Building software products for start-ups and small companies
This page introduces the basics of building software products, focusing on early-stage decisions, common mistakes, and how to work effectively with technical partners.
Purpose of this page
This page is for founders and early teams who need to build software but are not sure where to start. It explains the choices that matter early, how to think about cost and risk, and when to get help. It does not teach you to code or walk through specific tools.
Contents
- Proof of concept vs demo vs MVP
- Build vs buy vs no‑code
- Where to start
- Roadmaps and project management
- Cost, timelines, and expectations
- Product and technical decisions that matter early
- Language, framework, and architecture choices
- Process and quality
- Red flags and common mistakes
- When to pause and get help
Proof of concept vs demo vs MVP
These terms are often used interchangeably, but they are different:
- A proof of concept answers the technical question: can this work at all
- A demo is designed to show the idea convincingly, even if parts are mocked
- An MVP delivers real value to real users, even if it is minimal
A proof of concept is where experiments happen. You test the parts that are genuinely unknown or hard, such as new algorithms or complex integrations between systems. In today’s AI‑heavy world, this is often where you test whether an AI model can actually perform a task you want it to do. The lessons from a proof of concept might inform an MVP, but you should not expect to turn a proof of concept into production code.
A demo is similar, but the goal is usability and communication. It is a visual proof of concept, often used to show investors, customers, or the wider world what you intend to build. It should be convincing, but it does not need to be robust. Do not expect to turn a demo into an MVP.
An MVP is the smallest product that delivers real value to a specific subset of your target audience. It does not have to meet 100% of your users’ needs, and it does not have to serve everyone. If it delivers real value to some people, it can be a success. An MVP should have a roadmap toward a fuller product, but it should not try to be that product on day one.
In general, demos are the fastest, proofs of concept vary with technical difficulty, and a solid MVP often takes around six months. That timeline tends to stay true regardless of team size: a single developer cannot build an enterprise system quickly, and a large team cannot compress a small project into a few weeks just by adding people.
Build vs buy vs no‑code
If you have a product idea that needs software, there are three main paths:
- Build in‑house by hiring developers
- Outsource to a contractor or software house
- Use no‑code, low‑code, or vibe‑coding tools to build it yourself
Each option has benefits and drawbacks.
Build in‑house
Building a team gives you long‑term ownership and context, but it is expensive and slow to start. Hiring the first senior developer can take one to three months. A full early team often needs 5–7 people: one or two engineers, a UI/UX designer, a tester, and someone to help manage the process. At an average of £50,000 per year per person, that becomes a serious financial commitment.
You can hire a single full‑stack developer to move quickly, but that concentrates all knowledge in one person. If you are not technical, it can be hard to judge quality or direction without outside help. Lack of accountability and lack of technical oversight are common failure points for non‑technical founders.
Outsourcing
Outsourcing can mean a single contractor, a local software house, or an offshore/near‑shore team. Each has trade‑offs.
Hiring a single contractor has similar risks to hiring a single employee: you may not know if the work is good or if it will scale. Local agencies can be easier to meet and manage but are usually more expensive. Offshore and near‑shore teams can reduce cost, but you still need to ensure quality and transparency.
There are two common commercial models:
- Time and materials: you pay for time. This can be flexible, but there is little incentive to hit deadlines, and costs can climb quickly.
- Fixed price: you pay for a scope. This can control cost, but incentives often favour speed over quality, and the code may be harder to maintain later.
No‑code, low‑code, and vibe coding
No‑code and low‑code tools can be useful for validation and internal workflows, but they often lock you into a platform. You may not own the code or even see it, and exporting to another platform can be difficult.
Vibe‑coding tools can produce convincing demos quickly, but they are not a substitute for production‑quality engineering. They can be useful for showing an idea, but you should not rely on them for a product that needs to be reliable, secure, or maintainable.
Advice
If you want to hire in‑house, bring in an experienced advisor to help with the first one or two key hires and to review work early on. This reduces the risk of building the wrong team or the wrong system.
If you outsource, consider using an external advisor who is paid independently of the delivery team. They can provide oversight and help you understand what is really being built.
The most cost‑effective starting point for many early teams is an off‑shore or near‑shore development team with a capable advisor. This gives flexibility, keeps costs manageable, and improves visibility into what is being delivered.
Where to start
Start with the smallest product that delivers real value. The goal is to learn quickly, not to launch a perfect system.
Before you commit to building, run a short proof of concept. Reminder: a proof of concept is a focused technical experiment to check whether the core idea can work. It is not a demo and not an MVP.
Alongside that, do basic user research. You need to know whether the problem is real, how people handle it today, and whether your proposed solution would actually change their behaviour. Early research can be simple: a handful of conversations, short usability tests, or structured feedback on a mock‑up.
Low‑fi prototypes help you learn fast. Low‑fi means low fidelity: rough, cheap, and easy to change. This can be sketches on paper, wireframes, or a couple of static screens. The point is to test whether users understand what the system is, what they can do with it, and what action you want them to take.
Ask users direct questions: what do you think this does, what would you click first, and what would you expect to happen next. If it is not obvious to them, it will not be obvious in a real product. These small tests help you avoid building features no one wants and make sure you have enough evidence to fill a roadmap with features people actually care about.
There is much more to user research than this quick start. A professional researcher or UX designer can help you plan unbiased studies, recruit the right participants, and interpret results without guesswork. If you can afford it, professional help is highly recommended.
Checklist for a first round of research:
- Define the specific job or task you think you are helping with
- List 3–5 assumptions that must be true for the idea to work
- Talk to 5–10 people who match your target user
- Ask how they solve the problem today and what they have tried already
- Show a low‑fi screen and ask what they think it does and what they would do next
- Note the top three moments of confusion or disagreement
- Decide whether your assumptions are validated, partially true, or wrong
- Update your roadmap based on what people actually want and need
Example:
You plan a tool that helps small teams track compliance tasks. Your key assumptions are that teams miss deadlines, they track work in email, and a simple checklist with reminders would help. You interview eight operations managers and learn that missed deadlines are real, but they already use shared spreadsheets and care more about evidence capture than reminders. You sketch two screens: a task list and an evidence upload step. When you show it, most people try to upload evidence first and ask where the audit trail lives. That tells you your first roadmap items should focus on evidence workflows and reporting, not just reminders.
Avoid over‑engineering the first version. Many early features are wrong, and the cost of changing them later is high. Validate the problem and demand before investing in complexity.
Roadmaps and project management
A roadmap is a collection of features you plan to build, ordered by priority. A feature is a slice of value the system delivers, usually one capability a user can name and benefit from. Features are often written as stories or epics, but the labels are less important than the clarity.
A simple format that works well is:
As this type of user, I want to do this thing in order to meet this need.
In this format, users become actors in your application. Most applications have more than one actor: general users, administrators, buyers and sellers, teachers and students. It depends on what you are building, but there is also the system itself. The system must do work too, like sending emails, notifying users, or updating data on a schedule.
Identify your actors early. It helps you see where you need to focus and how complex the system actually becomes. Even if your product solves a user problem, you will spend a surprising amount of time building management and maintenance features for administrators or higher‑privilege roles.
System parts matter too. Most applications need:
- Login and a way to track who is using the system
- Roles and permissions
- File uploads (images, documents, video)
- Communications, usually email and sometimes SMS
Each of these has risk and cost. You need to think about how you handle bad uploads, malicious content, or privacy issues, and how you keep users safe.
Most products also need a background worker: a separate process that runs on a schedule to do system tasks. Typical examples are sending reminders, resizing images, cleaning up data, or generating reports.
Security and monitoring need to be on the roadmap from the start. Basic controls, logging, and alerting are features, not afterthoughts. Security breaches are common and can sink an early start‑up.
All of this belongs on the roadmap as chunks of work. The roadmap should be ordered so there is a clear priority. You probably need login early, but it might not be the most important feature in your first release.
Once you have the feature list, estimate each item in days or weeks. The total will be wrong, but it is better than guessing. Someone experienced can surface hidden work, remove unnecessary features, and give you a more realistic size estimate. Size feeds directly into cost.
Spreadsheets, Word documents, and text files tend to go stale quickly for roadmaps. A ticketing tool works better.
Cost, timelines, and expectations
Software is often more expensive than expected because the real work is not just writing code. It includes design, testing, deployment, feedback, maintenance, and security.
Start by estimating your feature list in days or weeks and add it up. That total will not be the real timeline, because product work is not linear and features overlap. Even so, the total is useful because it shows scope. In practice, even a rough estimate often lands around 60–80% of the true size.
Once you have a rough number, convert it into a cost range. Find the cost of a contractor or team in your area (or the region you plan to hire from) and multiply. You will still be wrong, but you will be in the right ballpark.
Adding people does not scale linearly. One person might take six months, but two people will not take three. It might be four months, and three people might be five. Collaboration and coordination take more time than most founders expect. This is one reason large projects are slow, even beyond their size.
Expect progress to be uneven. Early on, there is a lot of setup and invisible work, which can take two to six weeks. Then a lot of visible progress might appear quickly, even though the system is still incomplete. Some weeks you will see a lot of visuals but little functionality, and other weeks you will see core systems built with nothing obvious to show. Expect regular progress, but do not confuse visibility with completion.
Think about maintenance and scale while you plan features. It is easy to design for 100 or 1,000 users. A million users puts pressure on performance, support, and operations. You do not need to build for that scale on day one, but you should avoid choices that make it impossible later.
Fixed‑price projects can work for well‑defined scopes, but most early‑stage products change as you learn. Time‑and‑materials is often more realistic, but requires close oversight.
Budget for maintenance from day one. Launch is the start of a product, not the end.
Product and technical decisions that matter early
Delay decisions when you can. If you do not have to decide yet, don’t. Other needs will often force a better choice later than you can make now.
When you do decide, prefer options that are easy to reverse or keep multiple paths open. There is a trade‑off here: more flexibility later can mean more complexity now. The point is to avoid “coding yourself into a corner.”
Example: how many email addresses can a person have. Many systems assume one email per user. If you later need multiple emails and you did not plan for it, the change can be painful. Having a rough view of future features helps you avoid these traps.
As a non‑technical founder, keep asking: if this decision is wrong, what would it take to undo it or change it later.
Data migrations and schema changes are another early trap. A schema is the structure of your data, and a migration is the process of changing that structure without losing or corrupting existing data. It is easy to change fields in a database when you have little data, but it gets harder fast once real users and integrations depend on it. Plan for change by keeping data models simple, naming things clearly, and asking how you would migrate data if the model needs to evolve.
Integration strategy matters too. New or young systems may be unstable or disappear, which can strand your product. Established systems are more reliable, but they often come with higher costs once you move beyond free developer tiers. Prefer providers that offer stable APIs, clear pricing, and a reliable sandbox environment so you can test safely without breaking production data. A sandbox is a separate test environment provided by the vendor, with fake or isolated data, where you can develop and try integrations without affecting real users.
Some early technical decisions are hard to reverse. Data models, ownership of data, and where it lives can lock you into a path. Hosting and deployment choices affect reliability and cost. Security and privacy decisions determine how much risk you carry.
You do not need perfect answers, but you should be clear about the trade‑offs you are accepting.
What does matter early is below: language, framework, and architecture choices.
Language, framework, and architecture choices
Choosing a programming language is hard. It depends on two main things: whether the language is suitable for what you want to build, and how easy it is to hire people who use it. Availability affects cost. If few developers use a language today, it will usually cost more. If it is hard to hire now, it might be impossible in a few years, which limits the life of your system.
Front‑end and back‑end are useful terms to know:
- Front‑end is what users see and interact with. It is mostly HTML (HyperText Markup Language, not a programming language), CSS (Cascading Style Sheets, which control visual layout and styling), and JavaScript, which provides interactive behaviour in the browser.
- Back‑end is where the system does most of its work. It connects to the database, applies business rules, handles security, and orchestrates what happens when users take actions.
Most back‑ends also include a worker process that runs on a schedule to do background jobs, like sending emails, resizing images, or cleaning up data.
This is a simplified model. Real systems can be more complex, but thinking this way is still useful for early decisions.
JavaScript (and TypeScript) is the most common front‑end language today. JavaScript is the only language that runs directly in the browser. TypeScript is converted into JavaScript so it can run there. A strong JavaScript developer can often work on both front‑end and back‑end, which is useful for small teams.
Python is another popular back‑end language. It is common in AI, machine learning, and data processing, and it is often a good choice when those areas matter.
Languages fall into three broad categories:
- Scripted languages, such as JavaScript and Python, are interpreted line‑by‑line each time the program runs. This makes them flexible and easy to develop with, but usually slower and less efficient than compiled languages.
- Compiled languages, such as Go, C++, and Rust, are turned into machine code ahead of time. They tend to run faster and use resources more efficiently, but can be more complex to work with.
- Bytecode languages, such as Java and C#/.NET, are compiled into an intermediate form and then executed by a runtime. They sit between scripted and fully compiled languages in terms of performance and flexibility.
There is no single correct choice. The best decision is the one that fits your product, your team, and your hiring reality.
Database choices matter too. The two most common types are:
- Document databases, such as MongoDB, Firestore, and CouchDB, which store flexible, nested data.
- Relational databases, such as PostgreSQL and MySQL, which store structured data in tables and enforce relationships.
PostgreSQL is widely used today; MySQL has a long history and remains common. At the enterprise level you will see Oracle and SQL Server. For most early products, PostgreSQL or MySQL will be enough. Moving between databases later is possible but not easy, so choose with care.
Frameworks are toolkits that provide structure, libraries, and conventions so teams do not have to build everything from scratch. In the front‑end world you will hear React, Vue, and others, and supporting tools like Vite or Next.js. Choose frameworks that are stable, widely used, and likely to be supported for years. That makes it easier to hire help and maintain the product if your original team disappears.
Architecture is about how the system is organised. Choose the simplest approach that can grow with you. Avoid premature complexity, but ask how a decision would scale if the product succeeds.
The right choice balances long‑term flexibility with near‑term delivery. If a decision creates speed now but locks you into a narrow path, make sure that trade‑off is intentional.
Process and quality
Even small projects need basic discipline. Use version control, write minimal documentation, and make sure another person can understand the system.
Avoid “hero‑only” knowledge where only one person understands how things work. This is a common failure point in start‑ups.
Have a simple release process and a way to roll back changes when something breaks.
Use tickets or tasks to track work as it moves through the team. You do not need heavyweight process, but you do need visibility. Tickets help you see what is in progress, what is blocked, and what is done. Tools like Trello or the ticket systems in GitHub and Bitbucket are usually enough.
Source control and code history
Source control is the system that tracks changes in your code over time. The most common tool is Git. Because code is mostly text, Git stores what changed between versions, which makes it easy to see who changed what and when. Changes are saved as commits, which are the units of history you can review or roll back.
Git repositories are usually hosted on platforms like GitHub, GitLab, or Bitbucket. These services store your code, manage access, and provide tools for review and collaboration. Ensure the company owns the repository and that at least one founder has admin access. If you lose access to your repository, you lose access to your product’s IP.
Git provides a full audit history. This is useful for debugging, learning what changed, and understanding what external developers are doing. Investors and acquirers often expect a clean history. If you need a formal audit, a professional can help, but you cannot recreate history later, so set it up properly from the start.
Quality and testing
Quality assurance (QA) should start early. There are different kinds of testing and review:
- Feature testing: checking that a feature works as described once it is delivered.
- User acceptance testing (UAT): real users confirm that the system solves their problem and is usable in practice.
- Security testing: checking for common vulnerabilities, unsafe data handling, or misconfigurations.
- Code reviews: another developer reads the changes before they are merged to catch errors and improve quality.
QA can slow development in the short term, but it increases confidence and makes releases smoother. A practical rule is that a feature is not done until it passes quality checks.
A simple definition of done helps: the feature works, is reviewed, is tested, and is accepted by the person who asked for it.
Automation and balance
Automation is valuable for small teams, but it can also become a distraction. Automate the repetitive work that saves time, but avoid spending weeks automating tasks that are still changing.
Red flags and common mistakes
Common warning signs include building before understanding the problem, not having access to the code or infrastructure, and skipping basic security or backups. These issues are fixable early, but expensive later.
Practical red flags to watch for:
- You do not have admin access to the code repository, hosting, or key accounts.
- No one can clearly explain what was built last week or what is coming next.
- Work happens without tickets, priorities, or any visible plan.
- Features ship without anyone outside the dev team testing them.
- Bugs are fixed by guesswork because there is no way to reproduce them.
- The team cannot show you a working demo, even for small milestones.
- Everything feels “almost done” for weeks with no concrete progress.
- Costs rise but the scope is still vague or keeps changing without explanation.
- Critical data or credentials are stored in a single person’s account.
- There is no backup plan or rollback if something breaks.
If you see these patterns, pause and reset the basics: ownership, access, visibility, and quality.
When to pause and get help
Get help if you have unclear ownership, no access to your codebase, or repeated delays with no clear explanation. These are early signals that the project is drifting.
If you have read this guide and still are not sure where to start or what to do next, seek help. If any of the red flags above are obvious and persistent, seek help.
Good advice should clarify options and trade‑offs without drowning you in jargon. A short check‑in can save time, money, and a lot of frustration later.
If you want a second opinion, book a chat and talk it through with us. We will advise in the meeting if we can, and if you need more help we will explain what that could look like.