Wednesday, July 08, 2009
Relearning: The Productivity Problem that We're Not Supposed To Talk About
Because relearning is not recognized as a problem as software development, it's almost never talked about it. And frankly, it's not a welcome subject in polite programmer society. Nonetheless, relearning accounts for a lot of unnecessary lost productivity and waste in software development. It can account for wide swings in productivity loss on most software teams, affecting the manageability of software projects and a truthful and meaningful assessment of programmers' real abilities as designers, analysts, problem solvers, and real contributors.
I'll offer an observation from my own experience and from the anecdotal evidence of others in my professional circle: I would be comfortable saying that half of the lost productivity on software teams comes from re-learning. It can come in the form of poor testability - the inability to easily provide proofs that expectations are met - and it can come in the form of source code that can't be understood at a glance. Even teams who have solved the testability problem still largely suffer from the lack of usability of their code, and the inevitable mass of relearning that comes of it.
First We Scan, and then We Read
Text in a text editor is interactive media; subject to the same fundamental usability principles that apply to a web page, a desktop app, or even a billboard on the side of the highway.
Before users read the content of interactive media they scan the content. Programmers scan
code before they read it. This is the singular human behavior that programmers consistently fail to recognize. It's the fundamental behavior that when recognized, becomes one of the pillars that code usability efforts can be built upon, and the starting point for recouping losses from relearning.
A singular focus on readability in code is a concern that, while encouraging, still misses the point. It's the same point that programmers missed as a human-computer interaction industry grew from the ashes of our continued failed attempts to create productive user experiences.
Usable code dissolves into understanding at a glance. It doesn't need to be coerced into understanding. I like to call this kind of code "soluble" code for the image it brings to mind of program text readily dissolving into awareness and understanding. Soluble code is likely readable code, but readable code isn't soluble unless it's written to be soluble.
Reading code isn't like reading a good article, where you start at the top and read to the bottom, enjoying the experience and being fulfilled by it. Granted there is beautiful code in the world, but the typical reasons for reading code are not the reasons that we read articles, books, papers, and the like.
In fact, the nature of the media that this article is published in, and the context that this media is typically consumed in, is such that you are more than likely to start jumping around the text with your eyes and with your mouse, looking for the nuggets and pearls while avoiding having to consume the entire thing linearly as it is written.
The first thing we do with code is ascertain whether it is indeed the code that we need to be working with in order to accomplish whatever task we've taken on. This even happens when we're reading code for the pleasure of it. The first eyes-on experience with some code usually involves rapid scanning of the code to ascertain if we're in the right place; if
we're at the worksite. Much of this happens pre-cognitively as it does with any media that we've been called to act upon. First we scan to get our bearings, and then we read.
We take high-level structural scans, followed by smaller, more detailed scans, followed by reading. If the code that we're scanning is written so that it only yields its meaning from a detailed read, then not only are we not optimizing for the natural human interaction patterns, we're also not taking advantage of providing the incidental knowledge that can be yielded to someone while they're scanning. This incidental knowledge accumulates and becomes a significant part of the material invested in the metal map of a codebase that a programmer accumulates through exposure to code that yields its meaning at a glance. We retain a codebase's textual geography only when we absorb its meaning.
If we don't code for solubility, we force programmers to take detailed reads in order to tease knowledge and understanding from the text. Forcing these detailed reads doesn't lead to greater advantage down the road. Less meaning is retained when forcing detailed reading into a context where a programmer is instinctively trying to scan.
Scanning is as much about a process of elimination as it is a process of accumulation. Both are happening at once during scanning unless code isn't amenable to these processes. If we fail to take advantage of scanning by failing to write soluble code, we're stealing productivity from our team mates, and from ourselves. On the surface, this seems like a negligible issue, but lack of solubility is responsible for a tremendous amount relearning and degraded productivity.
Solubility as a code style permeates a codebase. It's a pervasive quality; it has a constant, pervasive effect. Small improvements add up to significant advances when they have a pervasive effect.
Making Code Soluble
There are no cookie cutter patterns for making code soluble. Some things are obvious: meaningful symbol names (class names, method names, variable names, etc), and higher-level methods that tell the story of some process that call lower-level methods that contain the details. Both of these go a long way to create soluble code. Soluble code yields its meaning immediately.
The particular refinements that a team will make depends on the team, the product being built, the technology, and a host of other conditions. Pushing further for an canonical definition of soluble code patterns might lead to just as much productivity loss as productivity gain. Further practices, beyond meaningful names and anecdotal methods, are contextual and shouldn't be dropped into the code as if they are interchangeable parts.
Soluble code is an experience like the table of contents in a novel. It offers and allows multiple levels of reading, with each deeper level yielding ever greater detail. A table of contents is an affordance to the reader that acts as a navigational aid, or map, of the text. But a novel isn't program code. A table of contents at the beginning of a novel can be sufficient for that kind of media with its implicit user experiences, whereas program code itself must be it's own table of contents, right down to the very small, five-line, composable methods. The user of a novel is typically well-served by a table of contents whose resolution goes no further than mapping out chapters, expecting the reader to start reading linearly from the beginning of the chapter. But this isn't the case with program code.
When we're scanning, we're mapping the code by the what of the code; what the code does, what it's responsibilities and behaviors are. Soluble code allows a reader to immediately understand what is does before forcing the reader to understand how it does it. Soluble code serves both modes: scanning for what, and reading the how. Code that isn't styled this way largely deprives a user of the process of elimination, the incidental knowledge, and the mapping that can be had from scanning.
One of the worst mistakes that programmers make in writing code is in failing to recognize that more productivity will be spent over the life time of code navigating through the code than will be spent writing the code. It doesn't take much more effort to write soluble code that serves the elimination of relearning. Choosing to not write soluble code means choosing to keep the relearning waste well-entrenched, but there's more to this problem than mere choice.
Resistance to Code Usability
There are reasonable objections to styling code for solubility and usability. The how
of the system ends up spread over many small methods rather than concentrating it in fewer, larger locations. The root cause of the aggravation is often not that the code is factored in
small semantic units, but that the semantic units are not the right ones, or that the factoring is just not good. Yes, this is the you're not doing it right response, and as unfashionable is this response is, it can nonetheless end up being the root cause. Nonetheless, some programmers are just not going to want to get used to soluble code style, and there will be inevitable grumblings from people who prefer to use more traditional, procedural structure. It's not hard to bring usability to code, but it can be discomforting at first - like transitioning to a new programming language.
Programmers aren't traditionally the folks on a software team who have their heads in the usability game. And we've gotten to an unfortunate point in programmer culture where the answer to many subsequent problems with programmer ineffectiveness has been to create further specializations and allow programmers to be responsible for a narrower and narrower set of expectations rather than deal with knowledge problems as organizational and cultural problems.
Expecting programmers to be considerate of code usability creates friction. For many programmers it's going to be as comfortable as thawing out frozen, front-bitten fingers. But it's not just a programmer responsibility. A good chunk of the responsibility for change rests squarely with the surrounding and supporting organization and its protocols and mechanics. There's more to rehabilitating software development productivity than introducing programmers to new coding pattens. Organizations that have a commitment to learning cultures will do much better at this.
The staunchest resistance to efforts to reclaim lost productivity due to relearning will come from hero programmers. Hero programmers are those guys in any organization that can get the job done with any code in any state. They are typically blessed with what seems like a supernaturally high-definition mental map of a codebase. This is their best and worst quality. It's their best quality because they often know where to fix a problem in a codebase and have a reasonable grasp of the myriad side effects that might result. It can be their worst quality because it's often an effect of mild Asperger Syndrome common to programmers, engineers, and jobs that require extended, intense focus. It's often accompanied by the lack of awareness and empathy toward peers typical to the condition.
Hero programmers can suboptimize the efforts of a team by not having to rely on soluble code, often navigating a codebase entirely from memory. The ability can be incredibly useful, but the need to write soluble code rarely manifests because it's not a personal need, and the typical lack of empathy obstructs the ability to recognize how this advantage undermines their team mates' efforts to be as effective.
The code created by hero programmers isn't soluble because the heroes rely on uncommon facilities that preclude the need for solubility. They don't notice the design smells because they rely almost exclusively on echo location for navigation. The resulting work product can often only be as effectively worked on by the heroes themselves, which inevitably leads to predictable resource bottlenecks, bus factor risks, excessive specialization, and the general malaise on a team as the effects of code toxicity spill over into the human realm.
The analogy to the baseball shortstop who was famous for making great plays applies: his coach often pointed out that he was out of position to begin with.
Usability is rooted in an ability to have empathy for users. That empathy gives designers the pause to consider whether they got the user experience right. It's the empathy that leads to the questioning that leads to the recognition of interaction design problems in the form of cognitive obstacles that undermine the user's productivity. In an environment with traditional and institutionalized lack of awareness and lack of empathy, dysfunction can drive unconscionable waste.
Hero programmers rarely stop to question whether they've left behind a good experience for others on the team who need to navigate, then understand, then make changes to the code. And most programmers will fail to recognize the two distinct mindsets that are in play when working with code.
Writer's Mind and Reader's Mind
Without ever doubting whether code is usable, programmers will presume that the right thing has been done. Programmers who are good at creating soluble code have learned to doubt every line of code written. It's not that they have all of the answers. More importantly, they've learned to be constantly questioning.
In the words of the anthropologist Claude Levi-Strauss (not the guy who invented blue jeans), "The scientific mind does not so much provide the the right answers as ask the right questions."
Asking the right questions means constantly switching from the writer's mind to the reader's mind. That means that after each bit of code is written, a programmer switches mental contexts and assesses the code from the perspective of someone who has never seen the code before, asking, "What have I done to undermine the immediacy of someone else's understanding of my work? What unrecognized presumptions have I made about their context as a reader that only applies to my context as a writer?"
That's quite a trick, and it's not uncommon to hear the complaint that it can't be done, but it's what interaction designers do all the time. It's not uncommon for the deleterious effects of programmer autism to cause programmers to fail to have awareness sufficient enough to break out of the laser-like focus on writing code and switch back into questioning.
Code that doesn't incur the cost of relearning is code that can be immediately understood by someone who hasn't seen it before with minimal orientation to the code and the problems it solves. It's code that can be understood at a glance. That code is rarely if ever produced by a mind that has lost its awareness of its context and its mode. It isn't produced by a mind that fails to concede that code is written to be read, that the readers are other humans, and that the reader's context and needs are not the context of the writer - at lest not until the reader has found the worksite in the code, and gained sufficient understanding of the worksite to begin to make the necessary changes that they're tasked with.
The writer's mind is a context that often fails to recognize that the focused and relatively linear mechanics of writing code is quite different than the mechanics of consuming code as a reader. And this is where the misconception over readability comes from. The writer's mind, working relatively linearly is also consuming code in that mode. Readability is a quality that pertains to the linear consumption of code as text, and that kind of optimization of experience is only relevant some of the time in some user scenarios.
Break the Habit
The autistic mind is lulled by the hypnotic cadence of constantly pumping out code. It will complain that the constant switching between the writer's perspective and the reader's perspective is ruining their ability to get in the zone. And in truth, it is, but it's that particular zone that is causing a lot of relearning debt to mount up. There are other zones to get into with equally pleasing effects, but it is a matter of breaking some habits and replacing them with new ones. There are a few tricks and techniques that programmers can use to break out of the fog and get into the zone.
The most important thing to practice is the constant self-questioning of whether the code just created is soluble; that it can be understood at a glance and yields enough meaning while scanning to contribute to the mental map. Instead of presuming that everything I do is made of gold, I presume instead that it's made of fools gold. From that perspective, I can usually gain the right amount of objectivity to assess solubility.
Pair programming and test-driven development are two techniques from Extreme Programming that are extremely effective at clearing the fog. When these techniques are practiced together, it becomes very difficult to be lulled into the unexamined mind that produces unexamined code.
If you don't like pair programming, try using some kind of timer on an interval that is just short enough to be uncomfortable that will remind you to come back up for some critical thinking.
And lastly (for this article anyway; there are more tricks out there), Context Specification is a form of Test-Driven Development that recognizes solubility, usability, reader's mind, and authorship, and forces the issue of contextual analysis to bring more practice of awareness into programming.
Commit to Learning
Ultimately, there's no where left to hide. The anti-productivity that comes from inviting and accepting relearning continues to accumulate. We've pushed it into the lowest level of software development where only programmers can (or may) see it, but it still affects everyone touched by the software project or the product.
Relearning waste is a fundamental organizational behavior. Until we shape organizations around dealing with waste and learning, we continue to fail to see in the range of the spectrum where the sheer magnitude of the relearning waste is visible. Relearning is inculcated into software organizations. Shifting from re-learning organizations to learning organizations and learning culture is how this problem is ultimately solved.
It's self-evident: counter-act relearning with learning. The term learning organization isn't the trite and trivial perspectives that see learning as something external to team and organization; a destination where people are sent once in a while to be "trained". Learning is no more about receiving training than quality assurance is about giving click recorders to test monkeys. The emphasis we put on "training" in the software industry undermines our ability to see the "learning" side of the same issue, and to build truly meaningful teaching/learning experiences in our organizations, and to subordinate organizational mechanics and protocols to these imperatives to counteract the constant, tireless forces that drag us back into relearning.
The value we throw away on relearning is recouped when we counter it with meaningful learning. Learning gets real when it's expressed in every organizational protocol and business process, and importantly for software development, when it is expressed in every single line of code written by everyone involved in bringing a solution to life.
Friday, July 03, 2009
The Problem with Big Design Up Front is the "Big" not the "Up Front"
It's an issue of large batch sizes - the "Big" in "Big Design Up Front". The larger batch sizes mean that we're always building today's software on yesterday's work and yesterday's decisions before proving that yesterday's work and decisions are sound. The larger the batch size, the larger the risk that the incorrectness of design will lead to ever more expensive countermeasures. And in many cases, design flaws are too subtle to be seen immediately, and collect negative potential energy in the form of on-going degradation in productivity that come to be seen as "normal".
Big Design Up Front has often come to be interpreted as "No Design Up Front", and has led to a lot of mediocrity in design by inappropriately democratizing the responsibility for design quality. This is often done in the name of cross-training, but the best way to teach potential software designers to be good software designers is to constantly expose them to good software design, rather than the mediocre design that can come from a misinterpretation of Big Design Up Front.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Designing the Work
Decomposing requirements, be they user stories, features, or what ever you use in your process, is inherently a design activity. Division of labor follows the division of software modules, and the division of software modules also follows the division of labor. These design activities have to be done in consideration of each other, likely by the same people and at the same time.
The design should be communicated to the team, and at the very least, to the members of a team who might be tasked with the work, but it isn't necessary to have the whole team involved in creating the design. The best designers should be involved in doing the design work. This should go without saying, but some of the interpretations of "self-organizing team" can contribute to obscuring the obvious: individuals on teams do indeed have strengths, and some are stronger than others.
Communicating design and expectations is a great side effect of all-hands planning and estimation, but it can create poorer designs that are normalized to the average skill on the team while the team learns how to design software. Becoming a competent software designer takes many years of work and the uncanny circumstances that create the precursors of design awareness that, when complimented with experience, creates the talented and mature abstractionists, analysts, implementers, and engineers who lead design efforts. Planning and estimation and teaching and design do share some common ground, but teaching design and growing designers should be an explicit goal with specific work, rather than a magical side effect.
Decomposition, task breakdown, and scheduling are all aspects of design. When we communicate design to the people doing the implementation, we're setting expectations for their work. When we set expectations for people, we (hopefully) activate their critical minds. They inevitably cross-check a work plan and inevitably cross-check the design as they learn about the plan. That's not exactly the same thing as the design-by-committee exercises that are too frequently the result of consensus estimation design, where decomposition is often done as part of whole team sessions that are concerned with dialing in agreements on story points.
Designers front-load the design, bringing their experience and aptitude for design to bear, and provide structure for the ensuing conversations. The tension between the design and the cross-checking can lead to new insights. It can lead to changes in the scheduling of the work and it can lead to changes in the design, but it's not a consensus-based free-for-all that leads to the mediocratization of design. The front-loaded design done by competent designers produces a more balanced equation, especially when they are also designing the work.
This isn't Big Design Up Front or phased-based SDLC though. Designing the work simply means that there's necessary front-loading involved in producing software. Front-loading doesn't preclude inspecting and adapting, responding to change, or emergent design.
The balance between good work that can be continually built upon, work that creates lower standards of productivity, and work that can be managed to expectations hinges on more than good software design. Software development productivity lives at the intersection between well-designed software and well-designed software work. Agile estimation is a good start down the road to manageable software development. Designing the work closes the gap between the beginnings of manageable work, and work that can be managed.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Monday, May 25, 2009
Flow, Leveling, and User Stories
David Anderson talks about the core of Kanban as an agreement that the team has a capacity; that they can only work on so much at a time; and a limit set around that work. Implicit in Lean work management styles is the right-sizing of work items. Reducing the broad variability in work item sizes is a part of the work that goes into flow and into controlling cycle time.
Typically, in a method like Scrum, a team organizes its work efforts around user stories. The user stories that are worked on during an iteration (or sprint) can be any of a number of sizes. Using the Fibonacci estimation technique the variation in story size can be almost infinite.
User stories are a way to communicate expectations, but they're a less effective way to manage work and improvement because of the amount of variation allowed in user story sizes. You could decompose stories into smaller stories so that they're more manageable, but then you'd risk fragmenting the communication value of stories by breaking them into separate chunks that might not carry as much context as the original larger stories.
User stories can be of variable size because they inherently are of variable size. Let user stories be the size that makes sense for the kind of artifact that user stories are: an artifact intended to communicate context and expectations to the development effort. Use right-sized work items to manage work. Decompose user stories into work items and schedule those work items for development in way that takes both customer priority and technical constraints into consideration.
The work items can certainly be linked back the stories that they are decomposed from, but it's the work items rather than stories that go through the development pipeline.
I've sat through enough all-hands Agile planning and estimation sessions to know that while this practice is useful for bringing a new agile team together, it's often a terribly ineffective way to establish design. It's a good way to socialize design, but there are alternatives that don't imply the wastefulness of traditional Agile planning and estimation. Using design as a team-building exercise can put the design at risk.
In the worst cases, the all-hands planning and estimation that is common to Agile development methods can hurt the team. It's just as likely that adversarial conditions can break out in the team if an expectation is set that suggests that product design and implementation design are egalitarian and democratic within a team that is necessarily staffed by people of varying experience and ability.
Design should be done by those who are most capable of doing design. Story decomposition should be done by the person or people who are best equipped to do that work. This doesn't preclude the socialization of that design to the team and the proving of that design by the team.
Rather than all-hands estimation and planning, design and planning can be done in short, effective sessions with the team's designers. Since designers are decomposing to work items that are intended to be of a similar size, the team no longer estimates work, but reviews the decomposition and seeks clarification and raises concerns. The collective intelligence of the team is still leveraged, but the potential waste and ineffectiveness of traditional Agile planning is avoided.
The planning and estimation activities change from larger-scale chunks of time, effort, and team participation to smaller units of tiered work and cooperation that can be done just-in-time rather than on those specific days of the week when the whole team's attention can be coordinated and directed to a fixed-schedule meeting. Consequently, any all-hands team meetings can be scheduled on an as-needed basis as well, eliminating any waste that comes from institutionalizing all-hands meetings according to a fixed timebox.
With planning, design, and scheduling being done in smaller units on a just-in-time basis, some of the fixed time boxes in the development process aren't needed. Features can be queued for packaging and deployment on an opportunistic basis as well. There may still be some fixed rhythms at-play in the effort - customer demos and major market events, for example - but these synchronization events don't have to leak their scheduling mechanics into aspects of the work that aren't dependent upon or necessarily coupled to those rhythms.
Work items aren't just same-sized, they're also small-sized. The larger the work item, the more variability there is between the estimate of the work and the actual work. We understand larger work items with less certainty than smaller work items. That's because decomposing work into smaller items means that we have to think about the actual units of design and work that go into delivering those bigger features. Because we're trying to achieve flow in pull-based systems, the variability inherent in larger work items is a likely obstruction.
The specific amount of work that defines what "small" is depends on the kind of work, the team, and a handful of factors. And the actual size of "small" will likely change over time. In some cases, it might just be impossible to get all work items to be of similar size. Consider whether the work can be scheduled so that groups of similarly-sized work items can to be done together.
Without leveling, flow will continue to be difficult, and Kanban a Japanese word that has come to mean "story wall".

Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Sunday, May 24, 2009
Pull Harder to Find Problems with Flow, and Improve From There
Lean and Kanban are geared to performance improvement, and their principles are applied regardless of the development process in-play, and in concert with the existing process. As opposed to something like Scrum, Lean doesn't require the wholesale, instantaneous replacement of existing processes with a prescriptive process template like Scrum (or others).
Using Lean principles and Kanban will show you the hotspots in your process where you might need to focus your improvement efforts. The software process mechanics that you end up with could very likely end up looking a whole lot like a prescriptive Agile development process, but the adoption and use of specific practices and mechanics are driven by tangible need, based on the repercussions of several instances of pulling harder and deploying and observing the countermeasures that clear out the chaotic oscillations that result immediately from pulling harder.
Pulling harder means increasing the expectations for the capacity of the system. Lean organizations aren't sitting on their laurels. Successions of pulling harder, solving the resulting organizational, process, and mechanical problems, and understanding and working with resulting performance improvements is Lean's continuous improvement. Continuous improvement means an inculcated value system that doesn't allow its past achievements to distract from the next level of goals, and the inevitable ardors of reaching them.
The organization is there to serve the goal. A Lean organization isn't a goal in and of itself. The organization bends to serve the nexus of value creation at the center of the vaue-add work. An obstruction to the ability to successfully pull harder might be found in a part of the organization outside of the immediate product development team. If that's the case, it's understood that the system as a whole must be optimized in order to continue to improve performance.
Once you've got your bicycle up to speed, pedal harder and see what might get in the way of being able to. And then devise and manage a well-considered plan to adapt the process and the organization to get those obstructions out of the way.
Pulling harder creates process improvement simply by setting expectations that are designed to clearly and brightly illuminate the ugly obstructions the lurk in organizations and processes and even in the tools being used. Simply: improve by improving. Set new expectations for the well-understood process and team and take a principled approach to understanding and working with the team's capacity.
Merely overlaying new process templates on a team isn't really the most reasonable and effective approach to improving performance. A change in process should be goal-driven and executed methodically. You might make some sweeping changes in the process, but the wholesale adoption of something like Scrum's agile project management prescriptions isn't likely necessary, and in some cases such a course might exasperate the effort for performance improvement.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Friday, May 22, 2009
Flaccid Kanban
XP and Scrum shops - especially those with people with significant XP and Scrum experience - might trip over their unrecognized biases at first.
Iterations and Rolling Wave
Kanban doesn't require iterations. Scrum and XP work management doesn't magically transist into Kanban when we remove iterations. What we get from iteration-less Scrum and XP is Scrum or XP with rolling wave planning. Regardless of the benefit of rolling wave, it's not really Kanban until you're asking (and answering) some fundamental questions about work management, organizational performance, and value.
What is the purpose of Kanban?
The purpose of Kanban in software isn't to merely ditch the overhead of iterations. That overhead is a form of waste that might be avoided when iterations are taken out of the picture, but depending on the surrounding context, just as much compensatory waste might be created when iterations are removed.
The purpose of Kanban - other than visual control systems - is to limit work-in-progress in relation to a team's capacity in order to become sensitive to opportunities for improvement and to see waste and value loss (attribution: david anderson). But it's not enough to just announce in a team meeting that context-switching is now verboten. There's a point to limiting work in-progress, and there are a good number of inter-related practices and principles that benefit the work and the management of the work that come into play.
Flaccid Kanban
Martin Fowler recently wrote an article entitled Flaccid Scrum. The article calls attention to a Scrum implementations and adoptions that try to achieve agile software development's promise without implementing anything but agile project management, ignoring the engineering practices that allow agile project management to yield the promises of agile software development as a whole.
As Lean gains popularity and adoption, it becomes susceptible to the degradations that come of mainstream opportunism. Kanban adoption into relatively mature XP teams seems to be creating a sort of Flaccid Kanban - implementations of Kanban that more or less disregard the underlying reasons and mechanics of Kanban.
The real loss here is that we tend to stop looking for something once we believe we've found it. What has been frequently adopted lately that has been called Kanban appears to be merely rolling wave planning. Not that there's anything wrong with rolling wave, it's likely a necessary component of Kanban in software development, but there's nothing good about reaching for Kanban and coming up short because of the temptation to use Kanban in-name-only merely for the fashionista value.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
A Metaphor for Flow
Flow is like pedaling a bicycle. As long as you're pedaling, you can continue to pedal, and maybe even pedal faster.
If there's any obstruction to pedaling your bicycle, you certainly won't be able to pedal faster. You'll be pre-occupied with just getting the pedaling happening again. If the chain breaks, you certainly won't be pedaling at anything even approaching your optimum.
So much software development effort is spent trying to get the chain back on the bicycle that we're practically inured to stagnant flow and verily accept it as inevitable.
Waste is only inevitable if you throw your hands up in the air and give up on the field of study and effort that moves software as a production industry into the realm of maturity that other production industries enjoy right now.

Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Friday, March 20, 2009
Specialization in Recruiting in Hard Times
Recruiting is only one part of the human resources game, but it’s a self-contained sector when businesses are clamoring for talent. It’s a specialization that has a hard time remaining sustainable when the economy isn’t vibrant enough to support specialization.
Recruiters who are having a hard time have an opportunity to un-specialize, and to turn the business into something that is aligned with circumstances in the here and now. That doesn’t mean that they’re guaranteed to survive, but if they do, they’ll be well-placed to emerge quickly from the slump when it ultimately comes to an end, and to do so with more diverse and compelling services. As difficult as things are right now, dealing effectively and creatively with constraints and surviving them is a darned good way to build a foundation that will support a bigger and better business when the economic tide finally turns.
Recruiting is a brokerage business. In good times, recruiters build well-tended relationships with buyers and often terse and purely functional relationships with recruits. The recruiter brokers the relationship between a business and the talent, collecting fees for acting as an effective middleman. At least that’s how it works when there’s flow through the system.
Without demand from buyers, the need for middlemen essentially collapses, but that doesn’t mean that the human resources business simply disappears. It means that the relationship broker’s role has to change to account for the deficient flow. When the market is down, smart recruiters can play the down market by investing!
Sooner of later, businesses will come looking for talent again. A recruiter that emerges from the downturn with a strong portfolio of relationships with good talent to broker with buyers will emerge strong, and can remain strong for the duration.
Here are a handful of things that recruiters can do now to help weather the storm and to prepare to emerge with strength on the other side:
Build Relationships with Employees
Recruiting is a relationship business. If the relationships with the demand side of the business have gotten quieter, then turn your attention to the supply side! Stay in the game: build more relationships with employees. There are more of them to connect with and they don’t know you as well as your buyers do, so trying to pull this off from your desk is likely not going to work. Get out from behind your email app and Facebook and show up in person at community events. Relationships with people should be personal.
Be a Career Counselor
You’re an HR professional with valuable experience. Get an understanding of employees concerns and give them the benefit of your experience as a professional to help them understand the current climate. You have inside knowledge of the kinds of things that employers value and of the things that make employees valuable. Understand their challenges and concerns and help them to stay focused on the personal development that will help to lend more stability to their professional lives. Listen to what they have to say. Giving the benefit of your experience to the employees is not only beneficial to the employees themselves, but it’s also valuable to employers whose employees you serve. This economy can only benefit from well-informed, level-headed employees that have a continuous source of good counsel.
Invest in their Skills
Nothing builds relationships like giving people something of value. Help people to step up to new skills and to improve the skills they have. Host creative learning and education events to help the supply side of your business to go deeper in their work. Connect them with teachers. Partner with teachers to make investments in the market and leverage the access to the supply-side to deepen your understanding of what makes them tick and what they are concerned with. Build them up!
For Goodness Sake, Don’t Recruit Them!
You’re not doing all this to prepare employees to be poached from their employers once the downturn is over. You’re building relationships with employees because relationships with employers are increasingly scarce. Great relationships with employees that have come about because you’ve made an investment in those employees will turn into great relationships with their employers. And if an employee chooses to move on from an employer, you may have an opportunity to help them find their next position, but under no circumstances should you try to actively harvest them.
When the employment market heats up again, the human resources business people with the best reputation building and sustaining a human resource portfolio – especially in a constrained market – will be in demand.
When this economic slump is over, I’d like to work with recruiters who have not only survived the downturn, but who have thrived. When the slump is over, the specialists are going to be crawling out of the woodwork again after having lain low while the going got tough. While the recruiters who have hibernated through the downturn may be just as good as any others, I’m more confident that those who have learned to thrive under constraints are definitely the ones I want to know more about.
In fact, I not only want to connect with them when all this is over, I want to connect with them right now!
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Thursday, March 19, 2009
Productivity, not Bailouts
More than fifty years ago Toyota learned that it was possible to survive tough economic times by facing them head-on; by dealing with drastic reductions in resources through drastic increases in productivity.
If you have fewer resources to do the work at-hand, and the amount of work can't be reduced, then productivity must increase. Reducing waste is a huge part of increasing productivity, but waste reduction on the scale necessary to dramatically increase productivity doesn't happen without organizational and cultural changes.
People must become inter-disciplinary and cross-functional during periods of lower prosperity; times like right now. We can survive and even thrive in tough times by increasing productivity, and we can increase productivity by reducing the amount of time lost to hand offs between individual specialists in a workflow, and by capitalizing on the increased knowledge that comes from people having a greater understanding of the work going on around them.
Greater inter-disciplinary work leads to greater productivity, and greater inter-disciplinary work means challenging our assertions about our entitlements to our particular comforts with remaining generalists or specialists. Rather than continuing to toil in a paradigm that pits generalism and specialism against each other in a constant, irreconcilable tug of war that itself causes more lost time, we need to extend the reaches of individuals into the disciplines that surround their present areas of operation.
We tend to get a bit lazy in times of greater prosperity. We feel entitled to our comfortable, walled gardens. And from this entitlement we generate ever more waste and slack; waste and slack that isn't much of a concern relative to the prosperity that we enjoy. When the prosperity goes away, we're faced with the inefficiencies inherent in the hand offs between walled gardens that accrete along the workflow.
Becoming inter-disciplinary doesn't merely mean trading specialization for generalization, though. It means purging the entire paradigm that pits specialization and generalization against each other as natural opposites.
Specialization and generalization can only exist in relatively pure forms when we can afford the waste that they cause. The waste comes when we have either specialization or generalization. This either/or model is unsustainable. Sustainable productivity is created by a workforce that is both specialized and generalized within the context of someone's area of operation, with the understanding that a person's area of operation will continue to expand over their career.
Failures to reproduce Toyota's successes in the west were originally blamed on the cultural differences between Japanese and western workers. Western companies ultimately learned that the real reason for the failures was that they had missed the essential and immutable organizational imperative of Toyota's methodology: the creation of a learning organization through the fostering of a learning culture. Western organizations consistently failed to replicate Toyota's successes because they often merely adopted Toyota's processes as process improvement efforts.
The world sits on the cusp of the greatest opportunity we've had to rid ourselves of the antiquated mass production methodologies that we continue to wring ever decreasing returns from. At no time in this workforce generation's life have we needed a revolutionary boost in productivity.
Before we had this massive financial crisis, we had a massive productivity crisis. It has been with for years; looming, ever-present, waiting to be triggered. And here we sit in the midst of it. Nothing is so immoral at this time than the continued protectionism of our petty specializations that do nothing but exasperate the productivity crisis that we find ourselves in. And nothing reinforces the entitlement to these specializations like an organization that has little understanding of how profoundly an organization's productivity can be transformed by meaningfully committing to becoming a learning culture, and bending all procedural and organizational imperatives to that goal.
And once we've made the meaningful changes to our organizations and culture to bring about dramatic and sustainable changes in productivity, those new habits can be sustained through the prosperity that follows. We have an opportunity to learn not only how to thrive during crisis, but also how to bolster our society against the cultural rot that regularly brings us to the brink of productivity ruin.
Whether or not the bailouts will serve us in the long run, productivity certainly will. And the productivity that we need is likely not the productivity that comes in a box with a major software company's logo on it. We need a culture of productivity holding together a society of productive people, empowered by vigilant awareness and knowledge.
It's my great great hope that we look to the revolutionaries of human productivity of our time and seize this opportunity as if our society depended upon it.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Thursday, March 12, 2009
Workability
Software development pop vernacular probably doesn't need another "ility" word. We've got a good collection of the them already: scalability, extensibility, availability, recoverability, among others. Nonetheless...
Mature production industries already recognize a design quality called "workability". Workability is at the heart of a number of software design qualities that individually often deliver a fractured message about what makes good software practices good. Approaching software design and implementation from the perspective of workability helps me stay focused on the higher order objective while simultaneously not loosing track of the principles and practices that permit workability in software development. That higher order objective is producing. Or said differently, it’s production. Or better yet: productivity.
In The Toyota Product Development System, the authors talk about Toyota's concern with workability during digital assembly, a form of virtual reality simulation geared partially to proving that a product's build workflow is practicable:
Use workability DA [Digital Assembly] to study in detail the effects that design changes will have on ergonomic issues involved in assembling a vehicle. By utilizing DA in conjunction with the assembly plant pilot team (hourly workers assigned for two years to work on preparing a new vehicle launch) during the Kentou [prototyping, modeling] period, they can address both current as well as anticipated human factor issues and identify the ergonomically safest and most efficient way to assemble the vehicle.
Workability is the design quality that simply permits a job to be finished some day. Workable software allows us to keep working on a software product without being obstructed by the software that we’ve already added to the product. Without considering workability in design, workers end up painting themselves into corners that they can’t get out of.
We see this all the all the time in software projects whether we recognize it or not. When productivity degrades sharply after the initial parts of a software product are built and assembled, it’s the absence of workability that is at the root of this all-too-common situation.
Workability is a higher order concept that accounts for a myriad of principles, properties, tactics, and counter measures that are constantly in-play when high-functioning teams are at work. In software, workability is the testability, the readability, the maintainability, the SOLID principles, and a host of concerns that are continually being balanced, evaluated, and enacted during design and implementation in the name of defending a software effort from stasis. In fact, those principles are so essential to productivity that they are far from unique to software. They permeate all kinds of production across many industries.
There are a lot of elaborate and expensive tools and ideas in the software industry, but the vast majority of them simply don’t serve workability, and many of them actually obstruct higher orders of productivity. If productivity can’t be sustained over an entire software effort, then that initial productivity really isn’t much in terms of productivity, is it? In fact, productivity that can’t be sustained is arguably not productivity at all, and tools that deliver an initial, rapid productivity spike at the beginning of an effort are likely also contributing to it’s decline.
Sustainable productivity isn’t the result of tools, it’s the result of the collection of design qualities and practices that in aggregate can be thought of as workability. Tools serve workability, but they can’t cause it – people cause it. As long as people are involved in making things, workability is simply how good things get made.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Wednesday, February 25, 2009
A Week with a Lean Manufacturer
I recently spent a week working with the team from MTM Recognition, in Oklahoma City. Raymond Lewallen leads the team, and he hired me to work with MTM's developers on context specification, both for .NET code using mSpec and for the web UI using Selenium and RSpec.
MTM is a Lean manufacturer. The company makes awards, trophies, rings, and a host of recognition materials for businesses, schools, and sports teams and events. Most of the work that MTM does is small batches of products that are frequently custom designed and built for a single batch. Its circumstances are almost a cliché of quintessential Lean.
While I was there, Ray and Troy, one of MTM's developers, took me on a on a tour of the plant. Troy had previously worked on the manufacturing side and knows his way around. He transferred to IT when he wouldn't stop building unofficial shadow IT apps to serve his purposes as a manufacturing worker. Talk about domain expertise!
I had a suspicion before we entered the plant that I had sincerely hoped would play out. The plant didn't disappoint!
Walking into MTM's plant, I couldn't find the trappings of Lean. There were some obvious visual indicators in some of the workspaces, but there were no glaring neon signs announcing Lean. What we saw mostly were signs of people making the products that MTM's customers had ordered. We had to ask to have queues and signal cards pointed out, and the folks at MTM pointed out how Lean was manifested and used.
Lean was just how things were done, but it wasn't the whole point. The point was carrying on the company's tradition of building quality products that took MTM from a one-man-in-a-garage operation to a respected and trusted 100 million dollar company.
When software developers latch on to a new thing, we tend to want it's trappings to be so flagrant and obvious that you can't but trip over them in our work areas or in conversation. Considering It's understandable, but it’s also a bit disconcerting.
After living through a catastrophic failure with Agile that ended with the costly write off of a year's worth of time spent and the dismissal of the entire product team, my concerns over Agile's loss of focus on product, producing, and productivity were powerfully punctuated.
Agile teams can become fascinated on the process to the distraction of the purpose that the process serves. In the case of the aforementioned failed project, it had become so bad that at one point the product owner and I mused that it seems like the team believed that it had become charged with producing Agile process rather than software product. When Agile becomes the whole point rather than merely a means, things can go very wrong.
What really struck me during the tour of the MTM plant was the master crafts people on that MTM has on its staff, working in design, production, and quality assurance. MTM has some very competent and talented people plying their trade in service to MTM's customers. Everything from sculptors, to jewelers, painters, metal workers, and typesetters. It's clear that producing at the pace and quality that MTM has built a reputation for requires people of considerable skill.
There's power in the tools that we use, and as crafts people we can even derive pleasure from our appreciation of fine tools themselves, but we are so susceptible to having our attention lured away from the most important aspect of having them and wielding them: productivity, product, and producing.
I appreciate Lean because it is so focused on product and producing, and on shaping an organizing that is hell-bent on the goal. It makes no apologies for remaining focused on the goal and for bending everything to the service of the goal and sustaining its achievement and its betterment.
Agile can be a disruptive technology. It’s vital as software developers that we remain vigilant against our susceptibility to allowing agile to be disruptive to our software development efforts themselves.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Monday, February 23, 2009
Decade of Agile, Dawn of Lean
The way that Agile works on a team that is new to Agile and the way that it works on a mature team is necessarily different. The sudden breaking with old habits that happens during new adoption is a radical change. The on-going process of improvement on long-lived, mature Agile teams is usually (but not always) less radical.
Mature Agile teams might still undergo radical improvements now and then, but they will have been steeped in continual change and have developed a taste and facility for change, or at least for the methodology of change. New Agile teams are typically not only not steeped in the protocols and social contracts that they are changing to, but they’re also not usually steeped in change itself.
Becoming used to change is a big part of making a deeper connection to Agile. Habituation to change unfolds over time, and over time it cultivates a vision, a pragmatism, and a facility to change in the people on the team. The deepening of the facility with change will change the protocols and social contracts that are necessary to holding things together while change is under way.
Agile usually starts up in the midst of the organizational and cultural chaos that is the typical status quo of software projects. Presently, software teams have a heritage of insufficient technical abilities compounded by ineffective project management and altogether too-weak product definition.
The circumstances of a project beget the particulars of its methodology. The vast majority of Agile teams are in their initial phase, and most of what we hear about Agile methodologies reflects this particular perspective of Agile development. The fact that most Agile teams are just beginning has a tremendous effect on the content of the Agile dialog, and the frequent repetition of this perspective inevitably reinforces itself.
Scrum is a methodology that is really well-suited to getting started with Agile, and consequently a lot of what is believed about Agile at-large is rooted in Scrum. The downside of the self-reinforcement feedback loop surrounding Scrum is that it tends to drown out the rest of Agile - the technical competencies that permit Scrum to be sustainable beyond the initial Agile boot strap phase.
At the outset, Scrum gets away without the necessary technical competencies because the team and surrounding organization are coping with radical changes in the protocols and social contract. Allowances are made for lower productivity in recognition of the team facing radical changes. But once the bloom is off the rose and real expectations come back into effect, colloquial Scrum efforts can fall apart.
Scrum's tighter feedback and greater adaptability demand engineering techniques that permit these things to happen. The engineering practices are what keeps Scrum from shaking itself apart over the long term and from preventing a new Agile team from regressing Scrum into some variant of waterfall.
Scrum's biggest challenge is the calcification of its own orthodoxy. We end up merely with "Scrum teams" rather than high-functioning software product development teams. We end up with teams who continue to apply practices that are appropriate to the early Agile adoption phases long past the adoption phase. We end up with entirely naive and mechanical software development teams flying the Scum banner, and this is exactly the state of affairs that we were trying to move away from.
Filling a cork board with hundreds of index cards that describe features that we're not going to work on for months is really just an updated version of the hundreds of pages of specification documents that come at the outset of traditional software projects. The index card version is a contemporary manifestation of the same presumptions and thinking that drive waterfall.
We end up with the over-specified product backlog by failing to recognize our unrecognized presumptions. There are lots of unasked questions that remain dangerously-silent in mainstream Agile. It's these presumptions that are hurting software product teams' chances of growing beyond the basics and surviving past a guided adoption.
Without growing beyond the basics, Agile efforts end up collapsing under their own weight when the project heat is turned up for real. Many Agile teams have only been taught how to begin and don't really know how to sustain let alone how to improve while simultaneous getting things done. A team that isn't mining for it's invisible, un-asked questions and presumptions is going to have a hard time establishing the improvement practices that will permit it to sustain beyond bootstrapping.
If advanced agile practice is anything, it's a diamond-tipped drill boring into our unconscious presumptions of what makes software product development work. The deeper this drill goes, the longer we can sustain. As soon as the drill stops, the momentum of our projects' challenges catches up and outpaces our ability to deal with them as easily and as effectively as when we were at the very beginning, when things we simpler.
There's no standing still. If you're not moving forward, you're falling behind. I don't typically find admonitions this strong in Scrum orthodoxy, but I do find it readily in Lean. This might suggest that an inevitable result of years of continuous improvement of Agile practices ultimately leads Agile teams to Lean, and to a forming and shaping of Agile fluency to Lean. I've seen this play out a number of times in my own professional network as agilists with many years of day-to-day agile project experience have begun to see answers to their questions in Lean. Maybe this isn't true for everyone, but it's happening with enough regularity that in the very least it deserves consideration.
We're faced with an uncomfortable question: Is Lean an "advanced form" of Agile development.
If Lean is seen as an advanced form, it inevitably confers a beginner stigma onto teams who aren't doing Lean and can be seen to diminish other forms. The problem here isn't that Lean may or not be an advanced form, but that we have a community of software practitioners who see being a beginner as stigmatic.
Nothing but nothing puts software product development efforts in harm's way like a team that is uncomfortable with standing right where it is. If a team is unwilling to be a beginner, then it is incapable of becoming advanced. Wether or not Lean is an advanced form, we seem to have an aversion to accepting that we do indeed have advanced forms, and that they are often incomprehensible and impenetrable from where we stand right now.
Dave West made a great point about the purpose of a well-stocked backlog in his article on InfoQ entitled Lean and Agile: Marriage Made in Heaven or Oxymoron.
Agile works best when there is a huge product backlog and when there is a large amount of churn in the composition of that backlog. Churn results from conversations about story essence; story priority; feedback from developers about stories not understood; stories that turned out to be easier or harder to develop than expected; stories that had to be refactored to make them more understandable or more tractable to development; and feedback from user acceptance of stories completed.
Eventually, churn diminishes and the product backlog becomes stable. The addition of new stories reduces to a trickle and the prioritization of stories changes only nominally. At this point it becomes even more tempting to consider the product backlog as an inventory.
He makes a really astute observation about Agile that I really like and can identify from some of my project experiences. Dave says that agile is a process "for building a consensual theory of the world: with an artifact being a byproduct - an expression - of that theory". And this, I think, is where Agile and Lean can be seen to part ways, and also to not part ways. This is one of those "radical contradictions" that can be seen on the surface to point to a inconsistencies and incompleteness in Lean thinking that is more likely to be one of its enablers.
Here's a bold statement that is likely to raise the hackles of many a latter-day agilst: There is no inherent need for building a consensual theory of the world in product development. There's no doubt that everyone involved in realizing the product vision has to understand what that vision is, and that churn is a way to get there, but there are approaches to managing that process that aren't predicated upon a "huge product backlog".
There are certain circumstances where churning over a huge product backlog is valuable. And there are yet other circumstances where where such churn is unnecessary, and yet others where it can be downright destructive and a significant contributor to failure. The chosen approach can't be cookie-cutter and mechanical. A project’s context has to drive the specifics of its Agile approach. There is no one, single Agile that can work for all levels of maturity.
Some product development efforts start with a strong product vision and some product development efforts start without a strong product vision. And which ever path the project is on dictates the kind of protocols and social contracts that can go into shaping the process, as well as the process of improving that process.
A huge backlog is often one of the necessary trappings of a team that isn't steeped in the practicable know-how of just-in-time development. The huge backlog theory-proving that Dave talks about may be more than just valuable in the absence of just-in-time fluency, it's likely a necessity and working without it might very well be negligent. Working with a large product backlog helps a team to gel and helps a product vision come together. These are truly valuable things to do, but they come with some cost. If it's a necessary cost, then it should be paid.
Filling a product backlog with stories can be a good exercise in socializing the product vision, but there are other ways to socialize the product vision without risking the waste that a pre-mature backlog often generates. The value of just-in-time is great, but the means of doing it isn't typically readily apparent via Scrum.
Lean offers a lot of experience in doing just-in-time development, but the body of knowledge is quite large. It would be a mistake to believe that one or two books by the Poppendiecks will give you the lay of the Lean land the way that one or two books on Scrum can spell out the entire methodology. That's not a sleight against Scrum. One of Scrum's greatest strengths is its relative lightweight. If Scrum were as voluminous as Lean, the Agile movement may have never made it to the mainstream. Scrum’s relative silence on the technical excellence that allows Scrum to succeed is why more organizations begin with Scrum rather than Extreme Programming, regardless of Extreme Programming’s early prevalence over Scrum.
I value my experience in Scrum because it prepared me for eventual undertakings in Lean. Without the well of enthusiasm for software development that I get from Agile development, I might not have undertaken the sheer volume of study and community engagement that helped me to finally see what Lean is about beyond the endeavors of the Poppendiecks to communicate Lean in digest form to the software world. Returning to the Poppendiecks’ books now, I see that I had missed the significance of much of what I was reading.
I've discovered and cultivated a lot of abilities that I didn't have when I started doing agile on a day-to-day basis in 2001. I'm ten times the software product person that I was then, and Agile is responsible for a much-accelerated growth as a developer, a tech lead, and ultimately a product designer and chief.
I can do things now that I couldn't do then. I fit my methodology to where I am in my understanding and and my ability to execute, lead, and socialize product development. Many of the things I choose to do now are downright heresy to mainstream agile, but I'm not exactly where mainstream agile is right now.
Here's are a few examples of things that I'm intimately-comfortable with now that I had only started entertaining just two years ago:
- I don't rely on the embedded (on-site) customer.
- I don't do all-hands team estimation a la XP Planning Game.
- I don't carry a huge product backlog.
I'm simply not abandoning these practices and leaving gapping holes in the methodology. I'm replacing these practices with practices that are commensurate with my current level of understanding and experience, which are radically different than they were even a couple of years ago.
Toyota recognizes a role called the Chief Engineer. I'm not pompous enough to say that I have the depth of experience to confer such a title to myself, but it's the closest approximation that I've found that describes what I do on software projects. I'm conformable playing a relatively equivalent role on software projects, and I've been playing that role in practice in an ever-increasing capacity for a few years.
The distinct organizational qualities and processes that distinguish Lean from mainstream agile permit me to make a departure from the prescriptions of mainstream Agile and to do my Agile work with what I see as greater effectiveness across the board.
Ultimately, I'm taking on more responsibility for definition and specification. I'm doing this because I'm used to working at a pace that requires less of the variation and oscillation that can shake a mainstream Agile project to pieces at high speeds. I'm synthesizing more inputs and factors faster than what can be done by a committee and I'm leaning on considerable technical competence to convert product vision and product design into work items that I can guide a team through. I’m more open to input from people on the team, and I’m willing to see where things go when people feel strongly about outright dissent. And I’m comfortable with putting my foot down when I see that a point I’m making is not understood due to lack of experience and perspective when I can guide the practices that will eventually feed someone’s understanding.
Dave West commented on optimization, "Lean views software development as a process for moving from conception to product. It wants to optimize that process, albeit in a radically different way and with radically different values than traditional (e.g. Taylorism) attempts at optimization."
Lean does seek optimization, but it doesn't view software development as merely a process. An agile perspective of Lean may be biased to see Lean as a process, but Lean's perspective of Lean, internally consistent with itself, doesn't see it this way. Lean is fundamentally a way to cultivate and sustain a learning organization.
Optimization serves a goal that is outside of the typical purview of Scrum. Optimization drives design quality. Design quality drives productivity, sustainability, adaptability, and ultimately customer satisfaction. The reasons for optimization are found in the technical and engineering excellence underpinnings of Agile development. XP has more to say about this than Scrum because delivering technical excellence is not Scrum's purpose. However, XP practices are often how implementation gets done in a Lean software project.
Dave rightly points out that software development is not like production and that we should be cautious about applying a production methodology to software development, "Lean needs to take off the 'production glasses' and look at Agile and elements of the agile development process from a holistic perspective that includes all seven of the Lean principles".
The Poppendiecks often raise this same point and caution that software development is more like product development than production. Specifically, Lean software development is more like Lean product development, and we can look to resources like Toyota's Lean Product Development System rather than the Toyota Production System for insights and a vision of how Lean product development works.
Regardless of whether Lean is applied to product development or production, Lean principles apply equally to both, and these principles are often seen as conflicting with Agile. Indeed, in some circumstances, Lean is in-conflict with Agile and seems to contradict Agile, but which agile, in which circumstances and on which Agile team at which part of the process of maturation and improvement?
I think it's a mistake to look at the practices of Lean software development and conclude that things are being done in a particular way because of a misunderstanding of and a lack of experience with Agile. Many new Lean practitioners have been in deep Agile immersion since the beginning of the 2000’s. I think that it's specifically due to the broad and deep experience with Agile and in constantly pushing the limits that many people are now finding answers to questions in Lean.
That's not to say that Agile itself has any arbitrary limits, but the majority of the Agile population at this point in time is focused on adoption rather than maturation, and insights on problems found at Agile's quantum barrier can be found in Lean. And exposure to the fifty years of methodological and practical experience in applying and improving Lean arse inevitably having an impact on the way that we've been practicing XP and Scrum.
It's not that the recent spate of Lean exploration and adoption is due to inexperience with Agile. It's happening in spite of tremendous experience with Agile. In fact, some rather deep experiences with Agile seems to be leading people to Lean with a rather predictable regularity - even considering the influence of mere hype and relative novelty. But these people don't appear to be abandoning Agile, but rather adapting Agile to fit within Lean as a means to practice Lean as a software development discipline.
I didn't become interested in Lean because I wasn't interested in Agile. I became interested in Lean because I felt that I had started to hit a glass ceiling in Agile. I was trying to get to the next level and the ready part of the community and it's lore, literature, and protocols were just not helping me get there. I'm not saying that the next level for me wasn't already present in pockets in the Agile community, but it was readily-available and present when I went looking in Lean.
When I really started to put my mind and my effort into Lean, I experienced something very similar to what I had first experienced when my mentor from Bell Labs first introduced me to Extreme Programming ideas, and when I read Kent Beck's Extreme Programming Explained. I experienced again what I think of as the "ugly duckling" syndrome, where all of these doubts about the orthodoxy of what I was doing previously were laid out in black and white as well-known anti-patterns, calling me forward into a deeper realization of my own internal notion of common sense.
At the same time, I was irrevocably thrust into an unpopular movement of software development that took several more years before becoming acceptable and loosing it's pariah stigma. At least the ugly duckling went from being an ugly duckling to a beautiful swan. XP practitioners carved out a place for agile in corporate IT shops, product companies, and conferences amidst some non-trivial resistance and even ridicule at times.
Thanks to the brilliant business savvy of the ScrumMaster Certification program, Agile made deep headway into the mainstream, and XP'ers backed into a much-eased Agile climate by the broader path that Scrum had carved. And because it was just common sense, we laid Scrum down on the solid technical foundations of XP and got back to work making software products and improving ourselves.
Here we are ten years later and those same people are doing exactly what they've always done. They've gone where their common sense points them, and for some people, that means adopting Lean. It's rather ironic that this conclusion is as unpopular with the Agile mainstream now that Agile was to the pre-Agile mainstream then.
As not just a Lean student and practitioner but also as an agile veteran, I find the kind of mechanical orthodoxy that has taken root in the Agile mainstream to be categorically wasteful. But I look forward to the churn and contradictions that will inevitably lead to what comes next.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Monday, February 16, 2009
Complexity isn't Subjective, Our Reactions to it Are
Software people have significantly-different understandings of what complexity is. Regardless of what software people believe complexity to be, the perception of complexity affects most software developers in the same way: it influences the choices we make about how to build software. What a software developer, development manager, or even a stakeholder believes about complexity might determine whether the project is put in harm’s way.
Complexity isn’t subjective. It’s a hard measure of the number of inputs into a system, the number of moving parts in the system, and the number of decisions that the system makes that lead to different execution paths. But we often use “complexity” to describe what it like getting our heads around something unfamiliar, which can be a purely emotional response.
Two people saying “I don’t want to do it that way, it’s too complex” can have utterly different perspectives of complexity. If so, then they likely have utterly different and likely incompatible approaches to software development. It’s more likely that people who typically use incompatible approaches will not find themselves agreeing on complexity.
Between the start and finish of a project, a lot of things happen. Software is created, and more software is created. Some of that software interacts with other bits of itself. And more software is created and more interconnections are made. The natural increase in code and interconnections during a project while the software gains more features creates real complexity.
With more code, more natural complexity is added to the system. Complexity is going to accrete, the issue is: how fast? And the single most influential factor in how fast complexity increases is the approach we choose based on what we think complexity is. When we don’t make the right decision, we end up with more complexity than we need. Understanding how complexity is created and how it affects software and projects is a essential part of software physics and helps us to understand how to keep projects healthy.
Complexity isn’t an expression of discomfort with approaches that we have no meaningful experience with. Certainly lack of experience can put a project at risk, and some of that risk might manifest from accidental complexity that results from inexperience, but inexperience itself isn’t complexity.
Ultimately, the point of dealing with complexity isn’t the elimination of complexity, it’s the elimination of accidental and unnecessary complexity. Some forms of complexity are desirable and we choose to add some essential complexity in order to improve other desirable design qualities, and even real complexity isn’t the differentiator between software efforts that succeed and software efforts that fail.
When a developer complains of complexity, it's a sign of something that likely needs to be given some attention. It not entirely uncommon, though, to find that what has been called out as complexity isn’t a reflection of the software or the approach itself, but of the programmer’s emotional content. It’s still a matter of concern, but it might not be a technical concern.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Monday, February 09, 2009
Design Flaws, Hernias, and Anemic Quality
Runtime defects are relatively easy to find. They make undesirable things happen that you can see with your own eyes. Some defects are certainly harder to observe than others. They might show up only in certain uncommon circumstances, or you might need to do some search and discovery with some special tools and instrumentation.
Relative to finding design flaws, the effort required to observe runtime defects is often a walk in the park. And while we put a lot of effort into finding and resolving runtime defects, design flaws can drain more money and value from businesses than the runtime defects that consume the better part of quality assurance efforts and attention. Not to downplay the risks that runtime defects pose to business, but a business that isn't also mitigating the considerable risks posed by design flaws is ensuring that the erosion of the value of software assets will progress exponentially, signaled by sharp, unexpected drops in productivity.
Design flaws are unseen because they manifest specifically as productivity problems and we tend to not track productivity in software development work in meaningful ways, and we rarely reconcile the suboptimal productivity of businesses in general with their business software.
Runtime defects corrupt data, crash applications, cause outages, enable security breaches, process business transactions incorrectly, and lead business people to the wrong conclusions and decisions. Defects are “in your face”. So are design flaws, but if you don't know to be vigilant toward them, you likely won't pay them the decisive attention that they deserve.
Imagine a design flaw as a herniated disk in your spine. The hernia pushes out on the surrounding muscles, bones, and nerves in a way that is not natural to them. This kind of misalignment not only causes problems with it's own structure, but also manifests in structural problems in adjacent systems as well.
For example, a back problem can cause changes in posture and movement to compensate for weakness and pain, changing the way that adjacent and supporting structures and systems align and operate. A spinal problem might manifest as a knee problem. The secondary problem might not only be indicative of the original problem, it might also deteriorate to the point of being as bad or worse than the original problem.
The insidious effect of secondary effects is that solving the original problem may not resolve the secondary problem. The secondary problem might be an indirect result of the original problem, and may continue to deteriorate even once the original problem is resolved. This happens when new habits are formed when learning to compensate for the original flaw.
Imagine a graphical representation of the goodness of a good software design as a series of adjacent alignments. They don't compromise each other's structure or operation.
A design flaw in this system would appear as a hernia - a bulging misalignment in the midst of the surrounding order.
Design flaws often go unnoticed. As work progresses and a system grows, new features and code that are physically or functionally adjacent to a flaw are inevitably shaped to it.
Often this isn’t done purposefully. The shape of the code that we build upon determines the shape of the code that we’re building. Adjacent code will either export order or disorder depending on whether and how much it is flawed. If it exports disorder, then it spreads productivity problems as well.
The most obvious flaws are known to us by their "workarounds". But flaws with workarounds are just those few very obvious flaws. Most flaws don't manifest to our awareness right away, if ever. We might have a spark of insight one day that illuminates the flaw, or we might have an opportunity to work with someone who wields some non-trivial design flaw mitigation skills who recognizes and points out the disorder.
When we finally become aware of a design flaw and if we have the resources to fix it, we have to be careful of what happens to design when we allow ourselves to become overly-fixated on fixing just that part of the problem that we’re looking at.
The goal is to correct the design and to restore productivity, but often we leave behind the secondary effects, either because we haven't become aware of them yet or because of an excessively-narrow focus on the original problem.
This is how we end up with those areas of our systems that aren't right and are difficult to work with but when you ask someone why the design is the way it is they respond with something like, "Dunno. It's always been that way. We don't touch that code. There must be a reason it's like that or else it wouldn't be like that. So we don't change it. It's just one of those things. It's the way software is. You know?"
I know that software often ends up like this, and I also know that it doesn't have to end up like this, and I know how to avoid turning software into these messes, and I know that the ways and means can be taught and learned. Perhaps most importantly, I know why we shouldn't let software degrade into these unknowable messes.
You Can't Afford It
Design flaws are expensive. They cause the same value loss to ripple through our systems that runtime defects do. However, with design flaws it can take you a lot longer to realize that the flaws are there and to locate the wound in the system that value and productivity continue to leak out through.
The longer that design flaws remain in your system, the more secondary flaws are introduced. Those secondary flaws are also the primary causes of their own secondary flaws. This inability to control the density of flaws in a system only gets worse, accelerating exponentially. It’s the principle causes of the need to completely re-write systems that may only be two or three years old.
Having tests for our code only makes it possible to continue to make changes to our systems, but it doesn't say that we can make these changes quickly enough or effectively enough to make these necessary changes feasible and practicable. Code that is awkward to work with has tests that are awkward to work with, doubling the inefficiency of solving the problem.
The simple issue is that you can't afford to have these kinds of problems in your systems. You can't afford design flaws just as you can't afford runtime defects, and frankly, the more design flaws you have, the more likely that you'll have runtime defects, and the more difficult they will be to find and to fix.
We have a rather naive understanding of quality in the software industry and we’re only now starting to understand the physics and economics of software development enough to understand the importance of quality and how to make it happen.
While we continue to have anemic quality that preoccupied with chasing after only a portion of issues in quality, we’ll continue to suffer. Our productivity will be far less than it should be and value will erode much faster than it should. But there are some signs that pockets of the software industry are waking up from the software dark ages and putting quality into play in ways that are much more meaningful than the mere bug-hunting that has dominated software’s concept of “quality” for the longest time.
As we learn to apply the lessons from our own industry as well as from other industries, not only are our abilities to achieve quality improving, but our understanding of the purpose of quality deepens. We are showing some signs of the industrial maturity that suggests that we may yet reach up and reclaim the productivity that we continue to squander to our primordial struggles with software production.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Tuesday, February 03, 2009
Sunni Brown’s Graphical Recording of My Agile Leadership Talk
Sunni did a graphical recording of my talk at ProductCamp Austin. The talk was entitled Toyota's Chief Engineer as a Model for Agile Product Development Leadership.
(click the image to view full-size)
Thanks, Sunni! And thanks, ProductCamp Austin!
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com
Sunday, February 01, 2009
Teaching, Symbology, and Intellectual Materialism – The Chasm is a Vacuum
If you could use a tool and do good works with it, but if you didn't know the name of the tool, would you be less of a craftsperson? How much less? Would your works be less valuable to the people who are served by them?
The world is filled with people who don't understand advanced subjects, but who would like to learn. And the world is blessed with many knowledgeable people who can't understand why the things that they've discovered, learned, and elaborated are not being soaked up by everyone else.
Sadly, the people who are among the first to gain knowledge in a subject often tend to make that knowledge unpalatable to the rest of humanity.
On either side of the issue are people who have fundamentally different reactions to a subject's symbology. Intellectual materialists celebrate and adore a subject's symbology, and the mainstream simply doesn't.
To a mainstream learner, a subject's symbology and pattern language can be a hindrance to learning. This fine point isn't often perceived by those bright and creative people who are quick to recognize, adopt, and deeply-learn an emerging subject, and quick to revel in the accomplishment through the recitation of its symbology within innovator social circles.
When intellectual materialists turn outward from their social circles to readily share their knowledge with the world, the involvement with symbology is often so powerful that they simply can't resist its indulgence. In these moments, the mainstream learner often dismisses many brilliantly-simple and game-changing ideas because they're wrapped up in intimidating symbology, like "Liskov Substitution Principle", "Cyclomatic Complexity", or "Inversion of Control".
These are terms like a lover's whispers to an intellectual materialist. They verily celebrate and decorate the knowledge behind the words, and this celebration of knowledge itself is a deeply-ingrained and vital aspect of intellectual materialism culture. The collection of knowledge and the celebration of knowledge is often as essential as its rightful and meaningful application.
And because the trailblazers aren't often aware of this, they are often only effective as teachers to other early adopters, leaving a chasm between themselves and the mainstream that is a stumble in what should be the continuum of communication along the learning curve.
The Chasm is a Vacuum
The chasm in the technology adoption curve is a bit of a stutter-step in what is otherwise a smoothly-flowing transfer of knowledge from people on the left who are earlier adopters than people on the right.
The word "chasm" describes hiccup in the shape of the population distribution curve, but it doesn't describe the social dynamics. Socially, the "chasm" is a "vacuum".
Intellectual materialists from the left-hand side of the adoption curve spend some amount of time amongst themselves incubating emerging ideas before they venture - either accidentally or purposefully - into the mainstream with the ideas. During the incubation, their insular communication patterns are even further reinforced and institutionalized. The celebration of symbology becomes even deeper ingrained through repetition and elaboration.
When intellectual materialists first meet mainstream learners and reach out through these well-ingrained patterns, the ideas and even their representatives are often met with a resistance that doesn't seem to be commensurate with the goodness of the good news of new understanding. If innovators aren't met with resistance, then they've likely just bumped into a new intellectual materialist, pulling them over to the left-hand side of the curve rather than having transformed knowledge - preparing it for, and transitioning it to the right.
When knowledge is first offered across the cultural seam and is met with resistance, the respective cultures recoil into themselves, leaving behind the vacuum. The vacuum shows up on the graph of the technology adoption curve as that blank spot between early adopters and the early majority known as, "the chasm".
Anxiety and Fear
At the point in the continuum where the people who live in the left-hand side of the curve meet the people in the middle of the curve, a lovely handshake should take place. These two neighbors should forge life-long bonds of respect and recognition building on the near-infinite creative potential of diversity, continually transforming and communicating knowledge across the cultural seam.
Far too often an early adopter will bump into someone from the mainstream who will extend his hand across the seam in greeting and say, "Hi, my name is Joe. Lovely day isn't it?" To which the intellectual materialist replies, "Cyclomatic inversion of Liskov test-driven domains of concern segregation substitution interface... in principle". Which in early adopter land roughly-translates to, "Hi-diddly-ho, neighborino!"
The mainstream learner smiles nervously, backs away from the seam, and accelerates away. He returns later with a sign that reads, "Warning: Irrelevant, Academic Clap Trap Beyond this Point", but finds it unnecessary as the intellectual materialist has returned to his capitol city to participate in the ceremonial Reciting of the Terms of the Sacred Symbols at the dedication of an all-new, top-of-the-line, ultra-modern, Class-A echo chamber that his entire society has decided to retreat into for the next five to ten years.
Mainstream learners are often more receptive to new ideas when they're not introduced with the psychic weight of the subject's symbology. It's not because the symbology is just too much to absorb. It's because the symbology and nomenclature, starting with the grandiosity invested in the new subject's name, usually over-states the complexity of the subject.
Innovators and early adopters give names to things that are celebrations of knowledge. They capture and replay the exaltation of the moment of crystallization of the idea by every intellectual materialist that comes to assimilate the new idea.
The name is the idea's material. The name is more than descriptive, it's the psychic texture of the idea. And none of this makes a lick of difference to someone in the mainstream who doesn't also value an idea's texture, but who just wants to learn how do do something so that he can in fact get something done.
Mainstream learners first try to figure out whether some subject is worth learning before they commit their time to learning. There's a lot of anxiety invested in this filtering. The sheer volume of new things bombarding a mainstream learner's priority filter is literally mind-boggling. The subjects that make it through the priority filter are the ones that seem less intimidating, and frankly, the grandiose symbology that is the mark of intellectual materialism is often very intimidating.
As soon as a student's mind touches anxiety about a subject, we've lost a significant portion of their ability to remain present to the subject. The teacher's first duty is to protect the student from anxiety and fear because these things are the anti-matter of learning and knowledge.
Respect the Learner's Tolerance for Intimidating Symbology
The answer isn't to start over with a new symbology (although it would be nice if some thought were given to the effects of symbology on the vacuum when the symbology is established). As teachers, and as the people whose cultural segment on the adoption curve creates most of the intimidating symbology, we have to be conscious of when and where the use of the symbology is appropriate.
The time at which a subject is being introduced to a mainstream learner is often the least appropriate time to introduce a subject's symbology. It might have no effect, or it might have a positive effect, but there's a strong chance that it will have an altogether negative effect - repelling the learner from the subject and the learning experience.
There's no reason to entertain the risk when any subject can be introduced without introducing the symbology. Doing this means that the psychic weight of the intimidation of the symbology isn't brought into play as an obstruction to the learner's capacity to be open and receptive.
Protecting the learner's cognitive space from the anxiety derived through intimidating symbology is a teacher's scared responsibility. It's akin to a physician's oath to do no harm.
There's usually nothing inherent in the symbology that helps a teacher communicate the subject that the symbology represents. It's the subject that it's important, and the subject isn't its name. A subject's symbology can be introduced later, once the subject has been taught past the point of a learner's inherent initial anxiety with new subjects. Until then, there's no reason why a teacher can't introduce a subject, teach it past the intimidation hump, and then and only then introduce the symbology.
Filling in the Vacuum
Sooner or later, enough knowledge is communicated though the vacuum that it eventually dissipates, and the continuum resumes with normal, expected fluidity. This happens when enough early adopters - be they originally from the left of the chasm or the right - work long enough to bridge the gap. If there were more teachers who understood that the role of a teacher bridging the gap is as translator and transformer rather than symbolist, then the vacuum may never even grow from the width of a humble seam.
The strange and predictable phenomenon of the chasm isn't a necessity of the adoption curve, it's the result of a cognitive impedance mismatch between two sub-cultures that fail to recognize the significance of each other's differences.
Intellectual materialists are so over-stimulated by symbology that their behavior borders on the mania of addiction and obsessive compulsion. The solution to the manifestation of the chasm is to respect the human dispositions that turn seams into vacuums.
If we avoid leading with symbology, we avoid inducing the fear response in the mainstream learners, and this goes a long way toward avoiding inducing the chasm. This is well within the reach of the people on the left-hand side of the curve. It simply requires the same discipline as teachers as they require of their students.
When teaching across the void, teach to empower! When empowered, a subject's symbology won't diminish a learner's capacity to be receptive to the subject, and open to learning.
When empowered, a mainstream learner is just as likely to join the celebration of the subject through the subject's symbology just as intellectual materialists do! That doesn't mean that a mainstream learner will have crossed over the seam and become an intellectual materialist, it means that he has been given a chance to see the beauty and power of a subject from his own cultural perspective.
This shared experience from different cultural perspectives is the diversity that will lead to even more creativity and refinement. It's through this diversity that knowledge becomes even more powerful, with new possibilities and applications emerging that lead to the next big idea. And it's through the practice of this diversity that the sheer waste of time and resources that result from the cultural vacuums can be avoided.
Working with software developers and organizations to help realize the potential of software product development through higher productivity, higher quality, and improved customer experience
Learn more about my work and how I can help you at ampgt.com