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Estimation Methods

Estimation methods in IT are the units a team uses to predict how much work something will take: story points, man-days, hours or T-shirt sizes. They are not interchangeable. Each one moves the step that turns effort into a date to a different place and a different person, and each fails in its own recognisable way. The page opens with all four side by side and a table of which one fits which decision, then covers why an honest estimate is a range rather than a number, each unit in depth, six documented estimates that went wrong, and where estimating turns into theatre.

Relative units
Story points · T-shirt
Absolute units
Man-days · hours
An honest estimate
A range and a probability

Four units on one screen

Here is the whole comparison first, because it is what you came for. The four units are usually argued about as if one of them were correct and the others were mistakes. They are not rivals. They measure different things, suit work of different sizes, and hand the job of turning effort into a date to different people. Read the table by row to understand one unit, and by column to see where they really differ.

UnitWhat it measuresTypical scaleFits work of this sizeBecomes a date byCharacteristic failure
Story points (SP)Relative size: volume, complexity and uncertainty together1, 2, 3, 5, 8, 13A backlog item that fits one sprint÷ the team’s measured velocityTurned into a KPI, or into hours
Man-days (MD)Absolute effort: days of one person’s focused work0.5, 1, 2, 5, 10A feature, a phase, a whole quote÷ people × focus factorRead as calendar days; people treated as interchangeable
Hours (h)Absolute effort at the finest grain1, 2, 4, 8A familiar task under two days÷ productive hours per dayFalse precision; the estimate becomes the timesheet
T-shirt sizesA rough class of sizeXS, S, M, L, XLAn epic, a roadmap line, a portfolioEach size mapped to a rangeSizes added up as if they were numbers
Every estimation unit ends up as a date, because a client, a sponsor or a release plan needs one; what differs is where the factor that converts effort into time comes from. With story points it is the velocity the team measured over its last sprints, so it corrects itself every sprint. With man-days and hours it is a focus factor or a number of productive hours somebody assumed before the work began, and it stays wrong until someone checks it against the calendar. T-shirt sizes defer the question to a range the team agreed in writing.

The column that matters most is the fifth. Every estimate is eventually turned into a date, because a client, a sponsor or a release plan needs one. With story points the factor that converts size into time is measured after the fact: it is the velocity the team actually achieved over its last few sprints. With man-days and hours the factor is assumed before the work starts — somebody decides that a day holds six productive hours, or that four people finish four times faster. That single difference explains most of the arguments about which unit is better.

Which unit for which decision

The decisionUnit that fitsWhy
Sprint planning in a Scrum teamStory points, or a count of itemsThe team compares against its own history; the conversion is measured
A quote for a fixed-price contractMan-days, three-point, with a stated rangeThe client pays in money; the risk has to be priced in a unit that converts to it
Time-and-materials billingMan-days or hoursInvoices are in time; the estimate is a budget forecast, not a price
A support ticket or a small fixHours, or no estimate at allSmall, familiar work; a percentile from history forecasts it better
A roadmap for the next yearT-shirt sizes mapped to rangesToo little is known for anything finer to be honest
A delivery forecast for a Kanban teamNo per-item estimate: throughput and cycle-time percentilesThe system’s own history forecasts better than a guess per item
Whether an idea is worth doing at allT-shirt, or an order of magnitude in man-daysThe decision only needs to know whether it is weeks or quarters

An estimate is a range, not a date

The most useful idea about estimation is also the least practised: an estimate is a probability distribution, and the number people say out loud is usually its most optimistic reasonable point. Everything else on this page — which unit, which scale, which ritual — matters less than that.

Three words get mixed up, and the mix-up causes most estimation fights. Steve McConnell separates them in Software Estimation (2006). An estimate is a prediction of how long something will take. A target is a statement of what the business wants — “we need this before the conference in March”. A commitment is a promise to deliver by a date, and it should be made from the estimate, not in place of it. When a manager asks “can you do it by March?”, they are asking whether the estimate supports the target, and the honest answer is a probability, not a yes.

WordWhat it isWho owns itExample
EstimateA prediction, with its uncertaintyThe people doing the work“About 20 days; 85% sure by day 34”
TargetA business wishThe business“Before the March conference”
CommitmentA promise made from the estimateBoth, explicitly“We commit to day 34 and will report on day 10”
Work durations are skewed to the right: a task cannot take less than no time, but it can easily take three times the plan. On such a curve the most likely value, the median and the average are three different numbers, in that order. The number someone says when they picture the work going normally is the most likely value, and with this spread only about three outcomes in ten finish by it. Half finish by the median. A date you can commit to sits further right, at a percentile such as the 85th. The curve is illustrative: a lognormal distribution with a median of 20 days.

Durations of work are skewed to the right. A task cannot finish in less than no time, but it can easily take three times as long as planned, and there are more ways for things to go wrong than to go right. On a skewed distribution the most likely value, the median and the average are three different numbers, in that order. When someone pictures the work going normally and says a number, they are naming the most likely value — which, with a spread like the one in the diagram, is met only about three times in ten.

How precise can it be?

Precision depends on what is known, and at the start very little is. Barry Boehm measured this in 1981, and Steve McConnell later popularised it as the cone of uncertainty: at the first idea, the real effort can land anywhere from a quarter to four times the estimate, and the range narrows as decisions are made. uses a similar ladder for cost — a rough order of magnitude at the start is expected to land within −25% to +75%, a definitive estimate within −5% to +10%.

StageReal effort vs the estimateWhat an honest estimate sounds like
Initial concept0.25× – 4דSomewhere between one and sixteen months”
Approved product definition0.5× – 2דTwo to eight months”
Requirements complete0.67× – 1.5דThree to six months”
UI design complete0.8× – 1.25דThree and a half to five months”
Detailed design complete0.9× – 1.1דAbout four months, give or take two weeks”

Two warnings come with the cone. It is the best case, not the default: Todd Little’s data from Landmark Graphics (IEEE Software, 2006) showed the ratio of actual to estimated duration staying about as wide late in projects as early. The cone narrows only when the team makes decisions that remove variability — cutting scope, settling an architecture, finishing the risky integration — not merely because time passes. And a range narrower than the stage allows is not precision; it is a guess in a suit.

Story points: relative size

A story point is a unit of relative size. The team picks a reference item it has already delivered — a small, well-understood story — calls it a 2 or a 3, and sizes everything else by comparison: this is about twice that one, this is a bit smaller. The number deliberately bundles three things: the volume of work, its complexity and the uncertainty about it. A dull but large data migration and a small change to code nobody understands can both be an 8.

The unit is abstract on purpose. People are poor at predicting absolute durations and good at comparing two things side by side, and a relative scale uses the skill they have. It also cannot be read as a promise: three points is not three days for anyone, so nobody outside the team can hold the team to it as if it were.

Why the scale has gaps

Most teams use a modified Fibonacci sequence — 1, 2, 3, 5, 8, 13, 20, 40, 100 — often with a ½, a 0 and a “?” card. The gaps grow because precision should fall as size grows. The difference between a 2 and a 3 is visible; the difference between a 13 and a 14 is not, and a scale that offered 14 would start an argument nobody can win. Mike Cohn, whose Agile Estimating and Planning (2005) spread this sequence, explains it with Weber’s law from psychology: we perceive differences as percentages, not as absolute amounts, so the steps should be roughly proportional too.

Anything at 20 or above is not an estimate but a signal. The item is too large or too unclear to size, and the right response is to split it, or to run a spike — a short, time-boxed investigation — and estimate again afterwards.

Planning poker, step by step

Planning poker was described by James Grenning in 2002 and popularised by Mike Cohn’s 2005 book. Its value is not the number it produces. It is that it makes disagreement visible before the work starts, while disagreement is still cheap.

  1. 1.One round of planning poker

    1. The reads the item and answers questions. Nobody estimates yet.
    2. Everyone picks a card privately.
    3. All cards are turned over at once, so nobody anchors on the first voice.
    4. The highest and the lowest explain their reasoning — they usually know something the others do not.
    5. Vote again. Stop when the cards are close; if two neighbouring values remain, take the larger and move on.
    6. Time-box it: an item that does not converge in two or three rounds needs splitting or a spike, not a fourth vote.

There is evidence for why this works. In 2008 Kjetil Moløkken-Østvold, Nils Christian Haugen and Hans Christian Benestad studied a Norwegian software company and found that estimates reached in planning poker were less optimistic, and more accurate, than the average of the same people’s individual estimates for the same tasks. The discussion finds the work somebody forgot. The Scrum page describes the same effect from the other side: a 2 and a 13 on one item are not an arithmetic disagreement but two different understandings of the task.

From points to a date

Points become a date through velocity: the points the team actually completes per sprint, measured over its last three to six sprints. Forecast with the range, not the average. If the last six sprints delivered between 24 and 35 points and 180 points remain, the honest answer is “between six and eight sprints”. Saying “seven” throws away the most useful part of what you know.

Where points came from, and the second thoughts

Story points came out of , on the Chrysler C3 payroll project in the late 1990s. Ron Jeffries has described how. The team first estimated in “ideal days” — how long a pair would take if nobody interrupted them — and multiplied by a load factor of about three to get real time, so a story of three ideal days took about nine. Explaining why an ideal day took three real ones confused everybody, so they started calling ideal days simply points. In 2019 Jeffries wrote: “I may have invented story points, and if I did, I’m sorry now.” His objection is not to relative sizing. It is to what organisations did with it: velocity charts compared across teams, and points demanded as output.

The fifth option: stop estimating and count

Jeffries now recommends what the #NoEstimates movement, started by Woody Zuill around 2012, has argued all along: slice every item small enough to finish in a day or two, then forecast by counting items instead of adding points. Once items are consistently small, their count predicts almost as well as their sum, and the hour spent arguing a 3 against a 5 goes back into splitting. It is not the absence of forecasting. It is forecasting from throughput — the method the Kanban page describes with percentiles and — and Siemens Health Services’ 2012 switch, with its numbers, is on the Scrumban page.

Man-days: effort in people’s time

A man-day (MD), also called a person-day, is one day of one person’s work, usually counted as eight hours. It is an absolute unit of effort, and in service companies it is the unit money is counted in: a quote, a fixed-price bid, a rate card and a time-and-materials invoice are all in man-days or their bigger siblings. A man-month is conventionally around 20–21 working days, or about 160–168 hours, depending on the country and the contract.

The first trap is that effort is not duration. Twenty man-days is not four working weeks for one person, nor two weeks for two. It is twenty days of focused work, which somebody still has to spread across a calendar full of meetings, reviews, holidays and support duty. Teams handle this with a focus factor — the share of a working day that goes to the planned work. The number is a local measurement, not a law. A team that assumes 0.8 and actually runs at 0.6 is a third late before a single line of code misbehaves.

Twenty man-days, assuming…CalculationOn the calendar
One person, every hour on the task (fiction)20 ÷ 1 ÷ 1.020 working days
One person, focus factor 0.720 ÷ 1 ÷ 0.7≈ 29 working days
Two people, 0.7, perfectly divisible work20 ÷ 2 ÷ 0.7≈ 14 working days
Two people, one dependency between them—past 14, and nobody knows how far

Why people are not interchangeable

The second trap is subtler, and it has a name. Fred Brooks managed IBM’s OS/360 and wrote The Mythical Man-Month (1975) about what he learned. The man-month treats people and months as interchangeable, he argued, and they are interchangeable only for work that can be split without anyone needing to talk to anyone else. Software is the opposite. Every person added must be brought up to speed by someone who already knows the system, and every pair of people is one more line of communication.

Lines of communication grow as n(n−1)/2: three people have three, six have fifteen, twelve have sixty-six. Doubling a team from three to six multiplies the lines by five. A man-day estimate assumes people are interchangeable, and they are only interchangeable for work that needs nobody to talk to anybody. In software every new person has to be brought up to speed by someone who already knows the system, which is why Fred Brooks concluded that adding people to a late project makes it later.

The number of lines grows as n(n−1)/2: three people have three, six have fifteen, twelve have sixty-six. Brooks’s law follows from it — adding people to a late software project makes it later, because the newcomers spend the time of the people who know the system before they contribute any of their own. In the 1995 anniversary edition Brooks admitted the law was an outrageous simplification and stood by it anyway, as “the best zeroth-order approximation of truth”. For a man-day estimate the lesson is concrete: the MD total does not tell you the calendar, and more people shorten it less than the arithmetic promises.

Three numbers instead of one

The standard correction for a single optimistic number is to ask for three: optimistic (O), most likely (M) and pessimistic (P). PERT, developed for the US Navy’s Polaris programme in 1958, combines them as (O + 4M + P) ÷ 6, with a spread of roughly (P − O) ÷ 6. The formula matters less than the question it forces. “And what would the bad week look like?” is the question single-number estimation never asks.

TaskOMPPERT, MDSpread
Payment integration35136.0±1.7
Admin reports4686.0±0.7
Data migration5103012.5±4.2

Read the table twice. The three most likely values add up to 21 man-days; the expected total is 24.5, and the difference is the long right-hand tail showing through. And the first two tasks have the same expected value of 6.0 while carrying very different risk: the reports will almost certainly take a week, the payment integration might take nearly three. A single number would have made them look identical.

Hours: the finest grain

Hours are man-days at a finer grain, and they are the right unit for one kind of work: small, familiar tasks that take less than a couple of days. Splitting a sprint item into tasks of two to six hours, fixing a known kind of bug, an operations ticket — at that size an engineer’s estimate in hours is usually decent, because they did the same thing recently and can picture every step.

Above that size hours become false precision. An estimate of 340 hours for a feature claims to be accurate to about one percent, on something whose real range at that stage is a factor of two. The number is not more accurate than “about two months”; it only looks it, and anybody who adds it into a plan inherits a precision that never existed.

Four laws that eat hour estimates

LawFromWhat it does to an estimate
Parkinson’s lawC. Northcote Parkinson, The Economist, 1955Work expands to fill the time available — a padded estimate is spent, not saved
Student syndromeEliyahu Goldratt, Critical Chain, 1997With slack in hand, people start late; the buffer is gone before the work begins
Hofstadter’s lawDouglas Hofstadter, Gödel, Escher, Bach, 1979It always takes longer than you expect, even when you take this law into account
The ninety-ninety ruleTom Cargill, Bell Labs; printed by Jon Bentley, 1985The first 90% of the code takes 90% of the time; the last 10% takes the other 90%

Together they explain a result that surprises new managers: adding a safety margin to every task makes projects later, not safer. Each task’s margin is consumed locally, by Parkinson and by the student syndrome, and no task ever gives time back — a task finished early is simply handed over later. Goldratt’s answer in Critical Chain is to strip the margin from individual tasks and hold it as one shared project buffer, spent visibly and only when something actually needs it.

T-shirt sizes: order of magnitude

T-shirt sizing puts items into a handful of classes — XS, S, M, L, XL — instead of giving them numbers. It is the coarsest of the four units, and that is its purpose: it is for the stage where anything finer would be invented. Roadmap lines, , a portfolio of candidate projects, a first conversation with a client about what something might cost.

It is also fast. In affinity estimation, a team lays forty or fifty items on a wall and silently sorts them into columns by size, then discusses only the items people keep moving. A backlog that would take a day of planning poker is sized in an hour, to exactly the precision the stage deserves.

Every size must mean a range

The step teams skip is the one that makes sizes useful: agreeing, in writing, what each size means in a real unit. Without it one person’s L is another’s M, and the sizes carry no information to anyone outside the room. The ranges below are an example for one team; yours will differ, and they should be wide.

SizeMeans (one team, example)What to do with it
XSUnder 2 daysJust do it; no planning needed
S2 days – 2 weeksFits a sprint
M2 – 6 weeksPlan it; slice it before starting
L1 – 3 monthsSlice it before any commitment
XLMore than a quarterNot an estimate: split it, or run discovery first

The ranges roughly double or triple at each step, for the same reason the Fibonacci scale has gaps: an honest size gets less precise as it gets bigger. And XL is deliberately not a size at all. It is the label for “we do not know enough yet”, and the useful response to it is work that finds out, not a bigger number.

Six estimates and what they missed

These are worth knowing because each one is documented in public — by the organisation it happened to, in a peer-reviewed study, or in the book its author wrote about it — and because each one shows a different way an estimate goes wrong. None of them is a story about lazy people.

CaseWhat happenedWhat it teaches
Word for Windows 1.0, 1984–89Scheduled for about a year; shipped more than five years after the startA schedule set by pressure is a target, not an estimate
The thesis study, 1994Average estimate 33.9 days, worst case 48.6, actual 55.5Your own worst case is not pessimistic enough — use history
The anchoring study, 2004The same task estimated far higher by those told “1,000 hours” than by those told “50”Keep the client’s number away from the estimators
Flyvbjerg and Budzier, 20111,471 IT projects: average cost overrun 27%; one in six overran cost by 200% and schedule by almost 70%The average hides the tail, and the tail is what kills projects
Landmark Graphics, 2006Actual-to-estimate ratios stayed as wide late in projects as earlyThe cone narrows only when decisions remove variability
OS/360 and Brooks, 1975People added to a late project made it laterMan-days are not interchangeable

Where estimation turns into theatre

Estimation is easy to perform without doing. The numbers look like data, the ceremonies look like diligence, and nothing about a well-filled estimate field says whether it changed a single decision. The diagram shows the most common shape of the theatre.

An illustration of what happens when velocity becomes a target. Up to sprint four, velocity and the work that actually reaches users move together. From the moment velocity is made a KPI it climbs by about three quarters, while delivery stays where it was. Nobody has to lie for this to happen: velocity is produced by the team’s own estimates, so the cheapest way to raise it is for a three to start feeling like a five. When a measure becomes a target, it ceases to be a good measure.

The chart is illustrative, but the mechanism is not. is the team’s own number, produced by the team’s own estimates. Make it a target and the cheapest way to raise it is to estimate bigger — nobody has to lie, the 3s simply start to feel like 5s. It is in its usual form: when a measure becomes a target, it ceases to be a good measure. The other shapes are variations on the same theme.

  • Points converted to hours in the tracker, then reported upward as if they were hours.
  • Velocity compared across teams, or written into a performance review.
  • The estimate negotiated down in the meeting — “could it be a 3?” — so the plan fits the date.
  • Every item estimated, including the half of the backlog that will never be built.
  • Finished items re-estimated upward so the sprint “hits” its number.
  • A single date promised to the client from a range the team gave with a caveat nobody forwarded.
  • Hour estimates compared with logged hours, person by person.

And the honest limit. No unit fixes the thing that makes software estimates wrong: the work is only fully known once it is done. Estimation reduces the error in the part you understand; it does nothing for the part nobody has imagined yet, and in Flyvbjerg’s data that part is where projects die. The controls for it are not estimation techniques. They are small batches, so a wrong estimate costs a week rather than a quarter; the riskiest piece delivered first, so the surprise arrives while there is still time to act on it; and a forecast re-made every sprint from what actually happened, instead of defended from what was said in month one.

When to use it

Use it when

  • A client, a contract or a budget needs a number before the work starts — give it as a range.
  • Two options differ in cost enough to change which one you choose.
  • The team has to forecast what fits into a sprint or a release.
  • A roadmap needs an order: weeks or quarters is enough to sequence it.
  • The work is new to the team, and a three-point estimate shows what nobody understands yet.

Avoid it when

  • Work already sliced to a day or two — count items and forecast from throughput.
  • As a productivity measure, of a person or across teams.
  • Items that will not be built this quarter — the estimate is stale before anyone uses it.
  • When the date is fixed and scope is the variable — estimate what fits, not how long everything takes.

Sources and method

What this page stands on

  • 14 sources
  • 1 documented failure
  • Checked October 13, 2026

The failures this page learns from

Word for Windows, in “Six estimates and what they missed”
  • PostmortemOpus Development Postmortem (Word for Windows 1.0)Microsoft · 1989

Researched with Claude. Finding and cross-checking the primary sources was done with Claude (Anthropic). Selection, writing and fact-checking: the Anatomy of IT Product editors.

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