using merge requests in your Unfuddle TEN projects will benefit you and your team, both now and in the long-run.


  • You Were Born to Make Stuff

    This week, all the Unfuddle team has gathered from around the globe, in beautiful Vermont autumn, to launch the most significant product of our history as a company: Unfuddle TEN.


  • Sneak Peek at Unfuddle TEN

    Today is the 10 year anniversary of Unfuddle and we're celebrating by sharing with you some of the highlights of the work we have been doing with Unfuddle TEN.


  • 10 Must-Have Apps You Should Have in Your Agile Toolchain

    header image -- must-have agile apps

    At Unfuddle we are a distributed team of several software engineers. As a distributed team, we have some common tools we all share, as well as our own personal list of goto apps. These tools help us in our continuous delivery of features, fixes, and new products.


  • Unfuddle TEN: Addressing Customer Feedback

    Unfuddle TEN development has been going great. And we are getting closer to releasing a roadmap for everyone to see.

    Addressing Customer Feedback

    Before we pull back the covers completely, I want to take the opportunity to address some of the specific concerns that our customers have brought to us — recently and through the years. You have showed up in droves to talk to us about what you really want out of Unfuddle.


  • Project Management at the Speed of Thought

    Over the years we have engaged in many "thought experiments". These are experiments to test principles of project management, and their practical application. We came up with these experiments through talking with our customers, and drawing on our own experiences with running dozens of internal projects over the years.

    Project Management at the Speed of Thought

    You may not have heard of AgilePad, but it was one of our experiments that we launched last year. We launched it with little fanfare. AgilePad came from a single observation we had about our team: Despite so many good project management tools, everyone at Unfuddle still kept a bunch of text files on their desktops with random thoughts and todos for various projects. We asked ourselves, "What if we moved those text files to a collaborative environment, and spiced it up with a little syntactic sugar?"


  • Ten Years and Counting

    Ten Years and Counting

    In 2006, we launched Unfuddle. Things were a little different back then...


  • Living out Loud. Or “Why Teams Fail”.

    Living Out Loud

    At Unfuddle, I have had the privilege of serving countless software development teams, helping them build their best stuff. This has come primarily in the form of developing tools that help them to communicate. It has also come in the form of consulting directly with teams. These roles have put me in a position to see which teams do well and which teams fail.

    Often, we get customers who are looking to Unfuddle as a tool to help solve their communication problems. I am proud to say that it can! But sometimes, teams fail even though they use good tools. Maybe you have the perfectly curated software development stack, the best developers, the end-all-be-all of project management methodologies. But something lacks.


  • The Four Primary Pieces of Project Management

    Getting immersed in big projects requires more than just hard work and elbow grease. For teams to come together and execute something that becomes more than the sum of its parts, it requires a certain dedication, commitment, and strategic vision that runs through every part and parcel of a project. And while project management solutions can help keep teams on task no matter where they may be, they need to address four critically important components to the project management ecosystem: detailed communication, deadlines and shifting priorities, delegation, and downtime.