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📈 Progress Tracking5 min read2026-05-17

Cycle Time: The Only Velocity Metric That Matters

Story points are gameable. Throughput depends on team size. Cycle time is honest. Here's how to track it in Tellzm and what to do when it drifts.

If you only measure one thing, measure how long work sits.

Cycle time is the wall-clock duration from when a task moves to 'in progress' to when it moves to 'done'. That's it. No story points, no T-shirt sizes, no team-velocity charts that compare against last sprint. Just: how long does work actually sit before it's done?

What good cycle time looks like

  • Median under 5 days for engineering tasks; under 2 for support; under 10 for design.
  • P90 (the slowest 10% of tasks) under 2× the median. If it's higher, you have outliers worth investigating.
  • Trend flat or improving over the last 4 weeks. Drifting up is the leading indicator of trouble.
Cycle time as a widget on your Weekly Operations Overview report.
Cycle time as a widget on your Weekly Operations Overview report.

When cycle time spikes

  • Single owner with too many in-flight tasks. Cap WIP, redistribute.
  • Hidden dependency on another team — file a blocker task with that team explicitly tagged.
  • Scope crept inside the task. Split it. Two smaller tasks ship faster than one big one.
Story points measure estimates. Cycle time measures reality.
See the demo dashboard with cycle-time tracked across the seeded workspace.

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